Module:LootChest
This module has been modified in order to provide better support for Parallel items.
Maintenance
The data for Java release versions is current as of 1.20.1. (needs to be checked/updated to 1.20.2). | 20:49, June 9 2022 (UTC) |
The data for Java snapshots is current as of 1.20.2 Pre-release 1. (needs to be checked/updated to 23w44a). | 18:43, 20 April 2022 (UTC) |
The data for Bedrock release versions is current as of 1.19.0. (needs to be checked/updated to 1.20.40). | 20:49, June 9 2022 (UTC) |
The data for Bedrock beta versions is current as of beta 1.19.80.22. (needs to be checked/updated to beta 1.20.50.22). | 18:43, January 23 2023 (UTC) |
.base usage (Template:LootChest)
Generates a table of the contents of the designated chests, with columns corresponding to various statistics about the availability of those items.
Invoking
It takes any number of chest parameters, and any number of column parameters, in no particular order.
If no chest parameters are listed, it displays them all; likewise for column parameters.
{{#invoke:LootChest|base [ |<chestParam1> ... |<chestParamN> ] [ |<columnHideParam1> ... |<columnHideParamN> ] }}
Chest parameters
ancient-city,
ancient-city-ice-box,
bastion-bridge,
bastion-generic,
bastion-hoglin-stable,
bastion-treasure,
bonus,
bonus-barrel,
brushable-cold-ocean-ruins,
brushable-desert-temple,
brushable-desert-well,
brushable-trail-ruins,
brushable-trail-ruins-rare,
brushable-warm-ocean-ruins,
buried-treasure,
desert-temple ( desert ),
end-city,
igloo,
jungle-temple ( jungle ),
jungle-temple-dispenser,
mineshaft,
monster room,
moon-lab,
moon-resuply,
nether-fortress ( nether-fortress, nether ),
pillager-outpost ( outpost ),
ruined-portal,
shipwreck-map,
shipwreck-supply,
shipwreck-treasure,
stronghold-altar ( altar ),
stronghold-library ( library ),
stronghold-storeroom ( storeroom ),
sunken-treasure,
sunken-treasure-chest,
trial-chambers-chamber-dispenser,
trial-chambers-corridor,
trial-chambers-corridor-dispenser,
trial-chambers-corridor-pot,
trial-chambers-entrance,
trial-chambers-intersection,
trial-chambers-intersection-barrel,
trial-chambers-reward,
trial-chambers-reward-ominous,
trial-chambers-supply,
trial-chambers-trial-spawner,
trial-chambers-trial-spawner-ominous,
trial-chambers-water-dispenser,
underwater-ruin-big,
underwater-ruin-small,
village-armorer ( armorer ),
village-butcher ( butcher ),
village-cartographer ( cartographer ),
village-desert-house ( desert-house ),
village-fisherman ( fisherman ),
village-fletcher ( fletcher ),
village-mason ( mason ),
village-plains-house ( plains-house ),
village-savanna-house ( savanna-house ),
village-shepherd ( shepherd ),
village-snowy-house ( snowy-house ),
village-taiga-house ( taiga-house ),
village-tannery ( tannery ),
village-temple ( temple ),
village-toolsmith ( toolsmith ),
village-weaponsmith ( weaponsmith ),
voteparty,
woodland-mansion ( mansion )
Column parameters
chance: The odds of finding any of this item in a single chest.,
chests: The average number of chests the player should expect to search to find any of this item.,
items: The number of items expected per chest, averaged over a large number of chests.,
stacksize: The size of stacks (or for unstackable items, number) of this item on any given roll.,
weight: The weight of this item relative to other items in the pool.
Example
{{#invoke:LootChest|base}}
→ all chests and all columns
{{#invoke:LootChest|base|weaponsmith|jungle|bonus|chance|stacksize}}
→ only weaponsmith and jungle chests, and only 'stacksize' and 'chance' columns
.base2 usage (Template:LootChestItem inline)
Prints a summary of this item's availability in the various worldgen chests.
Invoking
It takes exactly one item name as a parameter.
{{#invoke:LootChest|base2|<itemParam>}}
Item parameters
acacia-log, acacia-planks, acacia-sapling, acacia-sapling-m, activator-rail, air-block-m, allium-m, amethyst-shard, ancient-debris, ancient-debris-2, ancient-debris-m, angler-pottery-sherd, apple, archer-pottery-sherd, arms-up-pottery-sherd, arrow, azure-bluet-m, baked-potato, bamboo, bamboo-hanging-sign, bamboo-m, bamboo-planks, barrel, basalt, beetroot, beetroot-seeds, beetroot-seeds-m, beetroot-soup, bell, bell-m, big-dripleaf-m, birch-log, birch-sapling, birch-sapling-m, black-wool, blade-pottery-sherd, block-of-diamond, block-of-emerald, block-of-gold, block-of-iron, blue-dye, blue-ice, blue-key, blue-orchid-m, blue-stained-glass-pane, bolt-armor-trim-smithing-template, bone, bone-block, bone-block-m, bone-meal, bone-meal-m, book, book-and-quill, bottle-o'-enchanting, brain-coral-block-m, bread, brewer-pottery-sherd, brick, brown-candle, brown-mushroom, brown-mushroom-m, brown-wool, bubble-coral-block-m, bucket, bucket-m, budding-amethyst-m, buried-treasure-map, burn-pottery-sherd, cactus, cactus-m, cake, candle, carrot, carrot-m, chain, chainmail-boots, chainmail-chestplate, chainmail-helmet, chainmail-leggings, cherry-sapling-m, chorus-flower-m, clay, clay-ball, clock, coal, coast-armor-trim-smithing-template, cobweb-m, cocoa-beans, cocoa-beans-m, compass, cooked-beef, cooked-chicken, cooked-cod, cooked-porkchop, cooked-salmon, cornflower-m, cow-spawn-egg-m, crimson-fungus, crimson-nylium, crimson-nylium-m, crimson-roots, crossbow, crying-obsidian, damaged-diamond-axe, damaged-diamond-boots, damaged-diamond-chestplate, damaged-diamond-helmet, damaged-diamond-leggings, damaged-diamond-pickaxe, damaged-diamond-sword, damaged-golden-axe, damaged-golden-pickaxe, damaged-iron-axe, damaged-level-enchanted-crossbow, damaged-level-enchanted-diamond-hoe, damaged-level-enchanted-netherite-boots, damaged-level-enchanted-netherite-chestplate, damaged-level-enchanted-netherite-helmet, damaged-level-enchanted-netherite-leggings, damaged-level-enchanted-netherite-sword, damaged-netherite-boots, damaged-netherite-chestplate, damaged-netherite-helmet, damaged-netherite-leggings, damaged-netherite-sword, damaged-random-enchanted-crossbow, damaged-random-enchanted-crossbow-2, damaged-random-enchanted-diamond-axe, damaged-random-enchanted-diamond-boots, damaged-random-enchanted-diamond-boots-2, damaged-random-enchanted-diamond-chestplate, damaged-random-enchanted-diamond-chestplate-2, damaged-random-enchanted-diamond-helmet, damaged-random-enchanted-diamond-helmet-2, damaged-random-enchanted-diamond-leggings, damaged-random-enchanted-diamond-leggings-2, damaged-random-enchanted-diamond-pickaxe, damaged-random-enchanted-diamond-pickaxe-2, damaged-random-enchanted-diamond-shovel, damaged-random-enchanted-diamond-shovel-2, damaged-random-enchanted-diamond-sword, damaged-random-enchanted-diamond-sword-2, damaged-random-enchanted-golden-axe, damaged-random-enchanted-golden-pickaxe, damaged-random-enchanted-iron-axe, damaged-random-enchanted-iron-sword, damaged-random-enchanted-netherite-axe, damaged-random-enchanted-netherite-boots, damaged-random-enchanted-netherite-chestplate, damaged-random-enchanted-netherite-helmet, damaged-random-enchanted-netherite-hoe, damaged-random-enchanted-netherite-leggings, damaged-random-enchanted-netherite-pickaxe, damaged-random-enchanted-netherite-shovel, damaged-random-enchanted-netherite-sword, damaged-shield, damaged-stone-axe, damaged-stone-pickaxe, dandelion, dandelion-m, danger-pottery-sherd, dark-oak-log, dark-oak-sapling, dark-oak-sapling-m, dead-bush, detector-rail, diamond, diamond-boots, diamond-chestplate, diamond-helmet, diamond-hoe, diamond-horse-armor, diamond-leggings, diamond-m, diamond-pickaxe-m, diamond-shovel, diamond-sword, dirt-m, disc-13, disc-cat, disc-creator, disc-creator-music-box, disc-fragment-5, disc-mellohi, disc-otherside, disc-pigstep, disc-precipice, disc-relic, disc-wait, dune-armor-trim-smithing-template, echo-shard, echo-shard-m, egg, elytra-m, emerald, empty, empty-map, enchanted-book, enchanted-book-rnd, enchanted-book-rnd-breach-density, enchanted-book-rnd-efficiency, enchanted-book-rnd-high, enchanted-book-rnd-low, enchanted-book-rnd-mending, enchanted-book-rnd-mending-trident, enchanted-book-rnd-quick-charge, enchanted-book-rnd-soul-speed, enchanted-book-rnd-swift-sneak, enchanted-book-rnd-trial-chambers, enchanted-book-rnd-trial-chambers-2, enchanted-book-rnd-unbreaking, enchanted-book-rnd-wind-burst, enchanted-fishing-rod, enchanted-golden-apple, end-stone-m, ender-pearl, ender-pearl-m, explorer-pottery-sherd, eye-armor-trim-smithing-template, feather, fern, fern-m, fire-charge, fire-coral-block-m, flint, flint-and-steel, flow-armor-trim-smithing-template, flow-banner-pattern, flower-pot, friend-pottery-sherd, furnace, ghast-tear-m, gilded-blackstone, glistering-melon-slice, glow-berries, glow-berries-m, glowstone, glowstone-dust-m, goat-horn, gold-ingot, gold-ingot-m, gold-nugget, golden-apple, golden-apple-m, golden-boots, golden-carrot, golden-chestplate, golden-helmet, golden-hoe, golden-horse-armor, golden-leggings, golden-sword, grass-block-m, gravel-m, gray-wool, green-candle, green-dye, gunpowder, gunpowder-m, guster-banner-pattern, heart-of-the-sea, heart-of-the-sea-m, heart-pottery-sherd, heartbreak-pottery-sherd, heavy-core, honey-bottle, honeycomb, horn-coral-block-m, host-armor-trim-smithing-template, howl-pottery-sherd, ink-sac, iron-axe, iron-boots, iron-chestplate, iron-helmet, iron-horse-armor, iron-ingot, iron-ingot-m, iron-leggings, iron-nugget, iron-pickaxe, iron-shovel, iron-sword, jungle-log, jungle-sapling, jungle-sapling-m, kelp-m, lapis-lazuli, lapis-lazuli-m, large-fern, large-fern-m, lava-bucket-m, lead, leather, leather-boots, leather-cap, leather-pants, leather-tunic, level-enchanted-bow, level-enchanted-bow-2, level-enchanted-crossbow, level-enchanted-diamond-axe, level-enchanted-diamond-axe-2, level-enchanted-diamond-boots, level-enchanted-diamond-boots-2, level-enchanted-diamond-chestplate, level-enchanted-diamond-chestplate-2, level-enchanted-diamond-chestplate-3, level-enchanted-diamond-chestplate-4, level-enchanted-diamond-helmet, level-enchanted-diamond-helmet-2, level-enchanted-diamond-leggings, level-enchanted-diamond-leggings-2, level-enchanted-diamond-leggings-3, level-enchanted-diamond-pickaxe, level-enchanted-diamond-shovel, level-enchanted-diamond-sword, level-enchanted-diamond-sword-2, level-enchanted-golden-boots, level-enchanted-golden-chestplate, level-enchanted