Module:Armor

--Start Module local p = {} local loadLib = require('Module:LoadLib')

--Get Other required modules _G = loadLib(_G, {	armorData='Module:Armor/Data',	getArgs = { 'Module:Arguments', field='getArgs' },	getStatName = { 'Module:Statname', field='_getStatName' },	collLink = { 'Module:Link', field='_collectionLink' },	{ 		'Module:RarityTier',		values = {			rarityLink='_link',			rarityColor='_colorText',			getRarityData='_getTier',		}	},	yesno = 'Module:Yesno',	{ 'Module:Color', values = { displayColor='_color_display', colorTemplate='_colorTemplates' } },	{ 'Module:Ability', values = { pieceBonus='pieceBonus', fullSetBonus='fullSetBonus' } },	FairyArmorData = 'Module:Armor/Data/FairyArmorColors',	string = 'Module:String',	statData = 'Module:Statname/Data' })

--Global parameters local title = mw.title.getCurrentTitle

local function tableError(errMsg, sec) if sec then sec = ' '..sec end return ' ' end

- -- function: json(frame: table|frame) -- -- Returns the data of this module to JSON. - function p.json(frame) return mw.text.jsonEncode(armorData):gsub('\\', '\\\\') end

- -- Template:GetArmorStat -- -- Retrivies a piece specified data from /Data - function p.getArmorStat(frame) local args = getArgs(frame) local armor = args[1] if not armor and title.namespace == 0 then armor = title.text elseif not armor and title.namespace ~= 0 then error('Unknown Argument to #1: Invalid input (input expected, got none)',2) end return frame:preprocess(p._getArmorStat( assert(armor,'Bad argument to #1 (input expected, got nil)') )) end

- -- Template:GetArmorStat Module Access Point - function p._getArmorStat(armorName) local armor = armorData[armorName:lower] local stats = armor.stats local head = stats.head --Load Nil Stats if not head.def then head.def = '' end --Return the Stat if head.def ==  then outputStat =  else outputStat = head.def end return outputStat end

- -- Template:ArmorInfo -- -- Gathers All the data from /Data and formats it in a comprehensive table - function p.armorInfo(frame) local args = getArgs(frame) local armor = args["armor"] or args["a"] or args[1] local useHeader = yesno(args["h"] or args["header"]) --Error Mechanism if not armor and title.namespace == 0 then armor = title.text elseif not armorData[armor:lower] and title.namespace ~= 0 then return tableError("Bad Argument to \"armor\": Invalid Inputs", "Inputed Armor set: "..armor) end return frame:preprocess(p._armorInfo(armor, useHeader)) end

