Module:Monsters: Difference between revisions

Attempting to tweak formatting for Normal Attacks
(_getMonsterMaxHit: Further fixes for various scenarios which weren't previously accounted for)
(Attempting to tweak formatting for Normal Attacks)
Line 747: Line 747:
if isNormalAttackRelevant or normalAttackChance > 0 then
if isNormalAttackRelevant or normalAttackChance > 0 then
local normalDmgText = iconText..' 1 - '..Shared.formatnum(p._getMonsterBaseMaxHit(monster))..' '..typeText..' Damage'
--Reformatting slightly - If there are any special attacks, specifically label the Normal Attack
local normalDmgText = ' 1 - '..Shared.formatnum(p._getMonsterBaseMaxHit(monster))..' '..typeText..' Damage'
if normalAttackChance > 0 and normalAttackChance < 100 then
if normalAttackChance > 0 and normalAttackChance < 100 then
normalDmgText = normalAttackChance .. '% ' .. normalDmgText
normalDmgText = normalAttackChance .. '% ' ..iconText..' Normal Attack:\r\n** '..normalDmgText
elseif hasActiveBuffSpec and normalAttackChance == 0 then
elseif hasActiveBuffSpec and normalAttackChance == 0 then
--If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
--If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
--(With a note about when it does it)
--(With a note about when it does it)
normalDmgText = normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)'
normalDmgText = iconText..' Normal Attack:\r\n** '..normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)'
end
end
result = '* ' .. normalDmgText .. result
result = '* ' .. normalDmgText .. result