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Module:Akopbasics
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-- This is a redo of the original T:明日方舟干员. New styling and probably worse performance, xd.
-- Sorry, IE. Something is just too new for you.
-- Contains now only the data processing logic; requires M:Akopbasics/genwikitext to function.
-- DEPLOYED as T:明日方舟干员.
-- Crappy code originally by U:公的驱逐舰 (One-Six) of Moegirlpedia. Released under CC BY 4.0.
-- update: I shall claim this release as R1.2.0! It's the second merge from the /canary branch.
-- As /canary contains no work from other editors,
-- this particular version (oldid=443022) should be safely eleased under CC BY 4.0 again.
-- Thank you to everyone who kept this module alive through 2021.
-- Gotta praise the Crocc.
local p = {}
local getArgs = require ( 'Module:Arguments' ).getArgs
local getSabunArray = require ( 'Module:Aksabun' )._getSabunArray
local akMatData = require ( 'Module:明日方舟材料' )._skill
local genOpComplex = require ( 'Module:Akopbasics/genwikitext' ).genOpComplex
local wrapperArray = { 'Template:明日方舟干员', 'Template:明日方舟干员/canary', 'Template:沙盒' }
-- F: is string empty?
local function isEmpty( s )
return (s == nil or s == '')
end
-- F: get arguments, alias-aware. Aliases towards the front of the array have priority.
local function getArgFromAlias ( args, argsAliasArray, defaultReturn )
for i = 1, #argsAliasArray do
if ( args[argsAliasArray[i]] ~= nil ) then
return args[argsAliasArray[i]]
end
end
return defaultReturn
end
-- F: same as getArgFromAlias, but will also ignore empty strings. Default return is still nil, check compatibility.
local function getNonEmptyArgs ( args, argsAliasArray, defaultReturn )
for i = 1, #argsAliasArray do
if ( not isEmpty( args[argsAliasArray[i]] ) ) then
return args[argsAliasArray[i]]
end
end
return defaultReturn
end
-- F: generate parameter array from string; insert a common string for each instance
local function parseArray ( s, ins )
-- When input string is entirely empty, return empty array.
if ( isEmpty(s) ) then
return {}
end
-- if common string is empty, make damn sure it's empty, not nil
if ( isEmpty(ins) ) then
ins = ''
end
local parsedArray = {}
-- \239\188\155 是UTF-8全角分号(";")
for temp in (s:gsub("\239\188\155",";"):gsub("[;]?%s*$",";") ):gmatch("([^;]*);%s*") do
local tempArray = {}
-- \227\128\129 是UTF-8顿号("、")
for w in (temp:gsub("\227\128\129","\\"):gsub("[\\]?%s*$","\\")..ins):gmatch("([^\\]*)\\%s*") do
tempArray[#tempArray+1] = w
end
parsedArray[#parsedArray+1] = tempArray
end
return parsedArray
end
-- F: generate datatable for genOpComplex.
