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Module:ChapChars
From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Contains three functions for use with {{ChapChars}}: newunits
manages the new unit tables, and oldunits
manages the required, available, and undeployable character sections; additionally, returning
is a deprecated function that is no longer used.
local p = {}
function p.returning(frame)
-- Naming the input
local in_args = frame:getParent().args
-- Determines whether or not to use "small"
local size = ""; num = 0; pixels = "x80"
local game = tostring(in_args["game#"])
if game:find("%c", -1) ~= nil then -- if game ends with a control character
game = game:sub(1, -2)
end
if tonumber(game) ~= nil then -- if the game is set as a number
num = tonumber(game)
end
if num > 0 then -- if num was set, or game is set to "wa"
game = "fe" .. game
end
local saga = ""
if game:sub(1, 3) == "trs" or game:sub(1, 2) == "vs" then -- if the set game starts with "trs" or "vs"
saga = "Saga:"
end
if num > 5 or game:sub(1, 3) == "trs" or game == "fewa2" then -- games that use small portraits; 1–5 and Warriors are false, 6–16 and TRS are true
size = "Small "
end
if num == 17 then
pixels = "100"
end
-- Begins construction of output
local args = {}; images = {}; links = {}; alts = {}
local hdr = "[[File:" .. size .. "portrait " -- Start of an image link
local link = " " .. game .. ".png|link=" -- Middle portion of an image link
local ftr = "|" .. pixels .. "px]]" -- End of link
local output = hdr -- starts output with header value
local i = 0
-- loops through the input and turns it into a list of images and one of links
for k, v in pairs(in_args) do
if k:sub(1,6) == "return" then -- if first six characters are "return"
i = tonumber(k:match("%d+"))
if v:find("%c", -1) ~= nil then -- if an input ends with a control character
v = v:sub(1, -2) -- removes last character
end
if tostring(k):sub(-7) == "article" then -- checks if last seven characters are "article"
links[i] = v
elseif tostring(k):sub(-3) == "alt" then
alts[i] = v
else
images[i] = mw.ustring.lower(v)
if links[i] == nil then -- checks if the corresponding link already exists
links[i] = saga .. v
end
if alts[i] == nil then
alts[i] = v:sub(1, 1):upper() .. v:sub(2)
end
end
end
end
if images[1] == nil then -- true if images[1] is empty, which should only happen if return1 is not set
return "None" -- ends the program
end
-- Turns the previous two lists into one list of partial links
for k in pairs(images) do
args[k] = images[k] .. link .. links[k] .. "|" .. alts[k] .. " ​" -- creates the middle portion of the link
end
-- takes list created above and turns it into useable wikitext
output = output .. table.concat(args, ftr .. hdr)
-- returns completed image set
return output .. ftr
end
function p.newunits(frame)
-- Naming input to be more convinient
local in_args = frame:getParent().args
local units = {} -- variabe that will contain every "newunit#" field
-- Checks input for newunit fields
for k, v in pairs(in_args) do
if tostring(k):find("newunit%d+") ~= nil then
units[tonumber(k:sub(8))] = v
end
end
if #units == 0 then -- if there are no new units
return "|\nNone"
end
local rowbreak = 3
if in_args[rowbreak] ~= nil then -- if rowbreak is set in the page
rowbreak = in_args[rowbreak]
elseif #units == 4 then -- if there are four new units
rowbreak = 2
end
--[[rowbreak determines were new rows are made: breaks after the third unit,
except when there are four units where it breaks after the second.]]
