Module:Armor

local loader = require('Module:Loader')

local string, yesno, arguments, invslot, raritytier, colorMdl, ability, makeHtmlStatsList, elementMdl = loader.lazy.require('String', 'Yesno', 'Arguments', 'Inventory slot', 'RarityTier', 'Color', 'Ability', 'Armor/StatsList', 'Element')

local fairyArmorData = loader.lazy.loadData('Armor/Data/FairyArmorColors')

local p = {}

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

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']) local showOtherInfo = yesno(args['info'] or args['other info'], true) --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, showOtherInfo)) end

- -- Template:ArmorInfo Module Access Point - function p._armorInfo(armorName, useHeader, showOtherInfo) 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$', '') local function itemCellData(item, defaultPieceName, filePieceName) local t = {} if item.label then t.name = item.label else t.name = defaultPieceName end t.stats = makeHtmlStatsList(item, '') --Label if rarity and not item.labelText then t.label = raritytier._colorText(rarity, (item.name and item.name or baseArmorName .. ' ' .. t.name), nil, armorName .. '#' .. defaultPieceName) else if item == head or item == chestplate then k = 'Chestplate' elseif item == legs or item == boots then k = 'Boots' else k = '' end t.label =  .. item.labelText ..  end --Other if item.specialEffect == '' then t.se = '' else t.se = '' .. item.specialEffect .. '' end if item.pcb_name == '' then t.pcbName = '' else t.pcbName = ' ' .. item.pcb_desc end if item.pcb2_name == '' then t.pcb2Name = '' else t.pcb2Name = ' ' .. item.pcb2_desc .. '' end if item.ia then if item.ia.name then item.ia.name = '' else item.ia.name = '' end if item.ia.desc then item.ia.desc = ' ' .. item.ia.desc else item.ia.desc = '' end if item.ia.cost then item.ia.cost = ' ' else item.ia.cost = '' end if item.ia.cd					then item.ia.cd = ' ' else item.ia.cd = '' end t.iaName = '' .. item.ia.name .. item.ia.desc .. item.ia.cost .. item.ia.cd .. '' else t.iaName = '' end if item.slot then t.slot = item.slot elseif item.name and not item.label then t.slot = item.name elseif item.label then t.slot = armorName:gsub('%s*([Aa]rmor)$', '') .. ' ' .. item.label else t.slot = armorName:gsub('%s*([Aa]rmor)$', '') .. ' ' .. t.name 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 = raritytier._getTier(rarity).name else rText = {} end if rarity then coloredArmorName =  .. raritytier._colorText(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 '' .. 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 '' .. 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 Bazaar 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('<span style=\'text-align: center\'>Bazaar 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 <= 0.01 then k = '' elseif dropChance <= 0.1 then k = '' elseif dropChance <= 1 then k = '' elseif dropChance <= 30 then k = '' elseif dropChance > 30 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 = elementMdl._collapsibleButton{ id = 'pcb-toggle', text = 'Show/Hide Piece Bonuses' }	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 .. '' .. (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(invslot.slot{headData.slot}) :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(invslot.slot{ chestData.slot }) :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(invslot.slot{legsData.slot}) :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(invslot.slot{bootsData.slot}) :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 if not showOtherInfo then return (not useHeader and '' or header) .. tostring(wikitable) .. '' .. fsbText .. r end return (not useHeader and '' or header) .. tostring(wikitable) .. '' .. 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 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, ' ', colorMdl._colorTemplates("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(ability.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] = '<span style=\'font-size:20px\'>\'\'\'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):wikitext(elementMdl._collapsibleButton{			id = 'pcb-toggle-button',			text = 'Show/Hide 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{ ability.fullSetBonus{ fsbName }, ' ' } end if fsbDesc then t[#t+1] = fsbDesc end if fsb2Name then t[#t+1] = table.concat{ ' ', ability.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 ', ability.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 colorMdl._colorDisplay('#' .. fairyArmorData[stage].helmet) elseif piece:lower == 'chestplate' or piece:lower == 'c' or piece:lower == 2 then return colorMdl._colorDisplay('#' .. fairyArmorData[stage].chest) elseif piece:lower == 'leggings' or piece:lower == 'l' or piece:lower == 3 then return colorMdl._colorDisplay('#' .. fairyArmorData[stage].legs) elseif piece:lower == 'boots' or piece:lower == 'b' or piece:lower == 4 then return colorMdl._colorDisplay('#' .. 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