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“模块:Sangvis info”的版本间的差异
小 |
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第167行: | 第167行: | ||
elseif unitdata.id == 1015 then | elseif unitdata.id == 1015 then | ||
intro = "'''建筑师-临海战斗特化型''',简称'''NVW型'''" .. mw.ustring.sub(intro, 19) | intro = "'''建筑师-临海战斗特化型''',简称'''NVW型'''" .. mw.ustring.sub(intro, 19) | ||
− | elseif | + | elseif unitdata.id ~= 1021 and unitdata.id > 1014 then |
local namepos = mw.ustring.find(intro, ',') | local namepos = mw.ustring.find(intro, ',') | ||
intro = "'''" .. mw.ustring.sub(intro, 1, namepos-1) .. "'''" .. mw.ustring.sub(intro, namepos) | intro = "'''" .. mw.ustring.sub(intro, 1, namepos-1) .. "'''" .. mw.ustring.sub(intro, namepos) |
2023年1月18日 (三) 17:18的版本
此模块的文档可以在模块:Sangvis info/doc创建
local p = {} local args = {} local root local unitdata local data = mw.loadData('Module:Sangvis info/data') local bdata = {} local mdata = mw.loadData('Module:Mission skill config/data') local infobox = require('Module:Infobox').infobox local forces = {'铁血工造', '正规军', '帕拉蒂斯', '其他势力'} local chartype = {'有甲', '无甲', '机械', '人形', '近战', '远程', [0] = '全体'} local attrname = {'生命', '伤害', '攻速', '命中', '回避', '护甲', '穿甲', '暴击', '暴击伤害', '移速', '射程'} local effectname = {'伤害', '攻速', '命中', '回避', '暴击率', [8] = '护甲'} local orgs = {'', '专用训练场', '隔离考场', '专用工厂'} local function serveSkillInfo(order) local id = unitdata['skill' .. order] local group = math.floor(id/1e5) local skilldata = mdata[id] if not skilldata then if not bdata[group] then bdata[group] = mw.loadData('Module:Battle skill config/sangvis data ' .. tostring(group)) end skilldata = bdata[group][id] end local skill = root:tag('table'):attr{ id = 'skill' .. order, class = 'skill-table', ['data-cd'] = skilldata.cd_time, ['data-cd-start'] = skilldata.start_cd_time } if skilldata.vals then skill:attr('data-val', skilldata.vals) end local signature = skill:tag('tr'):attr('class', 'skill-signature') local icon = signature:tag('td') if order == '2' and unitdata.skill2_type ~= 1 then icon:attr('class', 'active-skill') end icon:attr('rowspan', 2) :wikitext('[[file:icon Skill ' .. skilldata.code .. '.png|48px|link=]]') local skillname = signature:tag('td') skillname:wikitext(skilldata.name) if order == '_adv' then skillname:tag('span'):wikitext('4星解锁') end local lvcd = skill:tag('tr'):tag('td'):attr('class', 'skill-lvcd') lvcd:tag('span'):wikitext('等级10') if order ~= '2' or unitdata.skill2_type ~= 2 then lvcd:wikitext('前置冷却<span></span>秒/') end lvcd:wikitext('冷却时间') lvcd:tag('span') if order == '2' and unitdata.skill2_type == 2 then lvcd:wikitext('回合') else lvcd:wikitext('秒') end skill:tag('tr'):tag('td'):attr{class = 'lv-control', colspan = 2} local desc = skill:tag('tr'):tag('td'):attr('colspan', 2) if skilldata.desc then local descstr = string.gsub(skilldata.desc, '{}', '<span class="skill"></span>') descstr = string.gsub(descstr, '\n', '<br>') desc:wikitext(descstr) else for i, v in ipairs(skilldata.full_desc) do desc:tag('p'):wikitext((string.gsub(v, '\n', '<br>'))) end end if order == '1' then local rescrow = skill:tag('tr'):attr('class', 'desc-hidden') local resc = rescrow:tag('td'):attr('colspan', 2) local resdata = bdata[group][unitdata.skill_res] local descstr = string.gsub(resdata.desc, '{}', '<span class="skill"></span>') descstr = string.gsub(descstr, '\n', '<br>') resc:wikitext(descstr) skill:attr{ ['data-cd-res'] = resdata.cd_time, ['data-res-start'] = resdata.start_cd_time, ['data-res'] = resdata.vals } end end local function makeGrid(griddata) local content = mw.html.create() for i = 0, 6 do if griddata[i] then content:wikitext('<br>') content:wikitext('对', '[[:分类:' .. chartype[i] .. '单位|' .. chartype[i] .. ']]', '有效,<br>') local pair = griddata[i] for j = 1, 8 do if pair[j] then content:wikitext(effectname[j], '上升<span>' .. tostring(pair[j]) .. '%</span>') end end end end return tostring(content) end local function putSkills() root:wikitext('=== 技能 ===') root:newline() if unitdata.type == 1 then serveSkillInfo('1') serveSkillInfo('2') end if unitdata.type < 3 then serveSkillInfo('3') end serveSkillInfo('_adv') root:newline() end local function