非正式攻略组招募
如果你热爱女神转生 or 异闻录系列 并且愿意为女神异闻录WIKI添砖添瓦
可以加群一起共同建设,招募详情页见攻略组招募公告
模块:Psk
所有数据和关键字的修改请先在主站 w:模块:Psk 中完成,再同步到此处。【存在部分本地化差异,请留意!(差异:简繁转换)】
关于此模块的编写和修订,请至女神转生中文维基编辑者群(832689630)中进一步了解。可阅读 w:User:Greykid/参考手册 了解更多相关知识。
索引:
- 模块:Psk
- 模块:Nakama
- 模块:Nakama/Names
- {{Nakama}} = {{Persona}}
- 模块:Persona
- 模块:Arcana
- 模块:Arcana/data
- {{Arcana}}
local getArgs = require('Module:Arguments').getArgs local getGames = require('Module:Psk/Gamedata') local p = {} -- 實現 #invoke 函数式調用 local function makeInvokeFunction(funcName) return function (frame) local args = getArgs(frame, {parentOnly = true}) return p[funcName](args) end end -- 實現 #invoke 函数式調用,保留frame local function makeInvokeFunctionWithFrame(funcName) return function (frame) local args = getArgs(frame, {parentOnly = true}) return p[funcName](frame, args) end end -- 预置样式表 local styles = { ['skill'] = '\n|-\n!style="background:#eaecf0;color:#000"|', ['skillc'] = '\n!style="background:#eaecf0;color:#000"|', ['skill2'] = '\n|-\n!style="background:#eaecf0;color:#000" ', ['skill3'] = '\n!style="background:#eaecf0;color:#000', ['skill3m'] = '\n!style="background:transparent"|', ['cost1'] = '\n|style="background:#f8f9fa"|', ['cost2'] = '\n|style="background:#fdfeff"|', ['cost3'] = '\n|style="background:#f8f9fa" ', ['effect1'] = '\n|style="background:#f8f9fa;text-align:left;padding-left:5px"|', ['effect2'] = '\n|style="background:#fdfeff;text-align:left;padding-left:5px"|', ['effect1p'] = '\n|colspan=2 style="background:#f8f9fa;text-align:left;padding-left:5px"|', ['effect2p'] = '\n|colspan=2 style="background:#fdfeff;text-align:left;padding-left:5px"|', ['order'] = '\n|style="background:#f8f9fa;text-align:left;padding-left:5px"|', ['order2'] = '\n|-\n|style="background:#f8f9fa;color:#000;text-align:left;padding-left:5px"|', ['table2h'] = '\n{|width="100%" style="margin:0;width:100% !important;border-spacing:1px" class="wikitable ', ['table2'] = '\n{|width="100%" class="wikitable" style="margin:0;width:100% !important;display:table;border-spacing:1px"', ['table2b'] = '\n{|cellpadding=0 cellspacing=0 style="width:100% !important;margin:0;border-spacing:0;background:transparent" ', ['statlow'] = '\n|style="background:#f8f9fa"|', ['statlow2'] = '\n|style="background:#f8f9fa"|', ['statlow3'] = '\n|style="background:#f8f9fa;', ['quote'] = '\n|-\n|style="background:#f8f9fa;text-align:center;border-radius:3.5px;', } local function frac(numerator,denominator) return '<span style="font-size:9px;position:relative;top:2px"><span style="position:relative;top:-5px;right:-3px">' .. numerator .. '</span><span style="position:relative;top:-2px">/</span>' .. denominator .. '</span>' end local function resoutput(v,denominator,game) if not denominator then denominator = 8 end if v == 'dr' or v == 'ab' then v = 'color:lime" title="Drain"|Dr' elseif v == '.5dr' or v == '.5ab' or v == '50dr' or v == '50ab' or v == 'dr50' or v == 'ab50' then v = 'color:lime" title="50% Drain"|<span style="color:black">½</span>Dr' elseif v == '2dr' or v == '2ab' then v = 'color:lime" title="Double Drain"|<span style="color:black">2×</span>Dr' elseif v == 'rp' or v == 'rf' then v = 'color:cyan" title="Reflect"|Rf' elseif v == '.5rp' or v == '.5rf' or v == '50rp' or v == '50rf' or v == 'rp50' or v == 'rf50' then v = 'color:cyan" title="50% Reflect"|<span style="color:black">½</span>Rf' elseif v == '1.5rp' or v == '1.5rf' or v == '150rp' or v == '150rf' or v == 'rp150' or v == 'rf150' then v = 'color:cyan" title="150% Reflect"|<span style="color:black">1.5×</span>Rf' elseif v == '2rp' or v == '2rf' then v = 'color:cyan" title="Double Reflect"|<span style="color:black">2×</span>Rf' elseif tonumber(v) == 0 then v = 'color:black" title="Null"|Nu' elseif tonumber(v) == 1 then v = '" title="Normal"| -' elseif tonumber(v) < 1 then v = 'color:teal" title="Resist"|' .. frac((tonumber(v) * denominator),denominator) elseif tonumber(v) > 2 then v = 'color:red" title="Weak"|' .. v .. '×' elseif tonumber(v) > 1.3 then if game == 'smt1' or game == 'smt2' or game == 'smtif' then v = 'color:orange" title="Vulnerable"|' .. v .. '×' else v = 'color:red" title="Weak"|' .. v .. '×' end elseif tonumber(v) > 1.1 then v = 'color:orange" title="Vulnerable"|' .. v .. '×' end return styles.statlow3 .. v end -- 字符串MD5 Hash,调用Hash模板 local function hash(frame, text) return frame:expandTemplate{ title = 'Hash', args = {text} } end -- 添加分类 local function cate(catename) if mw.title.getCurrentTitle():inNamespace('') then return '[[Category:' .. catename .. ']]' -- 防止給列表頁加分類 else return '' end end -- 添加注释 local function refer(frame, refernote) if mw.title.getCurrentTitle():inNamespace('') and refernote ~= nil and refernote ~= '' then return frame:extensionTag( 'ref', refernote, { group = '注', name = hash(frame, refernote) } ) else return '' end end -- ruby格式 local function ruby(text1, text2, lang) if lang == nil then return '<ruby><rb>' .. text1 .. '</rb><rp> (</rp><rt style="font-size:.75em">' .. text2 .. '</rt><rp>) </rp></ruby>' else return '<ruby><rb>' .. text1 .. '</rb><rp> (</rp><rt style="font-size:.75em" lang="' .. lang .. '">' .. text2 .. '</rt><rp>) </rp></ruby>' end end -- inline ruby格式 local function ilruby(text1, text2, lang) if lang == nil then return text1 .. ' (' .. text2 .. ')' else return text1 .. ' ({{ja|' .. text2 .. '}})' end end -- 简繁转换设置【BWIKI本地化处理】 local function sinotrans(zh, zhsc) return '<abbr title="' .. zh .. '">' .. zhsc .. '</abbr>' end -- Hover效果,调用TextHover模板 local function hover(frame, text1, text2) return frame:expandTemplate{ title = 'TextHover', args = {text1, text2, 'before', 'center', tag = 'span'} } end -- Wiki文本解析,调用Eval模板 local function wikitext(frame, text1) return frame:expandTemplate{ title = 'Eval', args = {'wikitext', text1} } end -- 输出错误信息 local function noskill(skill,gamed) local result = '\n|-\n!colspan=5 style="background:#FED;width:670px"|<strong style="color:red;font-size:120%">' if skill and gamed then result = result .. '技能名稱 “' .. skill .. '” 不存在。請檢查拼寫或修訂數據庫[[Module:Psk/' .. gamed .. ']]。' else result = result .. '不能插入空行。請删去空白行。' end return result .. '</strong>' .. cate('人格面具/技能/未识别的技能') .. '\n|-style="display:none"\n' end -- 种族渲染 local function getRace(race,game,abbr) local result if not race or race == '' or race == '-' or race == 'Unclassified' or race == 'None' or race == 'none' then result = '-' elseif game == 'ddsaga1' or game == 'ddsaga2' then if race == 'Deity' then result = '[[Gods|' .. race .. ']]' elseif race == 'Evil' or race == 'Icon' then result = '[[Guardians|' .. race .. ']]' elseif race == 'Fiend' or race == 'Nether' then result = '[[Magica|' .. race .. ']]' elseif race == 'Aerial' then result = '[[Aerials|' .. race .. ']]' elseif race == 'Aerial2' then result = '[[Birds|Aerial]]' elseif race == 'Dragon' then result = '[[Dragons|' .. race .. ']]' elseif race == 'Demon' or race == 'Brute' then result = '[[Demoniacs|' .. race .. ']]' elseif race == 'Beast' then result = '[[Beasts|' .. race .. ']]' elseif race == 'Device' then result = '[[Machine|' .. race .. ']]' elseif race == 'Light' then result = '[[Herald|' .. race .. ']]' else result = race end elseif game == 'raidou1' or game == 'raidou2' then if race == 'Element' then result = '[[Element]]' .. cate('Element Race') elseif race == 'Spirit' then result = '[[Mitama|Spirit]]' .. cate('Mitama Race') elseif race == 'Destroyer' or race == 'King Abaddon' or race == 'Fukoshi' or race == 'Locust' or race == 'Tokyogami' or race == 'Rebel God' then result = '[[Enemy exclusive race#' .. race .. '|' .. race ..']]' elseif race == 'Fiend' then result = '[[Fiend]]' .. cate('Fiend Race') elseif race == 'Pyro' or race == 'Frost' or race == 'Volt' or race == 'Wind' or race == 'Fury' or race == 'Pagan' or race == 'Skill' or race == 'Evil' then result = '[[' .. race .. ' Order|' .. race .. ']]' .. cate(race .. ' Order') else result = race end elseif race == 'Therian' then if game == 'mt1' then result = '[[Yoma|Therian]]' .. cate('Yoma Race') else result = '[[Therian]]' .. cate('Therian Race') end elseif race == 'Ghost' then if game == 'sh' or game == 'smtds' then result = '[[Ghost (race)|Ghost]]' .. cate('Ghost Race') else result = '[[Haunt|Ghost]]' .. cate('Haunt Race') end elseif race == 'Cyber' then if game == 'smt4' then result = '[[Machine|Cyber]]' .. cate('Machine Race') else result = '[[Enemy exclusive race#Denrei / Cyber|Cyber]]' end elseif race == 'Star 2' then result = '[[Triangulum|Star]]' .. cate('Star Race') end for k, v in pairs(require('Module:Psk/Race_names')) do for _, name in ipairs(v) do if race == name then if abbr then abbr = '<abbr title="' .. abbr .. '">' .. name .. '</abbr>' else abbr = name end if v.exclusive then result = '[[Enemy exclusive race#' .. v.exclusive .. '|' .. abbr .. ']]' elseif v.linkdab then result = '[[' .. k .. ' (race)|' .. abbr .. ']]' elseif v.link then result = '[[' .. v.link .. '|' .. abbr .. ']]' else result = '[[' .. k .. '|' .. abbr .. ']]' end if v.catename==false then elseif v.catename then result = result .. cate(v.catename) else result = result .. cate(k .. ' Race') end end end end if not result then return race end return result end -- 添加各種分類 local function aligncat(align,gamen) local result if align == 'Law' or align == 'Light-Law' or align == 'Neutral-Law' or align == 'Dark-Law' then result = cate('Law Demons in ' .. gamen) elseif align == 'Neutral' or align == 'Light-Neutral' or align == 'Neutral-Neutral' or align == 'Dark-Neutral' then result = cate('Neutral Demons in ' .. gamen) elseif align == 'Chaos' or align == 'Light-Chaos' or align == 'Neutral-Chaos' or align == 'Dark-Chaos' then result = cate('Chaos Demons in ' .. gamen) else result = '' end return result end local function alignnocat(align,nocat,gamen) local result if nocat then result = '' elseif align == 'Law' or align == 'Light-Law' or align == 'Neutral-Law' or align == 'Dark-Law' then result = cate('Law Demons in ' .. gamen) elseif align == 'Neutral' or align == 'Light-Neutral' or align == 'Neutral-Neutral' or align == 'Dark-Neutral' then result = cate('Neutral Demons in ' .. gamen) elseif align == 'Chaos' or align == 'Light-Chaos' or align == 'Neutral-Chaos' or align == 'Dark-Chaos' then result = cate('Chaos Demons in ' .. gamen) else result = '' end return result end local function bossdemonnocat(boss,nocat,gamen) local result if boss then result = cate(gamen .. ' Bosses') elseif nocat then result = '' else result = cate(gamen .. ' Demons') end return result end local function bossdemoncat(boss,gamen) local result if boss then result = cate(gamen .. ' Bosses') else result = cate(gamen .. ' Demons') end return result end -- 阿尔卡那渲染,调用Arcana模板 local function getArcana(frame, gameg, text1, sort) if sort == 'sort' then return frame:expandTemplate{ title = 'Arcana', args = {gameg, text1, 'sort'} } else return frame:expandTemplate{ title = 'Arcana', args = {gameg, text1} } end end -- 关键字消歧义 local function get_prop(args) local prop = {} for k, v in pairs(require('Module:Psk/Property_names')) do for _, name in ipairs(v) do if args[name] then prop[k] = args[name] break end end prop[k] = prop[k] or v.default end return prop end local function bar(color,stat,ratio,cap,stat2,old,new) -- ratio 爲每個像素點的寬度. cap 乘以 ratio 即爲表格的最大寬度. local stat_st, stat_width if stat == 'i' then stat = 'i' elseif not tonumber(stat) then stat_st = '<span style="color:#666">--</span>' stat = 0 stat_width = 0 elseif stat2 then stat_st = '<span style="color:#aff;cursor:help" title="' .. old .. ': ' .. stat .. '; ' .. new .. ': ' .. stat2 .. '">' .. stat2 .. '</span>' else stat_st = stat end if stat == 'i' then elseif tonumber(stat) > cap then stat_width = cap * ratio color = '#aaf' elseif stat_width ~= 0 then stat_width = tonumber(stat) * ratio end inherit = 'Inherit' if tostring(stat_st) == '+0' then stat_st = '<span style="color:#666">--</span>' end if stat == 'i' then return '--\n|繼承\n|-' elseif stat2 then return stat_st .. '\n|style="border-radius:10px;background-color:#000;background:linear-gradient(90deg, #ffd, #ffa);width:' .. cap * ratio + 3 .. 'px"|<div style="overflow:hidden"><div style="cursor:help;float:left;border-top:5px solid ' .. color .. ';width:' .. stat_width .. 'px" title="' .. old .. ': '.. stat ..'"></div><div style="cursor:help;float:left;border-top:5px solid #aff;width:' .. tonumber(stat2) * ratio - stat_width .. 'px" title="' .. new .. ': '.. stat2 ..'"></div></div>\n|-' else return stat_st .. '\n|style="border-radius:10px;background-color:#000;background:linear-gradient(90deg, #ffd, #ffa);width:' .. cap * ratio + 3 .. 'px"|<div style="overflow:hidden"><div style="float:left;border-top:5px solid ' .. color .. ';width:' .. stat_width .. 'px"></div><div style="float:left;border-top:5px solid transparent;width:' .. (cap - tonumber(stat)) * ratio .. 'px"></div></div>\n|-' end end -- 技能名稱ruby格式渲染模块 p.skill = makeInvokeFunction('_skill') function p._skill(args) local game = args[1] or args.game or args.Game or '' game = game:lower() if args.FES then game = 'p3f' end if args.P3P then game = 'p3p' end if args.P4G then game = 'p4g' end if args.P5R then game = 'p5r' end if args.P5S then game = 'p5s' end local gameg -- 遊戲的總樣式 if getGames.games[game].fallback then gameg = getGames.games[game].fallback -- 遊戲對應序號作 else gameg = game end local gamen = getGames.games[game].name -- 遊戲全名 local gamegn = getGames.games[gameg].name -- 遊戲對應序號作全名 local gamed if gameg then gamed = gameg:upper() end local v2 = args[2] or args.skill or args.Skill or '' local data local skill, alias, colour data = require('Module:Psk/' .. gamed) skill = data.skills[v2] if not skill then local alias = data.aliases[v2] if alias then v2 = alias skill = data.skills[v2] end end if skill.spell then colour = data.colours[skill.spell] else colour = data.colours['alm'] end local resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. v2 .. '</span>' if skill.name then resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. skill.name .. '</span>' end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then if args[3] == 'ja' and skill.namejp then if args[4] == 'inline' then resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. ilruby(sinotrans(skill.namezh, skill.namezhsc), skill.namejp, 'ja') .. '</span>' else resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. ruby(sinotrans(skill.namezh, skill.namezhsc), skill.namejp, 'ja') .. '</span>' end elseif args[3] == 'en' then if args[4] == 'inline' then resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. ilruby(sinotrans(skill.namezh, skill.namezhsc), v2) .. '</span>' else resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. ruby(sinotrans(skill.namezh, skill.namezhsc), v2) .. '</span>' end else resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. sinotrans(skill.namezh, skill.namezhsc) .. '</span>' end end return resv2 end -- 人格面具信息表渲染模块 p.stats = makeInvokeFunctionWithFrame('_stats') function p._stats(frame, args) local game = args[1] or args.game or args.Game or '' game = game:lower() if game == 'mt' then game = 'mt1' end if game == 'kmt' then game = 'kmt1' end if game == 'smt' then game = 'smt1' end if game == 'smtii' then game = 'smt2' end if game == 'if' or game == 'if...' then game = 'smtif' end if game == 'smtn' or game == 'smt3n' then game = 'smt3' end if game == 'smtiv' then game = 'smt4' end if game == 'imagine' or game == 'smti' then game = 'smtim' end if game == 'gmt' or game == 'smti' then game = 'giten' end if game == 'lb' then game = 'lb1' end if game == 'majin' or game == 'mjt' then game = 'majin1' end if game == 'majin2sn' or game == 'mt2sn' then game = 'majin2' end if game == 'dssh' then game = 'sh' end if game == 'dsrksa' then game = 'raidou1' end if game == 'dsrkka' then game = 'raidou2' end if game == 'desu' or game == 'smtdesur' or game == 'desur' then game = 'desu1' end if game == 'smtdesur2' or game == 'desur2' then game = 'desu2' end if args.HazamaCh then game = 'smtifhc' end if args.FES then game = 'p3f' end if args.P3P then game = 'p3p' end if args.P4G then game = 'p4g' end if args.P5R then game = 'p5r' end if args.P5S then game = 'p5s' end if args.BR or args.RB then game = 'desu2rb' end if args.DC then game = '20xxdc' end if args.TMSFE then game = 'tmsfe' end local gameg -- 遊戲的總樣式 if getGames.games[game].fallback then gameg = getGames.games[game].fallback -- 遊戲對應序號作 else gameg = game end local gamen = getGames.games[game].name -- 遊戲全名 local gamegn = getGames.games[gameg].name -- 遊戲對應序號作全名 local gamed if gameg == 'mt1' or gameg == 'mt2' then gamed = 'KMT' elseif gameg == 'smtif' then gamed = 'if...' elseif gameg == 'raidou1' then gamed = 'DSRKSA' elseif gameg == 'raidou2' then gamed = 'DSRKKA' elseif gameg == 'childps' then gamed = 'CHILDRED' elseif gameg == 'childlight' then gamed = 'DMK' elseif gameg then gamed = gameg:upper() end local data if not (gameg == 'smt9' or gameg == '20xx' or game == 'lb3' or game == 'lbs' or game == 'ronde' or game == 'cs') then data = require('Module:Psk/' .. gamed) end local prop = get_prop(args) if gameg == 'smt3' then getGames.games[gameg].colorbg = getGames.games[gameg].colorbg2 end styles.h = '\n!style="background: ' .. getGames.games[gameg].colorbg .. ';color: ' .. getGames.games[gameg].font .. '" ' styles.spanc = '<span style="color:' .. getGames.games[gameg].font .. '">' if not getGames.games[gameg].statt then getGames.games[gameg].statt = '#529488' end styles.barh = '\n|style="font-weight:bold;color:' .. getGames.games[gameg].statt .. '" ' styles.bart11 = '\n|rowspan=2 style="padding:0" width=' styles.bart12 = '|\n{|cellspacing=2 cellpadding=0 style="background:transparent;font-size:100%;font-family:monospace;letter-spacing:-1px;border-spacing:3px;line-height:' styles.bard = '\n|style="color:#000;text-align:right;padding:0 3px" ' styles.bard1 = styles.bard .. 'width=12px|' styles.bard2 = styles.bard .. 'width=17px|' local result = '{|align="center" style="max-width:720px;text-align:center; background: #fff; border:2px solid ' .. getGames.games[gameg].colorb .. '; border-radius:10px; font-size:100%; "\n|-\n|' .. styles.table2b if getGames.games[gameg].statb == nil then styles.barc = 'orange' else styles.barc = getGames.games[gameg].statb end if prop.image then result = result .. '\n!style="width:20px;border:#333 solid 2px;border-radius:7px;background:' if game == 'smt1' then result = result .. '#637373' elseif gameg == 'smtif' then result = result .. '#3018b8' elseif game == 'majin2' then result = result .. '#31315a' elseif gameg == 'p1' or gameg == 'p2is' or gameg == 'p2ep' or gameg == 'p3' or gameg == 'dcbrb' or gameg == 'dcbrp' or gameg == 'dcwb' or gameg == 'childred' or gameg == 'childps' or gameg == 'childwhite' or gameg == 'childfire' or gameg == 'childlight' then result = result .. 'transparent' else result = result .. '#000' end result = result .. '"|' .. prop.image end result = result .. '\n|' if prop.location then prop.location = '[[' .. prop.location .. ']]' else prop.location = '' end if game == 'mt1' then if not prop.hp then prop.hp = '' end if not prop.xp then prop.xp = '' end if not prop.cp then prop.cp = '' end if not prop.mag then prop.mag = '' end if not prop.yen then prop.yen = '' end if (prop.xp ~= '' and prop.mag ~= '') then result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|EXP' .. styles.h .. '|[[Macca|' .. styles.spanc .. 