From Dark and Darker Wiki
Overview
Functions for making Weapon table. Data comes from Data:Weapon.json.
Functions
draw_table
Creates a table of weapons
Parameters
- 1 - <Type>
- 2 - Craftable or Uncraftable or Artifact
draw_table examples
Sword, Craftable
{{#invoke:Weapon|draw_table|Sword|Craftable}}
| Name | Class | Slot | Movement Speed | Damage on Hit | Stats | Hitbox + Impact Resist | Impact Zones + Impact Power | Combo | Action Movement Penalty | Slowdown On Hit |
|---|---|---|---|---|---|---|---|---|---|---|
| Fighter Warlock Sorcerer | Main-Hand Two Handed | -30 | Physical Base Weapon Damage 38 | Undead Race Damage Bonus 15% | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Special Riposte Attack 2 100%/90% + 4 Impact Resist 3 | Primary Attacks Pierce/Slash/Slash 100%/105%/110% Special Attacks Slash/Slash 135%/135% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -30/-30/-30 for 0.35/0.35/0.35s | ||
| Ranger Rogue Bard | Main-Hand One Handed | -15 | Physical Base Weapon Damage 26 Magical Base Weapon Damage 1 | Primary Attack 1 100%/90% + 2 Primary Attack 2 100%/90% + 2 Primary Attack 3 100%/90% + 2 Primary Attack 4 100%/90% + 2 Special Riposte Attack 1 100%/90% + 2 Special Riposte Attack 2 100%/90% + 2 Impact Resist 3 | Primary Attacks Pierce/Pierce/Pierce/Pierce 100%/105%/110%/115% Special Attacks Slash/Pierce 135%/135% | Primary Attacks Mid Attack: x60%/60%/60%/60% Otherwise: x92.5%/92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -15/-15/-15/-15 for 0.2/0.2/0.2/0.2s | |||
| Fighter Warlock Sorcerer | Main-Hand Two Handed | -30 | Physical Base Weapon Damage 39 | Undead Race Damage Bonus 15% | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Special Riposte Attack 2 100%/90% + 4 Impact Resist 3 | Primary Attacks Pierce/Slash/Slash 100%/105%/110% Special Attacks Slash/Slash 135%/135% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -30/-30/-30 for 0.35/0.35/0.35s | ||
| Fighter Rogue Ranger Bard | Off-Hand One Handed | -15 | Physical Base Weapon Damage 26 | Undead Race Damage Bonus 15% | Secondary Attack 1 100%/90% + 2 Secondary Attack 2 100%/90% + 2 Secondary Attack 3 100%/90% + 2 Special Riposte Attack 1 100%/90% + 2 Special Riposte Attack 2 100%/90% + 2 Impact Resist 3 | Secondary Attacks Slash/Slash/Pierce 100%/105%/110% Special Attacks Slash/Pierce 150%/150% | Secondary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -15/-15/-30 for 0.2/0.2/0.2s | ||
| Fighter Bard Warlock Sorcerer | Main-Hand One Handed | -25 | Physical Base Weapon Damage 37 | Armor Penetration 2~3% | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Impact Resist 3 | Primary Attacks Slash/Slash/Slash 100%/105%/110% Special Attacks Slash 150% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85% | Hitslow -25/-25/-25 for 0.35/0.35/0.35s | ||
| Wizard Warlock Sorcerer | Main-Hand Two Handed | -25 | Physical Base Weapon Damage 13 Magical Base Weapon Damage 18 | Action Speed 2% | Primary Attack 1 100%/90% + 3 Primary Attack 2 100%/90% + 3 Primary Attack 3 100%/90% + 3 Special Riposte Attack 1 100%/90% + 3 Impact Resist 3 | Primary Attacks Slash/Slash/Slash 100%/105%/110% Special Attacks Slash 150% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x85% Special Attacks Always: x85% | Hitslow -25/-25/-25 for 0.35/0.35/0.35s | ||
| Fighter Barbarian | Main-Hand One Handed | -20 | Physical Base Weapon Damage 33 | Luck 10 Magical Damage Reduction 2% | Primary Attack 1 100%/90% + 3 Primary Attack 2 100%/90% + 3 Primary Attack 3 100%/90% + 3 Special Riposte Attack 1 100%/90% + 3 Impact Resist 3 | Primary Attacks Slash/Slash/Pierce 100%/105%/110% Special Attacks Slash 150% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85% | Hitslow -20/-20/-20 for 0.35/0.35/0.35s | ||
| Fighter Barbarian Warlock | Main-Hand Two Handed | -40 | Physical Base Weapon Damage 45~46 | Physical Power 5 Undead Race Damage Bonus 30% | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Impact Resist 3 | Primary Attacks Slash/Slash/Slash 100%/105%/110% Special Attacks Slash 125% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x85% Special Attacks Always: x85% | Hitslow -40/-40/-40 for 0.35/0.35/0.35s | ||
