Difference between revisions of "Module:Infobox Item"
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Line 404: | Line 404: | ||
for key, yield in pairs(farming['yield']) do | for key, yield in pairs(farming['yield']) do | ||
s = s .. yield['min'] .. "-" .. yield['max'] .. " " | s = s .. yield['min'] .. "-" .. yield['max'] .. " " | ||
− | s = s .. itemImage(yield[id], true) | + | s = s .. itemImage(yield['id'], true) |
if yield['chance'] ~= 1 then | if yield['chance'] ~= 1 then | ||
s = s .. " " .. tonumber(string.format('%.2f', yield['chance'] * 100)) .. "%" | s = s .. " " .. tonumber(string.format('%.2f', yield['chance'] * 100)) .. "%" |
Revision as of 03:58, 12 September 2023
local p = {} local headerCount = 1 local labelCount = 1 local dataCount = 1 local function h() local s = "header" .. headerCount headerCount = headerCount + 1 labelCount = headerCount dataCount = headerCount return s end local function sbreak() local s = "sbreak" .. headerCount headerCount = headerCount + 1 labelCount = headerCount dataCount = headerCount return s end local function l() local s = "label" .. labelCount dataCount = labelCount labelCount = labelCount + 1 headerCount = labelCount return s end local function d() local s = "data" .. dataCount dataCount = dataCount + 1 headerCount = dataCount labelCount = dataCount return s end local function sl() local s = "s" .. l{} return s end local function sd() local s = "s" .. d{} return s end local data_module_names = { item = 'Module:Items/data', enchantment = 'Module:Enchantment/data' } local loaded_data_modules = {} function p.loadData(data_type) local module_name = data_module_names[data_type] if loaded_data_modules[module_name] == nil then loaded_data_modules[module_name] = mw.loadData(module_name) end return loaded_data_modules[module_name] end local function findItem(name) local lname = name:lower() --Remove leading and trailing spaces. lname = lname:gsub('^%s*(.-)%s*$', '%1') for key, item in pairs(p.loadData("item")) do if lname == item['name']:lower() then return item end end return 0 end local function getEnchantmentName(id) return p.loadData("enchantment")[tostring(id)]['name'] end local function getItemName(id) return p.loadData("item")[tostring(id)]['name'] end local function fullUrl(url) local newUrl = url if url:sub(1,5) == "https" then return newUrl end if url:sub(1,1) ~= "/" then newUrl = "/" .. newUrl end newUrl = "https://www.play.idlescape.com" .. newUrl return newUrl end local function icon(name, url, word) local s = fullUrl(url) s = "[[" .. name .. "|<img src=\"" .. s s = s .. "\" alt=\"" .. name .. "\" width=\"20\">" if word then s = s .. name end s = s .. "]]" return s end local function itemImage(id, word) local item = p.loadData("item")[tostring(id)] local url = "" if item['itemIcon'] then url = item['itemIcon'] else url = item['itemImage'] end return icon(item['name'], url, word) end local function img(id) local url = "" if item['itemIcon'] then url = item['itemIcon'] else url = item['itemImage'] end return fullUrl(url) end local function addSeparator(num) return tostring(tonumber(num)):reverse():gsub("(%d%d%d)","%1,"):gsub(",(%-?)