From Dark and Darker Wiki

m (use required gem's png file instead of the string)
m (double px of gem file)
Line 120: Line 120:
required_gem = ""
required_gem = ""
else
else
required_gem = "[[File:" .. required_gem .. ".png|10px]]"
required_gem = "[[File:" .. required_gem .. ".png|20px]]"
end
end
required_gem_td = '<td>' .. required_gem .. '</td>'
required_gem_td = '<td>' .. required_gem .. '</td>'

Revision as of 22:38, 28 February 2025

Overview

Functions for Enchantments. Data comes from Data:Enchantments.json.

Functions

draw_roll_range_table

Create's a table of enchants for the Enchantments page

Parameters

  • base_or_gem - List 'base' (traditional) or 'gem' enchant roll ranges?

Examples

{{#invoke:Enchantments|draw_roll_range_table|gem}}


EnchantmentsRequired Gem1H1H Shield2H Shield2H Physical2H Hybrid2H MagicalChestLegsFootHeadHandsCloakNecklaceRingMax Total Possible
MinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMax
Attributes
All Attributes0
StrengthDiamond.png121212121210
VigorDiamond.png121212121210
AgilityDiamond.png121212121210
DexterityDiamond.png121212121210
WillDiamond.png121212121210
KnowledgeDiamond.png121212121210
ResourcefulnessDiamond.png121212121210
Physical Damage
Physical Power BonusRuby.png11.811.822.722.722.722.711.811.811.810.8
Physical PowerRuby.png112121212111112112
Physical Gear Weapon DamageRuby.png11110
Physical Damage AddRuby.png11115
True Physical DamageRuby.png11115
Armor PenetrationRuby.png2.5346.546.522.522.52.532.5311.814.6
Magical Damage
Magical Power BonusRuby.png11.822.722.722.722.711.811.811.810.8
Magical PowerBlue Sapphire.png112121212111112112
Magical Damage AddBlue Sapphire.png11115
True Magical DamageBlue Sapphire.png11115
Magical Penetration0
Reductions
Armor Rating AddEmerald.png10122025585834343434583448
Physical Damage ReductionEmerald.png22.544.51.51.81.51.811.211.211.211.21.51.811.212.6
Projectile Damage ReductionEmerald.png22.544.51.51.81.51.811.211.211.211.21.51.811.212.6
Magical Damage ReductionBlue Sapphire.png22.544.51.51.81.51.811.211.211.211.21.51.811.212.6
Magical ResistanceBlue Sapphire.png10122025585834343434583448
Actions
Action SpeedBlue Sapphire.png11.211.21.51.81.51.81.51.81.51.81.51.811.211.21.51.81.51.811.212
Spell Casting SpeedBlue Sapphire.png1.51.81.51.811.211.21.51.81.51.811.212
Move Speed AddBlue Sapphire.png344
Move Speed BonusBlue Sapphire.png11.21.2
Health
Max Health AddEmerald.png121234343434343412121212341224
Max Health BonusEmerald.png11.211.21.52.51.52.51.52.51.52.51.51.81.51.811.211.211.211.21.51.811.212.6
Healing
Outgoing Physical Healing AddEmerald.png121216
Outgoing Magical Healing AddEmerald.png111212121216
Statuses
Buff Duration BonusEmerald.png34.534.559595959595934.534.534.534.55934.554
Debuff Duration BonusEmerald.png12.512.524.524.524.524.524.524.512.512.512.512.524.512.528.5
Memory
Memory Capacity AddEmerald.png1111212111112112
Memory Capacity BonusEmerald.png24.55959595924.524.524.524.55924.554
Misc
LuckBlue Sapphire.png2545254515221522152225451522245

draw_socket_cost_table

Create's a table of socket's cost per rarity for the Enchantments page

Parameters

none

Examples

{{#invoke:Enchantments|draw_socket_cost_table}}


RarityCost
Poor10
Common20
Uncommon30
Rare50
Epic100
Legend150
Unique200

local enchantments_data = mw.loadJsonData("Data:Enchantments.json")
local utils = require("Module:Utilities")
local p = {}