| Fighter Bard Warlock Sorcerer | Main-Hand One Handed | -23 | Physical Base Weapon Damage 33 | Projectile Damage Reduction 2% | File:Obsidian Cutlass Hitbox.png | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Primary Attack 4 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Special Riposte Attack 2 100%/90% + 4 Impact Resist 3 | Primary Attacks Slash/Slash/Slash/Slash 100%/105%/110%/115% Special Attacks Slash/Slash 135%/135% | Primary Attacks Mid Attack: x60%/60%/60%/60% Otherwise: x92.5%/92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -25/-25/-25/-25 for 0.35/0.35/0.35/0.35s | |
| Fighter Rogue Ranger Bard | Off-Hand One Handed | -15 | Physical Base Weapon Damage 25 | Undead Race Damage Bonus 15% | Secondary Attack 1 100%/90% + 2 Secondary Attack 2 100%/90% + 2 Secondary Attack 3 100%/90% + 2 Special Riposte Attack 1 100%/90% + 2 Special Riposte Attack 2 100%/90% + 2 Impact Resist 3 | Secondary Attacks Slash/Slash/Pierce 100%/105%/110% Special Attacks Slash/Pierce 150%/150% | Secondary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -15/-15/-30 for 0.2/0.2/0.2s | ||
| Wizard Warlock Sorcerer | Main-Hand Two Handed | -25 | Physical Base Weapon Damage 13 Magical Base Weapon Damage 18 | Outgoing Magical Healing Add 2 Move Speed Bonus 2% | Primary Attack 1 100%/90% + 3 Primary Attack 2 100%/90% + 3 Primary Attack 3 100%/90% + 3 Special Riposte Attack 1 100%/90% + 3 Impact Resist 3 | Primary Attacks Slash/Slash/Slash 100%/105%/110% Special Attacks Slash 150% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x85% Special Attacks Always: x85% | Hitslow -25/-25/-25 for 0.35/0.35/0.35s | ||
| Fighter Warlock Sorcerer | Main-Hand Two Handed | -30 | Physical Base Weapon Damage 40 | Action Speed 5% Headshot Damage Modifier 5% | File:Spectral Blade Hitbox.png | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Special Riposte Attack 2 100%/90% + 4 Impact Resist 3 | Primary Attacks Pierce/Slash/Slash 100%/105%/110% Special Attacks Slash/Slash 135%/135% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -30/-30/-30 for 0.35/0.35/0.35s | |
| Fighter Warlock Sorcerer | Main-Hand Two Handed | -30 | Physical Base Weapon Damage 37 | Undead Race Damage Bonus 15% | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Special Riposte Attack 2 100%/90% + 4 Impact Resist 3 | Primary Attacks Pierce/Slash/Slash 100%/105%/110% Special Attacks Slash/Slash 135%/135% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -30/-30/-30 for 0.35/0.35/0.35s | ||
| Fighter Rogue Ranger Bard | Off-Hand One Handed | -15 | Physical Base Weapon Damage 24 | Undead Race Damage Bonus 15% | Secondary Attack 1 100%/90% + 2 Secondary Attack 2 100%/90% + 2 Secondary Attack 3 100%/90% + 2 Special Riposte Attack 1 100%/90% + 2 Special Riposte Attack 2 100%/90% + 2 Impact Resist 3 | Secondary Attacks Slash/Slash/Pierce 100%/105%/110% Special Attacks Slash/Pierce 150%/150% | Secondary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -15/-15/-30 for 0.2/0.2/0.2s | ||
| Fighter Bard Warlock Sorcerer | Main-Hand One Handed | -25 | Physical Base Weapon Damage 37 | Debuff Duration Bonus 1.5% | File:Tidal Falchion Hitbox.png | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Impact Resist 3 | Primary Attacks Slash/Slash/Slash 100%/105%/110% Special Attacks Slash 150% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85% | Hitslow -25/-25/-25 for 0.35/0.35/0.35s | |
| Fighter Warlock Sorcerer | Main-Hand Two Handed | -30 | Physical Base Weapon Damage 41 Magical Base Weapon Damage 2 | True Magical Damage 2 | Primary Attack 1 100%/90% + 4 Primary Attack 2 100%/90% + 4 Primary Attack 3 100%/90% + 4 Special Riposte Attack 1 100%/90% + 4 Special Riposte Attack 2 100%/90% + 4 Impact Resist 3 | Primary Attacks Pierce/Slash/Slash 100%/105%/110% Special Attacks Slash/Slash 135%/135% | Primary Attacks Mid Attack: x60%/60%/60% Otherwise: x92.5%/92.5%/92.5% Block Actions Always: x97% Special Attacks Always: x85%/85% | Hitslow -30/-30/-30 for 0.35/0.35/0.35s |
Firearm, Uncraftable
{{#invoke:Weapon|draw_table|Firearm|Uncraftable}}
Code
