Module:TowerDefenseWaves: Difference between revisions
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t = {} | t = {} | ||
for str in string.gmatch(list, "([^" .. delimiter .. "]+)") do | for str in string.gmatch(list, "([^" .. delimiter .. "]+)") do | ||
table.insert(t, str) | table.insert(t, tonumber(str)) | ||
end | end | ||
return t | return t | ||
Line 13: | Line 13: | ||
function p.generateWaves(frame) | function p.generateWaves(frame) | ||
local ret = | local ret = [[1-30={{TDwaves/head|Waves}}]] | ||
local countList = explode(frame.args.MonsterCount, ",") | local countList = explode(frame.args.MonsterCount, ",") | ||
local skull = explode(frame.args.Skull, ",") | local skull = explode(frame.args.Skull, ",") | ||
local size = explode(frame.args.Size, ",") | local size = explode(frame.args.Size, ",") | ||
local color = explode(frame.args.Type, ",") | local color = explode(frame.args.Type, ",") | ||
local waves = frame.args.MaxWave | local waves = tonumber(frame.args.MaxWave) | ||
local baseHP = frame.args.BaseHealth | local baseHP = tonumber(frame.args.BaseHealth) | ||
local sizeText = { | local sizeText = {"Zoomo", "Normo", "Largo", "Gigao"} | ||
local colorText = { | local colorText = {"Grey", "Red", "Blue", "Green", "Yellow", "Purple"} | ||
-- For the formula (or the main part of it) it is floating around there so search for ` _customBlock_2inputs("WorshipMobHpMulti" ` to find the general area. | |||
for i = 1, waves do | for i = 1, waves do | ||
local wavePos = i % 30 | local wavePos | ||
local multi = math.floor(i / 30) | if((i % 30) > 0) then wavePos = i % 30 end | ||
local waveSkull = math.min(skull[wavePos] + (2 * multi), 16) | if((i % 30) == 0) then wavePos = 30 end -- We want to keep 30 instead of getting 0. | ||
local enemyNum = | local multi = math.floor((i-1) / 30) -- Increase value every 30 waves starting from 0. | ||
local health = math.ceil(baseHP * (3 ^ (size[wavePos] - 2)) * ((3 + 0.3 * waveSkull)^waveSkull)) | local waveSkull = math.min(skull[wavePos] + (2 * multi), 16) -- 17 skull types. Modular based on wave count. | ||
local enemyNum = math.ceil(countList[wavePos] * (1 + multi / 3)) -- 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)) | -- Ceil(BaseHP * (3 ^ (size - 2)) * ((3 + 0.3 * skull)^skull)) | ||
if | local sizeW = size[wavePos] -- Enemy size modifier. | ||
local colorW = color[wavePos] + 1 -- Enemy color/ability modifier. | |||
if(i > 2 and (wavePos == 1)) then ret = ret .. "\n|-|\n" .. i .. "-" .. (i + 29) .. [[={{TDwaves/head|Waves}}]] end | |||
-- {{TDwaves/row|31|3|Skull2|Normo|Grey|52|156}} | -- {{TDwaves/row|31|3|Skull2|Normo|Grey|52|156}} | ||
ret = ret .. "{{TDwaves/row|" .. i .. "|" .. enemyNum .. "|Skull" .. waveSkull .. "|" .. sizeText[sizeW] .. "|" .. colorText[colorW] .. "|" .. health .. "|" .. (health * enemyNum) | ret = ret .. "{{TDwaves/row|" .. i .. "|" .. enemyNum .. "|Skull" .. waveSkull .. "|" .. sizeText[sizeW] .. | ||
"|" .. colorText[colorW] .. "|{{Numdisplay|" .. health .. "}}|{{Numdisplay|" .. (health * enemyNum) .. "}}}}"; | |||
end | end | ||
return ret | return ret | ||
end | end | ||
return p | return p |
Latest revision as of 13:24, 9 May 2023
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 = [[1-30={{TDwaves/head|Waves}}]]
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 the formula (or the main part of it) it is floating around there so search for ` _customBlock_2inputs("WorshipMobHpMulti" ` to find the general area.
for i = 1, waves do
local wavePos
if((i % 30) > 0) then wavePos = i % 30 end
if((i % 30) == 0) then wavePos = 30 end -- We want to keep 30 instead of getting 0.
local multi = math.floor((i-1) / 30) -- Increase value every 30 waves starting from 0.
local waveSkull = math.min(skull[wavePos] + (2 * multi), 16) -- 17 skull types. Modular based on wave count.
local enemyNum = math.ceil(countList[wavePos] * (1 + multi / 3)) -- 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 colorW = color[wavePos] + 1 -- Enemy color/ability modifier.
if(i > 2 and (wavePos == 1)) then ret = ret .. "\n|-|\n" .. i .. "-" .. (i + 29) .. [[={{TDwaves/head|Waves}}]] end
-- {{TDwaves/row|31|3|Skull2|Normo|Grey|52|156}}
ret = ret .. "{{TDwaves/row|" .. i .. "|" .. enemyNum .. "|Skull" .. waveSkull .. "|" .. sizeText[sizeW] ..
"|" .. colorText[colorW] .. "|{{Numdisplay|" .. health .. "}}|{{Numdisplay|" .. (health * enemyNum) .. "}}}}";
end
return ret
end
return p