Erreur Lua dans Module:Docbunto à la ligne 922 : Documentation markup pour Docbunto introuvable dans Module:Weapons.
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Code
--This will eventually contain data for various weapons
--For use in automating assorted wiki functions and to reduce the number of updates needed
-- •
local p = {}
local WeaponData = mw.loadData( 'Module:Weapons/data' )
local ConclaveData = mw.loadData( 'Module:Weapons/Conclave/data' )
local Icon = require( "Module:Icon" )
local Shared = require( "Module:Shared" )
local Mod = require( "Module:Mods" )
local Elements = {"Impact", "Perforation", "Tranchant", "Feu", "Glace", "Poison", "Électrique", "Explosif", "Corrosif", "Radiation", "Magnétique", "Gaz", "Viral"}
local Physical = {"Impact", "Perforation", "Tranchant"}
local UseDefaultList = {"NOISELEVEL", "AMMOTYPE", "MAXAMMO", "DISPOSITION", "CHANNELMULT", "HEADSHOTMULTIPLIER"}
local VariantList = {"Prime", "Prisma", "Wraith", "Vandal", "Vaykor", "Synoid", "Telos", "Secura", "Sancti", "Rakta", "Mara", "MK1"}
function p.doPlural(Text, Value)
if(tonumber(Value) == 1) then
Text = string.gsub(Text, "(<.+>)", "")
else
Text = string.gsub(Text, "<(.+)>", "%1")
end
return Text
end
function p.isVariant(WeapName)
for i, var in pairs(VariantList) do
if(string.find(WeapName, var)) then
local baseName = string.gsub(WeapName, ' ?'..var..' ?-?', '')
return true, var, baseName
end
end
return false, 'Base', WeapName
end
function p.buildName(BaseName, Variant)
if(Variant == nil or Variant == 'Base' or Variant == '') then
return BaseName
elseif(Variant == 'Prime' or Variant == 'Wraith' or Variant == 'Vandal') then
return BaseName..' '..Variant
elseif(Variant == "MK1") then
return "MK1-"..BaseName
else
return Variant..' '..BaseName
end
end
--It's a bit of a mess, but this is for compressing a list with variants
--So if a list has Braton, Braton Prime, and MK1-Braton it'll list as
-- Braton (MK1, Prime)
function p.shortLinkList(Weapons)
--First grabbing all the pieces and stashing them in a table
local baseNames = {}
for key, weap in Shared.skpairs(Weapons) do
local isVar, varType, baseName = p.isVariant(weap.Name)
if(baseNames[baseName] == nil) then baseNames[baseName] = {} end
table.insert(baseNames[baseName], varType)
end
--Then the fun part: Pulling the table together
local result = {}
for baseName, variants in Shared.skpairs(baseNames) do
--So first, check if 'Base' is in the list
--Because if it isn't, list all variants separately
if(Shared.contains(variants, "Base")) then
table.sort(variants)
--First, get the basic version
local thisRow = '[['..baseName.."]]"
--then, if there are variants...
if(Shared.tableCount(variants) > 1) then
--List them in parentheses one at a time
thisRow = thisRow..' ('
local count = 0
for i, varName in pairs(variants) do
if(varName ~= 'Base') then
if(count > 0) then thisRow = thisRow..', ' end
thisRow = thisRow..'[['..p.buildName(baseName, varName)..'|'..varName..']]'
count = count + 1
end
end
thisRow = thisRow..')'
end
table.insert(result, thisRow)
else
for i, varName in pairs(variants) do
table.insert(result, '[['..p.buildName(baseName, varName)..']]')
end
end
end
return result
end
function p.getWeapon(WeapName)
local weapon = WeaponData["Weapons"][WeapName]
if weapon ~= nil and weapon.Name == WeapName then
return weapon
else
for key, Weapon in Shared.skpairs(WeaponData["Weapons"]) do
if(Weapon.Name == WeapName or key == WeapName) then
return Weapon
end
end
end
return nil
end
local function checkWeapon(weap, weapName, conclave)
if weap == nil or type(weap) ~= 'table' then
if conclave then
return p.getConclaveWeapon(weapName)
else
return p.getWeapon(weapName)
end
elseif type(weap) == 'table' then
return weap
end
end
function p.weaponExists(frame)
local weapName = frame.args ~= nil and frame.args[1] or nil
return p._weaponExists(weapName)
end
function p._weaponExists(weapName, weap)
local weap = checkWeapon(weap, weapName)
if weapName == 'Épées Versatiles Sombres' then
return true
elseif weap then
return true
end
if weapName == nil then
return 'Enter weapon name.'
elseif weap == nil then
return 'No weapon '..weapName..' found.'
end
end
function p.getLink(frame)
local weapName = frame.args ~= nil and frame.args[1] or nil
if weapName == nil then
return 'Enter weapon name.'
end
return p._getLink(weapName)
end
function p._getLink(weapName, weap)
local weap = checkWeapon(weap, weapName)
local exists = p._weaponExists(weapName, weap)
if weapName == "Épées Versatiles Sombres" then
return "Épées Versatiles Sombres"
elseif exists == true then
local temp = weap.Link
if weap.Type == "Arch-Fusil (Atmosphère)" then
local atmoTemp = Shared.splitString(weap.Name, "%s")
local atmoCount = Shared.tableCount(atmoTemp)
if atmoCount == 2 then
return atmoTemp[1]
elseif atmoCount >= 2 then
return table.concat(atmoTemp, ' ', 1, (atmoCount-1))
end
return weap.Name
elseif temp then
return temp
else
return weap.Name
end
elseif weapName == nil then
return false
else
return false
end
end
function p.getConclaveWeapon(WeapName)
local weapon = ConclaveData["Weapons"][WeapName]
if weapon ~= nil and weapon.Name == WeapName then
return weapon
else
for key, Weapon in Shared.skpairs(ConclaveData["Weapons"]) do
if(Weapon.Name == WeapName or key == WeapName) then
return Weapon
end
end
end
return nil
end
function p.isMelee(frame)
if(frame == nil) then
return nil
end
local Weapon = frame.args ~= nil and frame.args[1] or frame
if(type(Weapon) == "string") then
Weapon = p.getWeapon(Weapon)
end
if(Weapon == nil) then
return nil
end
if(Weapon.Type ~= nil and (Weapon.Type == "Mêlée" or Weapon.Type == "Arch-Mêlée")) then
return "yes"
end
return nil
end
function p.isArchwing(frame)
if(frame == nil) then
return nil
end
local Weapon = frame.args ~= nil and frame.args[1] or frame
if(type(Weapon) == "string") then
Weapon = p.getWeapon(Weapon)
end
if(Weapon == nil) then
return nil
end
if(Weapon.Type ~= nil and (Weapon.Type == "Arch-Fusil" or Weapon.Type == "Arch-Mêlée")) then
return "yes"
end
return nil
end
local function getAttack(Weapon, AttackType)
if(Weapon == nil or AttackType == nil) then
return nil
elseif(type(Weapon) == "string") then
Weapon = p.getWeapon(Weapon)
end
AttackType = string.upper(AttackType)
if (AttackType == nil or AttackType == "NORMAL" or AttackType == "NORMALATTACK") then
if(Weapon.NormalAttack ~= nil) then
return Weapon.NormalAttack
elseif(Weapon.Damage ~= nil) then
return Weapon
else
return nil
end
elseif(AttackType == "CHARGE" or AttackType == "CHARGEATTACK") then
return Weapon.ChargeAttack
elseif(AttackType == "AREA" or AttackType == "AREAATTACK") then
return Weapon.AreaAttack
elseif(AttackType == "SECONDARYAREA" or AttackType == "SECONDARYAREAATTACK") then
return Weapon.SecondaryAreaAttack
elseif(AttackType == "THROW" or AttackType == "THROWATTACK") then
return Weapon.ThrowAttack
elseif(AttackType == "CHARGEDTHROW" or AttackType == "CHARGEDTHROWATTACK") then
return Weapon.ChargedThrowAttack
elseif(AttackType == "SECONDARY" or AttackType == "SECONDARYATTACK") then
return Weapon.SecondaryAttack
elseif(Attacktype == "MELEESLAM") then
return Weapon.MeleeSlam
elseif(AttackType == "MELEEHEAVY") then
return Weapon.MeleeHeavy
else
return nil
end
end
local function hasAttack(Weapon, AttackType)
if(getAttack(Weapon, AttackType) ~= nil) then
return true
else
return nil
end
end
local function dontHasAttack(Weapon, AttackType)
if(getAttack(Weapon, AttackType) ~= nil) then
return nil
else
return true
end
end
function p.hasAttack(frame)
local WeapName = frame.args[1]
local AttackName = frame.args[2]
if(WeapName == nil) then
return "ERREUR: Il n'y a pas le nom de l'arme"
elseif(AttackName == nil) then
AttackName = "Normal"
end
local Weapon = p.getWeapon(WeapName)
if(Weapon == nil) then return "ERREUR: L'arme "..WeapName.." n'a pas été trouvé" end
return hasAttack(Weapon, AttackName)
end
function hasMultipleTypes(Attack)
local typeCount = 0
if(Attack ~= nil and Attack.Damage ~= nil) then
for key, dmg in Shared.skpairs(Attack.Damage) do
if(dmg > 0) then
typeCount = typeCount + 1
end
end
end
if(typeCount > 1) then return "yes" else return nil end
end
function p.hasMultipleTypes(frame)
local WeapName = frame.args[1]
local AttackName = frame.args[2]
if(AttackName == nil) then AttackName = "Normal" end
local attack = getAttack(WeapName, AttackName)
return hasMultipleTypes(attack)
end
function p.attackLoop(Weapon)
if(Weapon == nil) then
return function() return nil end
end
local aType = "Normal"
local iterator = function()
if(aType == "Normal") then
local attack = getAttack(Weapon, aType)
aType = "Charge"
if attack ~= nil and attack.Damage ~= nil then return "Normal", attack end
end
if(aType == "Charge") then
local attack = getAttack(Weapon, aType)
aType = "Area"
if attack ~= nil and attack.Damage ~= nil then return "Charge", attack end
end
if(aType == "Area") then
local attack = getAttack(Weapon, aType)
aType = "SecondaryArea"
if attack ~= nil and attack.Damage ~= nil then return "Area", attack end
end
if(aType == "SecondaryArea") then
local attack = getAttack(Weapon, aType)
aType = "Secondary"
if attack ~= nil and attack.Damage ~= nil then return "SecondaryArea", attack end
end
if(aType == "Secondary") then
local attack = getAttack(Weapon, aType)
aType = "Throw"
if attack ~= nil and attack.Damage ~= nil then return "Secondary", attack end
end
if(aType == "Throw") then
local attack = getAttack(Weapon, aType)
aType = "ChargedThrow"
if attack ~= nil and attack.Damage ~= nil then return "Throw", attack end
end
if(aType == "ChargedThrow") then
local attack = getAttack(Weapon, aType)
aType = "end"
if attack ~= nil and attack.Damage ~= nil then return "ChargedThrow", attack end
end
return nil
end
return iterator
end
function p.getStance(StanceName)
for i, Stance in pairs(WeaponData["Postures"]) do
if(Stance.Name == StanceName) then
return Stance
end
end
return nil
end
local function getAugments(Weapon)
local name = Weapon.Name ~= nil and Weapon.Name or Weapon
local augments = {}
for i, Augment in pairs(WeaponData["Augments"]) do
for j, WeapName in pairs(Augment.Weapons) do
if(WeapName == name) then
table.insert(augments, Augment)
end
end
end
return augments
end
local function getFamily(FamilyName)
local familyMembers = {}
for i, Weapon in Shared.skpairs(WeaponData["Weapons"]) do
if(Weapon.Family == FamilyName) then
table.insert(familyMembers, Weapon)
end
end
return familyMembers
end
local function linkMeleeClass(weapClass)
if(weapClass == nil) then
return nil
else
return "[[:Category:"..weapClass.."|"..weapClass.."]]"
end
end
--Returns all melee weapons.
--If weapType is not nil, only grab for a specific type
--For example, if weapType is "Nikana", only pull Nikanas
local function getMeleeWeapons(weapClass, PvP)
local weaps = {}
local weapClasses = {}
if(weapClass ~= nil) then
weapClasses = Shared.splitString(weapClass, ',')
end
for i, weap in Shared.skpairs(WeaponData["Weapons"]) do
if((weap.Ignore == nil or not weap.Ignore) and weap.Type ~= nil and weap.Type == "Mêlée") then
local classMatch = (weapClass == nil or Shared.contains(weapClasses, weap.Class))
local pvpMatch = (PvP == nil or (PvP and weap.Conclave ~= nil and weap.Conclave))
if (classMatch and pvpMatch) then
table.insert(weaps, weap)
end
end
end
return weaps
end
--As above, but for Conclave stats
local function getConclaveMeleeWeapons(weapClass, PvP)
local weaps = {}
local weapClasses = {}
if(weapClass ~= nil) then
weapClasses = Shared.splitString(weapClass, ',')
end
for i, weap in Shared.skpairs(ConclaveData["Weapons"]) do
if((weap.Ignore == nil or not weap.Ignore) and weap.Type ~= nil and weap.Type == "Mêlée") then
local classMatch = (weapClass == nil or Shared.contains(weapClasses, weap.Class))
local pvpMatch = (PvP == nil or (PvP and weap.Conclave ~= nil and weap.Conclave))
if (classMatch and pvpMatch) then
table.insert(weaps, weap)
end
end
end
return weaps
end
--Learning new things... Trying to allow sending in an arbitrary function
function p.getWeapons(validateFunction)
local weaps = {}
for i, weap in Shared.skpairs(WeaponData["Weapons"]) do
if((weap.Ignore == nil or not weap.Ignore) and validateFunction(weap)) then
table.insert(weaps, weap)
end
end
return weaps
end
--Same as getWeapons, but for Conclave data
function p.getConclaveWeapons(validateFunction)
local weaps = {}
for i, weap in Shared.skpairs(ConclaveData["Weapons"]) do
if((weap.Ignore == nil or not weap.Ignore) and validateFunction(weap)) then
table.insert(weaps, weap)
end
end
return weaps
end
local function asMultiplier(val)
if(val == nil) then
return "1.0x"
end
return Shared.round(val, 2, 1).."x"
end
--Returns all melee weapons.
