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for i, v in ipairs(attributeList) do | for i, v in ipairs(attributeList) do | ||
local attr = args[v] or args[v:lower()] | local attr = args[v] or args[v:lower()] | ||
if attr | if attr then | ||
local attrName = p.split(v:lower(), "_") | local attrName = p.split(v:lower(), "_") | ||
for j, k in ipairs(attrName) do | for j, k in ipairs(attrName) do | ||
Line 52: | Line 52: | ||
end | end | ||
inOrder[p.indexOf(attributeList, | inOrder[p.indexOf(attributeList, v)] = "* " .. positive .. attrValue .. operator .. " " .. attrName | ||
end | end | ||
end | end | ||
end | end | ||
for _, v in ipairs(inOrder) do | for _, v in ipairs(inOrder) do | ||
table.insert(out, v) | |||
end | end | ||
Revision as of 07:31, 13 April 2025
Documentation for this module may be created at Module:HeroInfo/doc
local p = {
split = function(str, sep)
if (str == nil) then return {} end
local result = {}
for match in (str..sep):gmatch("([^"..sep.."]+)") do
table.insert(result, match)
end
return result
end,
indexOf = function(t, value)
for i, v in ipairs(t) do
if v == value then
return i
end
end
return -1
end
}
function p.attributes( frame )
local attributeList = {"ARROW_DAMAGE", "BASE_SPEED", "BASE_SPEED_LEVELS", "BOW_DRAWBACK", "DAMAGE_REDUCTION", "FALL_RESISTANCE", "FISKTAG_ARMOR", "FISKTAG_HEALTH", "IMPACT_DAMAGE", "JUMP_HEIGHT", "KNOCKBACK", "MAX_HEALTH", "PUNCH_DAMAGE", "REACH_DISTANCE", "SPRINT_SPEED", "STEP_HEIGHT", "WEAPON_DAMAGE"}
local args = frame.args
local out = {}
local inOrder = {}
for i, v in ipairs(attributeList) do
local attr = args[v] or args[v:lower()]
if attr then
local attrName = p.split(v:lower(), "_")
for j, k in ipairs(attrName) do
attrName[j] = k:sub(1, 1):upper() .. k:sub(2)
end
attrName = table.concat(attrName, " ")
local attrValue = tonumber(p.split(attr, ";")[1])
if attrValue then
local operator = p.split(attr, ";")[2] or ""
if operator == "0" then
operator = ""
end
if operator == "1" then
operator = "%"
end
if operator == "%" then
attrValue = attrValue * 100
end
local positive
if (tonumber(attrValue) > 0) then
positive = "+"
end
inOrder[p.indexOf(attributeList, v)] = "* " .. positive .. attrValue .. operator .. " " .. attrName
end
end
end
for _, v in ipairs(inOrder) do
table.insert(out, v)
end
return table.concat(out, "\n")
end
function p.keybinds( frame )
local keybindCodes = {}
keybindCodes[-1] = "Left Click"
for i = 1, 5 do
keybindCodes[i] = "Ability " .. i
end
local modifiers = {"sneaking", "on the ground", "in the air", "flying"}
local args = frame.args
local out = {}
for i, v in ipairs(args) do
local keybindInfo = p.split(args[v], ";")
local keybindLabel = keybindInfo[1]
local keybindSlot = tonumber(keybindInfo[2])
keybindSlot = keybindCodes[keybindSlot] or keybindSlot
local keybindModifier = tonumber(keybindInfo[3])
keybindModifier = modifiers[keybindModifier] or keybindModifier
local mod = ""
if (keybindModifier) then
mod = " (while " .. keybindModifier .. ")"
end
table.insert(out, "* " .. keybindLabel .. " - " .. keybindSlot .. mod)
end
end
return p