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m (attempt again)
m (old create_loot_table() removed)
 
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local utils = require("Module:Utilities")
local utils = require("Module:Utilities")
local p = {}
local p = {}
local monsters_data = mw.loadJsonData("Data:Monster.json")
local monster_localized_names = monsters_data["monster_localized_names"] --nickname
local monster_ids = monsters_data["monster_ids"] --nickname
local monster_grades = {"Common", "Elite", "Nightmare"} --array used just for ordering them


function p.create_loot_table(frame)
function p.load_data_id_page(id)
local droprate_filename = "Data:Droprate Monsters Bosses.json"
local data_page_name = "Data:" .. id .. ".json"
local lootdrop_filename = "Data:Lootdrop GhostKing.json"
return mw.loadJsonData(data_page_name)
end
 
function p.create_monster_loot_tables(frame)
local monster_localized_name = frame.args[1] -- Ghost King
local lootdrop_data = mw.loadJsonData(lootdrop_filename)
local my_monster_ids = monster_localized_names[monster_localized_name] -- {Common: id of Common monster, }
if lootdrop_data == nil then return "Lootdrop data file '" .. lootdrop_filename .. "' could not be found." end
if my_monster_ids == nil then return "Monster '" .. monster_localized_name .. "' was not found in monsters_data." end
local resulting_table = ""
local outputted_string = ""
resulting_table = resulting_table .. '<br>'
for i, monster_grade_key in ipairs(monster_grades) do --mgk of --Elite
resulting_table = resulting_table .. '<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%">'
-- Get the monster
resulting_table = resulting_table .. ' <caption>Loot Table at 0 Luck</caption>'
monster_grade_id = my_monster_ids[monster_grade_key] --Id_Monster_GhostKing_Elite
resulting_table = resulting_table .. ' <tr><th style="width:5%">Name</th><th class="tooltip" style="width:5%"><u>Luck Grade</u><span class="tooltiptext-left" style="left:50%; transform:translate(-50%); bottom:66%; width:100%">Luck Grades present on the graph but missing in the column below are associated with dropping nothing.</span></th><th style="width:5%">Rarity</th><th style="width:5%">Item Count</th></tr>"'
if monster_grade_id ~= nil then
spawner_ids = monster_ids[monster_grade_id]["spawner_ids"]
outputted_string = outputted_string .. create_monster_grade_loot_tables(monster_grade_id, spawner_ids)
end
end
return outputted_string
end
 
function create_monster_grade_loot_tables(monster_grade_id, spawner_ids)
if type(monster_grade_id) == "table" and monster_grade_id.args then -- if called via wikitext instead of lua
        local frame = monster_grade_id
        monster_grade_id = frame.args[1] -- Id_Monster_GhostKing_Elite
        spawner_ids = frame.args[2] -- {"Id_Spawner_New_Monster_GhostKing": true}
end
-- Create body of table
local outputted_string = ""
-- Item name, luck grade, rarity, item count
for spawner_id, b in pairs(spawner_ids) do
for i, item_name in ipairs(lootdrop_data["item_order"]) do
outputted_string = outputted_string .. create_spawner_loot_tables(spawner_id)
-- Get the item's data
end
local item_data = lootdrop_data["item"][item_name]
return outputted_string
if item_data == nil then return "item_name '" .. item_name .. "' from item_order not found in lootdrop_data." end
end
 
