Module:Monster
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local p = {} local data = mw.loadData('Module: Table of monsters')
-- Taken from max_corpse_chunks in mon-util.cc local max_corpse_chunks = {
Tiny = 1, Little = 2, Small = 3, Medium = 4, Large = 9, Big = 10, Giant = 12,
}
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
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.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
if monster.Corpse ~= "No" then
args.max_chunks = max_corpse_chunks[monster.Size] or 0
else
args.max_chunks = 0
end
args.meat = frame:expandTemplate{title = monster.Corpse .. " corpse"}
args.xp = monster.XP
args.holiness = frame:expandTemplate{title = monster.Holiness}
args.magic_resistance = monster.MR
local hp_min = monster.HD*monster["Base HP"] + monster["Fixed HP"]
local hp_max = monster.HD*(monster["Base HP"]+monster["Rand HP"])+monster["Fixed HP"]
if hp_min == hp_max then
args.hp_range = hp_min
else
args.hp_range = ("%d-%d"):format(hp_min, hp_max)
end
args.avg_hp = (hp_min + hp_max)/2
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 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.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 thenret = ret .. '' end end if not cleared thenret = ret .. '' end return ret end local lich_spells = { ["Corrosive Bolt"] = 101, ["Lehudib's Crystal Spear"] = 101, ["Orb of Destruction"] = 101, ["Summon Greater Demon"] = 50, ["Banishment"] = 33.3, ["Haste"] = 33.3, ["Invisibility"] = 33.3, ["Agony"] = 101, ["Bolt of Cold"] = 101, ["Bolt of Draining"] = 101, ["Bolt of Fire"] = 101, ["Confuse"] = 101, ["Fireball"] = 101, ["Haunt"] = 101, ["Iron Shot"] = 101, ["Iskenderun's Mystic Blast"] = 101, ["Iskenderun's Battlesphere"] = 101, ["Lee's Rapid Deconstruction"] = 101, ["Lightning Bolt"] = 101, ["Malign Gateway"] = 101, ["Paralyse"] = 101, ["Petrify"] = 101, ["Poison Arrow"] = 101, ["Spellforged Servitor"] = 101, ["Simulacrum"] = 101, ["Sleep"] = 101, ["Slow"] = 101, ["Summon Horrible Things"] = 101, ["Throw Icicle"] = 101, } local function is_vault_only(monster) for _, flag in ipairs(monster.Flags) do
if flag == "Vault flag" then
return true
end
end
return false
end -- returns a number between 0 and 100: the percentage chance that a monster will have the spell -- Monsters with no spellsets that contain the spell return 0. -- Monsters with all spellsets containing the spell return 100. -- Monsters that might have the spell, but it's too hard to calculate the percentage chance, return 101. local function monster_has_spell(monster, spell_name) if monster.Species == "lich" and monster.Name ~= "Boris" then return lich_spells[spell_name] or 0 end if not monster.Spellsets then return 0 end local has = 0
local total = 0
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
break
end
end
end
return has * 100 / total
end local function string_icmp(s1, s2) return s1:lower() < s2:lower() end local disambig = { centaur = "Centaur (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)", } function p.monsters_with_spell(frame) local spell_name = name_arg(frame)
local always = {}
local sometimes = {}
for monster, monsterdata in pairs(data) do
local spell_chance = monster_has_spell(monsterdata, spell_name)
if spell_chance > 0 and not is_vault_only(monsterdata) then
monster = disambig[monster] or (monster:gsub("^%l", string.upper))
if spell_chance == 100 then
table.insert(always, monster)
else
table.insert(sometimes, {monster, spell_chance})
end
end
end
table.sort(always, string_icmp)
table.sort(sometimes, function(m1, m2) return string_icmp(m1[1], m2[1]) end)
local ret = {}
if #always > 0 then
table.insert(ret, "The following enemies cast " .. spell_name .. ":")
for _, monster in ipairs(always) do
table.insert(ret, "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}})
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 _, monster in ipairs(sometimes) do
local name = monster[1]
local chance = monster[2]
local bullet = "* " .. frame:expandTemplate{title = "monsterlink", args = {name}}
if chance ~= 101 then
bullet = bullet .. (" (%.1f%% chance)"):format(monster[2])
end
table.insert(ret, bullet)
end
end
return table.concat(ret, "\n")
end return p |
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