--If weapType is not nil, only grab for a specific type
--For example, if weapType is "Nikana", only pull Nikanas
local function getStances(weapType, pvpOnly, weapName)
local stances = {}
--Exception de Serres de Garuda
if weapName == "Serres de Garuda" then
weapType = "Griffes"
end
if weapType ~= "Arme Exaltée" then
for i, stance in Shared.skpairs(WeaponData["Postures"]) do
local classMatch = (weapType == nil or weapType == stance.Class)
local pvpMatch = (pvpOnly ~= nil and pvpOnly) or (stance.PvP == nil or not stance.PvP)
if (classMatch and pvpMatch) then
table.insert(stances, stance)
end
end
else
for i, stance in Shared.skpairs(WeaponData["Postures"]) do
local nameMatch = (weapName == nil or weapName == stance.Weapon)
if nameMatch then
table.insert(stances, stance)
end
end
end
return stances
end
local function _getStancesList(weapType)
local ret = nil
local stanceArray = getStances(weapType, true)
local first = true
for _, stance in pairs(stanceArray) do
if(first) then
first = false
ret = Mod._tooltipText(stance.Name)
else
ret = ret.." • "..Mod._tooltipText(stance.Name)
end
if(stance.PvP) then
ret = ret.." (PvP)"
end
end
return ret
end
function p.getStancesList(frame)
local weapType = frame.args ~= nil and frame.args[1]
return _getStancesList(weapType)
end
local function HasTrait(Weapon, Trait)
if(Trait == nil or Weapon.Traits == nil) then
return false
end
for i, theTrait in pairs(Weapon.Traits) do
if(theTrait == Trait) then
return true
end
end
return false
end
--If Type is not nil, get damage weapon deals of that type
--If it deals no damage of that type, return 0 instead of nil
--It Type is nil, return total damage
local function GetDamage(Attack, Type, ByPellet)
if(ByPellet == nil) then ByPellet = false end
if(Attack == nil or Attack.Damage == nil) then return 0 end
local pCount = 1
if(ByPellet and Attack.PelletCount ~= nil) then pCount = Attack.PelletCount end
if(Type == nil) then
local total = 0
for i, d in Shared.skpairs(Attack.Damage) do
total = total + d
end
return total / pCount
else
if(Type == "Physical") then
local Impact = Attack.Damage["Impact"] ~= nil and Attack.Damage["Impact"] or 0
local Puncture = Attack.Damage["Perforation"] ~= nil and Attack.Damage["Perforation"] or 0
local Slash = Attack.Damage["Tranchant"] ~= nil and Attack.Damage["Tranchant"] or 0
return (Impact + Puncture + Slash) / pCount
elseif(Type == "Element") then
for dType, dmg in Shared.skpairs(Attack.Damage) do
if(not Shared.contains(Physical, dType) or dmg <= 0) then
return dmg / pCount
end
end
return 0
elseif(Attack.Damage[Type] == nil) then
return 0
else
return Attack.Damage[Type] / pCount
end
end
end
--Returns the damage string as it's formatted in a comparison row
--So instead of '0', returns '-', and appends the icon for an element if necessary
local function GetDamageString(Attack, Type, ByPellet)
if(ByPellet == nil) then ByPellet = false end
if(Attack == nil or Attack.Damage == nil) then return "" end
local pCount = 1
if(ByPellet and Attack.PelletCount ~= nil) then pCount = Attack.PelletCount end
if(Type == nil) then
if(not hasMultipleTypes(Attack)) then
for key, val in pairs(Attack.Damage) do
if(val > 0) then
return Icon._Proc(key).." "..Shared.round(val / pCount, 2)
end
end
return ""
else
return Shared.round(GetDamage(Attack, nil, ByPellet), {2, 1})
end
else
local thisVal = GetDamage(Attack, Type, ByPellet)
if(thisVal == 0) then
return ""
else
return Shared.round(thisVal, {2, 1})
end
end
end
local function GetDamageBias(Attack, IncludeSingle)
if(IncludeSingle == nil) then IncludeSingle = false end
if(Attack.Damage ~= nil and Shared.tableCount(Attack.Damage) > 0) then
local total = 0
local bestDmg = 0
local bestElement = nil
local count = 0
for Element, Dmg in pairs(Attack.Damage) do
if(Dmg > bestDmg) then
bestDmg = Dmg
bestElement = Element
end
total = total + Dmg
if(Dmg > 0) then
count = count + 1
end
end
--Make sure there are two damage instances that are above zero
--Exception for physical damage types
if(count > 1 or (IncludeSingle and count > 0)) then
return (bestDmg / total), bestElement
else
return nil
end
else
return nil
end
end
--If the attack has at least two damage types,
-- Returns something like "58.3% Slash"
--If it doesn't, returns nil
local function GetDamageBiasString(Attack, HideType, ShowText, IncludeSingle, Color)
if(HideType == nil) then HideType = false end
if(ShowText == nil) then ShowText = "" end
if(IncludeSingle == nil) then IncludeSingle = false end
local bestPercent, bestElement = GetDamageBias(Attack, IncludeSingle)
if(bestPercent ~= nil) then
local result = Shared.asPercent(bestPercent, 0)
if(not HideType) then
result = Icon._Proc(bestElement, ShowText, Color).." "..result
end
return result
else
return nil
end
end
function p.GetPolarityString(Weapon)
if(Weapon.Polarities == nil or type(Weapon.Polarities) ~= "table" or Shared.tableCount(Weapon.Polarities) == 0) then
return "Aucune"
else
local resString = ""
for i, pol in pairs(Weapon.Polarities) do
local tempPol = Icon._Pol(pol)
resString = resString..tempPol
end
--Adding Exceptions
if(Weapon.Name == "Lame Exaltée") then
resString = resString.."(Vanilla/Prime)<br/>"..Icon._Pol("Umbra")..Icon._Pol("Umbra").."(Umbra)"
end
return resString
end
end
local function GetStancePolarity(Weapon)
if(Weapon.StancePolarity == nil or Weapon.StancePolarity == "Aucune") then
return "Aucune"
else
return Icon._Pol(Weapon.StancePolarity)
end
end
local function getWeaponStanceList(Weapon)
if(Weapon == nil or Weapon.Type ~= "Mêlée") then return nil end
local stances = getStances(Weapon.Class, Weapon.Conclave, Weapon.Name)
local result = ""
for i, stance in pairs(stances) do
if (string.len(result) > 0) then
result = result.."<br/>"
end
local polarity = ''
local link = ''
if Weapon.Class ~= "Arme Exaltée" or Weapon.Name == "Serres de Garuda" then
result = result..Mod._tooltipText(stance.Name)
end
result = result..polarity
--If this is a PvP Stance, add the disclaimer
if(stance.PvP ~= nil and stance.PvP) then
result = result.." (PvP)"
end
end
return result
end
local function getAttackValue(Weapon, Attack, ValName, giveDefault, asString, forTable)
if(giveDefault == nil) then giveDefault = false end
if(asString == nil) then asString = false end
if(forTable == nil) then forTable = false end
if(Attack == nil) then
if(asString) then
return ""
else
return nil
end
end
regularVal = Shared.titleCase(string.sub(ValName, 1, 1), string.sub(ValName, 2))
ValName = string.upper(ValName)
if(ValName == "DAMAGE") then
if(Attack.Damage ~= nil) then
if(asString) then
return GetDamageString(Attack, nil)
else
return GetDamage(Attack)
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "DAMAGEPLUS") then
if(Attack.Damage ~= nil) then
if(asString) then
if(hasMultipleTypes(Attack)) then
return GetDamageString(Attack, nil).." ("..GetDamageBiasString(Attack, nil, "")..")"
else
return GetDamageString(Attack, nil)
end
else
return GetDamage(Attack)
end
elseif giveDefault then
return 0
else
return nil
end
elseif(Shared.contains(Elements, regularVal) or ValName == "PHYSICAL" or ValName == "ELEMENT") then
if(Attack.Damage ~= nil) then
if(asString) then
if(hasMultipleTypes(Attack)) then
return GetDamageString(Attack, regularVal)
else
return nil
end
else
return GetDamage(Attack, regularVal)
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "ACCURACY") then
if(Attack.Accuracy ~= nil) then
return Attack.Accuracy
elseif(Attack == Weapon.NormalAttack) then
return Weapon.Accuracy
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "ATTACKNAME") then
if(Attack.AttackName ~= nil) then
return Attack.AttackName
elseif(giveDefault) then
return ""
else
return nil
end
elseif(ValName == "AMMOCOST") then
if(Attack.AmmoCost ~= nil) then
if(asString) then
return Attack.AmmoCost.." mun. par tir"
else
return Attack.AmmoCost
end
elseif(giveDefault) then
return 1
else
return nil
end
elseif(ValName == "BLOCKANGLE") then
if(Weapon.BlockAngle ~= nil) then
if(asString) then
return Weapon.BlockAngle.."°"
else
return Weapon.BlockAngle
end
else
return nil
end
elseif(ValName == "BURSTCOUNT") then
if(Attack.BurstCount ~= nil) then
if(asString) then
local result = Attack.BurstCount.." balles"
local dmg = GetDamage(Attack) * Attack.BurstCount
return result.." ("..Shared.round(dmg, 2, 1).." dégâts totaux)"
else
return Attack.BurstCount
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "BURSTFIRERATE") then
if(Attack.BurstFireRate ~= nil) then
return Attack.BurstFireRate
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "CHARGETIME") then
if(Attack.ChargeTime ~= nil) then
if(asString) then
return Shared.round(Attack.ChargeTime, 2, 1).." s"
else
return Attack.ChargeTime
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "CRITCHANCE") then -- note there is getValue version
--search in current attack, then normal,
if(Attack.CritChance ~= nil) then
if(asString) then
return Shared.asPercent(Attack.CritChance)
else
return Attack.CritChance
end
end
if(hasAttack(Weapon, "Normal")) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.CritChance ~= nil) then
if(asString) then
return Shared.asPercent(normAtt.CritChance)
else
return normAtt.CritChance
end
end
end
if giveDefault then
if(asString) then
return Shared.asPercent(0)
else
return 0
end
else
return nil
end
elseif(ValName == "CRITMULTIPLIER") then -- note there is getValue version
--search in current attack, then normal,
if(Attack.CritMultiplier ~= nil) then
if(asString) then
return asMultiplier(Attack.CritMultiplier)
else
return Attack.CritMultiplier
end
end
if(hasAttack(Weapon, "Normal")) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.CritMultiplier ~= nil) then
if(asString) then
return asMultiplier(normAtt.CritMultiplier)
else
return normAtt.CritMultiplier
end
end
end
if giveDefault then
if(asString) then
return asMultiplier(0)
else
return 0
end
else
return nil
end
elseif(ValName == "DAMAGEBIAS") then
if(Shared.tableCount(Attack.Damage) <= 4) then
if (GetDamageBiasString(Attack, nil, nil, giveDefault)~=nil) then
return GetDamageBiasString(Attack, nil, nil, giveDefault)
else
return ""
end
else
if(asString or giveDefault) then
return ""
else
return nil
end
end
elseif(ValName == "BULLETTYPE") then
if(Attack.ShotType ~= nil) then
return Attack.ShotType
elseif(giveDefault) then
return "Unknown"
else
return nil
end
elseif(ValName == "DURATION") then
if(Attack.Duration ~= nil) then
if(asString) then
return Shared.round(Attack.Duration, 1, 0).." s"
else
return Attack.Duration
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "ELEMENTTYPE") then
if(Attack.Damage ~= nil) then
for dType, dmg in Shared.skpairs(Attack.Damage) do
if(not Shared.contains(Physical, dType) or dmg <= 0) then
if(asString) then
return Icon._Proc(dType)
else
return dType
end
end
end
elseif asString then
return ""
else
return nil
end
elseif(ValName =="ELEMENTTYPENAME") then
if(Attack.Damage ~= nil) then
for dType, dmg in Shared.skpairs(Attack.Damage) do
if(not Shared.contains(Physical, dType) or dmg <= 0) then
return dType
end
end
elseif asString then
return ""
else
return nil
end
elseif(ValName == "FALLOFF") then
if(Attack.Falloff ~= nil) then
local falloffText = "Dégâts max. jusqu'à "..Shared.round(Attack.Falloff.StartRange, 2, 1).." m"
falloffText = falloffText.."<br/>Dégâts min. à partir de "..Shared.round(Attack.Falloff.EndRange, 2, 1).." m"
if(Attack.Falloff.Reduction ~= nil) then
falloffText = falloffText.."<br/>"..Shared.asPercent(Attack.Falloff.Reduction).." réduction max."
end
return falloffText
else
return nil
end
elseif(ValName == "FIRERATE") then --search in current attack, then normal, then weapon supertable
local returnVal = 0
if(Attack.FireRate ~= nil) then
returnVal = Attack.FireRate
elseif(hasAttack(Weapon, "Normal")) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.FireRate ~= nil) then
returnVal = normAtt.FireRate
end
elseif(Weapon.FireRate ~= nil) then
returnVal = Weapon.FireRate
end
if(asString) then
if(Weapon.Type ~= nil and Weapon.Type ~= "Mêlée" and Weapon.Type ~= "Arch-Melee") then
if(forTable) then
return Shared.round(returnVal, {3, 1}) -- .." rps"
else
return Shared.round(returnVal, {3, 1})..p.doPlural(" balle<s>/s", returnVal)
end
else
return Shared.round(returnVal, {3, 1})
end
else
return returnVal
end
if (giveDefault) then
returnVal = 0
else
return nil
end
elseif(ValName == "FOLLOWTHROUGH") then
if(Weapon.FollowThrough ~= nil) then
if(asString) then
return Shared.asPercent(Weapon.FollowThrough, 0)
else
return Weapon.FollowThrough
end
else
return nil
end
elseif(ValName == "HEADSHOTMULTIPLIER") then
--search in current attack, then normal, and finally fall back on base weapon value if for some reason that exists
if(Attack.HeadshotMultiplier ~= nil) then
if(asString) then
return asMultiplier(Attack.HeadshotMultiplier)
else
return Attack.HeadshotMultiplier
end
end
if(hasAttack(Weapon, "Normal")) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.HeadshotMultiplier ~= nil) then
if(asString) then
return asMultiplier(normAtt.HeadshotMultiplier)
else
return normAtt.HeadshotMultiplier
end
end
end
if(Weapon.HeadshotMultiplier ~= nil) then
if(asString) then
return asMultiplier(Weapon.HeadshotMultiplier)
else
return Weapon.HeadshotMultiplier
end
end
if giveDefault then
if(Weapon.Type ~= nil) then
--Setting multiplier based on default for each weapon type
if(Weapon.Type == "Secondaire") then
if(Weapon.Class == "Shotgun Sidearm") then
return '1.2x'
elseif(Weapon.Class == "Arbalète" or Weapon.Class == "Thrown") then
return '1.5x'
else
if(Weapon.Trigger == 'Auto') then
return '1.2x'
else
return '1.5x'
end
end
elseif(Weapon.Type == "Principale") then
if(Weapon.Class == "Fusil à Pompe") then
return "1.2x"
elseif(Weapon.Class == "Arc") then
return "2.0x"
elseif(Weapon.Class == "Fusil Sniper") then
return "1.4x"
elseif(Weapon.Class == "Launcher") then
return "1.0x"
else
if(Weapon.Trigger == "Auto") then
return '1.2x'
else
return '1.5x'
end
end
end
end
else
return nil
end
elseif(ValName == "MELEECOMBODUR") then
if(Weapon.MeleeComboDur ~= nil) then
if(asString) then
return Weapon.MeleeComboDur.." s"
else
return Weapon.MeleeComboDur
end
elseif giveDefault then
return 5.0
else
return nil
end
elseif(ValName == "MELEERANGE") then
if(Weapon.MeleeRange ~= nil) then
if(asString) then
return Weapon.MeleeRange.." m"
else
return Weapon.MeleeRange
end
elseif giveDefault then
return 1
else
return nil
end
elseif(ValName == "NOISELEVEL") then
if(Attack.NoiseLevel ~= nil) then
return Attack.NoiseLevel
else
return nil
end
elseif(ValName == "PELLETCOUNT") then
if(Attack.PelletCount ~= nil) then
if(asString) then
if(Attack.PelletName ~= nil) then
return Attack.PelletCount.." "..Attack.PelletName.."s"
else
return Attack.PelletCount.." Pellets"
end
else
return Attack.PelletCount
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "PELLETDAMAGE") then
if(Attack.PelletCount ~= nil) then
local result = GetDamageString(Attack, nil, true)
if(Attack.PelletName ~= nil) then
return result.." par "..string.lower(Attack.PelletName)
else
return result.." par balle"
end
else
return nil
end
elseif(ValName == "PELLETNAME") then
if(Attack.PelletCount ~= nil) then
if(Attack.PelletName ~= nil) then
return Attack.PelletName
else
return "Balle"
end
else
return nil
end
elseif(ValName == "PELLETPLUS") then
if(Attack.PelletCount ~= nil) then
local result = Attack.PelletCount.." ("
result = result..Shared.round(GetDamage(Attack, nil, true), 2, 1)
if(Attack.PelletName ~= nil) then
return result.." dégâts par "..string.lower(Attack.PelletName)..")"
