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模块:Banner crafting usage
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local p = {}
p.crafting = function( f )
local args = f:getParent().args
local crafting = require( [[Module:Crafting]] ).table
local Autolink = require( [[Module:Autolink]] )
local dye = args[1] or mw.title.getCurrentTitle().text
local dyeColours = {
['Ink Sac'] = 'Black',
['Rose Red'] = 'Red',
['Cactus Green'] = 'Green',
['Cocoa Beans'] = 'Brown',
['Lapis Lazuli'] = 'Blue',
['Dandelion Yellow'] = 'Yellow',
['Bone Meal'] = 'White'
}
local dyeColoursC = {
['Rose Red'] = '红色',
['Orange Dye'] = '橙色',
['Dandelion Yellow'] = '黄色',
['Cactus Green'] = '绿色',
['Lapis Lazuli'] = '蓝色',
['Light Blue Dye'] = '淡蓝色',
['Magenta Dye'] = '品红色',
['Pink Dye'] = '粉红色',
['Bone Meal'] = '白色',
['Light Gray Dye'] = '淡灰色',
['Gray Dye'] = '灰色',
['Lime Dye'] = '黄绿色',
['Cyan Dye'] = '青色',
['Purple Dye'] = '紫色',
['Ink Sac'] = '黑色',
['Cocoa Beans'] = '棕色',
['Blue Dye'] = '蓝色',
['White Dye'] = '白色',
['Brown Dye'] = '棕色',
['Black Dye'] = '黑色'
}
local colour = dyeColours[dye] or dye:match( '^(.+) Dye$' )
local colourC = dyeColoursC[dye]
local banner = 'Banner'
if dye == 'Bone Meal' then
banner = '[Banner]Light Gray Banner'
end
local dyeOrder = {
'Base', 'Chief', 'Pale Dexter', 'Pale Sinister', 'Pale', 'Fess', 'Bend', 'Bend Sinister', 'Paly', 'Saltire',
'Cross', 'Per Bend Sinister', 'Per Bend', 'Per Bend Inverted', 'Per Bend Sinister Inverted', 'Per Pale',
'Per Pale Inverted', 'Per Fess', 'Per Fess Inverted', 'Base Dexter Canton', 'Base Sinister Canton',
'Chief Dexter Canton', 'Chief Sinister Canton', 'Chevron', 'Inverted Chevron', 'Base Indented', 'Chief Indented', 'Roundel', 'Lozenge',
'Bordure', 'Gradient', 'Base Gradient'
}
local otherOrder = { 'Bordure Indented', 'Field Masoned', 'Creeper Charge', 'Skull Charge', 'Flower Charge', 'Thing' }
-- 0 = empty, 1 = banner, 2 = dye
local dyeRecipes = {
['Base'] = {
0, 0, 0,
0, 1, 0,
2, 2, 2,
},
['Chief'] = {
2, 2, 2,
0, 0, 0,
0, 1, 0,
},
['Pale Dexter'] = {
2, 0, 0,
2, 0, 0,
2, 1, 0,
},
['Pale Sinister'] = {
0, 0, 2,
0, 0, 2,
0, 1, 2,
},
['Pale'] = {
0, 2, 0,
0, 2, 1,
0, 2, 0,
},
['Fess'] = {
0, 0, 0,
2, 2, 2,
0, 1, 0,
},
['Bend'] = {
2, 0, 0,
0, 2, 0,
0, 1, 2,
},
['Bend Sinister'] = {
0, 0, 2,
0, 2, 0,
2, 1, 0,
},
['Paly'] = {
2, 0, 2,
2, 0, 2,
0, 1, 0,
},
['Saltire'] = {
2, 0, 2,
0, 2, 0,
2, 1, 2,
},
['Cross'] = {
0, 2, 0,
2, 2, 2,
1, 2, 0,
},
['Per Bend Sinister'] = {
2, 2, 0,
2, 0, 0,
0, 1, 0,
},
['Per Bend'] = {
0, 2, 2,
0, 0, 2,
0, 1, 0,
},
['Per Bend Inverted'] = {
0, 1, 0,
2, 0, 0,
2, 2, 0,
},
['Per Bend Sinister Inverted'] = {
0, 1, 0,
0, 0, 2,
0, 2, 2,
},
['Per Pale'] = {