- -- Template:ArmorInfo Module Access Point - function p._armorInfo(armorName, useHeader) local makeHtmlStatsList = require('Module:Armor/StatsList') if not armorName then return error('Bad argument to #1 "armorInfo": inputs expected', 2) end local armor = armorData[armorName:lower] if not armor then error('Bad Argument to #1 "armorInfo": invalid inputs \"'..armorName..'\"') end local endStr = {} --Load all Data sets in variables local stats = armor.stats local head = stats.head local chest = stats.chest local legs = stats.legs local boots = stats.boots local total = stats.total local fsb_name = total.fsb_name local fsb_desc = total.fsb_desc local fsb2_name = total.fsb2_name local fsb2_desc = total.fsb2_desc local secretFsb = total.secretFsb local materials = armor.materials local source = armor.source local rarity = armor.rarity local collection = armor.collection local dropChance = armor.dropChance local mobSource = armor.mobSource local customRarity = armor.customRarity local catacombsLevel = armor.catacombsLevel --If Stat group is nil, set to Empty table if not head then head = {} end if not chest then chest = {} end if not legs then legs = {} end if not boots then legs = {} end --Load Nil Stats local function loadNilStats(item) if not item.str then item.str = '' end if not item.cc then item.cc = '' end if not item.cd then item.cd = '' end if not item.as then item.as = '' end if not item.int then item.int = '' end if not item.spd then item.spd = '' end if not item.hp then item.hp = '' end if not item.def then item.def = '' end if not item.td then item.td = '' end if not item.scc then item.scc = '' end --Other if not item.specialEffect then item.specialEffect = '' end if not item.pcb_name then item.pcb_name = '' end if not item.pcb_desc then item.pcb_desc = '' end if not item.pcb2_name then item.pcb2_name = '' end if not item.pcb2_desc then item.pcb2_desc = '' end end --Head loadNilStats(head) --Chest loadNilStats(chest) --Legs loadNilStats(legs) --Boots loadNilStats(boots) --Total if not total.str then total.str = '' end if not total.cc then total.cc = '' end if not total.cd then total.cd = '' end if not total.as then total.as = '' end if not total.int then total.int = '' end if not total.spd then total.spd = '' end if not total.hp then total.hp = '' end if not total.def then total.def = '' end if not total.td then total.td = '' end if not total.scc then total.scc = '' end --Load other Nil params if not fsb_name then fsb_name = '' end if not fsb_desc then fsb_desc = '' end if not fsb2_name then fsb2_name = '' end if not fsb2_desc then fsb2_desc = '' end if not materials then materials = {} end if not collection then collection = '' end if not dropChance then dropChance = '' end if not mobSource then mobSource = '' end if not secretFsb then secretFsb = '' end if not customRarity then customRarity = '' end --Text Parameters local baseArmorName = string.gsub(armorName, 'Armor$', '') local function itemCellData(item, defaultPieceName, filePieceName) local t = {} if item.label then t.name = item.label else t.name = defaultPieceName end t.stats = makeHtmlStatsList(item, '') --Label if rarity and not item.labelText then t.label = rarityColor(rarity, (item.name and item.name or baseArmorName..' '..t.name), nil, armorName..'#'..defaultPieceName) else if item == head or item == chestplate then k = 'Chestplate' elseif item == legs or item == boots then k = 'Boots' else k = '' end t.label = ..item.labelText.. end --Other if item.specialEffect == '' then t.se = '' else t.se = ''..item.specialEffect..'' end if item.pcb_name == '' then t.pcbName = '' else t.pcbName = ' '..item.pcb_desc end if item.pcb2_name == '' then t.pcb2Name = '' else t.pcb2Name = ' '..item.pcb2_desc..'' end if item.ia then if item.ia.name then item.ia.name = '' else item.ia.name = '' end if item.ia.desc then item.ia.desc = ' '..item.ia.desc else item.ia.desc = '' end if item.ia.cost then item.ia.cost = ' ' else item.ia.cost = '' end if item.ia.cd					then item.ia.cd = ' ' else item.ia.cd = '' end t.iaName = ''..item.ia.name..item.ia.desc..item.ia.cost..item.ia.cd..'' else t.iaName = '' end --Images if item.fileExt and not armor.fileExt then ext = '.'..item.fileExt elseif not item.fileExt and armor.fileExt then ext = '.'..armor.fileExt else ext = '.png' end if item.image then t.image = item.image elseif item.name and not item.label then t.image = item.name..ext elseif item.label then t.image = armorName:gsub('([Aa]rmor)$', '')..item.label..ext else t.image = armorName:gsub('([Aa]rmor)$', '')..' '..t.name..ext end return t		end --Parse Stats in to Usable Lists --Head local headData = itemCellData(head, 'Helmet', 'Helmet') --Chest local chestData = itemCellData(chest, 'Chestplate', 'Chestplate') --Legs local legsData = itemCellData(legs, 'Leggings', 'Leggings') --Boots local bootsData = itemCellData(boots, 'Boots', 'Boots') --Total local totalStatsData = makeHtmlStatsList(total, '') --Rarity Label if rarity and not customRarity then rText = getRarityData(rarity).name else rText = {} end if rarity then coloredArmorName = ..rarityColor(rarity, armorName)..else coloredArmorName = customRarity end