else
return result.." dégâts par balle)"
end
else
return nil
end
elseif(ValName == "PROJECTILESPEED") then
if(Attack.ShotSpeed ~= nil) then
if(asString) then
return Attack.ShotSpeed.." m/s"
else
return Attack.ShotSpeed
end
elseif(giveDefault) then
if(asString) then
return "0 m/s"
else
return 0
end
else
return nil
end
elseif(ValName == "PUNCHTHROUGH") then
if(Attack.PunchThrough ~= nil) then
if(asString) then
return Shared.round(Attack.PunchThrough, 2, 1).." m"
else
return Attack.PunchThrough
end
elseif giveDefault then
if(asString) then
return "0 m"
else
return 0
end
else
return nil
end
elseif(ValName == "RADIUS") then
if(Attack.Radius ~= nil) then
if(asString) then
return Shared.round(Attack.Radius, 2, 1).." m"
else
return Attack.Radius
end
elseif giveDefault then
if(asString) then
return "0 m"
else
return 0
end
else
return nil
end
elseif(ValName == "RANGE") then
if(Attack.Range ~= nil) then
if(asString) then
return Attack.Range.." m"
else
return Attack.Range
end
elseif(giveDefault) then
if(asString) then
return "0 m"
else
return 0
end
else
return nil
end
elseif(ValName == "RELOAD") then
--man screw you too Fusilai
if(Attack.Reload ~= nil) then
if(asString) then
return Shared.round(Attack.Reload, 2, 1).." s"
else
return Attack.Reload
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SPOOL") then
if(Attack.Spool ~= nil) then
if(asString) then
return Attack.Spool.." balles"
else
return Attack.Spool
end
else
return nil
end
elseif(ValName == "STANCES") then
return getWeaponStanceList(Weapon)
elseif(ValName == "STATUSCHANCE") then -- search in current attck, then normal
if(Attack.StatusChance ~= nil) then
if(asString) then
return Shared.asPercent(Attack.StatusChance)
else
return Attack.StatusChance
end
end
if(hasAttack(Weapon, "Normal")) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.StatusChance ~= nil) then
if(asString) then
return Shared.asPercent(normAtt.StatusChance)
else
return normAtt.StatusChance
end
end
end
if giveDefault then
if(asString) then
return Shared.asPercent(0)
else
return 0
end
else
return nil
end
elseif(ValName == "TRIGGER") then -- use getValue for tables
-- search in current attack, then weapon supertable
if(Attack == nil) then
if(Weapon.Trigger ~= nil) then
return Weapon.Trigger
end
else
return Attack.Trigger
end
if giveDefault then
return "Inconnu"
else
return nil
end
else
return "ERREUR : No such value "..ValName
end
end
local function getValue(Weapon, ValName, giveDefault, asString, forTable)
if(giveDefault == nil) then giveDefault = false end
if(asString == nil) then asString = false end
if(forTable == nil) then forTable = false end
if(type(ValName) == "table") then
local VName1 = string.upper(ValName[1])
local VName2 = string.upper(ValName[2])
if(VName1 == nil or VName2 == nil) then
return nil
end
if(VName1 == "ATTACK" or VName1 == "NORMALATTACK" or VName1 == "NORMAL") then
return getAttackValue(Weapon, getAttack(Weapon, "Normal"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "AREA" or VName1 == "AREAATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "Area"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "SECONDARYAREA" or VName1 == "SECONDARYAREAATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "SecondaryArea"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "CHARGE" or VName1 == "CHARGEATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "Charge"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "CHARGEDTHROW" or VName1 == "CHARGEDTHROWATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "ChargedThrow"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "THROW" or VName1 == "THROWATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "Throw"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "SECONDARY" or VName1 == "SECONDARYATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "Secondary"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "SLAM" or VName1 == "SLAMATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "MeleeSlam"), VName2, giveDefault, asString, forTable)
elseif(VName1 == "HEAVY" or VName1 == "HEAVYATTACK") then
return getAttackValue(Weapon, getAttack(Weapon, "MeleeHeavy"), VName2, giveDefault, asString, forTable)
else
return "ERROR: No such attack '"..VName1.."'"
end
end
ValName = string.upper(ValName)
if(ValName == "NAME") then
if(Weapon.Name ~= nil) then
if(forTable) then
if (string.find(Weapon.Name,"Atmosphère")~=nil) then
return "[["..string.gsub(Weapon.Name,"%s%(Atmosphère%)","").."|"..string.gsub(Weapon.Name,"osphère","").."]]"
else
return "[["..Weapon.Name.."]]"
end
else
return Weapon.Name
end
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "AMMOTYPE") then
if(Weapon.AmmoType ~= nil) then
return Weapon.AmmoType
elseif giveDefault then
if(Weapon.Type ~= nil) then
if(Weapon.Type == "Secondaire") then
return "Pistolet"
elseif(Weapon.Type == "Principale") then
if(Weapon.Class == nil or Weapon.Class == "Fusil") then
return "Fusil"
elseif(Weapon.Class == "Fusil à Pompe") then
return "Fusil à Pompe"
elseif(Weapon.Class == "Fusil de Sniper" or Weapon.Class == "Arc" or Weapon.Class == "Launcher") then
return "Sniper/Arc"
end
end
end
else
return nil
end
elseif(ValName == "AUGMENT") then
local augments = getAugments(Weapon)
if(Shared.tableCount(augments) > 0) then
local AugString = ""
for i, Aug in pairs(augments) do
if(i>1) then AugString = AugString.."<br/>" end
AugString = AugString..Mod._tooltipText(Aug.Name)
end
return AugString
else
return nil
end
elseif(ValName == "BLOCKRESIST") then
if(Weapon.Class ~= nil) then
if(Weapon.Type == "Mêlée") then
if(Weapon.BlockResist ~= nil) then
if(asString) then
return Shared.asPercent(Weapon.BlockResist)
else
return Weapon.BlockResist
end
elseif(Weapon.Class == "Claws" or Weapon.Class == "Dague" or Weapon.Class == "Doubles Dagues" or Weapon.Class == "Glaive" or Weapon.Class == "Nunchaku" or Weapon.Class == "Rapier" or Weapon.Class == "Sparring" or Weapon.Class == "Tonfa" or Weapon.Class == "Whip") then
if(asString) then
return "35%"
else
return .35
end
elseif(Weapon.Class == "Blade and Whip" or Weapon.Class == "Doubles Épées" or Weapon.Class == "Fist" or Weapon.Class == "Gunblade" or Weapon.Class == "Bâton" or Weapon.Class == "Épée") then
if(asString) then
return "60%"
else
return .6
end
elseif(Weapon.Class == "Marteau" or Weapon.Class == "Lame Lourde" or Weapon.Class == "Machette" or Weapon.Class == "Nikana" or Weapon.Class == "Polearm" or Weapon.Class == "Faux" or Weapon.Class == "Épée et Bouclier") then
if(asString) then
return "85%"
else
return .85
end
end
else
return ""
end
else
return ""
end
elseif(ValName == "CHANNELMULT") then
if(Weapon.ChannelMult ~= nil) then
if(asString) then
return asMultiplier(Weapon.ChannelMult)
else
return Weapon.ChannelMult
end
elseif giveDefault and (Weapon.Type ~= nil and Weapon.Type == "Mêlée") then
if(asString) then
return "1.5x"
else
return 1.5
end
else
return nil
end
elseif(ValName == "CLASS") then
if(Weapon.Class ~= nil) then
return "[[:Category:"..Weapon.Class.."|"..Weapon.Class.."]]"
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "CONCLAVE") then
if(Weapon.Conclave ~= nil) then
if(asString) then
if(Weapon.Conclave) then return "Yes" else return "No" end
else
return Weapon.Conclave
end
elseif giveDefault then
return false
else
return nil
end
elseif(ValName == "DISPOSITION") then
if(Weapon.Type ~= nil and Weapon.Type == "Arch-Mêlée" or Weapon.Type == "Emplacement") then return nil end
if(Weapon.Disposition ~= nil) then
if(asString) then
return Icon._Dis(Weapon.Disposition)..'<div style="display:inline; position:relative; bottom:2px">('..Weapon.Disposition..')</div>'
else
return Weapon.Disposition
end
elseif giveDefault then
if(asString) then
return "Inconnu"
else
return 0
end
else
return nil
end
elseif(ValName == "DISPOSITION5") then
if(Weapon.Type ~= nil and (Weapon.Type == "Arch-Fusil" or Weapon.Type == "Arch-Mêlée") or Weapon.Type == "Emplacement") then return nil end
if(Weapon.Disposition ~= nil) then
if (Weapon.Disposition < 0.7) then return 1
elseif(Weapon.Disposition < 0.9) then return 2
elseif(Weapon.Disposition <= 1.1) then return 3
elseif(Weapon.Disposition <= 1.3) then return 4
else return 5 end
elseif giveDefault then
if(asString) then
return "Inconnu"
else
return 0
end
else
return nil
end
elseif(ValName == "FAMILY") then
if(Weapon.Family ~= nil) then
if(asString) then
if(Weapon.Family ~= nil) then
local FamilyString = ""
local Family = getFamily(Weapon.Family)
for i, Weap in pairs(Family) do
if(Weap.Name ~= Weapon.Name) then
if(string.len(FamilyString) > 0) then FamilyString = FamilyString.."<br/>" end
FamilyString = FamilyString..p._weaponTooltipText(Weap.Name, nil, nil, false)
end
end
return FamilyString
end
else
return Weapon.Family
end
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "FINISHERDAMAGE") then
if(Weapon.FinisherDamage ~= nil) then
if(asString) then
return Shared.round(Weapon.FinisherDamage, 2, 1)
else
return Weapon.FinisherDamage
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "IMAGE") then
if(Weapon.Image ~= nil) then
return Weapon.Image
elseif giveDefault then
return "Panel.png"
else
return nil
end
elseif(ValName == "HEAVYATTACK") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.Damage ~= nil) then
local heavyDamage = Weapon.MeleeHeavy.Damage
if(asString) then
if(Weapon.MeleeHeavy.Element ~= nil) then
return Icon._Proc(Weapon.MeleeHeavy.Element).." "..Shared.round(heavyDamage, 2, 1)
else
return Shared.round(heavyDamage, 2, 1)
end
else
return heavyDamage
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "HEAVYELEMENT") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.Element ~= nil) then
return Weapon.MeleeHeavy.Element
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "WINDUP") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.WindUp ~= nil) then
local windUp = Weapon.MeleeHeavy.WindUp
if(asString) then
return windUp.." s"
else
return windUp
end
else
return nil
end
elseif(ValName == "HEAVYSLAMATTACK") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamDamage ~= nil) then
local heavySlamDamage = Weapon.MeleeHeavy.SlamDamage
if(asString) then
if(Weapon.MeleeHeavy.SlamElement ~= nil) then
return Icon._Proc(Weapon.MeleeHeavy.SlamElement).." "..Shared.round(heavySlamDamage, 2, 1)
else
return Shared.round(heavySlamDamage, 2, 1)
end
else
return heavySlamDamage
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "HEAVYSLAMELEMENT") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamElement ~= nil) then
return Weapon.MeleeHeavy.SlamElement
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "HEAVYRADIALDMG") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamRadialDamage ~= nil) then
local damage = Weapon.MeleeHeavy.SlamRadialDamage
if(asString) then
if(Weapon.MeleeHeavy.SlamRadialElement ~= nil) then
return Icon._Proc(Weapon.MeleeHeavy.SlamRadialElement).." "..Shared.round(damage, 2, 1)
else
return Shared.round(damage, 2, 1)
end
else
return damage
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "HEAVYRADIALELEMENT") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamRadialElement ~= nil) then
return Weapon.MeleeHeavy.SlamRadialElement
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "HEAVYSLAMRADIUS") then
if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamRadius ~= nil) then
local radius = Weapon.MeleeHeavy.SlamRadius
if(asString) then
return Shared.round(radius, 2, 1).." m"
else
return radius
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "INTRODUCED") then
if(Weapon.Introduced ~= nil) then
return Weapon.Introduced
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "JUMPATTACK") then
if(Weapon.JumpAttack ~= nil) then
if(asString) then
if(Weapon.JumpElement ~= nil) then
return Icon._Proc(Weapon.JumpElement).." "..Shared.round(Weapon.JumpAttack, 2, 1)
else
return Shared.round(Weapon.JumpAttack, 2, 1)
end
else
return Weapon.JumpAttack
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "JUMPELEMENT") then
if(Weapon.JumpElement ~= nil) then
return Weapon.JumpElement
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "JUMPRADIUS") then
if(Weapon.JumpRadius ~= nil) then
if(asString) then
return Shared.round(Weapon.JumpRadius, 2, 1).." m"
else
return Weapon.JumpRadius
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "MAGAZINE") then
if(Weapon.Magazine ~= nil) then
if(asString) then
if (forTable) then
return Weapon.Magazine
else
return Weapon.Magazine..p.doPlural(" balle<s> par chargeur", Weapon.Magazine)
end
else
return Weapon.Magazine
end
elseif giveDefault then
if(asString) then
return "0 balles par chargeur"
else
return 0
end
else
return nil
end
elseif(ValName == "MASTERY") then
if(Weapon.Mastery ~= nil) then
return Weapon.Mastery
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "MAXAMMO") then
local returnVal = 0
if(Weapon.MaxAmmo ~= nil) then
returnVal = Weapon.MaxAmmo
elseif giveDefault then
if(Weapon.Type ~= nil) then
if(Weapon.Type == "Secondaire") then
returnVal = 210
elseif(Weapon.Type == "Principale") then
if(Weapon.Class == nil or Weapon.Class == "Fusil") then
returnVal = 540
elseif(Weapon.Class == "Fusil à Pompe") then
returnVal = 120
elseif(Weapon.Class == "Arc" or Weapon.Class == "Fusil Sniper") then
returnVal = 72
end
end
end
else
return nil
end
if(asString) then
if(returnVal > 0) then
return returnVal.." munitions"
else
return nil
end
else
if(returnVal > 0) then
return returnVal
else
return nil
end
end
elseif(ValName == "NOISELEVEL") then
if(Weapon.NoiseLevel ~= nil) then
return Weapon.NoiseLevel
elseif giveDefault then
if(Weapon.Type ~= nil and Weapon.Type ~= "Mêlée" and Weapon.Type ~= "Arch-Melee") then
if(Weapon.Class ~= nil and (Weapon.Class == "Arc" or Weapon.Class == "Thrown")) then
return "Silencieux"
else
return "Bruyant"
end
else
return nil
end
else
return nil
end
elseif(ValName == "POLARITIES") then
if(Weapon.Polarities ~= nil and type(Weapon.Polarities) == "table") then
if(asString) then
return p.GetPolarityString(Weapon)
else
return Weapon.Polarities
end
elseif giveDefault then
if(asString) then
return "Aucune"
else
return {}
end
else
return nil
end
elseif(ValName == "RELOAD") then
if(Weapon.Reload ~= nil) then
if(asString) then
if(Weapon.ReloadStyle ~= nil) then
if(Weapon.ReloadStyle == "ByRound" and Weapon.Magazine ~= nil) then
local result = Shared.round(Weapon.Reload / Weapon.Magazine, 2, 1).." sec per round"
result = result.." ("..Shared.round(Weapon.Reload, 2, 1).."s total)"
if(forTable) then result = Shared.round(Weapon.Reload, 2, 1).." s" end
return result
elseif(Weapon.ReloadStyle == "Regenerate") then
local result = Shared.round(Weapon.Reload, 2, 1) --.."rounds p. s."
if(Weapon.Magazine ~= nil) then
result=result.." ("..Shared.round(Weapon.Magazine / Weapon.Reload, 2, 1).."s total)"
if(forTable) then result=Shared.round(Weapon.Magazine / Weapon.Reload, 2, 1).." s" end
end
return result
end
end
return Shared.round(Weapon.Reload, 2, 1).." s"
else
return Weapon.Reload
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SLAMATTACK") then
if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Damage ~= nil) then
local slamDamage = Weapon.MeleeSlam.Damage
if(asString) then
if(Weapon.MeleeSlam.Element ~= nil) then
return Icon._Proc(Weapon.MeleeSlam.Element).." "..Shared.round(slamDamage, 2, 1)
else
return Shared.round(slamDamage, 2, 1)
end
else
return Weapon.MeleeSlam
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SLAMELEMENT") then
if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Element ~= nil) then
return Weapon.MeleeSlam.Element
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "SLAMRADIALDMG") then
if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.RadialDamage ~= nil) then
local radialDamage = Weapon.MeleeSlam.RadialDamage
if(asString) then
local radialElement = Weapon.MeleeSlam.RadialElement
if(radialElement ~= nil) then
return Icon._Proc(radialElement).." "..Shared.round(radialDamage, 2, 1)
else
return Shared.round(radialDamage, 2, 1)
end
else
return radialDamage
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SLAMRADIALELEMENT") then
if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Element ~= nil) then
return Weapon.MeleeSlam.Element
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "SLAMRADIUS") then
if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Radius ~= nil) then
local radius = Weapon.MeleeSlam.Radius
if(asString) then
return Shared.round(radius, 2, 1).." m"
else
return radius
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SLIDEATTACK") then
if(Weapon.SlideAttack ~= nil) then
if(asString) then
if(Weapon.SlideElement ~= nil) then
return Icon._Proc(Weapon.SlideElement).." "..Shared.round(Weapon.SlideAttack, 2, 1)
else
return Shared.round(Weapon.SlideAttack, 2, 1)
end
else
return Weapon.SlideAttack
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SLIDEELEMENT") then
if(Weapon.SlideElement ~= nil) then
return Weapon.SlideElement
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "SNIPERCOMBORESET") then
if(Weapon.SniperComboReset ~= nil) then
if(asString) then
return Shared.round(Weapon.SniperComboReset, 2, 1).." s"
else
return Weapon.SniperComboReset
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "SNIPERCOMBOMIN") then
if(Weapon.SniperComboMin ~= nil) then
if(asString) then
return Weapon.SniperComboMin.." tirs"
else
return Weapon.SniperComboMin
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "STAGGER") then
if(Weapon.Stagger ~= nil) then
return Weapon.Stagger
elseif giveDefault then
return "No"
else
return nil
end
elseif(ValName == "STANCEPOLARITY") then
if(Weapon.StancePolarity ~= nil) then
if(asString) then
return Icon._Pol(Weapon.StancePolarity)
else
return Weapon.StancePolarity
end
elseif giveDefault then
return "Aucune"
else
return nil
end
elseif(ValName == "SYNDICATEEFFECT") then
if(Weapon.SyndicateEffect ~= nil) then
if(asString) then
return "[["..Weapon.SyndicateEffect.."]]"