| Name | Class | Slot | Movement Speed | Damage on Hit | Stats | Impact Zones + Impact Power | Action Movement Penalty | Slowdown On Hit | Initial Projectile Speed (m/s) |
|---|---|---|---|---|---|---|---|---|---|
| Fighter Ranger | Main-Hand Two Handed | -30 | Physical Base Weapon Damage 45~46 47~48 49~50 51~52 53~54 55~56 57~58 | True Physical Damage 10 | Primary Attack 1 100% + 6 Impact Resist 3 | Primary Attacks Always: x50% Block Actions Always: x85% | Hitslow -135 for 1.5s | 38 |
local p = {}
local WD = mw.loadJsonData("Data:Weapon.json") --Global var holding tables from Data:Weapon.json
local concat = table.concat
---Get the item's size in pixels
local function size(item)
return tostring(item.invwidth*45).."x"..tostring(item.invheight*45).."px"
end
---Counts number of keys. Tables from Weapon.json don't work with next() or the # operator
local function count(t)
local c = 0
for _ in pairs(t) do c = c + 1 end
return c
end
---Marks up a list of values with color based on rarity
local function color_values(weapon, values)
if values == nil then return "" end
if type(values)=="string" or type(values)=="number" then
if count(weapon.rarities) == 1 then return "<span class='cr"..weapon.rarities[1].."'>"..values.."</span>" end
return tostring(values)
end
local wt = ""
local newline = ""
for i, key in ipairs(weapon.rarities) do
wt = wt..newline.."<span class='cr"..key.."'>"..tostring(values[tonumber(key)] or "").."</span>"
if i == 1 then newline = "<br>" end
end
return wt
end
---Marks up a stat block with the stat name and colored values and appropriate margins and alignment
local function inline_block(weapon,stat)
if weapon.stats[(stat):lower()] == nil then return "" end
return "<div style='display:inline-block;vertical-align:top;margin:0 15px 0 15px'><b style='color:#eee8'>"..stat.."</b><br>"..color_values(weapon,weapon.stats[(stat):lower()]).."</div>"
end
---Formats a table cell for the iconbox
local function name(item, is_header)
if is_header then return [[<th style="width:5%">Name</th>]] end
local color = "2"
local bold_link = "|<b>"..item.name
if count(item.rarities) == 1 then
color = item.rarities[1]
bold_link = "|<b class=cr"..color..">"..item.name
end
local icon_amount = ""
if item.maxammocount > 0 then
icon_amount = "<span class='iconamount' style='pointer-events:none;color:#EEEA;font-size:16px'>"..item.maxammocount.."</span>"
end
return "<td><div class='iconbox' style='width:max-content;align-items:center'><div class='rarity"..color.." rounded relative'>[[File:"..item.name..".png|"..size(item).."|link="..item.name.."]]"
..icon_amount
.."</div><br>[["..item.name..bold_link.."</b>]]</div></td>"
end
---Formats the weapon's list of classes into a table cell of classes separated by linebreaks
local function classes(weapon,is_header)
if is_header then return [[<th style="width:5%">Class</th>]] end
local wt = ""
local newline = ""
for i, class in ipairs(weapon.classes) do
wt = wt..newline..class
if i == 1 then newline = "<br>" end -- Subsequent loops will prefix a linebreak
end
return "<td>"..wt.."</td>"
end
---Formats a table cell of slottype and handtype
local function slot_type(weapon,is_header)
if is_header then return [[<th style="width:5%">Slot</th>]] end
return "<td>"..weapon.slottype.."<br>"..weapon.handtype.."</td>"
end
---Formats a table cell of move speeds
local function move_speed(weapon,is_header)
if is_header then return [[<th style="width:5%">Movement Speed</th>]] end
return "<td>"..color_values(weapon,weapon.stats["move speed"]).."</td>"
end
---Formats a table cell of Armor rating and Magical Resistance
local function armor_rating(weapon,is_header)
if is_header then return [[<th style="width:15%">Armor Rating</th>]] end
return "<td>"..inline_block(weapon,"Armor Rating")..inline_block(weapon,"Magical Resistance").."</td>"
end
local function impact_zones(weapon,is_header)
if is_header then return [[<th style="width:10%">Impact Zones + Impact Power</th>]] end
local wt= ""
for i,ability in ipairs(weapon.abilities.order) do
if ability ~= "Other" then
for j,attack in ipairs(weapon.abilities[ability].order) do
