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Module:Monster: Difference between revisions

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Revision as of 06:34, 28 May 2026

local p = {} local data = mw.loadData('Module: Table of monsters')

local function name_arg(frame)

 local name = frame.args[1]
 if not name or name == "" then
   name = mw.title.getCurrentTitle().text
 end
 return name

end

local function tile_name_arg(frame)

 local tile_name = frame.args[2]
 local monster_name = frame.args[1]
 if not tile_name or tile_name == "" then
   tile_name = monster_name
 end
 if not tile_name or tile_name == "" then
   tile_name = mw.title.getCurrentTitle().text
 end
 return tile_name

end

function p.glyph(frame)

 local name = name_arg(frame)
 local monster = data[name] or data[name:lower()]
 if monster then
   return frame:expandTemplate{title = monster.Colour, args = {monster.Glyph}}
 else
   -- probably obsolete monster; fall back to old templates
   return frame:expandTemplate{title = "glyph/" .. name}
 end

end

function p.monster_info(frame)

 local name = name_arg(frame)
 local monster = data[name] or data[name:lower()]
 if not monster then
   return name
 end
 local args = {}
 args.name = monster.Name
 args.tile_name = tile_name_arg(frame)
 args.glyph = frame:expandTemplate{title = monster.Colour, args = {monster.Glyph}}
 local flags = {}
 for i, v in ipairs(monster.Flags) do
   flags[i] = frame:expandTemplate{title = v}
 end
 args.flags = table.concat(flags, "
")
 local resistances = {}
 for i, v in ipairs(monster.Resistances) do
   resistances[i] = frame:expandTemplate{title = v}
 end
 if #resistances == 0 then
   args.resistances = "None"
 else
   args.resistances = table.concat(resistances, "
") end
 local vulnerabilities = {}
 for i, v in ipairs(monster.Vulnerabilities) do
   vulnerabilities[i] = frame:expandTemplate{title = v}
 end
 if #vulnerabilities == 0 then
   args.vulnerabilities = "None"
 else
   args.vulnerabilities = table.concat(vulnerabilities, "
") end
 args.xp = monster.XP
 args.holiness = frame:expandTemplate{title = monster.Holiness}
 args.willpower = monster.Willpower
 local avg_hp = monster["Average HP 10x"] / 10
 local hp_min = math.max(math.floor(0.66 * avg_hp), 1)
 local hp_max = math.ceil(1.33 * avg_hp)
 args.hp_range = ("%d-%d"):format(hp_min, hp_max)
 args.avg_hp = avg_hp
 args.armour_class = monster.AC
 args.evasion = monster.EV
 args.habitat = monster.Habitat
 args.speed = monster.Speed
 args.size = frame:expandTemplate{title = monster.Size}
 local item_use = {}
 for i, v in ipairs(monster["Item Use"]) do
   item_use[i] = frame:expandTemplate{title = v}
 end
 args.item_use = table.concat(item_use, "
")
 for i = 1, 4 do
   local attack = monster.Attacks[i]
   if attack then
     local typ = frame:expandTemplate{title = attack.Type .. " type"}
     local flavour = frame:expandTemplate{title = attack.Flavour .. " flavour"}
     args["attack" .. i] = ("%d (%s: %s)"):format(attack.Damage, typ, flavour)
   else
     args["attack" .. i] = ""
   end
 end
 args.hit_dice = monster.HD
 args.base_hp = monster["Base HP"]
 args.extra_hp = monster["Rand HP"]
 args.fixed_hp = monster["Fixed HP"]
 args.intelligence = frame:expandTemplate{title = monster.Intelligence .. " intelligence"}
 args.genus = monster.Genus
 args.species = monster.Species
 local infobox = frame:expandTemplate{title = "monster", args = args}
 local flavour = monster.Description
 if monster.Quote then
   flavour = flavour .. "\n----\n" .. monster.Quote:gsub("\n", "
") end flavour = frame:expandTemplate{title = "flavour", args = {flavour}} return infobox .. "\n" .. flavour

end

local spell_disambig = {

 ["Phantom Mirror"] = "Phantom Mirror (spell)",

}

local function spell_link(name)

   if spell_disambig[name] then
       return '[[' .. spell_disambig[name] .. '|' .. name .. ']]'
   else
       return '' .. name .. ''
   end

end

local roman = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X"}

function p.monster_spells(frame)

 local name = name_arg(frame)
 local monster = data[name] or data[name:lower()]
 local ret = "==Spells==\n"
 local cleared = false
 for i, spells in ipairs(monster.Spellsets) do