else
return Weapon.SyndicateEffect
end
else
return nil
end
elseif(ValName == "TRAITS") then
if(Weapon.Traits ~= nil) then
return Weapon.Traits
elseif giveDefault then
return {}
else
return nil
end
elseif(ValName == "TRIGGER") then -- Note there is a specific version for each attack in getAttackValue
if(Weapon.Trigger ~= nil) then
if (forTable) then -- return chargetime and burstcount only in tables
local trigger = Weapon.Trigger
if(trigger == "Charge") then
local cTime = getAttackValue(Weapon, getAttack(Weapon,"Charge"), "ChargeTime", false)
if(cTime ~= nil) then
return trigger.." ("..Shared.round(cTime, 2, 1).."s)"
else
return trigger
end
elseif(trigger == "Rafale") then
local bCount = getAttackValue(Weapon, getAttack(Weapon,"Normal"), "BurstCount", false)
if(bCount ~= nil) then
return trigger.." ("..bCount..")"
else
return trigger
end
else
return trigger
end
else
return Weapon.Trigger
end
elseif giveDefault then
return "Unknown"
else
return nil
end
elseif(ValName == "CRITCHANCE") then -- Note there is a specific version for each attack in getAttackValue
-- search in charge attck, then normal, then secondary if still null
local returnVal=0
local Attack={}
if(hasAttack(Weapon, "Charge")) then
local chargAtt = getAttack(Weapon, "Charge")
if(chargAtt.CritChance ~= nil) then
returnVal=chargAtt.CritChance
Attack=chargAtt
end
end
if(hasAttack(Weapon, "Normal") and returnVal ==0) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.CritChance ~= nil) then
returnVal=normAtt.CritChance
Attack=normAtt
end
end
if(hasAttack(Weapon, "Secondaire") and returnVal ==0) then
local secAtt = getAttack(Weapon, "Secondaire")
if(secAtt.CritChance ~= nil) then
returnVal=secAtt.CritChance
Attack=secAtt
end
end
if(asString and returnVal ~= 0) then
return Shared.asPercent(returnVal)
else
return returnVal
end
if giveDefault then
return 0
else
return nil
end
elseif(ValName == "CRITMULTIPLIER") then--Note there is a specific version for each attack in getAttackValue
-- search in charge attck, then normal, then secondary if still null
local returnVal=0
local Attack={}
if(hasAttack(Weapon, "Charge")) then
local chargAtt = getAttack(Weapon, "Charge")
if(chargAtt.CritMultiplier ~= nil) then
returnVal=chargAtt.CritMultiplier
Attack=chargAtt
end
end
if(hasAttack(Weapon, "Normal") and returnVal ==0) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.CritMultiplier ~= nil) then
returnVal=normAtt.CritMultiplier
Attack=normAtt
end
end
if(hasAttack(Weapon, "Secondaire") and returnVal ==0) then
local secAtt = getAttack(Weapon, "Secondaire")
if(secAtt.CritMultiplier ~= nil) then
returnVal=secAtt.CritMultiplier
Attack=secAtt
end
end
if(asString and returnVal ~= 0) then
return asMultiplier(returnVal)
else
return returnVal
end
if giveDefault then
return 0
else
return nil
end
elseif(ValName == "FIRERATE") then -- Note there is a specific version for each attack in getAttackValue -- search in global weapon then normal attck, then charge, then secondary if still null
local returnVal=0
local Attack={}
if(Weapon.FireRate ~= nil) then
returnVal = Weapon.FireRate
end
if(hasAttack(Weapon, "Normal") and returnVal ==0) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.FireRate ~= nil) then
returnVal=normAtt.FireRate
Attack=normAtt
end
end
if(hasAttack(Weapon, "Charge") and returnVal ==0) then
local chargAtt = getAttack(Weapon, "Charge")
if(chargAtt.FireRate ~= nil) then
returnVal=chargAtt.FireRate
Attack=chargAtt
end
end
if(hasAttack(Weapon, "Secondary") and returnVal ==0) then
local secAtt = getAttack(Weapon, "Secondary")
if(secAtt.FireRate ~= nil) then
returnVal=secAtt.FireRate
Attack=secAtt
end
end
if(asString and returnVal ~= 0) then
if(Weapon.Type ~= nil and Weapon.Type ~= "Mêlée" and Weapon.Type ~= "Arch-Melee") then
if(forTable) then
return Shared.round(returnVal, {3, 1}) -- .." rps"
else
return Shared.round(returnVal, {3, 1})..p.doPlural(" balle<s>/s", returnVal)
end
else
return Shared.round(returnVal, {3, 1})
end
else
return returnVal
end
if giveDefault then
return 0
else
return nil
end
elseif(ValName == "STATUSCHANCE") then -- Note there is a specific version for each attack in getAttackValue
-- search in charge attck, then normal, then secondary if still null
local returnVal=0
local Attack={}
if(hasAttack(Weapon, "Charge")) then
local chargAtt = getAttack(Weapon, "Charge")
if(chargAtt.StatusChance ~= nil) then
returnVal=chargAtt.StatusChance
Attack=chargAtt
end
end
if(hasAttack(Weapon, "Normal") and returnVal ==0) then
local normAtt = getAttack(Weapon, "Normal")
if(normAtt.StatusChance ~= nil) then
returnVal=normAtt.StatusChance
Attack=normAtt
end
end
if(hasAttack(Weapon, "Secondaire") and returnVal ==0) then
local secAtt = getAttack(Weapon, "Secondaire")
if(secAtt.StatusChance ~= nil) then
returnVal=secAtt.StatusChance
Attack=secAtt
end
end
if(asString and returnVal ~= 0) then
return Shared.asPercent(returnVal)
else
return returnVal
end
if giveDefault then
return 0
else
return nil
end
elseif(ValName == "TYPE") then
if(Weapon.Type ~= nil) then
return Weapon.Type
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "USERS") then
if(Weapon.Users ~= nil) then
if(asString) then
local result = ""
for i, str in pairs(Weapon.Users) do
if(i > 1) then result = result..'<br/>' end
result = result..str
end
return result
else
return Weapon.Users
end
elseif giveDefault then
return {}
else
return nil
end
elseif(ValName == "WALLATTACK") then
if(Weapon.WallAttack ~= nil) then
if(asString) then
if(Weapon.WallElement ~= nil) then
return Icon._Proc(Weapon.WallElement).." "..Shared.round(Weapon.WallAttack, 2, 1)
else
return Shared.round(Weapon.WallAttack, 2, 1)
end
else
return Weapon.WallAttack
end
elseif giveDefault then
return 0
else
return nil
end
elseif(ValName == "WALLELEMENT") then
if(Weapon.WallElement ~= nil) then
return Weapon.WallElement
elseif giveDefault then
return ""
else
return nil
end
elseif(ValName == "ZOOM") then
if(Weapon.Zoom ~= nil) then
if(asString) then
local result = ""
for i, str in pairs(Weapon.Zoom) do
if(i > 1) then result = result..'<br/>' end
result = result..str
end
return result
else
return Weapon.Zoom
end
else
return nil
end
elseif(ValName == "SPECIALFSPEED") then -- to show we can put very special keywords... if wanted
if(Weapon.Name == "Drakgoon") then
if(asString) then
return "bounce: 25 m/s"
else
return 25
end
elseif(getAttackValue(Weapon,getAttack(Weapon,"Area"),"PROJECTILESPEED")~=nil) then
if(asString) then
return getAttackValue(Weapon,getAttack(Weapon,"Area"),"PROJECTILESPEED",true,true)
else
return getAttackValue(Weapon,getAttack(Weapon,"Area"),"PROJECTILESPEED")
end
elseif(getAttackValue(Weapon,getAttack(Weapon,"Secondary"),"PROJECTILESPEED")~=nil) then
if(asString) then
return getAttackValue(Weapon,getAttack(Weapon,"Secondary"),"PROJECTILESPEED",true,true)
else
return getAttackValue(Weapon,getAttack(Weapon,"Secondary"),"PROJECTILESPEED")
end
elseif(giveDefault) then
if(asString) then
return "0 m/s"
else
return 0
end
else
return nil
end
else
--if everything failed (and it should NOT) try in the getAttackValue
return getAttackValue(Weapon, getAttack(Weapon, "Normal"), ValName, giveDefault, asString)
end
end
function p.getValue(frame)
local WeapName = frame.args[1]
local ValName1 = frame.args[2]
local ValName2 = frame.args[3]
local AsString = frame.args["Raw"] == nil
if(WeapName == nil) then
return ""
elseif(ValName1 == nil) then
return "ERREUR : Pas de valeur spécifiée"
end
local theWeap = p.getWeapon(WeapName)
if(theWeap == nil) then
return ""
end
local vName
local useDefault
if(ValName2 == nil or ValName2 == "") then
vName = ValName1
useDefault = Shared.contains(UseDefaultList, string.upper(ValName1))
else
vName = {ValName1, ValName2}
useDefault = Shared.contains(UseDefaultList, string.upper(ValName2))
end
return getValue(theWeap, vName, useDefault, AsString)
end
function p.getConclaveValue(frame)
local WeapName = frame.args[1]
local ValName1 = frame.args[2]
local ValName2 = frame.args[3]
if(WeapName == nil) then
return ""
elseif(ValName1 == nil) then
return "ERROR: No value selected"
end
local theWeap = p.getConclaveWeapon(WeapName)
if(theWeap == nil) then
return ""
end
local vName
local useDefault
if(ValName2 == nil or ValName2 == "") then
vName = ValName1
useDefault = Shared.contains(UseDefaultList, string.upper(ValName1))
else
vName = {ValName1, ValName2}
useDefault = Shared.contains(UseDefaultList, string.upper(ValName2))
end
return getValue(theWeap, vName, useDefault, true)
end
local function buildInfoboxRow(Label, Text, Collapse, Digits, Addon)
local result = ""
if(Collapse == nil) then
Collapse = false
elseif(Collapse == 1) then
Collapse = true
end
if(Text ~= nil) then
result = '<div style="margin-left:-3px;" '
if(Collapse) then
result = result..'class="Infobox_Collapsible"'
end
result = result..'>'
result = result..'\n{| style="width:100%;"'
result = result..'\n|-'
result = result..'\n| class="left" | <span style="white-space:nowrap;">'
result = result.."'''"..Label.."'''"
result = result..'</span>'
result = result..'\n| class="right" | '
if(Digits == nil) then
result = result..Text
else
result = result..Shared.round(Text, Digits)
end
if(Addon ~= nil) then
result = result..p.doPlural(Addon, Text)
end
result = result..'\n|}'
result = result..'\n</div>'
end
return result
end
--Returns a list of weapons for a stance
--Adds a ✓ if the weapon matches the polarity
function p.getStanceWeaponList(frame)
local StanceName = frame.args ~= nil and frame.args[1] or frame
local Stance = p.getStance(StanceName)
if(Stance == nil) then
return "ERREUR : "..StanceName.." introuvable"
end
local weaps = getMeleeWeapons(Stance.Class, Stance.PvP)
local result = ""
for i, weap in Shared.skpairs(weaps) do
if (string.len(result) > 0) then
result = result.."\n"
end
if(Stance.PvP) then
result = result.."*[[Conclave:"..weap.Name.."|"..weap.Name.."]]"
else
result = result.."*[["..weap.Name.."]]"
end
if(weap.StancePolarity == Stance.Polarity) then
result = result.." ✓"
end
end
return result
end
--Returns a list of stances for a weapon
--Adds the polarity for each stance
function p.getWeaponStanceList(frame)
local WeaponName = frame.args ~= nil and frame.args[1] or frame
local Weapon = getWeapon(WeaponName)
if(Weapon == nil) then
return "ERROR: "..WeaponName.." not found"
end
return getWeaponStanceList(Weapon)
end
function p.getStanceGallery(frame)
local StanceType = frame.args ~= nil and frame.args[1] or frame
local Stances = getStances(StanceType, true)
local result = "==[[Posture|Mods de Posture]] pour "..StanceType.."=="
result = result..'\n{| style="margin:auto;text-align:center;"'
local nameRow = ''
for i, Stance in pairs(Stances) do
if((i - 1) % 4 == 0) then
result = result..nameRow..'\n|-'
nameRow = '\n|-'
end
local stanceImage = Mod._getValue(Stance.Name, "IMAGE")
result = result..'\n| style="width:165px" |[[File:'..stanceImage..'|150px|link='..Stance.Name..']]'
nameRow = nameRow..'\n| style="vertical-align: text-top;" |'..Mod._tooltipText(Stance.Name)
if(Stance.PvP ~= nil and Stance.PvP) then
nameRow = nameRow..'<br/>([[Conclave]] uniquement)'
end
end
result = result..nameRow
result = result..'\n|}'
return result
end
local function getWeaponGallery(Weapons)
local result = '{| style="margin:auto;text-align:center;"'
local nameRow = ''
for i, Weapon in pairs(Weapons) do
local theImage = Weapon.Image ~= nil and Weapon.Image or "Panel.png"
local weapLink = p._getLink(Weapon.Name)
if((i - 1) % 4 == 0) then
result = result..nameRow..'\n|-'
nameRow = '\n|-'
end
result = result..'\n| style="width:165px" |[[File:'..theImage..'|150px|link='..Weapon.Name..']]'
nameRow = nameRow..'\n| style="vertical-align: text-top;" |[['..weapLink..'|'..Weapon.Name..']]'
end
result = result..nameRow
result = result..'\n|}'
return result
end
function p.getMeleeWeaponGallery(frame)
local Type = frame.args ~= nil and frame.args[1] or frame
if(Type == nil) then
return ""
end
local WeapArray = getMeleeWeapons(Type)
local result = "==Armes de type "..Type.."==\n"
result = result..getWeaponGallery(WeapArray)
return result
end
function p.getWeaponCount(frame)
local Type = frame.args ~= nil and frame.args[1] or frame
local getFullList = frame.args ~= nil and frame.args[2]
if getFullList == "nil" then --bleh, this lovely parsing of invokes..
