Anonymous

Module:Skills: Difference between revisions

From Melvor Idle
273 bytes removed ,  22 October 2022
Update for v1.1
(Move Farming functions to Module:Skills/Gathering)
(Update for v1.1)
Line 17: Line 17:


local ItemData = mw.loadData('Module:Items/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')


local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local Constants = require('Module:Constants')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Items = require('Module:Items')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')


local MasteryCheckpoints = {.1, .25, .5, .95}
-- Thieving
function p.getThievingNPCByID(npcID)
return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
end


-- Thieving
function p.getThievingNPC(npcName)
function p.getThievingNPC(npcName)
local result = nil
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
if npc.name == npcName then
result = Shared.clone(npc)
break
end
end
return result
end
end


function p.getThievingNPCArea(npc)
function p.getThievingNPCArea(npc)
if type(npc) == 'string' then
for i, area in ipairs(SkillData.Thieving.areas) do
npc = p.getThievingNPC(npc)
for j, npcID in ipairs(area.npcIDs) do
end
 
local result = nil
for i, area in Shared.skpairs(SkillData.Thieving.Areas) do
for j, npcID in pairs(area.npcs) do
if npcID == npc.id then
if npcID == npc.id then
result = area
return area
break
end
end
end
end
end
end
return result
end
end


Line 89: Line 78:
function p.getThievingSourcesForItem(itemID)
function p.getThievingSourcesForItem(itemID)
local resultArray = {}
local resultArray = {}
local areaNPCs = {}
local areaNPCs = {}


--First check area unique drops
--First check area unique drops
--If an area drops the item, add all the NPC ids to the list so we can add them later
--If an area drops the item, add all the NPC ids to the list so we can add them later
if not result then
for i, area in pairs(SkillData.Thieving.areas) do
for i, area in pairs(SkillData.Thieving.Areas) do
for j, drop in pairs(area.uniqueDrops) do
for j, drop in pairs(area.uniqueDrops) do
if drop.id == itemID then
if drop.itemID == itemID then
for k, npcID in pairs(area.npcs) do
for k, npcID in pairs(area.npcs) do
areaNPCs[npcID] = drop.quantity
areaNPCs[npcID] = drop.qty
end
break
end
end
break
end
end
end
end
Line 108: Line 94:


--Now go through and get drop chances on each NPC if needed
--Now go through and get drop chances on each NPC if needed
for i, npc in pairs(SkillData.Thieving.NPCs) do
for i, npc in pairs(SkillData.Thieving.npcs) do
local totalWt = 0
local totalWt = 0
local dropWt = 0
local dropWt = 0
local dropQty = 0
local dropQty = { min = 0, max = 0 }
for j, drop in pairs(npc.lootTable) do
for j, drop in ipairs(npc.lootTable) do
totalWt = totalWt + drop[2]
totalWt = totalWt + drop.weight
if drop[1] == itemID then
if drop.itemID == itemID then
dropWt = drop[2]
dropWt = drop.weight
dropQty = drop[3]
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
end
end
end
if dropWt > 0 then
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = dropQty, wt = dropWt * SkillData.Thieving.ItemChance, totalWt = totalWt * 100, level = npc.level})
table.insert(resultArray, {npc = npc.name, minQty = dropQty.min, maxQty = dropQty.max, wt = dropWt * SkillData.Thieving.itemChance, totalWt = totalWt * 100, level = npc.level})
end
end