'Macca</span>]]' .. styles.h .. '|[[Magnetite|' .. styles.spanc .. 'MAG</span>]]\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.xp .. styles.statlow .. prop.yen .. styles.statlow .. prop.mag .. '\n|}' elseif (prop.mp ~= '' and prop.cp ~= '') then result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Cost Point - MAG Cost per 10 steps"|<abbr>CP</abbr>' .. styles.h .. '|[[Macca|' .. styles.spanc .. 'Macca</span>]]\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.cp .. styles.statlow .. prop.yen .. '\n|}' end result = result .. styles.table2 .. styles.h .. '|Strength' .. styles.h .. '|Intelligence' .. styles.h .. '|Hit' .. styles.h .. '|Agility' .. styles.h .. '|Defense' .. styles.h .. '|[[Daimakyuu|' .. styles.spanc .. 'Location</span>]]\n|-' .. styles.statlow .. prop.str .. styles.statlow .. prop.int .. styles.statlow .. prop.hit .. prop.luc .. styles.statlow .. prop.agl .. styles.statlow .. prop.def .. prop.vit .. styles.statlow .. prop.location .. '\n|}' .. bossdemoncat(prop.boss,gamen) end if game == 'mt2' then if not prop.hp then prop.hp = '' end if not prop.mp then prop.mp = '' end if not prop.cp then prop.cp = '' end if not prop.mag then prop.mag = '' end if not prop.yen then prop.yen = '' end if not prop.normal then prop.normal = '' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Cost Point - MAG Cost per 10 Steps"|<abbr>CP</abbr>\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.cp .. '\n|}' result = result .. styles.table2 .. styles.h .. 'title="Number appearing in battle"|<abbr>Formations</abbr>' .. styles.h .. '|[[Magnetite|' .. styles.spanc .. 'MAG]]' .. styles.h .. '|[[Macca|' .. styles.spanc .. 'Macca</span>]]' .. styles.h .. '|[[List of Megami Tensei II Items|' .. styles.spanc .. 'Item Drops</span>]]\n|-' .. styles.statlow .. prop.formation .. styles.statlow .. prop.mag .. styles.statlow .. prop.yen .. styles.statlow .. prop.normal .. '\n|}' result = result .. styles.table2 .. styles.h .. '|Stamina' .. styles.h .. '|Intelligence' .. styles.h .. '|Attack' .. styles.h .. '|Agility' .. styles.h .. '|Luck' .. styles.h .. '|Defense\n|-' .. styles.statlow .. prop.vit .. styles.statlow .. prop.int .. styles.statlow .. prop.atk .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. styles.statlow .. prop.def .. '\n|}' .. bossdemoncat(prop.boss,gamen) end if game == 'kmt1' or game == 'kmt2' then if not prop.hp then prop.hp = '' end if not prop.mp then prop.mp = '' end if prop.noa == '' then prop.noa = '1' end if not prop.cp then prop.cp = '' end if not prop.mag then prop.mag = '' end if not prop.xp then prop.xp = '' end if not prop.yen then prop.yen = '' end if not prop.normal then prop.normal = '' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Vitality"|VIT' .. styles.h .. 'title="Intellect"|INT' .. styles.h .. 'title="Strength"|STR' .. styles.h .. 'title="Speed"|SPD' .. styles.h .. 'title="Luck"|LUC' .. styles.h .. 'title="Defense"|DEF\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.vit .. styles.statlow .. prop.int .. styles.statlow .. prop.str .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. styles.statlow .. prop.def .. '\n|}' .. bossdemoncat(prop.boss,gamen) result = result .. styles.table2 .. styles.h .. 'title="Cost Point - MAG Cost per 10 steps"|<abbr>CP</abbr>' .. styles.h .. 'title="Number of Attacks"|<abbr>NOA</abbr>' .. styles.h .. '|EXP' .. styles.h .. '|[[Macca|' .. styles.spanc .. 'Macca</span>]]' .. styles.h .. 'title="Magnetite dropped"|[[Magnetite|' .. styles.spanc .. '<abbr>MAG</abbr></span>]]' .. styles.h if game == 'kmt1' then result = result .. '|[[Daimakyuu|' .. styles.spanc .. 'Location</span>]]' elseif game == 'kmt2' then result = result .. '|[[List of Megami Tensei II Items|' .. styles.spanc .. 'Item Drops</span>]]' end result = result .. '\n|-' .. styles.statlow .. prop.cp .. styles.statlow .. prop.noa .. styles.statlow .. prop.xp .. styles.statlow .. prop.yen .. styles.statlow .. prop.mag .. styles.statlow if game == 'kmt1' then result = result .. prop.location .. '\n|}' elseif game == 'kmt2' then result = result .. prop.normal .. '\n|}' end end if gameg == 'smt1' or gameg == 'smt2' or gameg == 'smtif' or gameg == '20xx' or gameg == 'smt9' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end if not prop.cp then prop.cp = '' end if not prop.mag then prop.mag = '' end result = result .. styles.table2b .. '\n|' .. stylestyles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|[[Alignment|' .. styles.spanc .. 'Alignment</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.alignment .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. '\n|}' result = result .. styles.table2 .. styles.h if prop.boss or prop.enemy then result = result .. '|[[Magnetite|' .. styles.spanc .. 'MAG</span>]]' else result = result .. 'title="Cost Point - MAG Cost per 10 steps"|<abbr>CP</abbr>' end result = result .. styles.h .. 'title="Number of Attacks"|<abbr>NOA</abbr>' .. styles.h .. 'title="Physical Attack Power"|ATK' .. styles.h .. 'title="Physical Attack Accuracy"|ACC' .. styles.h .. 'title="Defenses"|DEF' .. styles.h .. 'title="Evasion"|EVA' .. styles.h .. 'title="Magical Attack Power"|M.ATK' .. styles.h .. 'title="Magical Hit-rate"|M.EFC' result = result .. '\n|-' .. styles.statlow .. prop.mag .. prop.cp .. styles.statlow .. prop.noa .. styles.statlow .. prop.atk .. styles.statlow .. prop.hit .. styles.statlow .. prop.def .. styles.statlow .. prop.avd .. styles.statlow .. prop.mpw .. styles.statlow .. prop.mef .. '\n|}\n|}' .. styles.bart11 .. '200px' .. styles.bart12 .. '1.4"' .. styles.barh .. 'title="Strength"|St' .. styles.bard1 .. bar(styles.barc,prop.str,4,40) .. styles.barh .. 'title="Intelligence"|In' .. styles.bard1 .. bar(styles.barc,prop.int,4,40) .. styles.barh .. 'title="Magic"|Ma' .. styles.bard1 .. bar(styles.barc,prop.magic,4,40) .. styles.barh .. 'title="Vitality"|Vi' .. styles.bard1 .. bar(styles.barc,prop.vit,4,40) .. styles.barh .. 'title="Agility"|Ag' .. styles.bard1 .. bar(styles.barc,prop.agl,4,40) .. styles.barh .. 'title="Luck"|Lu' .. styles.bard1 .. bar(styles.barc,prop.luc,4,40) .. '\n|}' .. bossdemonnocat(prop.boss,prop.nocat,gamen) if game == 'smtifhc' or gameg == '20xx' or gameg == 'smt9' then else result = result .. alignnocat(prop.alignment,prop.nocat,gamen) end end if gameg == 'smt3' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end result = result .. styles.table2 .. styles.h if prop.element then result = result .. '|元素' .. styles.h .. '|Wild Effects' .. cate('Magatama') styles.barc = getGames.games[gameg].statb2 else result = result .. '|[[仲魔#种族|<span style="color:#fff">種族</span>]]' .. bossdemoncat(prop.boss,gamen) .. styles.h .. 'width=9%|等級' .. styles.h .. 'width=9%|<span style="color:' .. getGames.games[gameg].hp .. '">HP</span>' .. styles.h .. 'width=9%|<span style="color:' .. getGames.games[gameg].mp .. '">MP</span>' end result = result .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|力' .. styles.bard2 .. bar(styles.barc,prop.str,6,40) .. styles.barh .. '|魔' .. styles.bard2 .. bar(styles.barc,prop.magic,6,40) .. styles.barh .. '|耐' .. styles.bard2 .. bar(styles.barc,prop.vit,6,40) .. styles.barh .. '|速' .. styles.bard2 .. bar(styles.barc,prop.agl,6,40) .. styles.barh .. '|運' .. styles.bard2 .. bar(styles.barc,prop.luc,6,40) .. '\n|}\n|-' .. styles.statlow if prop.element then result = result .. prop.element .. styles.statlow .. prop.wild else result = result .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. '<div style="position:relative;top:-4px;border:2.5px outset ' .. getGames.games[gameg].hp2 .. ';border-radius:3px"></div>' .. styles.statlow .. prop.mp .. '<div style="position:relative;top:-4px;border:2.5px outset ' .. getGames.games[gameg].mp2 .. ';border-radius:3px"></div>' end result = result .. '\n|}' end if gameg == 'smtim' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|[[Alignment|' .. styles.spanc .. 'Alignment</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Growth' .. styles.h .. '|Inherit' .. styles.h .. 'title="Strength"|St' .. styles.h .. 'title="Magic"|Ma' .. styles.h .. 'title="Vitality"|Vi' .. styles.h .. 'title="Intelligence"|In' .. styles.h .. 'title="Speed"|Sp' .. styles.h .. 'title="Luck"|Lu' result = result .. '\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.alignment .. aligncat(prop.alignment,gamen) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.growth .. styles.statlow .. prop.inherit .. styles.statlow .. prop.str .. styles.statlow .. prop.magic .. styles.statlow .. prop.vit .. styles.statlow .. prop.int .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' result = result .. styles.table2 .. styles.h .. '|Force Slot' .. styles.h .. 'title="Close Range"|<abbr>Close</abbr>' .. styles.h .. 'title="Long Range"|<abbr>Long</abbr>' .. styles.h .. '|Spell' .. styles.h .. '|Support' .. styles.h .. 'title="Physical Defense"|P.Def' .. styles.h .. 'title="Magical Defense"|M.Def' .. styles.h .. '|Critical' .. styles.h .. 'title="Critical Defense"|Crt.Def\n|-' result = result .. styles.statlow .. prop.forceslot .. styles.statlow .. prop.closerange .. styles.statlow .. prop.longrange .. styles.statlow .. prop.spell .. styles.statlow .. prop.support .. styles.statlow .. prop.def .. styles.statlow .. prop.mdef .. styles.statlow .. prop.critical .. styles.statlow .. prop.critdef .. '\n|}' .. bossdemoncat(prop.boss,gamen) end if gameg == 'smtsj' then if not prop.hp then prop.hp = '?' end if prop.boss then prop.mp = '∞' elseif not prop.mp then prop.mp = '?' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|[[Alignment|' .. styles.spanc .. 'Alignment</span>]]' .. styles.h .. '|Level' .. styles.h .. 'width=7%|<span style="color:' .. getGames.games[gameg].hp .. '">HP</span>' .. styles.h .. 'width=7%|<span style="color:' .. getGames.games[gameg].mp .. '">MP</span>' .. styles.bart11 .. '274px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Strength' .. styles.bard1 .. bar(styles.barc,prop.str,2,99) .. styles.barh .. '|Magic' .. styles.bard1 .. bar(styles.barc,prop.magic,2,99) .. styles.barh .. '|Vitality' .. styles.bard1 .. bar(styles.barc,prop.vit,2,99) .. styles.barh .. '|Agility' .. styles.bard1 .. bar(styles.barc,prop.agl,2,99) .. styles.barh .. '|Luck' .. styles.bard1 .. bar(styles.barc,prop.luc,2,99) .. '\n|}\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.alignment .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. '<div style="position:relative;top:-4px;border:2.5px outset #ddbf77;border-radius:3px"></div>' .. styles.statlow .. prop.mp .. '<div style="position:relative;top:-4px;border:2.5px outset #85bd64;border-radius:3px"></div>' .. '\n|}' .. bossdemoncat(prop.boss,gamen) .. aligncat(prop.alignment,gamen) end if gameg == 'smt4' or gameg == 'smt4a' then if not prop.hp then prop.hp = '?' end if prop.boss then prop.mp = '∞' elseif not prop.mp then prop.mp = '?' end styles.h = '\n!style="color:' .. getGames.games[gameg].colorbg2 .. ';background:#000" ' result = result .. styles.table2 .. styles.h .. '|[[Race and species|<span style="color:#fff">Race</span>]]' .. styles.h .. 'width=45px|<span style="color:' .. getGames.games[gameg].font2 .. '">Level</span>' .. styles.h .. 'width=45px|<span style="color:' .. getGames.games[gameg].hp .. '">HP</span>' .. styles.h .. 'width=45px|<span style="color:' .. getGames.games[gameg].mp .. '">MP</span>' .. styles.bart11 .. '387px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Strength' .. styles.bard2 .. bar(styles.barc,prop.str,1.5,200) .. styles.barh .. '|Dexterity' .. styles.bard2 .. bar(styles.barc,prop.dex,1.5,200) .. styles.barh .. '|Magic' .. styles.bard2 .. bar(styles.barc,prop.magic,1.5,200) .. styles.barh .. '|Agility' .. styles.bard2 .. bar(styles.barc,prop.agl,1.5,200) .. styles.barh .. '|Luck' .. styles.bard2 .. bar(styles.barc,prop.luc,1.5,200) .. '\n|}\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. '\n|}' .. bossdemoncat(prop.boss,gamen) if not prop.phys then prop.phys = '-' end if not prop.gun then prop.gun = '-' end if not prop.fire then prop.fire = '-' end if not prop.ice then prop.ice = '-' end if not prop.elec then prop.elec = '-' end if not prop.force then prop.force = '-' end if not prop.expel then prop.expel = '-' end if not prop.curse then prop.curse = '-' end styles.h = '\n!style="background:' .. getGames.games[gameg].colorbg2 local statlow = '\n|style="background:' .. getGames.games[gameg].colorbg2 if gameg == 'smt4a' then styles.h = styles.h .. ';color:#fff" ' statlow = statlow .. ';color:#fff"|' elseif gameg == 'smt4' then styles.h = styles.h .. ';color:#000" ' statlow = statlow .. ';color:#000"|' end result = result .. styles.table2 .. styles.h .. 'width=12.5% title="Physical"|[[File:PhysIcon_SMTIV.png|alt=Physical|Physical|link=Physical Skills]] Phys' .. styles.h .. 'width=12.5% title="Gun"|[[File:GunIcon2.png|alt=Gun|Gun|link=Gun Skills]] Gun' .. styles.h .. 'width=12.5% title="Fire"|[[File:FireIcon_SMTIV.png|alt=Fire|Fire|link=Fire Skills]] Fire' .. styles.h .. 'width=12.5% title="Ice"|[[File:IceIcon_SMTIV.png|alt=Ice|Ice|link=Ice Skills]] Ice' .. styles.h .. 'width=12.5% title="Electricity"|[[File:ElecIcon_SMTIV.png|alt=Electricity|Electricity|link=Electric Skills]] Elec' .. styles.h .. 'width=12.5% title="Force"|[[File:ForceIcon.png|alt=Force|Force|link=Wind Skills]] Force' .. styles.h .. 'width=12.5% title="Light"|[[File:ExpelIcon_SMTIV.png|alt=Light|Light|link=Expel Skills]] Light' .. styles.h .. 'width=12.5% title="Dark"|[[File:CurseIcon_SMTIV.png|alt=Dark|Dark|link=Death Skills]] Dark\n|-\n' .. statlow .. prop.phys .. statlow .. prop.gun .. statlow .. prop.fire .. statlow .. prop.ice .. statlow .. prop.elec .. statlow .. prop.force .. statlow .. prop.expel .. statlow .. prop.curse .. '\n|}' styles.h = '\n!style="background: ' .. getGames.games[gameg].colorbg .. ';color: ' .. getGames.games[gameg].font .. '" ' result = result .. styles.table2 .. styles.h .. 'width=130px title="All enemies and guest allies are immune to '.."'Lost'"..' ailment"|<abbr>' if prop.almres ~= '' then result = result .. 'Other' else result = result .. 'Ailment' end result = result .. ' Resistance</abbr>' .. styles.order .. prop.almres .. prop.res .. '\n|}' .. styles.table2 .. styles.h .. 'width=100px|Normal Attack' .. styles.order .. prop.noa if prop.turnicon then result = result .. styles.h .. 'width=70px|[[Turn Press|' .. styles.spanc .. 'Turn Icon</span>]]' .. styles.order .. prop.turnicon end result = result .. '\n|}' if prop.requiredquest or prop.relatedquest or prop.normal then result = result .. styles.table2 if prop.requiredquest then result = result .. styles.h .. 'width=100px|[[Challenge Quests|' .. styles.spanc .. 'Required quest</span>]]' .. styles.order .. prop.requiredquest elseif prop.relatedquest then result = result .. styles.h .. 'width=100px|[[Challenge Quests|' .. styles.spanc .. 'Related quest</span>]]' .. styles.order .. prop.relatedquest end if prop.normal then result = result .. styles.h .. 'width=70px|[[List of ' .. gamegn .. ' Items|' .. styles.spanc .. 'Drop</span>]]' .. styles.order .. prop.normal end result = result .. '\n|}' end if prop.evolvef or prop.evolvet then result = result .. styles.table2 if prop.evolvef then result = result .. styles.h .. 'width=100px|[[Evolution#' .. gamegn .. '|' .. styles.spanc .. 'Evolved from</span>]]' .. styles.order .. prop.evolvef .. ' (' .. prop.evolvefl .. ')' end if prop.evolvet then result = result .. styles.h .. 'width=100px|[[Evolution#' .. gamegn .. '|' .. styles.spanc .. 'Evolves into</span>]]' .. styles.order .. prop.evolvet .. ' (' .. prop.evolvetl .. ')' end result = result .. '\n|}' end if prop.specialty then result = result .. styles.table2 .. styles.h .. 'width=100px|[[Skill Affinities|<span style="color:#000">Skill Affinities</span>]]' .. styles.order prop.specialty = mw.text.split(prop.specialty, '\n') for k1, v1 in ipairs(prop.specialty) do for k2, v2 in ipairs(mw.text.split(v1 .. '\\', '\\')) do if k2 > 2 then break elseif (k2 % 2 == 1) then -- skill type prop.skilltypes = { ['phys'] = '[[File:PhysIcon_SMTIV.png|alt=Physical|Physical|link=Physical Skills]] Physical', ['gun'] = '[[File:GunIcon2.png|alt=Gun|Gun|link=Gun Skills]] Gun', ['fire'] = '[[File:FireIcon_SMTIV.png|alt=Fire|Fire|link=Fire Skills]] Fire', ['ice'] = '[[File:IceIcon_SMTIV.png|alt=Ice|Ice|link=Ice Skills]] Ice', ['elec'] = '[[File:ElecIcon_SMTIV.png|alt=Electricity|Electricity|link=Electric Skills]] Electricity', ['force'] = '[[File:ForceIcon.png|alt=Force|Force|link=Wind Skills]] Force', ['light'] = '[[File:ExpelIcon_SMTIV.png|alt=Light|Light|link=Expel Skills]] Light', ['dark'] = '[[File:CurseIcon_SMTIV.png|alt=Dark|Dark|link=Death Skills]] Dark', ['almighty'] = '[[File:AlmightyIcon_SMTIV.png|alt=Almighty|Almighty|link=Almighty Skills]] Almighty', ['ailment'] = '[[File:AilmentIcon_SMTIV.png|alt=Ailment|Ailment|link=Ailment Skills]] Ailment', ['heal'] = '[[File:HealIcon_SMTIV.png|alt=Healing|Healing|link=Healing Skills]] Healing', ['support'] = '[[File:SupportIcon_SMTIV.png|alt=Support|Support|link=Support Skills]] Support', } result = result .. '<span style="white-space:nowrap">' .. prop.skilltypes[v2:lower()] elseif (k2 % 2 == 0) then -- modifier if string.sub(v2,1,1) == '+' then result = result .. ' <span style="color:#5f5">' .. v2 .. '</span></span>' else result = result .. ' <span style="color:#f55">' .. v2 .. '</span></span>' end if next(prop.specialty,k1) then -- add dot separator if it's not the last entry result = result .. ' · ' if k1 == 6 then result = result .. '<br/>' end end end end end result = result .. '\n|}' end end if gameg == 'lb1' or gameg == 'lb2' or gameg == 'lb3' or gameg == 'lbs' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end if gameg == 'lb1' and prop.atk == '' then prop.atk = '1' end result = result .. styles.table2 .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' if gameg == 'lb1' then result = result .. styles.h .. 'title="Number of Attacks"|NOA' .. styles.h .. 'title="Defense"|DEF' else result = result .. styles.h .. 'title="Attack Power"|ATK' .. styles.h .. 'title="Defense"|DEF' end result = result .. styles.h .. 'title="Strength"|STR' .. styles.h .. 'title="Intelligence"|INT' .. styles.h .. 'title="Endurance"|END' .. styles.h .. 'title="Speed"|SPD' .. styles.h .. 'title="Luck"|LUC\n|-' .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. styles.statlow .. prop.str .. styles.statlow .. prop.int .. styles.statlow .. prop.vit .