Please note that some information on this wiki is still based on the demo version.
If you notice any errors, feel free to correct them.

Module:Abilities: Difference between revisions

From Super Fantasy Kingdom Official Wiki
wgg>Cadaei
title row
wgg>Cadaei
new design, more like in game
Line 8: Line 8:
             
             
function p.create(args)
function p.create(args)
      
     local result = ''
local result = ''
-- currently there are up to 2 abilities and sometimes a sub ability
-- currently there are up to 2 abilities and sometimes a sub ability
for abilityIndex = 1,3 do
for abilityIndex = 1,3 do
Line 19: Line 18:
end
end
return '<table class="wikitable">'..result..'</table>'
return '<div class="ability-container">'..result..'</div>'
end
end


Line 25: Line 24:
if args['name'..index] == nil and args['desc'..index] == nil then
if args['name'..index] == nil and args['desc'..index] == nil then
return ''
return ''
end
-- no border-top for first entry, other abilities are separated by a 2px border
local topRowStyle = 'border-top:2px solid black;'
if index == 1 then
    topRowStyle = 'border-top:none;'
end
-- sub abilities left-padded
local leftPadded = ''
local nameTag = 'th'
if args['subAbility'..index] ~= nil then
leftPadded = 'padding-left:2em;'
nameTag = 'td'
end
end
Line 44: Line 29:
local abilityType = p.combatIcon(args['abilityType'..index])
local abilityType = p.combatIcon(args['abilityType'..index])
local element = p.combatIcon(args['element'..index])
local element = p.combatIcon(args['element'..index])
local titleCell = '<'..nameTag..' style="'..topRowStyle..leftPadded..'">'
local titleCell = ''
if name ~= nil or abilityType ~= nil or element ~= nil then
if name ~= nil or abilityType ~= nil or element ~= nil then
titleCell = titleCell..'<b><big>'..(name or '')..'</big></b> '..(abilityType or '')..(element or '')
titleCell = '<div class="ability-name">'..(name or '')..'</div><div class="ability-icons">'..
(abilityType or '')..(element or '')..'</div>'
end
end
titleCell = titleCell..'</'..nameTag..'>'
local statValues = {['inline'] = '1',
local statValues = {['inline'] = '1',
Line 57: Line 42:
                ['dm'] = args['dm'..index]
                ['dm'] = args['dm'..index]
                }
                }
local statsDisplay = '<'..nameTag..' style="text-align:right;'..topRowStyle..leftPadded..'">'..stats.create(statValues)..'</'..nameTag..'>'
local statsDisplay = '<div class="ability-stats">'..stats.create(statValues)..'</div>'
local descriptionRow = ''
local descriptionRow = ''
local descriptionText = args['desc'..index] or ''
local descriptionText = args['desc'..index] or ''
if descriptionText ~= '' then
if descriptionText ~= '' then
    descriptionRow = '<tr><td colspan=2 style="border-top:none;padding-top:0;'..leftPadded..'">'..descriptionText..'</td></tr>'
    descriptionRow = '<div class="ability-description">'..descriptionText..'</div>'
end
end
local upgradeRows = createUpgradeRows(args, index)
local upgradeRows = createUpgradeRows(args, index)
if upgradeRows ~= '' then
if upgradeRows ~= '' then
    upgradeRows = '<tr><td colspan=2>'..upgradeRows..'</td></tr>'
    upgradeRows = '<div class="ability-upgrades">'..upgradeRows..'</div>'
end
end
return '<tr>'..titleCell..statsDisplay..'</tr>'..
return '<div class="ability-header">'..titleCell..statsDisplay..'</div>'..
    descriptionRow..upgradeRows
    descriptionRow..upgradeRows
end
end
Line 84: Line 69:
end
end
return table.concat(upgradeTexts, '<br/>')
return '<div>'..table.concat(upgradeTexts, '</div><div>')..'</div>'
end
end



Revision as of 19:22, 31 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
Magical damageDark
 0.25x •  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
Physical damageDark
 7s
Walks back and forth until hitting 2 monsters dealing 2 and applies fatigue
Barrier
Support
 6s
Cast Barrier onto the unit above
Applies to more allies

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 and sometimes a sub ability
	for abilityIndex = 1,3 do
	    result = result .. abilityRow(args, abilityIndex)
	end
	
	if string.len(result) == 0 then
		return ''
	end
	
	return '<div class="ability-container">'..result..'</div>'
end

function abilityRow(args, index)
	if args['name'..index] == nil and args['desc'..index] == nil then
		return ''
	end
	
	local name = args['name'..index]
	local abilityType = p.combatIcon(args['abilityType'..index])
	local element = p.combatIcon(args['element'..index])
	local titleCell = ''
	if name ~= nil or abilityType ~= nil or element ~= nil then
		titleCell = '<div class="ability-name">'..(name or '')..'</div><div class="ability-icons">'..
		(abilityType or '')..(element or '')..'</div>'
	end
	
	local statValues = {['inline'] = '1',
	                    ['cd'] = args['cd'..index],
		                ['ra'] = args['ra'..index],
		                ['ar'] = args['ar'..index],
		                ['du'] = args['du'..index],
		                ['dm'] = args['dm'..index]
		                }
	local statsDisplay = '<div class="ability-stats">'..stats.create(statValues)..'</div>'
	
	local descriptionRow = ''
	local descriptionText = args['desc'..index] or ''
	if descriptionText ~= '' then
	    descriptionRow = '<div class="ability-description">'..descriptionText..'</div>'
	end
	
	local upgradeRows = createUpgradeRows(args, index)
	if upgradeRows ~= '' then
	    upgradeRows = '<div class="ability-upgrades">'..upgradeRows..'</div>'
	end	
	
	return '<div class="ability-header">'..titleCell..statsDisplay..'</div>'..
	    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 '<div>'..table.concat(upgradeTexts, '</div><div>')..'</div>'
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',
		['physical'] = 'Physical damage',
		['magical damage'] = 'Magical damage',
		['magical'] = 'Magical damage',
		['damage boost'] = 'Damage boost',
		['support'] = 'Support',
		['summoner'] = 'Summoner',
		['dark'] = 'Dark',
		['earth'] = 'Earth',
		['electric'] = 'Electric',
		['fire'] = 'Fire',
		['holy'] = 'Holy',
		['ice'] = 'Ice',
		['plant'] = 'Plant',
		['poison'] = 'Poison',
		['water'] = 'Water',
		['none'] = nil
	}
	
	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