local function genData ( frame, args, opType )
local d = {}
-- expected components
d.name = getArgFromAlias ( args, { "name", "中文名" } ) -- MUST BE PROVIDED BY USER
d.dataName = getArgFromAlias ( args, { "data-name", "数据名" }, d.name )
d.rarity = getArgFromAlias ( args, { "rarity", "稀有度" }, '' )
d.rarity = tonumber( d.rarity ) or #d.rarity/3
d.profession = getArgFromAlias ( args, { "profession","职业" } )
d.placementTag = getArgFromAlias ( args, { "placement-tag","位置标签","站位" } )
if isEmpty(d.placementTag) then
if d.profession == "狙击" or d.profession == "术师" or d.profession == "医疗" or d.profession == "辅助" then
placementTag = '远程位'
elseif d.profession == "先锋" or d.profession == "近卫" or d.profession == "重装" then
d.placementTag = "近战位"
end
end
-- the radarPPS monstrosity
local radarText = {
"物理强度",
"战场机动",
"生理耐受",
"战术规划",
"战斗技巧",
"源石<br />技艺<br />适应性"
}
local radarTextOffset = {"-32px","-24px"}
local radarNumText = {}
local radarNum = {}
local radarLookup = {
[""] = 0,
["N/A"] = 0,
["---"] = 0,
["缺陷"] = 20,
["普通"] = 40,
["标准"] = 60,
["优良"] = 80,
["卓越"] = 100,
["■■"] = 100
}
local isRobot = ( string.lower( opType or '' ) == "robot" )
if isRobot then
radarText = {
"最高速度",
"爬坡能力",
"制动性能",
"通过性",
"续航",
"结构<br />稳定性"
}
radarTextOffset = {"-24px","-10px"}
radarNumText[1] = getNonEmptyArgs ( args, { "radar-text1","雷达图文字1", "最高速度"},"---" ):gsub("([Kk][Mm]/[Hh])?$","km/h")
local speed = radarNumText[1]:gsub("[^0-9%.]*","" )
speed = tonumber( speed ~= '' and speed or 0 )
radarNum[1] = tonumber( getNonEmptyArgs ( args, { "radar-num1","雷达图数值1", "最高速度数值"} ) ) or math.log(speed+1)*12.47+speed
radarNumText[6] = getNonEmptyArgs ( args, { "radar-text6","雷达图文字6","结构稳定性" },"---" )
radarNum[6] = tonumber( getNonEmptyArgs ( args, { "radar-num"..6,"雷达图数值"..6, "结构稳定性数值"} ) ) or radarLookup[radarNumText[6]]
else
radarNumText[1] = getNonEmptyArgs ( args, { "radar-text1","雷达图文字1", "物理强度"},"---" )
radarNum[1] = tonumber( getNonEmptyArgs ( args, { "radar-num1","雷达图数值1", "物理强度数值"} ) ) or radarLookup[radarNumText[1]]
radarNumText[6] = getNonEmptyArgs ( args, { "radar-text6","雷达图文字6","源石技艺适应性" },"---" )
radarNum[6] = tonumber( getNonEmptyArgs ( args, { "radar-num6","雷达图数值6","源石技艺适应性数值"} ) ) or radarLookup[radarNumText[6]]
end
for i = 2, 5 do
radarNumText[i] = getNonEmptyArgs ( args, { "radar-text"..i,"雷达图文字"..i,radarText[i] },"---" )
radarNum[i] = tonumber( getNonEmptyArgs ( args, { "radar-num"..i,"雷达图数值"..i, radarText[i].."数值"} ) ) or radarLookup[radarNumText[i]]
end
local radarString = '{{雷达图|size=100'
radarString = radarString .. '|text1=<span class="aoc-radar-cat-text" style="display:inline-block;position:absolute;width:60px;left:-12px;font-size:14px;">'..radarText[1]..'</span>'
radarString = radarString .. '|var1='..radarNum[1]
radarString = radarString .. '|num1=<span style="display:inline-block;position:absolute;text-align: center;width:max-content;left:6px;top:12px;transform:translateX(-50%);background-color:rgba(255,255,255,0.3);border-radius:5px;font-size:14px;">'..radarNumText[1]..'</span>'
radarString = radarString .. '|text2=<span class="aoc-radar-cat-text" style="display:inline-block;position:absolute;width:30px;left:-30px;top:-10px;font-size:14px;">'..radarText[2]..'</span>'
radarString = radarString .. '|var2='..radarNum[2]
radarString = radarString .. '|num2=<span style="display:inline-block;position:absolute;text-align: center;width:30px;left:-35px;top:5px;background-color:rgba(255,255,255,0.3);border-radius:5px;font-size:14px;">'..radarNumText[2]..'</span>'
radarString = radarString .. '|text3=<span class="aoc-radar-cat-text" style="display:inline-block;position:absolute;width:30px;left:-30px;top:-32px;font-size:14px;">'..radarText[3]..'</span>'
radarString = radarString .. '|var3='..radarNum[3]