function p.get_roll(slots_data, slot_name, base_or_gem, min_or_max, if_not_exist)
	if min_or_max ~= "min" and min_or_max ~= "max" then
		min_or_max = "max"
	end
	
	if if_not_exist == nil then
		if_not_exist = 0
	end
	
	slot_data = slots_data[slot_name]
	if slot_data == nil then
		return if_not_exist
	end
	roll_data = slot_data[base_or_gem]
	if roll_data == nil then
		return if_not_exist
	end
	
	roll = roll_data[min_or_max]
	if roll == nil then
		return if_not_exist
	end
	
	return roll
end

function p.draw_roll_range_table(base_or_gem)
	-- Handle based on how it was called
	if type(base_or_gem) == "table" and base_or_gem.args then -- if called via wikitext instead of lua
        local frame = base_or_gem
        base_or_gem = frame.args[1]
	end
	
	-- Validate
	if base_or_gem ~= "base" and base_or_gem ~= "gem" then return "1st parameter 'base_or_gem' must be either 'base' or 'gem'." end
	
	local slot_headers = '<th rowspan="2" colspan="2">Enchantments</th>'
	local min_max_headers = ''
	
	-- Add required gem col header
	if base_or_gem == 'gem' then
		slot_headers = slot_headers .. '<th rowspan="2">Required Gem</th>'
	end

	-- Create enchant_name_headers (row1) and min/max (row2)
	-- Iterate enchant groups
	for i, slot_name in ipairs(enchantments_data["slottype_order"]) do
		slot_headers = slot_headers .. '<th colspan="2">' .. slot_name .. '</th>'
		min_max_headers = min_max_headers .. '<th>Min</th>' .. '<th>Max</th>'
	end
	
	-- Add body rows
	local enchant_rows = ""
	local enchant_row
	for i, enchant_group_name in ipairs(enchantments_data["enchant_group_order"]) do
		local enchants_in_group = enchantments_data["enchant_order"][enchant_group_name]
		if enchants_in_group == nil then return "Error: " .. enchant_group_name .. " not found in \"enchant_order\"" end
		
		-- Iterate enchants in the group
		-- First just determine how many enchants are in the group to get the proper rowspan
		local num_enchants_in_group = 0
		for i, enchant_name in ipairs(enchants_in_group) do
			num_enchants_in_group = num_enchants_in_group + 1
		end
		
		local is_first = true
		for i, enchant_name in ipairs(enchants_in_group) do
			-- Get that enchant's data
			local slots_data = enchantments_data["enchant_rolls"][enchant_name]["slots"]
			if slots_data == nil then return "Error: " .. enchant_name .. " not found in \"enchant_rolls\"" end
			
			-- Iterate slottypes
			local min_max_cols = ""
			for i, slot_type in ipairs(enchantments_data["slottype_order"]) do
				-- Get rolls, default to blank if missing
				local min_roll = p.get_roll(slots_data, slot_type, base_or_gem, "min", "")
				local max_roll = p.get_roll(slots_data, slot_type, base_or_gem, "max", "")
				if min_roll == 0 then min_roll = "" end
				if max_roll == 0 then max_roll = "" end
				
				if min_roll == max_roll then
					min_max_cols = min_max_cols .. "<td colspan=\"2\">" .. min_roll .. "</td>"
				else
					min_max_cols = min_max_cols .. "<td>" .. min_roll .. "</td><td>" .. max_roll .. "</td>"
				end
			end
			
