Module:Sandbox/Constants: Difference between revisions

Remove nil modifiers from getModifiersDifference
(Re-added nil check in the event a non-existent modifier gets pushed)
(Remove nil modifiers from getModifiersDifference)
 
(5 intermediate revisions by the same user not shown)
Line 5: Line 5:


--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 from Equipment", skills = {'Combat'} },
["MeleeStrengthBonus"] = { text = "{V}% Melee Strength Bonus from Equipment", skills = {'Combat'} },
Line 392: Line 393:
["DamageTakenWhenStunned"] = { text = "{V}% damage taken when stunned", isIncreaseNegative = true, skills = {'Combat'} },
["DamageTakenWhenStunned"] = { text = "{V}% damage taken when stunned", isIncreaseNegative = true, skills = {'Combat'} },
["DeadlyPoisonDOTDamage"] = { text = "{V}% Damage taken from Deadly Poison", skills = {'Combat'} },
["DeadlyPoisonDOTDamage"] = { text = "{V}% Damage taken from Deadly Poison", skills = {'Combat'} },
["DeadlyToxinsFromHerblore"] = { text = "When creating Lethal Toxins Potions in Herblore, gain {V} Deadly Toxins Potion(s) as an additional Potion (Cannot be doubled)", skills = {'Herblore'} },
["DeadlyToxinsFromHerblore"] = { text = "When creating Lethal Toxins Potions in Herblore, gain +${value} Deadly Toxins Potion(s) as an additional Potion (Cannot be doubled)", skills = {'Herblore'} },
["decreaseEnemyEvasionOnSleep"] = { text = "When a Sleep is applied to the Target, -10% Global Evasion Rating for the remainder of the fight (Stacks up to 3 times)", skills = {'Combat'} },
["decreaseEnemyEvasionOnSleep"] = { text = "When a Sleep is applied to the Target, -10% Global Evasion Rating for the remainder of the fight (Stacks up to 3 times)", skills = {'Combat'} },
["decreaseEnemyEvasionOnStun"] = { text = "When a Stun is applied to the Target, -10% Global Evasion Rating for the remainder of the fight (Stacks up to 3 times)", skills = {'Combat'} },
["decreaseEnemyEvasionOnStun"] = { text = "When a Stun is applied to the Target, -10% Global Evasion Rating for the remainder of the fight (Stacks up to 3 times)", skills = {'Combat'} },
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--- End of slayer functions
--- End of slayer functions


--Turns a modifier name like 'increasedMeleeAccuracyBonus' into several pieces of data:
--Turns a modifier name like 'increasedHPRegenFlat' into several pieces of data:
--Base Name, Description, IsNegative, and modifierData
--Base Name, Description, IsNegative, and modifyValue
--ex. "MeleeAccuracyBonus", "+${value}% Melee Accuracy Rating", false, table
--ex. "HPRegenFlat", "+${value} Flat Hitpoints Regeneration", false, "multiplyByNumberMultiplier"
function p.getModifierDetails(modifierName)
function p.getModifierDetails(modifierName)
local baseName = modifierName
local baseName = modifierName
local valueUnsigned = false
local modifier = GameData.rawData.modifierData[modifierName]
local modifier = GameData.rawData.modifierData[modifierName]
if Shared.startsWith(modifierName, "increased") or Shared.startsWith(modifierName, "decreased") then
baseName = string.sub(modifierName, 10)
end


if modifier == nil then
if modifier == nil then
Line 923: Line 919:
end
end


--TODO: Is this still needed?
if Shared.startsWith(modifierName, "increased") or Shared.startsWith(modifierName, "decreased") then
local sign = "+"
baseName = string.sub(modifierName, 10)
if string.match(modifier.description, '-${value}') then
sign = "-"
end
end


if string.match(modifier.description, ' ${value}') then valueUnsigned = true end
return baseName, modifier.description, modifier.isNegative, modifier.modifyValue
 
