From Dark and Darker Wiki
Script error: The function "loot_tables" does not exist.
local p = {}
local line_divider = '\n<div class="line" style="margin:5px 0px 5px 0px; background-image:linear-gradient(to right,#0A0A0A,#646464,#0A0A0A)"></div>'
local function create_div_tab(id, is_displayed)
if is_displayed then
return '<div class="'.. id ..'-data">'
else
return '<div class="'.. id ..'-data" style="display:none;">'
end
end
local function create_tab_toggle(tab_id, tab_number, title, content, selected)
if selected then
return '<div class="selected-tab tab-toggle tab" data-tabid="'..tab_id..'" data-tab="'..tab_number..'" title="'..title..'">'..content..'</div>'
else
return '<div class="tab-toggle tab" data-tabid="'..tab_id..'" data-tab="'..tab_number..'" title="'..title..'">'..content..'</div>'
end
end
local function create_tabs_from_list(tab_list, tab_id)
if tab_list == nil then return '' end
local tab_toggles_html = ''
for i,tab in ipairs(tab_list) do
if i == 1 then
tab_toggles_html = tab_toggles_html..create_tab_toggle(tab_id, tab, tab, tab, true)
else
tab_toggles_html = tab_toggles_html..create_tab_toggle(tab_id, tab, tab, tab, false)
end
end
return tab_toggles_html
end
local function dungeongrade_translate(dungeongrade)
local code = {"Default","Default"}
if string.find(dungeongrade, "40") then
code[1] = "HR 225+"
elseif string.find(dungeongrade, "30") then
code[1] = "HR 0-224"
elseif string.find(dungeongrade, "20") then
code[1] = "LR"
elseif string.find(dungeongrade, "10") then
code[1] = "PvE"
end
if string.find(dungeongrade, "001") then
code[2] = "Goblin Caves"
elseif string.find(dungeongrade, "011") then
code[2] = "Ice Caverns"
elseif string.find(dungeongrade, "012") then
code[2] = "Ice Abyss"
elseif string.find(dungeongrade, "021") then
code[2] = "Ruins"
elseif string.find(dungeongrade, "022") then
code[2] = "Crypts"
elseif string.find(dungeongrade, "023") then
code[2] = "Inferno"
end
return code
end
local function round(number, decimalPlaces)
return tonumber(string.format("%."..(decimalPlaces or 0).."f", number))
end
local function create_droprate_table(droprate_data, lootdrop_data, dungeongrade, resulting_table)
-- Table header
resulting_table = resulting_table..'<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%"><caption>Drop rates</caption>'
..'<tr><th style="width:5%">Luck grade</th><th style="width:5%">Probability</th><th style="width:5%">Probability per item</th><th style="width:5%">Item count</th></tr>'
-- Table body
for _, luckgrade in ipairs(droprate_data[dungeongrade]["luckgrade_order"]) do
local probability = droprate_data[dungeongrade]["luckgrade"][luckgrade]
if probability == nil then return "probability for '"..luckgrade.."' not found in droprate data for luckgrade dictionary." end
local item_count = lootdrop_data["luckgrade"][luckgrade]
if item_count == nil then return "item_count for '"..luckgrade.."' not found in lootdrop data." end
-- Table row
resulting_table = resulting_table.."<tr class='cr"..luckgrade.."'><td><b>"..luckgrade.."</b></td><td><b>"..100*probability.."%</b></td><td><b>"..round(100*probability/item_count,4).."%</b></td><td><b>"..item_count.."</b></td></tr>"
end
return resulting_table..'</table></div>'
end
function p.create_droprate_tables(frame)
local droprate_filename = "Data:Droprate Monsters Bosses.json"
local lootdrop_filename = "Data:Lootdrop GhostKing.json"
-- Load lootdrop_filename
local lootdrop_data = mw.loadJsonData(lootdrop_filename)
-- Check if lootdrop_data is nil, if so return an error message
if lootdrop_data == nil then return "Lootdrop data file '"..lootdrop_filename.."' could not be found." end
-- Load droprate_filename
local droprate_data = mw.loadJsonData(droprate_filename)
-- Check if droprate_data is nil, if so return an error message
if droprate_data == nil then return "Droprate data file '"..droprate_filename.."' could not be found." end
local resulting_table = ''
-- The following nested code creates a series of divs with respective tab toggles for the different modes, maps, and lootdrops in the droprate data.
-- The outermost div is for the entire table, and the innermost div is for each specific dungeongrade.
-- Create the tabs for the modes in mode_order
resulting_table = resulting_table..create_tabs_from_list(droprate_data["mode_order"],0)
-- Create a div for each specific mode
for i,mode in ipairs(droprate_data["mode_order"]) do -- 4 nodes
resulting_table = resulting_table..create_div_tab(mode, i == 1)
-- Create the tabs for the maps in in map_order
resulting_table = resulting_table..create_tabs_from_list(droprate_data["map_order"][tonumber(mode)],tostring(1)..i)
-- Create div for each specific map
for j,map in ipairs(droprate_data["map_order"][tonumber(mode)]) do -- 1 to 6 nodes
resulting_table = resulting_table..create_div_tab(map, j == 1)
-- Create the tabs for the lootdrop in lootdrop_order
resulting_table = resulting_table..create_tabs_from_list(droprate_data["lootdrop_order"][tonumber(mode)][tonumber(map)],tostring(3)..j)
resulting_table = resulting_table..'</div>'
end
resulting_table = resulting_table..'</div>'
end
return resulting_table
end
return p