r = 'Armor Rarity: '..(customRarity and customRarity or '')..'' if rarity then tText = coloredArmorName else tText = ..armor.totalLabel.. end --Full Set Bonus if fsb_desc ==  or fsb_name ==  then fsb = '' else fsb = ' '..fsb_desc end if fsb2_desc ==  or fsb_name2 ==  then fsb2 = '' else fsb2 = ' '..fsb2_desc end local checkInvColls = head.collection or chest.collection or legs.collection or boots.collection if stats.total.secretFsbDesc then sFSBName = ' ' sFSBdesc = ' '..stats.total.secretFsbDesc..'' sFSB = sFSBName..sFSBdesc else sFSB = '' end local fsbText = fsb..fsb2..sFSB --Crafting Functions local craftingHeader = ' Other Info ' local mText = function(t, startText, endText) return startText..''..endText end local bazaarLine = function(k) local mat = materials[k].amount..' '..materials[k].name local z = function(...) local t = ... return '' end if not materials[k].cost then materials[k].cost = 0 end return('\n*'..z(materials[k].cost*materials[k].amount)) end local cText = function(i, startText, endText) return startText..''..endText end --Materials/Cost Table local materialsList = function local t = {} for i = 1,9,1 do			if materials[i] then t[#t+1] = mText(i, '', '') end end return '<ul style="list-style-type: square;">'..table.concat(t, "")..'</ul>' end local costList = function local i = {} local bullet = '' for j = 1,9,1 do			if materials[j] then i[#i+1] = cText(j, '', '')..bullet..'</li>' end end

return '<ul style="list-style-type:none; padding: 0px;">'..table.concat(i, "")..'</ul>' end local function totalMaterialsCost local f = {} for i = 1,9,1 do 			if materials[i] then f[#f+1] = bazaarLine(i) end end return 'Total Materials Cost: ' end --Create the Materials Table local materialsTable = mw.html.create('table'):attr({ style="margin: 1em 1em 0.2em 0em;" }):addClass("article-table") --Table Header local row = materialsTable:tag("tr") row:tag("th"):wikitext("Material (Amount, Name)"):done row:tag("th"):wikitext(" Purchase Cost<abbr title=\"Values are updated every half hour from the Hypixel API. Last updated on: .\">ⓘ "):done row:done --Materials List/Cost local row = materialsTable:tag("tr") row:tag("td"):wikitext(materialsList):done row:tag("td"):attr({ style="text-align: right;" }):wikitext(costList):done row:done --Total Cost local row = materialsTable:tag("tr") row:tag("td") :attr({ colspan=2 }) :wikitext(' '..totalMaterialsCost..' ') :done row:done materialsTable:done if armor.materials then m = tostring(materialsTable) else m = '' end --Collection if collection == '' then if head.collection then headColl = ' </li>' else headColl = '' end if chest.collection then chestColl = ' </li>' else chestColl = '' end if legs.collection then legsColl = ' </li>' else legsColl = '' end if boots.collection then bootsColl = ' </li>' else bootsColl = '' end coll = 'Collections:'..headColl..chestColl..legsColl..bootsColl..'</ul>' else coll = 'Collection: ' end if catacombsLevel then endStr[#endStr+1] = table.concat{ ' ',			string.bold{ string.makeLink('The Catacombs', 'Catacombs Level requirement') ': ' }, color.makeColor('red', catacombsLevel) }	end if checkInvColls and collection == '' then source = 'Source: '..source..'' else source = ' Source: '..source..'' end if source:match('Merchant') then source = source..'Merchant: '..armor.merchant..'</li>'..(				armor.merchantPrice				and 'Price: '				or ''			)..'</ul>' end if collection ==  and (not checkInvColls) then coll =  end --Drop Chance if collection ==  and dropChance ~=  then if dropChance < 1 then k = '' elseif dropChance >= 1 then k = '' elseif dropChance >= 5 then k = '' elseif dropChance >= 20 then k = '' elseif dropChance >= 75 then k = '' elseif dropChance >= 100 then k = '' else k = '' end drops = ' Armor Piece Drop Chance:  ('..k..')' if coll == '' then drops = 'Armor Piece Drop Chance:  ('..k..')' end else drops = '' end if mobSource ~= '' then mob = ' Dropped From: '..mobSource..'' else mob = '' end --Header local header = ' Armor Stats ' --CSS parameters local borderStyle = "border-style", "solid" local borderColor = "border-color", "#aaa" --Piece Bonus Toggle Button if head.specialEffect == '' and chest.specialEffect == '' and legs.specialEffect == '' and boots.specialEffect == '' and head.pcb_name == '' and head.pcb_desc == '' and chest.pcb_name == '' and chest.pcb_desc == '' and legs.pcb_name == '' and legs.pcb_desc == '' and boots.pcb_name == '' and boots.pcb_desc == ''and not head.ia and not chest.ia and not legs.ia and not boots.ia and not armor.stats.total.specialEffect then toggleButton = '' else toggleButton = mw.html.create('div') :addClass('mw-customtoggle-pcb-toggle wikia-menu-button hidden') :wikitext('Click Here to Show Piece Bonuses') :css("padding", "3px 5px") end --Create the Table local wikitable = mw.html.create('table') :addClass('wikitable') :css("overflow", "auto") :css('border-width', '2px 2px 2px 2px !important') :css('vertical-align', 'text-top') -	--Table Functions -	--Search For Empty Special Effect cells local nilVals = function return head.specialEffect == '' and chest.specialEffect == '' and legs.specialEffect == '' and boots.specialEffect == '' and head.pcb_name == '' and head.pcb_desc == '' and chest.pcb_name == '' and chest.pcb_desc == '' and legs.pcb_name == '' and legs.pcb_desc == '' and boots.pcb_name == '' and boots.pcb_desc == ''and not head.ia and not chest.ia and not legs.ia and not boots.ia and not armor.stats.total.specialEffect