if weapon.abilities[ability][attack].impactpower and weapon.abilities[ability][attack].impactzones then
wt = wt.."<span style='color:#eee8'>"..ability.." "..attack.."</span><br>"
for k,impact_zone in ipairs(weapon.abilities[ability][attack].impactzones) do
if k~=1 then wt = wt.."/" end
wt = wt..impact_zone
end
wt = wt.." + "..weapon.abilities[ability][attack].impactpower.."<br><br>"
end
end
end
end
if weapon.impactresistance~="" then
wt = wt.."<span style='color:#eee8'>Impact Resist</span><br>"..weapon.impactresistance
end
return "<td>"..wt.."</td>"
end
---Helper function: Collects move mult and prepare move mult for display
local function collect_multipliers(ability)
local move, prep_move = "",""
for i,attack_name in ipairs(ability.order) do
if ability[attack_name].movementmultiplier then
if i ~= 1 then
move = move.."/"
prep_move = prep_move.."/"
end
move = move..(ability[attack_name].movementmultiplier or "")
prep_move = prep_move..(ability[attack_name].preparemovementmultiplier or "")
i = i + 1
end
end
return move,prep_move
end
---Formats a table cell containing speed penalties for each action
local function action_move_speed_penalty(weapon,is_header)
if is_header then return [=[<th style="width:10%">[[Weapons#Movement_Multiplier_Explanation|Action Movement Penalty]]</th>]=] end
local order = {} --reconstruct order to exclude the other ability group
for _,ability in ipairs(weapon.abilities.order) do
if ability ~= "Other" then order[#order+1] = ability end
end
local wt = ""
for i,ability_name in ipairs(order) do
if i~=1 then wt = wt.."<br><br>" end
wt = wt.."<span style='color:#eee8; font-size:110%; font-weight:bold'>"
if ability_name=="Other" or ability_name=="Block" then wt = wt..ability_name.." Actions" else wt = wt..ability_name.." Attacks" end
wt = wt.."</span><br>"
local movement_multiplier,prepare_movement_multiplier = collect_multipliers(weapon.abilities[ability_name])
if #prepare_movement_multiplier > 3 then
wt = wt.."<span style='color:#eee8'>Mid Attack: </span>x"..movement_multiplier
.."<br><span style='color:#eee8'>Otherwise: </span>x"..prepare_movement_multiplier
else
wt = wt.."<span style='color:#eee8'>Always: </span>x"..movement_multiplier
end
end
return "<td>"..wt.."</td>"
end
---Formats a table cell containing base Physical and Magical damage, if present.
local function damage_on_hit(weapon,is_header)
if is_header then return [[<th style="width:25%">Damage on Hit</th>]] end
local wt = ""
wt = wt..inline_block(weapon,"Physical Base Weapon Damage")
..inline_block(weapon,"Magical Base Weapon Damage")
return "<td>"..wt.."</td>"
end
---These stats get their own table cells, as such they are excluded from the stats cell to avoid needless redundancy
local exclude_stat = {["Physical Base Weapon Damage"]=true,["Magical Base Weapon Damage"]=true,["Armor Rating"]=true,["Magical Resistance"]=true,["Move Speed"]=true}
---Formats a table cell containing any stats not covered by the rest of the row
local function stats(weapon,is_header)
if is_header then return [[<th style="width:12%">Stats</th>]] end
local wt = ""
for i,stat in ipairs(weapon.stats.order) do
if not exclude_stat[stat] then
wt = wt..inline_block(weapon,stat)
end
end
return "<td>"..wt.."</td>"
end
---Formats a table cell containing animation times for ranges weapons
local function animation_time(weapon,is_header)
if is_header then return [[<th style="width:10%">Animation Times</th>]] end
local windup = "<br>Windup:"
local finish = "<br>Finish:"
local reload = "<br><br><span style='color:#eee8'>Reload</span><br>"
if weapon.animationtimes["Attack 1"] then
-- windup = windup..weapon.animationtimes["Attack 1"].Windup
-- finish = finish..weapon.animationtimes["Attack 1"].Finish
else
windup = ""
finish = ""
end
if weapon.animationtimes["Other"] then
-- reload = reload..weapon.animationtimes["Other"].Reload
else
reload = ""
end
if #windup == 0 and #finish == 0 and #reload == 0 then
return ""
else
return "<td><span style='color:#eee8'>Primary Attack</span>"..windup..finish..reload.."</td>"
end
end
---Formats a table cell containing hitslow for each attack
local function slowdown_on_hit(weapon,is_header)
