Module:NpcDataGive feedback
This module allows you to display stats for any NPC (Non-Player Character) from the game's data files which can be found here Data:NpcData.json. For most uses, it is recommended to use the {{NpcData}} template.
How to Use
To get data from the module, you use a command that looks like {{#invoke:NpcData|...}}. You will tell it which function to use, which NPC you want, and what information you need.
The basic format is:
{{#invoke:NpcData|function_name|parameter1|parameter2|...}}
Available Functions
Get a Single or Nested Stat (`get_npc_var`)
This is the primary function for retrieving NPC data. It can get a simple top-level stat or traverse deeply into nested objects and arrays (up to 6 levels deep via the template).
Syntax
{{#invoke:NpcData|get_npc_var|NPC Name|Key 1|Key 2|...|Rounding}}
Parameters
- NPC Name: The internal key for the NPC (e.g., `npc_boss_tier2`, `trooper_normal`).
- Key 1, Key 2, ...: The path to the stat you want.
- For a simple stat, this is one key (e.g., `MaxHealth`).
- For nested data, provide each key in order (e.g., `RebirthModifier`, `RespawnDelay`).
- For arrays (lists), use the position number as a key (e.g., `IntrinsicModifiers`, `1`, `BULLET_ARMOR_DAMAGE_RESIST`).
- Rounding: (Optional) A number to round the result to that many significant figures. This should always be the last parameter.
Examples
- To get the max health of a Normal Trooper:
- Code:
{{#invoke:NpcData|get_npc_var|trooper_normal|MaxHealth}} - Result: 300
- Code:
- To get the name of a Walker's second ability (nested in BoundAbilities):
- Code:
{{#invoke:NpcData|get_npc_var|npc_boss_tier2|BoundAbilities|ESlot_Signature_2|Name}} - Result: Laser
- Code:
- To get a value from a list of modifiers (nested array):
- Code:
{{#invoke:NpcData|get_npc_var|npc_boss_tier2|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}} - Result: 35
- Code:
- If a path is incorrect, an error message will show the full path attempted:
- Code:
{{#invoke:NpcData|get_npc_var|trooper_normal|InvalidKey|Stat}} - Result: Error: Key "InvalidKey" not found in path "trooper_normal".
- Code:
local p = {}
-- Load data and utility modules
local npcs_data = mw.loadJsonData("Data:NpcData.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
-- returns the entire data table for a specific NPC, used by other Lua modules
function p.get_npc_data(name)
if not name or name == '' then
return nil
end
return npcs_data[name]
end
-- Retrieves a specific stat value for a given NPC. Handles both simple and nested calls.
--{{#invoke:NpcData|get_npc_var|NPC_KEY|STAT_KEY_1|STAT_KEY_2|...|SIG_FIGS}}--
p.get_npc_var = function(frame)
-- Safer argument handling for both live and debug environments
local args = {}
if frame.getParent then
local parent_args = frame:getParent().args
for k, v in pairs(parent_args) do args[k] = v end
end
-- Direct args from #invoke or the debug table overwrite parent args
for k, v in pairs(frame.args) do args[k] = v end
local npc_name = args[1] and mw.text.trim(args[1]) or nil
if not npc_name or npc_name == '' then
return '<span class="error">Error: NPC name not provided.</span>'
end
local npc = npcs_data[npc_name]
if not npc then
return '<span class="error">Error: NPC "' .. npc_name .. '" not found.</span>'
end
local current_value = npc
local last_key_index = 1
-- Traverse through the arguments to find the nested value
for i = 2, #args do
local key = args[i] and mw.text.trim(args[i]) or nil
if not key or key == '' then break end
if tonumber(key) and type(current_value) == "number" then
break
end
if type(current_value) ~= "table" then
return '<span class="error">Error: Invalid path. Tried to index a non-table value.</span>'
end
local next_value = current_value[key]
if next_value == nil then
local num_key = tonumber(key)
if num_key then
next_value = current_value[num_key]
end
end
current_value = next_value
if current_value == nil then
return '<span class="error">Error: Key "' .. key .. '" not found.</span>'
end
last_key_index = i
end
local sig_figs_arg = args[last_key_index + 1]
local sig_figs = sig_figs_arg and tonumber(mw.text.trim(sig_figs_arg)) or nil
if sig_figs then
current_value = util_module.round_to_sig_fig(current_value, sig_figs)
if current_value == nil then
return '<span class="error">Error: Rounding failed for value.</span>'
end
end
return current_value
end
-- Retrieves an element from a list (array) within an NPC's data.
--{{#invoke:NpcData|get_list_elem|NPC_KEY|LIST_KEY|INDEX}}--
p.get_list_elem = function(frame)
local npc_name = frame.args[1] and mw.text.trim(frame.args[1]) or nil
local var = frame.args[2] and mw.text.trim(frame.args[2]) or nil
local number_str = frame.args[3] and mw.text.trim(frame.args[3]) or nil
if not npc_name or npc_name == '' then return '<span class="error">Error: NPC name not provided.</span>' end
if not var or var == '' then return '<span class="error">Error: List variable name not provided.</span>' end
if not number_str or number_str == '' then return '<span class="error">Error: Index not provided.</span>' end
local number_int = tonumber(number_str)
if not number_int then return '<span class="error">Error: Invalid index provided. Must be a number.</span>' end
local npc = npcs_data[npc_name]
if not npc then return '<span class="error">Error: NPC "' .. npc_name .. '" not found.</span>' end
local list = npc[var]
if list == nil or type(list) ~= "table" then return "" end
local element = list[number_int]
if element == nil then return "" end
return element
end
return p