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.luafor 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()inscripts/screens/town/craftscreenmulti.luafor available tagsReturn 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()) ofConstructable.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) ofEquipmentGem.GetAllGems()defs, temp/WIP defs filtered. - GetMasteryDefs (mastery_type)
-
Mastery definitions.
See the
Mastery.DisplayGroupenum inscripts/defs/mastery/mastery.luafor all available groups.See
function MasterySinglePanel:_RefreshTabs()inscripts/screens/town/masteryscreenmulti.luafor 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()) ofMastery.Itemsdefs, 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 }, ... } }
- Mastery rewards (see
- 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) ofPower:GetAllPowers()defs.