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| local p = {} | | local p = {} |
| local AllItemData = mw.loadJsonData("Data:ItemData.json") | | local AllItemData = mw.loadJsonData("Data:ItemData.json") |
| local Lang = require("Module:Lang")
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|
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| -- Grab items from item data (has "upgrade" in item key and is not marked as disabled)
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| InGameItemData = {}
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|
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| for ItemKey, ItemData in pairs(AllItemData) do
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| if string.find(ItemKey, "upgrade") ~= nil and ItemData["Disabled"] == false then
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| table.insert(InGameItemData, ItemData)
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| end
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| end
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|
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| -- I truly have no better idea of how to sort by cost within slot, so I'm gonna multiply the costs of slots I want lower in the table
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| local multBySlot = {}
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| multBySlot["Weapon"] = 1
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| multBySlot["Armor"] = 10000
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| multBySlot["Tech"] = 100000000
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|
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| -- For coloring the table by slot
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| local colorBySlot = {}
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| colorBySlot["Weapon"] = "#FCAC4D"
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| colorBySlot["Armor"] = "#86C921"
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| colorBySlot["Tech"] = "#DE9CFF"
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| local selectByStat = function(stat) | | local selectByStat = function(stat) |
| -- List properties to grab, extend as necessary | | local Name,Tier,Value = {},{},{} |
| -- Probably not wise to move or remove elements because there's some hard-coded indexing later | | local outData = {Name,Tier,Value} |
| local inKeys = {"Name","Tier","Cost","Slot",stat,"Components"} | | local inKeys = {"Name","Tier",stat}; |
| | local i = 1 |
| | | |
| local outData = {}
| | for m,itemData in pairs(AllItemData) do |
| local i = 1
| | for itemFieldName,n in pairs(itemData) do |
| for itemKey,itemData in pairs(InGameItemData) do | | if itemFieldName == stat then |
| if itemData[stat] ~= nil and itemData[stat] ~= "0" then -- If Item has non-zero stat in its keys, | | for x = 1,3 do |
| outData[i] = {} -- start a new record of data and
| | outData[x][i] = itemData[inKeys[x]] |
| for x = 1,#inKeys do
| | i = i+1; |
| outData[i][x] = itemData[inKeys[x]] -- grab stat and other values
| | break |
| | end |
| end | | end |
| outData[i]['itemKey'] = itemKey -- Throw item key in there for good measure
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| outData[i]['multCost'] = itemData['Cost'] * multBySlot[itemData['Slot']]
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| i = i+1
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| end | | end |
| end | | end |
| | | return outData |
| -- Sort by cost within slot
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| table.sort(outData, function(a,b) return a['multCost']<b['multCost'] end)
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| return outData -- outData is a table of tables, one for each Item that has the specified stat, where each inner table has the data specified with inKeys, in order
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| end | | end |
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| --{{#invoke:ItemsByStat|tablefy|stat|statName|suffix}}
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| --stat: Name of statistic to look for in ItemData.json. Must match the actual key, e.g. TechPower for Spirit Power
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| --statName: Column header in final table. TechPower isn't the name for the stat in-game, so change it here
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| --suffix: String to append to numeric value to indicate units. As of now only % and m/s are used in-game and in fact this is left blank for most stats
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| p.tablefy = function(frame) | | p.tablefy = function(frame) |
| local stat = frame.args[1] | | local stat = frame.args[1] |
| local statName = frame.args[2]
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| local suffix = frame.args[3]
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|
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| local tableData = selectByStat(stat) | | local tableData = selectByStat(stat) |
| local outString = '{| class="wikitable sortable"\n|-\n!Item!!Cost!!'..statName..'\n' | | local outString = "" |
| for i=1,#tableData do -- Very ugly wikitable code | | return tableData[2][1] |
| outString = outString..
| | -- for i=1,#Item do |
| '|-style="background:'..colorBySlot[tableData[i][4]]..'"\n|'..
| | -- outString = outString.."Name: [["..Item[i].."]] Increased Weapon Damage: "..Value[i].."\n\n" |
| frame:expandTemplate{title="Item", args={tableData[i][1]}}.."||"..
| | -- end |
| -- frame:expandTemplate{title="Item", args={tableData[i][1],Lang.get_string(tableData[i]['itemKey'])}}.."||"..
| | -- return outString |
| frame:expandTemplate{title="Souls", args={tableData[i][3]}}.."||"..
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| 'style="text-align:center;"|+'..tableData[i][5]..suffix.."\n"
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| end
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| return outString.."|}"
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| end | | end |
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| return p | | return p |