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-- <pre> |
-- <pre> |
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local p = {} |
local p = {} |
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− | local data |
+ | local data = mw.loadData('Module:ChampionData/data') |
function p.id(champname) |
function p.id(champname) |
||
Line 43: | Line 43: | ||
end |
end |
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− | function p. |
+ | function p.categories(champname) |
− | return data[champname]. |
+ | return data[champname].categories |
end |
end |
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Line 155: | Line 155: | ||
function p.crit_base(champname) |
function p.crit_base(champname) |
||
− | return data[champname].stats.crit_base or |
+ | return data[champname].stats.crit_base or 175 |
end |
end |
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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 |
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+ | end |
||
+ | |||
+ | function p.nb_dmg_taken(champname) |
||
+ | return data[champname].stats.nb_dmg_taken or 1.0 |
||
+ | end |
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+ | |||
+ | function p.nb_healing(champname) |
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+ | return data[champname].stats.nb_healing or 1.0 |
||
+ | end |
||
+ | |||
+ | function p.nb_shielding(champname) |
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+ | return data[champname].stats.nb_shielding or 1.0 |
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+ | end |
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+ | |||
+ | 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 |
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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 |
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end |
end |
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Line 252: | Line 300: | ||
function p.role(champname) -- table |
function p.role(champname) -- table |
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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 |
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+ | local riot_pos = data[champname].positions |
||
+ | local op_pos = data[champname].op_positions |
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+ | |||
+ | local sets = {} |
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+ | local hash = {} |
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+ | |||
+ | 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 |
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+ | table.insert(sets, value) |
||
+ | hash[value] = true |
||
+ | end |
||
+ | end |
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+ | |||
+ | 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]]