--Chance of -1 on unique drops is to indicate variable chance
--Chance of -1 on unique drops is to indicate variable chance
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.quantity, maxQty = npc.uniqueDrop.quantity, wt = -1, totalWt = -1, level = npc.level})
end
end


if areaNPCs[npc.id] ~= nil then
if areaNPCs[npc.id] ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.AreaUniqueChance, totalWt = 100, level = npc.level})
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.baseAreaUniqueChance, totalWt = 100, level = npc.level})
end
end
end
end


for i, drop in pairs(SkillData.Thieving.RareItems) do
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
if drop.itemID == itemID then
if drop.itemID == itemID then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
if drop.npcs == nil then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
else
for j, npcID in ipairs(drop.npcs) do
local npc = p.getThievingNPCByID(npcID)
if npc ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = npc.level})
end
end
end
end
end
end
end
Line 144: Line 139:
-- Astrology
-- Astrology
function p.getConstellationByID(constID)
function p.getConstellationByID(constID)
return SkillData.Astrology.Constellations[constID]
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end
end


function p.getConstellation(constName)
function p.getConstellation(constName)
for i, const in ipairs(SkillData.Astrology.Constellations) do
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
if const.name == constName then
return const
end
end
return nil
end
end


function p.getConstellations(checkFunc)
function p.getConstellations(checkFunc)
local result = {}
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
for i, const in ipairs(SkillData.Astrology.Constellations) do
if checkFunc(const) then
table.insert(result, const)
end
end
return result
end
end


Line 206: Line 190:
local modArray = {}
local modArray = {}
local isSkillMod = {}
local isSkillMod = {}
for _, modType in ipairs(modTypes) do
for _, modType in ipairs(modTypes) do
for i, skillMods in ipairs(cons[modType]) do
for i, modTypeData in ipairs(cons[modType]) do
local skillID = cons.skills[i]
local modVal = nil
if skillID ~= nil then
if modValue ~= nil then
for j, modName in ipairs(skillMods) do
modVal = modValue
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
else
-- Check if modifier varies by skill, and amend the modifier value accordingly
modVal = modTypeData.incrementValue * modTypeData.maxCount
local modVal = modValue
end
if Shared.contains(modText, '{SV0}') then
for j, modifier in ipairs(modTypeData.modifiers) do
isSkillMod[modName] = true
local modEntry = (modifier.skill ~= nil and {modifier.skill, modVal}) or modVal
modVal = {skillID, modValue}
addToArray(modArray, {modifier.key, modEntry})
end
addToArray(modArray, {modName, modVal})
end
end
end
end
end
Line 228: Line 210:
for i, modDefn in ipairs(modArray) do
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = isSkillMod[modName]
local isSkill = type(modVal) == 'table' and type(modVal[1]) == 'string'
if modArrayKV[modName] == nil then
if modArrayKV[modName] == nil then
modArrayKV[modName] = (isSkill and { modVal } or modVal)
modArrayKV[modName] = (isSkill and { modVal } or modVal)
Line 251: Line 233:
end
end


local unlockTable = SkillData.MasteryUnlocks[skillID]
local unlockTable = SkillData[skillID].masteryLevelUnlocks
if unlockTable == nil then
if unlockTable == nil then
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
Line 257: Line 239:


local result = '{|class="wikitable"\r\n!Level!!Unlock'
local result = '{|class="wikitable"\r\n!Level!!Unlock'
for i, unlock in Shared.skpairs(unlockTable) do
for i, unlock in ipairs(unlockTable) do
result = result..'\r\n|-'
result = result..'\r\n|-'
result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
result = result..'\r\n|'..unlock.level..'||'..unlock.description
end
end
result = result..'\r\n|}'
result = result..'\r\n|}'
Line 272: Line 254:
end
end


if SkillData.MasteryCheckpoints[skillID] == nil then
local checkpoints = SkillData[skillID].masteryCheckpoints
if checkpoints == nil then
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
end
end


local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
local totalPoolXP = SkillData[skillID].baseMasteryPoolCap
local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
 
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
for i, bonus in Shared.skpairs(bonuses) do
for i, checkpointDesc in ipairs(checkpoints) do
result = result..'\r\n|-'
result = result..'\r\n|-'
result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
result = result..'\r\n|'..GameData.masteryCheckpoints[i]..'%||'
result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
result = result..Shared.formatnum(math.floor(totalPoolXP * GameData.masteryCheckpoints[i] / 100))..' xp||'..checkpointDesc
end
end
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
Line 294: Line 275:
local baseTokenChance = 18500
local baseTokenChance = 18500
local masterySkills = {}
local masterySkills = {}
local CCI = Items.getItemByID('melvorD:Clue_Chasers_Insignia')
if CCI == nil then return '' end


