Sem resumo de edição Etiqueta: sourceedit |
Sem resumo de edição Etiqueta: sourceedit |
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Linha 1 435: | Linha 1 435: | ||
result = result .. styles.table2 .. styles.h .. 'colspan=4|Summon Information\n|-' |
result = result .. styles.table2 .. styles.h .. 'colspan=4|Summon Information\n|-' |
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if prop.material then |
if prop.material then |
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− | result = result .. styles.skill .. '[[Carta Material|' .. styles.spanc .. 'Carta Material</span>]]' .. styles.effect1 .. '[[File:Material_Card_Icon_(P2ISP).png|alt=|link=]] |
+ | result = result .. styles.skill .. '[[Carta Material|' .. styles.spanc .. 'Carta Material</span>]]' .. styles.effect1 .. 'Carta [[File:Material_Card_Icon_(P2ISP).png|alt=|link=]] <span style="color:yellow;font-weight:bold">' .. prop.material .. '</span>' |
end |
end |
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if prop.card then |
if prop.card then |
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− | result = result .. styles.skillc .. '[[Carta de Tarô|' .. styles.spanc .. 'Cartas de Tarô</span>]]' .. styles.effect1 .. ' |
+ | result = result .. styles.skillc .. '[[Carta de Tarô|' .. styles.spanc .. 'Cartas de Tarô</span>]]' .. styles.effect1 .. '<span style="color:yellow;font-weight:bold">' .. prop.card .. ' [[File:Tarot_Card_Symbol_2.png|alt=|link=]] ' .. prop.arcana .. '</span> Cartas' |
end |
end |
||
local effect1 |
local effect1 |
Edição das 21h34min de 7 de abril de 2017
A documentação para este módulo pode ser criada em Módulo:Skills/sandbox/doc
--<pre> local getArgs = require('Module:Arguments').getArgs local getGames = require('Module:Gamedata') local p = {} local function makeInvokeFunction(funcName) -- makes a function that can be returned from #invoke, using -- [[Module:Arguments]]. return function (frame) local args = getArgs(frame, {parentOnly = true}) return p[funcName](args) end end local styles = { ['skill'] = '\n|-\n!style="background:#000;color:#fff"|', ['skillc'] = '\n!style="background:#000;color:#fff"|', ['skill3'] = '\n!style="background:#000;color:#fff;', ['skill3m'] = '\n!style="background:transparent"|', ['cost1'] = '\n|style="background:#222"|', ['cost2'] = '\n|style="background:#282828"|', ['effect1'] = '\n|style="background:#222;text-align:left;padding-left:5px"|', ['effect2'] = '\n|style="background:#282828;text-align:left;padding-left:5px"|', ['effect1p'] = '\n|colspan=2 style="background:#222;text-align:left;padding-left:5px"|', ['effect2p'] = '\n|colspan=2 style="background:#282828;text-align:left;padding-left:5px"|', ['order'] = '\n|style="background:#000;color:#fff;text-align:left;padding-left:5px"|', ['table2h'] = '\n{|width="100%" class="customtable ', ['table2'] = '\n{|width="100%" class="customtable"', ['table2b'] = '\n{|cellpadding=0 cellspacing=0 style="width:100%;background:transparent" ', ['statlow'] = '\n|style="background:#000;color:#fff"|', ['statlow2'] = '\n|style="background:#fff;color:#000"|', ['statlow3'] = '\n|style="background:#000;', ['quote'] = '\n|-\n|style="background:#000;color:#fff;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="Drena"|Dr' elseif v == '.5dr' or v == '.5ab' or v == '50dr' or v == '50ab' or v == 'dr50' or v == 'ab50' then v = 'color:lime" title="Drena 50%"|<span style="color:white">½</span>Dr' elseif v == '2dr' or v == '2ab' then v = 'color:lime" title="Drena em Dobro"|<span style="color:white">2×</span>Dr' elseif v == 'rp' or v == 'rf' then v = 'color:cyan" title="Reflete"|Rf' elseif v == '.5rp' or v == '.5rf' or v == '50rp' or v == '50rf' or v == 'rp50' or v == 'rf50' then v = 'color:cyan" title="Reflete 50%"|<span style="color:white">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="Reflete 150%"|<span style="color:white">1.5×</span>Rf' elseif v == '2rp' or v == '2rf' then v = 'color:cyan" title="Reflete em Dobro"|<span style="color:white">2×</span>Rf' elseif tonumber(v) == 0 then v = 'color:white" title="Anula"|Anu' elseif tonumber(v) == 1 then v = '" title="Normal"| -' elseif tonumber(v) < 1 then v = 'color:teal" title="Resiste"|' .. frac((tonumber(v) * denominator),denominator) elseif tonumber(v) > 2 then v = 'color:red" title="Fraco"|' .. v .. '×' elseif tonumber(v) > 1.3 then if game == 'smt1' or game == 'smt2' or game == 'smtif' then v = 'color:orange" title="Vulnerável"|' .. v .. '×' else v = 'color:red" title="Fraco"|' .. v .. '×' end elseif tonumber(v) > 1.1 then v = 'color:orange" title="Vulnerável"|' .. v .. '×' end return styles.statlow3 .. v end local function cate(catename) if mw.title.getCurrentTitle():inNamespace('') then return '[[Category:' .. catename .. ']]' else return '' end end local function noskill(skill,gamed) local result = '\n|-\n!colspan=5 style="background:#300;width:600px"|<strong style="color:red;font-size:150%">' if skill and gamed then result = result .. 'Invalid skill name of "' .. skill .. '". You may correct the skill name or modify [[module:Skills/' .. gamed .. ']] if needed' else result = result .. 'No empty line or empty skill name is allowed. You should either remove the empty line or add some proper skill name' end return result .. '.</strong>' .. cate('Articles with unrecognizable skill name for Module:Skills') .. '\n|-style="display:none"\n' end local race_names = { --Gods ['Deity'] = { 'Deity', 'Demon God', }, ['Megami'] = { 'Megami', 'Goddess', }, ['Amatsu'] = { 'Amatsu', 'Heavenly God', 'Tenjin', }, ['Enigma'] = { 'Enigma', }, ['Entity'] = { 'Entity', 'Geist', }, ['Godly'] = { 'Godly', 'Godly Spirit', }, ['Soshin'] = { 'Soshin', }, ['Chaos'] = { 'Chaos', linkdab=true, }, --Guardians ['Tenma'] = { 'Tenma', }, ['Fury'] = { 'Fury', 'Destroyer', 'Omega', }, ['Lady'] = { 'Lady', 'Earth Mother', }, ['Kunitsu'] = { 'Kunitsu', 'Nation Ruler', 'Chigi', }, ['Kishin'] = { 'Kishin', 'Guardian', }, ['Vile'] = { 'Vile', }, ['Reaper'] = { 'Reaper', linkdab=true, }, ['Shinshou'] = { 'Shinshou', }, ['Wargod'] = { 'Wargod', }, ['Zealot'] = { 'Zealot', linkdab=true, }, --Aerials ['Herald'] = { 'Herald', 'Seraph', 'Hallel', }, ['Divine'] = { 'Divine', }, ['Fallen'] = { 'Fallen', 'Fallen Angel', 'Futenshi', }, --Birds ['Avian'] = { 'Avian', }, ['Flight'] = { 'Flight', 'Wild Bird', }, ['Raptor'] = { 'Raptor', }, --Dragons ['Dragon'] = { 'Dragon', 'Dragon God', }, ['Snake'] = { 'Snake', 'Dragon King', }, ['Drake'] = { 'Drake', 'Evil Dragon', }, ['Hiryu'] = { 'Hiryu', }, --Beasts ['Avatar'] = { 'Avatar', 'Godly Beast', }, ['Holy'] = { 'Holy', 'Holy Beast', }, ['Beast'] = { 'Beast', }, ['Wilder'] = { 'Wilder', }, ['UMA'] = { 'UMA', }, ['Kaijuu'] = { 'Kaijuu', }, --Onis ['Touki'] = { 'Touki', }, ['Brute'] = { 'Brute', }, ['Jirae'] = { 'Jirae', 'Earth Spirit', }, ['Femme'] = { 'Femme', 'Joma', }, ['Jaki'] = { 'Jaki', 'Evil Demon', }, ['Akuma'] = { 'Akuma', }, ['Shinoma'] = { 'Shinoma', }, ['Henii'] = { 'Henii', catename=false, }, --Magicas ['Tyrant'] = { 'Tyrant', 'Demon Lord', }, ['Genma'] = { 'Genma', 'Demigod', }, ['Fairy'] = { 'Fairy', }, ['Yoma'] = { 'Yoma', }, ['Night'] = { 'Night', 'Nocturne', }, ['Shin Akuma'] = { 'Shin Akuma', }, --Vegetations ['Tree'] = { 'Tree', }, ['Wood'] = { 'Wood', }, ['Jusei'] = { 'Jusei', }, --Elementals ['Element'] = { 'Element', 'Prime', }, ['Mitama'] = { 'Mitama', }, --Evil Spirits ['Haunt'] = { 'Haunt', }, ['Spirit'] = { 'Spirit', 'Jarei', }, ['Undead'] = { 'Undead', 'Grave' }, --Humans ['Human'] = { 'Human', }, ['Gaean'] = { 'Gaean', 'Gaian', link='Ring of Gaea', catename='Ring of Gaea', }, ['Messian'] = { 'Messian', link='Order of Messiah', catename='Order of Messiah', }, ['Summoner'] = { 'Summoner', link='Devil Summoner (race)', }, ['Kyojin'] = { 'Kyojin', }, ['Shinja'] = { 'Ishtar Shinja', 'Bael Shinja', }, ['Meta'] = { 'Meta', }, ['Ranger'] = { 'Ranger', }, ['Hero'] = { 'Hero', }, ['General'] = { 'General', }, ['Therian'] = { 'Therian', }, ['Foreigner'] = { 'Foreigner', }, ['Fiend'] = { 'Fiend', }, --Fouls ['Foul'] = { 'Foul', }, ['Vermin'] = { 'Vermin', }, ['Demonoid'] = { 'Demonoid', }, ['Rumor'] = { 'Rumor', }, ['Karma'] = { 'Karma', link='Karma (race)', }, --Machine ['Machine'] = { 'Machine', 'Device' }, ['Virus'] = { 'Virus', exclusive='#Virus and Vaccine', }, ['Vaccine'] = { 'Vaccine', exclusive='#Virus and Vaccine', }, --Unclassified ['Zoma'] = { 'Zoma', }, ['Fake'] = { 'Fake', }, ['Famed'] = { 'Famed', }, ['Suiyou'] = { 'Suiyou', }, ['Nymph'] = { 'Nymph', }, ['Food'] = { 'Food', }, --Enemy-exclusive ['Horde'] = { 'Horde', catename=false, }, ['Yuiitsukami'] = { 'Yuiitsukami', exclusive='Yuiitsukami / Kami', catename=false, }, ['Kami'] = { 'Kami', exclusive='Yuiitsukami / Kami', catename=false, }, ['Himitsu'] = { 'Himitsu', exclusive='Himitsu', catename=false, }, ['Teacher'] = { 'Teacher', exclusive='Kyoushi and Kaizou Kyoushi', catename=false, }, ['Demon God Emperor'] = { 'Demon God Emperor', 'Majinou', 'Majin Ou', 'Majinō', 'Majinnou', 'Majinnō', exclusive='Majinou / Demon God Emperor', catename=false, }, ['Boutoko'] = { 'Boutoko', exclusive='Boutoko / Violent Guy', catename=false, }, ['Corpus'] = { 'Corpus', link='Manikin', catename=false, }, ['Zoa'] = { 'Zoa', exclusive='Bunrei / Zoa', }, ['Light'] = { 'Light', exclusive='Mujinkou / Light', catename=false, }, ['Devil'] = { 'Devil', exclusive='Daimaou / Devil', catename=false, }, ['Archaic'] = { 'Archaic', exclusive='Archaic', catename=false, }, ['King'] = { 'King', exclusive='King', catename=false, }, ['Koki'] = { 'Koki', exclusive='Koki', catename=false, }, ['Great'] = { 'Great', exclusive='Great', catename=false, }, ['Awake'] = { 'Awake', exclusive='Awake and Soil', catename=false, }, ['Soil'] = { 'Soil', exclusive='Awake and Soil', catename=false, }, ['Judge'] = { 'Judge', exclusive='Judge and Pillar', catename=false, }, ['Pillar'] = { 'Pillar', exclusive='Judge and Pillar', catename=false, }, ['Mother'] = { 'Mother', exclusive='Mother and Empty', catename=false, }, ['Empty'] = { 'Empty', exclusive='Mother and Empty', catename=false, }, ['Onmyo'] = { 'Onmyo', exclusive='Onmyo', catename=false, }, ['God'] = { 'God', exclusive='Bonten / God', catename=false, }, ['Bel'] = { 'Bel', link='King of Bel', catename=false, }, ['Star'] = { 