Module:TowerDefenseWaves: Difference between revisions
From IdleOn MMO Wiki
imported>Kiokurashi No edit summary |
imported>Kiokurashi No edit summary |
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for i = 1, waves do | for i = 1, waves do | ||
local wavePos | local wavePos | ||
if((i % 30) > 0) then wavePos = i % 30 | if((i % 30) > 0) then wavePos = i % 30 end | ||
if((i % 30) == 0) then wavePos = i / 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 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 waveSkull = math.min(skull[wavePos] + (2 * multi), 16) -- 16 skull types. Modular based on wave count. | ||
Line 33: | Line 34: | ||
local sizeW = size[wavePos] -- Enemy size modifier. | local sizeW = size[wavePos] -- Enemy size modifier. | ||
local colorW = color[wavePos] + 1 -- Enemy color/ability modifier. | local colorW = color[wavePos] + 1 -- Enemy color/ability modifier. | ||
if | if(i > 2 and (wavePos == 1)) then ret = ret .. [[{{!}}-{{!}} | ||
]] .. 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}} | ||
Line 43: | Line 47: | ||
ret = ret .. "|" .. health | ret = ret .. "|" .. health | ||
ret = ret .. "|" .. (health * enemyNum) | ret = ret .. "|" .. (health * enemyNum) | ||
ret = ret .. | ret = ret .. [[}} | ||
]]; | |||
end | end | ||
ret = ret .. "}}\n" | ret = ret .. "}}\n" |
Revision as of 03:57, 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 end
if((i % 30) == 0) then wavePos = i / 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 colorW = color[wavePos] + 1 -- Enemy color/ability modifier.
if(i > 2 and (wavePos == 1)) then ret = ret .. [[{{!}}-{{!}}
]] .. i .. "-" .. (i + 29) ..[[=
{{TDwaves/head|Waves}}
]] 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 .. [[}}
]];
end
ret = ret .. "}}\n"
return ret
end
return p