Module:DoD: Difference between revisions
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multiplier = i - 1 | multiplier = i - 1 | ||
end | end | ||
total_cost = total_cost + base_cost * multiplier | total_cost = total_cost + tonumber(base_cost) * tonumber(multiplier) | ||
end | end | ||
Revision as of 06:49, 20 February 2024
Färdighet | FV | Kostnad | ||
Rörlighet | 14 | 4 | ||
Upptäcka | 15 | 3 |
0-22 : Cost of 3 : 180
0-18 : Cost of 2 : 84
5-10 : Cost of 1 : 10
B_Skill at level 1 : Cost of 5 0
B_Skill at level 2 : Cost of 5 5
B_Skill at level 3 : Cost of 5 15
B_Skill at level 4 : Cost of 5 30
B_Skill at level 5 : Cost of 5 50
B_Skill at level 5 from 2 : Cost of 5 50
local p = {} -- Function to parse D&D dice codes and return median value function p.calculateMedian(frame) -- Extract the dice code from the function argument local diceCode = frame.args[1] -- Check if diceCode is nil or empty if not diceCode then return "Error: No valid input provided" end -- Extract the number of dice, number of sides per dice, and modifier local numDice, diceType, modifier = string.match(diceCode, "(%d+)d(%d+)([%+%-]?%d*)") -- If no modifier is provided, set it to 0 modifier = tonumber(modifier) or 0 -- Check if any of the extracted values are nil if not numDice or not diceType then return "Error: Invalid dice code" end -- Calculate the median value of rolling the dice local median = 0 local totalSides = tonumber(diceType) -- Calculate the median value of rolling the dice if totalSides then -- Calculate median for each die roll local medianPerRoll = (totalSides + 1) / 2 -- Calculate the total median without modifier median = numDice * medianPerRoll -- Add modifier to the total median median = math.ceil (median + modifier) else return "Error: Invalid number of sides for dice" end return median end function p.skills(frame) local result local frames = mw.getCurrentFrame() local num_args = 0 -- Count the number of arguments for k, v in pairs(frames.args) do num_args = num_args + 1 end local num_skills = math.floor(num_args / 3) local skills = {} -- Table to store skills -- Populate the skills table for i = 1, num_skills do local name = frame.args[(i - 1) * 3 + 1] local level = frame.args[(i - 1) * 3 + 2] local cost = frame.args[(i - 1) * 3 + 3] table.insert(skills, {name = name, level = level, cost = cost}) end -- Sort the skills table based on the 3rd field (cost) table.sort(skills, function(a, b) return a.name < b.name end) -- Generate the HTML table result = "<table><tr><td class='skills'>Färdighet</td><td class='spacer'></td><td align='center'>FV</td><td class='spacer'></td><td class='cost' align='center'>Kostnad</td></tr>" for _, skill in ipairs(skills) do result = result .. string.format("<tr><td class='skills'>%s</td><td class='spacer'></td><td class='rd'>%s</td><td class='spacer'></td><td class='rd'>%s</td></tr>", skill.name, skill.level, skill.cost) end result = result .. "</table>" return result end function p.Grupp(frame) local value = tonumber(frame.args[1]) local grupp = "+" .. math.ceil(value/5) return grupp end function p.calculate_A_cost(frame) local args = frame.args local start_level = tonumber(args[1]) local end_level = tonumber(args[2]) local base_cost = tonumber(args[3]) local total_cost = 0 for level = start_level, end_level do local multiplier = math.floor((level - 1) / 5) + 1 total_cost = total_cost + base_cost * multiplier end return tostring(total_cost) end function p.calculate_B_cost(frame) local args = frame.args local start_level = tonumber(args[1]) local end_level = tonumber(args[2]) local base_cost = tonumber(args[3]) local total_cost = 0 for i = start_level, end_level do local multiplier = 0 if i == 1 or i == 2 then multiplier = 1 elseif i <= 5 then multiplier = i - 1 end total_cost = total_cost + tonumber(base_cost) * tonumber(multiplier) end return tostring(total_cost) end return p