radarString = radarString .. '|num3=<span style="display:inline-block;position:absolute;width:30px;left:-35px;top:-27px;background-color:rgba(255,255,255,0.3);border-radius:5px;font-size:14px;">'..radarNumText[3]..'</span>'
radarString = radarString .. '|text4=<span class="aoc-radar-cat-text" style="display:inline-block;position:absolute;text-align: center;width:60px;left:-12px;top:-20px;font-size:14px;">'..radarText[4]..'</span>'
radarString = radarString .. '|var4='..radarNum[4]
radarString = radarString .. '|num4=<span style="display:inline-block;position:absolute;text-align: center;width:30px;left:-7px;top:-35px;background-color:rgba(255,255,255,0.3);border-radius:5px;font-size:14px;">'..radarNumText[4]..'</span>'
radarString = radarString .. '|text5=<span class="aoc-radar-cat-text" style="display:inline-block;position:absolute;width:30px;top:'..radarTextOffset[1]..';font-size:14px;">'..radarText[5]..'</span>'
radarString = radarString .. '|var5='..radarNum[5]
radarString = radarString .. '|num5=<span style="display:inline-block;position:absolute;text-align: center;width:30px;left:5px;top:-27px;background-color:rgba(255,255,255,0.3);border-radius:5px;font-size:14px;">'..radarNumText[5]..'</span>'
radarString = radarString .. '|text6=<span class="aoc-radar-cat-text" style="display:inline-block;position:absolute;width:45px;left:-15px;top:'..radarTextOffset[2]..';text-align:center;font-size:14px;">'..radarText[6]..'</span>'
radarString = radarString .. '|var6='..radarNum[6]
radarString = radarString .. '|num6=<span style="display:inline-block;position:absolute;text-align: center;width:30px;left:5px;top:5px;background-color:rgba(255,255,255,0.3);border-radius:5px;font-size:14px;">'..radarNumText[6]..'</span>'
radarString = radarString .. '|color=#999|bgcolor=#333|ftcolor=#000|numcolor=white|num=}}'
d.radarPPS = frame:preprocess( radarString )
radarString = nil
radarText = nil
radarTextOffset = nil
radarNumText = nil
radarNum = nil
radarLookup = nil
-- optional components
d.categoryArray = {}
d.enName = getArgFromAlias ( args, { "en-name", "英文名" } )
d.subProfession = getArgFromAlias ( args, { "sub-profession", "branch", "分支", "characterbranch" } )
d.operatorModule = getArgFromAlias ( args, { "operatorModule", "模组", "characterequipt" } )
d.altOpOverride = getArgFromAlias ( args, { "alt-op-override", "spcharacter", "异格任务" } )
d.spIllustrator = getNonEmptyArgs ( args, { "spIllustrator", "multi-illustrator", "特殊画师", "多位画师" }, nil )
if d.spIllustrator == nil then
d.illustrator = parseArray ( getNonEmptyArgs ( args, { "illustrator", "illust", "画师" } ) )
mw.logObject(d.illustrator)
if isEmpty ( d.illustrator[1] ) then
d.illustrator = nil
d.spIllustrator = '无资料'
else
local i = 1
while not isEmpty ( d.illustrator[i] ) do
if d.illustrator[i][3] == "FORCENOLINK" then
d.illustrator[i][3] = nil
d.illustrator[i]["nolink"] = true
end
i=i+1
end
end
end
d.spcv = getNonEmptyArgs ( args, { "spcv", "multi-cv", "特殊配音", "多位配音" }, nil )
if d.spcv == nil then
d.cv = parseArray ( getNonEmptyArgs ( args, { "cv","配音" } ) )
mw.logObject(d.cv)
if isEmpty ( d.cv[1] ) then
d.cv = nil
d.spcv = '无资料'
else
-- add CV name(s) into category array. TODO: remove category processing
local i = 1
while not isEmpty ( d.cv[i] ) do
if d.cv[i][3] == "FORCENOLINK" then
d.cv[i][3] = nil
d.cv[i]["nolink"] = true
end
d.categoryArray[#d.categoryArray+1] = d.cv[i][1] .. '配音角色'
i = i + 1
end
end
end
-- tachie array
local tachieInfo = {
getNonEmptyArgs( args, { "e0name", "初始名" }, "初始"),
getNonEmptyArgs( args, { "e0img", "初始图" }, '明日方舟立绘_' .. d.name .. '_1.png' ),
getNonEmptyArgs( args, { "e1name", "精一名", "精1名" }, "精英一"),
getNonEmptyArgs( args, { "e1img", "精一图", "精1图" }, '明日方舟立绘_' .. d.name .. '_1+.png' ),
getNonEmptyArgs( args, { "e2name", "精二名", "精2名" }, "精英二"),
getNonEmptyArgs( args, { "e2img", "精二图", "精2图" }, '明日方舟立绘_' .. d.name .. '_2.png' )
}
d.tachieArray = {}
-- All operators have E0 state and E0 tachie's. Generate unless explicitly disabled.