end --Empty Stat Cells local nilStatCells = function return bootsData.stats == '' and legsData.stats == '' and chestData.stats == '' and headData.stats == '' end --Empty Cell local emptyCell = function(params, k) 		return k:attr({ colspan=2 }) :wikitext("") :css(borderStyle) :css("border-width", params) :css(borderColor) :done end --Collapsible Peice Bonus Cell if nilVals then collapsibleCell = {} else collapsibleCell = function(item, a, k)			local data = '' if item.se ==  and item.pcbName ==  and item.pcb2Name ==  and item.ia ==  then return a:attr({ 					class='mw-collapsible mw-collapsed',					id='mw-customcollapsible-pcb-toggle',					style="max-width: 300px;", 				}) :css("border-width", "1px 2px 2px 1px") :wikitext('') :done else return a:attr({ 					class='mw-collapsible mw-collapsed',					id='mw-customcollapsible-pcb-toggle',					style="max-width: 300px; vertical-align: text-top;", 				}) :css("border-width", "1px 2px 2px 1px") :wikitext(k.label..'<ul style="list-style-type: square;">'..(armor.stats.total.specialEffect or item.se)..item.pcbName..item.pcb2Name..item.iaName..'</ul>') :done end end end --Collapsible Main Stats Cell if nilVals then collapsible = {} else collapsible = { class='mw-collapsible', id='mw-customcollapsible-pcb-toggle', }	end --Collapsible Peice Bonus Cell if nilVals then collapsed = {} else collapsed = { class='mw-collapsible mw-collapsed', id='mw-customcollapsible-pcb-toggle', }	end --Empty Peice Bonus Cell if nilVals then emptyPcbCell = function(k) return '' end else emptyPcbCell = function(t) return t:tag("td"):attr(collapsed) :css({ ['border-width']="1px 2px 2px 1px", ['min-width']="100px" }) :wikitext("") :done end end --Add the Table Rows local row = wikitable:tag("tr") if nilVals then dummy = '' else row:tag("th") :attr({ colspan=4 }) :wikitext(tostring(toggleButton)) :css("border-width", "2px 2px 2px 3px") :done end local row = wikitable:tag("tr") --Header row 1 row:tag("th") :attr({ colspan=2 }) :wikitext(headData.name) :css(borderStyle) :css("border-width", "2px 2px 0px 3px") :css(borderColor) :css("min-width", "150px") :done row:tag("th") :attr({ colspan=2 }) :wikitext(chestData.name..' v * [ e] * d ') :css(borderStyle) :css("border-width", "2px 2px 1px 2px") :css(borderColor) :css("min-width", "150px") :done row:done local row = wikitable:tag("tr") --Stats row 1 --Helmet if headData.stats == '' then emptyCell('1px 2px 2px 3px', row:tag("td")) else row:tag("td") :wikitext('') :css(borderStyle) :css("border-width", "1px 1px 2px 3px") :css(borderColor) :done row:tag("td") :attr(collapsible) :wikitext(headData.label..headData.stats) :css(borderStyle) :css("border-width", "1px 2px 2px 1px") :css('vertical-align', 'text-top') :css(borderColor) :done if head.specialEffect == '' and head.pcb_desc == '' and head.pcb_name == '' and not head.iaia and not armor.stats.total.specialEffect then emptyPcbCell(row) else collapsibleCell(headData, row:tag("td"), headData) end end --Chestplate if chestData.stats == '' then emptyCell('1px 2px 2px 2px',row:tag("td")) else row:tag("td") :wikitext('') :css(borderStyle) :css("border-width", "1px 1px 2px 2px") :css(borderColor) :done row:tag("td") :attr(collapsible) :wikitext(chestData.label..chestData.stats) :css(borderStyle) :css("border-width", "1px 2px 2px 1px") :css('vertical-align', 'text-top') :css(borderColor) :done if chest.specialEffect == '' and chest.pcb_desc == '' and chest.pcb_name == '' and not chest.ia 					and not armor.stats.total.specialEffect then emptyPcbCell(row) else collapsibleCell(chestData, row:tag("td"), chestData) end end row:done local row = wikitable:tag("tr") --Header row 2 row:tag("th") :attr({ colspan=2 }) :wikitext(legsData.name) :css(borderStyle) :css("border-width", "2px 2px 1px 3px") :css(borderColor) :done row:tag("th") :attr({ colspan=2 }) :wikitext(bootsData.name) :css(borderStyle) :css("border-width", "2px 2px 1px 2px") :css(borderColor) :done row:done local row = wikitable:tag("tr") --Stats Row 2 --Leggings if legsData.stats == '' then emptyCell('1px 2px 2px 3px',row:tag("td")) else row:tag("td") :wikitext('') :css(borderStyle) :css("border-width", "1px 1px 2px 3px") :css(borderColor) :done row:tag("td") :attr(collapsible) :wikitext(legsData.label..legsData.stats) :css(borderStyle) :css("border-width", "1px 1px 2x 3x") :css('vertical-align', 'text-top') :css(borderColor) :done if legs.specialEffect == '' and legs.pcb_desc == '' and legs.pcb_name == '' and not legs.ia					and not armor.stats.total.specialEffect then emptyPcbCell(row) else collapsibleCell(legsData, row:tag("td"), legsData) end end --Boots if bootsData.stats == '' then emptyCell('1px 2px 2px 2px',row:tag("td")) else row:tag("td") :wikitext('') :css(borderStyle) :css("border-width", "1px 1px 2px 2px") :css(borderColor) :done row:tag("td") :attr(collapsible) :wikitext(bootsData.label..bootsData.stats) :css(borderStyle) :css("border-width", "1px 2px 2px 1px") :css('vertical-align', 'text-top') :css(borderColor) :done if boots.specialEffect == '' and boots.pcb_desc == '' and boots.pcb_name == '' and not boots.ia					and not armor.stats.total.specialEffect then emptyPcbCell(row) else collapsibleCell(bootsData, row:tag("td"), bootsData) end end row:done --Total Stats row local row = wikitable:tag("tr") if nilStatCells then dummy = '' else row:tag("th") :attr({ colspan=4 }) :attr(collapsible) :wikitext("Total") :css(borderStyle) :css("border-width", "2px 2px 1px 3px") :css(borderColor) :done end local row = wikitable:tag("tr") if nilStatCells then dummy = '' else row:tag("td") :attr({ colspan=4 }) :attr(collapsible) :wikitext(''..tText..totalStatsData) :css(borderStyle) :css("border-width", "1px 2px 2px 3px") :css(borderColor) :done end row:done wikitable:done return (not useHeader and '' or header)..tostring(wikitable)..'<ul style="list-style-type:square;">'..fsbText..r..craftingHeader..m..coll..drops..mob..source..table.concat(endStr) end