'Star', link='Septentriones', }, ['Energy'] = { 'Energy', exclusive='Jiryuu / Energy', catename=false, }, ['King Abaddon'] = { 'King Abaddon', catename=false, }, ['Fukoshi'] = { 'Fukoshi', catename=false, }, ['Locust'] = { 'Locust', 'Soldier Bug', link='Soldier Bug', catename=false, }, ['Tokyogami'] = { 'Tokyogami', exclusive='Tokyogami', catename=false, }, ['Rebel God'] = { 'Rebel God', exclusive='Rebel God', catename=false, }, } 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('Raça Element') elseif race == 'Spirit' then result = '[[Mitama|Spirit]]' .. cate('Raça Mitama') 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('Raça Fiend') elseif race == 'Pyro' or race == 'Frost' or race == 'Volt' or race == 'Vento' 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('Raça Yoma') else result = '[[Therian]]' .. cate('Raça Therian') end elseif race == 'Ghost' then if game == 'sh' or game == 'smtds' then result = '[[Ghost (race)|Ghost]]' .. cate('Raça Ghost') else result = '[[Haunt|Ghost]]' .. cate('Raça Haunt') end elseif race == 'Cyber' then if game == 'smt4' then result = '[[Machine|Cyber]]' .. cate('Raça Machine') else result = '[[Raça Exclusiva do Inimigo#Denrei / Cyber|Cyber]]' end elseif race == 'Star 2' then result = '[[Triangulum|Star]]' .. cate('Raça Star') end for k, v in pairs(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('Raça ' .. k) end end end end if not result then return race end return result end 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('Demônios de ' .. gamen) end return result end local function bossdemoncat(boss,gamen) local result if boss then result = cate('Chefes de ' .. game) else result = cate('Demônios de ' .. gamen) end return result end local function getArcana(arcana,game,gamen) local result if not arcana or arcana == '' or arcana == '-' or arcana == 'Unclassified' or arcana == 'None' or arcana == 'none' then result = '-' elseif arcana == 'Coin' or arcana == 'Coins' then result = '[[Suit of Coins|Coin]]' .. cate('Coin Arcana') elseif arcana == 'Pentacle' then result = '[[Suit of Coins|Pentacle]]' .. cate('Coin Arcana') elseif arcana == 'Sword' or arcana == 'Swords' then result = '[[Suit of Swords|Sword]]' .. cate('Sword Arcana') elseif arcana == 'Cup' or arcana == 'Cups' then result = '[[Suit of Cups|Cup]]' .. cate('Cup Arcana') elseif arcana == 'Wand' or arcana == 'Wands' then result = '[[Suit of Wands|Wand]]' .. cate('Wand Arcana') elseif arcana == 'Rod' then result = '[[Suit of Wands|Rod]]' .. cate('Wand Arcana') elseif arcana == 'Rumor' then result = '[[Rumor]] [[Lista de Rumores de ' .. gamen .. '|*]]' .. cate('Rumor Demon') elseif arcana == 'Taurus' or arcana == 'Aquarius' or arcana == 'Leo' or arcana == 'Scorpio' or arcana == 'Masquerade' then result = '[[Masked Circle|' .. arcana .. ']]' .. cate('Masked Circle') elseif arcana == 'Reich' then result = '[[Last Battalion|' .. arcana .. ']]' elseif arcana == 'Grave' or arcana == 'Zonbie' or arcana == 'Zombie' then result = '[[Undead|' .. arcana .. ']]' .. cate('Undead Race') elseif arcana == 'Human' then result = '[[Human]]' .. cate('Human Race') elseif arcana == 'Machine' then result = '[[Machine]]' .. cate('Machine Race') else result = '[[' .. arcana .. ' Arcana|' .. arcana .. ']]' .. cate(arcana .. ' Arcana') end return result end local function bar(color,stat,ratio,cap,stat2,old,new) -- ratio is the length (in pixel) of each point. Cap times ratio equals max length of the stat bar. 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|Inherit\n|-' elseif stat2 then return stat_st .. '\n|style="border-radius:10px;background-color:#000;background:linear-gradient(90deg, #2c2a46, #000);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, #2c2a46, #000);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 local function get_prop(args) local prop = {} for k, v in pairs(require('Module: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 p.stats = makeInvokeFunction('_stats') function p._stats(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.BR or args.RB then game = 'desu2rb' end if args.DC then game = '20xxdc' end if args.TMSFE then game = 'tmsfe' end local gameg -- Game general style if getGames.games[game].fallback then gameg = getGames.games[game].fallback -- e.g. 'p3f' and 'p3p' will fall back to 'p3' if applicable. else gameg = game end local gamen = getGames.games[game].name -- Full game name local gamegn = getGames.games[gameg].name -- e.g. 'Persona 3 FES' will fall back to 'Persona 3' if applicable. 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:Skills/' .. 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="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:11px;font-family:monospace;letter-spacing:-1px;line-height:' styles.bard = '\n|style="text-align:right;padding:0 3px" ' styles.bard1 = styles.bard .. 'width=12px|' styles.bard2 = styles.bard .. 'width=17px|' local result = '{|align="center" style="min-width:650px;text-align:center; background: #222; border:2px solid ' .. getGames.games[gameg].colorb .. '; border-radius:10px; font-size:75%; font-family:verdana;"\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 == '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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Custo de MAG por 10 Passos"|<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 .. '|Força' .. styles.h .. '|Inteligência' .. styles.h .. '|Hit' .. styles.h .. '|Agilidade' .. styles.h .. '|Defesa' .. styles.h .. '|[[Daimakyuu|' .. styles.spanc .. 'Local</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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Custo de MAG por 10 Passos"|<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="Número aparecendo em batalha"|<abbr>Formações</abbr>' .. styles.h .. '|[[Magnetite|' .. styles.spanc .. 'MAG]]' .. styles.h .. '|[[Macca|' .. styles.spanc .. 'Macca</span>]]' .. styles.h .. '|[[List de Itens de Megami Tensei II|' .. 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 .. '|Inteligência' .. styles.h .. '|Ataque' .. styles.h .. '|Agilidade' .. styles.h .. '|Sorte' .. styles.h .. '|Defesa\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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Vitalidade"|VIT' .. styles.h .. 'title="Intelecto"|INT' .. styles.h .. 'title="Força"|STR' .. styles.h .. 'title="Velocidade"|SPD' .. styles.h .. 'title="Sorte"|LUC' .. styles.h .. 'title="Defesa"|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="Custo de MAG por 10 passos"|<abbr>CP</abbr>' .. styles.h .. 'title="Número de Ataques"|<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 .. 'Local</span>]]' elseif game == 'kmt2' then result = result .. '|[[Lista de Itens de Megami Tensei II|' .. 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|' .. styles.table2 .. styles.h .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|[[Tendência|' .. styles.spanc .. 'Tendência</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="Custo de MAG por 10 passos"|<abbr>CP</abbr>' end result = result .. styles.h .. 'title="Número de Ataques"|<abbr>NOA</abbr>' .. styles.h .. 'title="Poder de Ataque Físico"|ATK' .. styles.h .. 'title="Precisão do Ataque Físico"|ACC' .. styles.h .. 'title="Defesa"|DEF' .. styles.h .. 'title="Evasão"|EVA' .. styles.h .. 'title="Poder de Ataque Mágico"|M.ATK' .. styles.h .. 'title="Taxa de Acerto Mágico"|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="Força"|St' .. styles.bard1 .. bar(styles.barc,prop.str,4,40) .. styles.barh .. 'title="Inteligência"|In' .. styles.bard1 .. bar(styles.barc,prop.int,4,40) .. styles.barh .. 'title="Magia"|Ma' .. styles.bard1 .. bar(styles.barc,prop.magic,4,40) .. styles.barh .. 'title="Vitalidade"|Vi' .. styles.bard1 .. bar(styles.barc,prop.vit,4,40) .. styles.barh .. 'title="Agilidade"|Ag' .. styles.bard1 .. bar(styles.barc,prop.agl,4,40) .. styles.barh .. 'title="Sorte"|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 .. '|Elemento' .. styles.h .. '|Wild Effects' .. cate('Magatama') styles.barc = getGames.games[gameg].statb2 else result = result .. '|[[Raça e Espécies|<span style="color:#fff">Raça</span>]]' .. bossdemoncat(prop.boss,gamen) .. styles.h .. 'width=9%|Level' .. 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 .. '319px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,6,40) .. styles.barh .. '|Magia' .. styles.bard2 .. bar(styles.barc,prop.magic,6,40) .. styles.barh .. '|Vitalidade' .. styles.bard2 .. bar(styles.barc,prop.vit,6,40) .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,6,40) .. styles.barh .. '|Sorte' .. 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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|[[Tendência|' .. styles.spanc .. 'Tendência</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Growth' .. styles.h .. '|Herda' .. styles.h .. 'title="Força"|St' .. styles.h .. 'title="Magia"|Ma' .. styles.h .. 'title="Vitalidade"|Vi' .. styles.h .. 'title="Inteligência"|In' .. styles.h .. 'title="Velocidade"|Sp' .. styles.h .. 'title="Sorte"|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="Curto Alcance"|<abbr>Close</abbr>' .. styles.h .. 'title="Longo Alcance"|<abbr>Long</abbr>' .. styles.h .. '|Spell' .. styles.h .. '|Support' .. styles.h .. 'title="Defesa Física"|P.Def' .. styles.h .. 'title="Defesa Mágica"|M.Def' .. styles.h .. '|Crítico' .. styles.h .. 'title="Critical Defesa"|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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|[[Tendência|' .. styles.spanc .. 'Tendência</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 .. '312px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard1 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Magia' .. styles.bard1 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|Vitalidade' .. styles.bard1 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|Agilidade' .. styles.bard1 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. styles.bard1 .. bar(styles.barc,prop.luc,2.4,99) .. '\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 .. '|[[Raça e Espécies|<span style="color:#fff">Raça</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 .