2, 2, 0,
2, 2, 1,
2, 2, 0,
},
['Per Pale Inverted'] = {
0, 2, 2,
1, 2, 2,
0, 2, 2,
},
['Per Fess'] = {
2, 2, 2,
2, 2, 2,
0, 1, 0,
},
['Per Fess Inverted'] = {
0, 1, 0,
2, 2, 2,
2, 2, 2,
},
['Base Dexter Canton'] = {
0, 0, 0,
0, 0, 0,
2, 1, 0,
},
['Base Sinister Canton'] = {
0, 0, 0,
0, 0, 0,
0, 1, 2,
},
['Chief Dexter Canton'] = {
2, 0, 0,
0, 0, 0,
0, 1, 0,
},
['Chief Sinister Canton'] = {
0, 0, 2,
0, 0, 0,
0, 1, 0,
},
['Chevron'] = {
0, 0, 0,
0, 2, 0,
2, 1, 2,
},
['Inverted Chevron'] = {
2, 0, 2,
0, 2, 0,
0, 1, 0,
},
['Base Indented'] = {
0, 0, 0,
2, 1, 2,
0, 2, 0,
},
['Chief Indented'] = {
0, 2, 0,
2, 0, 2,
0, 1, 0,
},
['Roundel'] = {
0, 0, 0,
0, 2, 0,
0, 1, 0,
},
['Lozenge'] = {
0, 2, 0,
2, 1, 2,
0, 2, 0,
},
['Bordure'] = {
2, 2, 2,
2, 1, 2,
2, 2, 2,
},
['Gradient'] = {
2, 1, 2,
0, 2, 0,
0, 2, 0,
},
['Base Gradient'] = {
0, 2, 0,
0, 2, 0,
2, 1, 2,
},
}
local items = {
['Bordure Indented'] = 'Vines',
['Field Masoned'] = 'Bricks',
['Creeper Charge'] = 'Creeper Head',
['Skull Charge'] = 'Wither Skeleton Skull',
['Flower Charge'] = 'Oxeye Daisy',
['Thing'] = 'Enchanted Golden Apple',
}
local shapedArgs = {
'A1', 'B1', 'C1',
'A2', 'B2', 'C2',
'A3', 'B3', 'C3',
}
local dyeArgs = {
head = '1',
ignoreusage = '1',
showdescription = args.description,
name = colourC .. '[[旗帜]]图案',
ingredients = '[[' .. Autolink.invlink(dye) .. ']] +<br>[[旗帜]]',
}
for i = 1, 9 do
local dyeArg = {}
for _, pattern in ipairs( dyeOrder ) do
local iType = dyeRecipes[pattern][i]
local ingredient = ''
if iType == 1 then
ingredient = banner
elseif iType == 2 then
ingredient = dye
end
table.insert( dyeArg, ingredient )
end
dyeArgs[shapedArgs[i]] = table.concat( dyeArg, ';' )
end
local dyeOutputArg = {}
for _, pattern in ipairs( dyeOrder ) do
table.insert( dyeOutputArg, colour .. ' ' .. pattern .. ' Banner' )
end
dyeArgs.Output = table.concat( dyeOutputArg, ';' )
dyeArgs.Olink = '旗帜'
dyeArgs.fixed = '1'
dyeArgs.notfixed = '旗帜'
local otherArgs = {}
otherArgs.ignoreusage = '1'
otherArgs.name = colourC .. '[[旗帜]]图标'
otherArgs.ingredients = '[[' .. Autolink.invlink(dye) .. ']] +<br>[[旗帜]] +<br>[[藤蔓]]或<br>[[砖块]]或<br>[[生物头颅|苦力怕头颅]]或<br>[[生物头颅|凋灵骷髅头颅]]或<br>[[滨菊]]或<br>[[金苹果|附魔金苹果]]'
local otherItemArg = {}
local otherOutputArg = {}
for _, pattern in ipairs( otherOrder ) do
table.insert( otherItemArg, items[pattern] )
table.insert( otherOutputArg, colour .. ' ' .. pattern .. ' Banner' )
end
otherArgs[1] = table.concat( otherItemArg, ';' )
otherArgs[2] = dye
otherArgs[3] = banner
otherArgs.Output = table.concat( otherOutputArg, ';' )
otherArgs.Olink = '旗帜'
if not args.continue then
otherArgs.foot = '1'
end
return crafting( dyeArgs ) .. crafting( otherArgs )
end
return p