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:LevelStats: Difference between revisions

From Super Fantasy Kingdom Official Wiki
wgg>Cadaei
typo
wgg>Cadaei
fixes for calculating base value
Line 62: Line 62:
if useExponentialGain then
if useExponentialGain then
local valBonusLast = valLast - val
if val == valLast then
-- first calculate true base value, level 1 already has a bonus applied
for i=1,levelCount do
val = val - math.floor(valBonusLast * (1/levelCount)^1.5 + 0.5)
table.insert(statColumns, '<td>'..val..unit..'</td>')
for i=1,levelCount do
end
table.insert(statColumns, '<td>'..(val + math.floor(valBonusLast * (i/levelCount)^1.5 + 0.5))..unit..'</td>')
else
-- first calculate true base value, level 1 already has a bonus applied
local gainLastLevel = valLast - (valLast - val)/(1/((1/levelCount)^1.5))
local baseValue = valLast - gainLastLevel
for i=1,levelCount do
table.insert(statColumns, '<td>'..(baseValue + math.floor(gainLastLevel * (i/levelCount)^1.5 + 0.5))..unit..'</td>')
end
end
end
else
else

Revision as of 19:07, 1 November 2023

Displays a stat table for units for multiple levels. Parameter names are the stat abbreviations, for the first level just the two letters, for the 10th level the stat abbreviation with suffix 10, e.g. dm=5 for damage 5 in level 1 and dm10=20 for damage 20 in level 10. Values are interpreted linerarly for the other levels.

For units use exp=true for exponential stat growth.

To display a gain indicator, use gainIndicator=true.

{{LevelStats
|pw=5|pw10=53
|hp=11|hp10=50
|sh=13|sh10=100
|cr=5%
|pd=0
|md=0
}}
Stats12345678910
Health11152024283337414650
Shield132332425261718190100
Critical Chance5%5%5%5%5%5%5%5%5%5%
Physical Defense0000000000
Magical Defense0000000000
{{LevelStats
|exp=true
|pw=5|pw10=63
|hp=10|hp10=68
|sh=19|sh10=116
|cr=0%
|pd=0
|md=0
}}
Stats12345678910
Health3.83412104289777.834121042897712.83412104289818.83412104289824.83412104289832.83412104289840.83412104289848.83412104289857.83412104289867.834121042898
Shield7.067409330363313.06740933036322.06740933036332.06740933036343.06740933036355.06740933036369.06740933036384.06740933036399.067409330363116.06740933036
Critical Chance0%0%0%0%0%0%0%0%0%0%
Physical Defense0000000000
Magical Defense0000000000
{{LevelStats
|exp=true
|baseIndicator=true
|gainIndicator=true
|pw=5|pw10=63
|hp=10|hp10=68
|sh=19|sh10=116
|cr=0%
|pd=0
|md=0
}}
Stats12345678910
Health3.83412104289777.834121042897712.83412104289818.83412104289824.83412104289832.83412104289840.83412104289848.83412104289857.83412104289867.834121042898
Shield7.067409330363313.06740933036322.06740933036332.06740933036343.06740933036355.06740933036369.06740933036384.06740933036399.067409330363116.06740933036
Critical Chance0%0%0%0%0%0%0%0%0%0%
Physical Defense0000000000
Magical Defense0000000000
for copy pasting units

{{LevelStats
|exp=true
|baseIndicator=true
|gainIndicator=true
|pw=  |pw10=
|hp=  |hp10=
|ma=  |ma10=
|sh=  |sh10=
|rg=  |rg10=
|cr=0%
|pd=0
|md=0
}}

Code at Module:LevelStats, doc at Template:LevelStats/doc.


local p = {}

function p.levelStats(f)
	return p.create(f:getParent().args)
end

function p.create(args)	
	-- argument name and full name (also used for icon name)
	local possibleStats = {
		{"dm", "Damage"},
		{"hp", "Health"},
		{"sh", "Shield"},
		{"cr", "Critical Chance"},
		{"pd", "Physical Defense"},
		{"md", "Magical Defense"},
		{"cd", "Cooldown"},
		{"ra", "Range"},
		{"ar", "Area"},
		{"kb", "Knockback"},
		{"sp", "Speed"},
		{"du", "Duration"},
		{"gr", "Greed"},
		{"rr", "Reroll"},
		{"ba", "Banish"},
		{"cu", "Curse"}
		}
	
	local usedStats = {}
	
	local levelCount = 10
	local useExponentialGain = args.exp ~= nil
	
	for _, statNames in ipairs(possibleStats) do
		local statAbbreviation = statNames[1]
		local statValue = args[statAbbreviation]
		if statValue ~= nil and statValue ~= '' then
			local statName = statNames[2]
			local statValueLast = args[statAbbreviation..levelCount] or statValue
			table.insert(usedStats, p.StatEntryRow(statName, statValue, statValueLast, levelCount, useExponentialGain))
		end
	end
	
	if #usedStats == 0 then
	  return ''
	end
	
	local headers = {'<th>Stats</th>'}
	for i=1,levelCount do
		table.insert(headers, '<th>'..i..'</th>')
	end
	
	return '<table class="wikitable right"><tr>'..table.concat(headers, '')..'</tr>'..
	  '<tr>'..table.concat(usedStats, '</tr><tr>')..'</tr>'..'</table>'
end

function p.StatEntryRow(name, val, valLast, levelCount, useExponentialGain)
	local statColumns = {'<td style="text-align:left;">[[File:'..name..'.png|16x16px]] [['..name..']]</td>'}
	
	-- parsing value
	local val, unit  = string.match(val, '^(%d*%.?%d*) ?(.*)$')
	local valLast, _  = string.match(valLast, '^(%d*%.?%d*) ?(.*)$')
	
	if useExponentialGain then
		if val == valLast then
			for i=1,levelCount do
				table.insert(statColumns, '<td>'..val..unit..'</td>')
			end
		else
			-- first calculate true base value, level 1 already has a bonus applied
			local gainLastLevel = valLast - (valLast - val)/(1/((1/levelCount)^1.5))
			local baseValue = valLast - gainLastLevel
			for i=1,levelCount do
				table.insert(statColumns, '<td>'..(baseValue + math.floor(gainLastLevel * (i/levelCount)^1.5 + 0.5))..unit..'</td>')
			end
		end
	else
		-- stat value increase linearly by level
		local gainPerLevel = (valLast - val)/(levelCount-1)
		
		for i=0,levelCount-1 do
			table.insert(statColumns, '<td>'..(val + math.floor(i*gainPerLevel + 0.5))..unit..'</td>')
		end
	end
	
	return table.concat(statColumns, '')
end

return p