-golden-helmet, level-enchanted-golden-hoe, level-enchanted-golden-leggings, level-enchanted-iron-axe, level-enchanted-iron-boots, level-enchanted-iron-boots-2, level-enchanted-iron-boots-3, level-enchanted-iron-chestplate, level-enchanted-iron-chestplate-0-10, level-enchanted-iron-chestplate-2, level-enchanted-iron-chestplate-3, level-enchanted-iron-helmet, level-enchanted-iron-helmet-2, level-enchanted-iron-helmet-3, level-enchanted-iron-leggings, level-enchanted-iron-leggings-2, level-enchanted-iron-leggings-3, level-enchanted-iron-pickaxe, level-enchanted-iron-pickaxe-2, level-enchanted-iron-shovel, level-enchanted-iron-shovel-2, level-enchanted-iron-sword, level-enchanted-iron-sword-2, level-enchanted-leather-boots, level-enchanted-leather-cap, level-enchanted-leather-pants, level-enchanted-leather-tunic, level-enchanted-stone-sword, light-blue-dye, light-blue-stained-glass-pane, light-gray-wool, light-weighted-pressure-plate, lilac-m, lily-of-the-valley-m, lingering-potion-of-healing, lingering-potion-of-poison, lingering-potion-of-slowness, lingering-potion-of-weakness, lodestone, magenta-stained-glass-pane, magma-block, magma-cream, mangrove-log, mangrove-propagule-m, map, melon-seeds, melon-seeds-m, milk-bucket, miner-pottery-sherd, moss-block, moss-block-m, mourner-pottery-sherd, mycelium-m, name-tag, nautilus-shell-m, nether-quartz, nether-quartz-m, nether-wart, nether-wart-m, netherite-boots, netherite-chestplate, netherite-helmet, netherite-ingot, netherite-leggings, netherite-scrap, netherite-upgrade-smithing-template, oak-hanging-sign, oak-log, oak-log-m, oak-planks, oak-sapling, oak-sapling-m, oak-sign, obsidian, ominous-bottle, ominous-bottle-2, ominous-trial-key, orange-dye, orange-tulip-m, oxeye-daisy-m, packed-air-m, packed-ice, paper, parallel:100-riftcoin-jackpot, parallel:50-riftcoin-jackpot, parallel:500-riftcoin-mega-jackpot, parallel:agender-pride-flag, parallel:angry-bee-hat, parallel:angry-nectar-bee-hat, parallel:armorer's-welding-mask, parallel:aromantic-pride-flag, parallel:asexual-pride-flag, parallel:baguette, parallel:bee-hat, parallel:beret, parallel:bisexual-pride-flag, parallel:black-cat-hat, parallel:black-plague-doctor-mask, parallel:bloody-netherite-axe-hat, parallel:british-shorthair-cat-hat, parallel:broken-makeshift-wings, parallel:bronze-donator-crown, parallel:buddy-head, parallel:butcher's-headband, parallel:buzzing-angry-bee-hat, parallel:buzzing-angry-nectar-bee-hat, parallel:buzzing-bee-hat, parallel:buzzing-nectar-bee-hat, parallel:calico-cat-hat, parallel:cartographer's-golden-monocle, parallel:charm-applicator-level-1, parallel:charm-applicator-level-2, parallel:charm-applicator-level-3, parallel:charm-applicator-level-4, parallel:chest-hat, parallel:cleric's-cowl, parallel:cooked-bream, parallel:cooked-calamari, parallel:cooked-catfish, parallel:cooked-crab, parallel:cooked-flounder, parallel:cooked-largemouth-bass, parallel:cooked-mackerel, parallel:cooked-magikarp, parallel:cooked-moorish-idol-fish, parallel:cooked-pike, parallel:cooked-red-snapper, parallel:cooked-small-fry, parallel:cooked-speckled-carp, parallel:cooked-striped-bass, parallel:creeper-crunch, parallel:crumpled-parallel-soda-can, parallel:demiromantic-pride-flag, parallel:demisexual-pride-flag, parallel:diamond-donator-crown, parallel:early-supporter-glasses, parallel:eerie-eyeball, parallel:farmer's-straw-hat, parallel:fisherman's-lucky-hat, parallel:fletcher's-feather-hat, parallel:gay-men-pride-flag, parallel:genderfluid-pride-flag, parallel:genderqueer-pride-flag, parallel:glow-squid-hat, parallel:gold-donator-crown, parallel:green-apple-goo, parallel:halloween-candy, parallel:heart-glasses, parallel:intersex-pride-flag, parallel:jellie-cat-hat, parallel:lesbian-pride-flag, parallel:librarian's-book-hat, parallel:maggie-head, parallel:magma-melt, parallel:makeshift-wings, parallel:message-in-a-bottle, parallel:moray-eel, parallel:mysterious-mint, parallel:nectar-bee-hat, parallel:nether-portal-nougat, parallel:new-year's-eve-2020-glasses, parallel:nonbinary-pride-flag, parallel:ocelot-hat, parallel:old-boot, parallel:overflowing-treasure-bundle, parallel:pansexual-pride-flag, parallel:parallel-soda, parallel:persian-cat-hat, parallel:phantasmic-fudge, parallel:pink-plague-doctor-mask, parallel:pirate-hat, parallel:pizza, parallel:pocket-teleporter, parallel:polysexual-pride-flag, parallel:pride-flag, parallel:progress-pride-flag, parallel:pumpkin-hat, parallel:pumpkin-pop, parallel:ragdoll-cat-hat, parallel:ralnthar-roar, parallel:raspberry-rift, parallel:raw-bream, parallel:raw-catfish, parallel:raw-crab, parallel:raw-european-squid, parallel:raw-flounder, parallel:raw-largemouth-bass, parallel:raw-mackerel, parallel:raw-magikarp, parallel:raw-moorish-idol-fish, parallel:raw-pike, parallel:raw-red-snapper, parallel:raw-small-fry, parallel:raw-speckled-carp, parallel:raw-striped-bass, parallel:red-cat-hat, parallel:reindeer-antlers, parallel:rock, parallel:santa-hat-red, parallel:sculk-plague-doctor-mask, parallel:seahorse, parallel:shepherd's-herding-hat, parallel:siamese-cat-hat, parallel:silver-donator-crown, parallel:soul-shard, parallel:squid-hat, parallel:structure-creator-hat, parallel:sushi-roll, parallel:tabby-cat-hat, parallel:tinted-potion-bottle, parallel:top-hat, parallel:totem-of-the-void, parallel:transgender-pride-flag, parallel:treasure-bundle, parallel:treasure-chest, parallel:tuxedo-cat-hat, parallel:unstable-soul-shard, parallel:waders, parallel:weaponsmith's-eyepatch, parallel:white-cat-hat, parallel:white-plague-doctor-mask, parallel:witch-hat, parallel:witch-hat-red, peony-m, pink-petals-m, pink-stained-glass-pane, pink-tulip-m, plenty-pottery-sherd, pointed-dripstone-m, poisonous-potato, polished-basalt, poppy, poppy-m, potato, potato-m, potion-of-healing, potion-of-regeneration, potion-of-strength, potion-of-swiftness, potion-of-water-breathing, powder-snow-bucket-m, powered-rail, prismarine-crystals, prismarine-crystals-m, prismarine-shard-m, prize-pottery-sherd, pufferfish-bucket-m, pumpkin, pumpkin-pie, pumpkin-seeds, pumpkin-seeds-m, purple-candle, purple-stained-glass-pane, rabbit-foot-m, rail, raiser-armor-trim-smithing-template, random-effect-arrow, random-effect-lingering-potion, random-effect-potion, random-effect-splash-potion, random-effect-tipped-arrow, random-enchanted-crossbow, random-enchanted-diamond-pickaxe, random-enchanted-golden-axe, random-enchanted-golden-boots, random-enchanted-golden-chestplate, random-enchanted-golden-helmet, random-enchanted-golden-hoe, random-enchanted-golden-leggings, random-enchanted-golden-pickaxe, random-enchanted-golden-shovel, random-enchanted-golden-sword, random-enchanted-leather-boots, random-enchanted-leather-cap, random-enchanted-leather-pants, random-enchanted-leather-tunic, raw-beef, raw-cod, raw-mutton, raw-porkchop, raw-salmon, red-candle, red-key, red-mushroom-m, red-stained-glass-pane, red-tulip-m, redstone, redstone-m, resin-brick, resin-clump, rib-armor-trim-smithing-template, rose-bush-m, rotten-flesh, saddle, sand, sand-m, scaffolding, sculk, sculk-catalyst, sculk-catalyst-m, sculk-sensor, sea-pickle-m, sentry-armor-trim-smithing-template, shaper-armor-trim-smithing-template, sheaf-pottery-sherd, shears, sheep-spawn-egg-m, shelter-pottery-sherd, short-grass, silence-armor-trim-smithing-template, skull-pottery-sherd, slimeball-m, smooth-stone, sniffer-egg, sniffer-egg-m, snort-pottery-sherd, snout-armor-trim-smithing-template, snout-banner-pattern, snow-block, snow-block-m, snowball, soul-sand, soul-sand-m, soul-speed-enchanted-golden-boots, soul-torch, spectral-arrow, spider-eye, spider-eye-m, spire-armor-trim-smithing-template, splash-potion-of-poison, splash-potion-of-slowness, splash-potion-of-weakness, spore-blossom-m, spruce-hanging-sign, spruce-log, spruce-sapling, spruce-sapling-m, spruce-sign, spyglass-m, stick, stone, stone-axe, stone-bricks, stone-pickaxe, string, string-m, sugar-cane-m, sunflower-m, suspicious-stew, suspicious-stew-2, sweet-berries, sweet-berries-m, tall-grass, tide-armor-trim-smithing-template, tipped-arrow-poison, tipped-arrow-slowness, tipped-arrow-strong-slowness, tnt, torch, trial-key, trident, tripwire-hook, tube-coral-block-m, tuff, turtle-egg-m, unknown-enchanted-diamond-chestplate, unknown-enchanted-iron-helmet, unknown-enchanted-iron-leggings, unknown-enchanted-iron-pickaxe, unknown-enchanted-iron-shovel, vex-armor-trim-smithing-template, villager-spawn-egg-m, ward-armor-trim-smithing-template, warped-nylium-m, water-bucket, water-bucket-m, wayfinder-armor-trim-smithing-template, wheat, wheat-seeds, wheat-seeds-m, white-dye, white-tulip-m, white-wool, wild-armor-trim-smithing-template, wind-charge, wind-charge-2, wither-skeleton-skull-m, wooden-axe, wooden-hoe, wooden-pickaxe, yellow-dye, yellow-key, yellow-stained-glass-pane
Example
{{#invoke:LootChest|base2|iron-ingot}}
→
Lua error at line 393: attempt to concatenate field 'bedrock-upcoming' (a nil value).
{{#invoke:LootChest|base2|emerald}}
→
Emeralds can be found in 31.8% of village armorer chests, 10.2% of village butcher chests, 16.4% of small underwater ruins chests, 12.5% of desert well chests, 12.3% of village fletcher chests, 7.6% of igloo chests, 4.4% of trail ruins chests, 20.8% of village mason chests, 13.3% of warm ocean Ruins chests, 13.3% of cold ocean ruins chests, 14.9% of big underwater ruins chests, 24.2% of village fisherman chests, 12.3% of village shepherd chests, and 12.5% of desert pyramid chests, all in stacks of 1; in 25.4% of village temple chests, 18.6% of taiga village house chests, 21.5% of savanna village house chests, 22.8% of plains village house chests, 9.9% of snowy village house chests, and 17.3% of village tannery chests, all in stacks of 1–4; in 73.7% of shipwreck treasure chests in stacks of 1–5; in 59.9% of buried treasure chests in stacks of 4–8; in 38.4% of trial chambers vault chests in stacks of 2–4; in 14.3% of desert village house chests, 8.7% of jungle pyramid chests, 35.6% of trial chambers corridor pot chests, and 18.0% of desert pyramid chests, all in stacks of 1–3; in 46.3% of parallel:Sunken Treasure chests in stacks of 1–2; in 56.2% of trial chambers ominous vault chests in stacks of 4–10; and in 9.0% of end city chests in stacks of 2–6.