putGrid() root:wikitext('=== 阵型加成 ===') root:newline() local grid = root:tag('div'):attr('id', 'effect-grid') local baseeffect = grid:tag('div') baseeffect:wikitext("'''初始效果'''") baseeffect:wikitext(makeGrid(unitdata.effect)) local reseffect = grid:tag('div') reseffect:wikitext("'''解析等级1效果'''") reseffect:wikitext(makeGrid(unitdata.resolved_effect)) root:newline() end local function putAttrs() root:wikitext('=== 属性 ===') root:newline() local div = root:tag('div') local attrs = {} for i = 1, 6 do attrs[i] = tostring(unitdata.attrs[i]) end div:attr{ id = 'attrs', ['data-id'] = unitdata.id, ['data-type'] = unitdata.type-1, ['data-attrs'] = table.concat(attrs, ','), ['data-grow'] = unitdata.grow, ['data-resolution'] = unitdata.resolution } local control = div:tag('div'):attr('id', 'control') local affix = control:tag('div') if unitdata.type > 1 then affix:tag('div'):attr('id', 'size-control') end affix:tag('div'):attr('id', 'formation-control') local common = control:tag('div') common:tag('div'):attr('id', 'resolve-signal') common:tag('div'):attr('id', 'lv-control') local rank = common:tag('div'):attr('id', 'rank-control') for i = 1, 5 do rank:tag('img'):attr{ id = 'star' .. tostring(i), ['data-id'] = i - 1 } end div:tag('div'):attr('id', 'resolve-control') local growing = div:tag('table') local thead1 = growing:tag('tr') local tbody1 = growing:tag('tr') for i = 1, 6 do thead1:tag('th'):attr('id', 'attr-th-' .. tostring(i)):wikitext(attrname[i]) tbody1:tag('td'):attr('id', 'attr-td-' .. tostring(i)) end local fixed = div:tag('table') local thead2 = fixed:tag('tr') local tbody2 = fixed:tag('tr') for i = 7, 11 do thead2:tag('th'):attr('id', 'attr-th-' .. tostring(i)):wikitext(attrname[i]) local val = tostring(unitdata.attrs[i]) if i == 8 or i == 9 then val = val .. '%' end tbody2:tag('td'):wikitext(val) end root:newline() end local function addIntro() local intro = unitdata.intro if unitdata.id < 1013 then intro = "'''" .. unitdata.name .. "'''是[[铁血工造]]的头目单位。" .. intro elseif unitdata.id == 1015 then intro = "'''建筑师-临海战斗特化型''',简称'''NVW型'''" .. mw.ustring.sub(intro, 19) elseif unitdata.id ~= 1021 and unitdata.id > 1014 then local namepos = mw.ustring.find(intro, ',') intro = "'''" .. mw.ustring.sub(intro, 1, namepos-1) .. "'''" .. mw.ustring.sub(intro, namepos) else intro = "'''" .. unitdata.name .. "'''是" .. intro end root:wikitext(intro) root:newline() end local function addInfobox() local cat = {} for i = 1,3 do local ctype = chartype[unitdata.char[i]] cat[i] = '[[:分类:' .. ctype .. '单位|' .. ctype .. ']]' cat[i] = cat[i] .. '[[分类:' .. ctype .. '单位|' .. ctype .. ']]' end local params = { above = unitdata.name, label1 = '初始星级', data1 = tostring(4 - unitdata.type), label2 = '所属势力', data2 = forces[unitdata.force], label3 = '战斗特性', data3 = table.concat(cat, ' '), label4 = '费用', data4 = tostring(unitdata.cost), image1 = '[[file:pic ' .. unitdata.code .. ' LL.png|320px]]' } if unitdata.type == 1 then params.caption1 = '初始形象' params.image2 = '[[file:pic ' .. unitdata.code .. ' LL 1.png|320px]]' params.caption2 = '五星形象' params.label5 = '所属部门' org = orgs[unitdata.org-10600] params.data5 = '[[内部一览/协议同归部#' .. org .. '|' .. org .. ']]' end root:wikitext(infobox(params)) root:newline() end local function _sangvisInfo() unitdata = data[tonumber(args[1])] if unitdata == nil then return '<p style="color:red">未找到编号对应的融合势力单位信息,请检查编号是否正确及' .. '<a href="/w/Module:Sangvis_info/data">模块:Sangvis info/data</a>的数据是否为最新。</p>' end root = mw.html.create() addInfobox() addIntro() root:wikitext('== 作战能力 ==') root:newline() putAttrs() if unitdata.type == 1 then putGrid() end putSkills() root:wikitext('== 战斗形象 ==') root:newline() local templatestyles = mw.getCurrentFrame():extensionTag{ name = 'templatestyles', args = { src = '模板:融合势力信息/styles.css' } } local chibi = mw.getCurrentFrame():expandTemplate{ title = 'Q版调用', args = { ['人形名'] = args.spine or unitdata.code, W = '360px', H = '360px', ['大单位'] = args.large or '' } } return templatestyles .. tostring(root) .. chibi end function p.sangvisInfo(frame) if frame == mw.getCurrentFrame() then args = frame:getParent().args else args = frame end return _sangvisInfo() end return p