Module:ItemData: Difference between revisionsGive feedback
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add comma formatting |
tidy, replace commas with language |
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| Line 2: | Line 2: | ||
local data = mw.loadJsonData("Data:ItemData.json") | local data = mw.loadJsonData("Data:ItemData.json") | ||
-- returns the | -- returns the table of a specific item | ||
function get_json_item(name) | function get_json_item(name) | ||
for | for _, v in pairs(data) do | ||
if (v["Name"] == name) then | if (v["Name"] == name) then | ||
return v | return v | ||
| Line 13: | Line 13: | ||
-- Adds commas delimiter to the thousands place | -- Adds commas delimiter to the thousands place | ||
local lang = mw.language.getContentLanguage() | |||
local function Format(amount) | |||
function Format(amount) | |||
local formatted = amount | local formatted = amount | ||
return lang:formatNum(tonumber(formatted)) | |||
end | end | ||
Revision as of 09:30, 28 September 2024
Loads data from Data:ItemData.json
Usage
{{#invoke:ItemData|FUNCTION_NAME|PARAMETER1|PARAMETER2}}
Functions
get_cost|ITEM_NAME- Returns the total cost including components.
get_type|ITEM_NAME- The ItemData.json has different names for each category: Weapon = Weapon, Vitality = Armor, Spirit = Tech. This function will return Weapon, Vitality, or Spirit
is_active|ITEM_NAME- returns true/false
get_prop|ITEM_NAME|PROPERTY- Returns the value of one of the item's properties. Check the json file for item properties.
- Automatically appends "%" to percentage-based properties and shows scaling templates (Boon/Ss) when applicable.
get_codename|ITEM_NAME- Returns the item's codename in game files
get_component_name|ITEM_NAME- Returns the display name of the item's first component (if any)
get_headcount- Returns the number of items that are not disabled
get_builds_into|ITEM_NAME- Returns a formatted list of items that use this item as a component, rendered with ItemIcon templates (e.g., "ItemIcon templates separated by commas and 'and'")
get_builds_into_count|ITEM_NAME- Returns the number of items that use this item as a component
get_builds_into_name|ITEM_NAME|INDEX- Returns the display name of the nth item (1-indexed) that uses this item as a component
Example
To get the total cost of Boundless Spirit you'd type:
{{#invoke:ItemData|get_cost|Boundless Spirit}}
and it would return:
8,800
To get Boundless Spirit's Spirit Power:
{{#invoke:ItemData|get_prop|Boundless Spirit|TechPower}}
and it would return:
30
If an item key (English name) has been provided, the item name can be replaced by:
{{#var:item_key_or_en}}
for example:
{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|TechPower}}
To get Boundless Spirit's codename:
{{#invoke:ItemData|get_codename|Boundless Spirit}}
and it would return:
Script error: The function "get_codename" does not exist.
To find what items Debuff Reducer builds into:
{{#invoke:ItemData|get_builds_into|Debuff Reducer}}
and it would return:
Script error: The function "get_builds_into" does not exist.
local p = {};
local data = mw.loadJsonData("Data:ItemData.json")
-- returns the table of a specific item
function get_json_item(name)
for _, v in pairs(data) do
if (v["Name"] == name) then
return v
end
end
return nil
end
-- Adds commas delimiter to the thousands place
local lang = mw.language.getContentLanguage()
local function Format(amount)
local formatted = amount
return lang:formatNum(tonumber(formatted))
end
--{{#invoke:ItemData|get_cost|ITEM_NAME}}--
p.get_cost = function(frame)
local item_name = frame.args[1]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
local cost = 0
local cur_item = item
repeat
cost = cost + cur_item["Cost"]
if(cur_item["Components"] == nil) then
break
end
cur_item = data[cur_item["Components"][1]]
until cur_item == nil
return Format(cost)
end
--{{#invoke:ItemData|get_type|ITEM_NAME}}--
p.get_type = function(frame)
local item_name = frame.args[1]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if (item["Slot"] == "Weapon") then
return "Weapon"
elseif (item["Slot"] == "Armor") then
return "Vitality"
elseif (item["Slot"] == "Tech") then
return "Spirit"
else
return nil
end
end
--{{#invoke:ItemData|is_active|ITEM_NAME}}--
p.is_active = function(frame)
local item_name = frame.args[1]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if (item["Activation"] == "Passive") then
return false
else
return true
end
end
--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}--
--check Data:ItemData.json for properties
p.get_prop = function(frame)
local tableValues = {}
local item_name = frame.args[1]
local property = frame.args[2]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if(type(item[property]) == "table") then
for i,v in pairs(item[property]) do
local tableValues = table.insert(tableValues, v)
end
return table.concat(tableValues, ", ")
end
return item[property]
end
p.get_component_name = function(frame)
local item_name = frame.args[1]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
local components = item['Components']
--return empty string if no component found
if(components == nil) then return nil end
local component_key = components[1]
local component = data[component_key]
if (component == nil) then return nil end
return component['Name']
end
return p