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Module:Constants: Difference between revisions

From Melvor Idle
Updated Arch Tool Level display, Fixed error on nil modifiers in getModifiersDifference
(Fixed some things related to getting modifier values)
(Updated Arch Tool Level display, Fixed error on nil modifiers in getModifiersDifference)
 
(117 intermediate revisions by 7 users not shown)
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local p = {}
local p = {}
local ConstantData = mw.loadData('Module:Constants/data')
local ItemData = mw.loadData('Module:Items/data')


local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')


--Just hardcoding these because I guess that's where we're at
--Just hardcoding these because I guess that's where we're at
--getModifierSkills still needs skills, otherwise this can be removed
local modifierTypes = {
local modifierTypes = {
  ["MeleeStrengthBonus"] = { text = "{V}% Melee Strength Bonus", skills = {'Combat'} },
["MeleeStrengthBonus"] = { text = "{V}% Melee Strength Bonus from Equipment", skills = {'Combat'} },
  ["DamageToDungeonMonsters"] = { text = "{V}% Damage To Dungeon Monsters", skills = {'Combat'} },
["DamageToDungeonMonsters"] = { text = "{V}% Damage To Dungeon Monsters", skills = {'Combat'} },
  ["GlobalMasteryXP"] = { text = "{V}% Global Mastery XP", skills = {'Woodcutting', 'Fishing', 'Firemaking', 'Cooking', 'Mining', 'Smithing', 'Thieving', 'Farming', 'Fletching', 'Crafting', 'Runecrafting', 'Herblore', 'Agility', 'Summoning'} },
["GlobalMasteryXP"] = { text = "{V}% Global Mastery XP", skills = {'Woodcutting', 'Fishing', 'Firemaking', 'Cooking', 'Mining', 'Smithing', 'Thieving', 'Farming', 'Fletching', 'Crafting', 'Runecrafting', 'Herblore', 'Agility', 'Summoning', 'Astrology', 'Archaeology'} },
  ["ChanceRandomPotionHerblore"] = { text = "{V}% chance to gain a second potion of a random tier", skills = {'Herblore'} },
["ChanceRandomPotionHerblore"] = { text = "{V}% chance to gain a second potion of a random tier", skills = {'Herblore'} },
  ["FlatPrayerCostReduction"] =
["FlatPrayerCostReduction"] = { text = "{V} Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1)", inverseSign = true, skills = {'Prayer'} },
["MinEarthSpellDmg"] = { text = "{VX} Min Earth Spell Dmg", skills = {'Magic'} },
["SlayerTaskLength"] = { text = "{V}% Slayer Task Length/Qty", skills = {'Slayer'} },
["ChanceToDoubleLootCombat"] = { text = "{V}% Chance To Double Loot in Combat", skills = {'Combat'} },
["GPFromAgility"] = { text = "{V}% GP From Agility", skills = {'Agility'} },
["SkillXP"] = { text = "{V}% {SV0} Skill XP" },
["MiningNodeHP"] = { text = "{V} Mining Node HP", skills = {'Mining'} },
["FarmingYield"] = { text = "{V}% Farming Yield", skills = {'Farming'} },
["GPFromMonstersFlat"] = { text = "{V} GP From Monsters", skills = {'Combat'} },
["GlobalPreservationChance"] = { text = "{V}% Chance to Preserve Resources in Skills" },
["RunePreservation"] = { text = "{V}% Rune Preservation", skills = {'Magic'} },
["MaxHitpoints"] = { text = "{VX} Maximum Hitpoints", skills = {'Combat', 'Hitpoints'} },
["ChanceToDoubleItemsSkill"] = { text = "{V}% Chance to Double Items in {SV0}" },
["autoSlayerUnlocked"] = { text = "{V} Auto Slayer Unlocked", skills = {'Slayer'} },
["HitpointRegeneration"] = { text = "{V}% Hitpoint Regeneration", skills = {'Combat', 'Hitpoints'} },
["PotionChargesFlat"] = { text = "{V} Charges per Potion" },
["SkillInterval"] = { text = "{VMS}s {SV0} Interval", isIncreaseNegative = true, isSkill = true },
["BankSpace"] = { text = "{V} Bank Space" },
["MinHitBasedOnMaxHit"] = { text = "{V}% of Maximum Hit added to Minimum Hit", skills = {'Combat'} },
["
}
}