if tachieInfo[1] ~= "FORCENOTAB" then
d.tachieArray[#d.tachieArray+1] = { label = tachieInfo[1], file = tachieInfo[2] }
end
-- Amiya is the only operator right now that possesses E1 tachie; treat as special case, generate unless explicitly disabled.
if d.name == '阿米娅' and tachieInfo[3] ~= "FORCENOTAB" then
d.tachieArray[#d.tachieArray+1] = { label = tachieInfo[3], file = tachieInfo[4] }
end
-- All 4star+ operators have E2 states and E2 tachie's. Generate unless explicitly disabled.
if d.rarity > 3 and tachieInfo[5] ~= "FORCENOTAB" then
d.tachieArray[#d.tachieArray+1] = { label = tachieInfo[5], file = tachieInfo[6] }
end
tachieInfo = nil
-- skins.
local skinArray = parseArray ( getArgFromAlias ( args, { "skins","skin","时装","服装" } ) )
for i = 1, #skinArray do
-- if no explicit skin filename is provided, generate filename according to naming customs.
if isEmpty(skinArray[i][2]) then
skinArray[i][2] = '明日方舟立绘_'..d.name..'_skin'..i..'.png'
end
-- attach skin array.
d.tachieArray[#d.tachieArray+1] = { label = skinArray[i][1], file = skinArray[i][2] }
end
skinArray = nil
-- sabun's. TODO: offload work to new M:Aksabun (WIP)
d.sabunArray = {}
local sabunType = getArgFromAlias ( args, { "sabun-type","差分类型","sabun-type1","差分类型1" } )
local sabunCode = getArgFromAlias ( args, { "sabun-code","差分代号","sabun-code1","差分代号1" } )
local manualSabun = getArgFromAlias ( args, { "manual-sabun1","手动差分1" } )
i = 1
while ( ( not isEmpty( sabunCode ) ) or ( not isEmpty( manualSabun ) ) ) do
sabunType = ( sabunType == 'npc' or sabunType == 'avg_npc' ) and 'avg_npc' or 'char'
d.sabunArray[#d.sabunArray+1] = getSabunArray ( frame, {
verbose = manualSabun,
["suffix-list"] = getArgFromAlias ( args, { "sabun-suffix"..i, "差分后缀"..i } ),
["sabun-type"] = sabunType,
["sabun-code"] = sabunCode,
separator = getArgFromAlias ( args, { "sabun-sep"..i, "差分分隔"..i } ),
first = getArgFromAlias ( args, { "sabun-f"..i, "差分首"..i } ),
last = getArgFromAlias ( args, { "sabun-l"..i, "差分末"..i } ),
omit = getArgFromAlias ( args, { "sabun-omit"..i, "差分忽略"..i } )
} )
i = i + 1
sabunType = getArgFromAlias ( args, { ("sabun-type"..i),("差分类型"..i) } )
sabunCode = getArgFromAlias ( args, { ("sabun-code"..i),("差分代号"..i) } )
manualSabun = getArgFromAlias ( args, { "manual-sabun"..i,"手动差分"..i } )
end
sabunType = nil
sabunCode = nil
manualSabun = nil
-- other tachie. This includes lone AVG tachie's, tachie of related sub-characters/objects (e.g. summons, pets...), etc.
