Module Data

Data compilation functions.

A collection of functions to collect and organize game data, preparing to be used by Wikitext generator functions.

Most of the time they return a table of defs (definitions) (example: Powers, Gems, Masteries, etc), either indexed or grouped by categories in sub-tables.

Some also provide parameters to filter results.

Functions

GetAnomalyDefs () Anomaly definitions.
GetBiomeExplorationRewards () Biome Exploration rewards.
GetConstructables (filtertags) Town decorations.
GetFoodDefs () Food definitions.
GetGemDefs () Gem definitions.
GetMasteryDefs (mastery_type) Mastery definitions.
GetMiragePatternDefs () Mirage pattern definitions.
GetPowerDefs () Power definitions.


Functions

GetAnomalyDefs ()
Anomaly definitions.

Returns:

    {table,...} Indexed table of Anomaly defs from Weather.Defs, temp/WIP defs filtered.
GetBiomeExplorationRewards ()
Biome Exploration rewards.

See scripts/defs/metaprogression/biomeexploration.lua for more details.

Returns:

    {[string]=table,...} MetaProgress.Items.BIOME_EXPLORATION {location_id: {}} Key-value table of biome exploration reward data tables.
GetConstructables (filtertags)
Town decorations.

See function CraftSinglePanel:_AddTabs() in scripts/screens/town/craftscreenmulti.lua for available tags

Return all defs if no filter tags provided.

Parameters:

  • filtertags {string,...} {tag,...} Indexed table of tags to match items for.

Returns:

    {table,...} Indexed table (order by Constructable.GetOrderedSlots()) of Constructable.Items.
GetFoodDefs ()
Food definitions.

Returns:

    {table,...} Indexed table (sorted by pretty name) of Food.GetAllItems() defs.
GetGemDefs ()
Gem definitions.

Returns:

    {table,...} Indexed table (grouped by EquipmentGem.Type, sorted by pretty name) of EquipmentGem.GetAllGems() defs, temp/WIP defs filtered.
GetMasteryDefs (mastery_type)
Mastery definitions.

See the Mastery.DisplayGroup enum in scripts/defs/mastery/mastery.lua for all available groups.

See function MasterySinglePanel:_RefreshTabs() in scripts/screens/town/masteryscreenmulti.lua for groups that are actually shown in-game (we prefer to use this, so that the wiki matches in-game UIs, and to not show hidden defs).

Return all defs if no type filter provided.

Parameters:

  • mastery_type string Mastery group to filter for (refer to above documentation for more details).

Returns:

    {table,...} Indexed table (order by Mastery.GetOrderedSlots()) of Mastery.Items defs, temp/WIP defs filtered.
GetMiragePatternDefs ()

Mirage pattern definitions.

Referred in game scripts as equipment cosmetics. There are currently 3 known sources for mirage patterns:

  • Mastery rewards (see scripts/defs/mastery/monsters/bossmasteries.lua)
  • NPC friendship rewards (see scripts/defs/metaprogression/relationships_core.lua)
  • Hunt drops (cosmetic variants of base equipment items) (see scripts/defs/equipment/armour_sets.lua)

Returns:

    {[string]=table,...} Key-value table of mirage pattern defs (with extra metadata and references), grouped + unsorted.

Usage:

    -- Return data is structured as follows:
    
    {
        -- Mastery rewards (e.g: invisible armor cosmetics for defeating primeval teffra mech 1000)
        mastery = {
            {
                def = {},  -- mirage pattern def
                mastery_def = {}  -- reference to mastery that grants this reward
            },
            ...
        },
    
        -- NPC friendship rewards
        npc = {
            {
                def = {},  -- mirage pattern def
                metadata = {
                    npc_id = "npc_scout",
                    unlock_at_level = 8
                },
            },
            ...
        },
    
        -- Hunt drops (normal cosmetic reskin variants)
        variants = {
            {
                def = {},  -- mirage pattern def
                mastery_def = {}  -- reference to base equipment item of this cosmetic variant
            },
            ...
        }
    }
GetPowerDefs ()

Power definitions.

Manually inserted defs:

  • max_health_wanderer ("Tendrel"): ????'s increase max health power (because it's not in the standard player powers pool).

Returns:

    {table,...} Indexed table (grouped by Power.Categories, sorted by pretty name) of Power:GetAllPowers() defs.
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