--Difficulties are hard coded which is dumb but means hardcoding them here too
local Difficulties = {
    [0] = 'Very Easy',
    [1] = 'Easy',
    [2] = 'Medium',
    [3] = 'Hard',
    [4] = 'Very Hard',
    [5] = 'Elite',
    [6] = 'Insane'}


--07/03/21: Hardcoding in Combat Triangle Modifiers
function p.getTriangleAttribute(attribute, attackerStyle, targetStyle, modeName)
local CombatTriangle = {
if type(attribute) ~= 'string' then
  damageBonus = 1.1,  
error("Parameter 'attribute' must be a string", 2)
  drBonus = 1.25,
elseif type(attackerStyle) ~= 'string' then
  damagePenalty = { Normal = 0.85,
error("Parameter 'attackerStyle' must be a string", 2)
                    Hardcore = 0.75 },
elseif type(targetStyle) ~= 'string' then
  drPenalty = { Melee = { Normal = 0.5,
error("Parameter 'targetStyle' must be a string", 2)
                          Hardcore = 0.25 },
elseif type(modeName) ~= 'string' then
                Ranged = { Normal = 0.95,
error("Parameter 'modeName' must be a string", 2)
                          Hardcore = 0.75 },
end
                Magic = { Normal = 0.85,
                          Hardcore = 0.75 }},
local mode = GameData.getEntityByName('gamemodes', modeName)
  Melee = { bonus = "Ranged", penalty = "Magic" },
if mode == nil then
  Ranged = { bonus = "Magic", penalty = "Melee" },
error("Invalid gamemode '" .. modeName .. "'", 2)
  Magic = { bonus = "Melee", penalty = "Ranged" },
end
}
local attStyle, targStyle = string.lower(attackerStyle), string.lower(targetStyle)
local validStyles = { 'magic', 'melee', 'ranged' }
if not Shared.contains(validStyles, string.lower(attStyle)) then
error("Invalid value for parameter 'attackerStyle'", 2)
elseif not Shared.contains(validStyles, string.lower(targStyle)) then
error("Invalid value for parameter 'targetStyle'", 2)
end
local combatTriangle = GameData.getEntityByID('combatTriangles', mode.combatTriangle)
if combatTriangle == nil then
error("No such combat triangle: " .. mode.combatTriangle)
end
local attrData = combatTriangle[attribute]
if attrData == nil then
error("No such attribute: " .. attribute)
else
return attrData[attStyle][targStyle]
end
end


function p.getTriangleDamageModifier(playerStyle, enemyStyle, mode)
function p.getTriangleDamageModifier(attackerStyle, targetStyle, mode)
  if CombatTriangle[playerStyle].bonus == enemyStyle then
return p.getTriangleAttribute('damageModifier', attackerStyle, targetStyle, mode)
    return CombatTriangle.damageBonus
  elseif CombatTriangle[playerStyle].penalty == enemyStyle then
    if mode == 'Hardcore' or mode == 'Adventure' then
      return CombatTriangle.damagePenalty.Hardcore
    else
      return CombatTriangle.damagePenalty.Normal
    end
  else
    return 1
  end
end
end


--Syntax is like p.getTriangleDRModifier('Melee', 'Ranged', 'Normal')
--Syntax is like p.getTriangleDRModifier('Melee', 'Ranged', 'Normal')
--Returns a multiplier that can be multiplied with base DR to get the post-Triangle result
--Returns a multiplier that can be multiplied with base DR to get the post-Triangle result
function p.getTriangleDRModifier(playerStyle, enemyStyle, mode)
function p.getTriangleDRModifier(attackerStyle, targetStyle, mode)
  if CombatTriangle[playerStyle].bonus == enemyStyle then
return p.getTriangleAttribute('reductionModifier', attackerStyle, targetStyle, mode)
    return CombatTriangle.drBonus
  elseif CombatTriangle[playerStyle].penalty == enemyStyle then
    if mode == 'Hardcore' or mode == 'Adventure' then
      return CombatTriangle.drPenalty[playerStyle].Hardcore
    else
      return CombatTriangle.drPenalty[playerStyle].Normal
    end
  else
    return 1
  end
end
end