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,1.5,200) .. styles.barh .. '|Destreza' .. styles.bard2 .. bar(styles.barc,prop.dex,1.5,200) .. styles.barh .. '|Magia' .. styles.bard2 .. bar(styles.barc,prop.magic,1.5,200) .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,1.5,200) .. styles.barh .. '|Sorte' .. 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.pierce then prop.pierce = '-' 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 .. 'title="Físico"|[[File:PhysIcon_SMTIV.png|alt=Físico|Físico|link=Habilidades Físicas]] Físico' .. styles.h .. 'title="Arma de Fogo"|[[File:GunIcon2.png|alt=Arma de Fogo|Arma de Fogo|link=Habilidades de Arma de Fogo]] Arma de Fogo' .. styles.h .. 'title="Fogo"|[[File:FireIcon_SMTIV.png|alt=Fogo|Fogo|link=Habilidades de Fogo]] Fogo' .. styles.h .. 'title="Gelo"|[[File:IceIcon_SMTIV.png|alt=Gelo|Gelo|link=Habilidades de Gelo]] Gelo' .. styles.h .. 'title="Eletricidade"|[[File:ElecIcon_SMTIV.png|alt=Eletricidade|Eletricidade|link=Habilidades Elétricas]] Elec' .. styles.h .. 'title="Força"|[[File:ForceIcon.png|alt=Força|Força|link=Habilidades de Vento]] Força' .. styles.h .. 'title="Luz"|[[File:ExpelIcon_SMTIV.png|alt=Luz|Luz|link=Habilidades de Expel]] Luz' .. styles.h .. 'title="Trevas"|[[File:CurseIcon_SMTIV.png|alt=Trevas|Trevas|link=Habildiades de Morte]] Trevas\n|-\n' .. statlow .. prop.phys .. statlow .. prop.pierce .. 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=150px title="Todos inimigos e aliados convidados são imunes ao status '.."'Lost'"..'"|<abbr>' if prop.almres ~= '' then result = result .. 'Outro' else result = result .. 'Resistente' end result = result .. ' Condições</abbr>' .. styles.order .. prop.almres .. prop.res .. '\n|}' .. styles.table2 .. styles.h .. 'width=110px|Ataque Normal' .. 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|[[Lista de Itens de ' .. gamegn .. '|' .. 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.fusion then result = result .. styles.table2 .. styles.h .. 'width=100px|[[Special fusion#' .. gamegn .. '|' .. styles.spanc .. 'Special fusion</span>]]' .. styles.order .. prop.fusion .. '\n|}' end if prop.specialty then result = result .. styles.table2 .. styles.h .. 'width=110px|[[Afinidades de Habilidade|<span style="color:#000">Afinidades</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=Físico|Físico|Físico=Habilidades Físicas]] Físico', ['gun'] = '[[File:GunIcon2.png|alt=Arma de Fogo|Arma de Fogo|link=Habilidades de Arma de Fogo]] Arma de Fogo', ['fogo'] = '[[File:FireIcon_SMTIV.png|alt=Fogo|Fogo|link=Habilidade de Fogo]] Fogo', ['gelo'] = '[[File:IceIcon_SMTIV.png|alt=Gelo|Gelo|link=Habilidades de Gelo]] Gelo', ['elec'] = '[[File:ElecIcon_SMTIV.png|alt=Eletricidade|Eletricidade|link=Habilidades Elétricas]] Eletricidade', ['force'] = '[[File:ForceIcon.png|alt=Força|Força|link=Habilidades de Vento]] Força', ['light'] = '[[File:ExpelIcon_SMTIV.png|alt=Luz|Luz|link=Habilidades de Expel]] Luz', ['dark'] = '[[File:CurseIcon_SMTIV.png|alt=Trevas|Trevas|link=Habilidades de Morte]] Trevas', ['almighty'] = '[[File:AlmightyIcon_SMTIV.png|alt=Onipotente|Onipotente|link=Habilidades Onipotentes]] Onipotente', ['ailment'] = '[[File:AilmentIcon_SMTIV.png|alt=Status Negativo|Status Negativo|link=Habilidades de Status Negativos]] Status Negativo', ['heal'] = '[[File:HealIcon_SMTIV.png|alt=Cura|Cura|link=Habilidades de Cura]] Cura', ['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="Número de Ataques"|NOA' .. styles.h .. 'title="Defesa"|DEF' else result = result .. styles.h .. 'title="Poder de Ataque"|ATK' .. styles.h .. 'title="Defesa"|DEF' end result = result .. styles.h .. 'title="Força"|STR' .. styles.h .. 'title="Inteligência"|INT' .. styles.h .. 'title="Resistência"|END' .. styles.h .. 'title="Velocidade"|SPD' .. styles.h .. 'title="Sorte"|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 .. '|Resistências' .. 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|[[Lista de Itens de ' .. gamegn .. '|' .. styles.spanc .. 'Equipamento</span>]]' .. styles.order .. prop.equip end if prop.card then result = result .. styles.h .. 'width=100|Loc. Carta' .. 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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Rank' .. styles.h .. '|HP' .. styles.h .. '|PP' .. styles.h .. '|Move' .. styles.h .. '|Power' .. styles.h .. 'title="Poder Defensivo"|<abbr>Might</abbr>' .. styles.h .. '|Magia' .. styles.h .. '|Velocidade' .. styles.h .. '|Sorte\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|[[Lista de Itens de ' .. gamegn .. '|' .. styles.spanc .. 'Arma</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|[[Lista de Habilidades ' .. gamegn .. '#Técnicas|' .. styles.spanc .. 'Técnica</span>]]' .. styles.skill .. 'Técnica' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Distância' .. styles.skillc .. 'Alvo' .. styles.skillc .. 'Descrição' .. 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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. '|Distância Mv' .. styles.h .. '|Tipo Mv' .. styles.h if gameg == 'majin1' then result = result .. '|Tipo Atk' .. styles.h .. 'title="Custo de MAG por 10 passos"|<abbr>CP</abbr>' elseif gameg == 'majin2' then result = result .. '|Distância Atk' .. styles.h .. '|[[Magnetite|' .. styles.spanc .. 'MAG]]' elseif gameg == 'ronde' then result = result .. '|Distância Atk' .. 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 .. '|Força' .. styles.h .. '|Magia' .. styles.h .. '|Técnica' .. styles.h .. '|Defesa' .. styles.h .. '|Agilidade' .. styles.h .. '|Sorte\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="Força"|St' .. styles.h .. 'title="Magia|Ma' .. styles.h .. 'title="Inteligência"|In' .. styles.h .. 'title="Agilidade"|Ag' .. styles.h .. 'title="Sorte|Lu' .. styles.h .. 'title="Poder de Ataque"|Atk' .. styles.h .. 'title="Defesa Física"|P.Def' .. styles.h if gameg == 'majin2' then result = result .. 'title="Pode de Ataque Mágico"|M.Atk' .. styles.h .. 'title="Defesa Mágica"|M.Def' .. styles.h .. 'title="Taxa de Acerto"|Hit' .. styles.h .. 'title="Evasão"|Eva' .. styles.h .. 'title="Taxa de Crítico"|Crt\n|-' else result = result .. 'title="Defesa Mágica"|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|Equipamento' .. 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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Força"|St' .. styles.h .. 'title="Inteligência"|In' .. styles.h .. 'title="Magia"|Ma' .. styles.h if gameg == 'sh' then result = result .. 'title="Resistência"|En' .. styles.h end result = result .. 'title="Agilidade"|Ag' .. styles.h .. 'title="Sorte"|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="Custo de Magnetite por 10 passos"|<abbr>CP</abbr>' .. styles.h end if gameg == 'smtds' then result = result .. 'title="Número de Ataques"|<abbr>NOA</abbr>' .. styles.h elseif gameg == 'sh' and not (prop.boss or prop.enemy) then result = result .. '|MAG Invocação' .. 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 .. '|[[Personalidade|' .. styles.spanc .. 'Personalidade<span>]]' .. styles.h end result = result .. 'title="Poder de Ataque Físico"|P.ATK' .. styles.h .. 'title="Taxa de Acerto do Ataque Físico"|P.HIT' .. styles.h .. 'title="Defesa Base"|B.DEF' .. styles.h .. 'title="Esquiva"|AVD' .. styles.h .. 'title="Poder Mágico"|M.ATK' .. styles.h if gameg == 'smtds' then result = result .. 'title="Defesa Mágica"|M.DEF' elseif gameg == 'sh' then result = result .. 'title="Taxa de Acerto Mágico"|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 .. '|[[Lista de Demonios de ' .. gamegn .. '|' .. 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="Força"|St' .. styles.h .. 'title="Magia"|Ma' .. styles.h .. 'title="Vitalidade"|Vi' .. styles.h .. 'title="Sorte"|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 .. '|Reflete' .. styles.h .. '|Absorve' .. styles.h .. '|Block' .. styles.h .. '|Resiste' .. styles.h if gameg == 'raidou2' then result = result .. 'title="Unit takes extra damage without being staggered."|<abbr>Fraco</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 .. '|Fraco\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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Tendência' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Custo de MAG por 10 passos"|<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 .. '|Intuição' .. styles.h .. '|Força de Vontade' .. styles.h .. '|Magia' .. styles.h .. '|Inteligência' .. styles.h .. '|Proteção Divina\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 .. '|Força' .. styles.h .. '|Stamina' .. styles.h .. '|Agilidade' .. styles.h .. '|Destreza' .. styles.h .. '|Charme\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="Values of PSX and PSP versions differ.">Vitalidade</span>' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99,prop.vit2,'PSX version','PSP version') else prop.p1vi = '|Vitalidade' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) end if prop.dex2 then prop.p1dx = '|<span style="color:#aff;cursor:help" title="Values of PSX and PSP versions differ.">Destreza</span>' .. styles.bard2 .. bar(styles.barc,prop.dex,2.4,99,prop.dex2,'PSX version','PSP version') else prop.p1dx = '|Destreza' .. 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.etype then prop.etype = '' end if not prop.element then 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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Order</span>]]' .. styles.h .. '|Tipo' .. styles.h .. '|Subtipo' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|SP' if prop.normal then result = result .. styles.h .. '|[[Lista de Itens de ' .. gamen .. '|' .. styles.spanc .. 'Drops</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="Poder Mágico"|MAtk' .. styles.h .. 'title="Defesa Mágica"|MDef' .. styles.bart11 .. '324px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. prop.p1vi .. styles.barh .. prop.p1dx .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. prop.matk .. styles.statlow .. prop.mdef .. '\n|}' end if prop.traits or prop.convo then result = result .. styles.table2 if prop.traits then result = result .. styles.h .. 'width=50px|[[Personalidade|' .. styles.spanc .. 