Module:TowerDefenseWaves: Difference between revisions
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-- Ceil(BaseHP * (3 ^ (size - 2)) * ((3 + 0.3 * skull)^skull)) | -- Ceil(BaseHP * (3 ^ (size - 2)) * ((3 + 0.3 * skull)^skull)) | ||
local sizeW = size[wavePos] -- Enemy size modifier. | local sizeW = size[wavePos] -- Enemy size modifier. | ||
local | local coloeW = color[wavePos] + 1 -- Enemy color/ability modifier. | ||
if((i > 1) and (wavePos == 1)) then ret = ret .. "\n{{!}}-{{!}}\n" .. i .. "-" .. (i + 29) .."=\n{{TDwaves/head|Waves}}\n" end | if((i > 1) and (wavePos == 1)) then ret = ret .. "\n{{!}}-{{!}}\n" .. i .. "-" .. (i + 29) .."=\n{{TDwaves/head|Waves}}\n" end | ||
-- {{TDwaves/row|31|3|Skull2|Normo|Grey|52|156}} | -- {{TDwaves/row|31|3|Skull2|Normo|Grey|52|156}} |
Revision as of 03:42, 29 March 2022
Documentation for this module may be created at Module:TowerDefenseWaves/doc
local p = {}
local function explode(list, delimiter)
if delimiter == nil then
delimiter = "%s"
end
t = {}
for str in string.gmatch(list, "([^" .. delimiter .. "]+)") do
table.insert(t, tonumber(str))
end
return t
end
function p.generateWaves(frame)
local ret = "{{#tag:tabber|\n1-30=\n{{TDwaves/head|Waves}}\n"
local countList = explode(frame.args.MonsterCount, ",")
local skull = explode(frame.args.Skull, ",")
local size = explode(frame.args.Size, ",")
local color = explode(frame.args.Type, ",")
local waves = tonumber(frame.args.MaxWave)
local baseHP = tonumber(frame.args.BaseHealth)
local sizeText = {"Zoomo", "Normo", "Largo", "Gigao"}
local colorText = {"Grey", "Red", "Blue", "Green", "Yellow", "Purple"}
for i = 1, waves do
local wavePos
if(i % 30 > 0) then wavePos = i % 30 else wavePos = 1 / 30 end -- We want to keep 30 instead of getting 0.
local multi = math.floor(i / 31) -- 31 because 30 should still equal 0 so we don't want 30/30.
local waveSkull = math.min(skull[wavePos] + (2 * multi), 16) -- 16 skull types. Modular based on wave count.
local enemyNum = countList[wavePos] + (math.ceil(countList[wavePos] / 3) * multi) -- Increases every 30 waves.
local health = math.ceil(baseHP * (3 ^ (size[wavePos] - 2)) * ((3 + 0.3 * waveSkull)^waveSkull)) -- Increases by Skull level.
-- Ceil(BaseHP * (3 ^ (size - 2)) * ((3 + 0.3 * skull)^skull))
local sizeW = size[wavePos] -- Enemy size modifier.
local coloeW = color[wavePos] + 1 -- Enemy color/ability modifier.
if((i > 1) and (wavePos == 1)) then ret = ret .. "\n{{!}}-{{!}}\n" .. i .. "-" .. (i + 29) .."=\n{{TDwaves/head|Waves}}\n" end
-- {{TDwaves/row|31|3|Skull2|Normo|Grey|52|156}}
ret = ret .. "{{TDwaves/row|" .. i
ret = ret .. "|" .. enemyNum
ret = ret .. "|Skull" .. waveSkull
ret = ret .. "|" .. sizeText[sizeW]
ret = ret .. "|" .. colorText[colorW]
ret = ret .. "|" .. health
ret = ret .. "|" .. (health * enemyNum)
ret = ret .. "}}\n";
end
ret = ret .. "}}\n"
return ret
end
return p