if is_header then return [[<th style="width:8%">Slowdown On Hit</th>]] end
if not (weapon.abilities.Primary or weapon.abilities.Secondary or weapon.abilities.Special) then return "<td></td>" end
local ability_type = "Primary"
if weapon.slottype == "Off-Hand" then ability_type = "Secondary" end
local wt = "<span style='color:#eee8'>Hitslow</span><br>"
local duration = " for "
for i,attack in ipairs(weapon.abilities[ability_type].order) do
if i~=1 then wt = wt.."/" end
wt = wt..(weapon.abilities[ability_type][attack].effects.HitSlow.rarity.Global["Move Speed Add"]
or weapon.abilities[ability_type][attack].effects.HitSlow.rarity.Global["Move Speed Bonus"] or "")
end
for i,attack in ipairs(weapon.abilities[ability_type].order) do
if i~=1 then duration = duration.."/" end
duration = duration..(weapon.abilities[ability_type][attack].effects.HitSlow.rarity.Global["Duration"] or "")
end
return "<td>"..wt..duration.."s</td>"
end
---Formats a table cell containing the projectile's initial speed
local function initial_speed(weapon,is_header)
if is_header then return [[<th style="width:5%">Initial Projectile Speed (m/s)</th>]] end
return "<td>"..weapon.initialspeed.."</td>"
end
---Formats a table cell containing the hitbox image resized by inventory size
local function hitbox(weapon,is_header)
if is_header then return [[<th style="width:10%">Hitbox + Impact Resist</th>]] end
return "<td>[[File:"..weapon.name.." Hitbox.png|link=|"..size(weapon).."]]</td>"
end
---Helps format a string containing either Combo Damage or damagetype values
local function format_combo(weapon,ability,value)
local wt = ""
for i,attack in ipairs(weapon.abilities[ability].order) do
if i~=1 then wt = wt.."/" end
wt = wt..(weapon.abilities[ability][attack][value] or "")
end
return wt
end
---Formats a table cell containing ability combo values per attack
local function combo(weapon,is_header)
if is_header then return [[<th style="width:8%">Combo</th>]] end
local wt = ""
if weapon.abilities["Primary"] then
wt = wt.."<span style='color:#eee8'>Primary Attacks</span><br>"..format_combo(weapon,"Primary","damagetype").."<br>"..format_combo(weapon,"Primary","combodamage")
end
if weapon.abilities["Secondary"] then
if #wt ~= 0 then wt = wt.."<br><br>" end
wt = wt.."<span style='color:#eee8'>Secondary Attacks</span><br>"..format_combo(weapon,"Secondary","damagetype").."<br>"..format_combo(weapon,"Secondary","combodamage")
end
if weapon.abilities["Special"] then
if wt:match("Primary") or wt:match("Secondary") then wt = wt.."<br><br>" end
wt = wt.."<span style='color:#eee8'>Special Attacks</span><br>"..format_combo(weapon,"Special","damagetype").."<br>"..format_combo(weapon,"Special","combodamage")
end
return "<td>"..wt.."</td>"
end
local function determine_table_type(weapon)
if weapon.args then
if weapon.args[1] == "Shield" then return "Shield"
elseif (weapon.args[1]):lower():match("bow") or weapon.args[1] == "Firearm" or weapon.args[1] == "Throwable" then return "Ranged" end
elseif weapon.types then
if weapon.types.Shield then return "Shield"
elseif weapon.types.Bow or weapon.types.Crossbow or weapon.types.Firearm or weapon.types.Throwable then return "Ranged" end
end
return "Default"
end
---Determines which table data goes into the table row
local row_type = {
["Shield"] = {name,classes,slot_type,move_speed,armor_rating,impact_zones,action_move_speed_penalty},
["Ranged"] = {name,classes,slot_type,move_speed,damage_on_hit,stats,impact_zones,action_move_speed_penalty,slowdown_on_hit,initial_speed},
["Default"] = {name,classes,slot_type,move_speed,damage_on_hit,stats,hitbox,impact_zones,combo,action_move_speed_penalty,slowdown_on_hit}
}
---Return a table row of data cells containing weapon information,
local function row(weapon, is_header)
is_header = is_header or false
local wt = {}
wt[#wt+1] = "<tr>"
for _,content in ipairs(row_type[determine_table_type(weapon)]) do
wt[#wt+1] = content(weapon,is_header)
end
wt[#wt+1] = "</tr>"
return concat(wt)
end
---Returns a predetermined weapon list
local function get_list(frame)
if not (frame.args and frame.args[1] and frame.args[2]) then return {} end