function p.getDifficultyString(difficulty)
function p.getDifficultyString(difficulty)
  return Difficulties[difficulty]
return GameData.rawData.combatAreaDifficulties[difficulty + 1]
end
end


function p.getSkillName(skillID)
function p.getSkillName(skillID)
  for skName, ID in Shared.skpairs(ConstantData.skill) do
local skill = GameData.getSkillData(skillID)
    if ID == skillID then
if skill ~= nil then
      return skName
return skill.name
    end
end
  end
  return nil
end
end


function p.getSkillID(skillName)
function p.getSkillID(skillName)
  return ConstantData.skill[skillName]
for i, skillData in ipairs(GameData.rawData.skillData) do
if skillData.data.name == skillName then
return skillData.skillID
end
end
end
end


function p.getEquipmentSlotName(id)
function p.getEquipmentSlotName(id)
  for slotName, i in Shared.skpairs(ConstantData.equipmentSlot) do
local slotData = GameData.getEntityByID('equipmentSlots', id)
    if i == id then
if slotData ~= nil then
      return slotName
return slotData.name
    end
end
  end
  return 'Invalid'
end
end


function p.getEquipmentSlotID(name)
function p.getEquipmentSlotID(name)
  return ConstantData.equipmentSlot[name]
local slotData = GameData.getEntityByName('equipmentSlots', name)
if slotData ~= nil then
return slotData.id
end
end
end


function p.getCombatStyleName(styleNum)
function p.getCombatStyleName(styleNum)
  for name, num in Shared.skpairs(ConstantData.attackType) do
if type(styleNum) == 'number' then
    if num == styleNum then
local styleName = GameData.rawData.attackTypes[styleNum]
      return name
if styleName ~= nil then
    end
return Shared.titleCase(styleName)
  end
end
  return "ERROR: Invalid combat style[[Category:Pages with script errors]]"
elseif type(styleNum) == 'string' and type(GameData.rawData.attackTypes[string.lower(styleNum)]) == 'number' then
return Shared.titleCase(styleNum)
end
return Shared.printError('Invalid combat style')
end
end


function p.getSlayerTierName(tier)
 
  for name, num in Shared.skpairs(ConstantData.slayerTier) do
--- Slayer functions
    if num == tier then
--
      return name
function p.getSlayerTierByID(tierID)
    end
if type(tierID) ~= 'number' then
  end
return nil
  return "ERROR: Invalid Slayer tier[[Category:Pages with script errors]]"
else
return GameData.rawData.slayerTiers[tierID + 1]
end
end
end


function p.getSlayerTierNameByLevel(lvl)
function p.getSlayerTier(name)
  for i, tier in Shared.skpairs(ConstantData.Slayer.Tiers) do
return GameData.getEntityByProperty('slayerTiers', 'display', name)
    if tier.minLevel <= lvl and (tier.maxLevel >= lvl or tier.maxLevel == -1) then
      return tier.display
    end
  end
  return 'N/A'
end
end


function p.getSlayerTier(name)
function p.getSlayerTierByLevel(level)
  for i, tier in Shared.skpairs(ConstantData.Slayer.Tiers) do
if type(level) ~= 'number' or level < 1 then
    if tier.display == name then
return Shared.printError('Invalid Slayer level')
      local result = Shared.clone(tier)
end
      result.id = i - 1
      return result
for i, tier in ipairs(GameData.rawData.slayerTiers) do
    end
if tier.minLevel <= level and (tier.maxLevel == nil or tier.maxLevel >= level) then
  end
return tier
end
end
end
end


function p.getSlayerTierByID(tierID)
--
  if ConstantData.Slayer.Tiers[tierID + 1] == nil then
-- the following functions just return subsets of the slayer functions above
    return nil
--
  end


  local result = Shared.clone(ConstantData.Slayer.Tiers[tierID + 1])
function p.getSlayerTierName(tierID)
  result.id = tierID
if type(tierID) == 'number' then
  return result
local tier = p.getSlayerTierByID(tierID)
if tier ~= nil then
return tier.display
end
end
return Shared.printError('Invalid Slayer tier')
end
end