ret = ret .. [=[

Spell set ]=] .. roman[i] .. "\n"
   for j, spell in ipairs(spells) do
     ret = ret .. '|-\n! align="left" | Slot' .. j .. '\n| ' .. spell_link(spell.Spell)
     if spell.Damage then
       ret = ret .. " (" .. spell.Damage .. ")"
     end
     ret = ret .. '\n| '
     local flags = {}
     for i, v in ipairs(spell.Flags) do
       flags[i] = frame:expandTemplate{title = v .. " slot flag"}
     end
     ret = ret .. table.concat(flags, ",
") .. "\n" end
ret = ret .. "|-\n|}"
   cleared = i % 2 == 0
   if cleared then
ret = ret .. '
'
   end
 end
 if not cleared then
ret = ret .. '
'
 end
 return ret

end

local panlord_spells = { -- 3.4% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 9/10 chance to have either summon or aoe, -- then 1/2 chance to choose an aoe spell, then there are 10 possible spells)

 ["Symbol of Torment"] = 3.4,
 ["Fire Storm"] = 3.4,
 ["Glaciate"] = 3.4,
 ["Chain Lightning"] = 3.4,
 ["Freezing Cloud"] = 3.4,
 ["Poisonous Cloud"] = 3.4,
 ["Metal Splinters"] = 3.4,
 ["Bolt of Devastation"] = 3.4,
 ["Orb of Electricity"] = 3.4,
 ["Conjure Ball Lightning"] = 3.4,

-- 5.2% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 9/10 chance to choose one of them, then there are 13 possible spells)

 ["Call Down Damnation"] = 5.2,
 ["Lehudib's Crystal Spear"] = 5.2,
 ["Corrosive Bolt"] = 5.2,
 ["Quicksilver Bolt"] = 5.2,
 ["Orb of Destruction"] = 5.2,
 ["Energy Bolt"] = 5.2,
 ["Mindburst"] = 5.2,
 ["Bolt of Fire"] = 5.2,
 ["Bolt of Cold"] = 5.2,
 ["Iron Shot"] = 5.2,
 ["Poison Arrow"] = 5.2,
 ["Bolt of Draining"] = 5.2,
 ["Lightning Bolt"] = 5.2,

-- 7.5% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 1/2 chance to choose one of them, then there are 5 possible spells)

 ["Haste"] = 7.5,
 ["Silence"] = 7.5,
 ["Invisibility"] = 7.5,
 ["Blink"] = 7.5,
 ["Blink Range"] = 7.5,

-- 2.8% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 9/10 to choose one of either summon or aoe, -- then 1/4 chance to choose one of either a summon spell or a summon (greater) demon spell, -- then there are 6 possible spells)

 ["Haunt"] = 2.8,
 ["Malign Gateway"] = 2.8,
 ["Summon Dragon"] = 2.8,
 ["Summon Horrible Things"] = 2.8,
 ["Summon Eyeballs"] = 2.8,
 ["Summon Vermin"] = 2.8,

-- ... and then there's a 1/2 chance to get this spell

 ["Blink Allies Encircling"] = 1.4,

-- 8.4% chance to have a particular one of these two spells -- (3/4 chance to be a spellcaster, then 9/10 to choose one of either summon or aoe, -- then 1/4 chance to choose one of either a summon spell or a summon (greater) demon spell, -- then there are 2 possible spells)

 ["Summon Demon"] = 8.4,
 ["Summon Greater Demon"] = 8.4,

-- 3.4% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 1/2 chance to choose one of them, then there are 11 possible spells)

 ["Dispel Undead Range"] = 3.4,
 ["Paralyse"] = 3.4,
 ["Sleep"] = 3.4,
 ["Mass Confusion"] = 3.4,
 ["Drain Magic"] = 3.4,
 ["Petrify"] = 3.4,
 ["Polymorph"] = 3.4,
 ["Force Lance"] = 3.4,
 ["Slow"] = 3.4,
 ["Sentinel's Mark"] = 3.4,
 ["Dimension Anchor"] = 3.4,

-- 2.8% chance to have one of these spells -- (1/4 chance to be a non-caster, then 1/3 chance to choose one of them, then there are 3 possible spells)

