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Line 1: Line 1:
 
-- <pre>
 
-- <pre>
 
local p = {}
 
local p = {}
local data = require('Module:ChampionData/data')
+
local data = mw.loadData('Module:ChampionData/data')
   
 
function p.id(champname)
 
function p.id(champname)
Line 43: Line 43:
 
end
 
end
   
function p.stats(champname)
+
function p.categories(champname)
return data[champname].stats -- table
+
return data[champname].categories
 
end
 
end
   
Line 155: Line 155:
   
 
function p.crit_base(champname)
 
function p.crit_base(champname)
return data[champname].stats.crit_base or 200
+
return data[champname].stats.crit_base or 175
 
end
 
end
   
Line 208: Line 208:
 
function p.aram_shielding(champname)
 
function p.aram_shielding(champname)
 
return data[champname].stats.aram_shielding or 1.0
 
return data[champname].stats.aram_shielding or 1.0
  +
end
  +
  +
function p.nb_dmg_dealt(champname)
  +
return data[champname].stats.nb_dmg_dealt or 1.0
  +
end
  +
  +
function p.nb_dmg_taken(champname)
  +
return data[champname].stats.nb_dmg_taken or 1.0
  +
end
  +
  +
function p.nb_healing(champname)
  +
return data[champname].stats.nb_healing or 1.0
  +
end
  +
  +
function p.nb_shielding(champname)
  +
return data[champname].stats.nb_shielding or 1.0
  +
end
  +
  +
function p.ofa_dmg_dealt(champname)
  +
return data[champname].stats.ofa_dmg_dealt or 1.0
  +
end
  +
  +
function p.ofa_dmg_taken(champname)
  +
return data[champname].stats.ofa_dmg_taken or 1.0
  +
end
  +
  +
function p.ofa_healing(champname)
  +
return data[champname].stats.ofa_healing or 1.0
  +
end
  +
  +
function p.ofa_shielding(champname)
  +
return data[champname].stats.ofa_shielding or 1.0
 
end
 
end
   
Line 224: Line 256:
 
function p.urf_shielding(champname)
 
function p.urf_shielding(champname)
 
return data[champname].stats.urf_shielding or 1.0
 
return data[champname].stats.urf_shielding or 1.0
  +
end
  +
  +
function p.usb_dmg_dealt(champname)
  +
return data[champname].stats.usb_dmg_dealt or 1.0
  +
end
  +
  +
function p.usb_dmg_taken(champname)
  +
return data[champname].stats.usb_dmg_taken or 1.0
  +
end
  +
  +
function p.usb_healing(champname)
  +
return data[champname].stats.usb_healing or 1.0
  +
end
  +
  +
function p.usb_shielding(champname)
  +
return data[champname].stats.usb_shielding or 1.0
 
end
 
end
   
Line 252: Line 300:
 
function p.role(champname) -- table
 
function p.role(champname) -- table
 
return data[champname].role
 
return data[champname].role
  +
end
  +
  +
function p.positions(champname) -- table
  +
return data[champname].positions
  +
end
  +
  +
function p.op_positions(champname) -- table
  +
return data[champname].op_positions
  +
end
  +
  +
function p.all_positions(champname) -- table
  +
local riot_pos = data[champname].positions
  +
local op_pos = data[champname].op_positions
  +
  +
local sets = {}
  +
local hash = {}
  +
  +
for _, value in pairs(riot_pos) do
  +
if (not hash[value]) then
  +
table.insert(sets, value)
  +
hash[value] = true
  +
end
  +
end
  +
  +
for _, value in pairs(op_pos) do
  +
if (not hash[value]) then
  +
table.insert(sets, value)
  +
hash[value] = true
  +
end
  +
end
  +
  +
return sets
 
end
 
end
   

Revision as of 11:34, 14 November 2021

Documentation for this module may be created at Module:ChampionData/getter/doc

-- <pre>
local p    = {}
local data = mw.loadData('Module:ChampionData/data')

