Module:LevelStats
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[purge]
Displays a stat table for units for multiple levels.
Parameter names are the stat abbreviations, for the first level just the two letters, for the 10th level the stat abbreviation with suffix 10, e.g. dm=5
for damage 5 in level 1 and dm10=20
for damage 20 in level 10. Values are interpreted linerarly for the other levels.
For units use exp=true
for exponential stat growth.
To display a gain indicator, use gainIndicator=true
.
{{LevelStats |dm=5|dm10=53 |hp=11|hp10=50 |sh=13|sh10=100 |cr=5% |pd=0% |md=0% }}
Stats | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Damage | 5 | 10 | 16 | 21 | 26 | 32 | 37 | 42 | 48 | 53 |
Health | 11 | 15 | 20 | 24 | 28 | 33 | 37 | 41 | 46 | 50 |
Shield | 13 | 23 | 32 | 42 | 52 | 61 | 71 | 81 | 90 | 100 |
Critical Chance | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% |
Physical Defense | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
Magical Defense | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
{{LevelStats |exp=true |dm=5|dm10=63 |hp=10|hp10=68 |sh=19|sh10=116 |cr=0% |pd=0% |md=0% }}
Stats | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Damage | 5 | 8 | 13 | 18 | 24 | 31 | 38 | 46 | 54 | 63 |
Health | 10 | 13 | 18 | 23 | 29 | 36 | 43 | 51 | 59 | 68 |
Shield | 19 | 25 | 32 | 41 | 51 | 62 | 75 | 88 | 101 | 116 |
Critical Chance | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
Physical Defense | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
Magical Defense | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
{{LevelStats |exp=true |baseIndicator=true |gainIndicator=true |dm=5|dm10=63 |hp=10|hp10=68 |sh=19|sh10=116 |cr=0% |pd=0% |md=0% }}
Stats | Base Gain | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Damage | 5 | 8 | 13 | 18 | 24 | 31 | 38 | 46 | 54 | 63 | |
Health | 10 | 13 | 18 | 23 | 29 | 36 | 43 | 51 | 59 | 68 | |
Shield | 19 | 25 | 32 | 41 | 51 | 62 | 75 | 88 | 101 | 116 | |
Critical Chance | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | |
Physical Defense | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | |
Magical Defense | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
Code at Module:LevelStats, doc at Template:LevelStats/doc.
local p = {}
local statNames = require ('Module:Stats/StatNames')
function p.levelStats(f)
return p.create(f:getParent().args)
end
function p.create(args)
local statRows = {}
local levelCount = 10
local useExponentialGain = args.exp ~= nil
local useGainIndicator = args.gainIndicator ~= nil
local useBaseIndicator = args.baseIndicator ~= nil
for _, statAbbName in ipairs(statNames) do
local statAbbreviation = statAbbName[1]
local statValue = args[statAbbreviation]
if statValue ~= nil and statValue ~= '' then
local statName = statAbbName[2]
local statValueLast = args[statAbbreviation..levelCount] or statValue
table.insert(statRows, p.StatEntryRow(statName, statValue, statValueLast, levelCount, useExponentialGain, useBaseIndicator, useGainIndicator))
end
end
if #statRows == 0 then
return ''
end
local headers = {'<th>Stats</th>'}
if useBaseIndicator then
if useGainIndicator then
table.insert(headers, '<th>Base Gain</th>')
else
table.insert(headers, '<th>Base</th>')
end
elseif useGainIndicator then
table.insert(headers, '<th>Gain</th>')
end
for i=1,levelCount do
table.insert(headers, '<th>'..i..'</th>')
end
return '<table class="wikitable right"><tr>'..table.concat(headers, '')..'</tr>'..
table.concat(statRows, '')..'</table>'
end
function p.StatEntryRow(name, val, valLast, levelCount, useExponentialGain, useBaseIndicator, useGainIndicator)
local statColumns = {'<td style="text-align:left;">[[File:'..name..'.png|16x16px]] [['..name..']]</td>'}
-- parsing value
local val, unit = string.match(val, '^(%d*%.?%d*) ?(.*)$')
local valLast, _ = string.match(valLast, '^(%d*%.?%d*) ?(.*)$')
val = tonumber(val)
valLast = tonumber(valLast)
if useBaseIndicator or useGainIndicator then
local baseIndicatorImage = ''
local gainIndicatorImage = ''
if useBaseIndicator then
local baseIndicator = 0
if val > 0 then
if val < 10 then baseIndicator = 1
elseif val < 50 then baseIndicator = 2
else baseIndicator = 3 end
end
baseIndicatorImage = '[[File:StatBase'..baseIndicator..'.png|12px]]'
end
if useGainIndicator then
local gainIndicator = 0
if valLast > val and val > 0 then
local gainFactor = valLast / val
if gainFactor > 10 then gainIndicator = 3
elseif gainFactor > 5 then gainIndicator = 2
elseif gainFactor > 1 then gainIndicator = 1 end
end
gainIndicatorImage = ' [[File:StatGain'..gainIndicator..'.png|12px]]'
end
table.insert(statColumns, '<td style="text-align:center;">'..baseIndicatorImage..gainIndicatorImage..'</td>')
end
local rowClass = ''
if val == valLast then
for i=1,levelCount do
table.insert(statColumns, '<td>'..val..unit..'</td>')
end
if useGainIndicator then
rowClass = ' class="grey-from4"'
else
rowClass = ' class="grey-from3"'
end
else
if useExponentialGain then
-- first calculate true base value, level 1 already has a bonus applied
local gainLastLevel = math.floor((valLast - val)/(1-(1/levelCount)^1.5) + 0.5)
local baseValue = valLast - gainLastLevel
for i=1,levelCount do
table.insert(statColumns, '<td>'..(baseValue + math.floor(gainLastLevel * (i/levelCount)^1.5 + 0.5))..unit..'</td>')
end
else
-- stat value increase linearly by level
local gainPerLevel = (valLast - val)/(levelCount-1)
for i=0,levelCount-1 do
table.insert(statColumns, '<td>'..(val + math.floor(i*gainPerLevel + 0.5))..unit..'</td>')
end
end
end
return '<tr'..rowClass..'>'..table.concat(statColumns, '')..'</tr>'
end
return p