d.otherTachie = parseArray ( getArgFromAlias ( args, { "other-tachie","其他立绘" } ) )
for i = 1, #d.otherTachie do
d.otherTachie[i] = d.otherTachie[i][1]
end
d.faction = getNonEmptyArgs ( args, { "faction","势力" }, "罗德岛" )
d.factionImgPath = frame:callParserFunction('filepath:Aklogo_'..d.faction..'.png')
-- main game data.
d.data = {
maxHealth = getNonEmptyArgs ( args, { "max-health","生命上限" }, '暂无数据' ),
attack = getNonEmptyArgs ( args, { "attack","atk","攻击" }, '暂无数据' ),
defense = getNonEmptyArgs ( args, { "defense","def","防御" }, '暂无数据' ),
artsResistance = getNonEmptyArgs ( args, { "arts-resist","法术抗性" }, '暂无数据' ),
redeploy = getNonEmptyArgs ( args, { "redeploy","再部署" }, '暂无数据' ),
cost = getNonEmptyArgs ( args, { "cost","部署费用" }, '暂无数据' ),
block = getNonEmptyArgs ( args, { "block","阻挡数" }, '暂无数据' ),
attackInterval = getNonEmptyArgs ( args, { "atk-int","攻击速度" }, '暂无数据' )
}
-- range. Must use Akrange-compatible descrpition strings.
d.rangeArray = { { label = 'E0', rangeString = getArgFromAlias ( args, { "E0range","初始范围" } ) } }
if not isEmpty(getArgFromAlias ( args, { "E1range","精一范围","精1范围" } )) then
d.rangeArray[#d.rangeArray+1] = { label = 'E1', rangeString = getArgFromAlias ( args, { "E1range","精一范围","精1范围" } ) }
end
if not isEmpty(getArgFromAlias ( args, { "E2range","精二范围","精2范围" } )) then
d.rangeArray[#d.rangeArray+1] = { label = 'E2', rangeString = getArgFromAlias ( args, { "E2range","精二范围","精2范围" } ) }
end
if not isEmpty(getArgFromAlias ( args, { "modulerange","模组范围","模组范围" } )) then
d.rangeArray[#d.rangeArray+1] = { label = '模组', rangeString = getArgFromAlias ( args, { "modulerange","模组范围","模组范围" } ) }
end
-- potential buffs.
d.potentialBuffArray = {}
-- get raw potential. if it actually exists, then make Lookup table.
local rawPotential = getArgFromAlias ( args, { "potential","潜能" } )
if rawPotential then
local potentialNameLookup = {
["n/a"] = false, ["false"] = false, [""] = false, [" "] = false, ["nil"] = false,
["生命上限"] = "生命", ["生命"] = "生命", ["health"] = "生命", ["hp"] = "生命",
["攻击力"] = "攻击", ["攻击"] = "攻击", ["attack"] = "攻击", ["atk"] = "攻击",
["防御力"] = "防御", ["防御"] = "防御", ["defense"] = "防御", ["def"] = "生命",
["法术抗性"] = "法抗", ["法抗"] = "法抗", ["arts-resist"] = "法抗", ["ar"] = "法抗",
["再部署时间"]="再部署",["再部署"]="再部署", ["redeploy"]="再部署",
["部署费用"] = "费用", ["费用"] = "费用", ["cost"] = "费用",
["阻挡数"] = "阻挡", ["阻挡"] = "阻挡", ["block"] = "阻挡",
["攻击速度"] = "攻速", ["攻速"] = "攻速", ["atk-int"]= "攻速",
["天赋"] = "天赋", ["talent"] = "天赋",
["第一天赋"] ="天赋一", ["天赋一"]="天赋一", ["talent1"]= "天赋一",
["第二天赋"] ="天赋二", ["天赋二"]="天赋二", ["talent2"]= "天赋二"
}
-- parse raw potential.