-- Iterate each record in the item data
function create_spawner_loot_tables(spawner_id)
local num_records = #item_data --used for determining rowspan
if type(spawner_id) == "table" and spawner_id.args then -- if called via wikitext instead of lua
for j, item_record in ipairs(item_data) do
        local frame = spawner_id
local luck_grade = item_record[1] --lua is index1 based
        spawner_id = frame.args[1]
local rarity_num = item_record[2]
local count = item_record[3]
if luck_grade == nil then return "item_name '" .. item_name .. "' has a missing luck_grade." end
if rarity_num == nil then return "item_name '" .. item_name .. "' has a missing rarity." end
if count == nil then return "item_name '" .. item_name .. "' has a missing count." end
local rarity_name = utils.rarity_num_to_name(rarity_num)
if rarity_name == nil then return "rarity_num of '" .. rarity_num .. "' was converted to a nil rarity_name." end
local rowspan_str = "<td>"
if j==1 and num_records > 1 then --if first record and there are multiple records; span all records
rowspan_str = "<td rowspan='" .. num_records .. "'" .."><div class='iconbox'><div class='rarity2 rounded relative'>[[File:"..item_name..".png|x80px|link="..item_name.."]]</div>[[" .. item_name .. "]]</div>" .. "</td>"
end
resulting_table = resulting_table .. "<tr>"
resulting_table = resulting_table ..    rowspan_str
resulting_table = resulting_table ..    "<td class='cr"..luck_grade.."'><b>" .. luck_grade .. "</b></td>"
resulting_table = resulting_table ..    "<td class='cr"..rarity_num.."'><b>" .. rarity_name .. "</b></td>"
resulting_table = resulting_table ..    "<td>" .. count .. "</td>"
resulting_table = resulting_table .. "</tr>"
end
end
end
resulting_table = resulting_table .. '</table><br>'
local spawner_data = p.load_data_id_page(spawner_id)
if spawner_data == nil then return "Spawner data page for id '" .. spawner_id "' not found." end
 
return resulting_table
return "cool a spawner!" .. spawner_id .. "<br>"
end
end


return p
return p

Latest revision as of 23:26, 25 May 2025


Lua error in ...ribunto/includes/engines/LuaCommon/lualib/mwInit.lua at line 17: bad argument #1 to 'old_pairs' (table expected, got nil).


local utils = require("Module:Utilities")
local p = {}
local monsters_data = mw.loadJsonData("Data:Monster.json")
local monster_localized_names = monsters_data["monster_localized_names"] --nickname
local monster_ids = monsters_data["monster_ids"] --nickname
local monster_grades = {"Common", "Elite", "Nightmare"} --array used just for ordering them

function p.load_data_id_page(id)
	local data_page_name = "Data:" .. id .. ".json"
	return mw.loadJsonData(data_page_name)
end

function p.create_monster_loot_tables(frame)
	local monster_localized_name = frame.args[1] -- Ghost King
	
	local my_monster_ids = monster_localized_names[monster_localized_name] -- {Common: id of Common monster, }
	if my_monster_ids == nil then return "Monster '" .. monster_localized_name .. "' was not found in monsters_data." end
	
	local outputted_string = ""
	for i, monster_grade_key in ipairs(monster_grades) do --mgk of --Elite
		-- Get the monster 
		monster_grade_id = my_monster_ids[monster_grade_key] --Id_Monster_GhostKing_Elite
		if monster_grade_id ~= nil then
			spawner_ids = monster_ids[monster_grade_id]["spawner_ids"]
			outputted_string = outputted_string .. create_monster_grade_loot_tables(monster_grade_id, spawner_ids)
		end
	end
	
	return outputted_string
end

function create_monster_grade_loot_tables(monster_grade_id, spawner_ids)
	if type(monster_grade_id) == "table" and monster_grade_id.args then -- if called via wikitext instead of lua
        local frame = monster_grade_id
        monster_grade_id = frame.args[1] -- Id_Monster_GhostKing_Elite
        spawner_ids = frame.args[2] -- {"Id_Spawner_New_Monster_GhostKing": true}
	end
	
	local outputted_string = ""
	for spawner_id, b in pairs(spawner_ids) do
		outputted_string = outputted_string .. create_spawner_loot_tables(spawner_id)
	end
	return outputted_string
end

function create_spawner_loot_tables(spawner_id)
	if type(spawner_id) == "table" and spawner_id.args then -- if called via wikitext instead of lua
        local frame = spawner_id
        spawner_id = frame.args[1]
	end
	
	local spawner_data = p.load_data_id_page(spawner_id)
	if spawner_data == nil then return "Spawner data page for id '" .. spawner_id "' not found." end

	
	return "cool a spawner!" .. spawner_id .. "<br>"
end

return p