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' .. bossdemoncat(prop.boss,gamen) if prop.resist or prop.extra then result = result .. styles.table2 if prop.resist then result = result .. styles.h .. '|Resistances' .. styles.order .. prop.resist end if prop.extra then result = result .. styles.h .. '|Special' .. styles.order .. prop.extra end result = result .. '\n|}' end if prop.equip ~= '' or prop.card then if prop.equip == 'Pteros' or prop.equip == 'pteros' or prop.equip == 'Bird' then prop.equip = 'Claws' elseif prop.equip == 'Kobold' or prop.equip == 'kobold' or prop.equip == 'Jaki' then prop.equip = 'Claws, Hammers, Tornado, Axes, Shields' elseif prop.equip == 'Dwarf' or prop.equip == 'dwarf' or prop.equip == 'Jirae' then prop.equip = 'Claws, Swords, Armour, Shields' elseif prop.equip == 'Pixie' or prop.equip == 'pixie' or prop.equip == 'Fairy' then prop.equip = 'Claws, Hammers, Shurikens, Tornado, Axes, Swords, Armour, Shields' else if gameg == 'lb2' then prop.equip = 'None' end end result = result .. styles.table2 if prop.equip ~= '' then result = result .. styles.h .. 'width=70|[[List of ' .. gamegn .. ' Items|' .. styles.spanc .. 'Equipment</span>]]' .. styles.order .. prop.equip end if prop.card then result = result .. styles.h .. 'width=100|Card Location' .. styles.order .. prop.card end result = result .. '\n|}' end end if gameg == 'ab' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Rank' .. styles.h .. '|HP' .. styles.h .. '|PP' .. styles.h .. '|Move' .. styles.h .. '|Power' .. styles.h .. 'title="Defensive Power"|<abbr>Might</abbr>' .. styles.h .. '|Magic' .. styles.h .. '|Speed' .. styles.h .. '|Luck\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.move .. styles.statlow .. prop.power .. styles.statlow .. prop.might .. styles.statlow .. prop.magic .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' .. bossdemoncat(prop.boss,gamen) if prop.weapon ~= '' then result = result .. styles.table2 .. styles.h .. 'width=80px|[[List of ' .. gamegn .. ' Items|' .. styles.spanc .. 'Weapon</span>]]' .. styles.effect1 .. prop.weapon .. '\n|}' end if prop.tech then prop.techc = data.skills[prop.tech] if not prop.techc then alias = data.aliases[prop.tech] if alias then prop.tech = alias prop.techc = data.skills[prop.tech] else prop.techc.effect = noskill(prop.tech,gamed) end end result = result .. styles.table2 .. styles.h .. 'colspan=5|[[List of ' .. gamegn .. ' Skills#Techniques|' .. styles.spanc .. 'Technique</span>]]' .. styles.skill .. 'Technique' .. styles.skillc .. 'Cost' .. styles.skillc .. 'Range' .. styles.skillc .. 'Target' .. styles.skillc .. 'Description' .. styles.skill .. prop.tech .. styles.cost1 .. prop.techc.cost .. styles.cost1 .. prop.techc.range .. styles.cost1 .. prop.techc.target .. styles.effect1 .. prop.techc.effect .. '\n|}' end end if gameg == 'majin1' or gameg == 'majin2' or gameg == 'ronde' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end if not prop.cp then prop.cp = '' end if not prop.mag then prop.mag = '' end result = result .. bossdemoncat(prop.boss,gamen) .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Mv Range' .. styles.h .. '|Mv Type' .. styles.h if gameg == 'majin1' then result = result .. '|Atk Type' .. styles.h .. 'title="Cost Point - MAG cost per 10 steps"|<abbr>CP</abbr>' elseif gameg == 'majin2' then result = result .. '|Atk Range' .. styles.h .. '|[[Magnetite|' .. styles.spanc .. 'MAG]]' elseif gameg == 'ronde' then result = result .. '|Atk Range' .. styles.h .. '|Arcana' end result = result .. '\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.move .. styles.statlow .. prop.movetype .. styles.statlow .. prop.noa .. styles.statlow if gameg == 'ronde' then result = result .. prop.arcana .. '\n|}' else result = result .. prop.cp .. prop.mag .. '\n|}' end if gameg == 'majin1' then result = result .. styles.table2 .. styles.h .. '|Strength' .. styles.h .. '|Magic' .. styles.h .. '|Technique' .. styles.h .. '|Defense' .. styles.h .. '|Agility' .. styles.h .. '|Luck\n|-' .. styles.statlow .. prop.str .. styles.statlow .. prop.magic .. styles.statlow .. prop.dex .. styles.statlow .. prop.def .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' else result = result .. styles.table2 .. styles.h .. 'title="Strength"|St' .. styles.h .. 'title="Magic|Ma' .. styles.h .. 'title="Intelligence"|In' .. styles.h .. 'title="Agility"|Ag' .. styles.h .. 'title="Luck|Lu' .. styles.h .. 'title="Attack Power"|Atk' .. styles.h .. 'title="Physical Defense"|P.Def' .. styles.h if gameg == 'majin2' then result = result .. 'title="Magical Attack Power"|M.Atk' .. styles.h .. 'title="Magical Defense"|M.Def' .. styles.h .. 'title="Hit-rate"|Hit' .. styles.h .. 'title="Evasion"|Eva' .. styles.h .. 'title="Critical Rate"|Crt\n|-' else result = result .. 'title="Magical Defense"|M.Def\n|-' end result = result .. styles.statlow .. prop.str .. styles.statlow .. prop.magic .. styles.statlow .. prop.int .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. styles.statlow if gameg == 'majin2' then result = result .. prop.matk .. styles.statlow .. prop.mdef .. styles.statlow .. prop.hit .. styles.statlow .. prop.avd .. styles.statlow .. prop.critical .. '\n|}' else result = result .. prop.mdef .. '\n|}' end end if gameg == 'ronde' then if not prop.askills then prop.askills = '-' end result = result .. styles.table2 .. styles.h .. 'width=100px|Equipment' .. styles.order .. prop.equip .. styles.h .. 'width=100px|Item' .. styles.order .. prop.askills .. '\n|}' end end if gameg == 'smtds' or gameg == 'sh' then if not prop.hp then prop.hp = '?' end if not prop.mp then prop.mp = '?' end if not prop.cp then prop.cp = '' end if not prop.mag then prop.mag = '' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Strength"|St' .. styles.h .. 'title="Intelligence"|In' .. styles.h .. 'title="Magic"|Ma' .. styles.h if gameg == 'sh' then result = result .. 'title="Endurance"|En' .. styles.h end result = result .. 'title="Agility"|Ag' .. styles.h .. 'title="Luck"|Lu' result = result .. '\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.str .. styles.statlow .. prop.int .. styles.statlow .. prop.magic .. styles.statlow if gameg == 'sh' then result = result .. prop.vit .. styles.statlow end result = result .. prop.agl .. styles.statlow .. prop.luc result = result .. '\n|}' .. styles.table2 .. styles.h if not (prop.boss or prop.enemy) then result = result .. 'title="Cost Point - Magnetite cost per 10 steps"|<abbr>CP</abbr>' .. styles.h end if gameg == 'smtds' then result = result .. 'title="Number of Attacks"|<abbr>NOA</abbr>' .. styles.h elseif gameg == 'sh' and not (prop.boss or prop.enemy) then result = result .. '|MAG Summon' .. styles.h end if not prop.traits or prop.traits == '' or prop.traits == '-' or prop.traits == '--' or prop.boss or prop.enemy then else result = result .. '|[[Personality|' .. styles.spanc .. 'Personality<span>]]' .. styles.h end result = result .. 'title="Physical Attack Power"|P.ATK' .. styles.h .. 'title="Physical Attack Hit-rate"|P.HIT' .. styles.h .. 'title="Base Defenses"|B.DEF' .. styles.h .. 'title="Avoidance"|AVD' .. styles.h .. 'title="Magical Power"|M.ATK' .. styles.h if gameg == 'smtds' then result = result .. 'title="Magical Defense"|M.DEF' elseif gameg == 'sh' then result = result .. 'title="Magical Hit-rate"|M.HIT' end result = result .. '\n|-' .. styles.statlow if not (prop.boss or prop.enemy) then result = result .. prop.mag .. prop.cp .. styles.statlow end if gameg == 'smtds' then result = result .. prop.noa .. styles.statlow elseif gameg == 'sh' and not (prop.boss or prop.enemy) then result = result .. prop.summoncost .. styles.statlow end if not prop.traits or prop.traits == '' or prop.traits == '-' or prop.traits == '--' then else result = result .. prop.traits .. styles.statlow end result = result .. prop.atk .. styles.statlow .. prop.hit .. styles.statlow .. prop.def .. styles.statlow .. prop.avd .. styles.statlow .. prop.matk .. styles.statlow if gameg == 'smtds' then result = result .. prop.mdef elseif gameg == 'sh' then result = result .. prop.mef end result = result .. bossdemoncat(prop.boss,gamen) .. '\n|}' end if gameg == 'raidou1' or gameg == 'raidou2' then if prop.str == '' then prop.str = '-' end if prop.magic == '' then prop.magic = '-' end if prop.vit == '' then prop.vit = '-' end if prop.luc == '' then prop.luc = '-' end if not prop.condition then prop.condition = '-' end if not prop.convo then prop.convo = '-' end if not prop.investigate then prop.investigate = '-' end if not prop.drop then prop.drop = '-' end if not prop.recruit then prop.recruit = '?' elseif prop.boss then prop.recruit = 'No' end if not prop.resist then prop.resist = '-' end if not prop.block then prop.block = '-' end if not prop.absorb then prop.absorb = '-' end if not prop.reflect then prop.reflect = '-' end if not prop.weak then prop.weak = '-' else if gameg == 'raidou1' then prop.weak = '<span style="color:#f22">' .. prop.weak .. '</span>' else prop.weak = '<span style="color:#f72">' .. prop.weak .. '</span>' end end if not prop.frail then prop.frail = '-' else prop.frail = '<span style="color:#f22">' .. prop.frail .. '</span>' end result = result .. styles.table2 .. styles.h .. '|[[List of ' .. gamegn .. ' Demons|' .. styles.spanc .. 'Order</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' if gameg == 'raidou1' then result = result .. styles.h .. '|MP' end result = result .. styles.h .. 'title="Strength"|St' .. styles.h .. 'title="Magic"|Ma' .. styles.h .. 'title="Vitality"|Vi' .. styles.h .. 'title="Luck"|Lu' .. styles.h if prop.boss then result = result .. '|Item drop' else if gameg == 'raidou1' then result = result .. '|MAG Cost' else result = result .. 'title="Conversation skill of the demon"|<abbr>Conversation</abbr>' end end if prop.boss == nil then result = result .. styles.h .. 'title="Demon' .. "'s" .. ' Investigation Skill"|<abbr>Investigation</abbr>' end result = result .. '\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp if gameg == 'raidou1' then result = result .. styles.statlow .. prop.mp end result = result .. styles.statlow .. prop.str .. styles.statlow .. prop.magic .. styles.statlow .. prop.vit .. styles.statlow .. prop.luc .. styles.statlow if prop.boss then result = result .. prop.drop else if gameg == 'raidou1' then result = result .. prop.condition else result = result .. prop.convo end end if prop.boss == nil then result = result .. styles.statlow .. prop.investigate end result = result .. '\n|}' .. styles.table2 if gameg == 'raidou1' then result = result .. styles.h .. 'title="Whether the demon can be subdued as ally or not."|Confinable' end result = result .. styles.h .. '|Reflects' .. styles.h .. '|Absorbs' .. styles.h .. '|Block' .. styles.h .. '|Resists' .. styles.h if gameg == 'raidou2' then result = result .. 'title="Unit takes extra damage without being staggered."|<abbr>Weak</abbr>' .. styles.h .. 'title="Unit will be staggered by the said element(s). Whether the element does extra damage or not varies."|<abbr>Frail</abbr>\n|-' else result = result .. '|Weak\n|-' .. styles.statlow .. prop.recruit end result = result .. styles.statlow .. prop.reflect .. styles.statlow .. prop.absorb .. styles.statlow .. prop.block .. styles.statlow .. prop.resist .. styles.statlow .. prop.weak if gameg == 'raidou2' then result = result .. styles.statlow .. prop.frail end result = result .. '\n|}' .. bossdemoncat(prop.boss,gamen) end if gameg == 'giten' then if not prop.condition then prop.condition = '' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Alignment' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Cost Point. Magnetite per 10 steps"|<abbr>CP</abbr>\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.alignment .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.condition .. '\n|}' result = result .. styles.table2 .. styles.h .. '|Intuition' .. styles.h .. '|Will Power' .. styles.h .. '|Magic' .. styles.h .. '|Intelligence' .. styles.h .. '|Divine Protection\n|-' .. styles.statlow .. prop.itin .. styles.statlow .. prop.wllpow .. styles.statlow .. prop.magic .. styles.statlow .. prop.int .. styles.statlow .. prop.dvnprt .. '\n|}' result = result .. styles.table2 .. styles.h .. '|Strength' .. styles.h .. '|Stamina' .. styles.h .. '|Agility' .. styles.h .. '|Dexterity' .. styles.h .. '|Charm\n|-' .. styles.statlow .. prop.str .. styles.statlow .. prop.vit .. styles.statlow .. prop.agl .. styles.statlow .. prop.dex .. styles.statlow .. prop.chm .. '\n|}' .. aligncat(prop.alignment,gamen) .. bossdemoncat(prop.boss,gamegn) end if gameg == 'p1' then if prop.vit2 then prop.p1vi = '|<span style="color:#aff;cursor:help" title="PSX 版和 PSP 版的數值不同">耐</span>' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99,prop.vit2,'PSX 版','PSP 版') else prop.p1vi = '|耐' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) end if prop.dex2 then prop.p1dx = '|<span style="color:#aff;cursor:help" title="PSX 版和 PSP 版的數值不同">巧</span>' .. styles.bard2 .. bar(styles.barc,prop.dex,2.4,99,prop.dex2,'PSX 版','PSP 版') else prop.p1dx = '|巧' .. styles.bard2 .. bar(styles.barc,prop.dex,2.4,99) end if prop.boss or prop.enemy or prop.hp then if prop.order2 then prop.p1order = getRace(prop.race,gameg,'PSX version') .. ' / ' .. getRace(prop.order2,gameg,'PSP version') else prop.p1order = getRace(prop.race,gameg) end if not prop.element then prop.element = '' end if not prop.etype then prop.etype = prop.element end if not prop.hp then prop.hp = '' end if not prop.mp then prop.mp = '' end result = result .. styles.table2 .. styles.h .. '|[[仲魔#种族|' .. styles.spanc .. '種族</span>]]' .. styles.h .. '|大屬性' .. styles.h .. '|屬性' .. styles.h .. '|等級' .. styles.h .. '|HP' .. styles.h .. '|SP' if prop.normal then result = result .. styles.h .. '|[[' .. gamen .. '/物品|' .. styles.spanc .. '物品掉落</span>]]' end result = result .. '\n|-' .. styles.statlow .. prop.p1order .. styles.statlow .. prop.etype .. styles.statlow .. prop.element .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp if prop.normal then result = result .. styles.statlow .. prop.normal end result = result .. '\n|}' .. bossdemoncat(prop.boss,gamen) if prop.matk == '' and prop.mdef == '' and prop.str == '' and prop.vit == '' and prop.dex == '' and prop.agl == '' and prop.luc == '' then else result = result .. styles.table2 .. styles.h .. 'title="魔法攻擊"|魔攻' .. styles.h .. 'title="魔法防禦"|魔防' .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|力' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. prop.p1vi .. styles.barh .. prop.p1dx .. styles.barh .. '|速' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|運' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. prop.matk .. styles.statlow .. prop.mdef .. '\n|}' end if prop.personality or prop.convo then result = result .. styles.table2 if prop.personality then result = result .. styles.h .. 'width=50px|[[阴影(女神异闻录)#性格|' .. styles.spanc .. '性格</span>]]' .. styles.order .. prop.personality end if prop.convo then result = result .. styles.h .. 'width=50px|[[阴影(女神异闻录)#仲魔交涉|' .. styles.spanc .. '<abbr title="如果携带了下列人格面具,则有几率触发仲魔交涉。">可交涉</abbr>]]' .. styles.order .. prop.convo end result = result .. '\n|}' end else if not prop.element then prop.element = '' end if not prop.etype then prop.etype = prop.element end if not prop.mp then prop.mp = '' end result = result .. styles.table2 .. styles.h .. '|[[阿尔卡那|' .. styles.spanc .. '阿尔卡那</span>]]' .. styles.h .. '|大屬性' .. styles.h .. '|屬性' .. styles.h .. '|等級' .. styles.h .. '|消耗 SP' if prop.totem then result = result .. styles.h .. '|[[人格面具/封神具|' .. styles.spanc .. '封神具</span>]]' end if prop.preturn then result = result .. styles.h .. '|[[人格面具#Mystic Change|' .. styles.spanc .. '道具化</span>]] [[' .. gamen .. ' 物品|' .. styles.spanc .. '°</span>]]' end result = result .. '\n|-' .. styles.statlow .. getArcana(frame, gameg, prop.arcana) .. styles.statlow .. prop.etype .. styles.statlow .. prop.element .. styles.statlow .. prop.level .. styles.statlow .. prop.mp if prop.totem then result = result .. styles.statlow .. prop.totem end if prop.preturn then result = result .. styles.statlow .. prop.preturn end result = result .. '\n|}' .. styles.table2 .. styles.h .. 'title="魔法攻擊"|魔攻' .. styles.h .. 'title="魔法防禦"|魔防' .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|力' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|耐' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. prop.p1dx .. styles.barh .. '|速' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|運' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. prop.matk .. styles.statlow .. prop.mdef .. '\n|}' if args.Affinity or prop.convo then result = result .. styles.table2 if args.Affinity then result = result .. styles.h .. 'width=60px title="最有“親和力”的角色"|[[人格面具#親和力|' .. styles.spanc .. '<abbr>親和力</abbr></span>]]' .. styles.order .. args.Affinity end if prop.convo then result = result .. styles.h .. 'width=50px|[[阴影(女神异闻录)#仲魔交涉|' .. styles.spanc .. '<abbr title="如果裝備這個人格面具,與下列陰影交戰時有概率觸發仲魔交涉。">仲魔交涉</abbr>]]' .. styles.order .. prop.convo end result = result .. '\n|}' .. cate('人格面具') end end end if (gameg == 'p2is' or gameg == 'p2ep' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s') and prop.quote then result = result .. styles.table2b .. styles.quote .. 'font-style:italic"|' .. string.gsub(prop.quote, '!!', '‼') .. '\n|}' end -- 替換驚嘆號,防止被MediaWiki錯誤識別 if gameg == 'p2is' or gameg == 'p2ep' then result = result .. styles.table2 .. styles.h .. '|[[阿尔卡那|' .. styles.spanc .. '阿尔卡那</span>]]' if prop.enemy or prop.boss or prop.hp then if prop.element and prop.element ~= '' then prop.etype = prop.element end if prop.etype then result = result .. styles.h .. '|屬性' end result = result .. styles.h .. '|等級' if prop.hp then result = result .. styles.h .. '|HP' end if prop.normal then result = result .. styles.h .. '|[[' .. gamen .. '/物品|' .. styles.spanc .. '普通物品掉落]]' end if prop.rare then result = result .. styles.h .. 'style="color:#fff;background:#8E283D"|特殊物品掉落' end result = result .. '\n|-' .. styles.statlow .. getArcana(frame, gameg, prop.arcana) if prop.etype then result = result .. styles.statlow .. prop.etype end result = result .. styles.statlow .. prop.level if prop.hp then result = result .. styles.statlow .. prop.hp end if prop.normal then result = result .. styles.statlow .. prop.normal end if prop.rare then result = result .. styles.statlow .. prop.rare end result = result else if prop.element and prop.element ~= '' then prop.etype = prop.element end if not prop.etype then prop.etype = '' end if not prop.mp then prop.mp = '' end if not prop.bonus then prop.bonus = '' end if not prop.preturn then prop.preturn = '' end result = result .. styles.h .. '|屬性' .. styles.h .. '|等级' .. styles.h .. '|SP 消耗' .. styles.h .. 'title="裝備該人格面具後,每次等級提升额外獲得的屬性增益"|獎勵' .. styles.h .. '|[[人格面具#Mystic Change|' .. styles.spanc .. '道具化</span>]] ' .. '[[' .. gamen .. '/物品|' .. styles.spanc .. '°</span>]]' .. '\n|-' .. styles.statlow .. getArcana(frame, gameg, prop.arcana) .. styles.statlow .. prop.etype .. styles.statlow .. prop.level .. styles.statlow .. prop.mp .. styles.statlow .. prop.bonus .. styles.statlow .. prop.preturn .. cate('人格面具') end result = result .. '\n|}' end if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. styles.table2 if (gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s') and (prop.arcana == nil or prop.arcana == "" or prop.arcana == "-") then else result = result .. styles.h .. '|[[阿尔卡那|' .. styles.spanc .. '阿尔卡那</span>]]' end result = result .. styles.h .. 