- -- Template:ArmorStats -- -- Formats armor data passed into it in a comprehensive table -- not to be confused with getArmorStat - function p.templateArmorStats(frame) local args = getArgs(frame) local useHeader = yesno(args["header"], false) local partsData = {} for _,part in ipairs({ "helmet", "chest", "legs", "boots", "total" }) do		partsData[part] = { -- these 3 aren't used for total, but no harm having them checked special_name = args[part.."_special_name"], img = args[part.."_img"], color = args[part.."_color"], -- stats manual = args[part.."_manual"], def = args[part.."_def"], hp = args[part.."_hp"], str = args[part.."_str"], int = args[part.."_int"], spd = args[part.."_spd"], critchance = args[part.."_critchance"], critdmg = args[part.."_critdmg"], trudef = args[part.."_trudef"], hpbs = yesno(args[part.."_hpbs"], false), -- also not used for total pcb = args[part.."_pcb"], pcb_desc = args[part.."_pcb_desc"], }	end local allHpbs = yesno(args["all_hpbs"], false) local defaultImages = yesno(args["default_images"], false) local useBlazePet = yesno(args["blaze_pet"], false) local additionalEffects = args["additional_effects"] local fsbName = args["full_set_bonus_name"] local fsbDesc = args["full_set_bonus_desc"] local fsb2Name = args["full_set_bonus2_name"] local fsb2Desc = args["full_set_bonus2_desc"] local pcbName = args["piece_bonus_name"] local pcbDesc = args["piece_bonus_desc"] local note = args["note"] local showPcb = yesno(args["show_pcb"], false) local showPcbR1 = yesno(args["show_pcb_r1"], false) local showPcbR2 = yesno(args["show_pcb_r2"], false) local pcbToggleButtonName = args["pcb_toggle_button_name"] return frame:preprocess(p._templateArmorStats(useHeader, partsData["helmet"], partsData["chest"], partsData["legs"], partsData["boots"], partsData["total"], allHpbs, defaultImages, useBlazePet, additionalEffects, fsbName, fsbDesc, fsb2Name, fsb2Desc, pcbName, pcbDesc, note, showPcb, showPcbR1, showPcbR2, pcbToggleButtonName )) end