Bedrock Edition they can be found in 31.8% of village armorer chests, 10.2% of village butcher chests, 16.4% of small underwater ruins chests, 12.5% of desert well chests, 12.3% of village fletcher chests, 7.6% of igloo chests, 4.3% of trail ruins chests, 20.8% of village mason chests, 13.3% of warm ocean Ruins chests, 13.3% of cold ocean ruins chests, 14.9% of big underwater ruins chests, 12.3% of village shepherd chests, and 12.5% of desert pyramid chests, all in stacks of 1; in 25.4% of village temple chests, 20.3% of taiga village house chests, 21.5% of savanna village house chests, 22.8% of plains village house chests, 9.9% of snowy village house chests, and 17.3% of village tannery chests, all in stacks of 1–4; in 73.7% of shipwreck treasure chests in stacks of 1–5; in 9.0% of end city chests in stacks of 2–6; in 39.7% of trial chambers vault chests in stacks of 2–4; in 56.2% of trial chambers ominous vault chests in stacks of 4–10; and in 7.1% of stronghold altar chests, 14.3% of desert village house chests, 8.7% of jungle pyramid chests, 35.6% of trial chambers corridor pot chests, and 18.0% of desert pyramid chests, all in stacks of 1–3.
.base3 usage (Template:LootChestItem table)
Prints a summary of this item's availability in the various worldgen chests in the form of a table.
Invoking
It takes exactly one item name as a parameter.
{{#invoke:LootChest|base3|<itemParam>}}
Item parameters
Same as above
Example
{{#invoke:LootChest|base3|emerald}}
→
Item | Structure | Container | Quantity | Chance |
---|---|---|---|---|
Java Edition | ||||
Emerald | File:EnvSprite buried-treasure.pngBuried Treasure | Chest | 4–8 | 59.9%{ "item": "Emerald", "stacksize": "4–8", "chance": 0.5987654320987654, "structure": "Buried Treasure", "container": "Chest" } |
File:EnvSprite desert-temple.pngDesert Pyramid | Suspicious sand | 1 | 12.5%{ "item": "Emerald", "stacksize": 1, "chance": 0.125, "structure": "Desert Pyramid", "container": "Suspicious sand" } | |
Chest | 1–3 | 18%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.18047585032339075, "structure": "Desert Pyramid", "container": "Chest" } | ||
File:EnvSprite desert-well.pngDesert well | Suspicious sand | 1 | 12.5%{ "item": "Emerald", "stacksize": 1, "chance": 0.125, "structure": "Desert well", "container": "Suspicious sand" } | |
File:EnvSprite end-city.pngEnd City | Chest | 2–6 | 9%{ "item": "Emerald", "stacksize": "2–6", "chance": 0.0903321239024858, "structure": "End City", "container": "Chest" } | |
File:EnvSprite igloo.pngIgloo | Chest | 1 | 7.6%{ "item": "Emerald", "stacksize": 1, "chance": 0.07641250360396157, "structure": "Igloo", "container": "Chest" } | |
File:EnvSprite jungle-temple.pngJungle Pyramid | Chest | 1–3 | 8.7%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.08737445137874711, "structure": "Jungle Pyramid", "container": "Chest" } | |
File:EnvSprite ocean-ruins.pngOcean ruins | Warm ruins suspicious sand | 1 | 13.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.1333333333333333, "structure": "Ocean ruins", "container": "Warm ruins suspicious sand" } | |
Cold ruins suspicious gravel | 1 | 13.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.1333333333333333, "structure": "Ocean Ruins", "container": "Cold ruins suspicious gravel" } | ||
File:EnvSprite shipwreck.pngShipwreck | Treasure chest | 1–5 | 73.7%{ "item": "Emerald", "stacksize": "1–5", "chance": 0.7372032702331961, "structure": "Shipwreck", "container": "Treasure chest" } | |
File:EnvSprite sunken-treasure-chest.pngSunken Treasure Chest | sand block | 1–2 | 46.3%{ "item": "Emerald", "stacksize": "1–2", "chance": 0.4625850340136055, "structure": "Sunken Treasure Chest", "container": "sand block" } | |
File:EnvSprite trail-ruins.pngTrail Ruins | Suspicious gravel | 1 | 4.4%{ "item": "Emerald", "stacksize": 1, "chance": 0.0444444444444444, "structure": "Trail Ruins", "container": "Suspicious gravel" } | |
File:EnvSprite trial-chambers.pngTrial Chambers | Vault | 2–4 | 38.4%{ "item": "Emerald", "stacksize": "2–4", "chance": 0.38441636730434786, "structure": "Trial Chambers", "container": "Vault" } | |
Corridor pot | 1–3 | 35.6%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.3561253561253561, "structure": "Trial Chambers", "container": "Corridor pot" } | ||
Ominous Vault | 4–10 | 56.2%{ "item": "Emerald", "stacksize": "4–10", "chance": 0.5621399176954733, "structure": "Trial Chambers", "container": "Ominous Vault" } | ||
File:EnvSprite underwater-ruins.pngUnderwater Ruins | Small ruins chest | 1 | 16.4%{ "item": "Emerald", "stacksize": 1, "chance": 0.16405667897165044, "structure": "Underwater Ruins", "container": "Small ruins chest" } | |
Big ruins chest | 1 | 14.9%{ "item": "Emerald", "stacksize": 1, "chance": 0.14938846197131306, "structure": "Underwater Ruins", "container": "Big ruins chest" } | ||
File:EnvSprite village.pngVillage | Desert house chest | 1–3 | 14.3%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.14254173828500694, "structure": "Village", "container": "Desert house chest" } | |
Tanner's chest | 1–4 | 17.3%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.17258930206298828, "structure": "Village", "container": "Tanner's chest" } | ||
Temple chest | 1–4 | 25.4%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.25406025971014023, "structure": "Village", "container": "Temple chest" } | ||
Plains house chest | 1–4 | 22.8%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.22790559614142292, "structure": "Village", "container": "Plains house chest" } | ||
Mason's chest | 1 | 20.8%{ "item": "Emerald", "stacksize": 1, "chance": 0.20842461344544605, "structure": "Village", "container": "Mason's chest" } | ||
Fletcher's chest | 1 | 12.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.12311565744709374, "structure": "Village", "container": "Fletcher's chest" } | ||
Butcher's chest | 1 | 10.2%{ "item": "Emerald", "stacksize": 1, "chance": 0.10217553744347596, "structure": "Village", "container": "Butcher's chest" } | ||
Snowy house chest | 1–4 | 9.9%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.0989873657501581, "structure": "Village", "container": "Snowy house chest" } | ||
Fisherman's chest | 1 | 24.2%{ "item": "Emerald", "stacksize": 1, "chance": 0.2418426461183103, "structure": "Village", "container": "Fisherman's chest" } | ||
Taiga house chest | 1–4 | 18.6%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.18575629348123335, "structure": "Village", "container": "Taiga house chest" } | ||
Shepherd's chest | 1 | 12.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.12311565744709374, "structure": "Village", "container": "Shepherd's chest" } | ||
Savanna house chest | 1–4 | 21.5%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.21463353884117242, "structure": "Village", "container": "Savanna house chest" } | ||
Armorer's chest | 1 | 31.8%{ "item": "Emerald", "stacksize": 1, "chance": 0.31807250976562496, "structure": "Village", "container": "Armorer's chest" } | ||
Bedrock Edition | ||||
Emerald | File:EnvSprite desert-temple.pngDesert Pyramid | Chest | 1–3 | 18%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.18047585032339075, "structure": "Desert Pyramid", "container": "Chest" } |
Suspicious sand | 1 | 12.5%{ "item": "Emerald", "stacksize": 1, "chance": 0.125, "structure": "Desert Pyramid", "container": "Suspicious sand" } | ||
File:EnvSprite desert-well.pngDesert well | Suspicious sand | 1 | 12.5%{ "item": "Emerald", "stacksize": 1, "chance": 0.125, "structure": "Desert well", "container": "Suspicious sand" } | |
File:EnvSprite end-city.pngEnd City | Chest | 2–6 | 9%{ "item": "Emerald", "stacksize": "2–6", "chance": 0.0903321239024858, "structure": "End City", "container": "Chest" } | |
File:EnvSprite igloo.pngIgloo | Chest | 1 | 7.6%{ "item": "Emerald", "stacksize": 1, "chance": 0.07641250360396157, "structure": "Igloo", "container": "Chest" } | |
File:EnvSprite jungle-temple.pngJungle Pyramid | Chest | 1–3 | 8.7%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.08718413975417527, "structure": "Jungle Pyramid", "container": "Chest" } | |
File:EnvSprite ocean-ruins.pngOcean Ruins | Cold ruins suspicious gravel | 1 | 13.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.1333333333333333, "structure": "Ocean Ruins", "container": "Cold ruins suspicious gravel" } | |
Warm ruins suspicious sand | 1 | 13.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.1333333333333333, "structure": "Ocean ruins", "container": "Warm ruins suspicious sand" } | ||
File:EnvSprite shipwreck.pngShipwreck | Treasure chest | 1–5 | 73.7%{ "item": "Emerald", "stacksize": "1–5", "chance": 0.7372032702331961, "structure": "Shipwreck", "container": "Treasure chest" } | |
File:EnvSprite stronghold.pngStronghold | Altar chest | 1–3 | 7.1%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.07099659856993723, "structure": "Stronghold", "container": "Altar chest" } | |
File:EnvSprite trail-ruins.pngTrail Ruins | Suspicious gravel | 1 | 4.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.04347826086956519, "structure": "Trail Ruins", "container": "Suspicious gravel" } | |
File:EnvSprite trial-chambers.pngTrial Chambers | Corridor pot | 1–3 | 35.6%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.3561253561253561, "structure": "Trial Chambers", "container": "Corridor pot" } | |
Ominous Vault | 4–10 | 56.2%{ "item": "Emerald", "stacksize": "4–10", "chance": 0.5621399176954733, "structure": "Trial Chambers", "container": "Ominous Vault" } | ||
Vault | 2–4 | 39.7%{ "item": "Emerald", "stacksize": "2–4", "chance": 0.39706025182608695, "structure": "Trial Chambers", "container": "Vault" } | ||
File:EnvSprite underwater-ruins.pngUnderwater Ruins | Big ruins chest | 1 | 14.9%{ "item": "Emerald", "stacksize": 1, "chance": 0.14938846197131306, "structure": "Underwater Ruins", "container": "Big ruins chest" } | |
Small ruins chest | 1 | 16.4%{ "item": "Emerald", "stacksize": 1, "chance": 0.16405667897165044, "structure": "Underwater Ruins", "container": "Small ruins chest" } | ||
File:EnvSprite village.pngVillage | Desert house chest | 1–3 | 14.3%{ "item": "Emerald", "stacksize": "1–3", "chance": 0.14254173828500694, "structure": "Village", "container": "Desert house chest" } | |
Tanner's chest | 1–4 | 17.3%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.17258930206298828, "structure": "Village", "container": "Tanner's chest" } | ||
Temple chest | 1–4 | 25.4%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.25406025971014023, "structure": "Village", "container": "Temple chest" } | ||
Plains house chest | 1–4 | 22.8%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.22790559614142292, "structure": "Village", "container": "Plains house chest" } | ||
Fletcher's chest | 1 | 12.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.12311565744709374, "structure": "Village", "container": "Fletcher's chest" } | ||
Butcher's chest | 1 | 10.2%{ "item": "Emerald", "stacksize": 1, "chance": 0.10217553744347596, "structure": "Village", "container": "Butcher's chest" } | ||
Snowy house chest | 1–4 | 9.9%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.0989873657501581, "structure": "Village", "container": "Snowy house chest" } | ||
Mason's chest | 1 | 20.8%{ "item": "Emerald", "stacksize": 1, "chance": 0.20842461344544605, "structure": "Village", "container": "Mason's chest" } | ||
Taiga house chest | 1–4 | 20.3%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.20281509304744794, "structure": "Village", "container": "Taiga house chest" } | ||
Shepherd's chest | 1 | 12.3%{ "item": "Emerald", "stacksize": 1, "chance": 0.12311565744709374, "structure": "Village", "container": "Shepherd's chest" } | ||
Savanna house chest | 1–4 | 21.5%{ "item": "Emerald", "stacksize": "1–4", "chance": 0.21463353884117242, "structure": "Village", "container": "Savanna house chest" } | ||
Armorer's chest | 1 | 31.8%{ "item": "Emerald", "stacksize": 1, "chance": 0.31807250976562496, "structure": "Village", "container": "Armorer's chest" } |
Source
- The data is set up within
p
so that it can be pulled directly from (or compared directly to) the minecraft loot table files. - stack size given here (and given in code) can be larger than the stackable size of the item, prominently in the case of enchanted books. However this fact does not affect the calculated values. This is because the game puts the right number of items, but unstacked rather than stacked.