 ["Blinkbolt"] = 2.8,
 ["Blink Close"] = 2.8,
 ["Harpoon Shot"] = 2.8,

}

local function is_vault_only(monster)

 if monster.Name == "test spawner" then return true end -- not placed in game, nor in vaults
 for _, flag in ipairs(monster.Flags) do
   if flag == "Vault flag" then
     return true
   end
 end
 return false

end

-- If a monster may be able to cast the spell, returns a table. Otherwise returns nil. -- The table contains the following keys: -- * chance - the chance that the monster will have the spell. May be missing if the chance is too hard to calculate. -- * damage - the damage that the spell does when the monster casts it (if any) local function monster_spell_data(monster, spell_name)

 local special_table = nil
 if monster.Name == "pandemonium lord" then
   special_table = panlord_spells
 end
 if special_table then
   local chance = special_table[spell_name]
   if chance then
     if type(chance) == "number" then
       return {chance = chance}
     else
       return {}
     end
   else
     return nil
   end
 end
 if not monster.Spellsets then
   return nil
 end
 local has = 0
 local total = 0
 local damage = nil
 for _, spellset in ipairs(monster.Spellsets) do
   total = total + 1
   for _, spell in ipairs(spellset) do
     if spell.Spell == spell_name then
       has = has + 1
       if not damage then
         damage = spell.Damage
       end
       break
     end
   end
 end
 if has > 0 then
   return {chance = has * 100 / total, damage = damage}
 else
   return nil
 end

end

local function string_icmp(s1, s2)

 return s1:lower() < s2:lower()

end

local disambig = {

 centaur = "Centaur (monster)",
 ["death knight"] = "Death knight (monster)",
 ["deep dwarf"] = "Deep dwarf (monster)",
 demigod = "Demigod (monster)",
 demonspawn = "Demonspawn (monster)",
 draconian = "Draconian (monster)",
 felid = "Felid (monster)",
 formicid = "Formicid (monster)",
 gargoyle = "Gargoyle (monster)",
 ghoul = "Ghoul (monster)",
 halfling = "Halfling (monster)",
 human = "Human (monster)",
 kobold = "Kobold (monster)",
 merfolk = "Merfolk (monster)",
 minotaur = "Minotaur (monster)",
 mummy = "Mummy (monster)",
 naga = "Naga (monster)",
 necromancer = "Necromancer (monster)",
 octopode = "Octopode (monster)",
 ogre = "Ogre (monster)",
 spriggan = "Spriggan (monster)",
 troll = "Troll (monster)",
 tengu = "Tengu (monster)",
 vampire = "Vampire (monster)",
 wizard = "Wizard (monster)",

}

local function monsterlink(frame, data)

 local ret =  "* " .. frame:expandTemplate{title = "monsterlink", args = {data.monster}}
 if data.damage or data.chance and data.chance ~= 100 then
   ret = ret .. " ("
   if data.damage then
     ret = ret .. data.damage .. " damage"
     if data.chance and data.chance ~= 100 then
       ret = ret .. ", "
     end
   end
   if data.chance and data.chance ~= 100 then
     ret = ret .. ("%.1f%% chance"):format(data.chance)
   end
   ret = ret .. ")"
 end
 return ret

end

function p.monsters_with_spell(frame)

 local spell_name = name_arg(frame)
 local always = {}
 local sometimes = {}
 for monster, monsterdata in pairs(data) do
   local data = not is_vault_only(monsterdata) and monster_spell_data(monsterdata, spell_name)
   if data then
     data.monster = disambig[monster] or (monster:gsub("^%l", string.upper))
     if data.chance and data.chance == 100 then
       table.insert(always, data)
     else
       table.insert(sometimes, data)
     end
   end
 end
 table.sort(always, function (m1, m2) return string_icmp(m1.monster, m2.monster) end)
 table.sort(sometimes, function(m1, m2) return string_icmp(m1.monster, m2.monster) end)
 local ret = {}
 if #always > 0 then
   table.insert(ret, "The following enemies cast " .. spell_name .. ":")
   for _, data in ipairs(always) do
     table.insert(ret, monsterlink(frame, data))
   end
 end
 if #sometimes > 0 then
   table.insert(ret, "The following enemies may be able to cast " .. spell_name .. ", depending on their spell set:")
   for _, data in ipairs(sometimes) do
     table.insert(ret, monsterlink(frame, data))
   end
 end
 return table.concat(ret, "\n")

end

function p.categorize_will(frame)

 local will = frame.args[1]
 if not will then
   return 
 end
 if will == 'Immune' then

return frame:expandTemplate{title = "Will Immune"}

 end
 local will_value = tonumber(will)
 if not will_value then
   return will
 end
 if will_value == 0 then
   return frame:expandTemplate{title = "Will None"}
 end
 local threshold = 0
 local step = 40
 local title = 'Will'
 while threshold < 200 do

threshold = threshold + step title = title..'+' if will_value <= threshold then return frame:expandTemplate{title = title, args={will}} end

 end
 return frame:expandTemplate{title = 'Will+++++', args={will}}

end

return p