getFullList = nil
end
local getAll = frame.args ~= nil and frame.args[3]
local count = 0
local fullList = ""
for i, val in Shared.skpairs(WeaponData["Weapons"]) do
if(not Shared.contains(WeaponData["IgnoreInCount"], i) and getAll ~= "true") or getAll == "true" then
if(Type == nil or Type == "") then
count = count + 1
if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
elseif(Type == "Warframe") then
if(val.Type == "Principale" or val.Type == "Secondaire" or val.Type == "Mêlée") then
count = count + 1
if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
end
elseif(Type == "Archwing") then
if(val.Type == "Arch-Gun" or val.Type == "Arch-Melee") then
count = count + 1
if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
end
elseif(Type == "Rest") then
if(val.Type ~= "Arch-Gun" and val.Type ~= "Arch-Melee" and val.Type ~= "Principale" and val.Type ~= "Secondaire" and val.Type ~= "Mêlée") then
count = count + 1
if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
end
else
if(val.Type == Type) then
count = count + 1
if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
end
end
end
end
if(getFullList ~= nil) then return fullList end
return count
end
function getSecondaryCategory(weapon)
local class = getValue(weapon, "Class", true)
if(class == "Jet") then
return "Jet"
elseif(class == "Doubles Fusils à Pompe" or class == "Fusil à Pompe de poing") then
return "Fusil à Pompe"
else
local trigger = getValue(weapon, "Trigger", true)
if(trigger == "Semi-Auto" or trigger == "Rafale") then
return "Semi-Auto"
elseif(trigger == "Auto" or trigger == "Auto à Cadence Croissante") then
return "Auto"
end
end
return "Other"
end
function getPrimaryCategory(weapon)
local class = getValue(weapon, "Class", true)
if(class == "Fusil à Pompe") then
return "Fusil à Pompe"
elseif(class == "Arc") then
return "Arc"
elseif(class == "Fusil de Sniper") then
return "Fusil de Sniper"
elseif(class == "Fusil") then
local trigger = getValue(weapon, "Trigger", true)
if(trigger == "Semi-Auto" or trigger == "Rafale") then
return "Semi-Auto"
elseif(trigger == "Auto" or trigger == "Auto à Cadence Croissante") then
return "Auto"
end
end
return "Other"
end
function p.getPolarityTable()
local tHeader = ""
tHeader = tHeader..'\n{| style="width: 100%; border-collapse: collapse; cellpadding: 2" border="1"'
tHeader = tHeader..'\n! colspan="2" |Armes Principale'
tHeader = tHeader..'\n! colspan="2" |Armes Secondaire'
tHeader = tHeader..'\n! colspan="2" |Armes Mêlée'
local tRows = ""
local Melees = p.getWeapons(function(x) return p.isMelee(x) and Shared.tableCount(getValue(x, "Polarities", true)) > 0 end)
local Pistols = p.getWeapons(function(x) return x.Type == "Secondaire" and Shared.tableCount(getValue(x, "Polarities", true)) > 0 end)
local Primaries = p.getWeapons(function(x) return (x.Type == "Principale") and Shared.tableCount(getValue(x, "Polarities", true)) > 0 end)
local ACount = Shared.tableCount(Melees)
local maxLen = ACount
local BCount = Shared.tableCount(Pistols)
if(BCount > maxLen) then
maxLen = BCount
end
local CCount = Shared.tableCount(Primaries)
if(CCount > maxLen) then
maxLen = CCount
end
for i=1, maxLen, 1 do
tRows = tRows.."\n|-"
if(i <= CCount) then
tRows = tRows.."\n|[["..Primaries[i].Name.."]]||"..p.GetPolarityString(Primaries[i])
else
tRows = tRows.."\n| ||"
end
if(i <= BCount) then
tRows = tRows.."\n|[["..Pistols[i].Name.."]]||"..p.GetPolarityString(Pistols[i])
else
tRows = tRows.."\n| ||"
end
if(i <= ACount) then
tRows = tRows.."\n|[["..Melees[i].Name.."]]||"..p.GetPolarityString(Melees[i])
else
tRows = tRows.."\n| ||"
end
end
return tHeader..tRows.."\n|}"
end
function buildCompareString(Val1, Val2, ValName, Digits, Addon, Words, Start, Middle)
if(Val1 == nil or Val2 == nil) then
return ""
end
local V1Str = Val1
local V2Str = Val2
if(Digits ~= nil) then
local didWork, rowStr = pcall(Shared.round, Val1, Digits)
if(didWork) then
V1Str = rowStr
local didWork, rowStr = pcall(Shared.round, Val2, Digits)
if(didWork) then
V2Str = rowStr
else
mw.log("Failed to round "..Val2)
end
else
mw.log("Failed to round "..Val1)
end
end
if(Addon ~= nil) then
V1Str = V1Str..p.doPlural(Addon, Val1)
V2Str = V2Str..p.doPlural(Addon, Val2)
end
local bigWord = Words ~= nil and Words[1] or "Plus de"
local smallWord = Words ~= nil and Words[2] or "Moins de"
local start = Start ~= nil and Start or "\n**"
local bigMiddle = Middle ~= nil and Middle[1] or ""
local smallMiddle = Middle ~= nil and Middle[2] or ""
if(Val1 > Val2) then
return start.." "..bigWord.." "..ValName.." "..bigMiddle.." ("..V1Str.." vs. "..V2Str..")"
elseif(Val2 > Val1) then
return start.." "..smallWord.." "..ValName.." "..smallMiddle.." ("..V1Str.." vs. "..V2Str..")"
else
return ""
end
end
function buildGunComparisonString(Weapon1, Weapon2, Conclave)
local result = ""
if(Conclave) then
result = "* "..Weapon1.Name..", comparé au [[Conclave:"..Weapon2.Name.."|"..Weapon2.Name.."]]:"
else
result = "* "..Weapon1.Name..", comparé au [["..Weapon2.Name.."]]:"
end
if(hasAttack(Weapon1, "Normal") and hasAttack(Weapon2, "Normal")) then
local Att1 = getAttack(Weapon1, "Normal")
local Att2 = getAttack(Weapon2, "Normal")
local dmgString = ""
dmgString = dmgString..buildCompareString(GetDamage(Att1), GetDamage(Att2), "dégâts de base", {2, 1})
dmgString = dmgString..buildCompareString(Att1.Damage["Impact"], Att2.Damage["Impact"], " dégâts "..Icon._Proc("Impact", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
dmgString = dmgString..buildCompareString(Att1.Damage["Perforation"], Att2.Damage["Perforation"], " dégâts "..Icon._Proc("Perforation", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
dmgString = dmgString..buildCompareString(Att1.Damage["Tranchant"], Att2.Damage["Tranchant"], " dégâts "..Icon._Proc("Tranchant", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
if(string.len(dmgString) > 0 and GetDamage(Att1) == GetDamage(Att2)) then
dmgString = "\n**Dégâts de base équivalent, mais composition différente:"..dmgString
end
result = result..dmgString
end
if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
local Att1 = getAttack(Weapon1, "Charge")
local Att2 = getAttack(Weapon2, "Charge")
-- local addedString = ""
-- if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
-- addedString = "charged test"
-- end
if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
end
if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]] avec un tir chargé", 2, "%")
end
end
if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", 2, "x")
end
if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]] avec un tir chargé", 2, "x")
end
if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance *
100), "[[Chance de Statut]]", 2, "%")
end
if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance *
100), "[[Chance de Statut]] avec un tir chargé", 2, "%")
end
end
if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
result = result..buildCompareString(GetDamage(Weapon1.ChargeAttack), GetDamage(Weapon2.ChargeAttack), "dégâts", {2, 1})
end
if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
result = result..buildCompareString(GetDamage(Weapon1.ChargeAttack), GetDamage(Weapon2.ChargeAttack), "dégâts avec un tir chargé", {2, 1})
end
result = result..buildCompareString(getValue(Weapon1, {"Charge", "ChargeTime"}), getValue(Weapon2, {"Charge", "ChargeTime"}), "Temps de charge", {2, 1}, " s", {"",""}, nil, {"plus lent", "plus rapide"})
end
if(hasAttack(Weapon1, "Area") and hasAttack(Weapon2, "Area")) then
result = result..buildCompareString(GetDamage(Weapon1.AreaAttack), GetDamage(Weapon2.AreaAttack), "dégâts de zone", {2, 1})
end
if(hasAttack(Weapon1, "Secondary") and hasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString(GetDamage(Weapon1.SecondaryAttack), GetDamage(Weapon2.SecondaryAttack), "secondary attack damage", {2, 1})
--test code to fix stradavar wrong comparison
local Att1 = getAttack(Weapon1, "Secondary")
local Att2 = getAttack(Weapon2, "Secondary")
if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "secondary mode [[Chance de Coup Critique]]", 2, "%")
end
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "secondary mode [[Multiplicateur de Critique]]", 2, "x")
if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "secondary mode [[Chance de Statut]]", 2, "%")
end
result = result..buildCompareString(Att1.FireRate, Att2.FireRate, "secondary mode [[Cadence de Tir]]", 2, " balle<s>/s")
--end of test code
end
--test code to fix tiberon prime comparison
if((hasAttack(Weapon1, "Normal") and hasAttack(Weapon2, "Secondary") and dontHasAttack(Weapon1, "Secondary")) or (hasAttack(Weapon1, "Secondary") and hasAttack(Weapon2, "Normal") and dontHasAttack(Weapon2, "Secondary")))then
local Att1 = getAttack(Weapon1, "Normal")
local Att2 = getAttack(Weapon2, "Normal")
if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
end
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", 2, "x")
if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "[[Chance de Statut]]", 2, "%")
end
end
--end of test code to fix tiberon prime comparison
if(hasAttack(Weapon1, "Normal") and hasAttack(Weapon2, "Normal") ) then
local Att1 = getAttack(Weapon1, "Normal")
local Att2 = getAttack(Weapon2, "Normal")
if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
if(dontHasAttack(Weapon1, "Charge")and dontHasAttack(Weapon2, "Charge") and dontHasAttack(Weapon1, "Secondary")and dontHasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
end
if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "base [[Chance de Coup Critique]]", 2, "%")
end
if(hasAttack(Weapon1, "Secondary")and hasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "primary [[Chance de Coup Critique]]", 2, "%")
end
end
if(dontHasAttack(Weapon1, "Charge")and dontHasAttack(Weapon2, "Charge") and dontHasAttack(Weapon1, "Secondary")and dontHasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", 2, "x")
end
if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "base [[Multiplicateur de Critique]]", 2, "x")
end
if(hasAttack(Weapon1, "Secondary")and hasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "primary [[Multiplicateur de Critique]]", 2, "x")
end
if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
if(dontHasAttack(Weapon1, "Charge")and dontHasAttack(Weapon2, "Charge") and dontHasAttack(Weapon1, "Secondary")and dontHasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "[[Chance de Statut]]", 2, "%")
end
if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "base [[Chance de Statut]]", 2, "%")
end
if(hasAttack(Weapon1, "Secondary")and hasAttack(Weapon2, "Secondary")) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "primary [[Chance de Statut]]", 2, "%")
end
end
result = result..buildCompareString(Att1.FireRate, Att2.FireRate, "[[Cadence de Tir]]", 2, " balle<s>/s")
--Handling Damage Falloff
if(Att1.Falloff ~= nil and Att2.Falloff == nil) then
result = result.."\n** "..Att1.Falloff.StartRange.."m - "..Att1.Falloff.EndRange.."m dégradation dégâts"
if(Att1.Falloff.Reduction ~= nil) then
result = result.." avec jusqu'à "..(Att1.Falloff.Reduction * 100).."% réduction dégâts"
end
elseif(Att2.Falloff ~= nil and Att1.Falloff == nil) then
result = result.."\n** No "..Att2.Falloff.StartRange.."m - "..Att2.Falloff.EndRange.."m damage falloff"
if(Att2.Falloff.Reduction ~= nil) then
result = result.." with up to "..(Att2.Falloff.Reduction * 100).."% réduction dégâts"
end
elseif(Att1.Falloff ~= nil and Att2.Falloff ~= nil) then
result = result..buildCompareString(Att1.Falloff.StartRange, Att2.Falloff.StartRange, "range before damage falloff starts", 2, "m", {"Longer", "Shorter"})
result = result..buildCompareString(Att1.Falloff.EndRange, Att2.Falloff.EndRange, "range before damage falloff ends", 2, "m", {"Longer", "Shorter"})
if(Att1.Falloff.Reduction ~= nil and Att2.Falloff.Reduction ~= nil) then
result = result..buildCompareString(Att1.Falloff.Reduction * 100, Att2.Falloff.Reduction * 100, "max damage reduction due to falloff", 2, "%", {"Plus grand", "Plus petit"})
end
end
end
result = result..buildCompareString(Weapon1.Magazine, Weapon2.Magazine, "chargeur", 0, " balle<s>", {"Plus gros", "Plus petit"})
result = result..buildCompareString(Weapon1.MaxAmmo, Weapon2.MaxAmmo, "Réserve de munition", 0, " balle<s>", {"", ""}, nil, {"plus grande", "plus petite"})
--If this is a weapon that regenerates ammo, flip the comparison
if (Weapon1.ReloadStyle ~= nil and Weapon1.ReloadStyle == "Regenerate") then
result = result..buildCompareString(Weapon1.Reload, Weapon2.Reload, "[[Rechargement]]", 2, " balle<s>/s", {"", ""}, nil, {"plus lent", "plus rapide"})
else
result = result..buildCompareString(Weapon1.Reload, Weapon2.Reload, "[[Rechargement]]", 2, " s", {"", ""}, nil, {"plus lent", "plus rapide"})
end
result = result..buildCompareString(Weapon1.Spool, Weapon2.Spool, "spool-up", 0, " balle<s>", {"Slower", "Faster"})
local Acc1 = getValue(Weapon1, "Accuracy")
local Acc2 = getValue(Weapon2, "Accuracy")
if(type(Acc1) == "number" and type(Acc2) == "number") then
result = result..buildCompareString(Acc1, Acc2, "[[Précision]]", 0, nil, {"Meilleure", "Moins bonne"})
end
--Handling Syndicate radial effects
if(Weapon1.SyndicateEffect ~= nil and Weapon2.SyndicateEffect == nil) then
result = result.."\n** Innate [["..Weapon1.SyndicateEffect.."]] effect"
elseif(Weapon2.SyndicateEffect ~= nil and Weapon1.SyndicateEffect == nil) then
result = result.."\n** Lack of an innate [["..Weapon2.SyndicateEffect.."]] effect"
elseif(Weapon1.SyndicateEffect ~= nil and Weapon2.SyndicateEffect ~= nil and Weapon1.SyndicateEffect ~= Weapon2.SyndicateEffect2) then
result = result.."\n** Different innate [[Syndicate Radial Effects|Syndicate Effect]]: [["..Weapon1.SyndicateEffect.."]] vs. [["..Weapon2.SyndicateEffect.."]]"
end
--Handling Polarities
local Pol1 = Weapon1.Polarities ~= nil and Weapon1.Polarities or {}
local Pol2 = Weapon2.Polarities ~= nil and Weapon2.Polarities or {}
local count1 = Shared.tableCount(Pol1)
local count2 = Shared.tableCount(Pol2)
local isDifferent = count1 ~= count2
if(not isDifferent and count1 > 0) then
table.sort(Pol1, function(x, y) return x < y end)
table.sort(Pol2, function(x, y) return x < y end)
for i, pol in pairs(Pol1) do
if(pol ~= Pol2[i]) then
isDifferent = true
end
end
end
if(isDifferent) then
result = result.."\n** Différentes polarités ("..p.GetPolarityString(Weapon1).." vs. "..p.GetPolarityString(Weapon2)..")"
end
result = result..buildCompareString(Weapon1.Mastery, Weapon2.Mastery, "[[Rang de Maîtrise]] requis", 0, nil, {"", ""}, nil, {"supérieur", "inférieur"})
return result
end
function buildMeleeComparisonString(Weapon1, Weapon2, Conclave)
local result = ""
if(Conclave) then
result = "* "..Weapon1.Name..", comparé au [[Conclave:"..Weapon2.Name.."|"..Weapon2.Name.."]]:"
else
result = "* "..Weapon1.Name..", comparé au [["..Weapon2.Name.."]]:"
end
local dmgString = ""
local Att1 = getAttack(Weapon1, "Normal")
local Att2 = getAttack(Weapon2, "Normal")
dmgString = dmgString..buildCompareString(GetDamage(Att1), GetDamage(Att2), "dégâts de base", {2, 1})
dmgString = dmgString..buildCompareString(Att1.Damage["Impact"], Att2.Damage["Impact"], " dégâts "..Icon._Proc("Impact", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
dmgString = dmgString..buildCompareString(Att1.Damage["Perforation"], Att2.Damage["Perforation"], " dégâts "..Icon._Proc("Perforation", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
dmgString = dmgString..buildCompareString(Att1.Damage["Tranchant"], Att2.Damage["Tranchant"], " dégâts "..Icon._Proc("Tranchant", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
if(string.len(dmgString) > 0 and GetDamage(Att1) == GetDamage(Att2)) then
dmgString = "\n**Dégâts de base équivalent, mais composition différente:"..dmgString
end
result = result..dmgString
if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
end
result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", {2, 1}, "x")
if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "[[Chance de Statut]]", 2, "%")
end
result = result..buildCompareString(Att1.FireRate, Att2.FireRate, "[[Vitesse d'Attaque]]", 2)
result = result..buildCompareString(Icon._Pol(Weapon1.StancePolarity), Icon._Pol(Weapon2.StancePolarity), "polarité de [[Posture]]", nil, nil, {"Différente", "Différente"})
result = result..buildCompareString(getValue(Weapon1, "ChannelMult", true), getValue(Weapon2, "ChannelMult", true), "Multiplicateur de Canalisation", 1, "x")
--Handling Polarities
local Pol1 = Weapon1.Polarities ~= nil and Weapon1.Polarities or {}
local Pol2 = Weapon2.Polarities ~= nil and Weapon2.Polarities or {}
local count1 = Shared.tableCount(Pol1)
local count2 = Shared.tableCount(Pol2)
local isDifferent = count1 ~= count2
if(not isDifferent and count1 > 0) then
table.sort(Pol1, function(x, y) return x < y end)
table.sort(Pol2, function(x, y) return x < y end)
for i, pol in pairs(Pol1) do
if(pol ~= Pol2[i]) then
isDifferent = true
end
end
end
if(isDifferent) then
result = result.."\n** Polarités différentes ("..p.GetPolarityString(Weapon1).." vs. "..p.GetPolarityString(Weapon2)..")"
