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.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 function monster_has_spell(monster, spell_name) if not monster.Spellsets then return false end for _, spellset in ipairs(monster.Spellsets) do
for _, spell in ipairs(spellset) do
if spell.Spell == spell_name then
return true
end
end
end
return false
end local function string_icmp(s1, s2) return s1:lower() < s2:lower() end function p.monsters_with_spell(frame) local spell_name = name_arg(frame)
local monsters = {}
for monster, monsterdata in pairs(data) do
if monster_has_spell(monsterdata, spell_name) then
table.insert(monsters, monster:gsub("^%l", string.upper))
end
end
table.sort(monsters, string_icmp)
local ret = {"The following enemies cast " .. spell_name .. ":"}
for _, monster in ipairs(monsters) do
table.insert(ret, "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}})
end
return table.concat(ret, "\n")
end return p |
|---|