if not (WD[frame.args[1]] and WD[frame.args[1]][frame.args[2]]) then return {} end
return WD[frame.args[1]][frame.args[2]]
end
function p.draw_table(frame)
local wt = {}
local item_list = get_list(frame)
if count(item_list) == 0 then return "<span style='font-size:24pt'>There are currently no items of this type.</span>" end
wt[#wt+1] = [[<table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="text-align:center; vertical-align:middle;">]]
wt[#wt+1] = row(frame, true)
for _,item_name in ipairs(item_list) do
wt[#wt+1] = row(WD.Weapon[item_name])
end
wt[#wt+1] = "</table>"
return concat(wt)
end
--[=[###########################################################################
Functions for individual weapon pages
#############################################################################]=]
local function projectile(wt,weapon_name)
local weapon = WD.Weapon[weapon_name]
if weapon.initialspeed ~= "" then
wt[#wt+1] = string.format("<h2>Projectile</h2>Initial Speed: %s<br>", weapon.initialspeed)
end
if weapon.piercecount ~= "" then
wt[#wt+1] = string.format("Pierce: %s<br>", weapon.piercecount)
end
end
local function damage_falloff(wt,weapon_name)
local weapon = WD.Weapon[weapon_name]
if weapon.damagefalloff == "" then return end
wt[#wt+1] = string.format("<h2>Damage Falloff</h2>%s has damage falloff depending on airtime of the projectile.<br><br>Projectile falloff damage chart:<br>X: Air time (seconds)<br>Y: %% Damage",weapon_name,weapon.initialspeed)
wt[#wt+1] = "<div style='width:500px'>"
wt[#wt+1] = weapon.damagefalloff
wt[#wt+1] = "</div><br>Learn more at [[Damage_Calculation#Projectile_Falloff|Projectile Falloff]]"
end
local function hitbox(wt,weapon_name)
local weapon = WD.Weapon[weapon_name]
if not weapon.hitbox.height then return end
wt[#wt+1] = "<h2>Hitbox</h2>"
wt[#wt+1] = "Height: "..weapon.hitbox.height
wt[#wt+1] = "<br>Width: "..weapon.hitbox.width
wt[#wt+1] = "<br>Depth: "..weapon.hitbox.depth
-- If is not ranged, and has primary or secondary attacks
if not (weapon.types["Bow"] or weapon.types["Crossow"] or weapon.types["ThrowableStuff"])
and (weapon.abilities.Primary["Attack 1"].impactzones or weapon.abilities.Secondary["Attack 1"].impactzones) then
local impact_zones = weapon.abilities.Primary["Attack 1"].impactzones or weapon.abilities.Secondary["Attack 1"].impactzones
wt[#wt+1] = "<br><br>The weapon's hitbox doesn't necessarily determine a weapon's reach due to different arm extension during attack animations. Thus, shorter weapons can have better reach than longer weapons.<br>[[Impact Zones]] of "
wt[#wt+1] = weapon.name
wt[#wt+1] = ":<div style='display:flex;align-items:center'><div>[[File:"
wt[#wt+1] = weapon.name
wt[#wt+1] = " Hitbox.png|x300px]]</div><div><span style='color:green'>Green Zone deals "
wt[#wt+1] = impact_zones[1]
wt[#wt+1] = " damage</span>"
if impact_zones[2] then
wt[#wt+1] = "<br><br><span style='color:orange'>Orange Zone deals "
wt[#wt+1] = impact_zones[2]
wt[#wt+1] = " damage</span>"
end
if impact_zones[3] then
wt[#wt+1] = "<br><br><span style='color:red'>Red Zone deals "
wt[#wt+1] = impact_zones[3]
wt[#wt+1] = " damage</span>"
end
wt[#wt+1] = "</div></div><p><br>'''Disclaimer''': The impact zone's locations are an approximation. The real hitboxes may be slightly larger, closer together, and/or follow the weapon's shape more closely. Image is not able to be updated automatically. If it is outdated, please report it to the [https://discord.gg/KbsxgACkFS Wiki Discord].</p>"
end
if weapon.abilities.Primary["Attack 1"].impactpower or weapon.abilities.Secondary["Attack 1"].impactpower then
wt[#wt+1] = "<br>'''Impact Power''' of "
wt[#wt+1] = weapon.name
wt[#wt+1] = ": "
wt[#wt+1] = tostring(weapon.abilities.Primary["Attack 1"].impactpower or weapon.abilities.Secondary["Attack 1"].impactpower)
wt[#wt+1] = "<br>Impact power helps with breaking crates, barricades or any other breakables in game. The higher the impact power the faster something breaks.<br>Impact power also affects shield blocking. If the attacking weapon's impact power is higher than shield's impact power, the shield holder staggers, and vice versa."
