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Module:Skills: Difference between revisions

From Melvor Idle
Adjusted the appearance of the Lesser Relics table
(obstacleUnlockLevels now includes level 1)
(Adjusted the appearance of the Lesser Relics table)
 
(4 intermediate revisions by 2 users not shown)
Line 489: Line 489:
table.insert(resultPart, '\r\n|}')
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
return table.concat(resultPart)
end
function p.getAncientRelicsTable(frame)
local skillName = frame.args ~= nil and frame.args[1] or frame
local skillID = nil
if skillName ~= nil and skillName ~= '' then
skillID = Constants.getSkillID(skillName)
if skillID == nil then
return Shared.printError('Failed to find a skill ID for ' .. skillName)
end
end
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader lighttable"')
table.insert(resultPart, '\n|-class="headerRow-0"')
table.insert(resultPart, '\n|-\n!colspan="2"|Skill\n!Relic\n!Modifiers')
local relics = GameData.getEntities('ancientRelics',
function(relic)
return skillID == nil or relic.skillID == skillID
end)
table.sort(relics,
function (a, b)
local skillNameA, skillNameB = Constants.getSkillName(a.skillID), Constants.getSkillName(b.skillID)
if skillNameA == skillNameB then
-- Order by numbers at the end of relic IDs
-- Relics have a 'number' property, but this appears to contain duplicates
return string.sub(a.id, string.len(a.id)) < string.sub(b.id, string.len(b.id))
else
return skillNameA < skillNameB
end
end)
local function appendSkillRows(resultTable, rowTable, relicCount, skillID)
local skillName = Constants.getSkillName(skillID)
table.insert(resultTable, '\n|-\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', notext=true, size=50}))
table.insert(resultTable, '\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', noicon=true}))
table.insert(resultTable, table.concat(rowTable))
end
local skillRelicCount, currentSkillID, tablePart = 0, nil, {}
for i, relic in ipairs(relics) do
if currentSkillID == nil then
currentSkillID = relic.skillID
elseif relic.skillID ~= currentSkillID then
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
tablePart = {}
currentSkillID = relic.skillID
skillRelicCount = 0
end
skillRelicCount = skillRelicCount + 1
if skillRelicCount > 1 then
table.insert(tablePart, '\n|-')
end
table.insert(tablePart, '\n| ' .. skillRelicCount .. '\n| ' .. Constants.getModifiersText(relic.modifiers))
end
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
function p.getLesserRelicsTable(frame)
local lesserRelics = {}
-- Iterate over each skill with a global rare drop then check
-- if the skill has a Lesser Relic drop
for skillLocalID, skill in pairs(SkillData) do
if skill.rareDrops ~= nil then
for i, drops in pairs(skill.rareDrops) do
if string.match(drops.itemID, '_Lesser_Relic') then
table.insert(lesserRelics, Items.getItemByID(drops.itemID))
end
end
end
end
table.sort(lesserRelics, function(a, b) return a.name < b.name end)
-- Create the Table
local resultTable = mw.html.create('table')
resultTable:addClass('wikitable sortable')
resultTable:tag('tr'):addClass('headerRow-0')
:tag('th'):wikitext('Icon')
:tag('th'):wikitext('Lesser Relic')
:tag('th'):wikitext('Modifiers')
for _, relic in ipairs(lesserRelics) do
local tr = mw.html.create('tr')
tr:tag('td'):wikitext(Icons.Icon({relic.name, type='item', size='50', notext=true}))
tr:tag('td'):wikitext(Icons.Icon({relic.name, type='item', noicon=true}))
tr:tag('td'):wikitext(Constants.getModifiersText(relic.modifiers))
resultTable:node(tr)
end
return resultTable
end
end


return p
return p
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