			-- Calc max
			--Max Total Possible = MAX(1H Shield + 1H Weapon, 2 * 1H Weapon, 2H Physical, 2H Magical, 2H Hybrid) + Head + Chest + Legs + Hands + Foot + Cloak + Necklace) + 2*Ring
			local weapons = math.max(
				p.get_roll(slots_data, "One-handed Weapon", base_or_gem) + p.get_roll(slots_data, "One-handed Shield", base_or_gem),
				p.get_roll(slots_data, "One-handed Weapon", base_or_gem)*2,
				p.get_roll(slots_data, "Two-handed PhysicalWeapon", base_or_gem),
				p.get_roll(slots_data, "Two-handed Shield", base_or_gem),
				p.get_roll(slots_data, "Two-handed HybridWeapon", base_or_gem),
				p.get_roll(slots_data, "Two-handed MagicOnly", base_or_gem)
				)
			
			local armor = (
				p.get_roll(slots_data, "Head", base_or_gem) +
				p.get_roll(slots_data, "Chest", base_or_gem) + 
				p.get_roll(slots_data, "Legs", base_or_gem) + 
				p.get_roll(slots_data, "Hands", base_or_gem) + 
				p.get_roll(slots_data, "Foot", base_or_gem) + 
				p.get_roll(slots_data, "Cloak", base_or_gem) + 
				p.get_roll(slots_data, "Necklace", base_or_gem) + 
				p.get_roll(slots_data, "Ring", base_or_gem)*2 
				)
			local max_total_possible = weapons + armor
			
			-- Get the required gem
			local required_gem_td = ''
			if base_or_gem == 'gem' then
				required_gem = enchantments_data["enchant_rolls"][enchant_name]["required_gem"]
				if required_gem == nil then
					required_gem = ""
				else
					required_gem = "[[File:" .. required_gem .. ".png|20px]]"
				end
				required_gem_td = '<td>' .. required_gem .. '</td>'
			end
			
			-- Add cells to row
			local rowspanned_cell = ''
			local row_id = ' id="' .. utils.dash_for_space(enchant_group_name) .. '"'
			if is_first then
				rowspan = ' rowspan="' .. num_enchants_in_group+1 .. '"'
				rowspanned_cell = '<td' .. rowspan .. '>' .. enchant_group_name .. '</td></tr><tr' .. row_id .. '>'
			end
			enchant_row = '' .. rowspanned_cell
			enchant_row = enchant_row .. "<td>" .. enchant_name .. "</td>"
			enchant_row = enchant_row .. required_gem_td
			enchant_row = enchant_row .. min_max_cols
			enchant_row = enchant_row .. "<td>" .. max_total_possible .. "</td>"
			
			enchant_rows = enchant_rows .. '<tr' .. row_id .. '>' .. enchant_row .. "</tr>"
			
			is_first = false
		end
	end
	
	
	
	local slot_headers = '<tr>' .. slot_headers .. '<th rowspan="2">Max Total Possible</th>' .. '</tr>'
	local min_max_headers = '<tr>' .. min_max_headers .. '</tr>'
	
	local table_str = '<table class="enchantmenttable">' .. slot_headers .. min_max_headers .. enchant_rows .. "</table>"
	return table_str
end

function p.draw_socket_cost_table(frame)
	local output_str = ""
	local data_rows = ""
	local header_row = "<tr>" .. "<th>Rarity</td>" .. "<th>Cost</th>" .. "</tr>"
	local row
	local i = 1 --display rarity_nums starting at i=1 (Poor), skipping Junk
	local ending_i = 7 --end with Unique=7
	
	-- this is O(n^2), but since theres only 8 elements, its inconsequential
	-- Iterate costs in data first
	local rarity_num
	while i <= ending_i do
		for rarity_name, cost in pairs(enchantments_data["enchant_costs"]) do
			-- Determine the rarity_num
			rarity_num = utils.rarity_name_to_num(rarity_name)
			
			if i == rarity_num then
				-- This is the next rarity that should be displayed
				row = "<td>" .. "<span class=\"colorrarity" .. i .. "\">" .. rarity_name .. "</span>" .. "</td>" .. "<td>" .. cost .. "</td>" 
				data_rows = data_rows .. "<tr>" ..  row .. "</tr>"
				
				i = i+1 -- look for the next rarity
				break -- end the current rarity-search
			end
		end
	end
	
	return "<table class=\"wikitable\">" .. header_row .. data_rows .. "</table>"
end

return p