'Traços</span>]]' .. styles.order .. prop.traits end if prop.convo then result = result .. styles.h .. 'width=50px|[[Conversa Special|' .. styles.spanc .. '<abbr title="Se equipado com o Persona listado, há uma chance de que irá conversar com esse dêmonio se encontrado.">Pconversa</abbr>]]' .. styles.order .. prop.convo end result = result .. '\n|}' end else if not prop.etype then prop.etype = '' end if not prop.element then prop.element = '' end if not prop.mp then prop.mp = '' end result = result .. styles.table2 .. styles.h .. '|[[Arcana|' .. styles.spanc .. 'Arcana</span>]]' .. styles.h .. '|Tipo' .. styles.h .. '|Subtipo' .. styles.h .. '|Level' .. styles.h .. '|Custo SP' if prop.totem then result = result .. styles.h .. '|[[Totem|' .. styles.spanc .. 'Totem</span>]]' end if prop.preturn then result = result .. styles.h .. '|[[Troca Mística|' .. styles.spanc .. 'Retorno</span>]] [[Lista de Itens de ' .. gamen .. '|' .. styles.spanc .. '°</span>]]' end result = result .. '\n|-' .. styles.statlow .. getArcana(prop.arcana,gameg,gamen) .. 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="Poder Mágico"|MAtk' .. styles.h .. 'title="Defesa Mágica"|MDef' .. styles.bart11 .. '324px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Vitalidade' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. prop.p1dx .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. 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="Characters with ' .. "'Best'" .. ' Afinidade"|[[Afinidade (Persona)|' .. styles.spanc .. '<abbr>Afinidade</abbr></span>]]' .. styles.order .. args.Affinity end if prop.convo then result = result .. styles.h .. 'width=50px|[[Conversa Special|' .. styles.spanc .. '<abbr title="Se equipado com o Persona listado, há uma chance de que irá conversar com esse dêmonio se encontrado.">Pconversa</abbr>]]' .. styles.order .. prop.convo end result = result .. '\n|}' .. cate('Personas de ' .. gamen) end end end if (gameg == 'p2is' or gameg == 'p2ep' or gameg == 'p5') and prop.quote then result = result .. styles.table2b .. styles.quote .. 'font-style:italic"|' .. string.gsub(prop.quote, '!!', '‼') .. '\n|}' end -- replace exclamation mark otherwise it will be interpreted as wiki table seperator. if gameg == 'p2is' or gameg == 'p2ep' then result = result .. styles.table2 .. styles.h .. '|[[Arcana|' .. styles.spanc .. 'Arcana</span>]]' if prop.enemy or prop.boss or prop.hp then if prop.etype then result = result .. styles.h .. '|Tipo' end result = result .. styles.h .. '|Level' if prop.hp then result = result .. styles.h .. '|HP' end if prop.normal then result = result .. styles.h .. '|[[Lista de Itens de ' .. gamen .. '|' .. styles.spanc .. 'Normal Drop]]' end if prop.rare then result = result .. styles.h .. 'style="background:#8E283D"|Rare Drop' end result = result .. '\n|-' .. styles.statlow .. getArcana(prop.arcana,gameg,gamen) 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 .. bossdemoncat(prop.boss,gamen) else 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 .. '|Tipo' .. styles.h .. '|Level' .. styles.h .. '|Custo SP' .. styles.h .. 'title="Status extras que são conferidos a cada level passado com o Persona equipado"|Bônus' .. styles.h .. '|[[Troca Mística|' .. styles.spanc .. 'Retorno</span>]] ' .. '[[Lista de Itens de ' .. gamen .. '|' .. styles.spanc .. '°</span>]]' .. '\n|-' .. styles.statlow .. getArcana(prop.arcana,gameg,gamen) .. styles.statlow .. prop.etype .. styles.statlow .. prop.level .. styles.statlow .. prop.mp .. styles.statlow .. prop.bonus .. styles.statlow .. prop.preturn .. cate(gamegn .. ' Personas') end result = result .. '\n|}' end if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' then result = result .. styles.table2 .. styles.h .. '|[[Arcana|' .. styles.spanc .. 'Arcana</span>]]' .. styles.h .. 'width="50px"|Level' 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.traits then result = result .. styles.h .. '|[[Personalidade|<span style="color:#fff">Tipo</span>]]' end result = result .. styles.bart11 .. '324px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Magia' .. styles.bard2 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|Resistência' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. getArcana(prop.arcana,gameg,gamegn) .. 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].hp2 .. '"></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].mp2 .. '"></div>' end if prop.traits then result = result .. styles.statlow .. prop.traits end result = result .. '\n|}' if gameg == 'p3' then if prop.hp then if prop.boss then if game == 'p3p' then result = result .. cate('Persona 3 Portable Bosses') elseif game == 'p3f' then result = result .. cate('Chefes de ' .. gamegn) else result = result .. cate('Chefes de ' .. gamegn) .. cate('Persona 3 Portable Bosses') end else result = result .. cate('Shadows de ' .. gamegn) end else if game == 'p3p' or game == 'p3f' then result = result .. cate('Persona 3 FES Personas') .. cate('Persona 3 Portable Personas') else result = result .. cate(gamegn .. ' Personas') .. cate('Persona 3 FES Personas') .. cate('Persona 3 Portable Personas') end end end if gameg == 'p4' then if prop.hp then if prop.boss then if prop.vanilla then result = result .. cate(gamen .. ' Bosses') elseif game == 'p4g' then result = result .. cate(gamen .. ' Bosses') else result = result .. cate('Chefes de ' .. gamegn) .. cate('Persona 4 Golden Bosses') end else if prop.vanilla then result = result .. cate(gamen .. ' Shadows') elseif game == 'p4g' then result = result .. cate(gamen .. ' Shadows') else result = result .. cate('Shadows de ' .. gamegn) .. cate('Persona 4 Golden Shadows') end end else if game == 'p4g' then result = result .. cate(gamen .. ' Personas') else result = result .. cate(gamegn .. ' Personas') .. cate('Persona 4 Golden Personas') end end end if gameg == 'p5' then if prop.hp then if prop.boss then result = result .. cate('Chefes de ' .. gamegn) elseif prop.shadow then result = result .. cate('Shadows de ' .. gamegn) else result = result .. cate('Demônios de ' .. gamegn) end else result = result .. cate('Persona 5 Personas') end end end if gameg == 'pq' 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 .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|Attack' .. styles.h .. '|Defesa' result = result .. styles.bart11 .. '324px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Magia' .. styles.bard2 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|Resistência' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. 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 .. '|Exp' .. styles.h .. '|Drop 1' .. styles.h .. '|Drop 2' .. styles.h if prop.dropc and prop.condition then result = result .. '|Conditional' else result = result .. '|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 if prop.boss then result = result .. cate('Chefes de ' .. gamegn) else result = result .. cate('Shadows de ' .. gamegn) end elseif prop.hp or prop.mp then -- sub-persona result = result .. styles.table2 .. styles.h .. '|[[Arcana|' .. styles.spanc .. 'Arcana</span>]]' .. styles.h .. 'width=10%|Level' .. styles.h .. 'title="Bônus HP. Restaura após batalha." width=10%|HP +' .. styles.h .. 'title="Bônus SP. Restaura após batalha." width=10%|SP +' .. styles.h .. '|Inherit' .. styles.h .. '|[[Carta de Habilidade|' .. styles.spanc .. 'Extract</span>]]' .. styles.h .. '|[[Fusão Sacrificial|' .. styles.spanc .. 'Fragment]]\n|-\n' if not prop.inherit then prop.inherit = '-' end if not prop.card then prop.card = '-' end if not prop.fragment then prop.fragment = '-' end result = result .. styles.statlow .. getArcana(prop.arcana,gameg,gamen) .. 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(gamegn .. ' Personas') else -- main persona result = result .. styles.table2 .. styles.h .. '|[[Arcana|' .. styles.spanc .. 'Arcana</span>]]' .. styles.h .. 'width=10%|Level' result = result .. styles.bart11 .. '324px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Magia' .. styles.bard2 .. bar(styles.barc,prop.magic,2.4,99) .. styles.barh .. '|Resistência' .. styles.bard2 .. bar(styles.barc,prop.vit,2.4,99) .. styles.barh .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. styles.bard2 .. bar(styles.barc,prop.luc,2.4,99) .. '\n|}\n|-' .. styles.statlow .. getArcana(prop.arcana,gameg,gamegn) .. styles.statlow .. prop.level if not prop.nocat then result = result .. cate(gamegn .. ' Personas') 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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. '|Level' .. styles.h .. '|HP' .. styles.h .. '|MP' .. styles.h .. 'title="Força"|St' .. styles.h .. 'title="Resistência"|En' .. styles.h .. 'title="Magia"|Ma' .. styles.h .. 'title="Agilidade"|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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</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 .. '|[[Raça e Espécies|' .. styles.spanc .. 'Raça</span>]]' .. styles.h .. 'width=10%|Level' .. styles.h .. 'width=10%|HP' .. styles.h .. 'width=10%|MP' .. styles.bart11 .. '315px' .. styles.bart12 .. '1"' .. styles.barh .. '|Força' .. styles.bard1 .. bar(styles.barc,prop.str,6,40) .. styles.barh .. '|Magia' .. styles.bard1 .. bar(styles.barc,prop.magic,6,40) .. styles.barh .. '|Vitalidade' .. styles.bard1 .. bar(styles.barc,prop.vit,6,40) .. styles.barh .. '|Agilidade' .. 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('Chefes de ' .. gamegn) .. cate('Devil Survivor Overclocked Bosses') elseif gameg == 'desu2' and game ~= 'desu2rb' then result = result .. cate('Chefes de ' .. gamegn) .. 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('Demônios de ' .. gamegn) .. cate('Devil Survivor Overclocked Demons') elseif gameg == 'desu2' and game ~= 'desu2rb' then result = result .. cate('Demônios de ' .. gamegn) .. cate('Devil Survivor 2 Record Breaker Demons') else result = result .. cate(gamen .. ' Demons') end end end if gameg == 'childred' or gameg == 'childps' or gameg == 'childwhite' or gameg == 'childfire' or gameg == 'childlight' then if not prop.xp then prop.xp = '' end result = result .. styles.table2 .. styles.h .. '|Class' .. styles.h .. '|Elemento' .. styles.h .. '|[[Raça e Espécies|' .. styles.spanc .. 'Tipo]]' .. 