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Module:Abilities: Difference between revisions

From Super Fantasy Kingdom Official Wiki
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naming
wgg>Cadaei
casing
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-- attack types, passive types, elements
-- attack types, passive types, elements
local combatIcons = {
local combatIcons = {
['physical damage'] = 'Physical Damage',
['physical damage'] = 'Physical damage',
['magical damage'] = 'Magical Damage',
['magical damage'] = 'Magical damage',
['damage boost'] = 'Damage Boost',
['damage boost'] = 'Damage boost',
['support'] = 'Support',
['support'] = 'Support',
['summoner'] = 'Summoner',
['summoner'] = 'Summoner',

Revision as of 13:09, 30 October 2023

Creates an ability table with upgrades for a unit. (Code at Module:Abilities).

The ability grids are created with the submodule Module:Abilities/Grid, see there for infos about creating the grid.

{{abilities
|name1=Tentacles
|abilityType1 = Magical
|element1 = Dark
|dm1= 0.25x
|cd1=1.5s
|ra1=50m
|ar1=30m
|ta1=Random
|desc1=Opens up the door to another dimension summoning dark shadows<br/> Applies {{effect|fear}} to all monsters hit.
|upgrade1.1= Decrease {{stat|cd|to 1.25s}}
|upgrade1.2= Decrease {{stat|cd|to 1s}}
|upgrade1.3= Increase {{stat|ar}}
|name2 = Shade
|subAbility2=true
|abilityType2 = Physical
|element2 = dark
|sp2=5
|pi2=2
|du2=7s
|desc2 = Walks back and forth until hitting 2 monsters dealing 2 {{stat|dm}} and applies {{effect|fatigue}}
|name3=Barrier
|abilityType3 = Support
|cd3=6s
|desc3=Cast {{Effect|Barrier}} onto the unit above
|grid3.mark=8
|upgrade3.3= Applies to more allies
|upgrade3.3grid=7,8,9
}}
}}
Tentacles MagicalDark 1.5s •  50m •  30m
Opens up the door to another dimension summoning dark shadows
Applies fear to all monsters hit.
Decrease  to 1.25s
Decrease  to 1s
Increase
Shade PhysicalDark 7s
Walks back and forth until hitting 2 monsters dealing 2 and applies fatigue

local p = {}

local stats = require('Module:Stats')

function p.abilities(f)
	return p.create(f:getParent().args)
end
		             
function p.create(args)
    
	local result = ''
	-- currently there are up to 2 abilities
	for abilityIndex = 1,2 do
	    result = result .. abilityRow(args, abilityIndex)
	end
	
	if string.len(result) == 0 then
		return ''
	end
	
	return '<table class="wikitable">'..result..'</table>'
end

function abilityRow(args, index)
	if args['name'..index] == nil and args['desc'..index] == nil then
		return ''
	end
	
	-- no border-top for first entry, other abilities are separated by a 2px border
	local topRowStyle = ''
	if index == 1 then
	    topRowStyle = 'border-top:none;'
	else
	    topRowStyle = 'border-top:2px solid black;'
	end
	
	local name = args['name'..index]
	local abilityType = p.combatIcon(args['abilityType'..index])
	local element = p.combatIcon(args['element'..index])
	local titleCell = '<td style="'..topRowStyle..'">'
	if name ~= nil or abilityType ~= nil or element ~= nil then
		titleCell = titleCell..'<b><big>'..(name or '')..'</big></b> '..(abilityType or '')..(element or '')
	end
	titleCell = titleCell..'</td>'
	
	local statValues = {['inline'] = '1',
	                    ['cd'] = args['cd'..index],
		                ['ra'] = args['ra'..index],
		                ['ar'] = args['ar'..index],
		                ['du'] = args['du'..index]
		                }
	local statsDisplay = '<td style="text-align:right;'..topRowStyle..'">'..stats.create(statValues)..'</td>'
	
	local descriptionRow = ''
	local descriptionText = args['desc'..index] or ''
	if descriptionText ~= '' then
	    descriptionRow = '<tr><td colspan=2 style="border-top:none;padding-top:0">'..descriptionText..'</td></tr>'
	end
	
	local upgradeRows = createUpgradeRows(args, index)
	if upgradeRows ~= '' then
	    upgradeRows = '<tr><td colspan=2>'..upgradeRows..'</td></tr>'
	end	
	
	return '<tr>'..titleCell..statsDisplay..'</tr>'..
	    descriptionRow..upgradeRows
end

function createUpgradeRows(args, index)
    local upgradeTexts = {}
	
	for i = 1,3 do
	    local upgradeText = args['upgrade'..index..'.'..i] or ''
		if upgradeText ~= '' then
		    table.insert(upgradeTexts, '[[File:Upgrade'..i..'.png|26px]] '..upgradeText)
		end
	end
	
	return table.concat(upgradeTexts, '<br/>')
end

function p.combatIcon(name)
	if name == nil or name == '' then
		return nil
	end
	
	-- attack types, passive types, elements
	local combatIcons = {
		['physical damage'] = 'Physical damage',
		['magical damage'] = 'Magical damage',
		['damage boost'] = 'Damage boost',
		['support'] = 'Support',
		['summoner'] = 'Summoner',
		['holy'] = 'Holy',
		['fire'] = 'Fire',
		['plant'] = 'Plant',
		['poison'] = 'Poison',
		['dark'] = 'Dark',
		['electric'] = 'Electric'
	}
	
	local result = combatIcons[string.lower(name)]
	if result ~= nil then
		return '[[File:'..result..'.png|16x16px|class=itemlink|alt='..result..'|link='..result..']]'
	end
	
	return name
end

return p