From Dark and Darker Wiki

m (max_total_possible attempt2 via get_roll())
m (max() -> math.max())
Line 87: Line 87:
-- Calc max
-- Calc max
local weapons = max(
local weapons = math.max(
p.get_roll(slots_data, "Onehand_Weapon", base_or_gem) + p.get_roll(slots_data, "Onehand_Shield", base_or_gem),
p.get_roll(slots_data, "Onehand_Weapon", base_or_gem) + p.get_roll(slots_data, "Onehand_Shield", base_or_gem),
p.get_roll(slots_data, "Onehand_Weapon", base_or_gem)*2,
p.get_roll(slots_data, "Onehand_Weapon", base_or_gem)*2,

Revision as of 16:27, 24 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}}


Script error: The function "draw_roll_range_table" does not exist.

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}}


Script error: The function "draw_socket_cost_table" does not exist.


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

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

function p.draw_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"></th><th rowspan="2">Enchantments</th>'
	local min_max_headers = ''

	-- 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]
			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
				slot_data = slots_data[slot_type]
				
				-- Get rolls, default to blank if missing
				local min_roll = ""
				local max_roll = ""
				if slot_data ~= nil then
					local roll_data = slot_data[base_or_gem]
					if roll_data ~= nil then 
						min_roll = roll_data["min"]
						max_roll = roll_data["max"]
					end
				end
				if min_roll == nil then min_roll = "" end
				if max_roll == nil then max_roll = "" end
				
				min_max_cols = min_max_cols .. "<td>" .. min_roll .. "</td>"
				min_max_cols = min_max_cols .. "<td>" .. max_roll .. "</td>"
			end
			
			-- Calc max
			local weapons = math.max(
				p.get_roll(slots_data, "Onehand_Weapon", base_or_gem) + p.get_roll(slots_data, "Onehand_Shield", base_or_gem),
				p.get_roll(slots_data, "Onehand_Weapon", base_or_gem)*2,
				p.get_roll(slots_data, "Twohand_PhysicalWeapon", base_or_gem),
				p.get_roll(slots_data, "Twohand_Shield", base_or_gem),
				p.get_roll(slots_data, "Twohand_HybridWeapon", base_or_gem),
				p.get_roll(slots_data, "Twohand_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
			
			-- Add cells to row
			local rowspanned_cell = ''
			if is_first then
				rowspan = ' rowspan="' .. num_enchants_in_group .. '"'
				rowspanned_cell = '<td' .. rowspan .. '>' .. enchant_group_name .. "</td>"
			end
			enchant_row = '' .. rowspanned_cell              
			enchant_row = enchant_row .. "<td>" .. enchant_name .. "</td>"
			enchant_row = enchant_row .. min_max_cols
			enchant_row = enchant_row .. "<td>" .. max_total_possible .. "</td>"
			
			enchant_rows = enchant_rows .. "<tr>" .. enchant_row .. "</tr>"
			
			is_first = false
		end
	end
	
	
	
	local slot_headers = "<tr>" .. slot_headers .. "<td>Max Total Possible</td>" .. "</tr>"
	local min_max_headers = "<tr>" .. min_max_headers .. "<td></td></tr>"
	
	local table_str = '<table class="wikitable">' .. slot_headers .. min_max_headers .. enchant_rows .. "</table>"
	return table_str
end

return p