'width="50px"|等級' if prop.hp then result = result .. styles.h .. 'width="40px"|HP' end if prop.mp then result = result .. styles.h .. 'width="40px"|SP' end if prop.maxhp then result = result .. styles.h .. 'width="40px"|HP' end if prop.maxmp then result = result .. styles.h .. 'width="40px"|SP' end if gameg == 'p5s' and prop.stagger then result = result .. styles.h .. '|[[倒地值|<span style="color:#fff">倒地值</span>]]' end if prop.personality then result = result .. styles.h .. '|[[阴影(女神异闻录)#性格|' .. styles.spanc ..'性格</span>]]' end result = result .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|力' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|魔' .. styles.bard2 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|耐' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|速' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|運' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' if (gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s') and (prop.arcana == nil or prop.arcana == "" or prop.arcana == "-") then else result = result .. styles.statlow .. getArcana(frame, gameg, prop.arcana) end result = result .. styles.statlow .. prop.level if prop.hp then result = result .. styles.statlow .. prop.hp .. '<div style="position:relative;top:-4px;border:2.5px solid ' .. getGames.games[gameg].hp .. '"></div>' end if prop.mp then result = result .. styles.statlow .. prop.mp .. '<div style="position:relative;top:-4px;border:2.5px solid ' .. getGames.games[gameg].mp .. '"></div>' end if prop.maxhp then result = result .. styles.statlow .. prop.maxhp .. '<div style="position:relative;top:-4px;border:2.5px solid ' .. getGames.games[gameg].hp2 .. '"></div>' end if prop.maxmp then result = result .. styles.statlow .. prop.maxmp .. '<div style="position:relative;top:-4px;border:2.5px solid ' .. getGames.games[gameg].mp2 .. '"></div>' end if gameg == 'p5s' and prop.stagger then result = result .. styles.statlow .. prop.stagger end if prop.personality then result = result .. styles.statlow .. prop.personality end result = result .. '\n|}' result = result .. cate('人格面具') -- 暫定使用統合分類 end if gameg == 'pq' or gameg == 'pq2' then if not prop.arcana then if not prop.drop1 then prop.drop1 = '-' end if not prop.drop2 then prop.drop2 = '-' end if not prop.drop3 then prop.drop3 = '-' end result = result .. styles.table2 .. styles.h .. 'width=12%|Level' .. styles.h .. 'width=12%|HP' .. styles.h .. 'width=12%|Attack' .. styles.h .. 'width=12%|Defense' result = result .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Strength' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Magic' .. styles.bard2 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|Endurance' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|Agility' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Luck' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. '\n|}' result = result .. styles.table2 .. styles.h .. 'width=16%|Exp' .. styles.h .. 'width=28%|Drop 1' .. styles.h .. 'width=28%|Drop 2' .. styles.h if prop.dropc and prop.condition then result = result .. 'width=28%|Conditional' else result = result .. 'width=28%|Drop 3' end result = result .. '\n|-\n' .. styles.statlow .. prop.xp .. styles.statlow .. prop.drop1 .. styles.statlow .. prop.drop2 .. styles.statlow if prop.dropc and prop.condition then result = result .. '<abbr title="' .. prop.condition .. '">' .. prop.dropc .. '</abbr>' else result = result .. prop.drop3 end elseif prop.hp or prop.mp then -- sub-persona 替補人格面具 if not prop.inherit then prop.inherit = '-' end if not prop.card then prop.card = '-' end if not prop.fragment then prop.fragment = '-' end if gameg == 'pq' then result = result .. styles.table2 .. styles.h .. '|[[阿尔卡那|' .. styles.spanc .. '阿尔卡那</span>]]' .. styles.h .. 'width=10%|等級' .. styles.h .. 'title="戰後HP獎勵" width=10%|HP +' .. styles.h .. 'title="戰後SP獎勵" width=10%|SP +' .. styles.h .. '|繼承' .. styles.h .. '|[[人格面具/技能卡|' .. styles.spanc .. '技能卡</span>]]' .. styles.h .. '|[[人格面具#犧牲合體|' .. styles.spanc .. '掉落物]]\n|-\n' result = result .. styles.statlow .. getArcana(frame, gameg, prop.arcana) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.inherit .. styles.statlow .. prop.card .. styles.statlow .. prop.fragment .. cate('人格面具') else result = result .. styles.table2 .. styles.h .. '|[[阿尔卡那|' .. styles.spanc .. '阿尔卡那</span>]]' .. styles.h .. 'width=10%|等級' .. styles.h .. 'title="戰後HP獎勵" width=10%|HP +' .. styles.h .. 'title="戰後SP獎勵" width=10%|SP +' .. styles.h .. '|类型' .. styles.h .. '|[[人格面具/技能卡|' .. styles.spanc .. '技能卡</span>]]\n|-\n' result = result .. styles.statlow .. getArcana(frame, gameg, prop.arcana) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.inherit .. styles.statlow .. prop.card .. cate('人格面具') end else -- 主 人格面具 result = result .. styles.table2 .. styles.h .. '|[[阿尔卡那|' .. styles.spanc .. '阿尔卡那</span>]]' .. styles.h .. 'width=10%|等級' result = result .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|力' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|魔' .. styles.bard2 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|耐' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|速' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|運' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. getArcana(frame, gameg, prop.arcana) .. styles.statlow .. prop.level if not prop.nocat then result = result .. cate('人格面具') end end result = result .. '\n|}' end if gameg == 'cs' then if not prop.mp then prop.mp = '?' end if not prop.mp then prop.mp = '?' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Strength"|St' .. styles.h .. 'title="Endurance"|En' .. styles.h .. 'title="Magic"|Ma' .. styles.h .. 'title="Agility"|Ag\n|-\n' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.str .. styles.statlow .. prop.def .. styles.statlow .. prop.magic .. styles.statlow .. prop.agl .. '\n|}' .. cate(getGames.games[gameg].name2 .. ' Demons') end if gameg == 'ddsaga1' or gameg == 'ddsaga2' then if gameg == 'ddsaga2' and prop.boss then prop.mp = '∞' elseif not prop.mp then prop.mp = '?' end if not prop.normal then prop.normal = '-' end result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Drops\n|-\n' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.normal .. '\n|}' .. bossdemoncat(prop.boss,gamen) end if gameg == 'desu1' or gameg == 'desu2' then result = result .. styles.table2 .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race</span>]]' .. styles.h .. 'width=10%|Level' .. styles.h .. 'width=10%|HP' .. styles.h .. 'width=10%|MP' .. styles.bart11 .. '315px' .. styles.bart12 .. '1"' .. styles.barh .. '|Strength' .. styles.bard1 .. bar(styles.barc,prop.str,6,40) .. styles.barh .. '|Magic' .. styles.bard1 .. bar(styles.barc,prop.magic,6,40) .. styles.barh .. '|Vitality' .. styles.bard1 .. bar(styles.barc,prop.vit,6,40) .. styles.barh .. '|Agility' .. styles.bard1 .. bar(styles.barc,prop.agl,6,40) .. '\n|}\n|-' .. styles.statlow .. getRace(prop.race,gameg) .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. '<div style="position:relative;top:-4px;border:2.5px outset ' .. getGames.games[gameg].hp2 .. ';border-radius:3px"></div>' .. styles.statlow .. prop.mp .. '<div style="position:relative;top:-4px;border:2.5px outset ' .. getGames.games[gameg].mp2 .. ';border-radius:3px"></div>\n|}' if prop.boss then if gameg == 'desu1' and game ~= 'desu1oc' then result = result .. cate(gamegn .. ' Bosses') .. cate('Devil Survivor Overclocked Bosses') elseif gameg == 'desu2' and game ~= 'desu2rb' then result = result .. cate(gamegn .. ' Bosses') .. cate('Devil Survivor 2 Record Breaker Bosses') else result = result .. cate(gamen .. ' Bosses') end else if prop.race == 'Human' or prop.race == '???' or prop.race == 'Foreigner' then if gameg == 'desu1' and game ~= 'desu1oc' then result = result .. cate(gamegn .. ' Characters') .. cate('Devil Survivor Overclocked Characters') elseif gameg == 'desu2' and game ~= 'desu2rb' then result = result .. cate(gamegn .. ' Characters') .. cate('Devil Survivor 2 Record Breaker Characters') else result = result .. cate(gamegn .. ' Characters') end elseif gameg == 'desu1' and game ~= 'desu1oc' then result = result .. cate(gamegn .. ' Demons') .. cate('Devil Survivor Overclocked Demons') elseif gameg == 'desu2' and game ~= 'desu2rb' then result = result .. cate(gamegn .. ' Demons') .. cate('Devil Survivor 2 Record Breaker Demons') else result = result .. cate(gamen .. ' Demons') end end end if gameg == 'dcbrb' then if not prop.xp then prop.xp = '' end if not prop.etype then prop.etype = '' end result = result .. styles.table2 .. styles.h .. '|Class' .. styles.h .. '|Type' .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Exp\n|-' .. styles.statlow .. prop.class .. styles.statlow .. prop.etype .. styles.statlow .. prop.race .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.xp .. '\n|}' result = result .. styles.table2 .. styles.h .. 'width=16.67% |Attack' .. styles.h .. 'width=16.67% |Guard' .. styles.h .. 'width=16.67% |Magic' .. styles.h .. 'width=16.67% |M Guard' .. styles.h .. 'width=16.67% |Speed' .. styles.h .. 'width=16.67% |Luck\n|-\n' .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. styles.statlow .. prop.magic .. styles.statlow .. prop.res .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' if prop.boss or race == 'Boss' then result = result .. cate(gamen .. ' Bosses') else if game == 'dcbrp' then result = result .. cate('Devil Children PS demons') elseif game == 'dcwb' then result = result .. cate(gamen .. ' Demons') elseif gameg == 'dcbrb' then result = result .. cate(getGames.games[gameg].name1 .. ' Demons') .. cate(getGames.games[gameg].name2 .. ' Demons') end end result = result .. cate(prop.race .. ' Type') end if gameg == 'childred' or gameg == 'childps' or gameg == 'childwhite' or gameg == 'childfire' then if not prop.xp then prop.xp = '' end if not prop.etype then prop.etype = '' end result = result .. styles.table2 .. styles.h .. '|Class' .. styles.h .. '|Type' .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Race]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Exp\n|-' .. styles.statlow .. prop.class .. styles.statlow .. prop.etype .. styles.statlow .. prop.race .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.xp .. '\n|}' result = result .. styles.table2 .. styles.h .. 'width=16.67% |Attack' .. styles.h .. 'width=16.67% |Guard' .. styles.h .. 'width=16.67% |Magic' .. styles.h .. 'width=16.67% |M Guard' .. styles.h .. 'width=16.67% |Speed' .. styles.h .. 'width=16.67% |Luck\n|-\n' .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. styles.statlow .. prop.magic .. styles.statlow .. prop.res .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' end if gameg == 'childlight' then if not prop.xp then prop.xp = '' end result = result .. styles.table2 .. styles.h .. '|Class' .. styles.h .. '|Element' .. styles.h .. '|[[Race and species|' .. styles.spanc .. 'Type]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Exp\n|-' .. styles.statlow .. prop.class .. styles.statlow .. prop.etype .. styles.statlow .. prop.race .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. styles.statlow .. prop.xp .. '\n|}' result = result .. styles.table2 .. styles.h .. 'width=16.67% title="Attack Power"|ATK' .. styles.h .. 'width=16.67% title="Defense"|DEF' .. styles.h .. 'width=16.67% title="Magic"|MGC' .. styles.h .. 'width=16.67% title="Resistance"|RES' .. styles.h .. 'width=16.67% title="Speed"|SPD' .. styles.h .. 'width=16.67% title="Luck"|LCK\n|-\n' .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. styles.statlow .. prop.magic .. styles.statlow .. prop.res .. styles.statlow .. prop.agl .. styles.statlow .. prop.luc .. '\n|}' if prop.boss or race == 'Boss' then if gameg == 'childlight' then result = result .. cate(getGames.games[gameg].name3 .. ' Bosses') else result = result .. cate(gamen .. ' Bosses') end else if game == 'childblack' or gameg == 'childps' then result = result .. cate('Devil Children PS demons') elseif gameg == 'childwhite' then result = result .. cate(gamen .. ' Demons') elseif gameg == 'childred' then result = result .. cate(getGames.games[gameg].name1 .. ' Demons') .. cate(getGames.games[gameg].name2 .. ' Demons') elseif gameg == 'childfire' then result = result .. cate(getGames.games[gameg].name1 .. ' Demons') .. cate(getGames.games[gameg].name2 .. ' Demons') elseif gameg == 'childlight' then result = result .. cate(getGames.games[gameg].name1 .. ' Demons') .. cate(getGames.games[gameg].name2 .. ' Demons') end end result = result .. cate(prop.race .. ' Type') end if gameg == 'childmessiah' then if not prop.number then prop.number = '-' end if not prop.element then prop.element = '-' end if not prop.weak then prop.weak = '-' end if not prop.race then prop.race = '-' end if not prop.level then prop.level = '-' end if not prop.hp then prop.hp = '-' end if not prop.mp then prop.mp = '-' end if not prop.call then prop.call = '-' end if not prop.spell then prop.spell = '-' else if not data.skills[prop.spell] then prop.spell = prop.spell else prop.spell = '<abbr title="' .. data.skills[prop.spell].effect .. '">' .. prop.spell .. '</abbr>' end end if not prop.spell then prop.spell = prop.spell end result = result .. styles.table2 .. styles.h .. '|Number' .. styles.h .. '|Element' .. styles.h .. '|Weakness' .. styles.h .. '|Type' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP\n|-' .. styles.statlow .. prop.number .. styles.statlow .. prop.element .. styles.statlow .. prop.weak .. styles.statlow .. prop.race .. styles.statlow .. prop.level .. styles.statlow .. prop.hp .. styles.statlow .. prop.mp .. '\n|}' result = result .. styles.table2 .. styles.h .. 'title="Attack"|ATK' .. styles.h .. 'title="Magic"|MGC' .. styles.h .. 'title="Defense"|DEF' .. styles.h .. 'title="Resistance"|RES' .. styles.h .. 'title="Speed"|SPD' .. styles.h .. '|Quick' .. styles.h .. '|Call' .. styles.h .. '|Spell\n|-' .. styles.statlow .. prop.atk .. styles.statlow .. prop.magic .. styles.statlow .. prop.def .. styles.statlow .. prop.res .. styles.statlow .. prop.agl .. styles.statlow .. prop.quick .. styles.statlow .. prop.call .. styles.statlow .. prop.spell .. '\n|}' .. cate(prop.race .. ' Type') .. bossdemoncat(prop.boss,getGames.games[game].name2) end if gameg == 'smtsj' then if not prop.noa then prop.noa = '-' end if not prop.phys then prop.phys = '-' end if not prop.gun then prop.gun = '-' end if not prop.fire then prop.fire = '-' end if not prop.ice then prop.ice = '-' end if not prop.elec then prop.elec = '-' end if not prop.wind then prop.wind = '-' end if not prop.expel then prop.expel = '-' end if not prop.curse then prop.curse = '-' end if not prop.alm then prop.alm = '-' end if not prop.poison then prop.poison = '-' end if not prop.paralyze then prop.paralyze = '-' end if not prop.stone then prop.stone = '-' end if not prop.strain then prop.strain = '-' end if not prop.sleep then prop.sleep = '-' end if not prop.charm then prop.charm = '-' end if not prop.mute then prop.mute = '-' end if not prop.fear then prop.fear = '-' end if not prop.bomb then prop.bomb = '-' end if not prop.rage then prop.rage = '-' end result = result .. styles.table2 .. styles.h .. '|Attack Type' .. styles.h .. 'width=7% title="Physical"|[[File:PhysIcon.png|alt=Physical|Physical|link=Physical Skills]]' .. styles.h .. 'width=7% title="Gun"|[[File:GunIcon.png|alt=Gun|Gun|link=Gun Skills]]' .. styles.h .. 'width=7% title="Fire"|[[File:FireIcon.png|alt=Fire|Fire|link=Fire Skills]]' .. styles.h .. 'width=7% title="Ice"|[[File:IceIcon.png|alt=Ice|Ice|link=Ice Skills]]' .. styles.h .. 'width=7% title="Electricity"|[[File:ElecIcon.png|alt=Electricity|Electricity|link=Electric Skills]]' .. styles.h .. 'width=7% title="Wind"|[[File:WindIcon.png|alt=Wind|Wind|link=Wind Skills]]' .. styles.h .. 'width=7% title="Expel"|[[File:ExpelIcon.png|alt=Expel|Expel|link=Expel Skills]]' .. styles.h .. 'width=7% title="Curse"|[[File:CurseIcon.png|alt=Curse|Curse|link=Death Skills]]' .. styles.h .. 'width=7% title="Almighty"|[[File:AlmightyIcon.png|alt=Almighty|Almighty|link=Almighty Skills]]\n|-\n' result = result .. styles.statlow .. prop.noa .. styles.statlow .. prop.phys .. styles.statlow .. prop.gun .. styles.statlow .. prop.fire .. styles.statlow .. prop.ice .. styles.statlow .. prop.elec .. styles.statlow .. prop.wind .. styles.statlow .. prop.expel .. styles.statlow .. prop.curse .. styles.statlow .. prop.alm .. '\n|}' result = result .. styles.table2 .. styles.h .. 'width=10%|Poison' .. styles.h .. 'width=10%|Paralyze' .. styles.h .. 'width=10%|Stone' .. styles.h .. 'width=10%|Strain' .. styles.h .. 'width=10%|Sleep' .. styles.h .. 'width=10%|Charm' .. styles.h .. 'width=10%|Mute' .. styles.h .. 'width=10%|Fear' .. styles.h .. 'width=10%|Bomb' .. styles.h .. 'width=10%|Rage\n|-\n' result = result .. styles.statlow .. prop.poison .. styles.statlow .. prop.paralyze .. styles.statlow .. prop.stone .. styles.statlow .. prop.strain .. styles.statlow .. prop.sleep .. styles.statlow .. prop.charm .. styles.statlow .. prop.mute .. styles.statlow .. prop.fear .. styles.statlow .. prop.bomb .. styles.statlow .. prop.rage .. '\n|}' end if gameg == 'desu1' or gameg == 'desu2' then if not prop.racial then prop.racial = '-' end if not prop.phys then prop.phys = '-' end if not prop.fire then prop.fire = '-' end if not prop.ice then prop.ice = '-' end if not prop.elec then prop.elec = '-' end if not prop.force then prop.force = '-' end if not prop.mystic then prop.mystic = '-' end result = result .. styles.table2 .. styles.h .. '|[[Racial Skill|' .. styles.spanc .. 'Racial</span>]] / [[Auto Skill|' .. styles.spanc .. 'Auto]] Skill' .. styles.h .. 'width=12% title="Physical"|[[File:PhysIcon.png|alt=Physical|Physical|link=Physical Skills]] Phys' .. styles.h .. 'width=12% title="Fire"|[[File:FireIcon.png|alt=Fire|Fire|link=Fire Skills]] Fire' .. styles.h .. 'width=12% title="Ice"|[[File:IceIcon.png|alt=Ice|Ice|link=Ice Skills]] Ice' .. styles.h .. 'width=12% title="Electricity"|[[File:ElecIcon.png|alt=Electricity|Electricity|link=Electric Skills]] Elec' .. styles.h .. 'width=12% title="Force"|[[File:ForceIcon.png|alt=Force|Force|link=Force Skills]] Force' .. styles.h .. 