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add enchanter's barrier to spirit power |
update key when changed in Special:Diff/20177 |
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(30 intermediate revisions by 2 users not shown) | |||
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local function get_similar_items_array(property) | local function get_similar_items_array(property) | ||
local similarItems = {} | local similarItems = {} | ||
local hash = {} | |||
local noDuplicates = {} | |||
for _, v in pairs(data) do | for _, v in pairs(data) do | ||
for _, value in ipairs(property) do | for _, value in ipairs(property) do | ||
if (v[value] ~= nil and v[" | if (v[value] ~= nil and v["IsDisabled"] == false and v["Name"] ~= nil and v[value] ~= "0" and v[value] ~= "0m") then | ||
table.insert(similarItems, v) | table.insert(similarItems, v) | ||
end | end | ||
end | end | ||
end | end | ||
return | |||
-- remove duplicate items if that item contains multiple keys of the same stat increase (eg. Fleetfoot has both "BonusMoveSpeed", "ActiveBonusMoveSpeed" in move speed). | |||
-- there might be a more efficient way to prevent adding duplicate items in the first place in the above for loop | |||
for _, v in pairs(similarItems) do | |||
if (not hash[v]) then | |||
noDuplicates[#noDuplicates+1] = v | |||
hash[v] = true | |||
end | |||
end | |||
return noDuplicates | |||
end | end | ||
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return copy | return copy | ||
end | end | ||
-- local link_patterns = {} | -- local link_patterns = {} | ||
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friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" } | friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" } | ||
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" } | friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" } | ||
friendly_to_internal["spirit damage"] = { "ProcBonusMagicDamage" } | |||
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" } | friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" } | ||
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" } | friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" } | ||
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletResistPerStack" } | |||
friendly_to_internal["bullet resist reduction"] = { "BulletArmorReduction", "BulletResistReduction" } | |||
friendly_to_internal["spirit resist"] = { "TechResist" } | friendly_to_internal["spirit resist"] = { "TechResist" } | ||
friendly_to_internal[" | friendly_to_internal["spirit resist reduction"] = { "TechArmorDamageReduction", "MagicResistReduction" } | ||
friendly_to_internal["health"] = { "BonusHealth" } | friendly_to_internal["bonus health"] = { "BonusHealth" } | ||
friendly_to_internal["health regen"] = { "BonusHealthRegen" } | friendly_to_internal["health regen"] = { "BonusHealthRegen" } | ||
friendly_to_internal["max health regen"] = { "HealLifePercentOutOfCombat" } | |||
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" } | friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" } | ||
friendly_to_internal["fire rate slow"] = { "FireRateSlow" } | friendly_to_internal["fire rate slow"] = { "FireRateSlow" } | ||
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" } | friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" } | ||
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield" } | friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower" } | ||
friendly_to_internal["bullet lifesteal"] = { "BulletLifestealPercent", "ActiveBonusLifesteal" } | |||
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" } | |||
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed" } | |||
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed" } | |||
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow" } | |||
friendly_to_internal["reload time"] = { "ReloadSpeedMultipler" } | |||
friendly_to_internal["heavy melee distance"] = { "MeleeDistanceScale" } | |||
friendly_to_internal["bonus heavy damage"] = { "BonusHeavyMeleeDamage" } | |||
friendly_to_internal["bonus melee damage"] = { "BonusMeleeDamagePercent" } | |||
friendly_to_internal["melee resist"] = { "MeleeResistPercent" } | |||
friendly_to_internal["stamina"] = { "Stamina" } | friendly_to_internal["stamina"] = { "Stamina" } | ||
friendly_to_internal["slide distance"] = { "SlideScale" } | |||