$","%1"):reverse() end local function createInfobox(item) local args = {} local url = "" local s = "" args['autoheaders'] = "y" args['subbox'] = "no" args['bodystyle'] = " " args['title'] = item['name'] if item['itemIcon'] then url = item['itemIcon'] else url = item['itemImage'] end args['image'] = "<img src=\"" .. fullUrl(url) .. "\" width=\"150\">" if item['value'] then args[l()] = icon('Gold', "/images/gold_coin.png") args[d()] = addSeparator(item['value']) end if item['tradeable'] then args[l()] = icon('Market', "/images/ui/marketplace_icon.png") local market = require("Module:Market")["_price"]({item['name'], 1, 1}) if market then args[d()] = addSeparator(market) else args[d()] = "Yes" end end if item['requiredLevel'] then s = "" for skill, level in pairs(item['requiredLevel']) do s = s .. level .. " " .. skill .. "<br>" end s = s:sub(1,s:len()-4) args[l()] = "Level Required" args[d()] = s end if item['craftable'] then args[l()] = "Source" args[d()] = "[[Crafting]]" end if item['heat'] then args[l()] = itemImage(2) args[d()] = addSeparator(item['heat']) end local stats = item['equipmentStats'] if stats then args[l()] = "Slot" args[d()] = stats['slot'] if item['enchantmentTier'] then args[l()] = "Enchantment Slots" args[d()] = item['enchantmentTier'] end if item['forcedEnchant'] then args[l()] = "Enchantments" args[d()] = "[[" .. getEnchantmentName(item['forcedEnchant']) .. "]]" end if stats['toolBoost'] then s = "" for key, stat in pairs(stats['toolBoost']) do s = s .. stat.boost .. " " s = s .. stat.skill .. "<br>" end s = s:sub(1,s:len()-4) args[l()] = "Stats" args[d()] = s end if stats['oneHanded'] == false then args[l()] = "Two-handed" args[d()] = "Yes" end if stats['attackSpeed'] then args[l()] = "Attack Speed" args[d()] = stats['attackSpeed'] end args[h()] = "Offensive Stats" local stat = stats['offensiveCritical'] if stat then args[l()] = "Crit Chance" args[d()] = stat['chance'] args[l()] = "Crit Multiplier" args[d()] = stat['damageMultiplier'] end stat = stats['weaponBonus'] if stat then args[sl()] = "Str" args[sd()] = stat['strength'] args[sl()] = "Int" args[sd()] = stat['intellect'] args[sl()] = "Dex" args[sd()] = stat['dexterity'] end args[h()] = "Offensive Affinity" stat = stats['offensiveDamageAffinity'] if stat then args[sl()] = "Melee" args[sd()] = stat['Melee'] and stat['Melee'] * 100 .. "%" args[sl()] = "Magic" args[sd()] = stat['Magic'] and stat['Magic'] * 100 .. "%" args[sl()] = "Range" args[sd()] = stat['Range'] and stat['Range'] * 100 .. "%" args[sbreak()] = "yes" args[sl()] = "Piercing" args[sd()] = stat['Piercing'] and stat['Piercing'] * 100 .. "%" args[sl()] = "Blunt" args[sd()] = stat['Blunt'] and stat['Blunt'] * 100 .. "%" args[sl()] = "Slashing" args[sd()] = stat['Slashing'] and stat['Slashing'] * 100 .. "%" args[sl()] = "Fire" args[sd()] = stat['Fire'] and stat['Fire'] * 100 .. "%" args[sl()] = "Ice" args[sd()] = stat['Ice'] and stat['Ice'] * 100 .. "%" args[sl()] = "Nature" args[sd()] = stat['Nature'] and stat['Nature'] * 100 .. "%" args[sl()] = "Chaos" args[sd()] = stat['Chaos'] and stat['Chaos'] * 100 .. "%" args[sbreak()] = "yes" end args[h()] = "Accuracy" stat = stats['offensiveAccuracyAffinityRating'] if stat then args[sl()] = "Melee" args[sd()] = stat['Melee'] args[sl()] = "Magic" args[sd()] = stat['Magic'] args[sl()] = "Range" args[sd()] = stat['Range'] args[sbreak()] = "yes" args[sl()] = "Piercing" args[sd()] = stat['Piercing'] args[sl()] = "Blunt" args[sd()] = stat['Blunt'] args[sl()] = "Slashing" args[sd()] = stat['Slashing'] args[sl()] = "Fire" args[sd()] = stat['Fire'] args[sl()] = "Ice" args[sd()] = stat['Ice'] args[sl()] = "Nature" args[sd()] = stat['Nature'] args[sl()] = "Chaos" args[sd()] = stat['Chaos'] args[sbreak()] = "yes" end args[h()] = "Defensive Stats" local stat = stats['defensiveCritical'] if stat then args[l()] = "Crit Avoidance" args[d()] = stat['chance'] args[l()] = "Crit Reduction" args[d()] = stat['damageMultiplier'] end stat = stats['armorBonus'] if stat then