-- Find all mastery tokens
-- Build table of mastery skills
local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
for skillLocalID, skill in pairs(SkillData) do
for i, item in pairs(masteryTokens) do
if skill.masteryTokenID ~= nil then
local milestones = SkillData.Milestones[item.skill + 1]
table.insert(masterySkills, skill)
if milestones ~= nil then
table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
end
end
end
end
table.sort(masterySkills, function(a, b)
table.sort(masterySkills,
if a['milestoneCount'] == b['milestoneCount'] then
function(a, b)
return a['skillID'] < b['skillID']
if a.milestoneCount == b.milestoneCount then
else
return a.name < b.name
return a['milestoneCount'] > b['milestoneCount']
else
end
return a.milestoneCount > b.milestoneCount
end)
end
end)


-- Generate output table
-- Generate output table
local resultPart = {}
local resultPart = {}
local CCI = Items.getItem('Clue Chasers Insignia')
local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
local CCIIcon = Icons.Icon({'Clue Chasers Insignia', type='item', notext=true})
if CCI == nil then return '' end


table.insert(resultPart, '{| class="wikitable sortable"')
table.insert(resultPart, '{| class="wikitable sortable"')
Line 321: Line 301:
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)


for i, m in ipairs(masterySkills) do
for i, skill in ipairs(masterySkills) do
local token = masteryTokens[m.tokenRef]
local token = Items.getItemByID(skill.masteryTokenID)
local denom = math.floor(baseTokenChance / m['milestoneCount'])
local denom = math.floor(baseTokenChance / skill.milestoneCount)
local denomCCI = Shared.round(baseTokenChance / (m['milestoneCount'] * (1 + CCI.increasedItemChance / 100)), 0, 0)
local denomCCI = Shared.round(baseTokenChance / (skill.milestoneCount * (1 + CCI.modifiers.increasedOffItemChance / 100)), 0, 0)


table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.Icon({Constants.getSkillName(m['skillID']), type='skill'}))
table.insert(resultPart, '\r\n|' .. Icons.Icon({skill.name, type='skill'}))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
Line 339: Line 319:
-- Skill unlock costs for Adventure game mode
-- Skill unlock costs for Adventure game mode
function p.getSkillUnlockCostTable()
function p.getSkillUnlockCostTable()
local returnPart = {}
local advMode = GameData.getEntityByID('gamemodes', 'melvorF:Adventure')
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
if advMode ~= nil then
local returnPart = {}
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')


local accCost = 0
local accCost = 0
for i, cost in ipairs(SkillData.SkillUnlockCosts) do
for i, cost in ipairs(advMode.skillUnlockCost) do
accCost = accCost + cost
accCost = accCost + cost
table.insert(returnPart, '|-')
table.insert(returnPart, '|-')
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
end
table.insert(returnPart, '|}')
 
return table.concat(returnPart, '\r\n')
end
end
table.insert(returnPart, '|}')
return table.concat(returnPart, '\r\n')
end
end


Line 359: Line 342:
local tableType = frame.args ~= nil and frame.args[1] or frame
local tableType = frame.args ~= nil and frame.args[1] or frame
tableType = Shared.splitString(tableType, ' ')[1]
tableType = Shared.splitString(tableType, ' ')[1]
-- Translates Smithing category names to Smithing recipe data categories
 