function p._templateArmorStats(useHeader, helmetData, chestData, legsData, bootsData, totalData,	allHpbs, defaultImages, useBlazePet, additionalEffects, fsbName, fsbDesc, fsb2Name, fsb2Desc,	pcbName, pcbDesc, note, showPcb, showPcbR1, showPcbR2, pcbToggleButtonName)

local makeHtmlStatsList = require(Module:Armor/StatsList) local usePcb = (showPcb or showPcbR1 or showPcbR2) and (		helmetData["pcb"] or helmetData["pcb_desc"] or		chestData["pcb"] or chestData["pcb_desc"] or		legsData["pcb"] or legsData["pcb_desc"] or		bootsData["pcb"] or bootsData["pcb_desc"]	) -- Format a stat as hpbs value local function hpbsStat(pStat, pVal) return table.concat{ pStat, " ", colorTemplate("Yellow", table.concat{"(+", pVal, ")"}) } end for i,tData in ipairs({ helmetData, chestData, legsData, bootsData, totalData }) do		local useHpbs = tData["hpbs"] or allHpbs local def = tData["def"] local hp = tData["hp"] if useHpbs then local hpbsVal = 20 * ((i==5 and tData["hpbs"]) and tonumber(tData["hpbs"]) or 1) if useBlazePet then hpbsVal = hpbsVal * 2 end def = tData["def"] and hpbsStat(tData["def"], hpbsVal) or tData["def"] hp = tData["hp"] and hpbsStat(tData["hp"], hpbsVal*2) or tData["hp"] end tData["statslist"] = tData["manual"] or makeHtmlStatsList({			def=def,			hp=hp,			str=tData["str"],			int=tData["int"],			spd=(tData["spd"] or ""):gsub("%%", ""),			cc=(tData["critchance"] or ""):gsub("%%", ""),			cd=(tData["critdmg"] or ""):gsub("%%", ""),			td=tData["trudef"],		}) tData["exists"] = tData["img"] or tData["color"] or tData["manual"] or tData["def"] or tData["hp"] or tData["str"] or tData["int"] or tData["spd"] or tData["critchance"] or tData["critdmg"] or tData["trudef"] end local function getDefaultImage(pType, pIsLink) local link = table.concat{"File:", title:gsub("Armor", pType), ".png"} if pIsLink then link = table.concat{"40px|center"} end return link end local function makeImageCell(pRow, pData, pType) local td = pRow:tag("td"):attr("id", pType) if pData["exists"] or defaultImages then if pData["img"] then td:addClass("as2x2-icon"):wikitext(table.concat{""}) elseif pData["color"] then td:addClass("as2x2-icon"):wikitext(table.concat{""}) elseif defaultImages then td:wikitext(getDefaultImage(pType, true)) else td:wikitext(" ") end else td:attr("colspan", 2):css{ ["border-right-width"]="2px" }:wikitext("") end return td	end local function makeCellCollapsible(pCell, pCollapsed) pCell :addClass("mw-collapsible") :attr("id", "mw-customcollapsible-pcb-toggle-button") if pCollapsed then pCell:addClass("mw-collapsed") end end local function makeDataCell(pRow, pData) if pData["exists"] then local td = row:tag("td"):wikitext(pData["statslist"]) :css({ ["border-right-width"]="2px" }) if showPcb or showPcbR1 then -- make cell collapsible makeCellCollapsible(td) -- add a second collapsed cell to allow user to toggle between both cells local td2 = row:tag("td"):css({ ["border-right-width"]="2px" }) makeCellCollapsible(td2, true) if pData["pcb"] or pData["pcb_desc"] then if pData["pcb"] then td2:tag("div"):wikitext(pieceBonus{ pData["pcb"] }) end td2:wikitext(pData["pcb_desc"]) else td2:wikitext("") end end end end -- Start making string local t = {} if useHeader then t[#t+1] = " Armor Stats \n" end if usePcb then t[#t+1] = " Note: You Can Click on the Orange Button below to Show/Hide the Piece Bonuses \n" end local wikitable = mw.html.create("table"):addClass("wikitable armorstats2x2"):css{ ["border-width"]="2px", ["border-color"]="#aaa" }; if usePcb then wikitable:tag("tr"):tag("th"):attr("colspan", 4) :tag("div") :addClass("mw-customtoggle-pcb-toggle-button wikia-menu-button hidden"):css{ padding="3px" } :wikitext(pcbToggleButtonName or "Click Here to Show Piece Bonuses") end -- Helmet / Chestplate label name wikitable:tag("tr") :tag("th"):attr("colspan", 2):css{ ["border-right-width"]="2px" } :wikitext(helmetData["special_name"] or "Helmet"):done :tag("th"):attr("colspan", 2) :wikitext(chestData["special_name"] or "Chestplate"):done -- Helmet / Chestplate image and data row row = wikitable:tag("tr") makeImageCell(row, helmetData, "Helmet") makeDataCell(row, helmetData) makeImageCell(row, chestData, "Chestplate") makeDataCell(row, chestData) -- Legs / Boots label name wikitable:tag("tr") :tag("th"):attr("colspan", 2):css{ ["border-right-width"]="2px", ["border-top-width"]="2px" } :wikitext(legsData["special_name"] or "Leggings"):done :tag("th"):attr("colspan", 2):css{ ["border-top-width"]="2px" } :wikitext(bootsData["special_name"] or "Boots"):done -- Legs / Boots image and data row row = wikitable:tag("tr") makeImageCell(row, legsData, "Leggings") makeDataCell(row, legsData) makeImageCell(row, bootsData, "Boots") makeDataCell(row, bootsData) -- Total if totalData["exists"] then local pcbTotal = showPcb or showPcbR1 or showPcbR2 row = wikitable:tag("tr") td = row:tag("th"):attr("colspan", 4):wikitext("Total"):css{ ["border-right-width"]="2px", ["border-top-width"]="2px" } if pcbTotal then makeCellCollapsible(td) end row = wikitable:tag("tr") td = row:tag("td"):attr("colspan", 4):wikitext(totalData["statslist"]):css{ ["border-right-width"]="2px" } if pcbTotal then makeCellCollapsible(td) end end -- Finished table t[#t+1] = tostring(wikitable) -- Add stuff after table -- Additional Effects if additionalEffects then t[#t+1] = additionalEffects.."

"	end	-- Full Set Bonus	if fsbName then		t[#t+1] = table.concat{ fullSetBonus{ fsbName }, " " }	end	if fsbDesc then t[#t+1] = fsbDesc end	if fsb2Name then		t[#t+1] = table.concat{ " ", fullSetBonus{ fsb2Name }, "&#32;-&#32;" }	end	if fsb2Desc then t[#t+1] = fsb2Desc end	-- Piece Bonus	if pcbName then		t[#t+1] = table.concat{ " Each piece also has the following ", pieceBonus{ pcbName }, " - ", pcbDesc }	end	-- Note	if note then		t[#t+1] = " Note: "..note	end	return table.concat(t); end