end
end
local function list_to_string(l,separator)
local ret = ""
for i,v in ipairs(l) do
if i~=1 then ret = ret..separator end
ret = ret..v
end
return ret
end
local function combo_format(wt,attacks,type)
if type == "Other" or type == "Block" then return end
local first = ""
wt[#wt+1] = "<span style='color:#eee8'>"
wt[#wt+1] = type
wt[#wt+1] = " Attack: </span>"
for i,name in ipairs(attacks.order) do
if i ~= 1 then wt[#wt+1] = "/" else first = name end
wt[#wt+1] = attacks[name].damagetype
end
wt[#wt+1] = " dealing "
for i,name in ipairs(attacks.order) do
if i ~= 1 then wt[#wt+1] = "/" end
wt[#wt+1] = attacks[name].combodamage
end
wt[#wt+1] = " damage on each swing, with impact zone: "
wt[#wt+1] = list_to_string(attacks[first].impactzones, "/")
wt[#wt+1] = "<br>"
end
local function attack_animation_times(wt,weapon,ability_name,attack_name)
local attack = weapon.animationtimes[ability_name][attack_name]
if attack["Windup"] then wt[#wt+1] = string.format("Windup: %s<br>", attack["Windup"]) end
if attack["Hit"] then wt[#wt+1] = string.format("Hit: %s<br>", attack["Hit"]) end
if attack["Second Windup"] then wt[#wt+1] = string.format("Second Windup: %s<br>", attack["Second Windup"]) end
if attack["Second Hit"] then wt[#wt+1] = string.format("Second Hit: %s<br>", attack["Second Hit"]) end
if attack["Recover"] then wt[#wt+1] = string.format(" ⤷ Recover: %s<br>", attack["Recover"]) end
if attack["Alternate Recover"] then wt[#wt+1] = string.format(" ⤷ Alternate Recover: %s<br>", attack["Alternate Recover"]) end
if attack["Finish"] then wt[#wt+1] = string.format(" ⤷ Finish: %s<br>", attack["Finish"]) end
end
local function animation_format(wt, weapon, ability)
if ability == "Other" or ability == "Block" then return end
for i, name in ipairs(weapon.abilities[ability].order) do
wt[#wt+1] = ability.." Combo: "..name.."<br><div style='display:inline-block;margin-left:20px'>"
attack_animation_times(wt,weapon,ability,name)
wt[#wt+1] = "</div><br><br>"
end
end
local function combo(wt, page_name)
local weapon = WD.Weapon[page_name]
-- ensure that there is relevant data before continuing.
if not (weapon.abilities.Primary or weapon.abilities.Secondary or weapon.abilities.Special) then return end
-- If is not ranged, and isn't shield, or at least isn't a Lantern Shield
if not (weapon.types.Bow or weapon.types.Crossow or weapon.types.ThrowableStuff)
and (not weapon.types.Shield or (weapon.name):match("Lantern Shield")) then
wt[#wt+1] = "<h2>Attack Animation Time</h2>"
for _,name in ipairs(weapon.abilities.order) do
combo_format(wt,weapon.abilities[name],name)
end
if weapon.abilities.Primary or weapon.abilities.Secondary or weapon.abilities.Special then
wt[#wt+1] = "<br>'''Attack Times'''<br><div style='display:inline-block;margin-left:20px'>"
for _,name in ipairs(weapon.abilities.order) do
animation_format(wt,weapon,name)
end
wt[#wt+1] = "</div>"
end
wt[#wt+1] = "Reference [[Attack Times]] for a glossary of the terms used above.<br>"
end
end
local function block(wt,weapon_name)
local weapon = WD.Weapon[weapon_name]
if not weapon.impactresistance then return end
wt[#wt+1] = string.format("<h2>Block</h2>%s has a block ability with an impact resistance of '''%s'''.<br>To learn more about impact resistance see [[Impact Power]].", weapon.name, weapon.impactresistance)
end
local function action_move_slow_penalty(wt,weapon_name)
local weapon = WD.Weapon[weapon_name]
wt[#wt+1] = "<h2>Action Movement Slow</h2>When a player performs certain actions, such as attacking or defending themselves, they move slower."