--Turns a modifier name like 'increasedMeleeAccuracyBonus' into several pieces of data:
function p.getSlayerTierNameByLevel(lvl)
--Base Name, Text, Sign, and IsNegative
local tier = p.getSlayerTierByLevel(lvl)
--ex. "MeleeAccuracyBonus", "+{V}% Melee Accuracy", "+", false
if type(tier) == 'table' then
function p.getModifierDetails(modifierName)
return tier.display
  local baseName = modifierName
else
  local isIncrease = true
return Shared.printError('Invalid Slayer tier')
  local isNegative = false
end
end


  if Shared.startsWith(modifierName, "increased") or Shared.startsWith(modifierName, "decreased") then
--
    baseName = string.sub(modifierName, 10)
--- End of slayer functions
    isIncrease = Shared.startsWith(modifierName, "increased")
  end


  local modifier = modifierTypes[baseName]
--Turns a modifier name like 'increasedHPRegenFlat' into several pieces of data:
  if modifier == nil then
--Base Name, Description, IsNegative, and modifyValue
    return nil
--ex. "HPRegenFlat", "+${value} Flat Hitpoints Regeneration", false, "multiplyByNumberMultiplier"
  end
function p.getModifierDetails(modifierName)
local baseName = modifierName
local modifier = GameData.rawData.modifierData[modifierName]


  local isPositive = isIncrease
if modifier == nil then
  if modifier.isIncreaseNegative then
return nil
    isPositive = not isPositive
end
  end


  local sign = "+"
if Shared.startsWith(modifierName, "increased") or Shared.startsWith(modifierName, "decreased") then
  if (not isIncrease and not modifier.inverseSign) or (isIncrease and modifier.inverseSign) then
baseName = string.sub(modifierName, 10)
    sign = "-"
end
  end


  return baseName, modifier.text, sign, not isPositive
return baseName, modifier.description, modifier.isNegative, modifier.modifyValue
end
end


function p._getModifierText(modifier, value, doColor)
function p._getModifierText(modifier, value, doColor)
  if doColor == nil then doColor = true end
if doColor == nil then doColor = true end
  local modName, modText, sign, isNegative = p.getModifierDetails(modifier)
local modName, modText, isNegative, modifyValue = p.getModifierDetails(modifier)


  if modName == nil then
if modName == nil then
    return 'ERROR: Invalid modifier type [[Category:Pages with script errors]]'
return Shared.printError('Invalid modifier type for "' .. modifier .. '"')
  end
end


  local result = modText
if modifyValue ~= nil and string.match(modifyValue, 'ToolLevels') then
modifyValue = 'ArchaeologyToolLevels'
end