d.orderedPotentialBuffArray = {}
-- \239\188\155 是UTF-8全角分号(";")
i = 1
for item in (rawPotential:gsub("\239\188\155",";"):gsub("[;]?%s*$",";") ):gmatch("([^;]*);%s*") do
-- \227\128\129 是UTF-8顿号("、")
local tempArray = {}
for w in (item:gsub("\227\128\129","\\"):gsub("[\\]?%s*$","\\")):gmatch("([^\\]*)\\%s*") do
tempArray[#tempArray+1] = string.lower( w )
end
d.orderedPotentialBuffArray[i] = {}
d.orderedPotentialBuffArray[i][1] = potentialNameLookup[ tostring ( tempArray[1] ) ]
if d.orderedPotentialBuffArray[i][1] then
d.orderedPotentialBuffArray[i][2] = tempArray[2]
-- remove "秒" and non-number-nor-sign characters
local temp = tempArray[2]:gsub('\xe7\xa7\x92$',''):gsub('[^%d+-]','')
temp = tonumber( temp )
if temp then d.potentialBuffArray[ d.orderedPotentialBuffArray[i][1] ] = ( d.potentialBuffArray[ d.orderedPotentialBuffArray[i][1] ] or 0 ) + temp end
end
i = i + 1
end
-- if provided potential buff is less then 5, fill the rest with emtpy array
while i <= 5 do
d.orderedPotentialBuffArray[i] = {}
i = i + 1
end
rawPotential = nil
-- provide plus sign
for k,v in pairs(d.potentialBuffArray) do
if v > 0 then d.potentialBuffArray[k] = '+'..v end
end
end
-- tag-characteristic-talent
d.tags = getArgFromAlias ( args, { "tags","标签" }, '' )
d.characteristic = getNonEmptyArgs ( args, { "characteristic","特性" }, '暂无资料' )
d.talent = getArgFromAlias ( args, { "talent","天赋"}, '' )
if d.talent == '' then
local talentComponent = getNonEmptyArgs ( args, { "talent1","天赋1"} )
if talentComponent ~= nil then
d.talent = talentComponent
talentComponent = getNonEmptyArgs ( args, { "talent2","天赋2"} )
i = 2
while talentComponent do
d.talent = d.talent .. '<hr />' .. talentComponent
i = i + 1
talentComponent = getNonEmptyArgs ( args, { "talent"..i,"天赋1"..i} )
end
else
d.talent = '暂无资料'
end
end
d.talent = d.talent:gsub('%<%/talent%>','</span>'):gsub('%<talent%>','<span class="talentblock">')
-- rouge stuff
local rogueOnlyRaw = string.lower ( getArgFromAlias ( args, { 'rogue-only', '肉鸽限定' }, '' ) )
d.isRogueOnly = ( rogueOnlyRaw == "true" or rogueOnlyRaw == "yes" or rogueOnlyRaw == "是" or rogueOnlyRaw == "was" or rogueOnlyRaw == "曾" )
d.wasRogueOnly = ( rogueOnlyRaw == "was" or rogueOnlyRaw == "曾" )
rogueOnlyRaw = nil
d.rogueEvents = getNonEmptyArgs ( args, { 'rogue-events', 'rogue-event', '肉鸽活动' } )
-- skills and related material consumptions
d.skillArray = {}
d.skillArray.useSwitch = string.lower( getArgFromAlias ( args, { 'skill-switch', '技能切换' }, '' ) )
d.skillArray.useSwitch = not ( d.skillArray.useSwitch == "false" or d.skillArray.useSwitch == "no" or d.skillArray.useSwitch == "否" )
d.skillArray.useItem = string.lower( getArgFromAlias ( args, { 'display-item', '显示材料' }, '' ) )
d.skillArray.useItem = not ( d.skillArray.useItem == "false" or d.skillArray.useItem == "no" or d.skillArray.useItem == "否" )
local possibleSkillDesp = getArgFromAlias ( args, { "sk1", "技能1", "技能一" } )