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="Poder de Ataque"|ATK' .. styles.h .. 'width=16.67% title="Defesa"|DEF' .. styles.h .. 'width=16.67% title="Magia"|MGC' .. styles.h .. 'width=16.67% title="Resistência"|RES' .. styles.h .. 'width=16.67% title="Velocidade"|SPD' .. styles.h .. 'width=16.67% title="Sorte"|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 .. ' Tipo') 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 .. '|Elemento' .. styles.h .. '|Fraqueza' .. styles.h .. '|Tipo' .. 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="Magia"|MGC' .. styles.h .. 'title="Defesa"|DEF' .. styles.h .. 'title="Resistência"|RES' .. styles.h .. 'title="Velocidade"|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 .. ' Tipo') .. 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.pierce then prop.pierce = '-' 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 .. '|Tipo de Ataque' .. styles.h .. 'width=7% title="Físico"|[[File:PhysIcon.png|alt=Físico|Físico|link=Habilidades Físicas]]' .. styles.h .. 'width=7% title="Arma de Fogo"|[[File:GunIcon.png|alt=Arma de Fogo|Arma de Fogo|link=Habilidades de Arma de Fogo]]' .. styles.h .. 'width=7% title="Fogo"|[[File:FireIcon.png|alt=Fogo|Fogo|link=Habilidades de Fogo]]' .. styles.h .. 'width=7% title="Gelo"|[[File:IceIcon.png|alt=Gelo|Gelo|link=Habilidades de Gelo]]' .. styles.h .. 'width=7% title="Eletricidade"|[[File:ElecIcon.png|alt=Eletricidade|Eletricidade|link=Habilidades Elétricas]]' .. styles.h .. 'width=7% title="Vento"|[[File:WindIcon.png|alt=Vento|Vento|link=Habilidades de Vento]]' .. styles.h .. 'width=7% title="Expel"|[[File:ExpelIcon.png|alt=Expel|Expel|link=Expel Skills]]' .. styles.h .. 'width=7% title="Maldição"|[[File:CurseIcon.png|alt=Maldição|Maldição|link=Habilidades de Morte]]' .. styles.h .. 'width=7% title="Onipotente"|[[File:AlmightyIcon.png|alt=Onipotente|Onipotente|link=Habilidades Onipotentes]]\n|-\n' result = result .. styles.statlow .. prop.noa .. styles.statlow .. prop.phys .. styles.statlow .. prop.pierce .. 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%|Envenenamento' .. styles.h .. 'width=10%|Paralisia' .. styles.h .. 'width=10%|Petrificação' .. styles.h .. 'width=10%|Tensão' .. styles.h .. 'width=10%|Sono' .. styles.h .. 'width=10%|Charme' .. styles.h .. 'width=10%|Silêncio' .. styles.h .. 'width=10%|Medo' .. styles.h .. 'width=10%|Bomba' .. styles.h .. 'width=10%|Raiva\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="Físico"|[[File:PhysIcon.png|alt=Físico|Físico|link=Habilidades Físicas]] Físico' .. styles.h .. 'width=12% title="Fogo"|[[File:FireIcon.png|alt=Fogo|Fogo|link=Habilidades de Fogo]] Fogo' .. styles.h .. 'width=12% title="Gelo"|[[File:IceIcon.png|alt=Gelo|Gelo|link=Habilidades de Gelo]] Gelo' .. styles.h .. 'width=12% title="Eletricidade"|[[File:ElecIcon.png|alt=Eletricidade|Eletricidade|link=Habilidades Elétricas]] Elec' .. styles.h .. 'width=12% title="Força"|[[File:ForceIcon.png|alt=Força|Força|link=Habilidades de Força]] Força' .. styles.h .. 'width=12% title=' if gameg == 'desu1' then result = result .. '"Mystic"|[[File:Curse DESU2.png|alt=Mystic|Mystic|link=Habilidades de Maldição]] Mystic' elseif gameg == 'desu2' then result = result .. '"Maldição"|[[File:Curse DESU2.png|alt=Maldição|Maldição|link=Habilidades de Maldição]] Maldição' 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' 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.expel or prop.dark 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.psychic then prop.psychic = '-' end if not prop.nuclear then prop.nuclear = '-' 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.xp then prop.xp = '-' end if not prop.yen then prop.yen = '-' end if gameg == 'ronde' then result = result .. styles.h .. '|Corte' .. styles.h .. '|Golpe' .. styles.h .. '|Distância' elseif gameg == 'p3' then result = result .. styles.h .. '|Corte' .. styles.h .. '|Golpe' .. styles.h .. '|Pierce' elseif gameg == 'p4' then result = result .. styles.h .. '|Físico' elseif gameg == 'p5' then result = result .. styles.h .. 'title="Físico"|Físico' .. styles.h .. '|Arma de Fogo' end result = result .. styles.h .. '|Fogo' .. styles.h .. '|Gelo' .. styles.h .. 'title="Eletricidade"|Elec' if gameg == 'p3' or gameg == 'p4' or gameg == 'p5' then result = result .. styles.h .. '|Vento' end if gameg == 'p5' then result = result .. styles.h .. 'title="Psychic"|Psy' .. styles.h .. 'title="Nuclear"|Nucl' end result = result .. styles.h .. '|Luz' .. styles.h .. '|Trevas' .. styles.h .. '|Onipotente' if gameg == 'p4' then result = result .. styles.h .. '|EXP' .. styles.h .. '|Yen' end result = result .. '\n|-\n' 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' 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' then result = result .. styles.statlow .. prop.wind end if gameg == 'p5' then result = result .. styles.statlow .. prop.psychic .. styles.statlow .. prop.nuclear end result = result .. styles.statlow .. prop.expel .. styles.statlow .. prop.dark .. styles.statlow .. prop.alm if gameg == 'p4' then result = result .. styles.statlow .. prop.xp .. styles.statlow .. prop.yen 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 .. '|Herda' .. styles.h .. '|Reflete' .. styles.h .. '|Absorve' .. styles.h .. '|Block' .. styles.h .. '|Resiste' .. styles.h .. '|Fraco\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 == 'p3' and (prop.card or prop.preturn) then result = result .. styles.table2 if prop.card then result = result .. styles.h .. 'width=100px|[[Skill Card|' .. styles.spanc .. 'Skill Card</span>]]' .. styles.order .. '<abbr title="Portable only">' .. prop.card .. '</abbr>' end if prop.preturn then result = result .. styles.h .. 'width=100px|[[Heart Item|' .. styles.spanc .. 'Heart Item</span>]]' .. styles.order .. prop.preturn end result = result .. '\n|}' end if (gameg == 'p2is' or gameg == 'p2ep') and (prop.exclusive 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 result = result .. styles.h .. 'width=50px|[[Personalidade|' .. styles.spanc .. 'Traços</span>]]' .. styles.order .. prop.traits end if prop.convo then result = result .. styles.h .. 'width=50px|[[Conversa Special|' .. styles.spanc .. '<abbr style="border-bottom:1px dotted black;" title="Se equipado com o Persona listado, há uma chance de que irá conversar com esse dêmonio se encontrado">Pconversa</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 result = result .. '\n|}' -- End of image span. if game == 'kmt1' and prop.normal ~= '' then result = result .. styles.table2 .. styles.h .. 'width=60px|[[Lista de Itens de ' .. gamegn .. '|' .. 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|Resistências' .. styles.order .. prop.resist end if prop.normal then result = result .. styles.h .. 'width=60px|[[Lista de Itens de ' .. gamegn .. '|' .. 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|[[Lista de Itens de ' .. gamegn .. '|' .. styles.spanc .. 'Drop</span>]]' .. styles.order .. prop.normal end if prop.inherit then result = result .. styles.h .. 'width=70px|Herda' .. 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|Resistências' .. 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|Características' .. styles.order .. prop.feature .. '\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.nuclear 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.nuclear then prop.nuclear = '-' 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="Armas" colspan="8"|\n!title="Armas de Fogo" style="background:#898989" colspan="4"|\n!style="background:#a9a9a9" title="Devastação" colspan="2"|\n|-' .. styles.h .. 'title="Armas"|<abbr title="Espada de uma mão">1h</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Espada de duas mãos">2h</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Lança">Sp</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Machado">Ax</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Chicote">Wp</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Arremesso">Th</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Flechas">Ar</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Punho">Fs</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Pistola">HG</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Metralhadora">MG</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Escopeta">SG</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Rifle">Ri</abbr>' .. styles.h .. 'title="Devastação"|<abbr title="Técnica">Te</abbr>' .. styles.h .. 'title="Devastação"|<abbr title="Investida">Ru</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="Elemento" colspan="4"|\n!style="background:#898989" title="Força" colspan="4"|\n!style="background:#a9a9a9" title="Luz" colspan="2"|\n!style="background:#898989" title="Trevas" colspan="3"|\n!style="background:#a9a9a9" title="Special" colspan="1"|\n|-' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Fogo">Fi</abbr>' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Gelo">Ic</abbr>' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Vento">Wi</abbr>' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Terra">Er</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Eletricidade">El</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Nuclear">Nc</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Impacto">Bl</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Gravidade">Gr</abbr>' .. styles.h .. 'title="Luz"|<abbr title="Expel">Ex</abbr>' .. styles.h .. 'title="Luz"|<abbr title="Milagre">Mi</abbr>' .. styles.h .. 'style="background:#898989" title="Trevas"|<abbr title="Morte">De</abbr>' .. styles.h .. 'style="background:#898989" title="Trevas"|<abbr title="Maldição">Cu</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Trevas (Status Negativo)"|<abbr title="Nervo">Nr</abbr>' .. styles.h .. 'width="7.12%" title="Special"|<abbr title="Resistência a Hieroglyphein">???</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.nuclear .. 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 = '|Destreza' else prop.dx_h = '|Técnica' end result = result .. styles.table2 .. styles.h .. 'title="Poder de Ataque Físico"|Atk' .. styles.h .. 'title="Defesa Física"|Def' .. styles.h .. 'title="Poder Mágico"|Matk' .. styles.h .. 