  if type(value) == 'table' then
local formatModValue = function(value, rule)
    if Shared.tableCount(value) > 0 and type(value[1]) == 'table' then
local ruleFunctions = {
      --Potentially return multiple rows if necessary
['value'] = function(val) return val end,
      local resultArray = {}
['multiplyByNumberMultiplier'] = function(val) return val * 10 end,
      for i, subVal in Shared.skpairs(value) do
['divideByNumberMultiplier'] = function(val) return val / 10 end,
        table.insert(resultArray, p._getModifierText(modifier, subVal, doColor))
['milliToSeconds'] = function(val) return val / 1000 end,
      end
['(value)=>value*100'] = function(val) return val * 100 end,
      return table.concat(resultArray, '<br/>')
['(value)=>100+value'] = function(val) return val + 100 end,
    else
['(value)=>value+1'] = function(val) return val + 1 end,
      if value[1] ~= nil then
['(value)=>Math.pow(2,value)'] = function(val) return 2^val end,
        local skillName = p.getSkillName(value[1])
["(value)=>{if(value>=2){return getLangString('ALLOW_UNHOLY_PRAYERS');}\nelse if(value>=1){return getLangString('ALLOW_UNHOLY_PRAYERS_WITH_EQUIPMENT');}\nelse{return 'Invalid modifier value.';}}"] = function(val) return 'Allows for Unholy Prayers to be used' end,
        if skillName ~= nil then
['ArchaeologyToolLevels'] = function(val)
          result = string.gsub(result, '{SV0}', p.getSkillName(value[1]))
local toolLevel = '+' .. val
        end
if string.match(modName, 'Sieve') then
      end
toolLevel = toolLevel .. ' level of the Sieve Tool in Archaeology'
      if value[2] ~= nil then
elseif string.match(modName, 'Trowel') then
        result = string.gsub(result, '{V1}', sign..value[2])
toolLevel = toolLevel .. ' level of the Trowel Tool in Archaeology'
        result = string.gsub(result, '{VMS1}', sign..(value[2] / 1000))
elseif string.match(modName, 'Brush') then
      end
toolLevel = toolLevel ..  ' level of the Brush Tool in Archaeology'
    end
elseif string.match(modName, 'Shovel') then
  else
toolLevel = toolLevel .. ' level of the Shovel Tool in Archaeology'
    if string.find(result, '{IV}', 1, true) ~= nil and tonumber(value) ~= nil then
end
      local item = ItemData.Items[tonumber(value) + 1]
if val > 1 then
      if item ~= nil then
return string.gsub(toolLevel, 'level', 'levels')
        result = string.gsub(result, '{IV}', item.name)
else
      end
return toolLevel
    end
end
    result = string.gsub(result, '{V}', sign..value)
end,
    result = string.gsub(result, '{VMS}', sign..(value / 1000))
['(value)=>game.golbinRaid.startingWeapons[value].name'] = function(val)
    result = string.gsub(result, '{VX}', sign..(value * 10))
-- For golbin raid starting weapons
    result = string.gsub(result, '{VX100}', sign..(value * 100))
local startingWeapons = { 'melvorD:Bronze_Scimitar', 'melvorD:Adamant_Scimitar' }
    result = string.gsub(result, '{V+100}', sign..(value + 100))
local itemID = startingWeapons[val + 1]
  end
local item = GameData.getEntityByID('items', itemID)
if item ~= nil then
return item.name
else
return 'Unknown'
end
end
}
local ruleFunc = ruleFunctions[modifyValue] or ruleFunctions['value']


  if doColor then
if type(value) == 'table' then
    if isNegative ~= nil and isNegative then
-- If table is a pair of values then format both & add a separator
      result = '<span style="color:red">'..result..'</span>'
return ruleFunc(value[1]) .. '-' .. ruleFunc(value[2])
    else
else
      result = '<span style="color:green">'..result..'</span>'
return ruleFunc(value)
    end
end
  end
end


  return result
local valueArray, resultArray = nil, {}
if type(value) ~= 'table' then
valueArray = {value}
else
valueArray = value
end
 
for i, subVal in ipairs(valueArray) do
local resultText = modText
-- A few modifiers don't have official descriptions; Fallback to manual ones instead
if string.match(resultText, 'UNDEFINED TRANSLATION') then
resultText = modifierTypes[modName].text
end
local modMagnitude = nil
if type(subVal) == 'table' and subVal.skillID ~= nil then
-- Modifier value is skill specific
modMagnitude = subVal.value
local skillName = p.getSkillName(subVal.skillID)
if skillName ~= nil then
resultText = string.gsub(resultText, '${skillName}', skillName)
end
else
-- Modifier value is the magnitude only
modMagnitude = subVal
end
 
resultText = string.gsub(resultText, '${value}', function(rule) return (formatModValue(modMagnitude, rule) or '') end)
 
if doColor then
local colorCode = (isNegative ~= nil and isNegative and 'color:red' or 'color:green')
resultText = '<span style="' .. colorCode .. '">' .. resultText .. '</span>'
end
table.insert(resultArray, resultText)
end
 