'width=12% title=' if gameg == 'desu1' then result = result .. '"Mystic"|[[File:Curse DESU2.png|alt=Mystic|Mystic|link=Curse Skills]] Mystic' elseif gameg == 'desu2' then result = result .. '"Curse"|[[File:Curse DESU2.png|alt=Curse|Curse|link=Curse Skills]] Curse' end result = result .. '\n|-\n' .. styles.statlow .. prop.racial .. styles.statlow .. prop.phys .. styles.statlow .. prop.fire .. styles.statlow .. prop.ice .. styles.statlow .. prop.elec .. styles.statlow .. prop.force .. styles.statlow .. prop.mystic .. '\n|}' end if gameg == 'ronde' or gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then if prop.sword or prop.strike or prop.pierce or prop.phys or prop.fire or prop.ice or prop.elec or prop.wind or prop.nuke or prop.psy or prop.expel or prop.dark or prop.bless or prop.curse or prop.alm or prop.xp or prop.yen then result = result .. styles.table2 if not prop.sword then prop.sword = '-' end if not prop.strike then prop.strike = '-' end if not prop.pierce then prop.pierce = '-' end if not prop.phys then prop.phys = '-' end if not prop.gun then prop.gun = '-' end if not prop.fire then prop.fire = '-' end if not prop.ice then prop.ice = '-' end if not prop.elec then prop.elec = '-' end if not prop.wind then prop.wind = '-' end if not prop.psy then prop.psy = '-' end if not prop.nuke then prop.nuke = '-' end if not prop.expel then prop.expel = '-' end if not prop.dark then prop.dark = '-' end if not prop.bless then prop.bless = prop.expel end if not prop.curse then prop.curse = prop.dark end if not prop.alm then prop.alm = '-' end if prop.sword == 'weak' or prop.sword == '弱' then prop.sword = '<span style="color:red">弱</span>' end if prop.strike == 'weak' or prop.strike == '弱' then prop.strike = '<span style="color:red">弱</span>' end if prop.pierce == 'weak' or prop.pierce == '弱' then prop.pierce = '<span style="color:red">弱</span>' end if prop.phys == 'weak' or prop.phys == '弱' then prop.phys = '<span style="color:red">弱</span>' end if prop.gun == 'weak' or prop.gun == '弱' then prop.gun = '<span style="color:red">弱</span>' end if prop.fire == 'weak' or prop.fire == '弱' then prop.fire = '<span style="color:red">弱</span>' end if prop.ice == 'weak' or prop.ice == '弱' then prop.ice = '<span style="color:red">弱</span>' end if prop.elec == 'weak' or prop.elec == '弱' then prop.elec = '<span style="color:red">弱</span>' end if prop.wind == 'weak' or prop.wind == '弱' then prop.wind = '<span style="color:red">弱</span>' end if prop.psy == 'weak' or prop.psy == '弱' then prop.psy = '<span style="color:red">弱</span>' end if prop.nuke == 'weak' or prop.nuke == '弱' then prop.nuke = '<span style="color:red">弱</span>' end if prop.expel == 'weak' or prop.expel == '弱' then prop.expel = '<span style="color:red">弱</span>' end if prop.dark == 'weak' or prop.dark == '弱' then prop.dark = '<span style="color:red">弱</span>' end if prop.bless == 'weak' or prop.bless == '弱' then prop.bless = '<span style="color:red">弱</span>' end if prop.curse == 'weak' or prop.curse == '弱' then prop.curse = '<span style="color:red">弱</span>' end if prop.alm == 'weak' or prop.alm == '弱' then prop.alm = '<span style="color:red">弱</span>' end if gameg == 'ronde' then result = result .. styles.h .. 'width=11%|斬' .. styles.h .. 'width=11%|打' .. styles.h .. 'width=11%|搶' .. styles.h .. 'width=11%|火' .. styles.h .. 'width=11%|冰' .. styles.h .. 'width=11%|電' .. styles.h .. 'width=11%|光' .. styles.h .. 'width=11%|暗' .. styles.h .. 'title="萬能" width=12%|萬' .. '\n|-\n' elseif gameg == 'p3' then result = result .. styles.h .. 'width=10%|斬' .. styles.h .. 'width=10%|打' .. styles.h .. 'width=10%|貫' .. styles.h .. 'width=10%|火' .. styles.h .. 'width=10%|冰' .. styles.h .. 'width=10%|電' .. styles.h .. 'width=10%|風' .. styles.h .. 'width=10%|光' .. styles.h .. 'width=10%|暗' .. styles.h .. 'width=10% title="萬能"|萬' .. '\n|-\n' elseif gameg == 'p4' then result = result .. styles.h .. 'width=14%|物' .. styles.h .. 'width=12%|火' .. styles.h .. 'width=12%|冰' .. styles.h .. 'width=12%|電' .. styles.h .. 'width=12%|風' .. styles.h .. 'width=12%|光' .. styles.h .. 'width=12%|暗' .. styles.h .. 'width=14% title="萬能"|萬' .. '\n|-\n' elseif gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. styles.h .. 'width=9%|物' .. styles.h .. 'width=9%|槍' .. styles.h .. 'width=9%|火' .. styles.h .. 'width=9%|冰' .. styles.h .. 'width=9%|電' .. styles.h .. 'width=9%|風' .. styles.h .. 'widht=9%|念' .. styles.h .. 'width=9%|核' .. styles.h .. 'width=9%|祝' .. styles.h .. 'width=9%|咒' .. styles.h .. 'width=10% title="萬能"|萬' .. '\n|-\n' end if gameg == 'ronde' or gameg == 'p3' then result = result .. styles.statlow .. prop.sword .. styles.statlow .. prop.strike .. styles.statlow .. prop.pierce elseif gameg == 'p4' then result = result .. styles.statlow .. prop.phys elseif gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. styles.statlow .. prop.phys .. styles.statlow .. prop.gun end result = result .. styles.statlow .. prop.fire .. styles.statlow .. prop.ice .. styles.statlow .. prop.elec if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. styles.statlow .. prop.wind end if gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. styles.statlow .. prop.psy .. styles.statlow .. prop.nuke end if gameg == 'p3' or gameg == 'p4' then result = result .. styles.statlow .. prop.expel .. styles.statlow .. prop.dark .. styles.statlow .. prop.alm end if gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. styles.statlow .. prop.bless .. styles.statlow .. prop.curse .. styles.statlow .. prop.alm end result = result .. '\n|}' elseif prop.inherit or prop.resist or prop.block or prop.absorb or prop.reflect or prop.weak then result = result .. styles.table2 if not prop.inherit then prop.inherit = '-' end if not prop.resist then prop.resist = '-' end if not prop.block then prop.block = '-' end if not prop.absorb then prop.absorb = '-' end if not prop.reflect then prop.reflect = '-' end if not prop.weak then prop.weak = '-' else prop.weak = '<span style="color:#f22">' .. prop.weak .. '</span>' end result = result .. styles.h .. '|繼承' .. styles.h .. '|反' .. styles.h .. '|吸' .. styles.h .. '|無' .. styles.h .. '|抗' .. styles.h .. '|弱\n|-\n' .. styles.statlow .. prop.inherit .. styles.statlow .. prop.reflect .. styles.statlow .. prop.absorb .. styles.statlow .. prop.block .. styles.statlow .. prop.resist .. styles.statlow .. prop.weak .. '\n|}' end end if gameg == 'p5r' and prop.traits then result = result .. styles.table2 if prop.traits then result = result .. styles.h .. 'width=100px|[[人格面具#特性|' .. styles.spanc .. '特性</span>]]' .. styles.order .. prop.traits end result = result .. '\n|}' end if gameg == 'p5r' and prop.ptraits then if string.find(prop.ptraits, '\\') then local pt_cnt = 0 for k in string.gmatch(prop.ptraits, '\\') do pt_cnt = pt_cnt + 1 end result = result .. styles.table2 result = result .. styles.h .. 'width=100px rowspan="' .. (pt_cnt+1) .. '"|[[人格面具#特性|' .. styles.spanc .. '特性</span>]]' .. styles.order for k, v in ipairs(mw.text.split(prop.ptraits, '\\')) do if k > 1 then result = result .. styles.order2 end local ptrait = data.traits[v] if not ptrait then result = result .. '<span style="font-weight:bold;color:red">Invalid trait name of "' .. v .. '". You may correct the trait name or modify [[Module:Skills/' .. gamed .. ']] if needed</span>' else if ptrait.exclusive then result = result .. '<span style="font-weight:bold"><abbr title="' .. ptrait.exclusive .. '">' .. v .. '</abbr>:</span> ' .. ptrait.effect else result = result .. '<span style="font-weight:bold">' .. v .. ':</span> ' .. ptrait.effect end end end result = result .. '\n|}' else result = result .. styles.table2 result = result .. styles.h .. 'width=100px|[[人格面具特性|' .. styles.spanc .. '面具特性</span>]]' .. styles.order local ptrait = data.traits[prop.ptraits] if not ptrait then result = result .. '<span style="font-weight:bold;color:red">Invalid trait name of "' .. prop.ptraits .. '". You may correct the trait name or modify [[Module:Skills/' .. gamed .. ']] if needed</span>' else if ptrait.exclusive then result = result .. '<span style="font-weight:bold"><abbr title="' .. ptrait.exclusive .. '">' .. prop.ptraits .. '</abbr>:</span> ' .. ptrait.effect else result = result .. '<span style="font-weight:bold">' .. prop.ptraits .. ':</span> ' .. ptrait.effect end end result = result .. '\n|}' end end if (gameg == 'p2is' or gameg == 'p2ep') and (prop.exclusive or prop.personality or prop.traits or prop.convo) then result = result .. styles.table2 if prop.exclusive then result = result .. styles.h .. 'width=90px|Exclusive to' .. styles.order .. prop.exclusive end if prop.traits then prop.personality = prop.traits end if prop.personality then result = result .. styles.h .. 'width=100px|[[阴影(女神异闻录)#性格|' .. styles.spanc .. '性格</span>]]' .. styles.order .. prop.personality end if prop.convo then result = result .. styles.h .. 'width=100px|[[阴影(女神异闻录)#仲魔交涉|' .. styles.spanc .. '<abbr style="border-bottom:1px dotted black;" title="如果裝備這個人格面具,與下列陰影交戰時有概率觸發仲魔交涉。">仲魔交涉</abbr>]]' .. styles.order .. prop.convo end result = result .. '\n|}' end if (gameg == 'p2is' or gameg == 'p2ep') and prop.profile then result = result .. styles.table2b .. styles.quote .. '"|' .. string.gsub(prop.profile, '!!', '‼') .. '\n|}' end if gameg == 'p3' and (prop.card or prop.preturn) then result = result .. styles.table2 if prop.card then result = result .. styles.h .. 'width=100px|[[人格面具#技能卡|' .. styles.spanc .. '技能卡</span>]]' .. styles.order .. '<abbr title="僅 P3P">' .. prop.card .. '</abbr>' end if prop.preturn then result = result .. styles.h .. 'width=100px|[[人格面具#羁绊物|' .. styles.spanc .. '羁绊物</span>]]' .. styles.order .. prop.preturn end result = result .. '\n|}' end if (gameg == 'p4') and prop.hp then result = result .. styles.table2 if not prop.xp then prop.xp = '-' end if not prop.yen then prop.yen = '-' end if not prop.normal then prop.normal = '-' end if not prop.rare then prop.rare = '-' end result = result .. styles.h .. '|經驗值' .. styles.h .. '|金錢' .. styles.h .. '|[[' .. gamegn .. ' 物品|' .. styles.spanc .. '普通掉落物品</span>]]' .. styles.h .. '|[[' .. gamegn .. ' 物品|' .. styles.spanc .. '特殊掉落物品</span>]]' .. '\n|-\n' result = result .. styles.statlow .. prop.xp .. styles.statlow .. prop.yen .. styles.statlow .. prop.normal .. styles.statlow .. prop.rare result = result .. '\n|}' end if (gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s') and prop.hp then result = result .. styles.table2 if not prop.xp then prop.xp = '-' end if not prop.yen then prop.yen = '-' end if not prop.material then prop.material = '-' end if not prop.card then prop.card = '-' end result = result .. styles.h .. '|經驗值' .. styles.h .. '|金錢' .. styles.h .. '|[[' .. gamegn .. ' 物品|' .. styles.spanc .. '掉落物品</span>]]' .. styles.h .. '|[[人格面具/技能#技能卡|' .. styles.spanc .. '技能卡</span>]]' .. '\n|-\n' result = result .. styles.statlow .. prop.xp .. styles.statlow .. prop.yen .. styles.statlow .. prop.material .. styles.statlow .. prop.card result = result .. '\n|}' end result = result .. '\n|}' -- image 區塊在此處結束 if game == 'kmt1' and prop.normal ~= '' then result = result .. styles.table2 .. styles.h .. 'width=60px|[[List of ' .. gamegn .. ' Items|' .. styles.spanc .. 'Drop</span>]]' .. styles.order .. prop.normal .. '\n|}' end if game == 'smt1' and (prop.resist or prop.normal) then result = result .. styles.table2 if prop.resist then result = result .. styles.h .. 'width=100px|Resistances' .. styles.order .. prop.resist end if prop.normal then result = result .. styles.h .. 'width=60px|[[List of ' .. gamegn .. ' Items|' .. styles.spanc .. 'Drop</span>]]' .. styles.order .. prop.normal end result = result .. '\n|}' end if (game == 'smt2' or gameg == 'smtif') and (prop.normal or prop.inherit or prop.moon) then result = result .. styles.table2 if prop.normal then result = result .. styles.h .. 'width=60px|[[List of ' .. gamegn .. ' Items|' .. styles.spanc .. 'Drop</span>]]' .. styles.order .. prop.normal end if prop.inherit then result = result .. styles.h .. 'width=70px|Inherit' .. styles.order .. prop.inherit end if prop.moon then result = result .. styles.h .. 'width=80px|[[Moon Phase System#Shin Megami Tensei II|' .. styles.spanc .. '<abbr title="Moon Phase Affinity Type">Moon Aff</abbr>]]' .. styles.order .. prop.moon end result = result .. '\n|}' end if gameg == 'smtif' and prop.resist then result = result .. styles.table2 .. styles.h .. 'width=90px|Resistances' .. styles.order .. prop.resist .. '\n|}' end if game == 'smtim' then if not prop.seealso then prop.seealso = mw.title.getCurrentTitle().text end result = result .. styles.table2 .. styles.h .. 'width=50px|Features' .. styles.order .. prop.feature .. styles.h .. 'width=60px|See also' .. styles.order .. '[http://megaten.sesshou.com/wiki/index.php/' .. string.gsub(prop.seealso, ' ', '_') .. ']\n|}' end if gameg == 'p1' and (prop.onehand or prop.twohand or prop.spear or prop.axe or prop.whip or prop.thrown or prop.arrow or prop.fist or prop.handgun or prop.machinegun or prop.shotgun or prop.rifle or prop.tech or prop.rush or prop.fire or prop.ice or prop.wind or prop.earth or prop.elec or prop.nuke or prop.blast or prop.gravity or prop.expel or prop.miracle or prop.death or prop.curse or prop.nerve or prop.hiero) then if not prop.onehand then prop.onehand = '-' end if not prop.twohand then prop.twohand = '-' end if not prop.spear then prop.spear = '-' end if not prop.axe then prop.axe = '-' end if not prop.whip then prop.whip = '-' end if not prop.thrown then prop.thrown = '-' end if not prop.arrow then prop.arrow = '-' end if not prop.fist then prop.fist = '-' end if not prop.handgun then prop.handgun = '-' end if not prop.machinegun then prop.machinegun = '-' end if not prop.shotgun then prop.shotgun = '-' end if not prop.rifle then prop.rifle = '-' end if not prop.tech then prop.tech = '-' end if not prop.rush then prop.rush = '-' end if not prop.fire then prop.fire = '-' end if not prop.ice then prop.ice = '-' end if not prop.wind then prop.wind = '-' end if not prop.earth then prop.earth = '-' end if not prop.elec then prop.elec = '-' end if not prop.nuke then prop.nuke = '-' end if not prop.blast then prop.blast = '-' end if not prop.gravity then prop.gravity = '-' end if not prop.expel then prop.expel = '-' end if not prop.miracle then prop.miracle = '-' end if not prop.death then prop.death = '-' end if not prop.curse then prop.curse = '-' end if not prop.nerve then prop.nerve = '-' end if not prop.hiero then prop.hiero = '-' end result = result .. styles.table2 .. '\n!style="background:#a9a9a9" title="武器" colspan="8"|\n!title="槍械" style="background:#898989" colspan="4"|\n!style="background:#a9a9a9" title="突襲" colspan="2"|\n|-' .. styles.h .. 'title="武器"|<abbr title="單手劍">1h</abbr>' .. styles.h .. 'title="武器"|<abbr title="雙手劍">2h</abbr>' .. styles.h .. 'title="武器"|<abbr title="劈斬">斬</abbr>' .. styles.h .. 'title="武器"|矛' .. styles.h .. 'title="武器"|斧' .. styles.h .. 'title="武器"|鞭' .. styles.h .. 'title="武器"|<abbr title="弓箭">箭</abbr>' .. styles.h .. 'title="武器"|<abbr title="拳擊">拳</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="手槍">手</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="機槍">機</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="霰彈槍">霰</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="步槍">步</abbr>' .. styles.h .. 'title="突襲"|<abbr title="技術">技</abbr>' .. styles.h .. 'title="突襲"|<abbr title="衝擊">衝</abbr>\n|-\n' .. styles.statlow .. prop.onehand .. styles.statlow .. prop.twohand .. styles.statlow .. prop.spear .. styles.statlow .. prop.axe .. styles.statlow .. prop.whip .. styles.statlow .. prop.thrown .. styles.statlow .. prop.arrow .. styles.statlow .. prop.fist .. styles.statlow .. prop.handgun .. styles.statlow .. prop.machinegun .. styles.statlow .. prop.shotgun .. styles.statlow .. prop.rifle .. styles.statlow .. prop.tech .. styles.statlow .. prop.rush result = result .. '\n|-\n!style="background:#a9a9a9" title="元素" colspan="4"|\n!style="background:#898989" title="強力" colspan="4"|\n!style="background:#a9a9a9" title="光明" colspan="2"|\n!style="background:#898989" title="黑暗" colspan="3"|\n!style="background:#a9a9a9" title="特殊" colspan="1"|\n|-' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="火焰">火</abbr>' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="冰凍">冰</abbr>' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="疾風">風</abbr>' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="地動">地</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="雷電">電</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="核熱">核</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="爆炸">爆</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="重力">重</abbr>' .. styles.h .. 'title="光明"|<abbr title="光照">光</abbr>' .. styles.h .. 'title="光明"|<abbr title="奇跡">奇</abbr>' .. styles.h .. 'style="background:#898989" title="黑暗"|<abbr title="死亡">死</abbr>' .. styles.h .. 'style="background:#898989" title="黑暗"|<abbr title="咒怨">咒</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="黑暗 (異常狀態)"|<abbr title="精神">神</abbr>' .. styles.h .. 'width="7.12%" title="特殊"|<abbr title="對 Hieroglyphein 抗性">???</abbr>\n|-\n' .. styles.statlow .. prop.fire .. styles.statlow .. prop.ice .. styles.statlow .. prop.wind .. styles.statlow .. prop.earth .. styles.statlow .. prop.elec .. styles.statlow .. prop.nuke .. styles.statlow .. prop.blast .. styles.statlow .. prop.gravity .. styles.statlow .. prop.expel .. styles.statlow .. prop.miracle .. styles.statlow .. prop.death .. styles.statlow .. prop.curse .. styles.statlow .. prop.nerve .. styles.statlow .. prop.hiero .. '\n|}' end if (gameg == 'p2is' or gameg == 'p2ep') and (prop.atk or prop.def or prop.matk or prop.mdef or prop.str or prop.vit or prop.dex or prop.agl or prop.luc) then if gameg == 'p2is' then prop.dx_h = '|巧' else prop.dx_h = '|技' end result = result .. styles.table2 .. styles.h .. 'title="物理攻擊"|物攻' .. styles.h .. 'title="物理防禦"|物防' .. styles.h .. 'title="魔法攻擊"|魔攻' .. styles.h .. 