end
result = result..buildCompareString(Weapon1.Mastery, Weapon2.Mastery, "[[Rang de Maîtrise]] requis", 0)
return result
end
function p.buildComparison(frame)
local WeapName1 = frame.args[1]
local WeapName2 = frame.args[2]
if(WeapName1 == nil or WeapName2 == nil) then
return '<span style="color:red">ERROR: Must compare two weapons</span>'
end
local Weapon1 = p.getWeapon(WeapName1)
if(Weapon1 == nil) then
return '<span style="color:red">ERROR: Could not find '..WeapName1..'</span>'
end
local Weapon2 = p.getWeapon(WeapName2)
if(Weapon2 == nil) then
return '<span style="color:red">ERROR: Could not find '..WeapName2..'</span>'
end
if(p.isMelee(Weapon1)) then
return buildMeleeComparisonString(Weapon1, Weapon2)--.."[[Category:Automatic Comparison]]"
else
return buildGunComparisonString(Weapon1, Weapon2)--.."[[Category:Automatic Comparison]]"
end
end
function p.buildConclaveComparison(frame)
local WeapName1 = frame.args[1]
local WeapName2 = frame.args[2]
if(WeapName1 == nil or WeapName2 == nil) then
return '<span style="color:red">ERROR: Must compare two weapons</span>'
end
local Weapon1 = p.getConclaveWeapon(WeapName1)
if(Weapon1 == nil) then
return '<span style="color:red">ERROR: Could not find '..WeapName1..'</span>'
end
local Weapon2 = p.getConclaveWeapon(WeapName2)
if(Weapon2 == nil) then
return '<span style="color:red">ERROR: Could not find '..WeapName2..'</span>'
end
if(p.isMelee(Weapon1)) then
return buildMeleeComparisonString(Weapon1, Weapon2, true)--.."[[Category:Automatic Comparison]]"
else
return buildGunComparisonString(Weapon1, Weapon2, true)--.."[[Category:Automatic Comparison]]"
end
end
function p.buildFamilyComparison(frame)
local WeapName = frame.args ~= nil and frame.args[1] or frame
if(WeapName == nil) then
return '<span style="color:red">ERROR: Must provide a Weapon name</span>'
end
local Weapon = p.getWeapon(WeapName)
if(Weapon == nil) then
return '<span style="color:red">ERROR: Could not find '..WeapName1..'</span>'
end
if(Weapon.Family == nil) then
return '<span style="color:red">ERROR: '..WeapName..' doesn\'t have a family</span>'
end
local relatives = getFamily(Weapon.Family)
local result = {}
for i, NewWeapon in pairs(relatives) do
if(WeapName ~= NewWeapon.Name) then
if(p.isMelee(NewWeapon)) then
table.insert(result, buildMeleeComparisonString(Weapon, NewWeapon))
else
table.insert(result, buildGunComparisonString(Weapon, NewWeapon))
end
end
end
return table.concat(result, "\n")
end
function p.buildAutoboxCategories(frame)
local WeapName = frame.args ~= nil and frame.args[1] or frame
local Weapon = p.getWeapon(WeapName)
local result = "[[Category:Armes]]"
if(Weapon == nil) then
return ""
elseif(Weapon.IgnoreCategories ~= nil and Weapon.IgnoreCategories) then
return ""
end
if(Weapon.Type ~= nil) then
if(Weapon.Type == "Arch-Mêlée") then
result = result.."[[Category:Arch-Mêlée]]"
elseif(Weapon.Type == "Arch-Fusil" or Weapon.Type == "Arch-Fusil (Atmosphère)") then
result = result.."[[Category:Arch-Fusil]]"
elseif(Weapon.Type == "Arch-Fusil (Atmosphere)") then
result = result
elseif(Weapon.Type == "Mêlée") then
result = result.."[[Category:Arme de Mêlée]]"
elseif(Weapon.Type == "Amplificateur") then
result = result
else
result = result.."[[Category: Arme "..Weapon.Type.."]]"
end
end
if(Weapon.Class ~= nil) then
result = result.."[[Category:"..Weapon.Class.."]]"
end
local augments = getAugments(Weapon)
if(Shared.tableCount(augments) > 0) then
result = result.."[[Category:Arme d'Augment]]"
end
if(HasTrait(Weapon, "Prime")) then
result = result.."[[Category:Prime]]"
if(HasTrait(Weapon, "Never Vaulted")) then
result = result.."[[Category:Never Vaulted]]"
elseif(HasTrait(Weapon, "Vaulted")) then
result = result.."[[Category:Vaulted]]"
end
end
if(HasTrait(Weapon, "Grineer")) then
result = result.."[[Category:Armes Grineer]]"
elseif(HasTrait(Weapon, "Corpus")) then
result = result.."[[Category:Armes Corpus]]"
elseif(HasTrait(Weapon, "Infesté")) then
result = result.."[[Category:Armes Infesté]]"
elseif(HasTrait(Weapon, "Tenno")) then
result = result.."[[Category:Armes Tenno]]"
end
local attack = nil
if(hasAttack(Weapon, "Normal")) then
attack = getAttack(Weapon, "Normal")
elseif(hasAttack(Weapon, "Charge")) then
attack = getAttack(Weapon, "Charge")
end
if(attack ~= nil) then
local bestPercent, bestElement = GetDamageBias(attack)
if(bestElement == "Impact" or bestElement == "Perforation" or bestElement == "Tranchant") then
if(bestPercent > .38) then
result = result.."[[Category:Arme de Type "..bestElement.."]]"
else
result = result.."[[Category:Arme de Type Equilibré]]"
end
end
for key, value in Shared.skpairs(attack.Damage) do
if(key ~= "Impact" and key ~= "Perforation" and key ~= "Tranchant") then
result = result.."[[Category:Arme de Type "..key.."]]"
end
end
end
if(hasAttack(Weapon, "Secondaire")) then
result = result.."[[Category:Weapons with Alt Fire]]"
end
return result
end
function p.buildAugmentTable(frame)
local result = ""
result = result..'\n{|class="listtable sortable" style="width:100%;"'
result = result..'\n|-'
result = result..'\n! Nom'
result = result..'\n! Catégorie'
result = result..'\n! Source'
result = result..'\n! Arme'
for i, Augment in pairs(WeaponData["Augments"]) do
local thisStr = "\n|-"
thisStr = thisStr.."\n| <span class=\"mod-tooltip\" data-param=\""..Augment.Name.."\" style=\"white-space:pre\">[["..Augment.Name.."]]</span>" --span class = displays the mod tooltip in the table on hover.
thisStr = thisStr.."\n| "..Augment.Category
thisStr = thisStr.."\n| [["..Augment.Source.."]]"
thisStr = thisStr.."\n| "
for i, weap in pairs(Augment.Weapons) do
if(i>1) then thisStr = thisStr.."<br/>" end
thisStr = thisStr.."[["..weap.."]]"
end
result = result..thisStr
end
result = result..'\n|}'
return result
end
function noNil(val, default)
if(val ~= nil) then
return val
else
if(default ~= nil) then
return default
else
return ""
end
end
end
function p.buildDamageTypeTable(frame)
local DamageType = frame.args ~= nil and frame.args[1] or frame
local Weapons = {}
local WeapArray = p.getWeapons(function(x)
local Dmg, Element
if (hasAttack(x, "Normal")) then
Dmg, Element = GetDamageBias(getAttack(x, "Normal"), true)
elseif(hasAttack(x, "Charge")) then
Dmg, Element = GetDamageBias(getAttack(x, "Charge"), true)
else
return false
end
return Element == DamageType end)
local procString = Icon._Proc(DamageType,'text')
local procShort = Icon._Proc(DamageType)
local result = ""
local tHeader = '{|class = "listtable sortable" style="margin:auto;"'
tHeader = tHeader..'\n|-'
tHeader = tHeader..'\n!Name'
tHeader = tHeader..'\n!Type'
tHeader = tHeader..'\n!Class'
tHeader = tHeader..'\n!'..procString
tHeader = tHeader..'\n!'..procShort..'%'
local tRows = ""
for i, Weapon in pairs(WeapArray) do
local thisRow = '\n|-\n|'
thisRow = thisRow.."|[["..Weapon.Name.."]]||"..Weapon.Type.."|| "..getValue(Weapon, "Class", true, true)
if(hasAttack(Weapon, "Normal")) then
local tempBias = getValue(Weapon, {"Normal", "DamageBias"}, true)
local tempBiasStripped = string.match(tempBias,"(%d*)%%")
thisRow = thisRow.."||"..getValue(Weapon, {"Normal", DamageType}).."||".."data-sort-value="..tempBiasStripped.."|"..tempBias
elseif(hasAttack(Weapon, "Charge")) then
local tempBias = getValue(Weapon, {"Charge", "DamageBias"}, true)
local tempBiasStripped = string.match(tempBias,"(%d*)%%")
thisRow = thisRow.."||"..getValue(Weapon, {"Charge", DamageType}).."||".."data-sort-value="..tempBiasStripped.."|"..tempBias
end
tRows = tRows..thisRow
end
result = tHeader..tRows.."\n|}"
return result
end
function p.buildWeaponByMasteryRank(frame)
local MasteryRank
local MRTable = {}
for i, Weapon in Shared.skpairs(WeaponData["Weapons"]) do
if(Weapon.Mastery ~= nil) then
if(MRTable[Weapon.Mastery] == nil) then
MRTable[Weapon.Mastery] = {}
end
if(MRTable[Weapon.Mastery][Weapon.Type] == nil) then
MRTable[Weapon.Mastery][Weapon.Type] = {}
end
table.insert(MRTable[Weapon.Mastery][Weapon.Type], Weapon)
end
end
local result = ""
for i, TypeTable in Shared.skpairs(MRTable) do
local thisTable = "\n==Mastery Rank "..i.." Required=="
if(i == 0) then
thisTable = "==No Mastery Rank Required=="
end
thisTable = thisTable..'\n{| style="width:80%;margin:auto"'
thisTable = thisTable..'\n|-\n| style="vertical-align:top;width:33%;" |'
if(TypeTable["Primary"] ~= nil and Shared.tableCount(TypeTable["Primary"]) > 0) then
thisTable = thisTable.."\n===Primary==="
local tempList = p.shortLinkList(TypeTable["Primary"])
for i, text in pairs(tempList) do
thisTable = thisTable.."\n* "..text
end
end
thisTable = thisTable..'\n| style="vertical-align:top;width:33%;" |'
if(TypeTable["Secondary"] ~= nil and Shared.tableCount(TypeTable["Secondary"]) > 0) then
thisTable = thisTable.."\n===Secondary==="
local tempList = p.shortLinkList(TypeTable["Secondary"])
for i, text in pairs(tempList) do
thisTable = thisTable.."\n* "..text
end
end
thisTable = thisTable..'\n| style="vertical-align:top;width:33%;" |'
if(TypeTable["Mêlée"] ~= nil and Shared.tableCount(TypeTable["Mêlée"]) > 0) then
thisTable = thisTable.."\n===Melee==="
local tempList = p.shortLinkList(TypeTable["Mêlée"])
for i, text in pairs(tempList) do
thisTable = thisTable.."\n* "..text
end
end
thisTable = thisTable.."\n|}"
result = result..thisTable
end
return result
end
function p.getMasteryShortList(frame)
local WeaponType = frame.args[1]
local MasteryRank = tonumber(frame.args[2])
local weapArray = p.getWeapons(function(x)
if(x.Type ~= nil and x.Mastery ~= nil) then
return x.Type == WeaponType and x.Mastery == MasteryRank
else
return false
end
end)
local result = ""
local shortList = p.shortLinkList(weapArray)
for i, pair in Shared.skpairs(shortList) do
if(string.len(result) > 0) then result = result.." • " end
result = result..pair
end
return result
end
function p.getRivenDispositionList(frame)
local WeaponType = frame.args[1]
local Disposition = tonumber(frame.args[2])
local weapArray = p.getWeapons(function(x)
if(x.Type ~= nil and x.Disposition ~= nil) then
return (string.upper(WeaponType) == "ALL" or x.Type == WeaponType) and x.Disposition == Disposition
else
return false
end
end)
local result = ""
local shortList = p.shortLinkList(weapArray)
for i, pair in Shared.skpairs(shortList) do
result = result..'\n* '..pair
end
return result
end
function p.getRivenDispositionTable(frame)
local WeaponType = frame.args[1]
local result = '{| class="article-table" border="0" cellpadding="1" cellspacing="1" style="width: 100%"'
result = result..'\n|-'
for i = 5, 1, -1 do
if (i == 5) then j = 1.5
elseif (i == 4) then j = 1.3
elseif (i == 3) then j = 1.1
elseif (i == 2) then j = 0.89
else j = 0.69 end
result = result..'\n! scope="col" style="text-align:center;"|'..Icon._Dis(j)
end
result = result..'\n|-'
for i = 5, 1, -1 do
result = result..'\n| style="vertical-align:top" |'
if (i == 5) then
for j = 1550, 1301, -1 do
result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
elseif (i == 4) then
for j = 1300, 1101, -1 do
result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
elseif (i == 3) then
for j = 1100, 900, -1 do
result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
elseif (i == 2) then
for j = 899, 700, -1 do
result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
else
for j = 699, 500, -1 do
result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
end
end
result = result..'\n|}'
return result
end
function p.getConclaveList(frame)
local WeaponType = frame.args[1]
local weapArray = p.getWeapons(function(x)
if(x.Type ~= nil and x.Conclave ~= nil) then
return x.Type == WeaponType and x.Conclave
else
return false
end
end)
local result = ""
local shortList = p.shortLinkList(weapArray)
for i, pair in Shared.skpairs(shortList) do
result = result..'\n* '..pair
end
return result
end
--Runs a bunch of things to quickly check if anything broke
function p.checkForBugs(frame)
return p.buildComparison({args = {"Lato", "Lato Prime"}})..p.buildComparison({args = {"Glaive", "Glaive Prime"}})..p.getMeleeComparisonTable({})..p.getSecondaryComparisonTable({})
end
function p.checkElements(frame)
local result = "wyrd"
for key, theWeap in Shared.skpairs(WeaponData["Weapons"]) do
for attName, Attack in p.attackLoop(theWeap) do
local elementCount = 0
if(Attack.Damage ~= nil) then
for element, dmg in Shared.skpairs(Attack.Damage) do
if(not Shared.contains(Physical, element)) then
elementCount = elementCount + 1
end
end
else
result = result.."\n"..key.." attempted to loop the "..attName.." attack"
end
if(elementCount > 1) then
result = result.."\n"..key.." has "..elementCount.." elements in its "..attName.." attack"
end
end
end
return result
end
function p.checkForMissingData(frame)
local result = ""
for key, weapon in Shared.skpairs(WeaponData["Weapons"]) do
if(weapon.Name == nil) then
result = result.."\n"..key.." does not have a Name"
end
if(weapon.Image == nil) then
result = result.."\n"..key.." does not have an Image"
end
if(weapon.Mastery == nil) then
result = result.."\n"..key.." does not have Mastery"
end
if(weapon.Disposition == nil and p.isArchwing(weapon) == nil) then
result = result.."\n"..key.." does not have Disposition"
end
if(weapon.Type == nil) then
result = result.."\n"..key.." does not have a Type"
end
if(weapon.Class == nil and p.isArchwing(weapon) == nil) then
result = result.."\n"..key.." does not have a Class"
end
if(weapon.NormalAttack ~= nil and weapon.NormalAttack.Damage == nil) then
result = result.."\n"..key.." does not do Normal Attacks"
end
end
if (result == "") then
result = "All weapons complete based on this test"
end
return result
end
function p.buildTunaWeaponTable(frame)
local Category = frame.args ~= nil and frame.args[1] or frame
local Weapons = p.getWeapons( function(x)
return getValue(x, "Type", true) == Category
end)
local result = '{| style="margin:auto;text-align:center;"'
local i = 0
for key, Weapon in Shared.skpairs(Weapons) do
i = i + 1
local theImage = Weapon.Image ~= nil and Weapon.Image or "Panel.png"
if((i - 1) % 7 == 0) then
result = result..'\n|-'
end
result = result..'\n| style="width:85px" |[[File:'..Weapon.Name..'.png|70px]]'
end
result = result..'\n|}'
return result
end
-- and we are back... new table building functions !