local i = 1
local skillLookup = { '一', '二', '三', '' } -- need an extra item so skillLookup[i+1] after the last item is exhausted wouldn't throw err
while possibleSkillDesp ~= nil and i <= #skillLookup - 1 do
local tabString = ( d.skillArray.useItem and d.rarity >= 4 ) and frame:preprocess( "{{tabs|color=black aoc-skill-masterTabs|DefaultTab=1|AutoWidth=yes"
..'|bt1=专精一|tab1=[[File:明日方舟技能专精 1.png|50px|link=]]' .. akMatData ( frame, { d.dataName, 'v'..i..'7' } )
..'|bt2=专精二|tab2=[[File:明日方舟技能专精 2.png|50px|link=]]' .. akMatData ( frame, { d.dataName, 'v'..i..'8' } )
..'|bt3=专精三|tab3=[[File:明日方舟技能专精 3.png|50px|link=]]' .. akMatData ( frame, { d.dataName, 'v'..i..'9' } )..'}}'
) or ''
d.skillArray[i] = {
skillName = getArgFromAlias ( args, { ('sk'..i..'name'), ('技能'..i..'名称'), ('技能'..skillLookup[i]..'名称') } ),
activation = getArgFromAlias ( args, { "sk"..i.."a", "技能"..i.."触发", "技能"..skillLookup[i].."触发" }, ''),
skillPoint = getArgFromAlias ( args, { "sk"..i.."sp", "技能"..i.."技力", "技能"..skillLookup[i].."技力" }, ''),
description = possibleSkillDesp,
masterTabsPPS = tabString
}
d.skillArray[i].icon = getArgFromAlias ( args, { "skill"..i.."icon", "技能"..i.."图", "技能"..skillLookup[i].."图", "技能"..i.."补", "技能"..skillLookup[i].."补" }, '明日方舟技能_'..(d.skillArray[i].skillName or '')..'.png' )
i = i + 1
possibleSkillDesp = getArgFromAlias ( args, { "sk"..i, "技能"..i, "技能"..skillLookup[i] } )
end
d.skillArray.switchPPS = frame:expandTemplate { title = '明日方舟技能条', ["args"] = { [1]='#style' } } -- '<templatestyles src="Template:明日方舟技能条/style.css" />'
if d.rarity >= 4 then -- don't know why the and-or shorthand doesn't work
d.skillArray.switchPPS = d.skillArray.switchPPS .. frame:expandTemplate { title = '明日方舟技能条', ["args"] = { [1]='#skill2' } }
else
d.skillArray.switchPPS = d.skillArray.switchPPS .. frame:expandTemplate { title = '明日方舟技能条', ["args"] = { [1]='#skill1' } }
end
-- base skills.
d.baseSkillArray = {}
i = 1
local baseSkDesp = getArgFromAlias ( args, { "bsk"..i, "后勤"..i } )
while baseSkDesp do
d.baseSkillArray[#d.baseSkillArray+1] = { icon = getArgFromAlias ( args, { "bsk-icon"..i, "后勤"..i.."图标" } ), description = baseSkDesp }
i = i + 1
baseSkDesp = getArgFromAlias ( args, { "bsk"..i, "后勤"..i } )
end
--if not in article space, destroy category array
if frame:preprocess('{{NAMESPACENUMBER}}') ~= '0' then d.categoryArray = nil end
return d
end
function p.main ( frame )
local args = getArgs ( frame, { wrappers = wrapperArray } )
return p._exposed ( frame, args, "normal" )
end
function p.robot ( frame )
local args = getArgs ( frame, { wrappers = wrapperArray } )
return p._exposed ( frame, args, "robot" )
end
function p.exposed ( frame )
local args = getArgs ( frame, { wrappers = wrapperArray } )
return p._exposed ( frame, args, args["op-type"] )
end
function p._exposed ( frame, args, opType )
return genOpComplex ( frame, genData ( frame, args, opType ) )
end
return p