Data structure
p.items
'<item-id>' = {
- This key must match a sprite name for the items/blocks defined in Template:BlockSprite or Template:ItemSprite, unless
id
is included in the item definition.
- This key must match a sprite name for the items/blocks defined in Template:BlockSprite or Template:ItemSprite, unless
'<sprite-type>'
- Either
item
orblock
.
- Either
[, id='<sprite-id>']
- Use this to specify a sprite defined in Template:BlockSprite or Template:ItemSprite. Otherwise it uses the sprite with the name given by
item-id
.
- Use this to specify a sprite defined in Template:BlockSprite or Template:ItemSprite. Otherwise it uses the sprite with the name given by
[, link='<item-link>']
- A link to a page that is different from the sprite-id name. Used in Template:LootChest.
[, title='<item-text>']
- A name for an item that is different from the sprite-id name.
[, cannot_stack=false]
- Use this to indicate that the item comes in groups rather than in stacks. Used in Template:LootChestItem.
[, plural=(false|'<custom-plural-word>')]
- Use
false
when a word has no plural, like 'Nether Wart'. Use a custom plural word when you cannot simply append an 's' to the base word to make it plural, like 'Bottles o' Enchanting'. Used in Template:LootChestItem.
- Use
[, preserve_case=false]
- Use
false
when an item name should follow the capitalization exactly specified intitle
, and not follow sentence case, like 'TNT'.
- Use
[, note='<note-name>']
- Indicates that a note appears next to this item in the table. (notes are defined directly below the item list)
}
p.notes
'<note-name>' = '<note-full-text>'
p.chests[n].poolsJava[n]
p.chests[n].poolsJavaUpcoming[n]
p.chests[n].poolsBedrock[n]
p.chests[n].poolsBedrockUpcoming[n]
- rolls
{ <min-number-of-stacks>, <max-number-of-stacks> }
p.chests[n].poolsJava[n].items
p.chests[n].poolsJavaUpcoming[n].items
p.chests[n].poolsBedrock[n].items
p.chests[n].poolsBedrockUpcoming[n].items
'<item-id>' = { <min-stack-size>, <max-stack-size>, <item-weight> }
p.synonyms
'<chest-name-synonym>' = '<original-interally-valid-chest-name>'
- Allows additional chest names to be used as parameters, in addition to the ones defined in p.chests.
p.display_names
'<chest-name-given-via-parameter>' = '<name-displayed-in-single-chest-table>'
- If a single chest parameter is used, this defines the name it is called in the summary text above the table.
p.columns
'<column-name>' = '<column-full-description>'
- The column descriptions, found either in the tooltip on the column header, or in the summary text above the table.
Functions
The following functions are made available at the top of the file, for ease of inspection.
calc_average_amount_this_item_per_chest
- average number of a certain item (not number of stacks), per-chest (not per-structure).
calc_chance_any_of_this_item_per_chest
- chance that at least one of a certain item is present, per-chest (not per-structure).
Item tests
{{#invoke:LootChest|base2_test}}
Lua error at line 393: attempt to concatenate field 'bedrock-upcoming' (a nil value).
Notes
es:Módulo:LootChest fr:Module:CoffreRécompenses ja:モジュール:LootChest ko:모듈:LootChest pt:Módulo:LootChest uk:Модуль:Здобич зі скринь zh:Module:LootChest
Cite error: <ref>
tags exist for a group named "FN", but no corresponding <references group="FN"/>
tag was found
local sprite = require('Module:SpriteFile')
local p = {
calc_average_amount_this_item_per_pool = function(
min_stacksize, max_stacksize,
min_pool_rolls, max_pool_rolls,
item_weight, pool_total_item_weight )
local avg_stacksize = ( min_stacksize + max_stacksize ) / 2
local avg_rolls = ( min_pool_rolls + max_pool_rolls ) / 2
return avg_stacksize * avg_rolls * item_weight / pool_total_item_weight
end,
calc_chance_any_of_this_item_per_pool = function(
min_pool_rolls, max_pool_rolls,
item_weight, pool_total_item_weight )
local inverse_result = 0 -- 1 - inverse_result = return value
local inverse_item_weight = pool_total_item_weight - item_weight
-- will be used for the division in the for loop to avoid the slightly
-- less performant math.pow(). The divisor already includes the probability
-- of picking any specific number of rolls.
local cur_dividend = pool_total_item_weight
local cur_divisor = pool_total_item_weight * (max_pool_rolls - min_pool_rolls + 1)
for i = 0, max_pool_rolls do
if i >= min_pool_rolls then
inverse_result = inverse_result + cur_dividend / cur_divisor
end
cur_dividend = cur_dividend * inverse_item_weight -- simulate pow
cur_divisor = cur_divisor * pool_total_item_weight -- simulate pow
end
return 1 - inverse_result
end,
java = "''[[Java Edition]]''", --mw.getCurrentFrame():preprocess("''[[Java Edition]]''") --if necessary
['java-upcoming'] = "the [[Experimental Gameplay|experimental datapack]] \"Villager Trade Rebalance\" from [[Java Edition 1.20.2]] onward", --mw.getCurrentFrame():preprocess("[[Java Edition 1.20.2]]")
bedrock = "''[[Bedrock Edition]]''", --mw.getCurrentFrame():preprocess("''[[Bedrock Edition]]''")
--['bedrock-upcoming'] = "[[Bedrock Edition 1.20.0]]",
-- These 'items' define which sprite, label and link to use in the table.
-- Properties 'cannot_stack', 'preserve_case', and 'plural' describe how to display the single-item summary in p.base2.
-- Order within this 'items' list doesn't matter.
items = require("Module:LootChest/items"),
notes = {
["enchant-randomly"] = "All enchantments are equally probable, ''including'' [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and any level of the enchantment is equally probable.",
["enchant-randomly-efficiency"] = "Enchanted with a random level of [[Efficiency]].",
["enchant-randomly-mending"] = "Enchanted with [[Mending]].",
["enchant-randomly-quick-charge"] = "Enchanted with a random level of [[Quick Charge]].",
["enchant-randomly-soul-speed"] = "Enchanted with a random level of [[Soul Speed]].",
["enchant-randomly-swift-sneak"] = "Enchanted with a random level of [[Swift Sneak]].",
["enchant-randomly-unbreaking"] = "Enchanted with a random level of [[Unbreaking]].",
["enchant-with-levels-5-15"] = "Enchantment probabilities are the same as a level-5 to level-15 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-5-20"] = "Enchantment probabilities are the same as a level-5 to level-20 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-20-25"] = "Enchantment probabilities are the same as a level-20 to level-25 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-20-39"] = "Enchantment probabilities are the same as a level-20 to level-39 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that had no cap at level 30, and that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-30"] = "Enchantment probabilities are the same as a level-30 enchantment on an [[enchantment table]] that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-30-50"] = "Enchantment probabilities are the same as a level-30 to level-50 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that had no cap at level 30, and that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["damaged-0-0.01"] = "The item has between 0% and 1% of its total durability.",
["damaged-0-0.4"] = "The item has between 0% and 40% of its total durability.",
["damaged-0-0.5"] = "The item has between 0% and 50% of its total durability.",
["damaged-0.05-0.15"] = "The item has between 5% and 15% of its total durability.",
["damaged-0.1-0.5"] = "The item has between 10% and 50% of its total durability.",
["damaged-0.1-0.9"] = "The item has between 10% and 90% of its total durability.",
["damaged-0.1-0.95"] = "The item has between 10% and 95% of its total durability.",
["damaged-0.15-0.45"] = "The item has between 15% and 45% of its total durability.",
["damaged-0.15-0.8"] = "The item has between 15% and 80% of its total durability.",
["damaged-0.15-0.85"] = "The item has between 15% and 85% of its total durability.",
["damaged-0.15-0.95"] = "The item has between 15% and 95% of its total durability.",
["damaged-0.2-0.65"] = "The item has between 20% and 65% of its total durability.",
["damaged-0.8-1.0"] = "The item has between 80% and 100% of its total durability.",
["nothing"] = "'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator does not add any loot ''on a single roll''.",
["suspicious-stew"] = "The stew grants one of the following effects: 5–7 seconds of [[Blindness]], 7–10 seconds of [[Jump Boost]], 7-10 seconds of [[Night Vision]], 10–20 seconds of [[Poison]], 0.35-0.5 seconds of [[Saturation]], or 6–8 seconds of [[Weakness]].",
["suspicious-stew-2"] = "The stew grants one of the following effects: 5-7 seconds of [[Blindness]], or 7-10 seconds of [[Night Vision]].",
["map"] = "Named unknown map, but changed to map 0, the scale level is 1:4, Maps from the same stack are stackable, but maps that are not stacked are unstackable despite looking identical.",
["regular-goat-horn"] = "Does not contain goat horn variants that drop from screaming goats.",
-- Notes for bonus-barrel from Java Edition 3D Shareware v1.34
["enchant-with-levels-5-10-no-treasure"] = "Enchantment probabilities are the same as a level-5 to level-10 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-10-20-no-treasure"] = "Enchantment probabilities are the same as a level-10 to level-20 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-1-30-no-treasure"] = "Enchantment probabilities are the same as a level-1 to level-30 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] where the chance of multiple enchantments is not reduced.",
["random-effect"] = "The item has a random [[effect]] applied, including empty (uncraftable), water, mundane, thick, or awkward.",
["random-effect-arrow"] = "The arrow has an ineffective hidden [[effect]] applied, including empty, water, mundane, thick, or awkward. As it is not a tipped arrow, this has no effect except make it unstackable with arrows that do not match the hidden effect. The effect applied can be seen with {{cmd|data get entity @s}}.",
["enchant-randomly-multishot"] = "Any level between 1 and 12 of [[Multishot]] is equally probable.",
-- Custom Parallel notes --
["enchant-with-levels-39"] = "Enchantment probabilities are the same as a level-39 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that had no cap at level 30, and that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
["enchant-with-levels-50"] = "Enchantment probabilities are the same as a level-50 [[enchantment mechanics|enchantment]] would be on an [[enchantment table]] that had no cap at level 30, and that was able to apply [[treasure enchantment]]s (except [[Soul Speed]], and [[Swift Sneak]]), and where the chance of multiple enchantments is not reduced.",
},
-- <ref group='FN' name='enchant-randomly'>
-- NOTE: order here doesn't matter.
-- * in the table, chests are sorted in alphabetical order
-- * in the table, items are sorted by chance, then by avg#, then alphabetically.
-- * If poolsJavaUpcoming is omitted, poolsJava is used. To omit a pool entirely, set it to {}.
