Module:Abilities
Jump to navigation
Jump to search
Documentation
[purge]
Creates an ability table with upgrades for a unit. (Code at Module:Abilities).
The ability grids are created with the submodule Module:Abilities/Grid, see there for infos about creating the grid.
{{abilities |name1=Tentacles |abilityType1 = Magical |element = Dark |dm1= 1x |cd1=1.5s |desc1=Opens up the door to another dimension<br/> Applies {{effect|fear}} to all monsters hit. |upgrade1.1= Decrease {{stat|cd|to 1.25s}} |upgrade1.2= Decrease {{stat|cd|to 1s}} |upgrade1.3= Increase {{stat|ar}} |name2=Barrier |abilityType2 = Support |cd2=6s |desc2=Cast {{Effect|Barrier}} onto the hero above |grid2.mark=8 |upgrade2.3= Applies to more allies |upgrade2.3grid=7,8,9 }}
local p = {}
local statNames = require ('Module:Stats/StatNames')
local stats = require('Module:Stats')
local gridCreation = require('Module:Abilities/Grid')
function p.abilities(f)
return p.create(f:getParent().args)
end
function p.create(args)
local result = ''
-- currently there are up to 2 abilities and sometimes a sub ability
for abilityIndex = 1,3 do
result = result .. abilityRow(args, abilityIndex)
end
if string.len(result) == 0 then
return ''
end
return '<div class="ability-supercontainer">'..result..'</div>'
end
function abilityRow(args, index)
if (args['name'..index] or '') == '' and (args['desc'..index] or '') == '' then
return ''
end
local name = args['name'..index]
local abilityType = p.combatIcon(args['abilityType'..index])
local element = p.combatIcon(args['element'..index])
local titleCell = ''
if name ~= nil or abilityType ~= nil or element ~= nil then
titleCell = '<div class="ability-name">'..(name or '')..'</div><div class="ability-icons">'..
(abilityType or '')..(element or '')..'</div>'
end
local statValues = {['inline'] = '1'}
for _,s in ipairs(statNames) do
if args[s[1]..index] ~= nil then
statValues[s[1]] = args[s[1]..index]
end
end
local statsDisplay = '<div class="ability-stats">'..stats.create(statValues)..'</div>'
local grid = ''
if args['grid'..index..'.mark'] ~= nil then
grid = '<div>'..gridCreation.create({['mark'] = args['grid'..index..'.mark'], ['markSource'] = args['grid'..index..'.markSource']})..'</div>'
end
local descriptionRow = ''
local descriptionText = args['desc'..index] or ''
if descriptionText ~= '' then
descriptionRow = '<div class="ability-description">'..descriptionText..'</div>'
end
local upgradeRows = createUpgradeRows(args, index)
if upgradeRows ~= '' then
upgradeRows = '<div class="ability-upgrades">'..upgradeRows..'</div>'
end
local subAbilityClass = ''
if args['subAbility'..index] == '1' or args['subAbility'..index] == 'true' then
subAbilityClass = ' ability-subability'
end
return '<div class="ability-container'..subAbilityClass..'"><div class="ability-header">'..titleCell..statsDisplay..grid..'</div>'..
descriptionRow..upgradeRows..'</div>'
end
function createUpgradeRows(args, index)
local upgradeTexts = {}
for i = 1,3 do
local upgradeText = args['upgrade'..index..'.'..i] or ''
-- some upgrades change the grid, then show that
local upgradeGrid = args['upgrade'..index..'.'..i..'grid'] or ''
if upgradeGrid ~= '' or upgradeText ~= '' then
if upgradeGrid ~= '' then
table.insert(upgradeTexts, '<div style="display: flex;"><div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText..
'</div><div style="margin-left: auto;">'..gridCreation.create({['mark'] = upgradeGrid})..'</div></div>')
else
table.insert(upgradeTexts, '<div>[[File:Upgrade'..i..'.png|26px]] '..upgradeText..'</div>')
end
end
end
if #upgradeTexts == 0 then
return ''
end
return table.concat(upgradeTexts, '')
end
function p.combatIcon(name)
if name == nil or name == '' then
return nil
end
-- attack types, passive types, elements
local combatIcons = {
['physical damage'] = 'Physical damage',
['physical'] = 'Physical damage',
['magical damage'] = 'Magical damage',
['magical'] = 'Magical damage',
['self boost'] = 'Self boost',
['selfbuff'] = 'Selfbuff',
['support'] = 'Support',
['summoner'] = 'Summoner',
['dark'] = 'Dark',
['earth'] = 'Earth',
['electric'] = 'Electric',
['fire'] = 'Fire',
['holy'] = 'Holy',
['ice'] = 'Ice',
['plant'] = 'Plant',
['poison'] = 'Poison',
['water'] = 'Water (Element)',
['none'] = nil
}
local result = combatIcons[string.lower(name)]
if result ~= nil then
return '[[File:'..result..'.png|16x16px|class=itemlink|alt='..result..'|link='..result..']]'
end
return name
end
return p