return table.concat(resultArray, '<br/>')
end
end


function p.getModifierText(frame)
function p.getModifierText(frame)
  local modifier = frame.args ~= nil and frame.args[1] or frame[1]
local modifier = frame.args ~= nil and frame.args[1] or frame[1]
  local value = frame.args ~= nil and frame.args[2] or frame[2]
local value = frame.args ~= nil and frame.args[2] or frame[2]
  local skill = frame.args ~= nil and frame.args.skill or frame.skill
local skill = frame.args ~= nil and frame.args.skill or frame.skill
  local doColor = frame.args ~= nil and frame.args[3] or frame[3]
local doColor = frame.args ~= nil and frame.args[3] or frame[3]


  if doColor ~= nil then
if doColor ~= nil then
    doColor = string.upper(doColor) ~= 'FALSE'
doColor = string.upper(doColor) ~= 'FALSE'
  end
end


  if skill ~= nil and skill ~= '' then
if skill ~= nil and skill ~= '' then
    value = {p.getSkillID(skill), value}
value = { { ["skillID"] = p.getSkillID(skill), ["value"] = value } }
  end
end


  return p._getModifierText(modifier, value, doColor)
return p._getModifierText(modifier, value, doColor)
end
end


function p.getModifiersText(modifiers, doColor)
function p.getModifiersText(modifiers, doColor, inline, maxVisible)
  if modifiers == nil or Shared.tableCount(modifiers) == 0 then
if inline == nil then inline = false end
    return ''
if type(maxVisible) ~= 'number' then maxVisible = nil end
  end
if modifiers == nil or Shared.tableIsEmpty(modifiers) then
return ''
end


  local modArray = {}
local modArray = { ["visible"] = {}, ["overflow"] = {} }
  for bonus, value in Shared.skpairs(modifiers) do
local modCount = { ["visible"] = 0, ["overflow"] = 0 }
    table.insert(modArray, p._getModifierText(bonus, value, doColor))
local insertKey = 'visible'
  end
for bonus, value in pairs(modifiers) do
  return table.concat(modArray, "<br/>")
-- If there is a single by skill modifier with multiple values, this will
-- appear as multiple rows. Split these so the number of visible lines is
-- always accurate
local valueArray = nil
if type(value) == 'table' then
valueArray = value
else
valueArray = {value}
end
for i, subVal in ipairs(valueArray) do
if type(subVal) == 'table' and subVal.skillID ~= nil then
subVal = {subVal}
end
if maxVisible ~= nil and not inline and insertKey == 'visible' and modCount[insertKey] >= maxVisible then
insertKey = 'overflow'
end
table.insert(modArray[insertKey], p._getModifierText(bonus, subVal, doColor))
modCount[insertKey] = modCount[insertKey] + 1
end
end
if inline then
return table.concat(modArray['visible'], ' and ')
else
if modCount['overflow'] == 1 then
table.insert(modArray['visible'], modArray['overflow'][1])
end
local overflowText = ''
if modCount['overflow'] > 1 then
-- Number of other modifiers has exceeded the specified maximum
overflowText = table.concat({
'<br/><span class="mw-collapsible mw-collapsed" ',
'data-expandtext="Show ' .. Shared.formatnum(modCount['overflow']) .. ' more modifiers" ',
'data-collapsetext="Hide">',
table.concat(modArray['overflow'], '<br/>'),
'</span>'
})
end
return table.concat(modArray['visible'], '<br/>') .. overflowText
end
end
end


function p.getModifierSkills(modifiers)
function p.getModifierSkills(modifiers)
  local skillArray = {}
local skillArray = {}
 
for modifier, value in pairs(modifiers) do
if type(value) == 'table' then
for i, subVal in ipairs(value) do
if type(subVal) == 'table' and subVal.skillID ~= nil then
local skillName = p.getSkillName(subVal.skillID)
if not Shared.contains(skillArray, skillName) then
table.insert(skillArray, skillName)
end
end
end
end
 
local baseName = p.getModifierDetails(modifier)
if baseName == nil then
return { Shared.printError('Modifier "' .. modifier .. '" is invalid') }
end
 