'title="Defesa Mágica"|Mdef' .. styles.bart11 .. '324px' .. styles.bart12 .. '0.8"' .. styles.barh .. '|Força' .. styles.bard2 .. bar(styles.barc,prop.str,2.4,99) .. styles.barh .. '|Vitalidade' .. 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 .. '|Agilidade' .. styles.bard2 .. bar(styles.barc,prop.agl,2.4,99) .. styles.barh .. '|Sorte' .. 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 == 'sh' or gameg == 'p2is' or gameg == 'p2ep' or gameg == 'pq' 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 .. '|Reflete' .. styles.h .. '|Absorve' .. styles.h .. '|Anula' .. styles.h .. '|Resiste' .. styles.h .. '|Fraco' 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.nuclear 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.nuclear then prop.nuclear = '-' 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.etype == 'Fogo' then prop.Fi = '<span style="color:#8B668B">Fi</span>' else prop.Fi = 'Fi' end if prop.etype == 'Água' then prop.Wt = '<span style="color:#8B668B">Wt</span>' else prop.Wt = 'Wt' end if prop.etype == 'Vento' then prop.Wi = '<span style="color:#8B668B">Wi</span>' else prop.Wi = 'Wi' end if prop.etype == 'Terra' then prop.Er = '<span style="color:#8B668B">Er</span>' else prop.Er = 'Er' end if gameg == 'p2ep' then prop.name_Rn = 'title="Disparo"|Sh' prop.name_Hv = 'title="Ataque"|Ak' prop.name_El = 'title="Relâmpago"|Ln' prop.name_Li = 'title="Sagrado"|Ho' else prop.name_Rn = 'title="Distância"|Rn' prop.name_Hv = 'title="Devastação"|Hv' prop.name_El = 'title="Eletricidade"|El' prop.name_Li = 'title="Luz"|Li' end result = result .. styles.h .. 'title="Espada"|Sw' .. styles.h .. prop.name_Rn .. styles.h .. 'title="Golpe"|Sk' .. styles.h .. 'title="Arremesso"|Th' .. styles.h .. prop.name_Hv .. styles.h .. 'style="background:#8E283D" title="Fogo"|' .. prop.Fi .. styles.h .. 'style="background:#8E283D" title="Água"|' .. prop.Wt .. styles.h .. 'style="background:#8E283D" title="Vento"|' .. prop.Wi .. styles.h .. 'style="background:#8E283D" title="Earth"|' .. prop.Er .. styles.h .. 'title="Gelo"|Ic' .. styles.h .. prop.name_El .. styles.h .. 'title="Nuclear"|Nc' .. styles.h .. prop.name_Li .. styles.h .. 'title="Trevas"|Dk' .. styles.h .. 'title="Onipotente"|Al' .. styles.h .. 'title="Nervo"|Nr' .. styles.h .. 'title="Mente"|Mn\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.nuclear .. 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' and (prop.sword or prop.pierce or prop.strike or prop.fire or prop.water or prop.elec or prop.wind 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.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.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 result = result .. styles.h .. '|Cut' .. styles.h .. '|Stab' .. styles.h .. '|Bash' .. styles.h .. '|Fogo' .. styles.h .. '|Gelo' .. styles.h .. 'title="Eletricidade"|Elec' .. styles.h .. '|Vento' .. styles.h .. '|Luz' .. styles.h .. '|Trevas' .. styles.h .. 'title="Onipotente"|Alm\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|}' result = result .. styles.table2 .. styles.h .. '|Sono' .. styles.h .. '|Panic' .. styles.h .. '|Envenenamento' .. styles.h .. '|Maldição' .. styles.h .. '|Paralysis' .. styles.h .. 'title="Strength Bind"|St Bind' .. styles.h .. 'title="Magia Bind"|Ma Bind' .. styles.h .. 'title="Agility Bind"|Ag Bind' .. styles.h .. '|Down' .. styles.h .. '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 if prop.restype then if (gameg == 'mt1' or gameg == 'mt2') then gameg = 'kmt' result = result .. styles.table2 .. styles.h .. 'title="Espada"|Swd' .. styles.h .. 'title="Arma de Fogo"|Gun' .. styles.h .. 'title="Fogo"|Fir' .. styles.h .. 'title="Gelo"|Ice' .. styles.h .. 'title="Eletricidade"|Elc' .. styles.h .. 'title="Expel"|Exp' .. styles.h .. 'title="Força"|For' .. styles.h .. 'title="Bind"|Bnd' .. styles.h .. 'title="Maldição"|Crs' .. styles.h .. 'title="Nervo"|Nrv' .. styles.h .. 'title="Mente"|Mnd\n|-' elseif game == 'smt1' then result = result .. styles.table2 .. styles.h .. 'title="Espada"|Swd' .. styles.h .. 'title="Arma de Fogo"|Gun' .. styles.h .. 'title="Fogo"|Fir' .. styles.h .. 'title="Gelo"|Ice' .. styles.h .. 'title="Eletricidade"|Elc' .. styles.h .. 'title="Força"|For' .. styles.h .. 'title="Nervo"|Nrv' .. styles.h .. 'title="Expel"|Exp' .. styles.h .. 'title="Maldição"|Crs' .. styles.h .. 'title="Mágico"|Mgc' .. styles.h .. 'title="Bind"|Bnd' .. styles.h .. 'title="Investida"|Chg' .. styles.h .. 'title="Dex"|Dex' .. styles.h .. 'title="Agulha"|Ndl' .. styles.h .. 'title="Onipotente"|Alm\n|-' elseif game == 'smt2' or game == 'smtif' then result = result .. styles.table2 .. styles.h .. 'title="Espada"|Swd' .. styles.h .. 'title="Arma de Fogo"|Gun' .. styles.h .. 'title="Fogo"|Fir' .. styles.h .. 'title="Gelo"|Ice' .. styles.h .. 'title="Eletricidade"|Elc' .. styles.h .. 'title="Força"|For' .. styles.h .. 'title="Nervo"|Nrv' .. styles.h .. 'title="Expel"|Exp' .. styles.h .. 'title="Maldição"|Crs' .. styles.h .. 'title="Mágico"|Mgc' .. styles.h .. 'title="Bind"|Bnd' .. styles.h .. 'title="Investida"|Rsh' .. styles.h .. 'title="Técnicas de Mão/Soco"|Hnd' .. styles.h .. 'title="Técnicas de Perna/Chute"|Leg' .. styles.h .. 'title="Técnicas de Voo/Arremesso"|Fly' .. styles.h .. 'title="Onipotente"|Alm\n|-' elseif game == 'p1' then result = result .. styles.table2 .. '\n!style="background:#a9a9a9" title="Armas" colspan="8"|\n!title="Armas de Fogo" style="background:#898989" colspan="4"|\n!style="background:#a9a9a9" title="Devastação" colspan="2"|\n|-' .. styles.h .. 'title="Armas"|<abbr title="Espada de uma mão">1h</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Espada de duas mãos">2h</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Lança">Sp</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Machado">Ax</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Chicote">Wp</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Arremesso">Th</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Flechas">Ar</abbr>' .. styles.h .. 'title="Armas"|<abbr title="Punho">Fs</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Pistola">HG</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Metralhadora">MG</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Escopeta">SG</abbr>' .. styles.h .. 'title="Armas de Fogo" style="background:#898989;width:7.12%"|<abbr title="Rifle">Ri</abbr>' .. styles.h .. 'title="Devastação"|<abbr title="Técnica">Te</abbr>' .. styles.h .. 'title="Devastação"|<abbr title="Investida">Ru</abbr>\n|-' elseif game == 'p2is' or game == 'p2ep' then if prop.etype == 'Fogo' then prop.Fi = '<span style="color:#8B668B">Fi</span>' else prop.Fi = 'Fi' end if prop.etype == 'Água' then prop.Wt = '<span style="color:#8B668B">Wt</span>' else prop.Wt = 'Wt' end if prop.etype == 'Vento' then prop.Wi = '<span style="color:#8B668B">Wi</span>' else prop.Wi = 'Wi' end if prop.etype == 'Terra' then prop.Er = '<span style="color:#8B668B">Er</span>' else prop.Er = 'Er' end if gameg == 'p2ep' then prop.name_Rn = 'title="Disparo"|Sh' prop.name_Hv = 'title="Ataque"|Ak' prop.name_El = 'title="Relâmpago"|Ln' prop.name_Li = 'title="Sagrado"|Ho' else prop.name_Rn = 'title="Distância"|Rn' prop.name_Hv = 'title="Devastação"|Hv' prop.name_El = 'title="Eletricidade"|El' prop.name_Li = 'title="Luz"|Li' end result = result .. styles.table2 .. styles.h .. 'title="Espada"|Sw' .. styles.h .. prop.name_Rn .. styles.h .. 'title="Golpe"|Sk' .. styles.h .. 'title="Arremesso"|Th' .. styles.h .. prop.name_Hv .. styles.h .. 'style="background:#8E283D" title="Fogo"|' .. prop.Fi .. styles.h .. 'style="background:#8E283D" title="Água"|' .. prop.Wt .. styles.h .. 'style="background:#8E283D" title="Vento"|' .. prop.Wi .. styles.h .. 'style="background:#8E283D" title="Terra"|' .. prop.Er .. styles.h .. 'title="Gelo"|Ic' .. styles.h .. prop.name_El .. styles.h .. 'title="Nuclear"|Nc' .. styles.h .. prop.name_Li .. styles.h .. 'title="Trevas"|Dk' .. styles.h .. 'title="Onipotente"|Al' .. styles.h .. 'title="Nervo"|Nr' .. styles.h .. 'title="Mente"|Mn\n|-' end if require('Module:Skills/' .. gameg .. '/res').restypes[prop.restype] == nil then result = result .. '\n|colspan=16 align=center style="color:#f00;font-size:120%;font-weight:bold"|Invalid value of "' .. prop.restype .. '" for restype. Correct value or edit [[Module:Skills/' .. gameg .. '/res]].' else for i, v in ipairs(require('Module:Skills/' .. 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="Elemento" colspan="4"|\n!style="background:#898989" title="Força" colspan="4"|\n!style="background:#a9a9a9" title="Luz" colspan="2"|\n!style="background:#898989" title="Trevas" colspan="3"|\n!style="background:#a9a9a9" title="Especial" colspan="1"|\n|-' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Fogo">Fi</abbr>' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Gelo">Ic</abbr>' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Vento">Wi</abbr>' .. styles.h .. 'width="7.12%" title="Elemento"|<abbr title="Terra">Er</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Eletricidade">El</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Nuclear">Nc</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Impacto">Bl</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Força"|<abbr title="Gravidade">Gr</abbr>' .. styles.h .. 'title="Luz"|<abbr title="Expel">Ex</abbr>' .. styles.h .. 'title="Luz"|<abbr title="Milagre">Mi</abbr>' .. styles.h .. 'style="background:#898989" title="Trevas"|<abbr title="Morte">De</abbr>' .. styles.h .. 'style="background:#898989" title="Trevas"|<abbr title="Maldição">Cu</abbr>' .. styles.h .. 'style="background:#898989;width:7.12%" title="Trevas (Status Negativo)"|<abbr title="Nervo">Nr</abbr>' .. styles.h .. 'width="7.12%" title="Especial"|<abbr title="Resistência a Hieroglyphein">???</abbr>\n|-' for i , v in ipairs(require('Module:Skills/' .. 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|Summon Information\n|-' if prop.material then result = result .. styles.skill .. '[[Carta Material|' .. styles.spanc .. 'Carta Material</span>]]' .. styles.effect1 .. 'Carta [[File:Material_Card_Icon_(P2ISP).png|alt=|link=]] <span style="color:yellow;font-weight:bold">' .. prop.material .. '</span>' end if prop.card then result = result .. styles.skillc .. '[[Carta de Tarô|' .. styles.spanc .. 