return baseName, modifier.description, sign, modifier.isNegative, valueUnsigned, modifier
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, valueUnsigned, modifierData = p.getModifierDetails(modifier)
local modName, modText, isNegative, modifyValue = p.getModifierDetails(modifier)


if modName == nil then
if modName == nil then
return Shared.printError('Invalid modifier type for "' .. modifier .. '"')
return Shared.printError('Invalid modifier type for "' .. modifier .. '"')
end
end
--TODO: Untested: value+1; No items to test with
 
if modifyValue ~= nil and string.match(modifyValue, 'ToolLevels') then
modifyValue = 'ArchaeologyToolLevels'
end
 
local formatModValue = function(value, rule)
local formatModValue = function(value, rule)
local ruleFunctions = {
local ruleFunctions = {
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['(value)=>value+1'] = function(val) return val + 1 end,
['(value)=>value+1'] = function(val) return val + 1 end,
['(value)=>Math.pow(2,value)'] = function(val) return 2^val end,
['(value)=>Math.pow(2,value)'] = function(val) return 2^val end,
["(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,
['ArchaeologyToolLevels'] = function(val)
local toolLevel = '+' .. val
if string.match(modName, 'Sieve') then
toolLevel = toolLevel ..  ' level of the Sieve Tool in Archaeology'
elseif string.match(modName, 'Trowel') then
toolLevel = toolLevel ..  ' level of the Trowel Tool in Archaeology'
elseif string.match(modName, 'Brush') then
toolLevel = toolLevel ..  ' level of the Brush Tool in Archaeology'
elseif string.match(modName, 'Shovel') then
toolLevel = toolLevel ..  ' level of the Shovel Tool in Archaeology'
end
if val > 1 then
return string.gsub(toolLevel, 'level', 'levels')
else
return toolLevel
end
end,
['(value)=>game.golbinRaid.startingWeapons[value].name'] = function(val)
['(value)=>game.golbinRaid.startingWeapons[value].name'] = function(val)
-- For golbin raid starting weapons
-- For golbin raid starting weapons
local startingWeapons = { 'melvorD:Bronze_Scimitar', 'melvorD:Adamant_Scimitar' }
local startingWeapons = { 'melvorD:Bronze_Scimitar', 'melvorD:Adamant_Scimitar' }
local itemID = startingWeapons[val + 1]
local itemID = startingWeapons[val + 1]
local item = GameData.getEntityByID('items', itemID)
local item = GameData.getEntityByID('items', itemID)
if item ~= nil then
if item ~= nil then
return item.name
return item.name
else
else
return 'Unknown'
return 'Unknown'
end
end
end
end
}
}
local ruleFunc = ruleFunctions[modifierData.modifyValue] or ruleFunctions['value']
local ruleFunc = ruleFunctions[modifyValue] or ruleFunctions['value']
 
if type(value) == 'table' then
if type(value) == 'table' then
-- If table is a pair of values then format both & add a separator
-- If table is a pair of values then format both & add a separator
Line 983: Line 997:
for i, subVal in ipairs(valueArray) do
for i, subVal in ipairs(valueArray) do
local resultText = modText
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
local modMagnitude = nil
if type(subVal) == 'table' and subVal.skillID ~= nil then
if type(subVal) == 'table' and subVal.skillID ~= nil then
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end
end


resultText = string.gsub(resultText, '${(value[^}]*)}', function(rule) return (formatModValue(modMagnitude, rule) or '') end)
resultText = string.gsub(resultText, '${value}', function(rule) return (formatModValue(modMagnitude, rule) or '') end)


if doColor then
if doColor then
Line 1,174: Line 1,192:
end
end
modDiff[modName] = (modDiff[modName] or 0) + math.abs(value)
modDiff[modName] = (modDiff[modName] or 0) + math.abs(value)
if GameData.rawData.modifierData[modName] == nil then
modDiff[modName] = nil
end
end
end
end
end
464

edits