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Module:LevelStats: Difference between revisions

From Super Fantasy Kingdom Official Wiki
wgg>Cadaei
minor rounding fix
wgg>Cadaei
use global statNames modeul
Line 1: Line 1:
local p = {}
local p = {}
local statNames = require ('Module:Stats/StatNames')


function p.levelStats(f)
function p.levelStats(f)
Line 6: Line 8:


function p.create(args)
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 statRows = {}
local statRows = {}
Line 32: Line 14:
local useGainIndicator = args.gainIndicator ~= nil
local useGainIndicator = args.gainIndicator ~= nil
for _, statNames in ipairs(possibleStats) do
for _, statAbbName in ipairs(statNames) do
local statAbbreviation = statNames[1]
local statAbbreviation = statAbbName[1]
local statValue = args[statAbbreviation]
local statValue = args[statAbbreviation]
if statValue ~= nil and statValue ~= '' then
if statValue ~= nil and statValue ~= '' then
local statName = statNames[2]
local statName = statAbbName[2]
local statValueLast = args[statAbbreviation..levelCount] or statValue
local statValueLast = args[statAbbreviation..levelCount] or statValue
table.insert(statRows, p.StatEntryRow(statName, statValue, statValueLast, levelCount, useExponentialGain, useGainIndicator))
table.insert(statRows, p.StatEntryRow(statName, statValue, statValueLast, levelCount, useExponentialGain, useGainIndicator))

Revision as of 00:09, 7 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
Power5101621263237424853
Health11152024283337414650
Shield132332425261718190100
Critical Chance5%5%5%5%5%5%5%5%5%5%
Armor0000000000
Resistance0000000000
{{LevelStats
|exp=true
|pw=5|pw10=63
|hp=10|hp10=68
|sh=19|sh10=116
|cr=0%
|pd=0
|md=0
}}
Stats12345678910
Power581318243138465463
Health10131823293643515968
Shield1925324151627588101116
Critical Chance0%0%0%0%0%0%0%0%0%0%
Armor0000000000
Resistance0000000000
{{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
}}
StatsGain12345678910
Power581318243138465463
Health10131823293643515968
Shield1925324151627588101116
Critical Chance0%0%0%0%0%0%0%0%0%0%
Armor0000000000
Resistance0000000000
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 = {}

local statNames = require ('Module:Stats/StatNames')

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

function p.create(args)	
	local statRows = {}
	
	local levelCount = 10
	local useExponentialGain = args.exp ~= nil
	local useGainIndicator = args.gainIndicator ~= nil
	
	for _, statAbbName in ipairs(statNames) do
		local statAbbreviation = statAbbName[1]
		local statValue = args[statAbbreviation]
		if statValue ~= nil and statValue ~= '' then
			local statName = statAbbName[2]
			local statValueLast = args[statAbbreviation..levelCount] or statValue
			table.insert(statRows, p.StatEntryRow(statName, statValue, statValueLast, levelCount, useExponentialGain, useGainIndicator))
		end
	end
	
	if #statRows == 0 then
	  return ''
	end
	
	local headers = {'<th>Stats</th>'}
	if useGainIndicator then
		table.insert(headers, '<th>Gain</th>')
	end
	
	for i=1,levelCount do
		table.insert(headers, '<th>'..i..'</th>')
	end
	
	return '<table class="wikitable right"><tr>'..table.concat(headers, '')..'</tr>'..
	  table.concat(statRows, '')..'</table>'
end

function p.StatEntryRow(name, val, valLast, levelCount, useExponentialGain, useGainIndicator)
	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 useGainIndicator then
		local gainFactor = valLast / val
		local gain = 0
		if gainFactor > 10 then gain = 3
		elseif gainFactor > 5 then gain = 2
		elseif gainFactor > 0 then gain = 1 end
		
		table.insert(statColumns, '<td style="text-align:center;">[[File:StatGain'..gain..'.png|12px]]</td>')
	end
	
	local rowClass = ''
	
	if val == valLast then
		for i=1,levelCount do
			table.insert(statColumns, '<td>'..val..unit..'</td>')
		end
		if useGainIndicator then
			rowClass = ' class="grey-from4"'
		else
			rowClass = ' class="grey-from3"'
		end
	else
		if useExponentialGain then
			-- first calculate true base value, level 1 already has a bonus applied
			local gainLastLevel = math.floor((valLast - val)/(1-(1/levelCount)^1.5) + 0.5)
			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
		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
	end
	
	return '<tr'..rowClass..'>'..table.concat(statColumns, '')..'</tr>'
end

return p