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" } | friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" } | ||
friendly_to_internal["healing reduction"] = { "HealAmpRegenPenaltyPercent" } | |||
-- Returns a table of internal properties | -- Returns a table of internal properties | ||
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"TechResist", "BulletResist", | "TechResist", "BulletResist", | ||
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow", | "BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow", | ||
"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack", | |||
"TechArmorDamageReduction", "MagicResistReduction", | |||
"BonusBulletSpeedPercent", | "BonusBulletSpeedPercent", | ||
"StaminaCooldownReduction" }, | "BulletLifestealPercent", "ActiveBonusLifesteal", "AbilityLifestealPercentHero", | ||
["m/s"] = { "BonusMoveSpeed" } | "HealLifePercentOutOfCombat", | ||
"ReloadSpeedMultipler", | |||
"MeleeDistanceScale", "BonusHeavyMeleeDamage", "BonusMeleeDamagePercent", "MeleeResistPercent", | |||
"SlideScale", | |||
"StaminaCooldownReduction", | |||
"SlowPercent", "MovementSpeedSlow", | |||
"HealAmpRegenPenaltyPercent" }, | |||
["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed" } | |||
} | } | ||
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return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]] | return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]] | ||
end | end | ||
end | |||
-- Formats the value of the stat with a + or - | |||
-- @function signPrefix | |||
-- @param {string} | |||
-- @return {string} | |||
local function signPrefix(value) | |||
local signString = "" | |||
value = value:gsub( "m", "" ) | |||
value = tonumber(value) | |||
if (value >= 0) then | |||
return "+<b>" .. value .. "</b>" | |||
elseif (value < 0) then | |||
value = math.abs(value) | |||
return "-<b>" .. value .. "</b>" | |||
end | |||
end | end | ||
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-- @return {string} | -- @return {string} | ||
p.itemPropTable = function(frame) | p.itemPropTable = function(frame) | ||
local requirements = {} | local requirements = {} | ||
local listofKeysTable = {} | local listofKeysTable = {} | ||
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:addClass('wikitable sortable') | :addClass('wikitable sortable') | ||
:tag('caption'):wikitext("List of items"):done() | :tag('caption'):wikitext("List of items"):done() | ||
local soulIcon = frame:expandTemplate{ title = 'Souls' } | |||
local createTableHeader = mw.html.create('tr') | local createTableHeader = mw.html.create('tr') | ||
createTableHeader | createTableHeader | ||
:tag('th'):wikitext('Name'):done() | :tag('th'):wikitext('Name'):done() | ||
:tag('th'):wikitext('Cost'):done() | :tag('th'):wikitext(soulIcon .. 'Cost'):done() | ||
:tag('th'):wikitext('Category'):done() | :tag('th'):wikitext('Category'):done() | ||
:tag('th'):wikitext('Stat change'):done() | :tag('th'):wikitext('Stat change'):done() | ||
Line 152: | Line 204: | ||
createTable:node(createTableHeader) | createTable:node(createTableHeader) | ||
-- query the filtered items | -- query all the filtered items. itemName is the item table. | ||
for internalName, itemName in ipairs(filteredData) do | for internalName, itemName in ipairs(filteredData) do | ||
local display = frame:expandTemplate{ | local display = frame:expandTemplate{ | ||
Line 173: | Line 225: | ||
:tag('td'):wikitext(commas._add(get_cost(itemName["Name"]))):done() | :tag('td'):wikitext(commas._add(get_cost(itemName["Name"]))):done() | ||
:tag('td'):wikitext(get_type(itemName["Name"])):done() | :tag('td'):wikitext(get_type(itemName["Name"])):done() | ||
:tag('td'):wikitext(" | |||
if (t == "LocalBulletArmorReduction") then | |||
tableData | |||
:tag('td'):wikitext("<span style=\"color:red;\">" .. signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done() | |||
else | |||
tableData | |||
:tag('td'):wikitext(signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done() | |||
end | |||
table.insert(requirements, tableData) | table.insert(requirements, tableData) | ||
end | end | ||
end | end | ||
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end | end | ||
return tostring(createTable) | return tostring(createTable) --, listofItems -- this is just a string list, same thing as createTable. delete this when line when finished | ||
end | end | ||
return p | return p |