FANDOM


-- <nowiki>
local p = {}
 
local exchange = require( 'Module:Exchange') --for coins per charge
local coins = require( 'Module:Coins') --for printing above
local tooltips = require('Module:Tooltip')
local draintable = require('Module:Charge drain').oneslot
 
local slots = {
	['2h'] = 1.5,
	mh = 1,
	['1h'] = 1,
	armour = 1,
	a = 1,
	body = 1,
	legs = 1,
	shield = 0.5,
	oh = 0.5,
	t = 0.25,
	tool = 0.25,
}
 
function p.get_base(tier, slot)
	if tier < 67 then
		tier = 67
	end
	return math.floor(((tier-60)/8 * slots[slot] * 100 + .05)) / 100
end
 
function p.get_tooltip(tier, slot)
	local name = string.format('charge_drain_%s_%s', slot, tier)
	local span = tooltips._span({ name })
	local divstr = ''
 
	local function get_slot_str()
		local slot_str = {
			['2h'] = 'a tier %s two-handed weapon',
			['mh'] = 'a tier %s main-handed weapon',
			['body'] = 'tier %s body armour',
			['legs'] = 'tier %s leg armour',
			['shield'] = 'a tier %s shield',
			['oh'] = 'a tier %s off-handed weapon',
			['tool'] = 'a tier %s skilling tool',
		}
		return string.format(slot_str[slot], tier)
	end
 
	div = tooltips._div({
		name = name,
		hasarrow = true,
		limitwidth = true,
		content = string.format('Your current drain rate for %s is given by the following table.<br />It depends on your current reduction researched, the [[equipment level|item level]], and [[Efficient]]/[[Enhanced Efficient]] perk presence.\n%s\nFor more information, see [[Charge pack#Charge drain]].', get_slot_str(), tostring(draintable(tier,slot)))
		})
 
	return span, div
end
 
function p.main(frame)
	local args = frame:getParent().args
	local level = tonumber(args.level or 1)
	local slot = string.lower(args.slot or '')
	local slot_multiplier = slots[slot] or 1
	page_title = mw.title.getCurrentTitle().fullText
	local drain, hours
 
	if args.drain then
		drain = args.drain
	else
		if level < 70 then
			drain = 0.87
		else
			drain = (level-60)/8.0
		end
 
		drain = math.floor((drain * slot_multiplier * 100 + .05)) / 100
	end
 
 
	local ret
	if args.d2d then --this item degrades to dust
	    --open with standard d2d text
        ret = string.format("The %s uses charges stored within the item (not in the universal [[charge pack]]). It degrades exactly as the non-augmented version does: it has [[equipment degradation|100,000 charges of combat]]. These charges cannot be replenished.\n\n", page_title)
 
	    local level_10_limit = "The item can be trained and [[equipment siphon|siphoned]] as normal while it has charges. Once it runs out of charges, it will retain its equipment bonuses until it reaches equipment level 10, where it will become unusable and can only be disassembled."
 
		if args.d2d:lower() == 'dyed' then
			ret = ret..level_10_limit..string.format(" This will return an un-augmented, broken [[%s]]. It can then be repaired and re-augmented as normal. A dye can be used on an augmented, undyed version to produce this item.\n\n", page_title:gsub('[Aa]ugmented', ''))
 
		elseif args.ancientspec and string.sub(args.ancientspec:lower(),1,string.len('y'))=='y' then
			ret = ret..level_10_limit.." Additionally, using the weapon's special attack will drain 100 charges, or 0.1% of maximum charge. The special attack cannot be used if there are 0 charges remaining.\n\n"
		--in the above concat we add on special attack cost text
 
	    elseif args.refac and string.sub(args.refac:lower(),1,string.len('y'))=='y' then
	        ret = ret..level_10_limit..string.format(" This will return an unrefined [[%s]]. It can then be refined and re-augmented as normal.\n\n", page_title:gsub('[Aa]ugmented [Rr]efined', ''))
	    --in the above comcat, we present heart of gielinor refined armour degradation
	    else
            ret = ret..level_10_limit
        end
    ret = ret.."Unlike normal augmented items, this item is made at an [[Inventor's workbench]] from a new, fully charged item, an [[augmentor]], and 36 [[divine charge]]s. It cannot be made from a partially used component. [[Augmentation dissolver]]s cannot be used on this item."
 
    else --this is a typical augmented item
		local span, div = p.get_tooltip(level, slot)
		local coindrain = coins._amount(exchange._price("Divine charge") / 3000 * drain)
	    ret = string.format("The %s uses charges stored in the universal [[charge pack]]. When the charge pack runs out of charges, the item loses stats and gizmo effects, and can also no longer gain any equipment experience. Function will resume when the pack is recharged with [[divine charge]]s.",page_title)
    end
 
	return ret
end
 
return p

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