local function BuildCompRow(Head, Weapon, UseCompDisplay)
--User:Falterfire 6/12/18 - Adding new Comparison Display functionality
-- Toggled with a variable, which is false if not specified
if UseCompDisplay == nil then UseCompDisplay = false end
local styleString = ""--"border: 1px solid lightgray;"
local td = ''
local result = ''
local ValNameZ = nil
local ValName = nil
--User:Faltefire 6/12/18 - By default, use old version of code
if not UseCompDisplay or Weapon.ComparisonDisplay == nil then
local attName = ""
if(hasAttack(Weapon, "Charge")) then
attName = "Charge"
elseif(hasAttack(Weapon, "Normal")) then
attName = "Normal"
else
return ""
end
result = '\n|-\n|'
for i, Hline in ipairs(Head) do
ValName = Hline[1]
local isName = false
if(type(ValName) == "table" and ValName[1]=="default") then
ValName = {attName, ValName[2]}
elseif(type(ValName) == "table") then
ValName = {ValName[1], ValName[2]}
else
isName = string.upper(ValName) == "NAME"
end
if(i == 1) then td = '' else td='||' end
--Override pour le nom et link correctement
if(getValue(Weapon, ValName)~=nil) then
--Replace the default name with the name from ComparisonDisplay
if isName then
local weapName = getValue(Weapon, ValName)
local weapLink = p._getLink(weapName, Weapon)
result = result..td..'style="'..styleString..'"|[['..weapLink..'|'..weapName..']]'
elseif(Hline[2]) then
--Add a data sort value if requested
result = result..td..'data-sort-value="'..getValue(Weapon, ValName)..'" style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
else
result = result..td..'style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
end
else
result = result..td..'style = "'..styleString..'"|'.."N/A"
end
end
else
--User:Faltefire 6/12/18 - Swap to new version if ComparisonDisplay is set for this weapon and UseCompDisplay is true
for i, row in pairs(Weapon.ComparisonDisplay) do
local attCount = Shared.tableCount(row.Attacks)
if attCount > 0 then
local rowText = '\n|-\n|'
local attName = row.Attacks[1]
for j, Hline in ipairs(Head) do
ValName = Hline[1]
local KeyName = ''
--If we're using the ComparisonDisplay, we're overriding the attempt to shunt to a different attack
--So always use attName + ValName, with one two exceptions: Damage and Name are overridden
if(type(ValName) == "table") then
ValName = {attName, ValName[2]}
KeyName = string.upper(ValName[2])
else
KeyName = string.upper(ValName)
end
if(j == 1) then td = '' else td='||' end
if KeyName == 'NAME' then
local rowName = string.gsub(row.Name, "%[NAME%]", Weapon.Name)
--Replace the default name with the name from ComparisonDisplay
rowText = rowText..td..'style="'..styleString..'"|[['..rowName..'|'..rowName..']]'
elseif KeyName == 'DAMAGE' then
--For damage, go with the listed attack
if attCount == 1 then
rowText = rowText..td..'data-sort-value="'..getValue(Weapon, {attName, "Damage"})..'" style="'..styleString..'"|'..getValue(Weapon, {attName, "Damage"}, true, true, true)
else
--If multiple attacks are listed, show the combined damage
local attDmg = 0
for k, att in pairs(row.Attacks) do
mw.log(att)
attDmg = attDmg + getValue(Weapon, {att, "Damage"})
end
rowText = rowText..td..'data-sort-value="'..attDmg..'" style="'..styleString..'"|'..attDmg
end
else
if(getValue(Weapon, ValName) ~= nil) then
--Add a data sort value if requested
if(Hline[2]) then
rowText = rowText..td..'data-sort-value="'..getValue(Weapon, ValName)..'" style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
else
rowText = rowText..td..'style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
end
else
rowText = rowText..td..'style = "'..styleString..'"|'.."N/A"
end
end
end
result = result..rowText
end
end
end
return result
end
local function BuildCompTable(Head, Weapons, UseCompDisplay)
local styleString = "border: 1px solid black;border-collapse: collapse;"
local tHeader = ""
tHeader = tHeader..'\n{| cellpadding="1" cellspacing="0" class="listtable sortable" style="font-size:11px;"'
for i, Hline in ipairs(Head) do
if(Hline[2] == true) then
tHeader = tHeader..'\n! data-sort-type="number" style="'..styleString..'"|'..Hline[3]..''
else
tHeader = tHeader..'\n! style="'..styleString..'"|'..Hline[3]..''
end
end
-- mw.log(tHeader)
local tRows = ""
for i, Weap in pairs(Weapons) do
rowStr = BuildCompRow(Head, Weap, UseCompDisplay)
tRows = tRows..rowStr
end
-- mw.log(tRows)
return tHeader..tRows.."\n|}"--[[Category:Automatic Comparison Table]]
end
function p.getCompTableGuns(frame)
local Catt = frame.args ~= nil and frame.args[1]
local Type = frame.args ~= nil and frame.args[2] or nil
if(Type == "All") then Type = nil end
local WeapArray = {}
if(Catt == "Principale") then WeapArray = p.getWeapons(function(x)
if(getValue(x, "Type", true) == "Principale") then
if(Type ~= nil) then return getPrimaryCategory(x) == Type else return true end
end
return false
end)
elseif(Catt == "Secondaire") then WeapArray = p.getWeapons(function(x)
if(getValue(x, "Type", true) == "Secondaire") then
if(Type ~= nil) then return getSecondaryCategory(x) == Type else return true end
end
return false
end)
elseif(Catt == "Robotique") then WeapArray = p.getWeapons(function(x)
return getValue(x, "Type", true) == "Robotique"
end)
else return "\n Error : Wrong Class (use Principale, Secondaire, or Robotique) [[Category:Invalid Comp Table]]"
end
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{"Trigger",false,"Mode de Tir"})
table.insert(Head,{{"default","Damage"},true,"[[Dégâts]]"})
table.insert(Head,{{"default", "CritChance"},true,"[[Chance de Coup Critique|Chance Crit.]]"})
table.insert(Head,{{"default", "CritMultiplier"},true,"[[Multiplicateur de Critique|Multiplicateur de Crit.]]"})
table.insert(Head,{{"default", "StatusChance"},true,"[[Chance de Statut]]"})
table.insert(Head,{{"default","BulletType"},false,"Type de Projectile"})
table.insert(Head,{{"default", "FireRate"},true,"[[Cadence de Tir]]"})
table.insert(Head,{"Magazine",true,"[[Munitions#Capacité du Chargeur|Taille Chargeur]]"})
table.insert(Head,{"Reload",true,"[[Rechargement|Tmps. Rechargement]]"})
table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
table.insert(Head,{"Disposition",true,"[[Mod Riven#Disposition|Disposition]]"})
return BuildCompTable(Head, WeapArray, true)
end
function p.getCompTableConclaveGuns(frame)
local Catt = frame.args ~= nil and frame.args[1]
local Type = frame.args ~= nil and frame.args[2] or nil
if(Type == "All") then Type = nil end
local WeapArray = {}
if(Catt == "Principale") then WeapArray = p.getConclaveWeapons(function(x)
if((getValue(x, "Type", true) == "Principale") and (getValue(x, "Conclave", true) == true)) then
if(Type ~= nil) then return getPrimaryCategory(x) == Type else return true end
end
return false
end)
elseif(Catt == "Secondaire") then WeapArray = p.getConclaveWeapons(function(x)
if((getValue(x, "Type", true) == "Secondaire") and (getValue(x, "Conclave", true) == true)) then
if(Type ~= nil) then return getSecondaryCategory(x) == Type else return true end
end
return false
end)
else return "\n Error : Wrong Class (use Principale or Secondaire) [[Category:Invalid Comp Table]]"
end
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{"Trigger",false,"[[Fire Rate|Trigger Type]]"})
table.insert(Head,{{"default","Damage"},true,"[[Dégâts]]"})
table.insert(Head,{"HeadshotMultiplier",true,"HS Multiplier"})
table.insert(Head,{{"default","BulletType"},false,"Projectile Type"})
table.insert(Head,{"FireRate",true,"[[Fire Rate]]"})
table.insert(Head,{"Magazine",true,"[[Munitions#Magazine Capacity|Magazine Size]]"})
table.insert(Head,{"Reload",true,"[[Reload Speed|Reload Time]]"})
table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
return BuildCompTable(Head,WeapArray)
end
function p.getCompTableArchGuns(frame)
local ArchType="Arch-Fusil"
if (frame.args ~= nil) then
if (frame.args[1] == "Arch-Fusil (Atmosphère)") then
ArchType="Arch-Fusil (Atmosphère)"
end
end
local WeapArray = {}
WeapArray = p.getWeapons(function(x)
return getValue(x, "Type", true) == ArchType
end)
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{"Trigger",false,"Mode de Tir"})
table.insert(Head,{{"default","Damage"},true,"[[Dégâts]]"})
table.insert(Head,{"CritChance",true,"[[Chance de Coup Critique]]"})
table.insert(Head,{"CritMultiplier",true,"[[Multiplicateur de Critique|Multiplicateur de Crit.]]"})
table.insert(Head,{"StatusChance",true,"[[Chance de Statut]]"})
table.insert(Head,{{"default","BulletType"},false,"Type de Projectile"})
table.insert(Head,{"FireRate",true,"[[Cadence de Tir]]"})
table.insert(Head,{"Magazine",true,"[[Ammo#Magazine Capacity|Taille Chargeur]]"})
table.insert(Head,{"Reload",true,"[[Vitesse de Rechargement]]"})
table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
return BuildCompTable(Head,WeapArray)
end
function p.getCompTableMelees(frame)
--Changed formatting, now only takes type since only class handled is Melee
--Keeping old formatting to avoid breaking pages
local Type = frame.args ~= nil and frame.args[2] or nil
if(Type == nil) then Type = frame.args ~= nil and frame.args[1] or nil end
if(Type == "All") then Type = nil end
local WeapArray = {}
WeapArray = getMeleeWeapons(Type)
local addClass = Type == nil or Shared.contains(Type, ",")
local Head={{"Name",false,"Nom"}}
-- better if Name is always the first column !!!
table.insert(Head,{"Class",false,"Type"})
table.insert(Head,{{"Normal","Damage"},true,"[[Dégâts|Normal]]"})
table.insert(Head,{"SlideAttack",true,"[[Mêlée#Attaque Glissée|Glissée]]"})
table.insert(Head,{{"default","FireRate"},true,"[[Vitesse d'Attaque]]"})
table.insert(Head,{"CritChance",true,"[[Chance de Coup Critique|Chance Crit.]]"})
table.insert(Head,{"CritMultiplier",true,"[[Multiplicateur de Critique|Multiplicateur Crit.]]"})
table.insert(Head,{"StatusChance",true,"[[Chance de Statut]]"})
table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
table.insert(Head,{"STANCEPOLARITY",false,"[[Posture]]"})
table.insert(Head,{"Disposition",true,"[[Mod Riven#Disposition|Disposition]]"})
for k, v in pairs(Head[1]) do mw.log(k, v) end
return BuildCompTable(Head,WeapArray)
end
--As above, but for conclave
function p.getCompTableConclaveMelees(frame)
local Type = frame.args ~= nil and frame.args[1] or nil
if(Type == "All") then Type = nil end
local WeapArray = {}
WeapArray = getConclaveMeleeWeapons(Type)
local addClass = Type == nil or Shared.contains(Type, ",")
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{"Class",false,"Type"})
table.insert(Head,{{"Normal","Damage"},true,"[[Dégâts|Normal]]"})
table.insert(Head,{"SlideAttack",true,"[[Mêlée#Attaque Glissée|Glissée]]"})
table.insert(Head,{{"default","FireRate"},true,"[[Vitesse d'Attaque]]"})
table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
table.insert(Head,{"STANCEPOLARITY",false,"[[Posture]]"})
for k, v in pairs(Head[1]) do mw.log(k, v) end
return BuildCompTable(Head,WeapArray)
end
function p.getCompTableArchMelees(frame)
local WeapArray = {}
WeapArray = p.getWeapons(function(x)
return getValue(x, "Type", true) == "Arch-Mêlée"
end)
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{{"Normal","Damage"},true,"[[Dégâts|Normal]]"})
table.insert(Head,{"SlideAttack",true,"[[Mêlée#Attaque Glissée|Glissée]]"})
table.insert(Head,{{"default","FireRate"},true,"[[Vitesse d'Attaque]]"})
table.insert(Head,{"CritChance",true,"[[Chance de Coup Critique|Chance de Crit.]]"})
table.insert(Head,{"CritMultiplier",true,"[[Multiplicateur de Critique|Multiplicateur de Crit.]]"})
table.insert(Head,{"StatusChance",true,"[[Chance de Statut]]"})
table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
for k, v in pairs(Head[1]) do mw.log(k, v) end
return BuildCompTable(Head,WeapArray)
end
function p.getCompTableSpeedGuns(frame)
local Catt = frame.args ~= nil and frame.args[1]
local Type = frame.args ~= nil and frame.args[2] or nil
if(Type == "All") then Type = nil end
local WeapArray = {}
if(Catt == "Principale") then WeapArray = p.getWeapons(function(x)
if(getValue(x, "Type", true) == "Principale") then
if(Type ~= nil) then return getPrimaryCategory(x) == Type else return true end
end
return false
end)
elseif(Catt == "Secondaire") then WeapArray = p.getWeapons(function(x)
if(getValue(x, "Type", true) == "Secondaire") then
if(Type ~= nil) then return getSecondaryCategory(x) == Type else return true end
end
return false
end)
elseif(Catt == "Robotique") then WeapArray = p.getWeapons(function(x)
return getValue(x, "Type", true) == "Robotique"
end)
elseif(Catt == "Arch-Fusil") then WeapArray = p.getWeapons(function(x)
return getValue(x, "Type", true) == "Arch-Fusil"
end)
else return "\n Erreur : Mauvaise Class (utilisez Principale, Secondaire, Robotique, ou Arch-Fusil) [[Category:Invalid Comp Table]]"
end
-- special sorting for projectile weapons
local WeapArray2 = {}
for k, Weapon in ipairs(WeapArray) do
local attName = ""
if(hasAttack(Weapon, "Charge")) then
attName = "Charge"
elseif(hasAttack(Weapon, "Normal")) then
attName = "Normal"
else
return ""
end
if(getValue(Weapon,{attName, "BulletType"}, false) == "Projectile") then
table.insert(WeapArray2, Weapon)
elseif(getValue(Weapon,{"Area", "BulletType"}, false) == "Projectile") then
table.insert(WeapArray2, Weapon)
elseif(getValue(Weapon,{"Secondaire", "BulletType"}, false) == "Projectile") then
table.insert(WeapArray2, Weapon)
elseif (getValue(Weapon,{attName, "BulletType"}, false) == "Thrown") then
table.insert(WeapArray2, Weapon)
end
end
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{"Class",false,"Type"})
table.insert(Head,{{"Normal","PROJECTILESPEED"},true,"Flight Speed"})
table.insert(Head,{{"Charge","PROJECTILESPEED"},true,"Charge Flight Speed"})
table.insert(Head,{"SPECIALFSPEED",true,"Alt-Fire / Special"})
return BuildCompTable(Head,WeapArray2)
end
function p.getCompTableSpeedMelees(frame)
local Catt = frame.args ~= nil and frame.args[1]
local Type = frame.args ~= nil and frame.args[2] or nil
if(Type == "Tous") then Type = nil end
local WeapArray = {}
if(Catt == "Mêlée") then WeapArray = getMeleeWeapons(Type)
local addClass = Type == nil or Shared.contains(Type, ",")
elseif(Catt == "Arch-Mêlée") then WeapArray = p.getWeapons(function(x)
return getValue(x, "Type", true) == "Arch-Mêlée"
end)
else return "\n Error : Wrong Class (use Melee or Arch-Melee) [[Category:Invalid Comp Table]]"
end
-- special sorting for projectile weapons ONLY WORKS FOR GLAIVE TYPE MELEE WEAPONS !!!
local WeapArray2 = {}
for k, Weapon in ipairs(WeapArray) do
if (getValue(Weapon,{"Normal", "BulletType"}, false) == "Thrown") then
table.insert(WeapArray2, Weapon)
end
end
local Head={{"Name",false,"Name"}}
-- better if Name is always the first column !!!