'title="魔法防禦"|魔防' .. styles.bart11 .. '290px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|力' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|耐' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. prop.dx_h .. styles.bard2 .. bar(styles.barc,prop.dex,2.4,99) .. styles.barh .. '|速' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|運' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' if not prop.atk or prop.atk == '' then prop.atk = '?' end if not prop.def or prop.def == '' then prop.def = '?' end if not prop.matk or prop.matk == '' then prop.matk = '?' end if not prop.mdef or prop.mdef == '' then prop.mdef = '?' end result = result .. '\n|-\n' .. styles.statlow .. prop.atk .. styles.statlow .. prop.def .. styles.statlow .. prop.matk .. styles.statlow .. prop.mdef .. '\n|}' end if (gameg == 'smt3' or gameg == 'smtds' or gameg == 'sh' or gameg == 'p2is' or gameg == 'p2ep' or gameg == 'pq' or gameg == 'pq2' or gameg == 'ddsaga1' or gameg == 'ddsaga2') and (prop.resist or prop.block or prop.absorb or prop.reflect or prop.weak or prop.boost or prop.wild) then result = result .. styles.table2 if not prop.resist then prop.resist = '-' end if not prop.block then prop.block = '-' end if not prop.absorb then prop.absorb = '-' end if not prop.reflect then prop.reflect = '-' end if not prop.weak then prop.weak = '-' else prop.weak = '<span style="color:#f22">' .. prop.weak .. '</span>' end result = result .. styles.h .. '|反' .. styles.h .. '|吸' .. styles.h .. '|無' .. styles.h .. '|耐' .. styles.h .. '|弱' if prop.boost then result = result .. styles.h .. '|Boost' end result = result .. '\n|-\n' .. styles.statlow .. prop.reflect .. styles.statlow .. prop.absorb .. styles.statlow .. prop.block .. styles.statlow .. prop.resist .. styles.statlow .. prop.weak if prop.boost then result = result .. styles.statlow .. prop.boost end result = result .. '\n|}' end if (gameg == 'p2is' or gameg == 'p2ep') and (prop.sword or prop.pierce or prop.strike or prop.thrown or prop.rush or prop.fire or prop.water or prop.wind or prop.earth or prop.ice or prop.elec or prop.nuke or prop.expel or prop.dark or prop.alm or prop.nerve or prop.mind) then result = result .. styles.table2 if not prop.sword then prop.sword = '-' end if not prop.pierce then prop.pierce = '-' end if not prop.strike then prop.strike = '-' end if not prop.thrown then prop.thrown = '-' end if not prop.rush then prop.rush = '-' end if not prop.fire then prop.fire = '-' end if not prop.water then prop.water = '-' end if not prop.wind then prop.wind = '-' end if not prop.earth then prop.earth = '-' end if not prop.ice then prop.ice = '-' end if not prop.elec then prop.elec = '-' end if not prop.nuke then prop.nuke = '-' end if not prop.expel then prop.expel = '-' end if not prop.dark then prop.dark = '-' end if not prop.alm then prop.alm = '-' end if not prop.nerve then prop.nerve = '-' end if not prop.mind then prop.mind = '-' end if prop.element and prop.element ~= '' then prop.etype = prop.element end if prop.etype == 'Fire' or prop.etype == '火' then prop.Fi = '<span style="color:#ffc">火</span>' else prop.Fi = '<span style="color:#fff">火</span>' end if prop.etype == 'Water' or prop.etype == '水' then prop.Wt = '<span style="color:#ffc">水</span>' else prop.Wt = '<span style="color:#fff">水</span>' end if prop.etype == 'Wind' or prop.etype == '風' or prop.etype == '风' then prop.Wi = '<span style="color:#ffc">風</span>' else prop.Wi = '<span style="color:#fff">風</span>' end if prop.etype == 'Earth' or prop.etype == '土' or prop.etype == '地' then prop.Er = '<span style="color:#ffc">地</span>' else prop.Er = '<span style="color:#fff">地</span>' end if gameg == 'p2ep' then prop.name_Rn = 'title="槍械"|槍' prop.name_Hv = 'title="物理"|物' prop.name_El = 'title="雷電"|電' prop.name_Li = 'title="神力"|神' else prop.name_Rn = 'title="槍械"|槍' prop.name_Hv = 'title="衝擊"|衝' prop.name_El = 'title="雷電"|電' prop.name_Li = 'title="光明"|光' end result = result .. styles.h .. 'title="劈斬"|斬' .. styles.h .. prop.name_Rn .. styles.h .. 'title="打擊"|打' .. styles.h .. 'title="投擲"|擲' .. styles.h .. prop.name_Hv .. styles.h .. 'style="background:#8E283D" title="火焰"|' .. prop.Fi .. styles.h .. 'style="background:#8E283D" title="水流"|' .. prop.Wt .. styles.h .. 'style="background:#8E283D" title="疾風"|' .. prop.Wi .. styles.h .. 'style="background:#8E283D" title="地動"|' .. prop.Er .. styles.h .. 'title="冰凍"|冰' .. styles.h .. prop.name_El .. styles.h .. 'title="核熱"|核' .. styles.h .. prop.name_Li .. styles.h .. 'title="黑暗"|暗' .. styles.h .. 'title="萬能"|萬' .. styles.h .. 'title="精神"|神' .. styles.h .. 'title="理智"|智\n|-\n' result = result .. styles.statlow .. prop.sword .. styles.statlow .. prop.pierce .. styles.statlow .. prop.strike .. styles.statlow .. prop.thrown .. styles.statlow .. prop.rush .. styles.statlow .. prop.fire .. styles.statlow .. prop.water .. styles.statlow .. prop.wind .. styles.statlow .. prop.earth .. styles.statlow .. prop.ice .. styles.statlow .. prop.elec .. styles.statlow .. prop.nuke .. styles.statlow .. prop.expel .. styles.statlow .. prop.dark .. styles.statlow .. prop.alm .. styles.statlow .. prop.nerve .. styles.statlow .. prop.mind .. '\n|}' end if gameg == 'pq' or gameg == 'pq2' and (prop.sword or prop.pierce or prop.strike or prop.phys or prop.fire or prop.water or prop.elec or prop.wind or prop.nuke or prop.psy or prop.expel or prop.dark or prop.alm or prop.ko or prop.sleep or prop.panic or prop.poison or prop.paralyze or prop.down or prop.stbind or prop.mabind or prop.agbind) then result = result .. styles.table2 if not prop.sword then prop.sword = '-' end if not prop.pierce then prop.pierce = '-' end if not prop.strike then prop.strike = '-' end if not prop.phys then prop.phys = '-' end if not prop.fire then prop.fire = '-' end if not prop.ice then prop.ice = '-' end if not prop.elec then prop.elec = '-' end if not prop.wind then prop.wind = '-' end if not prop.nuke then prop.nuke = '-' end if not prop.psy then prop.psy = '-' end if not prop.expel then prop.expel = '-' end if not prop.dark then prop.dark = '-' end if not prop.alm then prop.alm = '-' end if not prop.sleep then prop.sleep = '-' end if not prop.panic then prop.panic = '-' end if not prop.poison then prop.poison = '-' end if not prop.curse then prop.curse = '-' end if not prop.paralyze then prop.paralyze = '-' end if not prop.stbind then prop.stbind = '-' end if not prop.mabind then prop.mabind = '-' end if not prop.agbind then prop.agbind = '-' end if not prop.down then prop.down = '-' end if not prop.ko then prop.ko = '-' end if not (prop.arcana and (prop.hp or prop.mp)) then if gameg == 'pq' then result = result .. styles.h .. 'width=10%|斬' .. styles.h .. 'width=10%|貫' .. styles.h .. 'width=10%|打' .. styles.h .. 'width=10%|火' .. styles.h .. 'width=10%|冰' .. styles.h .. 'width=10%|電' .. styles.h .. 'width=10%|風' .. styles.h .. 'width=10%|光' .. styles.h .. 'width=10%|暗' .. styles.h .. 'width=10% title="萬能"|萬\n|-\n' .. styles.statlow .. prop.sword .. styles.statlow .. prop.pierce .. styles.statlow .. prop.strike .. styles.statlow .. prop.fire .. styles.statlow .. prop.ice .. styles.statlow .. prop.elec .. styles.statlow .. prop.wind .. styles.statlow .. prop.expel .. styles.statlow .. prop.dark .. styles.statlow .. prop.alm .. '\n|}' else result = result .. styles.h .. 'width=10%|物' .. styles.h .. 'width=10%|火' .. styles.h .. 'width=10%|冰' .. styles.h .. 'width=10%|電' .. styles.h .. 'width=10%|風' .. styles.h .. 'width=10%|念' .. styles.h .. 'width=10%|核' .. styles.h .. 'width=10%|祝' .. styles.h .. 'width=10%|咒' .. styles.h .. 'width=10% title="萬能"|萬\n|-\n' .. styles.statlow .. prop.phys .. styles.statlow .. prop.fire .. styles.statlow .. prop.ice .. styles.statlow .. prop.elec .. styles.statlow .. prop.wind .. styles.statlow .. prop.psy .. styles.statlow .. prop.nuke .. styles.statlow .. prop.expel .. styles.statlow .. prop.dark .. styles.statlow .. prop.alm .. '\n|}' end end if not prop.arcana then --enemy only if gameg == 'pq' then result = result .. styles.table2 .. styles.h .. 'width=10%|Sleep' .. styles.h .. 'width=10%|Panic' .. styles.h .. 'width=10%|Poison' .. styles.h .. 'width=10%|Curse' .. styles.h .. 'width=10%|Paralysis' .. styles.h .. 'width=10% title="Strength Bind"|S-Bind' .. styles.h .. 'width=10% title="Magic Bind"|M-Bind' .. styles.h .. 'width=10% title="Agility Bind"|A-Bind' .. styles.h .. 'width=10%|Down' .. styles.h .. 'width=10% title="Instant Kill"|KO\n|-' .. styles.statlow .. prop.sleep .. styles.statlow .. prop.panic .. styles.statlow .. prop.poison .. styles.statlow .. prop.curse .. styles.statlow .. prop.paralyze .. styles.statlow .. prop.stbind .. styles.statlow .. prop.mabind .. styles.statlow .. prop.agbind .. styles.statlow .. prop.down .. styles.statlow .. prop.ko .. '\n|}' else result = result .. styles.table2 .. styles.h .. 'width=10%|Sleep' .. styles.h .. 'width=10%|Confuse' .. styles.h .. 'width=10%|Poison' .. styles.h .. 'width=10%|Hex' .. styles.h .. 'width=10%|Paralysis' .. styles.h .. 'width=10% title="Strength Bind"|S-Bind' .. styles.h .. 'width=10% title="Magic Bind"|M-Bind' .. styles.h .. 'width=10% title="Agility Bind"|A-Bind' .. styles.h .. 'width=10%|Down' .. styles.h .. 'width=10% title="Instant Kill"|KO\n|-' .. styles.statlow .. prop.sleep .. styles.statlow .. prop.panic .. styles.statlow .. prop.poison .. styles.statlow .. prop.curse .. styles.statlow .. prop.paralyze .. styles.statlow .. prop.stbind .. styles.statlow .. prop.mabind .. styles.statlow .. prop.agbind .. styles.statlow .. prop.down .. styles.statlow .. prop.ko .. '\n|}' end end end if prop.restype then if (gameg == 'mt1' or gameg == 'mt2') then gameg = 'kmt' result = result .. styles.table2 .. styles.h .. 'title="寶劍"|劍' .. styles.h .. 'title="槍械"|槍' .. styles.h .. 'title="火焰"|火' .. styles.h .. 'title="冰凍"|冰' .. styles.h .. 'title="雷電"|電' .. styles.h .. 'title="光照"|光' .. styles.h .. 'title="強力"|力' .. styles.h .. 'title="Bind"|Bnd' .. styles.h .. 'title="咒怨"|咒' .. styles.h .. 'title="精神"|神' .. styles.h .. 'title="理智"|智\n|-' elseif game == 'smt1' then result = result .. styles.table2 .. styles.h .. 'title="寶劍"|劍' .. styles.h .. 'title="槍械"|槍' .. styles.h .. 'title="火焰"|火' .. styles.h .. 'title="冰凍"|冰' .. styles.h .. 'title="雷電"|電' .. styles.h .. 'title="強力"|力' .. styles.h .. 'title="精神"|神' .. styles.h .. 'title="光照"|光' .. styles.h .. 'title="咒怨"|咒' .. styles.h .. 'title="魔法"|魔' .. styles.h .. 'title="Bind"|Bnd' .. styles.h .. 'title="蓄力"|蓄' .. styles.h .. 'title="Dex"|Dex' .. styles.h .. 'title="Needle"|Ndl' .. styles.h .. 'title="萬能"|萬\n|-' elseif game == 'smt2' or game == 'smtif' then result = result .. styles.table2 .. styles.h .. 'title="寶劍"|劍' .. styles.h .. 'title="槍械"|槍' .. styles.h .. 'title="火焰"|火' .. styles.h .. 'title="冰凍"|冰' .. styles.h .. 'title="雷電"|電' .. styles.h .. 'title="強力"|力' .. styles.h .. 'title="精神"|神' .. styles.h .. 'title="光照"|光' .. styles.h .. 'title="咒怨"|咒' .. styles.h .. 'title="魔法"|魔' .. styles.h .. 'title="Bind"|Bnd' .. styles.h .. 'title="衝擊"|衝' .. styles.h .. 'title="Hand/Punch Techniques"|Hnd' .. styles.h .. 'title="Leg/Kick Techniques"|Leg' .. styles.h .. 'title="Flying/Throwing Techniques"|Fly' .. styles.h .. 'title="萬能"|萬\n|-' elseif game == 'p1' then result = result .. styles.table2 .. '\n!style="background:#a9a9a9" title="武器" colspan="8"|\n!title="槍械" style="background:#898989" colspan="4"|\n!style="background:#a9a9a9" title="突襲" colspan="2"|\n|-' .. styles.h .. 'title="武器"|<abbr title="單手劍">1h</abbr>' .. styles.h .. 'title="武器"|<abbr title="雙手劍">2h</abbr>' .. styles.h .. 'title="武器"|矛' .. styles.h .. 'title="武器"|斧' .. styles.h .. 'title="武器"|鞭' .. styles.h .. 'title="武器"|<abbr title="投擲">擲</abbr>' .. styles.h .. 'title="武器"|<abbr title="弓箭">箭</abbr>' .. styles.h .. 'title="武器"|<abbr title="拳擊">拳</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="手槍">手</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="機槍">機</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="霰彈槍">霰</abbr>' .. styles.h .. 'title="槍械" style="background:#898989;color:#fff;width:7.12%"|<abbr title="步槍">步</abbr>' .. styles.h .. 'title="突襲"|<abbr title="技術">技</abbr>' .. styles.h .. 'title="突襲"|<abbr title="衝擊">衝</abbr>\n|-' elseif game == 'p2is' or game == 'p2ep' then if prop.etype == '火' then prop.Fi = '<span style="color:#ffc">火</span>' else prop.Fi = '<span style="color:#fff">火</span>' end if prop.etype == '水' then prop.Wt = '<span style="color:#ffc">水</span>' else prop.Wt = '<span style="color:#fff">水</span>' end if prop.etype == '風' or prop.etype == '风' then prop.Wi = '<span style="color:#ffc">風</span>' else prop.Wi = '<span style="color:#fff">風</span>' end if prop.etype == '土' or prop.etype == '地' then prop.Er = '<span style="color:#ffc">地</span>' else prop.Er = '<span style="color:#fff">地</span>' end if gameg == 'p2ep' then prop.name_Rn = 'title="槍械"|槍' prop.name_Hv = 'title="物理"|物' prop.name_El = 'title="雷電"|電' prop.name_Li = 'title="神力"|神' else prop.name_Rn = 'title="槍械"|槍' prop.name_Hv = 'title="衝擊"|衝' prop.name_El = 'title="雷電"|電' prop.name_Li = 'title="光明"|光' end result = result .. styles.table2 .. styles.h .. 'title="劈斬"|斬' .. styles.h .. prop.name_Rn .. styles.h .. 'title="打擊"|打' .. styles.h .. 'title="投擲"|擲' .. styles.h .. prop.name_Hv .. styles.h .. 'style="background:#8E283D" title="火焰"|' .. prop.Fi .. styles.h .. 'style="background:#8E283D" title="水流"|' .. prop.Wt .. styles.h .. 'style="background:#8E283D" title="疾風"|' .. prop.Wi .. styles.h .. 'style="background:#8E283D" title="地動"|' .. prop.Er .. styles.h .. 'title="冰凍"|冰' .. styles.h .. prop.name_El .. styles.h .. 'title="核熱"|核' .. styles.h .. prop.name_Li .. styles.h .. 'title="黑暗"|暗' .. styles.h .. 'title="萬能"|萬' .. styles.h .. 'title="精神"|神' .. styles.h .. 'title="理智"|智\n|-' end if require('Module:Psk/' .. gameg .. '/res').restypes[prop.restype] == nil then result = result .. '\n|colspan=16 align=center style="color:#f00;font-size:120%;font-weight:bold"|restype:“' .. prop.restype .. '”值無效。請檢查拼寫或修訂數據庫[[Module:Psk/' .. gameg .. '/res]]。' else for i, v in ipairs(require('Module:Psk/' .. gameg .. '/res').restypes[prop.restype]) do if game == 'p1' then if i > 14 then break end result = result .. resoutput(v,4,gameg) elseif game == 'p2is' or game == 'p2ep' then result = result .. resoutput(v,4,gameg) else result = result .. resoutput(v,8,gameg) end end end result = result .. '\n|}' if game == 'p1' then result = result .. styles.table2 .. '\n|-\n!style="background:#a9a9a9" title="元素" colspan="4"|\n!style="background:#898989" title="強力" colspan="4"|\n!style="background:#a9a9a9" title="光明" colspan="2"|\n!style="background:#898989" title="黑暗" colspan="3"|\n!style="background:#a9a9a9" title="特殊" colspan="1"|\n|-' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="火焰">火</abbr>' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="冰凍">冰</abbr>' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="疾風">風</abbr>' .. styles.h .. 'width="7.12%" title="元素"|<abbr title="地動">地</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="雷電">電</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="核熱">核</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="爆炸">爆</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="強力"|<abbr title="重力">重</abbr>' .. styles.h .. 'title="光明"|<abbr title="光照">照</abbr>' .. styles.h .. 'title="光明"|<abbr title="奇跡">奇</abbr>' .. styles.h .. 'style="background:#898989" title="黑暗"|<abbr title="死亡">死</abbr>' .. styles.h .. 'style="background:#898989" title="黑暗"|<abbr title="咒怨">咒</abbr>' .. styles.h .. 'style="background:#898989;color:#fff;width:7.12%" title="黑暗 (異常狀態)"|<abbr title="精神">神</abbr>' .. styles.h .. 'width="7.12%" title="特殊"|<abbr title="對 Hieroglyphein 抗性">???</abbr>\n|-' for i , v in ipairs(require('Module:Psk/' .. gameg .. '/res').restypes[prop.restype]) do if i < 15 then else result = result .. resoutput(v,4,gameg) end end result = result .. '\n|}' end end if gameg == 'p2is' or gameg == 'p2ep' then if prop.card or prop.material or prop.type1 or prop.type2 or prop.type3 then result = result .. styles.table2 .. styles.h .. 'colspan=4|召喚信息\n|-' if prop.material then result = result .. styles.skill .. '[[人格面具#素材卡|素材卡</span>]]' .. styles.effect1 .. '♦️ <span style="color:purple;font-weight:bold">' .. prop.material .. '</span> 卡' end if prop.card then result = result .. styles.skillc .. '[[阿尔卡那|塔羅牌</span>]]' .. styles.effect1 .. '<span style="color:purple;font-weight:bold">' .. prop.card .. '張 ♦️ ' .. prop.arcana .. '</span> 卡' end local effect1 if prop.material then effect1 = '\n|colspan=3 style="background:#f8f9fa;text-align:left"|' else effect1 = styles.effect1 end if prop.type1 then result = result .. styles.skill .. prop.type1 .. effect1 .. prop.desc1 end if prop.type2 then result = result .. styles.skill .. prop.type2 .. effect1 .. prop.desc2 end if prop.type3 then result = result .. styles.skill .. prop.type3 .. effect1 .. prop.desc3 end result = result .. '\n|}' end end if gameg == 'smt3' and (prop.recruit~='' or prop.obtain~='' or prop.evolvef or prop.evolvet) then prop.recruit = prop.recruit:lower() if prop.recruit == 'yes' or prop.recruit == 'recruit' then prop.recruit = '<abbr title="Can be recruited in normal battle or obtained from conventional fusion.">Normal recruit or fusion</abbr>' elseif prop.recruit == 'dark recruit' then prop.recruit = '<abbr title="Can be obtained via conventional fusion or recruited in normal battle under Full Kagutsuchi with fair chance.">[[Moon Phase System#Shin Megami Tensei III: Nocturne|Full Kagutsuchi]] recruitment or [[fusion]]</abbr>' elseif prop.recruit == 'dark' then prop.recruit = '<abbr title="Can only be obtained via fusion. Open to non-recruitment conversation in normal battle.">[[Fusion]] only. Open to trading.</abbr>' elseif prop.recruit == 'fusion' then prop.recruit = '<abbr title="Can only be obtained via conventional fusion.">[[Fusion]] only</abbr>' elseif prop.recruit == 'special' or prop.recruit == 'special fusion' then prop.recruit = '<abbr title="Can only be obtained via special fusion.">[[Special fusion#Shin Megami Tensei III: Nocturne|Special fusion]] only</abbr>' elseif prop.recruit == 'evolve' or prop.recruit == 'evolution' then prop.recruit = '<abbr title="Can only be obtained via evolution from another demon.">[[Evolution#Shin Megami Tensei III: Nocturne|Evolution]] only</abbr>' elseif prop.recruit == 'evolve neutral' or prop.recruit == 'neutral evolution' then prop.recruit = '<abbr title="Can be recruited in normal battle or obtained via evolution from another demon. Cannot be created via fusion.">Normal recruit or [[Evolution#Shin Megami Tensei III: Nocturne|evolution]]</abbr>' elseif prop.recruit == 'evolve dark' or prop.recruit == 'dark evolution' then prop.recruit = '<abbr title="Can only be obtained via evolution from another demon. Cannot be created via fusion. Open to non-recruitment conversation in normal battle.">[[Evolution#Shin Megami Tensei III: Nocturne|Evolution]] only. Open to trading.</abbr>' elseif prop.recruit == 'boss fusion' then prop.recruit = '<abbr title="Can only be obtained via fusion after defeating it in boss battle.">[[Fusion]] only after boss battle</abbr>' elseif prop.recruit == 'boss special' or prop.recruit == 'boss special fusion' then prop.recruit = '<abbr title="Can only be obtained via special fusion after defeating it in boss battle.">[[Special fusion#Shin Megami Tensei III: Nocturne|Special fusion]] only after boss battle</abbr>' elseif prop.recruit == 'boss evolve' or prop.recruit == 'boss evolution' then prop.recruit = '<abbr title="Can only be obtained via evolution after defeating it in battle.">[[evolution#Shin Megami Tensei III: Nocturne|Evolution]] only after boss battle</abbr>' elseif prop.recruit == 'dark boss fusion' then prop.recruit = '<abbr title="Can only be obtained via fusion after defeating it in boss battle. Open to non-recruitment conversation in normal battle.">[[Fusion]] only after boss battle. Open to trading.</abbr>' elseif prop.recruit == 'dark boss special fusion' then prop.recruit = '<abbr title="Can only be obtained via special fusion after defeating it in boss battle. Open to non-recruitment conversation in normal battle.">[[Special fusion#Shin Megami Tensei III: Nocturne|Special fusion]] only after boss battle. Open to trading.</abbr>' elseif prop.recruit == 'dark boss evolve' then prop.recruit = '<abbr title="Can only be obtained via evolution after defeating it in battle. Open to non-recruitment conversation in normal battle.">[[evolution#Shin Megami Tensei III: Nocturne|Evolution]] only after boss battle. Open to trading.</abbr>' elseif prop.recruit == 'samael' then prop.recruit = '<abbr title="Can only be obtained via special fusion after defeating it in boss battle or choosing Shijima Reason after meeting with Ahriman in Kagutsuchi Tower.">Choose Shijima Reason or perform [[Special fusion#Shin Megami Tensei III: Nocturne|special fusion]] only after boss battle.