wt[#wt+1] = "<div style='display:inline-block;margin-left:20px'>"
for _,ability in ipairs(weapon.abilities.order) do
for _,attack in ipairs(weapon.abilities[ability].order) do
-- There's a bug where Riposte values are recorded within "Other" abilities
-- Since ripose is covered in Special abilities, we will skip it here
if attack == "Riposte" then break end
local movespeedadd = weapon.abilities[ability][attack].effects
and weapon.abilities[ability][attack].effects.ItemActivateState
and weapon.abilities[ability][attack].effects.ItemActivateState.rarity.Global["Move Speed Add"]
or ""
local movement_multiplier = weapon.abilities[ability][attack].movementmultiplier or ""
local prepare_movement_multiplier = weapon.abilities[ability][attack].preparemovementmultiplier or ""
wt[#wt+1] = "<span style='color:#eee8; font-size:110%; font-weight:bold'>"
if ability == "Other" then wt[#wt+1] = attack else wt[#wt+1] = ability end
wt[#wt+1] = "</span><br>"
wt[#wt+1] = "<div style='display:inline-block;margin-left:20px'>"
if #prepare_movement_multiplier > 1 then
wt[#wt+1] = "<span style='color:#eee8'>Mid Attack: </span>x"
wt[#wt+1] = movement_multiplier
wt[#wt+1] = "<br><span style='color:#eee8'>Otherwise: </span>x"
wt[#wt+1] = prepare_movement_multiplier
elseif #movement_multiplier > 1 then
wt[#wt+1] = "<span style='color:#eee8'>Always: </span>x"
wt[#wt+1] = movement_multiplier
else
wt[#wt+1] = "<span style='color:#eee8'>Always: </span>"
wt[#wt+1] = movespeedadd
end
wt[#wt+1] = "</div>"
wt[#wt+1] = "<br><br>"
-- Everything except attacks within Other has invariant move mults
-- So after processessing the first attack, we break the loop
if ability ~= "Other" then break end
end
end
wt[#wt+1] = "</div>"
end
local function artifact(wt,weapon_name)
local weapon = WD.Weapon[weapon_name]
if weapon.isartifact or weapon.artifactname == "" then return end
wt[#wt+1] = string.format("<h2>Artifact</h2><p>%s has a powerful [[Artifacts|Artifact]] named [[%s]].</p>", weapon.name, weapon.artifactname)
end
local function tab_toggle(title,content,active,tabid)
local class = ""
if active then
class = " class='selected-tab tab-toggle tab'"
else
class = " class='tab-toggle tab'"
end
return string.format("<div style='display:inline-block' %s data-tabid='%s' data-tab='%s' title='%s'>%s</div>",class,tabid,title,title,content)
end
local function reference_table(wt,table_type)
local types_order = {"Sword","Dagger","Mace","Polearm","Axe","Throwable","Bow","Crossbow","Firearm","MagicStuff","Shield","LightSource"}
local localization = {
["Sword"] = "Swords",
["Dagger"] = "Daggers",
["Mace"] = "Maces",
["Polearm"] = "Polearms",
["Axe"] = "Axes",
["Throwable"] = "Throwables",
["Bow"] = "Bows",
["Crossbow"] = "Crossbows",
["Firearm"] = "Firearms",
["MagicStuff"] = "Magic Stuff",
["Shield"] = "Shields",
["LightSource"] = "Light Sources"
}
local separator = "]] • [["
wt[#wt+1] = "<table cellspacing='0' class='wikitable sortable jquery-tablesorter' style='width:100%;text-align:center;vertical-align:middle;margin-top:15px'><tr><td colspan='2' style='font-weight:bold; background-color:rgb(220,220,220,0.2)'>"
for _,weapon_type in ipairs(types_order) do
wt[#wt+1] = string.format("<tr><td style='font-weight:bold; background-color:rgb(220,220,220,0.2); width:10%%'>[[Weapons#%s|%s]]</td><td style='text-align-last:left;padding:10px 25px'>",localization[weapon_type],localization[weapon_type])
if WD[weapon_type][table_type] then
wt[#wt+1] = "[["
for i,v in ipairs(WD[weapon_type][table_type]) do
if i~=1 then wt[#wt+1] = separator end
wt[#wt+1] = v
end
wt[#wt+1] = "]]"
end
wt[#wt+1] = "</td></tr>"
end
wt[#wt+1] = "</table>"
end
function p.references()
local table_types = {"Uncraftable","Craftable","Artifact"}
local wt = {}
wt[#wt+1] = "<br><h2>References</h2>"
wt[#wt+1] = "<div style='display:flex;flex-direction:row;flex-wrap:wrap;justify-content:center;margin-top:15px'>"
for i,table_type in ipairs(table_types) do
wt[#wt+1] = tab_toggle(table_type,table_type.." Weapons",i==1,"")
end
wt[#wt+1] = "</div>"
for i,table_type in ipairs(table_types) do
wt[#wt+1] = "<div class='"..table_type.."-data'"
if i==1 then wt[#wt+1] = ">" else wt[#wt+1] = "style='display:none'>" end
reference_table(wt,table_type)
wt[#wt+1] = "</div>"
end
return table.concat(wt)
end
function p.page(f)
local page_name = f.args.name
local wt = {}
projectile(wt,page_name)
damage_falloff(wt,page_name)
hitbox(wt,page_name)
combo(wt,page_name)
block(wt,page_name)
action_move_slow_penalty(wt,page_name)
artifact(wt,page_name)
return concat(wt)
end
return p
-- Test on wiki with
-- mw.log(p.draw_table({args={"Crossbow","Uncraftable"}}))
-- mw.log(p.draw_table({args={"Shield","Craftable"}}))
-- mw.log(p.draw_table({args={"Polearm","Artifact"}}))
-- mw.log(p.page({args={name="Rapier"}}))