4,951
edits
Falterfire (talk | contribs) (Changed format on getAxeTable slightly) |
Falterfire (talk | contribs) (updated getRodTable) |
||
Line 10: | Line 10: | ||
function p.getAxeTable(frame) | function p.getAxeTable(frame) | ||
local | local toolArray = {} | ||
for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do | for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do | ||
if Shared.contains(upgrade.name, 'Axe') then | if Shared.contains(upgrade.name, 'Axe') then | ||
table.insert( | table.insert(toolArray, upgrade) | ||
end | end | ||
end | end | ||
Line 25: | Line 25: | ||
local total = 0 | local total = 0 | ||
for i, | for i, tool in Shared.skpairs(toolArray) do | ||
result = result..'\r\n|-' | result = result..'\r\n|-' | ||
result = result..'\r\n|data-sort-value="'.. | result = result..'\r\n|data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true}) | ||
result = result..'||[['.. | result = result..'||[['..tool.name..']]' | ||
local level = 1 | local level = 1 | ||
if | if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then | ||
--Gonna be lazy and assume there's only the one skill level and it's the one we care about | --Gonna be lazy and assume there's only the one skill level and it's the one we care about | ||
level = | level = tool.unlockRequirements.skillLevel[1][2] | ||
end | end | ||
result = result..'||style="text-align:right"|'..level | result = result..'||style="text-align:right"|'..level | ||
result = result..'||style="text-align:right" data-sort-value="'.. | result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp) | ||
local cutTime = | local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2] | ||
total = total + cutTime | total = total + cutTime | ||
result = result..'||style="text-align:right"|-'..cutTime..'%' | result = result..'||style="text-align:right"|-'..cutTime..'%' | ||
Line 70: | Line 70: | ||
function p.getRodTable(frame) | function p.getRodTable(frame) | ||
local result = '{| class="wikitable | local toolArray = {} | ||
for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do | |||
if Shared.contains(upgrade.name, 'Fishing Rod') then | |||
table.insert(toolArray, upgrade) | |||
end | |||
end | |||
local result = '{| class="wikitable"' | |||
result = result..'\r\n!colspan="4"| !!colspan="2"|Catch Time Decrease' | |||
result = result..'\r\n|- class="headerRow-0"' | result = result..'\r\n|- class="headerRow-0"' | ||
result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level' | result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level' | ||
result = result..'!! | result = result..'!!Cost!!This Rod!!Total' | ||
local total = 0 | |||
for i, | for i, tool in Shared.skpairs(toolArray) do | ||
result = result..'\r\n|-' | |||
result = result..'\r\n|data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true}) | |||
result = result..'||[['..tool.name..']]' | |||
local level = 1 | |||
if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then | |||
--Gonna be lazy and assume there's only the one skill level and it's the one we care about | |||
level = tool.unlockRequirements.skillLevel[1][2] | |||
end | end | ||
result = result..'||style="text-align:right"|'..level | |||
result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp) | |||
local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2] | |||
total = total + cutTime | |||
result = result..'||style="text-align:right"|-'..cutTime..'%' | |||
result = result..'||style="text-align:right"|-'..total..'%' | |||
end | end | ||