- --Template:Fairy Armor Stage -- --Retrieves the color of specified armor piece on specific stage (1-46). Outputs either, image, or color hex code - function p.FairyArmorStage(frame) local args = getArgs(frame) local stage = args[1] local piece = args["piece"] or args["p"] or args[2] local output_type = args["type"] or args["t"] local imgSize = args["size"] or args["s"] return p._FairyArmorStage(stage, piece, output_type, imgSize) end function p._FairyArmorStage(stage, piece, output_type, imgSize) --make all variables usable and consistent stage = tonumber(stage) if not output_type then output_type = "raw" end if not imgSize then imgSize = "64px" else if not imgSize:find("px") then imgSize = imgSize.."px" end end if not piece then piece = 'helmet' end if stage 46 then return error('Stage exceeds the maximum range (1-46). Specified: "'..stage..'"') end --check what ouotput is needed if output_type:lower == "image" or output_type:lower == "img" then --return proper value for the stage and armor piece if piece:lower == "helmet" or piece:lower == "h" or piece:lower == 1 then return "" elseif piece:lower == "chestplate" or piece:lower == "c" or piece:lower == 2 then return "" elseif piece:lower == "leggings" or piece:lower == "l" or piece:lower == 3 then return "" elseif piece:lower == "boots" or piece:lower == "b" or piece:lower == 4 then return "" --return error if the piece name is invalid else error('Invalid armor piece "'..piece..'".') end elseif output_type:lower == "color" or output_type:lower == "col" then --return proper value for the stage and armor piece if piece:lower == "helmet" or piece:lower == "h" or piece:lower == 1 then return displayColor("#"..FairyArmorData[stage].helmet) elseif piece:lower == "chestplate" or piece:lower == "c" or piece:lower == 2 then return displayColor("#"..FairyArmorData[stage].chest) elseif piece:lower == "leggings" or piece:lower == "l" or piece:lower == 3 then return displayColor("#"..FairyArmorData[stage].legs) elseif piece:lower == "boots" or piece:lower == "b" or piece:lower == 4 then return displayColor("#"..FairyArmorData[stage].boots) --return error if the piece name is invalid else error('Invalid armor piece "'..piece..'".') end elseif output_type:lower == "raw" or output_type:lower == "r" then --return proper value for the stage and armor piece if piece:lower == "helmet" or piece:lower == "h" or piece:lower == 1 then return "#"..FairyArmorData[stage].helmet elseif piece:lower == "chestplate" or piece:lower == "c" or piece:lower == 2 then return "#"..FairyArmorData[stage].chest elseif piece:lower == "leggings" or piece:lower == "l" or piece:lower == 3 then return "#"..FairyArmorData[stage].legs elseif piece:lower == "boots" or piece:lower == "b" or piece:lower == 4 then return "#"..FairyArmorData[stage].boots --return error if the piece name is invalid else error('Invalid armor piece "'..piece..'".') end else error('Invalid type "'..output_type..'".') end end

- --Template:Fairy Armor Stages Table -- --Produces the table from Fairy Armor page - function p.FairyArmorStagesTable --create table local wikitable = mw.html.create('table'):addClass('wikitable centertext') --construct the header wikitable:tag("tr") :tag("th"):wikitext("Stage"):done :tag("th"):wikitext("Colors<abbr title='From top to bottom: Fedora, Polo, Trousers, Galoshes.'>ⓘ"):done :tag("th"):wikitext("Fedora"):css("width", "100px"):done :tag("th"):wikitext("Polo"):css("width", "100px"):done :tag("th"):wikitext("Trousers"):css("width", "100px"):done :tag("th"):wikitext("Galoshes"):css("width", "100px"):done :done --construct each row for i=1,46,1 do		(i % 2 == 0 and wikitable:tag("tr"):addClass("oddrow") or wikitable:tag("tr")) --set oddrows :tag("th"):wikitext(i):done :tag("td"):wikitext(table.concat({ p._FairyArmorStage(i, "helmet", "color").." ", p._FairyArmorStage(i, "chestplate", "color").." ", p._FairyArmorStage(i, "leggings", "color").." ", p._FairyArmorStage(i, "boots", "color") })):done :tag("td"):wikitext(p._FairyArmorStage(i, "helmet", "img")):done :tag("td"):wikitext(p._FairyArmorStage(i, "chestplate", "img")):done :tag("td"):wikitext(p._FairyArmorStage(i, "leggings", "img")):done :tag("td"):wikitext(p._FairyArmorStage(i, "boots", "img")):done :done end return tostring(wikitable) end

--Finish Module return p