function p.id(champname)
    return data[champname].id
end

function p.apiname(champname)
    return data[champname].apiname or champname
end

function p.title(champname)
    return data[champname].title
end

function p.attack(champname)
    return data[champname].attack
end

function p.defense(champname)
    return data[champname].defense
end

function p.magic(champname)
    return data[champname].magic
end

function p.difficulty(champname)
    return data[champname].difficulty
end

function p.herotype(champname)
    return data[champname].herotype
end

function p.alttype(champname)
    return data[champname].alttype
end

function p.resource(champname)
    return data[champname].resource
end

function p.categories(champname)
    return data[champname].categories
end

function p.hp_base(champname)
    return data[champname].stats.hp_base
end

function p.hp_lvl(champname)
    return data[champname].stats.hp_lvl
end

function p.mp_base(champname)
    return data[champname].stats.mp_base
end

function p.mp_lvl(champname)
    return data[champname].stats.mp_lvl
end

function p.arm_base(champname)
    return data[champname].stats.arm_base
end

function p.arm_lvl(champname)
    return data[champname].stats.arm_lvl
end

function p.mr_base(champname)
    return data[champname].stats.mr_base
end

function p.mr_lvl(champname)
    return data[champname].stats.mr_lvl
end

function p.hp5_base(champname)
    return data[champname].stats.hp5_base
end

function p.hp5_lvl(champname)
    return data[champname].stats.hp5_lvl
end

function p.mp5_base(champname)
    return data[champname].stats.mp5_base
end

function p.mp5_lvl(champname)
    return data[champname].stats.mp5_lvl
end

function p.dam_base(champname)
    return data[champname].stats.dam_base
end

function p.dam_lvl(champname)
    return data[champname].stats.dam_lvl
end

function p.as_base(champname)
    return data[champname].stats.as_base
end
function p.as_lvl1(champname)
    return data[champname].stats.as_lvl1
end

function p.attack_delay(champname)
    return data[champname].stats.attack_delay
end

function p.as_lvl(champname)
    return data[champname].stats.as_lvl
end

function p.as_lvl1_bonus(champname)
    return data[champname].stats.as_lvl1_bonus
end

function p.range(champname)
    return data[champname].stats.range
end

function p.range_lvl(champname)
    return data[champname].stats.range_lvl
end

function p.ms(champname)
    return data[champname].stats.ms
end

function p.ms_lvl(champname)
    return data[champname].stats.ms_lvl
end

function p.acquisition_radius(champname)
    return data[champname].stats.acquisition_radius or 750
end

function p.selection_radius(champname)
    return data[champname].stats.selection_radius
end

function p.pathing_radius(champname)
    return data[champname].stats.pathing_radius
end

function p.gameplay_radius(champname)
    return data[champname].stats.gameplay_radius or 65
end

function p.crit_base(champname)
    return data[champname].stats.crit_base or 175
end

function p.crit_mod(champname)
    return data[champname].stats.crit_mod
end

function p.as_ratio(champname)
    return data[champname].stats.as_ratio
end

function p.windup_modifier(champname)
    return data[champname].stats.windup_modifier
end

function p.missile_speed(champname)
    return data[champname].stats.missile_speed
end

function p.attack_cast_time(champname)
    return data[champname].stats.attack_cast_time
end

function p.attack_total_time(champname)
    return data[champname].stats.attack_total_time
end

function p.attack_delay_offset(champname)
    return data[champname].stats.attack_delay_offset
end

function p.windup(champname)
    if (data[champname].stats.attack_cast_time and data[champname].stats.attack_total_time) then
        return data[champname].stats.attack_cast_time / data[champname].stats.attack_total_time
    else
        return 0.3 + (data[champname].stats.attack_delay_offset or 0)
    end
end

function p.aram_dmg_dealt(champname)
    return data[champname].stats.aram_dmg_dealt or 1.0
end

