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 grid for upgrade rows with parameter upgrade1.1grid |
wgg>Cadaei div layout fix |
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| Line 80: | Line 80: | ||
if upgradeGrid ~= '' or upgradeText ~= '' then | if upgradeGrid ~= '' or upgradeText ~= '' then | ||
if upgradeGrid ~= '' then | if upgradeGrid ~= '' then | ||
table.insert(upgradeTexts, '<div style="display: flex;">[[File:Upgrade'..i..'.png|26px]] '..upgradeText.. | table.insert(upgradeTexts, '<div style="display: flex;"><div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText.. | ||
'<div style="margin-left: auto;">'..gridCreation.create({['mark'] = upgradeGrid})..'</div></div>') | '</div><div style="margin-left: auto;">'..gridCreation.create({['mark'] = upgradeGrid})..'</div></div>') | ||
else | else | ||
table.insert(upgradeTexts, '<div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText..'</div>') | table.insert(upgradeTexts, '<div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText..'</div>') | ||
Revision as of 14:58, 19 November 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
}}
}}
local p = {}
local statNames = require ('Module:Stats/StatNames')
local stats = require('Module:Stats')
local gridCreation = require('Module:Abilities/Grid')
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-supercontainer">'..result..'</div>'
end
function abilityRow(args, index)
if (args['name'..index] or '') == '' and (args['desc'..index] or '') == '' 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'}
for _,s in ipairs(statNames) do
if args[s[1]..index] ~= nil then
statValues[s[1]] = args[s[1]..index]
end
end
local statsDisplay = '<div class="ability-stats">'..stats.create(statValues)..'</div>'
local grid = ''
if args['grid'..index..'.mark'] ~= nil then
grid = '<div>'..gridCreation.create({['mark'] = args['grid'..index..'.mark']})..'</div>'
end
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
local subAbilityClass = ''
if args['subAbility'..index] == '1' or args['subAbility'..index] == 'true' then
subAbilityClass = ' ability-subability'
end
return '<div class="ability-container'..subAbilityClass..'"><div class="ability-header">'..titleCell..statsDisplay..grid..'</div>'..
descriptionRow..upgradeRows..'</div>'
end
function createUpgradeRows(args, index)
local upgradeTexts = {}
for i = 1,3 do
local upgradeText = args['upgrade'..index..'.'..i] or ''
-- some upgrades change the grid, then show that
local upgradeGrid = args['upgrade'..index..'.'..i..'grid'] or ''
if upgradeGrid ~= '' or upgradeText ~= '' then
if upgradeGrid ~= '' then
table.insert(upgradeTexts, '<div style="display: flex;"><div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText..
'</div><div style="margin-left: auto;">'..gridCreation.create({['mark'] = upgradeGrid})..'</div></div>')
else
table.insert(upgradeTexts, '<div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText..'</div>')
end
end
end
if #upgradeTexts == 0 then
return ''
end
return table.concat(upgradeTexts, '')
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',
['selfbuff'] = 'Selfbuff',
['support'] = 'Support',
['summoner'] = 'Summoner',
['dark'] = 'Dark',
['earth'] = 'Earth',
['electric'] = 'Electric',
['fire'] = 'Fire',
['holy'] = 'Holy',
['ice'] = 'Ice',
['plant'] = 'Plant',
['poison'] = 'Poison',
['water'] = 'Water (Element)',
['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