</abbr>' elseif prop.recruit == 'thor' then prop.recruit = '<abbr title="Can only be obtained via fusion after defeating him at Tower of Kagutsuchi.">[[Fusion]] only after boss battle at [[Tower of Kagutsuchi]]</abbr>' elseif prop.recruit == 'bishamon' then prop.recruit = '<abbr title="Can only be obtained via fusion after defeating him at Bandou Shrine.">[[Fusion]] only after boss battle at [[Bandou Shrine]]</abbr>' elseif prop.recruit == 'futomimi' or prop.recruit == 'sakahagi' then prop.recruit = '[[Fusion]] only after boss battle and completing the revival side quest.' elseif prop.recruit == 'raidou' or prop.recruit == 'dante' then prop.recruit = '<abbr title="Can only be recruited in story plot.">Plot related</abbr>' elseif prop.recruit == 'unique' or prop.recruit == 'exclusive' or prop.recruit == 'enemy' or prop.recruit == 'enemy only' or prop.recruit == 'enemy exclusive' then prop.recruit = 'Enemy only' end if prop.recruit or prop.obtain or prop.convo then result = result .. styles.table2 .. styles.h if prop.recruit or prop.obtain then result = result .. 'width=80px|獲得方式' .. styles.order .. prop.recruit .. prop.obtain end if prop.convo then result = result .. styles.h .. 'width=146px|[[仲魔交涉|'..styles.spanc..'仲魔交涉</span>]]' .. styles.order .. prop.convo end result = result .. '\n|}' end if prop.evolvef or prop.evolvet then result = result .. styles.table2 if prop.evolvef then result = result .. styles.h .. 'width=100px|[[仲魔/进化#' .. gamegn .. '|' .. styles.spanc .. '先祖</span>]]' .. styles.order .. prop.evolvef end if prop.evolvet then result = result .. styles.h .. 'width=100px|[[仲魔/进化#' .. gamegn .. '|' .. styles.spanc .. '後輩</span>]]' .. styles.order .. prop.evolvet end result = result .. '\n|}' end end if prop.fusion then result = result .. styles.table2 .. styles.h .. 'width=100px|[[人格面具/' .. gamegn .. '|' .. styles.spanc .. '合成公式</span>]]' .. styles.order .. '<p style="line-height:1.5em">' .. wikitext(frame, prop.fusion) .. '</p>\n|}' end local skill, alias, skillcell, skille, cost, effect, pre, range, power, target if prop.dskills then result = result .. styles.table2 .. styles.h .. 'colspan=3|[[人格面具/技能/' .. gamegn .. '|' .. styles.spanc .. '默認技能</span>]]' .. styles.skill .. '技能' .. styles.skillc .. '消耗' .. styles.skillc .. '效果' for k, v in ipairs(mw.text.split(prop.dskills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' then skillcell = '' cost = '' effect = noskill() elseif not skill then skillcell = '' cost = '' effect = noskill(v,gamed) elseif skill then cost = skill.cost effect = skill.effect if (k % 2 == 0) then cost = styles.cost2 .. cost effect = styles.effect2 .. effect else cost = styles.cost1 .. cost effect = styles.effect1 .. effect end if skill.name then v = skill.name end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then v = sinotrans(skill.namezh, skill.namezhsc) end end result = result .. skillcell .. cost .. effect end result = result .. '\n|}' end if prop.skills then result = result .. styles.table2h if game == 'mt1' or game == 'mt2' or game == 'kmt1' or game == 'kmt2' then result = result .. '"' .. styles.h .. 'colspan=4|[[List of Megami Tensei Spells|' .. styles.spanc .. 'List of Spells</span>]]' elseif game == 'smtim' then result = result .. 'mw-collapsible mw-collapsed"' .. styles.h .. 'colspan=4|[[List of ' .. gamegn .. ' Skills|' .. styles.spanc .. 'Learned Skills</span>]]' elseif gameg == 'smtsj' and not (prop.enemy or prop.boss) then result = result .. '"' .. styles.h .. 'colspan=3|[[List of ' .. gamegn .. ' Skills|' .. styles.spanc .. 'Natural Skills</span>]]' elseif gameg == 'ab' then result = result .. '"' .. styles.h .. 'colspan=7|[[List of ' .. gamegn .. ' Skills#Magic|' .. styles.spanc .. 'Natural Skills</span>]]' elseif gameg == 'majin1' then result = result .. '"' .. styles.h .. 'colspan=7|[[List of ' .. gamegn .. ' Skills|' .. styles.spanc .. 'Magic Skills</span>]]' elseif gameg == 'majin2' then result = result .. '"' .. styles.h .. 'colspan=6|[[List of ' .. gamegn .. ' Skills|' .. styles.spanc .. 'List of Skills</span>]]' elseif gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then result = result .. '"\n!colspan=4 style="background-color: ' .. getGames.games[gameg].colorb .. ';background: linear-gradient(120deg, ' .. getGames.games[gameg].colorb .. ' 42%, #fe0 42.1%, #ff0 43%, #fff 43.1%, #fff 57%, #ff0 57.1%, #fe0 58%, ' .. getGames.games[gameg].colorb .. ' 58.1%"|[[人格面具/技能/' .. gamegn .. '|<span style="color:black;text-shadow:-3px 3px 3px #0ff">技能表</span>]]' elseif gameg == 'desu1' or gameg == 'desu2' then result = result .. '"' .. styles.h .. 'colspan=3|[[List of ' .. gamegn .. ' Skills|' .. styles.spanc .. 'Command Skills</span>]]' else result = result .. '"' .. styles.h .. 'colspan=4|[[人格面具/技能/' .. gamegn .. '|' .. styles.spanc .. '技能表</span>]]' end if game == 'mt1' or game == 'mt2' or gameg == 'giten' or gameg == 'smtsj' or gameg == 'smtds' or gameg == 'sh' or gameg == 'childred' or gameg == 'childblack' or gameg == 'childps' or gameg == 'childblack' or gameg == 'childfire' or gameg == 'childice' or gameg == 'desu1' or gameg == 'desu2' then result = result .. '\n|-style="border:0"\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|' for k, v in ipairs(mw.text.split(prop.skills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' or v == '-' or v == '--' then skillcell = '' elseif not skill then skillcell = styles.skill3 .. '"|' .. v else if skill.name then v = skill.name end skillcell = styles.skill3 .. '" title="Cost: ' .. skill.cost .. '; ' .. string.gsub(string.gsub(skill.effect, '%[%[', ''), '%]%]', '') .. '"|' .. v end if (k == 7) then if prop.boss or prop.enemy then result = result .. '\n|-' .. skillcell else result = result .. '\n|-' .. styles.skill3m .. skillcell .. styles.skill3m end elseif (k % 3 == 1) then result = result .. '\n|-' .. skillcell else result = result .. skillcell end end elseif gameg == 'majin2' then result = result .. styles.skill .. 'Skill' .. styles.skillc .. 'Power' .. styles.skillc .. 'Range' .. styles.skillc .. 'Cost' .. styles.skillc .. 'Target' .. styles.skillc .. 'Effect' for k, v in ipairs(mw.text.split(prop.skills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' then skillcell = '' power = '' range = '' cost = '' target = '' effect = noskill() elseif not skill then skillcell = '' power = '' range = '' cost = '' target = '' effect = noskill(v,gamed) elseif skill then if skill.cost == 'extra' then skill.cost = '<abbr title="No cost. Can only be used once until next full moon phase.">Extra</abbr>' elseif skill.cost == 'sextra' then skill.cost = '<abbr title="No cost. Power relative to physical attack power. Can only be used once until next full moon phase.">P. Extra</abbr>' elseif skill.cost == 'mextra' then skill.cost = '<abbr title="No cost. Power relative to magical attack power. Can only be used once until next full moon phase.">M. Extra</abbr>' end if (k % 2 == 0) then power = styles.cost2 .. skill.power range = styles.cost2 .. skill.range cost = styles.cost2 .. skill.cost target = styles.cost2 .. skill.target effect = styles.effect2 .. skill.effect else power = styles.cost1 .. skill.power range = styles.cost1 .. skill.range cost = styles.cost1 .. skill.cost target = styles.cost1 .. skill.target effect = styles.effect1 .. skill.effect end if skill.name then v = skill.name end skillcell = styles.skill .. v end result = result .. skillcell .. power .. range .. cost .. target .. effect end elseif gameg == 'smt9' or gameg == '20xx' or gameg == 'lb3' or gameg == 'lbs' or gameg == 'ronde' or gameg == 'cs' then result = result .. '\n|-style="border:0"\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|' for k, v in ipairs(mw.text.split(prop.skills, '\n')) do if v == '' or v == '-' or v == '--' then skillcell = '' else skillcell = styles.skill3 .. '"|' .. v end if (k == 7) then result = result .. '\n|-' .. styles.skill3m .. skillcell .. styles.skill3m elseif (k % 3 == 1) then result = result .. '\n|-' .. skillcell else result = result .. skillcell end end elseif (game == 'kmt1' and not (prop.enemy or prop.boss)) or (game == 'kmt2' and not (prop.enemy or prop.boss)) or (gameg == 'smt1' and not (prop.enemy or prop.boss)) or (gameg == 'smt2' and not (prop.enemy or prop.boss)) or (gameg == 'smtif' and not (prop.enemy or prop.boss)) or (gameg == 'smt3' and (prop.enemy or prop.boss)) or (gameg == 'smt4a' and prop.guest == '2') or (game == 'lb1' and not (prop.enemy or prop.boss)) or (game == 'lb2' and not (prop.enemy or prop.boss)) then -- 技能 - 消耗 - 效果 result = result .. styles.skill .. '技能名稱' .. styles.skillc .. '消耗' .. styles.skillc .. '技能效果' for k, v in ipairs(mw.text.split(prop.skills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' then skillcell = '' cost = '' effect = noskill() elseif not skill then skillcell = '' cost = '' effect = noskill(v,gamed) elseif skill then if skill.phy then cost = '無' --[[elseif gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then cost = '<span style="color:' .. getGames.games[gameg].mp2 .. '">' .. skill.cost .. '</span>' -- tints pink for magic skill]]-- else cost = skill.cost end effect = skill.effect if (k % 2 == 0) then cost = styles.cost2 .. cost effect = styles.effect2 .. effect else cost = styles.cost1 .. cost effect = styles.effect1 .. effect end if skill.name then v = skill.name end skillcell = styles.skill .. v end result = result .. skillcell .. cost .. effect end elseif (gameg == 'smt4' and prop.guest == '2') or ((gameg == 'p1' or gameg == 'p2is' or gameg == 'p2ep' or gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s') and prop.hp) or ((gameg == 'pq' or gameg == 'pq2') and not prop.arcana) or prop.boss or prop.enemy then -- 技能 - 效果 (選: Inheritable 繼承 技能 or Rumor 傳說 技能) result = result .. styles.skill .. '技能' .. styles.skillc .. '效果' for k1, v1 in ipairs(mw.text.split(prop.skills, '\n')) do for k2, v2 in ipairs(mw.text.split(v1 .. '\\', '\\')) do if k2 > 2 then break elseif (k2 % 2 == 1) then skill = data.skills[v2] if not skill then alias = data.aliases[v2] if alias then v2 = alias skill = data.skills[v2] end end if skill then if skill.combo then skill.effect = '<div style="background:' .. getGames.games[gameg].colorbg .. ';border-radius:5px;float:left;margin-right:5px">Combo</div> ' .. skill.effect elseif skill.smirk then skill.effect = skill.effect .. ' <span style="background:' .. getGames.games[gameg].statb .. ';border-radius:5px;padding:3px">Smirk</span> ' .. skill.smirk end end if v2 == '' then skillcell = '' effect = noskill() elseif not skill then skillcell = '' effect = noskill(v2,gamed) elseif skill then if (k1 % 2 == 0) then effect = styles.effect2 .. skill.effect else effect = styles.effect1 .. skill.effect end if skill.name then v2 = skill.name end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then v2 = sinotrans(skill.namezh, skill.namezhsc) end skillcell = styles.skill .. v2 end result = result .. skillcell .. effect elseif (k2 % 2 == 0) then if v2 == 'I' or v2 == 'i' then result = result .. '<div style="float:right;background:#696969;border-radius:15px;padding:0 10px;color:#fff">繼承</div>' elseif v2 == 'R' or v2 == 'r' then result = result .. '<div style="float:right;background:#8E283D;border-radius:15px;padding:0 10px">[[人格面具/技能#傳說技能|<span style="color:#fff">傳說</span>]]</div>' else result = result end end end end elseif gameg == 'dcbrb' or gameg == 'childlight' or gameg == 'childwhite' then -- skill - element - cost - effect result = result .. styles.skill .. 'Skill' .. styles.skillc .. 'Element' .. styles.skillc .. 'Cost' .. styles.skillc .. 'Effect' for k, v in ipairs(mw.text.split(prop.skills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' then skillcell = '' skille = '' cost = '' effect = noskill() elseif not skill then skillcell = '' skille = '' cost = '' effect = noskill(v,gamed) elseif skill then if (k % 2 == 0) then effect = styles.effect2 .. skill.effect skille = styles.cost2 .. skill.element cost = styles.cost2 .. skill.cost else effect = styles.effect1 .. skill.effect skille = styles.cost1 .. skill.element cost = styles.cost1 .. skill.cost end if skill.name then v = skill.name end skillcell = styles.skill .. v end result = result .. skillcell .. skille .. cost .. effect end else if gameg == 'smtim' or gameg == 'ab' or gameg == 'p1' or gameg == 'p2is' or gameg == 'p2ep' then -- 等級 - 技能 - 消耗 - 效果 result = result .. styles.skill if gameg == 'smtim' then result = result .. 'Level' .. styles.skillc .. 'Skill' .. styles.skillc .. 'Cost' .. styles.skillc .. 'Effect' elseif gameg == 'ab' then result = result .. 'Level' .. styles.skillc .. 'Skill' .. styles.skillc .. 'Cost' .. styles.skillc .. 'Range' .. styles.skillc .. 'Power' .. styles.skillc .. 'Target' .. styles.skillc .. 'Effect' else result = result .. '等級' .. styles.skillc .. '技能' .. styles.skillc .. '效果' end for k1, v1 in ipairs(mw.text.split(prop.skills, '\n')) do for k2, v2 in ipairs(mw.text.split(v1 .. '\\', '\\')) do if k2 > 2 then break elseif (k2 % 2 == 1) then if v2 == 'M' or v2 == 'm' then v2 = '[[突变|<span style="color:#000">突变</span>]]' elseif v2 == 'R' or v2 == 'r' then v2 = '[[人格面具/技能#傳說技能|<span style="color:#000">传说</span>]]' else v2 = v2 end result = result .. styles.skill .. v2 elseif (k2 % 2 == 0) then skill = data.skills[v2] if not skill then alias = data.aliases[v2] if alias then v2 = alias skill = data.skills[v2] end end if v2 == '' then skillcell = '' cost = '' range = '' power = '' target = '' effect = noskill() elseif not skill then skillcell = '' cost = '' range = '' power = '' target = '' effect = noskill(v2,gamed) elseif skill then if (k1 % 2 == 0) then if gameg == 'smtim' or gameg == 'ab' then cost = styles.cost2 .. skill.cost else cost = '' end if gameg == 'ab' then range = styles.cost2 .. skill.range power = styles.cost2 .. skill.power target = styles.cost2 .. skill.target else range = '' power = '' target = '' end effect = styles.effect2 .. skill.effect else if gameg == 'smtim' or gameg == 'ab' then cost = styles.cost1 .. skill.cost else cost = '' end if gameg == 'ab' then range = styles.cost1 .. skill.range power = styles.cost1 .. skill.power target = styles.cost1 .. skill.target else range = '' power = '' target = '' end effect = styles.effect1 .. skill.effect end if skill.name then v2 = skill.name end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then v2 = sinotrans(skill.namezh, skill.namezhsc) end skillcell = styles.skillc .. v2 end result = result .. skillcell .. cost .. range .. power .. target .. effect end end end elseif gameg == 'majin1' then -- 技能 - 消耗 - 威力 - 範圍 - 對象 - 效果 result = result .. styles.skill .. '技能' .. styles.skillc .. '消耗' .. styles.skillc .. '威力' .. styles.skillc .. '範圍' .. styles.skillc .. '對象' .. styles.skillc .. '效果' for k, v in ipairs(mw.text.split(prop.skills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' then skillcell = '' cost = '' power = '' range = '' target = '' effect = noskill() elseif not skill then skillcell = '' cost = '' power = '' range = '' target = '' effect = noskill(v,gamed) elseif skill then if (k % 2 == 0) then cost = styles.cost2 .. skill.cost power = styles.cost2 .. skill.power range = styles.cost2 .. skill.range target = styles.cost2 .. skill.target effect = styles.effect2 .. skill.effect else cost = styles.cost1 .. skill.cost power = styles.cost1 .. skill.power range = styles.cost1 .. skill.range target = styles.cost1 .. skill.target effect = styles.effect1 .. skill.effect end if skill.name then v = skill.name end skillcell = styles.skill .. v end result = result .. skillcell .. cost .. power .. range .. target .. effect end else -- 技能 - 消耗 - 效果 - 獲取等級 result = result .. styles.skill .. '技能' if not ((gameg == 'smt4' or gameg == 'smt4a') and prop.guest == '1') then result = result .. styles.skillc .. '消耗' .. styles.skillc .. '效果' .. styles.skillc .. '獲取等級' else result = result .. styles.skillc .. '效果' .. styles.skillc .. '獲取等級' end for k1, v1 in ipairs(mw.text.split(prop.skills, '\n')) do -- 「技能表」之後出現的關鍵詞都識別爲「技能名稱」 for k2, v2 in ipairs(mw.text.split(v1 .. '\\', '\\')) do -- 「技能名稱」後,反斜槓後都識別爲「獲取等級」. 當前行第二個反斜槓後內容都無效 if k2 > 2 then break elseif (k2 % 2 == 1) then -- this checks level (false) or skill name (true) divided by the backslash. skill = data.skills[v2] -- now v2 represents skill name. if not skill then alias = data.aliases[v2] if alias then v2 = alias skill = data.skills[v2] end end if v2 == '' then skillcell = '' cost = '' effect = noskill() elseif not skill then skillcell = '' cost = '' effect = noskill(v2,gamed) elseif skill then if gameg == 'smt3' then if skill.cost == 'Convo' then cost = '<abbr title="Active conversational skill without HP or MP cost. Ineffective to Corpus, Haunt, Wilder, Foul, Light-tendency demons, bosses and all enemies in Labyrinth of Amala.">Convo</abbr>' elseif skill.cost == 'Interrupt' then cost = '<abbr title="Interruption skill is only triggered when certain conversational effect occurs.">Interrupt</abbr>' else cost = skill.cost end else cost = skill.cost end if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then if string.match(skill.cost, 'HP') then cost = '<span style="color:' .. getGames.games[gameg].hp2 .. '">' .. skill.cost .. '</span>' -- tints cyan for phys skill elseif string.match(skill.cost, 'SP') then cost = '<span style="color:' .. getGames.games[gameg].mp2 .. '">' .. skill.cost .. '</span>' -- tints pink for magic skill end if skill.cost == 'Auto' or skill.cost == 'Passive' then cost = "自動" end end if skill.smirk then skill.effect = skill.effect .. ' <span style="background:' .. getGames.games[gameg].statb .. ';border-radius:5px;padding:3px">Smirk</span> ' .. skill.smirk end if (k1 % 2 == 0) then cost = styles.cost2 .. cost effect = styles.effect2 .. wikitext(frame, skill.effect) else cost = styles.cost1 .. cost effect = styles.effect1 .. wikitext(frame, skill.effect) end if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then local colour = data.colours['alm'] if skill.spell then colour = data.colours[skill.spell] end local resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. skill.name .. '</span>' if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. sinotrans(skill.namezh, skill.namezhsc) .. '</span>' end skillcell = styles.skill .. resv2 else skillcell = styles.skill .. v2 -- 还没整理完毕数据库的那些先保持不动 end end if not ((gameg == 'smt4' or gameg == 'smt4a') and prop.guest == '1') then result = result .. skillcell .. cost .. effect else result = result .. skillcell .. effect end if skill then result = result .. refer(frame, skill.note) end elseif (k2 % 2 == 0) then -- 标记 反斜槓分隔的 獲取等級 (true) 或 技能名稱 (false) . if v2 == 'i' or v2 == 'I' or v2 == 'Innate' or v2 == 'innate' or v2 == 'default' or v2 == 'Default' or v2 == 'Inherit' -- now v2 represents skill level. then v2 = '自帶' end if (k1 % 2 == 0) then -- 标记 奇偶行 奇 (true) 或 偶 (false) . result = result .. styles.cost2 .. v2 -- 「v2」 表示「技能表」中 反斜槓後的「獲取等級」. else result = result .. styles.cost1 .. v2 end end end end end end result = result .. '\n|}' end if prop.fskills then result = result .. styles.table2 .. styles.h .. 