function p.aram_dmg_taken(champname)
    return data[champname].stats.aram_dmg_taken or 1.0
end

function p.aram_healing(champname)
    return data[champname].stats.aram_healing or 1.0
end

function p.aram_shielding(champname)
    return data[champname].stats.aram_shielding or 1.0
end

function p.nb_dmg_dealt(champname)
    return data[champname].stats.nb_dmg_dealt or 1.0
end

function p.nb_dmg_taken(champname)
    return data[champname].stats.nb_dmg_taken or 1.0
end

function p.nb_healing(champname)
    return data[champname].stats.nb_healing or 1.0
end

function p.nb_shielding(champname)
    return data[champname].stats.nb_shielding or 1.0
end

function p.ofa_dmg_dealt(champname)
    return data[champname].stats.ofa_dmg_dealt or 1.0
end

function p.ofa_dmg_taken(champname)
    return data[champname].stats.ofa_dmg_taken or 1.0
end

function p.ofa_healing(champname)
    return data[champname].stats.ofa_healing or 1.0
end

function p.ofa_shielding(champname)
    return data[champname].stats.ofa_shielding or 1.0
end

function p.urf_dmg_dealt(champname)
    return data[champname].stats.urf_dmg_dealt or 1.0
end

function p.urf_dmg_taken(champname)
    return data[champname].stats.urf_dmg_taken or 1.0
end

function p.urf_healing(champname)
    return data[champname].stats.urf_healing or 1.0
end

function p.urf_shielding(champname)
    return data[champname].stats.urf_shielding or 1.0
end

function p.usb_dmg_dealt(champname)
    return data[champname].stats.usb_dmg_dealt or 1.0
end

function p.usb_dmg_taken(champname)
    return data[champname].stats.usb_dmg_taken or 1.0
end

function p.usb_healing(champname)
    return data[champname].stats.usb_healing or 1.0
end

function p.usb_shielding(champname)
    return data[champname].stats.usb_shielding or 1.0
end

function p.fullname(champname)
    return data[champname].fullname
end

function p.nickname(champname)
    return data[champname].nickname
end

function p.rangetype(champname)
    return data[champname].rangetype
end

function p.date(champname)
    return data[champname].date
end

function p.patch(champname)
    return data[champname].patch
end

function p.changes(champname)
    return data[champname].changes
end

function p.role(champname) -- table
    return data[champname].role
end

function p.positions(champname) -- table
    return data[champname].positions
end

function p.op_positions(champname) -- table
    return data[champname].op_positions
end

function p.all_positions(champname) -- table
    local riot_pos  = data[champname].positions
    local op_pos    = data[champname].op_positions
    
    local sets      = {}
    local hash      = {}
    
    for _, value in pairs(riot_pos) do
       if (not hash[value]) then
           table.insert(sets, value)
           hash[value] = true
       end
    end
    
    for _, value in pairs(op_pos) do
       if (not hash[value]) then
           table.insert(sets, value)
           hash[value] = true
       end
    end
    
    return sets
end

function p.damage(champname)
    return data[champname].damage
end

function p.toughness(champname)
    return data[champname].toughness
end

function p.control(champname)
    return data[champname].control
end

function p.mobility(champname)
    return data[champname].mobility
end

function p.utility(champname)
    return data[champname].utility
end

function p.style(champname)
    return data[champname].style
end

function p.adaptivetype(champname)
    return data[champname].adaptivetype or "Physical"
end

function p.be(champname)
    return data[champname].be
end

function p.rp(champname)
    return data[champname].rp
end

function p.skill_i(champname)
    return data[champname].skill_i -- table
end

function p.skill_q(champname)
    return data[champname].skill_q -- table
end

function p.skill_w(champname)
    return data[champname].skill_w -- table
end

function p.skill_e(champname)
    return data[champname].skill_e -- table
end

function p.skill_r(champname)
    return data[champname].skill_r -- table
end

return p
-- </pre>
-- [[Category:Lua]]