-- * If the loot is the same on both editions, use the same loot table twice.
chests = require("Module:LootChest/chests"),
-- these values are used:
-- * in place of the keys, when the key is used as a parameter
-- chest-param -> internally-valid-chest-param
synonyms = {
["desert"] = "desert-temple",
["jungle"] = "jungle-temple",
["nether"] = "nether-fortress",
["nether-fortress"] = "nether-fortress",
["armorer"] = "village-armorer",
["butcher"] = "village-butcher",
["cartographer"] = "village-cartographer",
["fisherman"] = "village-fisherman",
["fletcher"] = "village-fletcher",
["mason"] = "village-mason",
["shepherd"] = "village-shepherd",
["tannery"] = "village-tannery",
["temple"] = "village-temple",
["toolsmith"] = "village-toolsmith",
["weaponsmith"] = "village-weaponsmith",
["desert-house"] = "village-desert-house",
["plains-house"] = "village-plains-house",
["savanna-house"] = "village-savanna-house",
["snowy-house"] = "village-snowy-house",
["taiga-house"] = "village-taiga-house",
["altar"] = "stronghold-altar",
["storeroom"] = "stronghold-storeroom",
["library"] = "stronghold-library",
["outpost"] = "pillager-outpost",
["mansion"] = "woodland-mansion"
},
-- these values are used:
-- * in the header-description of a table showing only a single chest
-- * if the key is not here, but it is a valid chest parameter,
-- that header-description defaults to use the key string from p.chests,
-- e.g. "nether-fortress"
-- chest-param -> description-string
display_names = {
["dungeon"] = "monster room",
["nether-fortress"] = "nether fortress",
["nether"] = "nether fortress",
["fortress"] = "nether fortress",
["desert"] = "desert pyramid",
["jungle"] = "jungle pyramid",
["desert-temple"] = "desert pyramid",
["jungle-temple"] = "jungle pyramid",
["brushable-desert-temple"] = "desert temple's suspicious sand",
["brushable-cold-ocean-ruins"] = "cold ocean ruin's suspicious gravel",
["brushable-warm-ocean-ruins"] = "warm ocean ruin's suspicious sand",
["brushable-desert-well"] = "desert well's suspicious sand",
["brushable-trail-ruins"] = "trail ruin's suspicious gravel",
["brushable-trail-ruins-rare"] = "trail ruin's rare suspicious gravel",
},
-- these descriptions are used:
-- * in column <abbr> titles,
-- * and above the table when only a single column-type is chosen
columns = {
["stacksize"] = 'The size of stacks (or for unstackable items, number) of this item on any given roll.',
["weight"] = 'The weight of this item relative to other items in the pool.',
["chance"] = 'The odds of finding any of this item in a single chest.',
["items"] = 'The number of items expected per chest, averaged over a large number of chests.',
["chests"] = 'The average number of chests the player should expect to search to find any of this item.'
},
current_frame = nil
}
p.base = function( ... )
p.current_frame = mw.getCurrentFrame()
local args = { ... }
if args[1] == p.current_frame then
args = require( 'Module:ProcessArgs' ).merge( true )
else
args = args[1]
end
-- transform args into usable list
local chests, columns = q.massage_args( args )
assert(#chests > 0, "no valid arguments")
q.fill_in_chest_derivative_data( chests )
-- construct an ordered list dictating the order of the rows
local ordered_item_rows_java = {}
local ordered_item_rows_java_upcoming = {}
local ordered_item_rows_bedrock = {}
local ordered_item_rows_bedrock_upcoming = {}
local ret = {}
local java_specified = args.java and args.java ~= '0';
local java_upcoming_specified = args['java-upcoming'] and args['java-upcoming'] ~= '0';
local bedrock_specified = args.bedrock and args.bedrock ~= '0';
local bedrock_upcoming_specified = args['bedrock-upcoming'] and args['bedrock-upcoming'] ~= '0';
local any_specified = java_specified or java_upcoming_specified or bedrock_specified or bedrock_upcoming_specified
if any_specified then
if java_specified then
ordered_item_rows_java = q.construct_ordered_item_rows( chests, 'Java' )
end
if java_upcoming_specified then
ordered_item_rows_java_upcoming = q.construct_ordered_item_rows( chests, 'JavaUpcoming' )
end
if bedrock_specified then
ordered_item_rows_bedrock = q.construct_ordered_item_rows( chests, 'Bedrock' )
end
if bedrock_upcoming_specified then
ordered_item_rows_bedrock_upcoming = q.construct_ordered_item_rows( chests, 'BedrockUpcoming' )
end
else
local java_excluded = args.java and args.java == '0';
local java_upcoming_excluded = args['java-upcoming'] and args['java-upcoming'] == '0';
local bedrock_excluded = args.bedrock and args.bedrock == '0';
local bedrock_upcoming_excluded = args['bedrock-upcoming'] and args['bedrock-upcoming'] == '0';
if not java_excluded then
ordered_item_rows_java = q.construct_ordered_item_rows( chests, 'Java' )
end
if not java_upcoming_excluded then
ordered_item_rows_java_upcoming = q.construct_ordered_item_rows( chests, 'JavaUpcoming' )
end
if not bedrock_excluded then
ordered_item_rows_bedrock = q.construct_ordered_item_rows( chests, 'Bedrock' )
end
if not bedrock_upcoming_excluded then
ordered_item_rows_bedrock_upcoming = q.construct_ordered_item_rows( chests, 'BedrockUpcoming' )
end
end
if q.tablelength( ordered_item_rows_java ) > 0 then
table.insert( ret, 'In ' .. p.java .. ', ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_java, 'Java' ) ) )
end
if q.tablelength( ordered_item_rows_java_upcoming ) > 0 and q.compare_tables( ordered_item_rows_java, ordered_item_rows_java_upcoming ) then
table.insert( ret, 'In ' .. p['java-upcoming'] .. ', ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_java_upcoming, 'JavaUpcoming' ) ) )
end
if q.tablelength( ordered_item_rows_bedrock ) > 0 and q.compare_tables( ordered_item_rows_java, ordered_item_rows_bedrock ) then
table.insert( ret, 'In ' .. p.bedrock .. ', ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_bedrock, 'Bedrock' ) ) )
end
if q.tablelength( ordered_item_rows_bedrock_upcoming ) > 0 and q.compare_tables( ordered_item_rows_bedrock, ordered_item_rows_bedrock_upcoming ) then
table.insert( ret, 'In ' .. p['bedrock-upcoming'] .. ', ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_bedrock_upcoming, 'BedrockUpcoming' ) ) )
end
table.insert( ret, "<div class=mobileonly>" )
table.insert( ret, '<div class="reflist-upper-alpha">'..p.current_frame:extensionTag('references', '', { group = 'FN' })..'</div>' )
table.insert( ret, "</div>" )
return table.concat( ret, '\n\n' )
end
p.doc = function()
local valid_args = {}
for chest_name, val in pairs(p.chests) do
local synonyms = {}
for syn, orig in pairs(p.synonyms) do
if orig == chest_name then
table.insert( synonyms, syn )
end
end
if #synonyms > 0 then
chest_name = chest_name .. " ( " .. table.concat( synonyms, ", " ) .. " )"
end
table.insert( valid_args, chest_name )
end
table.sort( valid_args )
return table.concat( valid_args, ",\n<br>" )
end
p.doc2 = function()
local valid_args = {}
for column_name, val in pairs(p.columns) do
table.insert( valid_args, column_name .. ": " .. val )
end
table.sort( valid_args )
return table.concat( valid_args, ",\n<br>" )
end
p.doc3 = function()
local valid_args = {}
for item_name, val in pairs(p.items) do
table.insert( valid_args, item_name )
end
table.sort( valid_args )
return table.concat( valid_args, ", " )
end
p.base2 = function( ... )
p.current_frame = mw.getCurrentFrame()
local args = { ... }
if args[1] == p.current_frame then
args = require( 'Module:ProcessArgs' ).merge( true )
else
args = args[1]
end
local itemname = args[1]
if p.items[itemname] == nil then
return '<span style="color:red;">unknown item "' .. itemname .. '"</span>'
end
if args.java and args.java ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsJava' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
if args['java-upcoming'] and args['java-upcoming'] ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsJavaUpcoming' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
if args.bedrock and args.bedrock ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsBedrock' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
if args['bedrock-upcoming'] and args['bedrock-upcoming'] ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsBedrockUpcoming' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
javaChances = q.single_item_find_values( itemname, 'poolsJava' )
javaUpcomingChances = q.single_item_find_values( itemname, 'poolsJavaUpcoming', javaChances )
bedrockChances = q.single_item_find_values( itemname, 'poolsBedrock' )
bedrockUpcomingChances = q.single_item_find_values( itemname, 'poolsBedrockUpcoming', javaChances, bedrockChances )
end
end
end
end
local html = {}
local any_current = q.tablelength( javaChances ) > 0
local any_changes_upcoming = q.tablelength( javaUpcomingChances ) > 0 and q.compare_tables( javaChances, javaUpcomingChances )
local any_standard = any_current or any_changes_upcoming
local any_bedrock_current = q.tablelength( bedrockChances ) > 0
local any_bedrock_upcoming = q.tablelength( bedrockUpcomingChances ) > 0 and q.compare_tables( bedrockChances, bedrockUpcomingChances )
local any_bedrock = any_bedrock_current or any_bedrock_upcoming
local change_case = p.items[itemname].preserve_case == nil or p.items[itemname].preserve_case ~= true
if any_current then
table.insert( html, p.base2_sub( itemname, javaChances ) )
end
if any_changes_upcoming then
table.insert( html, p['java-upcoming'] .. ( change_case and q.lcfirst( p.base2_sub( itemname, javaUpcomingChances, any_current ) ) or p.base2_sub( itemname, javaUpcomingChances, any_current ) ) )
end
if any_bedrock_current then
table.insert( html, ( any_standard and '\n\n' or '' ) .. p.bedrock .. ( change_case and q.lcfirst( p.base2_sub( itemname, bedrockChances, any_standard ) ) or p.base2_sub( itemname, bedrockChances, any_standard ) ) )
end
if any_bedrock_upcoming then
table.insert( html, ( any_standard and not any_bedrock_current and '\n\n' or '' ) .. p['bedrock-upcoming'] .. ( change_case and q.lcfirst( p.base2_sub( itemname, bedrockUpcomingChances, any_bedrock_current or any_standard ) ) or p.base2_sub( itemname, bedrockUpcomingChances, any_bedrock_current or any_standard ) ) )
end
if args.nocat then
else
table.insert( html, '[[Category:Pages with loot chest item templates]]' )
if p.items[itemname].category ~= nil and p.items[itemname].category ~= false then
table.insert( html, '[[Category:Pages with specific loot chest items]]' )
end
if any_bedrock and (mw.title.getCurrentTitle().namespace == 0) then
table.insert( html, '[[Category:Bedrock Edition specific information]]' )
end
end
return table.concat( html, ' ' )
end
p.base2_sub = function( itemname, chances, use_they )
local html = {}
local item_display_name = ''
if use_they then
item_display_name = ' they'
else
if p.items[itemname].plural ~= nil and p.items[itemname].plural ~= false then
item_display_name = p.items[itemname].plural
else
if p.items[itemname].title ~= nil then
item_display_name = p.items[itemname].title
else
item_display_name = string.gsub( itemname, '-', ' ' )
end
if p.items[itemname].plural == nil or p.items[itemname].plural ~= false then
item_display_name = q.single_item_plural( item_display_name )
end
end
if p.items[itemname].preserve_case == nil or p.items[itemname].preserve_case ~= true then
item_display_name = q.capitalize( item_display_name )
end
if p.items[itemname].note and p.notes[p.items[itemname].note] then
item_display_name = item_display_name .. p.current_frame:extensionTag( 'ref', p.notes[p.items[itemname].note], { group='FN', name=p.items[itemname].note } )
