Module:Monsters: Difference between revisions

From Melvor Idle
(Fixed chest drop table quantity sorting issue.)
(Change to fit new format for getting spells by id)
Line 272: Line 272:
   elseif monster.attackType == Constants.attackType.Magic then
   elseif monster.attackType == Constants.attackType.Magic then
     local mSpell = nil
     local mSpell = nil
     if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID(monster.selectedSpell) end
     if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID('Spells', monster.selectedSpell) end
     if mSpell == nil then
     if mSpell == nil then
       return math.floor(10 * (monster.setMaxHit + (monster.setMaxHit * monster.damageBonusMagic / 100)))
       return math.floor(10 * (monster.setMaxHit + (monster.setMaxHit * monster.damageBonusMagic / 100)))
Line 325: Line 325:
   end
   end
   if normalAttackChance == 100 then
   if normalAttackChance == 100 then
     result = iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'
     result = iconText..'1 - '..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'
   elseif normalAttackChance > 0 then
   elseif normalAttackChance > 0 then
     result = '* '..normalAttackChance..'% '..iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'..result
     result = '* '..normalAttackChance..'% '..iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'..result