'colspan="5"' if gameg == 'p2is' or gameg == 'p2ep' then result = result .. '|[[人格面具/技能/' .. gamegn .. '#合体技能|' .. styles.spanc .. '特殊組合技能</span>]]' .. styles.skill .. '技能' .. styles.skillc .. '效果' .. styles.skillc .. '排序/技能/人格面具' for k, v in ipairs(mw.text.split(prop.fskills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' then skillcell = '' cost = '' effect = noskill() elseif not skill then skillcell = '' cost = '' effect = noskill(v,gamed) elseif skill then if (k % 2 == 0) then effect = styles.effect2 .. skill.effect else effect = styles.effect1 .. skill.effect end if skill.name then v = skill.name end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then v = sinotrans(skill.namezh, skill.namezhsc) end skillcell = styles.skill .. v cost = styles.order .. skill.cost end result = result .. skillcell .. effect .. cost end elseif gameg == 'p3' then local nameres, cost, effect, pre if not data.skills[prop.fskills] then nameres = '' cost = '' effect = noskill(prop.fskills,gamed) pre = '' fskills = '' else local nam = prop.fskills if data.skills[prop.fskills].name then nam = data.skills[prop.fskills].name end if data.skills[prop.fskills].namezhsc == nil then data.skills[prop.fskills].namezhsc = data.skills[prop.fskills].namezh end if data.skills[prop.fskills].namezh then nam = sinotrans(data.skills[prop.fskills].namezh, data.skills[prop.fskills].namezhsc) end if data.skills[prop.fskills].spell and data.skills[prop.fskills].spell ~= '' then local colour = data.colours[data.skills[prop.fskills].spell] nameres = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. nam .. '</span>' end cost = data.skills[prop.fskills].cost effect = data.skills[prop.fskills].effect pre = data.skills[prop.fskills].pre end result = result .. '|[[人格面具/技能/女神异闻录3#合体技能|' .. styles.spanc .. '組合技能</span>]] <abbr title="僅P3、P3F;P3P使用道具且無需佩帶對應人格面具">*</abbr>' .. styles.skill .. '技能' .. styles.skillc .. '消耗' .. styles.skillc .. '效果' .. styles.skillc .. '<abbr title="僅P3、P3F">先決條件</abbr>' .. styles.skill .. nameres .. styles.cost1 .. cost .. styles.effect1 .. wikitext(frame, effect) .. styles.cost1 .. wikitext(frame, pre) elseif gameg == 'childlight' then result = result .. '|[[List of DemiKids Light/Dark Version Skills#Combos|' .. styles.spanc .. 'Combos</span>]]' .. styles.skill .. 'Combo' .. styles.skillc .. 'Element' .. styles.skillc .. 'Cost' .. styles.skillc .. 'Effect' .. styles.skillc .. 'Partner' for k1, v1 in ipairs(mw.text.split(prop.fskills, '\n')) do for k2, v2 in ipairs(mw.text.split(v1 .. '\\', '\\')) do -- Entry after backslash after skill name is treated as "partner" if k2 > 2 then break elseif (k2 % 2 == 1) then -- this checks partner (false) or skill name (true) divided by the backslash. skill = data.skills[v2] -- now v2 represents skill name. if not skill then alias = data.aliases[v2] if alias then v2 = calias skill = data.skills[v2] end end if v2 == '' then skillcell = '' skille = '' cost = '' effect = noskill() elseif not skill then skillcell = '' skille = '' cost = '' effect = noskill(v2,gamed) elseif skill then skille = skill.element cost = skill.cost effect = skill.effect if (k1 % 2 == 0) then skille = styles.cost2 .. skille cost = styles.cost2 .. cost effect = styles.effect2 .. effect else skille = styles.cost1 .. skille cost = styles.cost1 .. cost effect = styles.effect1 .. effect end if skill.name then v2 = skill.name end skillcell = styles.skill .. v2 end result = result .. skillcell .. skille .. cost .. effect elseif (k2 % 2 == 0) then -- this checks partner (ture) or skill name (false) divided by the backslash. if v2 == '' or not v2 then -- now v2 represents partner. v2 = '' end if (k1 % 2 == 0) then -- this checks even (true) or odd (false) number row. result = result .. styles.cost2 .. v2 -- "v2" represents "partner" within "Skills" parameter on each new line after the backslash. else result = result .. styles.cost1 .. v2 end end end end end result = result .. '\n|}' end if prop.pskills then if gameg == 'smtsj' then result = result .. styles.table2 .. styles.h .. 'colspan=3|D-Source Skills' else result = result .. styles.table2 .. styles.h .. 'colspan=3|[[' .. gamegn .. ' 技能#被动技能|' .. styles.spanc .. '被动技能</span>]]' end result = result .. '\n|-style="border:0"\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|' for k, v in ipairs(mw.text.split(prop.pskills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' or v == '-' or v == '--' then skillcell = '' elseif not skill then skillcell = styles.skill3 .. '"|' .. v else if skill.name then v = skill.name end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then v = sinotrans(skill.namezh, skill.namezhsc) end skillcell = styles.skill3 .. '" title="Cost: ' .. skill.cost .. '; ' .. skill.effect .. '"|' .. v end if (k % 3 == 1) then result = result .. '\n|-' .. skillcell else result = result .. skillcell end end result = result .. '\n|}' end if (gameg == 'smtsj' or gameg == 'desu1' or gameg == 'desu2') and (prop.askills or prop.apskills) then if gameg == 'smtsj' then result = result .. styles.table2 .. styles.h .. 'colspan=3|Item Drops' else result = result .. styles.table2 .. styles.h .. 'colspan=3|List of Auction Skills' end result = result .. '\n|-style="border:0"\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|\n|style="padding:0;width:33%"|' if prop.askills then for k, v in ipairs(mw.text.split(prop.askills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' or v == '-' or v == '--' then skillcell = '' elseif not skill then skillcell = styles.skill3 .. '"|' .. v else if skill.name then v = skill.name end skillcell = styles.skill3 .. '" title="Cost: ' .. skill.cost .. '; ' .. skill.effect .. '"|' .. v end if (k % 3 == 1) then result = result .. '\n|-' .. skillcell else result = result .. skillcell end end end if prop.apskills then for k, v in ipairs(mw.text.split(prop.apskills, '\n')) do skill = data.skills[v] if not skill then alias = data.aliases[v] if alias then v = alias skill = data.skills[v] end end if v == '' or v == '-' or v == '--' then skillcell = '' elseif not skill then skillcell = styles.skill3 .. '"|' .. v else if skill.name then v = skill.name end skillcell = styles.skill3 .. '" title="Cost: ' .. skill.cost .. '; ' .. skill.effect .. '"|' .. v end if (k % 3 == 1) then result = result .. '\n|-' .. skillcell else result = result .. skillcell end end end result = result .. '\n|}' end if gameg == 'p2ep' and prop.unknown then result = result .. styles.table2 .. styles.h .. 'colspan="2"|[[人格面具#潛在能力|' .. styles.spanc .. '潛在能力</span>]]' .. styles.skill prop.unknown = prop.unknown:lower() if prop.unknown == 'attack type' or prop.unknown == 'attack-type' or prop.unknown == 'attack' then result = result .. '攻擊型' .. styles.cost1 .. 'Deals <abbr title="當親和力爲“Great”時">500</abbr> or <abbr title="當親和力爲“Good”時">250</abbr> non-elemental damage to all enemies.' elseif prop.unknown == 'defense type' or prop.unknown == 'defense-type' or prop.unknown == 'defense' then result = result .. '防禦型' .. styles.cost1 .. '<abbr title="當親和力爲“Great”時">Reflects</abbr> or <abbr title="當親和力爲“Good”時">nullifies</abbr> the incoming attack.' elseif prop.unknown == 'assist type' or prop.unknown == 'assist-type' or prop.unknown == 'assist' then result = result .. '支援型' .. styles.cost1 .. '施以 Tarukaja + Makakaja <abbr title="只有當親和力爲“Great”時可用">(或者 + Rakukaja + Samakaja)</abbr>' elseif prop.unknown == 'recovery type' or prop.unknown == 'recovery-type' or prop.unknown == 'recovery' then result = result .. '回覆型' .. styles.cost1 .. 'HP 全回覆 <abbr title="只有當親和力爲“Great”時可用">(or removes ailment in addition)</abbr>.' elseif prop.unknown == 'revival type' or prop.unknown == 'revival-type' or prop.unknown == 'revival' then result = result .. '生還型' .. styles.cost1 .. '以 <abbr title="當親和力爲“Great”時">100%</abbr> or <abbr title="當親和力爲“Good”時">25%</abbr> HP 生還' elseif prop.unknown == 'special type' or prop.unknown == 'special-type' or prop.unknown == 'special' then result = result .. '特殊型' .. styles.cost1 .. '倒地後敵人全滅' end result = result .. '\n|}' end if gameg == 'p5s' and prop.cskills then result = result .. styles.table2 .. styles.h .. 'colspan="3" style="background-color: ' .. getGames.games[gameg].colorb .. ';background: linear-gradient(120deg, ' .. getGames.games[gameg].colorb .. ' 40%, #000 40.1%, #000 41%, #fff 41.1%, #fff 59%, #000 59.1%, #000 60%, ' .. getGames.games[gameg].colorb .. ' 60.1%"|<span style="color:black;text-shadow:-3px 3px 3px #0ff">连携技能表</span>' result = result .. styles.skill .. 'C技模组名' .. styles.skillc .. 'NS/PS键位' .. styles.skillc .. '技能名称' for k1, v1 in ipairs(mw.text.split(prop.cskills, '\n')) do skillcell = '' local v_cnt = 0 for k in string.gmatch(v1, '\\') do v_cnt = v_cnt + 1 end for k2, v2 in ipairs(mw.text.split(v1, '\\')) do if k2 > 1 then skill = data.skills[v2] if not skill then alias = data.aliases[v2] if alias then v2 = alias skill = data.skills[v2] end end if k2 > 2 then skillcell = skillcell .. '<br/>' if k2 % 2 == 0 then skillcell = skillcell .. '\n|-' .. styles.effect1 else skillcell = skillcell .. '\n|-' .. styles.effect2 end end if v2 == '' or v2 == '-' or v2 == '--' then skillcell = skillcell .. ' - ' elseif not skill then skillcell = skillcell .. '<span style="color:red;font-weight:bold;font-size:1.2em">技能名称「' .. v2 .. '」不存在,请检查拼写或补录数据库。</span>' else if skill.name then v2 = skill.name end if not skill.namezhsc then skill.namezhsc = skill.namezh end if skill.namezh and skill.namezh ~= '' then v2 = sinotrans(skill.namezh, skill.namezhsc) end local colour = data.colours['alm'] if skill.spell then colour = data.colours[skill.spell] end local resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. v2 .. '</span>' if not skill.namezhsc then skill.namezhsc = skill.namezh end if skill.namezh and skill.namezh ~= '' then resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. sinotrans(skill.namezh, skill.namezhsc) .. '</span>' end skillcell = skillcell .. resv2 end else v2 = v2:upper() if not v2 then v2 = '' end local ca = data.cattacks[v2] result = result .. styles.skill2 .. 'rowspan="' .. v_cnt .. '"|' .. v2 .. styles.cost3 .. 'rowspan="' .. v_cnt .. '"|' .. ca.buttons .. styles.effect1 end end result = result .. skillcell end result = result .. '\n|}' end if gameg == 'childlight' and prop.power ~= '' then local pelement, peffect if not data.skills[prop.power] then prop.power = noskill(prop.power,gamed) pelement = '' peffect = '' else pelement = styles.cost1 .. data.skills[prop.power].element peffect = styles.effect1 .. data.skills[prop.power].effect prop.power = styles.skill .. prop.power end result = result .. styles.table2 .. styles.h .. 'colspan=3|[[List of ' .. gamegn .. ' Skills##Powers|' .. styles.spanc .. 'Power</span>]]\n|-' .. styles.skill .. 'Power' .. styles.skillc .. 'Type' .. styles.skillc .. 'Effect' .. prop.power .. pelement .. peffect .. '\n|}' end if (gameg == 'desu1' or gameg == 'desu2') and (prop.quote or prop.profile) then result = result .. styles.table2 if prop.quote then result = result .. styles.quote .. 'font-style:italic"|' .. string.gsub(prop.quote, '!!', '‼') end if prop.profile then result = result .. '\n|-' .. styles.quote .. 'font-style:italic"|' .. string.gsub(prop.profile, '!!', '‼') end result = result .. '\n|}' end if game == 'smtsj' and prop.profile then result = result .. styles.table2 .. styles.h .. '|Password' .. styles.quote .. 'font-weight:bold;font-family:Courier New,sans-serif;font-size:1.6em"|' .. prop.profile .. '\n|}' end result = result .. '\n|}' return result end -- 技能條渲染模块 p.row = makeInvokeFunction('_row') function p._row(args) local row = args[1] local game = args[2] local code = args[3] if not code or code == '' then return '' end local level = args[4] if not level then level = '' end if level == 'i' or level == 'I' or level == 'innate' or level == 'default' or level == 'Default' then level = 'Innate' end local data = require('Module:Psk/' .. game) skill = data.skills[code] if not skill then alias = data.aliases[code] if alias then code = alias skill = data.skills[code] else return noskill(code,game) end end if skill.name then code = skill.name end if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then code = sinotrans(skill.namezh, skill.namezhsc) end local skillcell = styles.skill .. code local cost = skill.cost if game == 'SMT3' then cost = '<abbr title="Active conversational skill without HP or MP cost. Ineffective to Corpus, Haunt, Wilder, Foul, Light-tendency demons, bosses and all enemies in Labyrinth of Amala.">Convo</abbr>' elseif skill.cost == 'Interrupt' then cost = '<abbr title="Interruption skill is only triggered when certain conversational effect occurs.">Interrupt</abbr>' end local cost1 = '\n||' .. cost local cost2 = styles.cost2 .. cost local effect1 = styles.effect1 .. skill.effect local effect2 = styles.effect2 .. skill.effect local order = styles.order .. skill.cost local element1, element2 if skill.element then element1 = '\n||' .. skill.element or '' element2 = styles.cost2 .. skill.element or '' end local level1, level2 if skill.pre then level1 = '\n||' .. skill.pre level2 = styles.cost2 .. skill.pre elseif level == '' then level1 = '\n||' level2 = styles.cost2 elseif level then level1 = '\n||' .. level level2 = styles.cost2 .. level end local result if row == 'r01' then result = skillcell .. effect1 -- 奇数行 for enemy whose skill cost is irrelevant. elseif row == 'r02' then result = skillcell .. effect2 -- 偶数行 for enemy whose skill cost is irrelevant. elseif row == 'r11' then if game == 'SMT3' and skill.phy then result = skillcell .. styles.effect1p .. skill.effect -- 奇数行 for enemy whose physical skills cost no HP. else result = skillcell .. cost1 .. effect1 -- 奇数行 for demon which does not learn new skill on level gain. end elseif row == 'r12' then if game == 'SMT3' and skill.phy then result = skillcell .. styles.effect2p .. skill.effect -- 偶数行 for enemy whose physical skills cost no HP. else result = skillcell .. cost2 .. effect2 -- 偶数行 for demon which does not learn new skill on level gain. end elseif row == 'r21' then result = skillcell .. cost1 .. effect1 .. level1 -- 奇数行 for demon/persona which learn new skill on level gain. elseif row == 'r22' then result = skillcell .. cost2 .. effect2 .. level2 -- 偶数行 for demon/persona which learn new skill on level gain. elseif row == 'r31' then result = skillcell .. effect1 .. level1 -- 奇数行 for guest who learn new skill on level gain. elseif row == 'r32' then result = skillcell .. effect2 .. level2 -- 偶数行 for guest who learn new skill on level gain. elseif row == 'p12' then result = styles.skill .. level .. styles.skillc .. code .. effect1 -- P1、P2專用. elseif row == 'rf' then result = skillcell .. effect1 .. order -- 多個人格面具 fusion spell 組合技能 專用行. elseif row == 'dk1' then result = skillcell .. element1 .. cost1 .. effect1 -- 奇数行 DemiKids 技能表 專用. elseif row == 'dk2' then result = skillcell .. element2 .. cost2 .. effect2 -- 偶数行 DemiKids 技能表 專用. elseif row == 'dkc1' then result = skillcell .. level1 .. element1 .. cost1 .. effect1 -- 奇数行 DemiKids 組合 技能表. elseif row == 'dkc2' then result = skillcell .. level2 .. element2 .. cost2 .. effect2 -- 偶数行 DemiKids 組合 技能表. elseif row == 'dkp' then result = skillcell .. element2 .. effect2 -- row for DemiKids powers. else result = '<strong style="color:red;font-size:150%">Invalid parameter 1 of ' .. '"' .. row .. '".</strong>' .. cate('人格面具/技能/未识别的技能') end return result end -- 技能羅列表格格式渲染模块 p.allskill = makeInvokeFunctionWithFrame('_allskill') function p._allskill(frame, args) local game = args[1] or args.game or args.Game or '' game = game:lower() if args.FES then game = 'p3f' end if args.P3P then game = 'p3p' end if args.P4G then game = 'p4g' end if args.P5R then game = 'p5r' end if args.P5S then game = 'p5s' end local gameg -- 遊戲的總樣式 if getGames.games[game].fallback then gameg = getGames.games[game].fallback -- 遊戲對應序號作 else gameg = game end local gamen = getGames.games[game].name -- 遊戲全名 local gamegn = getGames.games[gameg].name -- 遊戲對應序號作全名 local gamed if gameg then gamed = gameg:upper() end local spl = args[2] or args.spell or args.Spell or '' local data data = require('Module:Psk/' .. gamed) local skillzh, skillcell, skille, cost, effect, pre, range, power, target local result = '{|class="wikitable sortable" style="margin:0;border-spacing:1px"' result = result .. styles.skill .. '技能名称' .. styles.skillc .. '消耗' .. styles.skillc .. '效果' if spl == 'fusion' then result = result .. styles.skillc .. '先决条件' end local datap = {} for k, v in pairs(data.skills) do if v.id then -- 没有ID则不显示 if spl == 'fusion' then if v.id > 2000 then table.insert(datap, v) end elseif spl == 'other' then if v.id > 1000 and v.id < 2000 then table.insert(datap, v) end else if v.spell == spl and v.id < 1000 then table.insert(datap, v) end end end end comp = function(a, b) if a.id == nil or b.id == nil then return false end if a.id == b.id then return false end return a.id < b.id end table.sort(datap, comp) for k, skill in pairs(datap) do cost = skill.cost if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' or gameg == 'p5r' or gameg == 'p5s' then if string.match(skill.cost, 'HP') then cost = '<span style="color:' .. getGames.games[gameg].hp2 .. '">' .. skill.cost .. '</span>' -- tints cyan for phys skill elseif string.match(skill.cost, 'SP') then cost = '<span style="color:' .. getGames.games[gameg].mp2 .. '">' .. skill.cost .. '</span>' -- tints pink for magic skill end if skill.cost == 'Auto' or skill.cost == 'Passive' then cost = "自動" end end if skill.smirk then skill.effect = skill.effect .. ' <span style="background:' .. getGames.games[gameg].statb .. ';border-radius:5px;padding:3px">Smirk</span> ' .. skill.smirk end if (k % 2 == 0) then cost = styles.cost2 .. cost effect = styles.effect2 .. wikitext(frame, skill.effect) if skill.pre then pre = styles.effect2 .. wikitext(frame, skill.pre) end else cost = styles.cost1 .. cost effect = styles.effect1 .. wikitext(frame, skill.effect) if skill.pre then pre = styles.effect1 .. wikitext(frame, skill.pre) end end if skill.name == nil then skill.name = ' ? ' end local colour = data.colours['alm'] if skill.spell then colour = data.colours[skill.spell] end local resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. skill.name .. '</span>' if skill.namezhsc == nil then skill.namezhsc = skill.namezh end if skill.namezh ~= nil and skill.namezh ~= '' then resv2 = '<span style="background:' .. colour.bg .. ';color:' .. colour.fg ..'">[[File:' .. colour.pic ..'|30px|link=]] ' .. sinotrans(skill.namezh, skill.namezhsc) .. '</span>' end skillcell = '\n|-\n!style="background:#eaecf0" data-sort-value="' .. skill.name .. '"|' .. resv2 result = result .. skillcell .. cost .. effect if skill.note then result = result .. refer(frame, skill.note) end if spl == 'fusion' then result = result .. pre end end return result .. '\n|}' end return p