end
if p.items[itemname].note1 and p.notes[p.items[itemname].note1] then
if p.items[itemname].note == nil or p.notes[p.items[itemname].note] == nil or p.items[itemname].note ~= p.items[itemname].note1 then
item_display_name = item_display_name .. p.current_frame:extensionTag( 'ref', p.notes[p.items[itemname].note1], { group='FN', name=p.items[itemname].note1 } )
end
end
end
table.insert( html, item_display_name )
table.insert( html, ' can be found ' )
local html_stacks = {}
local stack_sep = ', '
local ns = q.tablelength( chances )
local s = 0
for stacksize, chest_details in pairs( chances ) do
s = s + 1
local html_per_stack = { 'in ' }
local c = 0
local nc = q.tablelength( chest_details )
local sep = ( nc > 2 and ', ' or ' ' )
if nc > 2 and s ~= ns then
stack_sep = '; '
end
for k, chest in pairs( chest_details ) do
c = c + 1
if c == nc and nc > 1 then
table.insert( html_per_stack, 'and ' )
end
if chest.chance == 1 then
table.insert( html_per_stack, " all " )
else
table.insert( html_per_stack, string.format("%.1f", chest.chance*100) )
table.insert( html_per_stack, "% of " )
end
if chest.chest_type == 'minecart with chest' then
table.insert( html_per_stack, ' [[Minecart with Chest|chest minecarts]] in ' )
table.insert( html_per_stack, p.chests[chest.chest_name].link )
elseif chest.chest_type == 'dispenser' then
table.insert( html_per_stack, ' [[dispenser]]s in ' )
table.insert( html_per_stack, p.chests[chest.chest_name].link )
else
table.insert( html_per_stack, p.chests[chest.chest_name].link )
table.insert( html_per_stack, ' chests' )
end
table.insert( html_per_stack, sep )
end
if nc > 2 then
table.insert( html_per_stack, 'all ' )
end
table.insert( html_per_stack, 'in ' )
if p.items[itemname].cannot_stack ~= nil then
table.insert( html_per_stack, 'groups of ' )
else
table.insert( html_per_stack, 'stacks of ' )
end
table.insert( html_per_stack, stacksize )
table.insert( html_stacks, table.concat( html_per_stack ) )
end
local stackwise_summaries = ''
if #html_stacks == 1 then
table.insert( html, html_stacks[1] )
else
for i = 1, #html_stacks - 1 do
table.insert( html, html_stacks[ i ] )
table.insert( html, stack_sep )
end
table.insert( html, 'and ' )
table.insert( html, html_stacks[#html_stacks] )
end
table.insert( html, '.' )
return table.concat( html )
end
p.base2_test = function()
items = {}
for item_name, v in pairs( p.items ) do
table.insert( items, p.base2{ item_name, ["nocat"]=true } .. '\n\n' )
end
table.sort( items )
return table.concat(items)
end
p.base3 = function( ... )
p.current_frame = mw.getCurrentFrame()
local args = { ... }
if args[1] == p.current_frame then
args = require( 'Module:ProcessArgs' ).merge( true )
else
args = args[1]
end
local z = args[1]
local html_java = {}
local html_java_u = {}
local html_bedrock = {}
local html_bedrock_u = {}
local rErr = ""
local zT = {}
if args[1] == "!!!ALL!!!" then
for item_name, v in pairs( p.items ) do
table.insert( zT, item_name )
table.sort( zT )
end
else
zT = mw.text.split( args[1], ',' )
end
for x, itemname in pairs( zT ) do
if p.items[itemname] == nil then
rErr = rErr .. "<span class='error'>Unknown item " .. itemname .. ".</span>\n"
else
local javaChances, javaUpcomingChances, bedrockChances, bedrockUpcomingChances
if args.java and args.java ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsJava' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
if args['java-upcoming'] and args['java-upcoming'] ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsJavaUpcoming' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
if args.bedrock and args.bedrock ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsBedrock' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
if args['bedrock-upcoming'] and args['bedrock-upcoming'] ~= '0' then
javaChances = q.single_item_find_values( itemname, 'poolsBedrockUpcoming' )
javaUpcomingChances = {}
bedrockChances = {}
bedrockUpcomingChances = {}
else
javaChances = q.single_item_find_values( itemname, 'poolsJava' )
javaUpcomingChances = q.single_item_find_values( itemname, 'poolsJavaUpcoming', javaChances )
bedrockChances = q.single_item_find_values( itemname, 'poolsBedrock' )
bedrockUpcomingChances = q.single_item_find_values( itemname, 'poolsBedrockUpcoming', javaChances, bedrockChances )
end
end
end
end
local any_current = q.tablelength( javaChances ) > 0
local any_changes_upcoming = q.tablelength( javaUpcomingChances ) > 0 and q.compare_tables( javaChances, javaUpcomingChances )
local any_standard = any_current or any_changes_upcoming
local any_bedrock_current = q.tablelength( bedrockChances ) > 0
local any_bedrock_upcoming = q.tablelength( bedrockUpcomingChances ) > 0 and q.compare_tables( bedrockChances, bedrockUpcomingChances )
local any_bedrock = any_bedrock_current or any_bedrock_upcoming
if any_current then
table.insert( html_java, p.base3_sub( itemname, javaChances ) )
end
if any_changes_upcoming then
table.insert( html_java_u, p.base3_sub( itemname, javaUpcomingChances ) )
end
if any_bedrock_current then
table.insert( html_bedrock, p.base3_sub( itemname, bedrockChances ) )
end
if any_bedrock_upcoming then
table.insert( html_bedrock_u, p.base3_sub( itemname, bedrockUpcomingChances ) )
end
end
end
local output = rErr .. '{| class="wikitable sortable" \n! Item \n! Structure \n! Container \n! Quantity \n! Chance \n'
if q.tablelength( html_java ) > 0 then
output = output .. '|-\n!colspan=5|' .. p['java'] .. ' \n' .. table.concat( html_java )
end
if q.tablelength( html_java_u ) > 0 then
output = output .. '|-\n!colspan=5|' .. p['java-upcoming'] .. ' \n' .. table.concat( html_java_u )
end
if q.tablelength( html_bedrock ) > 0 then
output = output .. '|-\n!colspan=5|' .. p.bedrock .. ' \n' .. table.concat( html_bedrock )
end
if q.tablelength( html_bedrock_u ) > 0 then
output = output .. '|-\n!colspan=5|' .. p['bedrock-upcoming'] .. ' \n' .. table.concat( html_bedrock_u )
end
output = output .. '|}' .. p.current_frame:extensionTag( 'references', "", { group="FN" } )
return output
end
p.base3_sub = function( itemname, chances )
local html = {}
local item_display_name = ''
local output = ""
lang = mw.getContentLanguage()
if p.items[itemname].title ~= nil then
item_display_name = p.items[itemname].title
else
item_display_name = q.titlecase( string.gsub( itemname, '-', ' ' ) )
end
local objectList = {}
local ns = q.tablelength( chances )
local s = 0
local m = 0
local rn = 0
for stacksize, chest_details in pairs( chances ) do
s = s + 1
local nc = q.tablelength( chest_details )
local c = 0
for k, chest in pairs( chest_details ) do
c = c + 1
rn = rn + 1
local containerText = p.chests[chest.chest_name].container
if string.len(containerText) == 0 then
containerText = 'Chest'
end
local r = ""
local json = {
['item'] = item_display_name,
['structure'] = p.chests[chest.chest_name].structure,
['container'] = containerText,
['stacksize'] = stacksize,
['chance'] = chest.chance
}
json = require('Module:NiceJSON').wrap(json, 'pre', 'chest-json')
r = r .. '|' .. string.gsub( containerText, ' ', ' ' ) .. '\n|' .. stacksize .. '\n|' .. lang:formatNum( math.floor( chest.chance*1000 + 0.5 ) /10 ) .. '%' .. json .. '\n'
if ns ~= s or nc ~= c then
r = r
end
table.insert( objectList , { p.chests[chest.chest_name].structID , p.chests[chest.chest_name].structure, r } )
end
m = m + nc
end
table.sort( objectList, function(a,b) return a[1] < b[1] end )
local struct = ""
local t = ""
local nt = 1
local ntt = 0
for v, w in pairs( objectList ) do
ntt = ntt + 1
if w[1] ~= struct then
if t ~= "" then
output = output .. "|rowspan=" .. nt .. t
end
t = "|'''" .. sprite.link({name='EnvSprite', w[2], id = w[1] }) .. "'''\n" .. w[3]
struct = w[1]
nt = 1
else
t = t .. w[3]
nt = nt + 1
end
if ntt == m then
output = output .. "|rowspan=" .. nt .. t
else
t = t .. '|-' .. '\n'
end
end
return "|-\n| rowspan=" .. m .. "|'''" .. p.getItem(itemname, item_display_name) .. "'''\n" .. output
end
p.getItem = function( itemname, item_display_name )
local s = ""
local k = item_display_name
local link = item_display_name
local m = itemname
if p.items[itemname].title ~= nil then
k = p.items[itemname].title
end
if p.items[itemname].link ~= nil then
link = p.items[itemname].link
end
if p.items[itemname].id ~= nil then
m = p.items[itemname].id
end
if p.items[itemname][1] == "item" then
s = sprite.link({name='ItemSprite', link, k ,id=m})
--s = p.current_frame:expandTemplate{ title = 'ItemLink', args = { link , k , id = m } }
elseif p.items[itemname][1] == "block" then
s = sprite.link({name='BlockSprite', link, k ,id=m})
--s = p.current_frame:expandTemplate{ title = 'BlockLink', args = { link , k , id = m } }
end
-- if p.items[itemname][1] == "item" then
-- s = sprite.link({name='InvSprite', link, k ,id=m})
-- --s = p.current_frame:expandTemplate{ title = 'ItemLink', args = { link , k , id = m } }
-- elseif p.items[itemname][1] == "block" then
-- s = sprite.link({name='InvSprite', link, k ,id=m})
-- --s = p.current_frame:expandTemplate{ title = 'BlockLink', args = { link , k , id = m } }
-- end
if p.items[itemname].note and p.notes[p.items[itemname].note] then
s = s .. p.current_frame:extensionTag( 'ref', p.notes[p.items[itemname].note], { group='FN', name=p.items[itemname].note } )
end
if p.items[itemname].note1 and p.notes[p.items[itemname].note1] then
if p.items[itemname].note == nil or p.notes[p.items[itemname].note] == nil or p.items[itemname].note ~= p.items[itemname].note1 then
s = s .. p.current_frame:extensionTag( 'ref', p.notes[p.items[itemname].note1], { group='FN', name=p.items[itemname].note1 } )
end
end
return s
end
q = {
tablelength = function(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end,
deepcopy = function(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[q.deepcopy(orig_key)] = q.deepcopy(orig_value)
end
setmetatable(copy, q.deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end,
frac = function(x,y)
return '<sup>'..x..'</sup>⁄<sub>'..y..'</sub>'
end,
single_item_find_values = function( itemname, poolsKey, exclusions_param, other_exclusions_param )
local chances = {}
local exclusions = q.deepcopy(exclusions_param or {})
local other_exclusions = q.deepcopy(other_exclusions_param or {})
for stacksize, other_exclusion_list in pairs(other_exclusions) do
if exclusions[stacksize] == nil then
exclusions[stacksize] = {}
end
for _, other_exclusion in pairs(other_exclusion_list) do
local already_in_here = false
for _, exclusion in pairs(exclusions[stacksize]) do
if exclusion["chest_name"] == other_exclusion["chest_name"] and exclusion["chance"] == other_exclusion["chance"] then
already_in_here = true
break
end
end
if not already_in_here then
table.insert( exclusions[stacksize], other_exclusion )
end
end
end
for chest_name, chest in pairs( p.chests ) do
local poolchances = {}
for k, pool in pairs( chest[poolsKey] or chest.poolsJava or {} ) do
local poolitem = pool.items[itemname]
if poolitem ~= nil then
local stacksize = poolitem[1]
if poolitem[1] ~= poolitem[2] then
stacksize = stacksize .. "–" .. poolitem[2]
end
local itemweight = poolitem[3]
local pool_total_item_weight = 0
for itemname, item in pairs(pool.items) do
pool_total_item_weight = pool_total_item_weight + item[3]
end
local chance = p.calc_chance_any_of_this_item_per_pool(
pool.rolls[1], pool.rolls[2],
itemweight, pool_total_item_weight )
if poolchances[stacksize] == nil then