table.insert(Head,{{"Normal","PROJECTILESPEED"},true,"Flight Speed"})
table.insert(Head,{"SPECIALFSPEED",true,"Special"})
return BuildCompTable(Head,WeapArray2)
end
function p.weaponTooltipText(frame)
local weapName = frame.args ~= nil and frame.args[1]
local newName = frame.args[2]
local conclave = frame.args["Conclave"] == "true" and true
local iconless = frame.args["Iconless"] == "true" and true
return p._weaponTooltipText(weapName, newName, conclave, iconless)
end
function p._weaponTooltipText(weapName, newName, conclave, iconless)
if(conclave == nil) then
conlave = false
end
if(iconless == nil) then
iconless = false
end
local conclaveParam = ''
local linkText = ''
local namespace = ''
if newName == '' then
newName = nil
end
local weap = checkWeapon(weap, weapName, conclave)
if weap == nil and conclave == true then
weap = checkWeapon(weap, weapName)
end
if weap ~= nil or weapName == "Épées Versatiles Sombres" then
local link = p._getLink(weapName, weap)
if conclave == true then
conclaveParam = ' data-param2="true"'
if weapName == "Épées Versatiles Sombres" then
namespace = 'Conclave:'
elseif weap.Conclave == true then
namespace = 'Conclave:'
end
end
if link and newName ~= nil then
linkText = '[['..namespace..link..'|'..newName..']]'
elseif newName ~= nil then
linkText = '[['..namespace..weapName..'|'..newName..']]'
elseif link == weapName then
linkText = '[['..namespace..link..'|'..link..']]'
elseif link then
linkText = '[['..namespace..link..'|'..weapName..']]'
else
linkText = '[['..namespace..weapName..'|'..weapName..']]'
end
if link ~= false and iconless ~= true then
local image = getValue(weap,"Image",true)
return '<span class="weapon-tooltip" data-param="'..weapName..'"'..conclaveParam..' style="white-space:pre">'..linkText..' [[File:'..image..'|x19px|link='..namespace..link..']]</span>'
elseif link ~= false then
return '<span class="weapon-tooltip" data-param="'..weapName..'"'..conclaveParam..' style="white-space:pre">'..linkText..'</span>'
else
return '<span style="color:red;">{{[[Template:Weapon|Weapon]]}}</span> "'..weapName..'" not found[[Category:Tooltip Error]]'
end
else
return '<span style="color:red;">{{[[Template:Weapon|Weapon]]}}</span> "'..weapName..'" not found[[Category:Tooltip Error]]'
end
end
function p.weaponTooltip(frame)
local weapName = frame.args ~= nil and frame.args[1]
local conclave = frame.args[2] == "true" and true
--there's no "Dark Split-Sword" in m:weapons/data -> setting name to dual sword variant
if weapName == 'Épées Versatiles Sombres' then
weapName = 'Épées Versatiles Sombres (Doubles Épées)'
end
local A2Name = nil
local A2Value = nil
local C1Name = nil
local C1Value = nil
local C1Toggle = nil
local C2Name = nil
local C2Value = nil
local D1Name = nil
local D1Value = nil
local D1Value2 = nil
local titleText = ''
local hasCharged = false
local attackType = 'Normal'
local attack = nil
local attackText = ''
local space = ' '
local attackBiasText = ''
if weapName == nil then
return nil
end
local Weapon = nil
local cAvailability = false
if conclave then
Weapon = p.getConclaveWeapon(weapName)
if Weapon ~= nil then
cAvailability = getValue(Weapon, "Conclave", true, false, false)
end
if not cAvailability then
Weapon = p.getWeapon(weapName)
end
else
Weapon = p.getWeapon(weapName)
end
local conclaveNotice = ''
if conclave and cAvailability == false then
conclaveNotice = '\n{| class="Data" style="font-size:10px; white-space:normal;"\n|-\n|Note: Non disponible en Conclave, displaying Cooperative stats and Cooperative Link.\n|}'
end
if Weapon == nil then
return 'L\'arme '..weapName..' n\'a pas été trouvée.'
end
local function Value(valueName, asString, forTable, giveDefault)
--note that the three last parameters aren't in the same order in functions "Value" and "getValue"
if(asString == nil) then asString = false end
if(forTable == nil) then forTable = false end
if(giveDefault == nil) then giveDefault = true end
return getValue(Weapon, valueName, giveDefault, asString, forTable)
end
local function whitePols(valueName)
local pols = Value(valueName)
local polIcon = ''
if type(pols) == "table" then
local i = 0
if pols[1] == nil then
polIcon = 'Aucune'
return polIcon
else
while pols[i+1] ~= nil do
i = i + 1
end
for j = 1, i do
polIcon = polIcon..Icon._Pol(pols[j],'white','x16')
end
return polIcon
end
elseif pols ~= nil and type(pols) == "string" and pols ~= "Aucune" then
return Icon._Pol(pols,'white','x16')
end
return 'Aucune'
end
--for weapons which have no max ammo
local ammoException = nil
if Value("MaxAmmo") == nil then
ammoException = true
end
local isMelee = p.isMelee(Weapon) == "yes"
local chargedExceptions = {"Tiberon Prime", "Kohm", "Kohmak", "Twin Kohmak", "Stug"} -- weapons which have a charged attack but normal attack values are used for the tooltip
local secondaryExceptions = {"Penta", "Carmine Penta", "Secura Penta"}
local areaExceptions = {"Ogris", "Zarr", "Tonkor", "Kulstar", "Angstrum", "Prisma Angstrum"}
local secondaryAreaExceptions ={"Lenz"}
if isMelee ~= true then
if Shared.contains(chargedExceptions, weapName) ~= true and Value({"Charge","AttackName"}) ~= nil then
hasCharged = true
attackType = 'Charge'
end
if Shared.contains(secondaryExceptions, weapName) then
attackType = 'Secondary'
elseif Shared.contains(areaExceptions, weapName) then
attackType = 'Area'
elseif Shared.contains(secondaryAreaExceptions, weapName) then
attackType = 'SecondaryArea'
end
end
attack = getAttack(Weapon, attackType)
local count = 0
for type, dmg in Shared.skpairs(attack.Damage) do
if count == 0 then
attackText = '\n| style=\"padding-right:2px;\" |'..Icon._Proc(type,'','white','x16')..space..dmg
count = count + 1
else
attackText = attackText..'|| style=\"padding-right:4px;\" |'..Icon._Proc(type,'','white','x16')..space..dmg
end
end
if(hasMultipleTypes(attack)) then
attackBiasText = '\n| colspan=4 |'..GetDamageString(attack, nil).." ("..GetDamageBiasString(attack,nil,'',nil,'white','x16')..")"
end
local mRankIcon = ''
local mRank = Value("Mastery",false,false,false)
local mRankIconLoc = 'top:4px; left:9.5px;'
if mRank then
if string.len(mRank) >= 2 then
mRankIconLoc = 'top:4px; left:5px;'
end
mRankIcon = '<div style="position:absolute;top:6px; left:4px; color:white; font-size:16px; font-weight:bold; text-shadow: 0 0 1px #0D1B1C, 0 0 4px #0D1B1C, 1px 1px 2px #0D1B1C, -1px 1px 2px #0D1B1C, 1px -1px 2px #0D1B1C, -1px -1px 2px #0D1B1C;">[[File:MasteryAffinity64.png|28px]]<div style="position:absolute;'..mRankIconLoc..'">'..mRank..'</div></div>'
end
local dispoIcon = ''
local dispoVal = Value("Disposition5",false,false,false)
if dispoVal then
dispoIcon = '<div style="position:absolute;top:6px; right:4px; color:white; font-size:16px; font-weight:bold; text-shadow: 0 0 1px #0D1B1C, 0 0 4px #0D1B1C, 1px 1px 2px #0D1B1C, -1px 1px 2px #0D1B1C, 1px -1px 2px #0D1B1C, -1px -1px 2px #0D1B1C;">[[File:RivenIcon64.png|28px]]<div style="position:absolute;top:3.5px; right:9.5px;">'..dispoVal..'</div></div>'
end
if isMelee == true then
A2Name = 'Type'
A2Value = 'Class'
C1Name = 'Vitesse Atq.'
C1Value = 'FireRate'
C1Toggle = true
C2Name = 'Atq. Glissade'
C2Value = 'SlideAttack'
D1Name = 'Polarités'
D1Value = 'Polarities'
D1Value2 = 'StancePolarity'
else
A2Name = 'Tir'
A2Value = 'Trigger'
if hasCharged == true then
C1Name = 'Charge Time'
if weapName == "Staticor" then
C1Value = {'Area','ChargeTime'}
else
C1Value = {'Charge','ChargeTime'}
end
C1Toggle = true
else
C1Name = 'Cad. de Tir'
C1Value = 'FireRate'
end
C2Name = 'Sonorité'
C2Value = 'NoiseLevel'
D1Name = 'Polarités'
D1Value = 'Polarities'
end
local function Link(linkName)
local spanStart = '<span class=\"LinkText\">'
local spanEnd = '</span>'
return spanStart..linkName..spanEnd
end
local zeroPadding = '\n| style=\"padding:0px;\" |'
local newRow = '\n|-'
local spacer = '\n| class=\"Spacer\" |'
local halfTable = '\n| class=\"TableHalf\" |'
local dataText = '\n{| class=\"Data\" style=\"font-size:12px;\"'
local dataTextCenter = '\n{| class=\"Data\" style=\"font-size:12px; text-align:center;\"'
local tableEnd = '\n|}'
local Type = ''
local tType = Value("Type")
if tType == "Arch-Gun (Atmosphere)" then
Type = "Arch-Gun (Atmo)"
else
Type = tType
end
local image = '\n| class=\"Image\" style=\"height:120px;\" | <div style="position:relative; z-index:2;">[[File:'..Value("Image")..'|160px]]</div>'
--creating the table
local result = '<div style="position:relative;">\n{| class=\"Sub\"'..newRow..image..mRankIcon..dispoIcon..newRow..spacer..newRow..zeroPadding
result = result..dataText..newRow
result = result..halfTable..Link("Slot")..space..Type..halfTable..Link(A2Name)..space..Value(A2Value)..tableEnd
result = result..newRow..spacer..titleText..newRow..zeroPadding
result = result..dataTextCenter..newRow..attackText
if(attackBiasText ~= '') then
result = result..newRow..attackBiasText
end
result = result..tableEnd
result = result..newRow..spacer..newRow..zeroPadding..dataText..newRow..halfTable..Link("Critique")..space..Value("CritChance",true)..' | '..Value("CritMultiplier",true)..halfTable..Link("Statut")..space..Value("StatusChance",true)
result = result..newRow..halfTable..Link(C1Name)..space..Value(C1Value,C1Toggle)..halfTable..Link(C2Name)..space..Value(C2Value)
--if not melee and not fishing spear => reload and ammo stats
if not isMelee and Weapon.Type ~= "Gear" then
result = result..newRow..halfTable..Link("Recharge")..space..Value("Reload", true, true)..halfTable..Link("Munitions")..space..Value("Magazine")
--if has max ammo => add max ammo stat
if ammoException == nil then
result = result..' / '..Value("MaxAmmo")
end
result = result..newRow..'\n| style=\"text-align:center;\" colspan=2 |'..Link(D1Name)..space..whitePols(D1Value)
elseif isMelee then
result = result..newRow..'\n| style=\"text-align:center;\" colspan=2 |'..Link(D1Name)..space..whitePols(D1Value2)..' | '..whitePols(D1Value)
end
result = result..tableEnd..conclaveNotice..tableEnd..'\n</div>'
return result
end
function p.getWeaponReplaceList(frame)
--local Type = frame.args ~= nil and frame.args[1] or frame
local fullList = {}
local primaries = {}
local secondaries = {}
local melees = {}
local archGuns = {}
local archMelees = {}
local theRest ={}
local avoidNames ={'Lame Exaltée (Umbra)','Corvas (Atmosphere)','Cyngas (Atmosphere)','Dargyn','Doubles Decurion (Atmosphere)','Fluctus (Atmosphere)','Grattler (Atmosphere)','Imperator (Atmosphere)','Imperator Vandal (Atmosphere)','Phaedra (Atmosphere)','Rampart','Velocitus (Atmosphere)'}
local function addToList(name,link,list)
if link == nil then
link = name
end
--local 6s = ' '
--local 8s = ' '
local temp = ' <Replacement>\n <Find>\[\['..link..']]</Find>\n <Replace>{{Weapon|'..name..'}}</Replace>\n <Comment />\n <IsRegex>false</IsRegex>\n <Enabled>true</Enabled>\n <Minor>false</Minor>\n <BeforeOrAfter>false</BeforeOrAfter>\n <RegularExpressionOptions>IgnoreCase</RegularExpressionOptions>\n </Replacement>'
return table.insert(list,temp)
end
for i, val in Shared.skpairs(WeaponData["Weapons"]) do
if not Shared.contains(avoidNames,val.Name) then
if val.Type == "Principale" then
addToList(val.Name,val.Link,primaries)
elseif val.Type == "Secondaire" then
addToList(val.Name,val.Link,secondaries)
elseif val.Type == "Mêlée" then
addToList(val.Name,val.Link,melees)
elseif val.Type == "Arch-Fusil" then
addToList(val.Name,val.Link,archGuns)
elseif val.Type == "Arch-Mêlée" then
addToList(val.Name,val.Link,archMelees)
else
addToList(val.Name,val.Link,theRest)
end
end
end
table.insert(fullList,table.concat(primaries,'\n'))
table.insert(fullList,table.concat(secondaries,'\n'))
table.insert(fullList,table.concat(melees,'\n'))
table.insert(fullList,table.concat(archGuns,'\n'))
table.insert(fullList,table.concat(archMelees,'\n'))
table.insert(fullList,table.concat(theRest,'\n'))
return table.concat(fullList, "\n")
end
local function buildHTMLTable(table)
resultTable = '\n{| class="wikitable"'
for i, val in Shared.skpairs(table) do
resultTable = resultTable..'\n|'..i..'||'
if(val ~= nil and type(val) == "table") then
resultTable = resultTable..buildHTMLTable(val)
else
resultTable = resultTable..tostring(val)
end
resultTable = resultTable..'\n|-'
end
resultTable = resultTable..'\n|}'
return resultTable
end
function p.buildHTMLDB()
return buildHTMLTable(WeaponData["Weapons"])
end
local function filterWeaponsArray_Melee(subCat, weapArray)
local ret = {}
for _, weapon in ipairs(weapArray) do
if(weapon.Class == subCat) then
local key = nil
if(weapon.Family ~= nil) then
key = weapon.Family
else
key = weapon.Name
end
if(ret[key] == nil) then
ret[key] = {weapon.Name}
else
table.insert(ret[key], weapon.Name)
end
end
end
return ret
end
local function printFamily(familyName, familyValues, conclave)
local ret = p._weaponTooltipText(familyName, nil, conclave, nil)
local first = true
for _, wpName in ipairs(familyValues) do
if(wpName ~= familyName) then
local newName = Shared.trim(wpName:gsub(familyName, ""))
--Special case
if(newName == "MK1-") then
newName = "MK1"
end
if(first) then
first = false
ret = ret.." ("..p._weaponTooltipText(wpName, newName, conclave, nil)
else
ret = ret.." • "..p._weaponTooltipText(wpName, newName, conclave, nil)
end
end
end
if(not first) then
ret = ret..")"
end
return ret
end
function p.getWeaponsList(frame)
local mainCat = frame.args ~= nil and frame.args[1]
local subCat = frame.args ~= nil and frame.args[2]
local conclave = frame.args ~= nil and frame.args[3]
conclave = conclave ~= nil and conclave ~= "false"
return p._getWeaponsList(mainCat, subCat, conclave)
end
function p._getWeaponsList(mainCat, subCat, conclave)
local weapArray = nil
--Get array of mainCat weapons
if(conclave) then
weapArray = p.getConclaveWeapons(function(x) return x.Type == mainCat end)
else
weapArray = p.getWeapons(function(x) return x.Type == mainCat end)
end
--Filter for second cat
local weapMap = {}
if(mainCat == "Mêlée") then
weapMap = filterWeaponsArray_Melee(subCat, weapArray)
end
--Build String for result array
local first = true
local ret = nil
for family, wpList in Shared.skpairs(weapMap) do
if(first) then
ret = printFamily(family, wpList, conclave)
first = false
else
ret = ret.." • "..printFamily(family, wpList, conclave)
end
end
return ret
end
return p