args[sl()] = "Protection" args[sd()] = stat['protection'] args[sl()] = "Resistance" args[sd()] = stat['resistance'] args[sl()] = "Agility" args[sd()] = stat['agility'] args[sl()] = "Stamina" args[sd()] = stat['stamina'] end args[h()] = "Defensive Affinity" stat = stats['defensiveDamageAffinity'] if stat then args[sl()] = "Melee" args[sd()] = stat['Melee'] and stat['Melee'] * 100 .. "%" args[sl()] = "Magic" args[sd()] = stat['Magic'] and stat['Magic'] * 100 .. "%" args[sl()] = "Range" args[sd()] = stat['Range'] and stat['Range'] * 100 .. "%" args[sbreak()] = "yes" args[sl()] = "Piercing" args[sd()] = stat['Piercing'] and stat['Piercing'] * 100 .. "%" args[sl()] = "Blunt" args[sd()] = stat['Blunt'] and stat['Blunt'] * 100 .. "%" args[sl()] = "Slashing" args[sd()] = stat['Slashing'] and stat['Slashing'] * 100 .. "%" args[sl()] = "Fire" args[sd()] = stat['Fire'] and stat['Fire'] * 100 .. "%" args[sl()] = "Ice" args[sd()] = stat['Ice'] and stat['Ice'] * 100 .. "%" args[sl()] = "Nature" args[sd()] = stat['Nature'] and stat['Nature'] * 100 .. "%" args[sl()] = "Chaos" args[sd()] = stat['Chaos'] and stat['Chaos'] * 100 .. "%" args[sbreak()] = "yes" end end args[h()] = "Augment" if item['augmentationCost'] then s = "" for key, bonus in pairs(item['equipmentStats']['augmentationBonus']) do s = s .. "+" .. bonus.value .. " " s = s .. bonus.stat:sub(bonus.stat:find('%.')+1,bonus.stat:len()) .. "<br>" end s = s:sub(1,s:len()-4) args[l()] = "Aug Bonus" args[d()] = s s = "" for key, cost in pairs(item['augmentationCost']) do s = s .. cost .. " " s = s .. itemImage(key, true) .. "<br>" end s = s:sub(1,s:len()-4) args[l()] = "Aug Cost" args[d()] = s end args[h()] = "Cooking" if item['size'] then args[l()] = "Size" args[d()] = item['size'] end if item['difficulty'] then args[l()] = "Difficulty" args[d()] = item['difficulty'] end if item['ingredientTags'] then s = "" for key, tag in pairs(item['ingredientTags']) do s = s .. tag .. "<br>" end s = s:sub(1,s:len()-4) args[l()] = "Category" args[d()] = s end if item['cookingEnchantment'] then args[l()] = "Buff" args[d()] = getEnchantmentName(item['cookingEnchantment']) end args[h()] = "Seeds" local farming = item['farmingStats'] if farming then s = "" for key, yield in pairs(farming['yield']) do s = s .. yield['min'] .. "-" .. yield['max'] .. " " s = s .. itemImage(yield['id'], true) if yield['chance'] ~= 1 then s = s .. " " .. tonumber(string.format('%.2f', yield['chance'] * 100)) .. "%" end s = s .. "<br>" end s = s:sub(1,s:len()-4) args[l()] = "Level Required" args[d()] = farming['requiredLevel'] args[l()] = "Experience" args[d()] = farming['experience'] args[l()] = "Plot Size" args[d()] = farming['height'] .. "x" .. farming['width'] args[l()] = "Harvest Time" args[d()] = farming['time'] .. " minutes" args[l()] = "Yield" args[d()] = s end local args2 = {} args2['subbox'] = "yes" args2['bodystyle'] = "padding: 0.5em; margin:auto; font-style:italic; font-size:110%; text-align: center" args2['data1'] = item['extraTooltipInfo'] args[h()] = "Tooltip" args[d()] = require('Module:Infobox')['infobox'](args2) for key, data in pairs(args) do if string.find(key, "data") then args[key] = tostring(data) end end return require('Module:Infobox')['infobox'](args) end function p.item(frame) local args = frame:getParent().args return p._item(args) end function p._item(args) local name = "" local item = 0 local infobox = "" if args[1] then name = args[1] else name = mw.title.getCurrentTitle().text end item = findItem(name) if item == 0 then return "<div style=\"color:red\"> No item named '" .. name .. "'</div>. The Module:Items/data maybe outdated." end infobox = createInfobox(item) return infobox end return p