local output = ""
for k, v in ipairs(units) do -- assembles output
output = output .. "|\n" .. v .. "\n"
if k % rowbreak == 0 then -- adds new rows
output = output .. "|-\n"
end
end
return output
end
function p.oldunits(frame)
-- Naming the input
local in_args = frame:getParent().args
local size = ""; num = 0; pixels = "x80"; transform = ""
local game = tostring(in_args["game#"])
if game:find("%c", -1) ~= nil then -- if game ends with a control character
game = game:sub(1, -2) -- removes control character
end
if tonumber(game) ~= nil then -- if the game is set as a number
num = tonumber(game) -- sets a number field for convinience
end
if num > 0 then -- if num was set, or game is set to "wa"
game = "fe" .. game -- sets "game" to use the number for portraits
end
local saga = ""
-- if the set game starts with "trs" or "vs"
if game:sub(1, 3) == "trs" or game:sub(1, 2) == "vs" then
saga = "Saga:" -- link to Saga namespace
end
if game == "trs01" then -- if the game is TRS1
-- sets transform css used for TRS1 portraits
trasnform = "; transform: scaleX(calc(8/9))"
end
--[[games that use small portraits;
1–5 and Warriors are false, 6–16 and TRS are true]]
if num > 5 or game:sub(1, 3) == "trs" or game == "fewa2" then
size = "Small "
end
--if game is Engage
if num == 17 then
pixels = "100" -- sets with of 100 px rather than height of 80
end
-- Begins construction of output
-- arrays for required, available and undeployable characters
local forceds = {}; returns = {}; nodeploys = {}
-- look-up table for arrays
local a_tab = {
["return"] = returns,
["forced"] = forceds,
["nodepl"] = nodeploys
}
local hdr = "[[File:" .. size .. "portrait " -- Start of an image link
local link = " " .. game .. ".png|link=" -- Middle portion of an image link
local ftr = "|" .. pixels .. "px]]" -- End of link
local output = '' -- empty start to output
-- Common element for headers; text set later
local cellh = "! <div class=\"round\" style=\"margin: auto; " ..
"border: 1px solid {{Color2}}; background: {{Color1}}; width: 66%; " ..
"padding: 3px\">"
-- common element for cells
local cellc = "| class=\"round\" style=\"padding: 1em; " ..
"border: 1px solid #b0b0b0" .. transform .. "\" | "
--[[ variables used for the loop:
i is the number of the field (e.g. "return1" gives 1)
j is the name of the field (e.g. "return1" gives "return")
active is the active array (e.g. "return1" uses the returns array)]]
local i = 0; j = ''; active = {}
--[[loops through the input,
sorts it into the required, available, and undeployable characters]]
for k, v in pairs(in_args) do
i = tonumber(k:match("%d+")) -- field number
j = k:sub(1,6) -- field name
if v:find("%c", -1) ~= nil then -- if an input ends with a control character
v = v:sub(1, -2) -- removes last character
end
active = a_tab[j]
if active ~= nil then
if active[i] == nil then
active[i] = {} -- sets a sub-table if one does not already exist
end
-- checks if last seven characters are "article"
if tostring(k):sub(-7) == "article" then
active[i][2] = v -- sets a unique link for this image
-- checks if last three characters are "alt"
elseif tostring(k):sub(-3) == "alt" then
active[i][3] = v -- sets unique alt text for this image
else -- if the other two are false, the image set must be left
active[i][1] = mw.ustring.lower(v) -- sets image
-- checks if the corresponding link already exists
if active[i][2] == nil then
active[i][2] = saga .. v -- sets link to same value as image
end
-- checks if the corresponding alt already exists
if active[i][3] == nil then
-- sets atl to same value as image
active[i][3] = v:sub(1, 1):upper() .. v:sub(2)
end
end
end
j = nil -- resets j so inapplicable fields don't slip through
end
-- sets up empty outputs for required, available, and undeployable units
local outf = ''; outr = ''; outn = ''
if forceds[1] ~= nil then -- if first required character doesn't exist
for k in ipairs(forceds) do
-- assembles required units part of output
outf = outf .. hdr .. forceds[k][1] .. link .. forceds[k][2] ..
"|" .. forceds[k][3] .. " ​" .. ftr
end
end
if returns[1] ~= nil then -- if first available character doesn't exist
for k in ipairs(returns) do
-- assembles available units part of output
outr = outr .. hdr .. returns[k][1] .. link .. returns[k][2] ..
"|" .. returns[k][3] .. " ​" .. ftr
end
else
outr = "None"
end
if nodeploys[1] ~= nil then -- if first undeployable character is nil
for k in ipairs(nodeploys) do
-- assembles undeployable units part of output
outn = outn .. hdr .. nodeploys[k][1] .. link .. nodeploys[k][2] ..
"|" .. nodeploys[k][3] .. " ​" .. ftr
end
end
if outf ~= '' then -- places required characters in output, if they exist
output = cellh .. "Required Characters</div>" .. "\n|-\n" ..
cellc .. outf .. "\n|-\n"
end
-- places available characters in output
output = output .. cellh .. "Available Characters</div>" .. "\n|-\n" ..
cellc .. outr .. "\n|-\n"
-- places undeployable characters in output, if they exist
if outn ~= '' then
output = output .. cellh .. "Undeployable Characters</div>" .. "\n|-\n" ..
cellc .. outn
end
-- returns completed image set
return output
end
return p