poolchances[stacksize] = chance
else
poolchances[stacksize] = poolchances[stacksize] + (1 - poolchances[stacksize]) * chance
end
end
end
for stacksize, chance in pairs( poolchances ) do
local excluded = false
for _, exclusion in pairs( exclusions[stacksize] or {} ) do
if exclusion["chest_name"] == chest_name and exclusion["chance"] == chance then
excluded = true
break
end
end
if not excluded then
if chances[stacksize] == nil then
chances[stacksize] = {}
end
table.insert( chances[stacksize], { ["chance"]=chance, ["chest_name"]=chest_name, ["chest_type"]=( chest.chest_type or "chest" ) } )
end
end
end
return chances
end,
single_item_plural = function( itemname )
if string.sub( itemname, -2 ) == 'ss'
or string.sub( itemname, -2 ) == 'ch'
or string.sub( itemname, -2 ) == 'sh'
or string.sub( itemname, -1 ) == 's' then
return itemname .. 'es'
end
return itemname .. 's'
end,
massage_args = function( args )
-- find what columns to put
local columns = {}
for k, _arg in pairs(args) do
if p.columns[_arg] ~= nil then
columns[_arg] = true
end
end
if q.tablelength(columns) == 0 then
for column_name, v in pairs(p.columns) do
columns[column_name] = true
end
end
-- find what chests to show
local chests = {}
for k, _arg in pairs(args) do
if p.chests[_arg] ~= nil then
table.insert( chests, _arg )
elseif p.synonyms[_arg] ~= nil then
table.insert( chests, p.synonyms[_arg] )
end
if p.display_names[_arg] ~= nil then
local chestname = _arg
if p.chests[chestname] == nil then
chestname = p.synonyms[_arg]
end
p.chests[chestname].display_name = p.display_names[_arg]
end
end
if q.tablelength(chests) == 0 then
for chest, k in pairs(p.chests) do
table.insert( chests, chest)
end
end
table.sort( chests )
return chests, columns
end,
sort_items = function( e1, e2 )
if e1.chanceany ~= e2.chanceany then return ( e1.chanceany > e2.chanceany ) end
if e1.avgamount ~= e2.avgamount then return ( e1.avgamount > e2.avgamount ) end
if e1.material == nil then
e1.material = 0
if string.find( e1.itemname, "leather" ) ~= nil then e1.material = 1 end
if string.find( e1.itemname, "iron" ) ~= nil then e1.material = 2 end
if string.find( e1.itemname, "gold" ) ~= nil then e1.material = 3 end
if string.find( e1.itemname, "diamond" ) ~= nil then e1.material = 4 end
if string.find( e1.itemname, "netherite" ) ~= nil then e1.material = 5 end
e1.armor = 0
if string.find( e1.itemname, "helmet" ) ~= nil or string.find( e1.itemname, "cap" ) ~= nil then e1.armor = 1 end
if string.find( e1.itemname, "chestplate" ) ~= nil or string.find( e1.itemname, "tunic" ) ~= nil then e1.armor = 2 end
if string.find( e1.itemname, "leggings" ) ~= nil or string.find( e1.itemname, "pants" ) ~= nil then e1.armor = 3 end
if string.find( e1.itemname, "boots" ) ~= nil then e1.armor = 4 end
end
if e2.material == nil then
e2.material = 0
if string.find( e2.itemname, "leather" ) ~= nil then e2.material = 1 end
if string.find( e2.itemname, "iron" ) ~= nil then e2.material = 2 end
if string.find( e2.itemname, "gold" ) ~= nil then e2.material = 3 end
if string.find( e2.itemname, "diamond" ) ~= nil then e2.material = 4 end
e2.armor = 0
if string.find( e2.itemname, "helmet" ) ~= nil or string.find( e2.itemname, "cap" ) ~= nil then e2.armor = 1 end
if string.find( e2.itemname, "chestplate" ) ~= nil or string.find( e2.itemname, "tunic" ) ~= nil then e2.armor = 2 end
if string.find( e2.itemname, "leggings" ) ~= nil or string.find( e2.itemname, "pants" ) ~= nil then e2.armor = 3 end
if string.find( e2.itemname, "boots" ) ~= nil then e2.armor = 4 end
end
if e1.material ~= e2.material then return ( e1.material < e2.material ) end
if e1.armor ~= e2.armor then return ( e1.armor < e2.armor ) end
return ( e1.itemname < e2.itemname )
end,
fill_in_chest_derivative_data = function( chest_names )
for k, chest_name in pairs(chest_names) do
local chest = p.chests[chest_name]
if chest == nil then break end
chest.allRollsJava = {}
chest.itemDataJava = {}
for k, pool in pairs( chest.poolsJava or {} ) do
table.insert( chest.allRollsJava, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'–'..pool.rolls[2] ) )
local total_weight = 0
for itemname, item in pairs(pool.items) do
total_weight = total_weight + item[3]
end
pool.totalweight = total_weight
q.fill_in_chest_item_details( chest.itemDataJava, pool, #chest.allRollsJava )
end
chest.allRollsJavaUpcoming = {}
chest.itemDataJavaUpcoming = {}
for k, pool in pairs( chest.poolsJavaUpcoming or chest.poolsJava or {} ) do
table.insert( chest.allRollsJavaUpcoming, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'–'..pool.rolls[2] ) )
local total_weight = 0
for itemname, item in pairs(pool.items) do
total_weight = total_weight + item[3]
end
pool.totalweight = total_weight
q.fill_in_chest_item_details( chest.itemDataJavaUpcoming, pool, #chest.allRollsJavaUpcoming )
end
chest.allRollsBedrock = {}
chest.itemDataBedrock = {}
for k, pool in pairs( chest.poolsBedrock or chest.poolsJava or {} ) do
table.insert( chest.allRollsBedrock, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'–'..pool.rolls[2] ) )
local total_weight = 0
for itemname, item in pairs(pool.items) do
total_weight = total_weight + item[3]
end
pool.totalweight = total_weight
q.fill_in_chest_item_details( chest.itemDataBedrock, pool, #chest.allRollsBedrock )
end
chest.allRollsBedrockUpcoming = {}
chest.itemDataBedrockUpcoming = {}
for k, pool in pairs( chest.poolsBedrockUpcoming or chest.poolsJava or {} ) do
table.insert( chest.allRollsBedrockUpcoming, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'–'..pool.rolls[2] ) )
local total_weight = 0
for itemname, item in pairs(pool.items) do
total_weight = total_weight + item[3]
end
pool.totalweight = total_weight
q.fill_in_chest_item_details( chest.itemDataBedrockUpcoming, pool, #chest.allRollsBedrockUpcoming )
end
end
end,
fill_in_chest_item_details = function( data, pool, ct )
for item_name, item in pairs(pool.items) do
if p.items[item_name] then
local min_stacksize = item[1]
local max_stacksize = item[2]
local min_pool_rolls = pool.rolls[1]
local max_pool_rolls = pool.rolls[2]
local item_weight = item[3]
if data[item_name] == nil then
data[item_name] = {
avgamount = 0,
chanceany = 0,
itemname = item_name,
sortsize = {},
sortweight = {},
sizes = {},
weights = {},
}
for i = 1, ct-1 do
data[item_name].sortsize[i] = 0
data[item_name].sortweight[i] = 0
data[item_name].sizes[i] = '—'
data[item_name].weights[i] = '—'
end
end
data[item_name].avgamount = data[item_name].avgamount + p.calc_average_amount_this_item_per_pool(
min_stacksize, max_stacksize,
min_pool_rolls, max_pool_rolls,
item_weight, pool.totalweight )
data[item_name].chanceany = data[item_name].chanceany + (1 - data[item_name].chanceany) * p.calc_chance_any_of_this_item_per_pool(
min_pool_rolls, max_pool_rolls,
item_weight, pool.totalweight )
data[item_name].sortsize[ct] = ( min_stacksize + max_stacksize ) / 2
data[item_name].sortweight[ct] = item_weight;
data[item_name].sizes[ct] = ( min_stacksize == max_stacksize and min_stacksize or min_stacksize .. '–' .. max_stacksize )
data[item_name].weights[ct] = q.frac(item_weight, pool.totalweight) --p.current_frame:expandTemplate{ title = 'frac', args = { item_weight, pool.totalweight } }
end
end
for item_name, d in pairs(data) do
if not d.sizes[ct] then
d.sortsize[ct] = 0
d.sortweight[ct] = 0
d.sizes[ct] = '—'
d.weights[ct] = '—'
end
end
end,
construct_ordered_items_from_first_chest = function( chest_names, suffix )
local items_from_first_table = {}
local item_chests = {}
local item_names_ordered = {}
for item_name, item in pairs( p.chests[chest_names[1]]['itemData'..suffix] ) do
table.insert( items_from_first_table, item )
end
table.sort( items_from_first_table, q.sort_items )
for k, item in pairs( items_from_first_table ) do
table.insert( item_names_ordered, item.itemname )
item_chests[item.itemname] = true
end
return item_names_ordered, item_chests
end,
get_ordered_items_from_other_chests = function( chest_names, item_chests, suffix )
local items_not_from_first_table = {}
for chest_idx = 2, #chest_names do
for item_name, item in pairs( p.chests[chest_names[chest_idx]]['itemData'..suffix] ) do
if item_chests[item_name] == nil then
p.items[item_name].itemname = item_name
table.insert( items_not_from_first_table, p.chests[chest_names[chest_idx]]['itemData'..suffix][item_name] )
item_chests[item_name] = true
end
end
end
table.sort( items_not_from_first_table, q.sort_items )
return items_not_from_first_table
end,
add_other_items_to_first_list = function( chest_names, item_names_ordered, item_chests, items_not_from_first_table )
for k, item in pairs( items_not_from_first_table ) do
table.insert( item_names_ordered, item.itemname )
end
return item_names_ordered
end,
set_up_ordered_item_rows = function( chest_names, item_names_ordered, suffix )
for k, itemname in pairs(item_names_ordered) do
item_names_ordered[k] = {itemname}
for chest_idx = 1, #chest_names do
if suffix == 'JavaUpcoming' or p.chests[chest_names[chest_idx]]['pools'..suffix] ~= nil then
local item_data = p.chests[chest_names[chest_idx]]['itemData'..suffix][itemname]
if item_data == nil then
table.insert( item_names_ordered[k], false )
else
table.insert( item_names_ordered[k], item_data )
end
end
end
end
return item_names_ordered
end,
construct_ordered_item_rows = function( chest_names, suffix )
-- for the first chest, sort its by chance desc, then by avg amount desc, then alphabetically asc
local item_names_ordered, item_chests = q.construct_ordered_items_from_first_chest( chest_names, suffix )
if #chest_names > 1 then
-- after that, sort all the remaining items in list order
local items_not_from_first_table = q.get_ordered_items_from_other_chests( chest_names, item_chests, suffix )
item_names_ordered = q.add_other_items_to_first_list( chest_names, item_names_ordered, item_chests, items_not_from_first_table )
end
-- set up item_names_ordered so that each is a row, representing chest values
item_names_ordered = q.set_up_ordered_item_rows( chest_names, item_names_ordered, suffix )
return item_names_ordered
end,
print_table = function( chest_names, columns, ordered_item_rows, suffix )
local html = {}
local json = {
gameVersion = suffix,
chestNames = chest_names,
loot = {}
}
for _,chestname in ipairs(chest_names) do
json.loot[chestname] = p.chests[chestname]
end
local use_roll_row = false
local use_superheader = false
local superheader_sizes = {}
for i = 1, #chest_names do
sh = p.chests[chest_names[i]].superheader
if sh ~= nil then
if superheader_sizes[sh] == nil then
superheader_sizes[sh] = 0
end
superheader_sizes[sh] = superheader_sizes[sh] + 1
if #chest_names > 1 then
use_superheader = true
end
end
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
if #allRolls > 1 then
use_roll_row = true
end
end
if columns['stacksize'] == nil and columns['weight'] == nil then
use_roll_row = false
end
local rowspan = ( #chest_names > 1 and 1 or 0 ) + ( use_superheader and 1 or 0 ) + 1
local hide_col_description = rowspan > 1 and q.tablelength(columns) == 1
if use_roll_row then
rowspan = rowspan + 1
end
if q.tablelength(columns) == 1 then
for column_name, v in pairs(columns) do
table.insert( html, "Values represent " )
table.insert( html, p.columns[column_name]:lower() )
table.insert( html, "\n" )
end
end
if #chest_names == 1 then
if q.tablelength(columns) == 1 then
table.insert( html, "<br>" )
end
local chest_name = chest_names[1]
local allRolls = p.chests[chest_name]['allRolls'..suffix]