'Cartas de Tarô</span>]]' .. styles.effect1 .. '<span style="color:yellow;font-weight:bold">' .. prop.card .. ' [[File:Tarot_Card_Symbol_2.png|alt=|link=]] ' .. prop.arcana .. '</span> Cartas' end local effect1 if prop.material then effect1 = '\n|colspan=3 style="background:#222;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 or prop.fusion) then prop.recruit = prop.recruit:lower() if prop.recruit == 'yes' or prop.recruit == 'recruit' then prop.recruit = '<abbr title="Pode ser recrutado em batalhas normais ou obtido de fusões convencionais.">Recrutamento normal ou fusão</abbr>' elseif prop.recruit == 'dark recruit' then prop.recruit = '<abbr title="Pode ser obtido através de fusões convencionais ou recrutado em batalhas normais sob Kagutsuchi Cheia com uma boa possiblidade.">Recrutamento sob [[Sistema de Fase da Lua#Shin Megami Tensei III: Nocturne|Kagutsuchi Cheia]] ou [[fusão]]</abbr>' elseif prop.recruit == 'Trevas' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão. Aberto a conversas de não-recrutamento em batalhas normais.">Apenas [[Fusão]]. Aberto à negociação.</abbr>' elseif prop.recruit == 'fusion' then prop.recruit = '<abbr title="Só pdoe ser obtido através de fusões convencionais.">Apenas [[fusão]]</abbr>' elseif prop.recruit == 'special' or prop.recruit == 'special fusion' then prop.recruit = '<abbr title="Só pode ser obtida através de fusão especial.">Apenas [[Fusão Especial#Shin Megami Tensei III: Nocturne|Fusão Especial]]</abbr>' elseif prop.recruit == 'evolve' or prop.recruit == 'evolution' then prop.recruit = '<abbr title="Só pode ser obtido através da evolução de outro demônio.">Apenas [[Evolução#Shin Megami Tensei III: Nocturne|Evolução]]</abbr>' elseif prop.recruit == 'evolve neutral' or prop.recruit == 'neutral evolution' then prop.recruit = '<abbr title="Pode ser recrutado em batalhas normais ou obtido através da evolução de outro demônio. Não pode ser criado através de fusão.">Recrutamento normal ou [[Evolução#Shin Megami Tensei III: Nocturne|Evolução]]</abbr>' elseif prop.recruit == 'evolve dark' or prop.recruit == 'dark evolution' then prop.recruit = '<abbr title="Só pode ser obtido através da evolução de outro demônio. Não pode ser criado através de fusão. Aberto a conversas de não-recrutamento em batalhas normais.">Apenas [[Evolução#Shin Megami Tensei III: Nocturne|Evolução]]. Aberto à negociação.</abbr>' elseif prop.recruit == 'boss fusion' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão após derrotá-lo em batalha de chefe.">Apenas [[fusão]] após batalha de chefe</abbr>' elseif prop.recruit == 'boss special' or prop.recruit == 'boss special fusion' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão especial após derrotá-lo em batalha de chefe.">Apenas [[Fusão Especial#Shin Megami Tensei III: Nocturne|Fusão Especial]] após batalha de chefe</abbr>' elseif prop.recruit == 'boss evolve' or prop.recruit == 'boss evolution' then prop.recruit = '<abbr title="Só pode ser obtido através da evolução após derrotá-lo em batalha.">Apenas [[Evolução#Shin Megami Tensei III: Nocturne|Evolução]] após batalha de chefe</abbr>' elseif prop.recruit == 'dark boss fusion' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão após derrotá-lo em batalha de chefe. Aberto a conversas de não-recrutamento em batalhas normais.">Apenas [[Fusão]] após batalha de chefe. Aberto à negociação.</abbr>' elseif prop.recruit == 'dark boss special fusion' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão especial após derrotá-lo em batalha de chefe. Aberto a conversas de não-recrutamento em batalhas normais.">Apenas [[Fusão Especial#Shin Megami Tensei III: Nocturne|Fusão Especial]] após batalha de chefe. Aberto à negociação.</abbr>' elseif prop.recruit == 'dark boss evolve' then prop.recruit = '<abbr title="Só pode ser obtido através da evolução após derrotá-lo em batalha. Aberto a conversas de não-recrutamento em batalhas normais.">Apenas [[Evolução#Shin Megami Tensei III: Nocturne|Evolução]] após batalha de chefe. Aberto à negociação.</abbr>' elseif prop.recruit == 'samael' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão especial após derrotá-lo em batalha de chefe ou escolher a Razão de Shijima após se encontrar com Ahriman na Torre Kagutsuchi.">Escolher a Razão de Shijima ou realizar [[Fusão Especial#Shin Megami Tensei III: Nocturne|fusão especial]] após batalha de chefe.</abbr>' elseif prop.recruit == 'thor' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão após o derrotar na Torre de Kagutsuchi.">Apenas [[Fusão]] após batalha de chefe na [[Torre de Kagutsuchi]]</abbr>' elseif prop.recruit == 'bishamon' then prop.recruit = '<abbr title="Só pode ser obtido através de fusão após derrotálo no Santuário Bandou.">Apenas [[Fusão]] após batalha de chefe no [[Santuário Bandou]]</abbr>' elseif prop.recruit == 'futomimi' or prop.recruit == 'sakahagi' then prop.recruit = 'Apenas [[Fusão]] após batalha de chefe e completar uma missão secundária.' elseif prop.recruit == 'raidou' or prop.recruit == 'dante' then prop.recruit = '<abbr title="Só pode ser recrutado na história.">Relacionado à história</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 = 'Apenas Inimigo' 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|Obtível' .. styles.order .. prop.recruit .. prop.obtain end if prop.convo then result = result .. styles.h .. 'width=146px|[[Conversa Special|'..styles.spanc..'Conversa Special</span>]]' .. styles.order .. prop.convo end result = result .. '\n|}' end if prop.evolvef or prop.evolvet or prop.fusion then result = result .. styles.table2 if prop.evolvef then result = result .. styles.h .. 'width=100px|[[Evolução#' .. gamegn .. '|' .. styles.spanc .. 'Evoluiu de</span>]]' .. styles.order .. prop.evolvef end if prop.evolvet then result = result .. styles.h .. 'width=100px|[[Evolução#' .. gamegn .. '|' .. styles.spanc .. 'Evolui em</span>]]' .. styles.order .. prop.evolvet end if prop.fusion then result = result .. styles.h .. 'width=100px|[[Fusão Especial#' .. gamegn .. '|' .. styles.spanc .. 'Fusão Especial</span>]]' .. styles.order .. prop.fusion end result = result .. '\n|}' end end local skill, alias, skillcell, skille, cost, effect, pre, range, power, target if prop.dskills then result = result .. styles.table2 .. styles.h .. 'colspan=3|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Habilidades Padrões</span>]]' .. styles.skill .. 'Habilidade' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Efeito' 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 skillcell = styles.skill .. v 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 de Magias de Megami Tensei|' .. styles.spanc .. 'Lista de Magias</span>]]' elseif game == 'smtim' then result = result .. 'mw-collapsible mw-collapsed"' .. styles.h .. 'colspan=4|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Habilidades Aprendidas</span>]]' elseif gameg == 'smtsj' and not (prop.enemy or prop.boss) then result = result .. '"' .. styles.h .. 'colspan=3|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Habilidades Naturais</span>]]' elseif gameg == 'ab' then result = result .. '"' .. styles.h .. 'colspan=7|[[Lista de Habilidades de ' .. gamegn .. '#Magia|' .. styles.spanc .. 'Habilidades Naturais</span>]]' elseif gameg == 'majin1' then result = result .. '"' .. styles.h .. 'colspan=7|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Habilidades Mágicas</span>]]' elseif gameg == 'majin2' then result = result .. '"' .. styles.h .. 'colspan=6|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Lista de Habilidades</span>]]' elseif gameg == 'p5' then result = result .. '"\n!colspan=4 style="background-color: ' .. getGames.games[gameg].colorb .. ';background: linear-gradient(120deg, ' .. getGames.games[gameg].colorb .. ' 42%, #000 42.1%, #000 43%, #fff 43.1%, #fff 57%, #000 57.1%, #000 58%, ' .. getGames.games[gameg].colorb .. ' 58.1%"|[[Lista de Habilidades de ' .. gamegn .. '|<span style="color:black;text-shadow:-3px 3px 3px #0ff">Lista de Habilidades</span>]]' elseif gameg == 'desu1' or gameg == 'desu2' then result = result .. '"' .. styles.h .. 'colspan=3|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Command Skills</span>]]' else result = result .. '"' .. styles.h .. 'colspan=4|[[Lista de Habilidades de ' .. gamegn .. '|' .. styles.spanc .. 'Lista de Habilidades</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 == 'childwhite' 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="Custo: ' .. 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 .. 'Habilidade' .. styles.skillc .. 'Poder' .. styles.skillc .. 'Distância' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Alvo' .. styles.skillc .. 'Efeito' 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="Sem custo. Só pode ser usado uma vez até a próxima fase cheia da lua.">Extra</abbr>' elseif skill.cost == 'sextra' then skill.cost = '<abbr title="Sem custo. Poder relativo ao poder de ataque físico. Só pode ser usado uma vez até a próxima fase cheia da lua.">P. Extra</abbr>' elseif skill.cost == 'mextra' then skill.cost = '<abbr title="Sem custo. Poder relativo ao poder de ataque mágico. Só pode ser usado uma vez até a próxima fase cheia da lua.">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 -- skill - cost - effect result = result .. styles.skill .. 'Habilidade' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Efeito' 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 = 'none' else cost = skill.cost end if gameg == 'p5' 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 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') and prop.hp) or gameg == 'ddsaga1' or gameg == 'ddsaga2' or (gameg == 'pq' and prop.xp) or prop.boss or prop.enemy then -- skill - effect (optional: Inheritable Skill or Rumor Skill) result = result .. styles.skill .. 'Habilidade' .. styles.skillc .. 