local categoryMap = {
-- Has a valid category been passed (by name)?
['Smelting'] = 0,
local category = GameData.getEntityByName(SkillData.Smithing.categories, tableType)
['Bronze'] = 1,
if category == nil then
['Iron'] = 2,
['Steel'] = 3,
['Mithril'] = 4,
['Adamant'] = 5,
['Adamantite'] = 5,
['Rune'] = 6,
['Runite'] = 6,
['Dragon'] = 7,
['Dragonite'] = 7
}
local categoryID = categoryMap[tableType]
if categoryID == nil then
return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
end
end
Line 381: Line 352:
-- The bar list will be used later for value/bar calculations
-- The bar list will be used later for value/bar calculations
local recipeList, barIDList = {}, {}
local recipeList, barIDList = {}, {}
for i, recipe in ipairs(SkillData.Smithing.Recipes) do
for i, recipe in ipairs(SkillData.Smithing.recipes) do
if recipe.category == categoryID then
if recipe.categoryID == category.id then
local recipeItem = Items.getItemByID(recipe.itemID)
local recipeItem = Items.getItemByID(recipe.productID)
if recipeItem ~= nil then
if recipeItem ~= nil then
table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor })
table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor })
end
end
elseif recipe.category == 0 then
elseif recipe.categoryID == 'melvorD:Bars' then
barIDList[recipe.itemID] = true
barIDList[recipe.productID] = true
end
end
end
end
Line 398: Line 369:
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
--Adding value/bar for things other than smelting
--Adding value/bar for things other than smelting
if categoryID > 0 then
if category.id ~= 'melvorD:Bars' then
table.insert(resultPart, '!!Value/Bar')
table.insert(resultPart, '!!Value/Bar')
end
end
Line 411: Line 382:


for i, recipeDef in ipairs(recipeList) do
for i, recipeDef in ipairs(recipeList) do
local recipe = SkillData.Smithing.Recipes[recipeDef.id]
local recipe = SkillData.Smithing.recipes[recipeDef.id]
local totalValue = recipe.baseQuantity * recipeDef.itemValue
local totalValue = recipe.baseQuantity * recipeDef.itemValue
-- Determine the bar quantity & build the recipe cost string
-- Determine the bar quantity & build the recipe cost string
Line 418: Line 389:
local costItem = Items.getItemByID(itemCost.id)
local costItem = Items.getItemByID(itemCost.id)
if costItem ~= nil then
if costItem ~= nil then
table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.qty, notext=true}))
table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.quantity, notext=true}))
end
end
if barIDList[itemCost.id] then
if barIDList[itemCost.id] then
barQty = barQty + itemCost.qty
barQty = barQty + itemCost.quantity
end
end
end
end
Line 433: Line 404:
table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseXP .. '"| ' .. Shared.formatnum(recipe.baseXP))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseExperience .. '"| ' .. Shared.formatnum(recipe.baseExperience))
table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
if recipe.baseQuantity > 1 then
if recipe.baseQuantity > 1 then
Line 439: Line 410:
end
end
table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
if categoryID > 0 then
if category.id ~= 'melvorD:Bars' then
local barVal, barValTxt = 0, 'N/A'
local barVal, barValTxt = 0, 'N/A'
if barQty > 0 then
if barQty > 0 then
barVal = totalValue / barQty
barVal = totalValue / barQty
barTxt = Icons.GP(Shared.round(barVal, 1, 1))
barValTxt = Icons.GP(Shared.round(barVal, 1, 1))
end
end
table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barTxt)
table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barValTxt)
end
end
end
end
Line 462: Line 433:
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')


for i, logData in Shared.skpairs(SkillData.Firemaking) do
for i, logData in ipairs(SkillData.Firemaking.logs) do
local logs = Items.getItemByID(logData.logID)
local logs = Items.getItemByID(logData.logID)
local name = logs.name
local name = logs.name
local burnTime = logData.baseInterval / 1000
local burnTime = logData.baseInterval / 1000
local bonfireTime = logData.baseBonfireInterval / 1000
local bonfireTime = logData.baseBonfireInterval / 1000
local XPS = logData.baseXP / burnTime
local XPS = logData.baseExperience / burnTime
local XP_BF = logData.baseXP * (1 + logData.bonfireXPBonus / 100)
local XP_BF = logData.baseExperience * (1 + logData.bonfireXPBonus / 100)
local XPS_BF = XP_BF / burnTime
local XPS_BF = XP_BF / burnTime