local chest_type = p.chests[chest_name].chest_type or "chest"
local display_name = p.chests[chest_name].display_name
chest_name = chest_name:gsub( "-", " " )
table.insert( html, "Each " )
table.insert( html, display_name or chest_name )
if chest_type ~= 'chest' and chest_type ~= 'minecart with chest' then
table.insert( html, " contains " )
else
table.insert( html, " chest contains " )
end
if #allRolls == 1 then
table.insert( html, allRolls[1] )
table.insert( html, " item stacks, " )
else
table.insert( html, ' items drawn from ' )
table.insert( html, #allRolls )
table.insert( html, ' pools, ' )
end
table.insert( html, " with the following distribution: \n" )
end
table.insert( html, '<div style="overflow:auto">\n' )
table.insert( html, '<table class="wikitable sortable jquery-tablesorter">\n' )
table.insert( html, "<tr>\n" )
table.insert( html, "<th rowspan=" )
table.insert( html, ( rowspan - ( hide_col_description and 1 or 0 ) ) )
table.insert( html, "> Item </th>\n" )
local superheader_cols_used = {}
if #chest_names > 1 then
local row1, row2 = {}, {}
for i = 1, #chest_names do
if suffix == 'JavaUpcoming' or p.chests[chest_names[i]]['pools'..suffix] ~= nil then
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
local colspan = q.tablelength(columns)
local allRollsSpan = #allRolls == 0 and 1 or #allRolls
if columns['stacksize'] ~= nil then
colspan = colspan - 1 + allRollsSpan
end
if columns['weight'] ~= nil then
colspan = colspan - 1 + allRollsSpan
end
local row = row1
rowspan = 1
if use_superheader then
sh = p.chests[chest_names[i]].superheader
if sh ~= nil then
if superheader_cols_used[sh] == nil then
table.insert( row, "<th colspan=" )
table.insert( row, ( colspan * superheader_sizes[sh] ) )
table.insert( row, ">" )
table.insert( row, sh )
table.insert( row, "</th>\n" )
superheader_cols_used[sh] = 0
end
row = row2
else
rowspan = rowspan + 1
end
end
if use_roll_row and hide_col_description and #allRolls < 2 then
rowspan = rowspan + 1
end
table.insert( row, "<th colspan=" )
table.insert( row, colspan )
if rowspan > 1 then
table.insert( row, " rowspan=" )
table.insert( row, rowspan )
end
table.insert( row, ">" )
table.insert( row, p.chests[ chest_names[i] ].header )
if #allRolls > 0 then
table.insert( row, ' <br><span style="font-weight:normal; font-style:italic; font-size:11px;">(' )
if #allRolls == 1 then
table.insert( row, allRolls[1] )
else
local s = ( #allRolls > 2 and ', ' or ' ' )
for i = 1, #allRolls-1 do
table.insert( row, allRolls[i] )
table.insert( row, s )
end
table.insert( row, 'and ' )
table.insert( row, allRolls[#allRolls] )
end
table.insert( row, ' stacks)</span>' )
end
table.insert( row, "</th>\n" )
end
end
table.insert( html, table.concat( row1 ) )
table.insert( html, "</tr><tr>\n" )
if #row2 then
table.insert( html, table.concat( row2 ) )
table.insert( html, "</tr><tr>\n" )
end
end
if not hide_col_description then
local headersort_th_open
if use_roll_row then
headersort_th_open = "<th rowspan='2' class='headersort' role='columnheader button' data-sort-type='number'> <abbr title='"
else
headersort_th_open = "<th class='headersort' role='columnheader button' data-sort-type='number'> <abbr title='"
end
for i = 1, #chest_names do
if suffix == 'JavaUpcoming' or p.chests[chest_names[i]]['pools'..suffix] ~= nil then
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
local allRollsSpan = #allRolls == 0 and 1 or #allRolls
local headersort_th_colspan_open
if #allRolls > 1 then
headersort_th_colspan_open = "<th colspan='" .. allRollsSpan .. "' role='columnheader'> <abbr title='"
else
headersort_th_colspan_open = headersort_th_open
end
if columns['stacksize'] ~= nil then
table.insert( html, headersort_th_colspan_open )
table.insert( html, p.columns['stacksize'] )
table.insert( html, "'> Stack Size </abbr> <span class=mobileonly>")
table.insert( html, p.current_frame:extensionTag{
name = 'ref', content = p.columns['stacksize'], args = { name = 'stacksize', group = 'FN' }
} )
table.insert( html, "</span></th>\n" )
end
if columns['weight'] ~= nil then
table.insert( html, headersort_th_colspan_open )
table.insert( html, p.columns['weight'] )
table.insert( html, "'> Weight </abbr> <span class=mobileonly> ")
table.insert( html, p.current_frame:extensionTag{
name = 'ref', content = p.columns['weight'], args = { name = 'weight', group = 'FN' }
} )
table.insert( html, "</span></th>\n" )
end
if columns['chance'] ~= nil then
table.insert( html, headersort_th_open )
table.insert( html, p.columns['chance'] )
table.insert( html, "'> Chance </abbr> <span class=mobileonly> ")
table.insert( html, p.current_frame:extensionTag{
name = 'ref', content = p.columns['chance'], args = { name = 'chance', group = 'FN' }
} )
table.insert( html, "</span></th>\n" )
end
local arg1 = table.concat(chest_names)
if columns['items'] ~= nil then
table.insert( html, headersort_th_open )
table.insert( html, p.columns['items'] )
if string.find( arg1, "brushable" ) ~= nil then
table.insert( html, "'> Avg.<br>per block </abbr> <span class=mobileonly> ")
else
table.insert( html, "'> Avg.<br>per chest </abbr> <span class=mobileonly> ")
end
table.insert( html, p.current_frame:extensionTag{
name = 'ref', content = p.columns['items'], args = { name = 'items', group = 'FN' }
} )
table.insert( html, "</span></th>\n" )
end
if columns['chests'] ~= nil then
table.insert( html, headersort_th_open )
table.insert( html, p.columns['chests'] )
if string.find( arg1, "brushable" ) ~= nil then
table.insert( html, "'> Avg. # blocks<br>to brush </abbr> <span class=mobileonly> ")
else
table.insert( html, "'> Avg. # chests<br>to search </abbr> <span class=mobileonly> ")
end
table.insert( html, p.current_frame:extensionTag{
name = 'ref', content = p.columns['chests'], args = { name = 'chests', group = 'FN' }
} )
table.insert( html, "</span></th>\n" )
end
end
end
table.insert( html, "</tr><tr>\n" )
end
if use_roll_row then
local rowcols = ( columns['stacksize'] ~= nil and 1 or 0 ) + ( columns['weight'] ~= nil and 1 or 0 )
for i = 1, #chest_names do
local allRolls = p.chests[chest_names[i]]['allRolls'..suffix]
if #allRolls > 1 then
for j = 1, rowcols do
for k = 1, #allRolls do
table.insert( html, "<th class='headersort' role='columnheader button' data-sort-type='number' style='font-weight:normal'><abbr title='The chest draws " )
table.insert( html, allRolls[k] )
table.insert( html, " stack(s) randomly from this pool.'>" )
table.insert( html, allRolls[k] )
table.insert( html, "×</abbr></th>\n" )
end
end
end
end
table.insert( html, "</tr><tr>\n" )
end
for i = 1, #ordered_item_rows do
if type( ordered_item_rows[i] ) == "table" then
for j = 1, #ordered_item_rows[i] do
local chest_item = ordered_item_rows[i][j]
if type( chest_item ) == "table" then
local avg_amount = string.format("%.3f", chest_item.avgamount)
local chance_any = string.format("%.1f", chest_item.chanceany*100) .. "%"
local num_chests = string.format("%.1f", 1/chest_item.chanceany)
table.insert( html, "\n" )
if columns['stacksize'] ~= nil then
for k = 1, #chest_item.sizes do
table.insert( html, "<td style='text-align:center;' data-sort-value='" )
table.insert( html, ( chest_item.sortsize[k] == 0 and "9e99" or chest_item.sortsize[k] ) )
table.insert( html, "'>" )
table.insert( html, chest_item.sizes[k] )
table.insert( html, "</td>" )
end
end
if columns['weight'] ~= nil then
for k = 1, #chest_item.sizes do
table.insert( html, "<td style='text-align:center;' data-sort-value='" )
table.insert( html, ( chest_item.sortweight[k] == 0 and "9e99" or chest_item.sortweight[k] ) )
table.insert( html, "'>" )
table.insert( html, chest_item.weights[k] )
table.insert( html, "</td>" )
end
end
if columns['chance'] ~= nil then
table.insert( html, "<td style='text-align:center;'>" )
table.insert( html, chance_any )
table.insert( html, "</td>" )
end
if columns['items'] ~= nil then
table.insert( html, "<td style='text-align:center;'>" )
table.insert( html, avg_amount )
table.insert( html, "</td>" )
end
if columns['chests'] ~= nil then
table.insert( html, "<td style='text-align:center;'>" )
table.insert( html, num_chests )
table.insert( html, "</td>" )
end
elseif type( chest_item ) == "boolean" then
local allRolls = p.chests[chest_names[j-1]]['allRolls'..suffix]
local allRollsSpan = #allRolls == 0 and 1 or #allRolls
table.insert( html, "\n" )
if columns['stacksize'] ~= nil then
for k = 1, allRollsSpan do
table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" )
end
end
if columns['weight'] ~= nil then
for k = 1, allRollsSpan do
table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" )
end
end
if columns['chance'] ~= nil then
table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" )
end
if columns['items'] ~= nil then
table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" )
end
if columns['chests'] ~= nil then
table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" )
end
else
if i > 1 then
table.insert( html, "</tr><tr>" )
end
local item = p.items[chest_item]
table.insert( html, "\n<td>" )
local image, spriteCat = sprite.link{
id = item.id or chest_item,
link = item.link or string.gsub(chest_item,'-',' '),
text = item.title or q.titlecase(string.gsub(chest_item,'-',' ')),
wrap = 'true',
name = ( item[1] == 'item' and 'ItemSprite' or 'BlockSprite')
}
table.insert( html, image )
table.insert( html, spriteCat )
-- table.insert( html, "\n<td>" )
-- local image, spriteCat = sprite.link{
-- id = item.id or chest_item,
-- link = item.link or string.gsub(chest_item,'-',' '),
-- text = item.title or q.titlecase(string.gsub(chest_item,'-',' ')),
-- wrap = 'true',
-- name = ( item[1] == 'item' and 'InvSprite' or 'InvSprite')
-- }
-- table.insert( html, image )
-- table.insert( html, spriteCat )
if item.note and p.notes[item.note] then
table.insert( html, p.current_frame:extensionTag( 'ref', p.notes[item.note], { group='FN', name=item.note } ) )
end
if item.note1 and p.notes[item.note1] then
if item.note == nil or p.notes[item.note] == nil or item.note ~= item.note1 then
table.insert( html, p.current_frame:extensionTag( 'ref', p.notes[item.note1], { group='FN', name=item.note1 } ) )
end
end
table.insert( html, "</td>" )
end
if j == #ordered_item_rows[i] then
table.insert( html, "</tr>" )
end
end
table.insert( html, "\n" )
end
end
table.insert( html, "</table>")
table.insert(html, require('Module:NiceJSON').wrap(json, 'pre', 'chestcontents-json'))
table.insert(html, "</div>")
return table.concat( html )
end,
titlecase = function( str )
local buf = {}
for word in string.gfind(str, "%S+") do
if word == "and" then
table.insert( buf, word )
else
local first, rest = string.sub( word, 1, 1 ), string.sub( word, 2 )
table.insert( buf, string.upper(first) .. string.lower(rest) )
end
end
return table.concat( buf, " " )
end,
capitalize = function( str )
return ( string.lower(str):gsub( "^%l", string.upper ) )
end,
lcfirst = function( str )
return ( string.gsub( str, "^%u", string.lower ) )
end,
compare_tables = function( a, b )
local seen = {}
for k, v in pairs( a ) do
if type( v ) ~= type( b[k] ) then
return true
end
if v ~= b[k] then
return true
end
if type( v ) == 'table' and q.compare_tables( v, b[k] ) then
return true
end
seen[k] = true
end
for k, v in pairs( b ) do
if not seen[k] then
return true
end
end
return false
end,
}
string.lpad = function(str, len, char)
if char == nil then char = ' ' end
return string.rep(char, len - #(''..str)) .. str
end
return p