if modifierTypes[baseName].skills ~= nil then
for i, skillName in Shared.skpairs(modifierTypes[baseName].skills) do
if not Shared.contains(skillArray, skillName) then
table.insert(skillArray, skillName)
end
end
end
end
 
return skillArray
end
 
-- Returns a modifiers table indicating modifiersNew less modifiersOld
-- The returned table can be passed to getModifiersText to obtain the
-- result in a human readable format
function p.getModifiersDifference(modifiersOld, modifiersNew)
local modHasPrefix = {}
local modDiff, modDiffBase = {}, {}
local allMods = {
{ ["mods"] = (modifiersNew or {}), ["mult"] = 1 },
{ ["mods"] = (modifiersOld or {}), ["mult"] = -1 }
}


  for modifier, value in Shared.skpairs(modifiers) do
-- Generate modifiers table containing only variances
    if type(value) == 'table' then
-- Create modDiffBase with mod base names (less 'increased'/'decreased' prefixes),
      for i, subVal in Shared.skpairs(value) do
for i, modDef in ipairs(allMods) do
        local skillName = p.getSkillName(subVal[1])
for modName, value in pairs(modDef.mods) do
        if not Shared.contains(skillArray, skillName) then
local modBaseName, modIsIncrease = modName, true
          table.insert(skillArray, skillName)
if Shared.startsWith(modName, "increased") or Shared.startsWith(modName, "decreased") then
        end
modBaseName = string.sub(modName, 10)
      end
modIsIncrease = Shared.startsWith(modName, "increased")
    end
modHasPrefix[modBaseName] = true
end
local modMult = (modIsIncrease and 1 or -1) * modDef.mult


    local baseName = p.getModifierDetails(modifier)
if type(value) == 'table' then
    if baseName == nil then
-- Skill specific modifier
      return { 'ERROR: Modifier '..modifier..' is invalid' }
if modDiffBase[modBaseName] == nil then
    end
modDiffBase[modBaseName] = {}
end
for j, subVal in ipairs(value) do
if type(subVal) == 'table' and subVal.skillID ~= nil then
modDiffBase[modBaseName][subVal.skillID] = (modDiffBase[modBaseName][subVal.skillID] or 0) + subVal.value * modMult
end
end
else
modDiffBase[modBaseName] = (modDiffBase[modBaseName] or 0) + value * modMult
end
end
end


    if modifierTypes[baseName].skills ~= nil then
-- Transform modDiffBase into modDiff with the appropriate mod name within the return value
      for i, skillName in Shared.skpairs(modifierTypes[baseName].skills) do
for modBaseName, value in pairs(modDiffBase) do
        if not Shared.contains(skillArray, skillName) then
if type(value) == 'table' then
          table.insert(skillArray, skillName)
-- Skill specific modifier
        end
for skillID, subVal in pairs(value) do
      end
if subVal ~= 0 then
    end
local modName = nil
  end
if modHasPrefix[modBaseName] then
modName = (subVal < 0 and 'decreased' or 'increased') .. modBaseName
else
modName = modBaseName
end
if modDiff[modName] == nil then
modDiff[modName] = {}
end
table.insert(modDiff[modName], { ["skillID"] = skillID, ["value"] = math.abs(subVal) })
end
end
elseif value ~= 0 then
local modName = nil
if modHasPrefix[modBaseName] then
modName = (value < 0 and 'decreased' or 'increased') .. modBaseName
else
modName = modBaseName
end
modDiff[modName] = (modDiff[modName] or 0) + math.abs(value)
if GameData.rawData.modifierData[modName] == nil then
modDiff[modName] = nil
end
end
end
 
return modDiff
end


  return skillArray
-- From game version 1.1 onwards, some entities have custom descriptions, while
-- many are generated based on the modifiers associated to that entity. This
-- function handles that logic given a custom description (may be nil) and
-- a modifiers object
function p.getDescription(customDescription, modifiers)
if customDescription ~= nil then
return customDescription
else
return p.getModifiersText(modifiers, false)
end
end
end


return p
return p
463

edits