'Efeito' 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 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">Habilidade Herdável</div>' elseif v2 == 'R' or v2 == 'r' then result = result .. '<div style="float:right;background:#8E283D;border-radius:15px;padding:0 10px">[[Misc Skills#Rumor Magic|<span style="color:#fff">Rumor Skill</span>]]</div>' else result = result end end end end elseif gameg == 'childlight' then -- skill - element - cost - effect result = result .. styles.skill .. 'Habilidade' .. styles.skillc .. 'Elemento' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Efeito' 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 -- rank - skill - cost - effect result = result .. styles.skill if gameg == 'smtim' then result = result .. 'Level' .. styles.skillc .. 'Habilidade' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Efeito' elseif gameg == 'ab' then result = result .. 'Level' .. styles.skillc .. 'Habilidade' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Distância' .. styles.skillc .. 'Poder' .. styles.skillc .. 'Alvo' .. styles.skillc .. 'Efeito' else result = result .. 'Rank' .. styles.skillc .. 'Habilidade' .. styles.skillc .. 'Efeito' 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 = '[[Mutation|<span style="color:#fff">Mutation</span>]]' elseif v2 == 'R' or v2 == 'r' then v2 = '[[Misc Skills#Rumor Magic|<span style="color:#fff">Rumor</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 skillcell = styles.skillc .. v2 end result = result .. skillcell .. cost .. range .. power .. target .. effect end end end elseif gameg == 'majin1' then -- skill - cost - power - range - target - effect result = result .. styles.skill .. 'Habilidade' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Poder' .. styles.skillc .. 'Distância' .. styles.skillc .. 'Alvo' .. styles.skillc .. 'Efeito' 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 -- skill - cost - effect - level result = result .. styles.skill .. 'Habilidade' if not ((gameg == 'smt4' or gameg == 'smt4a') and prop.guest == '1') then result = result .. styles.skillc .. 'Custo' .. styles.skillc .. 'Efeito' .. styles.skillc .. 'Level' else result = result .. styles.skillc .. 'Efeito' .. styles.skillc .. 'Level' end for k1, v1 in ipairs(mw.text.split(prop.skills, '\n')) do -- Any entry on new line within "Skills" parameter is treated as new skill name. for k2, v2 in ipairs(mw.text.split(v1 .. '\\', '\\')) do -- Entry after backslash after skill name is treated as "level" for learning new skill per level gain. Any entry starting from second backslash on the same line is ignored until a new line. 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 == 'p5' 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 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 .. skill.effect else cost = styles.cost1 .. cost effect = styles.effect1 .. skill.effect end if skill.name then v2 = skill.name end skillcell = styles.skill .. v2 end if not ((gameg == 'smt4' or gameg == 'smt4a') and prop.guest == '1') then result = result .. skillcell .. cost .. effect else result = result .. skillcell .. effect end elseif (k2 % 2 == 0) then -- this checks level (ture) or skill name (false) divided by the backslash. if v2 == 'i' or v2 == 'I' or v2 == 'innate' or v2 == 'default' or v2 == 'Default' -- now v2 represents skill level. then v2 = 'Innate' end if (k1 % 2 == 0) then -- this checks even (true) or odd (false) number row. result = result .. styles.cost2 .. v2 -- "v2" represents "Level" within "Skills" parameter on each new line after the backslash. 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 .. '|[[Lista de de Magias de Fusão de ' .. gamegn .. '|' .. styles.spanc .. 'Unique Fusion Spells</span>]]' .. styles.skill .. 'Skill' .. styles.skillc .. 'Effect' .. styles.skillc .. 'Order/Skill/Persona' 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 skillcell = styles.skill .. v cost = styles.order .. skill.cost end result = result .. skillcell .. effect .. cost end elseif gameg == 'p3' then local cost, effect, pre if not data.skills[prop.fskills] then cost = '' effect = noskill(prop.fskills,gamed) pre = '' fskills = '' else cost = styles.cost1 .. data.skills[prop.fskills].cost effect = styles.effect1 .. data.skills[prop.fskills].effect pre = styles.cost1 .. data.skills[prop.fskills].pre prop.fskills = styles.skill .. prop.fskills end result = result .. '|[[Lista de Habilidades de Persona 3#Magias de Fusão|' .. styles.spanc .. 'Magia de Fusão</span>]] <abbr title="Apenas Persona 3 e FES; Portable usa itens e não requer que os Personas participantes estejam em estoque">*</abbr>' .. styles.skill .. 'Habilidade' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Efeito' .. styles.skillc .. '<abbr title="Apenas Persona 3 e FES">Pré-requisito</abbr>' .. prop.fskills .. cost .. effect .. pre elseif gameg == 'childlight' then result = result .. '|[[Lista de Habilidades de DemiKids Light/Dark Version#Combos|' .. styles.spanc .. 'Combos</span>]]' .. styles.skill .. 'Combo' .. styles.skillc .. 'Elemento' .. styles.skillc .. 'Custo' .. styles.skillc .. 'Effect' .. styles.skillc .. 'Parceiro' 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|Habilidades D-Source' else result = result .. styles.table2 .. styles.h .. 'colspan=3|[[Lista de Habilidades de ' .. gamegn .. '#Habilidades Passivas|' .. styles.spanc .. 'Habilidades Passivas</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 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"|[[Unknown Power|' .. styles.spanc .. 'Unknown Power</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 .. 'Attack Type' .. styles.cost1 .. 'Deals <abbr title="Equipper has ' .. "'Great'" .. ' affinity with the Persona">500</abbr> or <abbr title="Equipper has ' .. "'Good'" .. ' affinity with the Persona">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 .. 'Defense Type' .. styles.cost1 .. '<abbr title="Equipper has ' .. "'Great'" .. ' affinity with the Persona">Reflete</abbr> or <abbr title="Equipper has ' .. "'Good'" .. ' affinity with the Persona">nullifies</abbr> the incoming attack.' elseif prop.unknown == 'assist type' or prop.unknown == 'assist-type' or prop.unknown == 'assist' then result = result .. 'Assist Type' .. styles.cost1 .. 'Bestows Tarukaja + Makakaja <abbr title="Only applicable when the equipper has ' .. "'Great'" .. ' affinity with the Persona">(or Rakukaja + Samakaja in addition)</abbr>' elseif prop.unknown == 'recovery type' or prop.unknown == 'recovery-type' or prop.unknown == 'recovery' then result = result .. 'Recovery Type' .. styles.cost1 .. 'Fully recovers HP <abbr title="Only applicable when the equipper has ' .. "'Great'" .. ' affinity with the Persona">(or removes ailment in addition)</abbr>.' elseif prop.unknown == 'revival type' or prop.unknown == 'revival-type' or prop.unknown == 'revival' then result = result .. 'Revival Type' .. styles.cost1 .. 'Revives from unconscious with <abbr title="Equipper has ' .. "'Great'" .. ' affinity with the Persona">full</abbr> or <abbr title="Equipper has ' .. "'Good'" .. ' affinity with the Persona">1/4</abbr> HP.' elseif prop.unknown == 'special type' or prop.unknown == 'special-type' or prop.unknown == 'special' then result = result .. 'Special Type' .. styles.cost1 .. 'Eliminates all enemies when the user is unconscious.' 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|[[Lista de Habilidades ' .. gamegn .. '##Poderes|' .. styles.spanc .. 'Poder</span>]]\n|-' .. styles.skill .. 'Poder' .. styles.skillc .. 'Tipo' .. styles.skillc .. 'Efeito' .. 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 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:Skills/' .. 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 local skillcell = styles.skill .. code local cost = skill.cost if game == 'SMT3' then cost = '<abbr title="Ativa habilidade de conversa sem custa de HP ou MP. Inefetiva em demônios Corpus, Haunt, Wilder, Foul, com têndencia de Luz , chefes e todos inimigos no Labirinto de Amala.">Convo</abbr>' elseif skill.cost == 'Interrupt' then cost = '<abbr title="Habilidade de interrupção é apenas ativada quando certo efeito de conversa acontece.">Interrompe</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 -- Odd number row for enemy whose skill cost is irrelevant. elseif row == 'r02' then result = skillcell .. effect2 -- Even number row for enemy whose skill cost is irrelevant. elseif row == 'r11' then if game == 'SMT3' and skill.phy then result = skillcell .. styles.effect1p .. skill.effect -- Odd number row for enemy whose physical skills cost no HP. else result = skillcell .. cost1 .. effect1 -- Odd number row 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 -- Even number row for enemy whose physical skills cost no HP. else result = skillcell .. cost2 .. effect2 -- Even number row for demon which does not learn new skill on level gain. end elseif row == 'r21' then result = skillcell .. cost1 .. effect1 .. level1 -- Odd number row for demon/persona which learn new skill on level gain. elseif row == 'r22' then result = skillcell .. cost2 .. effect2 .. level2 -- Even number row for demon/persona which learn new skill on level gain. elseif row == 'r31' then result = skillcell .. effect1 .. level1 -- Odd number row for guest who learn new skill on level gain. elseif row == 'r32' then result = skillcell .. effect2 .. level2 -- Even number row for guest who learn new skill on level gain. elseif row == 'p12' then result = styles.skill .. level .. styles.skillc .. code .. effect1 -- Row for Persona 1 and 2 persona elseif row == 'rf' then result = skillcell .. effect1 .. order -- Row for Persona-specific fusion spell. elseif row == 'dk1' then result = skillcell .. element1 .. cost1 .. effect1 -- Odd number row for DemiKids stats skill list. elseif row == 'dk2' then result = skillcell .. element2 .. cost2 .. effect2 -- Odd number row for DemiKids stats skill list. elseif row == 'dkc1' then result = skillcell .. level1 .. element1 .. cost1 .. effect1 -- Odd number row for DemiKids stats combo skill list. elseif row == 'dkc2' then result = skillcell .. level2 .. element2 .. cost2 .. effect2 -- Odd number row for DemiKids stats combo skill list. 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('Templates with unrecognizable row value for Module:Skills') end return result end return p --</pre> --[[Category:Skills modules|!]] --[[Category:Stat Templates|!]]