Difference between revisions of "Module:Monster"
(Fix typo) |
Patrick2011b (talk | contribs) m (Energy Bolt -> Bolt of Devastation) |
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| (47 intermediate revisions by 5 users not shown) | |||
| Line 12: | Line 12: | ||
Giant = 12, | 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 | ||
| + | |||
| + | 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) | function p.monster_info(frame) | ||
| − | local name = frame | + | local name = name_arg(frame) |
local monster = data[name] or data[name:lower()] | local monster = data[name] or data[name:lower()] | ||
| + | if not monster then | ||
| + | return name | ||
| + | end | ||
local args = {} | local args = {} | ||
args.name = monster.Name | args.name = monster.Name | ||
| + | args.tile_name = tile_name_arg(frame) | ||
args.glyph = frame:expandTemplate{title = monster.Colour, args = {monster.Glyph}} | args.glyph = frame:expandTemplate{title = monster.Colour, args = {monster.Glyph}} | ||
| Line 46: | Line 81: | ||
end | end | ||
| − | args.max_chunks = max_corpse_chunks[monster.Size] or 0 | + | 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.meat = frame:expandTemplate{title = monster.Corpse .. " corpse"} | ||
args.xp = monster.XP | args.xp = monster.XP | ||
| Line 52: | Line 91: | ||
args.magic_resistance = monster.MR | args.magic_resistance = monster.MR | ||
| − | local | + | local avg_hp = monster["Average HP 10x"] / 10 |
| − | local hp_max = | + | local hp_min = math.max(math.floor(0.66 * avg_hp), 1) |
| − | args.hp_range = ("%d-%d") | + | local hp_max = math.ceil(1.33 * avg_hp) |
| − | args.avg_hp = | + | args.hp_range = ("%d-%d"):format(hp_min, hp_max) |
| + | args.avg_hp = avg_hp | ||
args.armour_class = monster.AC | args.armour_class = monster.AC | ||
| Line 72: | Line 112: | ||
local attack = monster.Attacks[i] | local attack = monster.Attacks[i] | ||
if attack then | if attack then | ||
| − | local | + | local typ = frame:expandTemplate{title = attack.Type .. " type"} |
local flavour = frame:expandTemplate{title = attack.Flavour .. " flavour"} | local flavour = frame:expandTemplate{title = attack.Flavour .. " flavour"} | ||
| − | args["attack" .. i] = ("%d %s: %s") | + | args["attack" .. i] = ("%d (%s: %s)"):format(attack.Damage, typ, flavour) |
else | else | ||
args["attack" .. i] = "" | args["attack" .. i] = "" | ||
| Line 88: | Line 128: | ||
args.species = monster.Species | args.species = monster.Species | ||
| − | return frame:expandTemplate{title = "monster", args = | + | local infobox = frame:expandTemplate{title = "monster", args = args} |
| + | |||
| + | local flavour = monster.Description | ||
| + | if monster.Quote then | ||
| + | flavour = flavour .. "\n----\n" .. monster.Quote:gsub("\n", "<br>") | ||
| + | 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[[Category:Spellcaster]]" | ||
| + | local cleared = false | ||
| + | for i, spells in ipairs(monster.Spellsets) do | ||
| + | ret = ret .. [=[<div style="margin: 1.0em; margin-top:0; margin-right:0; padding: 0px; float: left; border:none;"> | ||
| + | {| class="prettytable" style="border:none; margin:0; padding:0; width:28em;" | ||
| + | ! colspan="3" style="font-size:larger;" | Spell set ]=] .. roman[i] .. "\n" | ||
| + | for j, spell in ipairs(spells) do | ||
| + | ret = ret .. '|-\n! align="left" | Slot<sup>' .. j .. '</sup>\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, ",<br> ") .. "\n" | ||
| + | end | ||
| + | ret = ret .. "|-\n|}</div>" | ||
| + | cleared = i % 2 == 0 | ||
| + | if cleared then | ||
| + | ret = ret .. '<div style="clear:left;"></div>' | ||
| + | end | ||
| + | end | ||
| + | if not cleared then | ||
| + | ret = ret .. '<div style="clear:left;"></div>' | ||
| + | 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 | end | ||
return p | return p | ||
Latest revision as of 21:42, 23 March 2024
Documentation for this module may be created at Module:Monster/doc
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
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, "<br>")
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, "<br>")
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, "<br>")
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 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, "<br>")
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", "<br>")
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[[Category:Spellcaster]]"
local cleared = false
for i, spells in ipairs(monster.Spellsets) do
ret = ret .. [=[<div style="margin: 1.0em; margin-top:0; margin-right:0; padding: 0px; float: left; border:none;">
{| class="prettytable" style="border:none; margin:0; padding:0; width:28em;"
! colspan="3" style="font-size:larger;" | Spell set ]=] .. roman[i] .. "\n"
for j, spell in ipairs(spells) do
ret = ret .. '|-\n! align="left" | Slot<sup>' .. j .. '</sup>\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, ",<br> ") .. "\n"
end
ret = ret .. "|-\n|}</div>"
cleared = i % 2 == 0
if cleared then
ret = ret .. '<div style="clear:left;"></div>'
end
end
if not cleared then
ret = ret .. '<div style="clear:left;"></div>'
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
return p