Maintenance
이 문서는 Java Edition 1.15.2의 데이터를 가지고 있습니다. (1.20.1 데이터로 업데이트 필요). | 23:21, 15 April 2020 (UTC) |
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이 문서는 Bedrock Edition 1.14.60의 데이터를 가지고 있습니다. (1.20.0 데이터로 업데이트 필요). | 04:02, 19 April 2020 (UTC) |
이 문서는 Bedrock Edition 베타 beta 1.16.0.57의 데이터를 가지고 있습니다. (베타 1.20.10.21 데이터로 업데이트 필요). | 04:02, 19 April 2020 (UTC) |
.base usage (Template:LootChest)
Generates a table of the contents of the designated chests, with columns corresponding to various statistics about the availability of those items.
Invoking
It takes any number of chest parameters, and any number of column parameters, in no particular order.
If no chest parameters are listed, it displays them all; likewise for column parameters.
{{#invoke:LootChest|base [ |<chestParam1> ... |<chestParamN> ] [ |<columnHideParam1> ... |<columnHideParamN> ] }}
Chest parameters
bonus,
buried-treasure,
desert-temple ( desert ),
dungeon,
end-city,
igloo,
jungle-temple ( jungle ),
jungle-temple-dispenser,
mineshaft,
nether-fortress ( nether, fortress ),
pillager-outpost ( outpost ),
shipwreck-map,
shipwreck-supply,
shipwreck-treasure,
stronghold-altar ( altar ),
stronghold-library ( library ),
stronghold-storeroom ( storeroom ),
underwater-ruin-big,
underwater-ruin-small,
village-armorer ( armorer ),
village-blacksmith ( blacksmith ),
village-butcher ( butcher ),
village-cartographer ( cartographer ),
village-desert-house ( desert-house ),
village-mason ( mason ),
village-plains-house ( plains-house ),
village-savanna-house ( savanna-house ),
village-shepherd ( shepherd ),
village-snowy-house ( snowy-house ),
village-taiga-house ( taiga-house ),
village-tannery ( tannery ),
village-two-room-house,
village-weaponsmith ( weaponsmith ),
woodland-mansion ( mansion )
Column parameters
chance: 하나의 상자에서 이 아이템이 존재할 확률.,
chests: 이 아이템을 찾으려면 평균 몇개의 상자를 찾아야 할까?,
items: 상자당 기대되는 아이템의 수. 많은 상자를 평균한 값임.,
stacksize: 이 아이템의 묶음의 수 (쌓기가 안되는 경우, 그냥 갯수).,
weight: 이 종류에서 다른 아이템에 비한 이 아이템의 가중치.
Example
{{#invoke:LootChest|base}}
→ all chests and all columns
{{#invoke:LootChest|base|blacksmith|jungle|bonus|chance|stacksize}}
→ only blacksmith and jungle chests, and only 'stacksize' and 'chance' columns
.base2 usage (Template:LootChestItem)
Prints a summary of this item's availability in the various worldgen chests.
Invoking
It takes exactly one item name as a parameter.
{{#invoke:LootChest|base2|<itemParam>}}
Item parameters
acacia-log, acacia-sapling, activator-rail, apple, arrow, bamboo, beef, beetroot, beetroot-seeds, beetroot-soup, birch-log, birch-sapling, black-wool, blue-ice, bone, book, book-and-quill, bottle-o'-enchanting, bread, brown-mushroom, brown-wool, bucket, buried-treasure-map, cactus, cake, carrot, chainmail-boots, chainmail-chestplate, chainmail-helmet, chainmail-leggings, clay, clock, coal, cocoa-beans, compass, cooked-cod, cooked-salmon, crossbow, dandelion, dark-oak-log, dark-oak-sapling, dead-bush, detector-rail, diamond, diamond-chestplate, diamond-hoe, diamond-horse-armor, disc-13, disc-cat, disc-mellohi, disc-wait, emerald, empty, empty-map, enchanted-book, enchanted-book-rnd, enchanted-book-rnd-treasure, enchanted-diamond-boots, enchanted-diamond-chestplate, enchanted-diamond-helmet, enchanted-diamond-leggings, enchanted-diamond-pickaxe, enchanted-diamond-shovel, enchanted-diamond-sword, enchanted-fishing-rod, enchanted-golden-apple, enchanted-iron-boots, enchanted-iron-chestplate, enchanted-iron-helmet, enchanted-iron-leggings, enchanted-iron-pickaxe, enchanted-iron-shovel, enchanted-iron-sword, enchanted-leather-boots, enchanted-leather-cap, enchanted-leather-pants, enchanted-leather-tunic, ender-pearl, feather, fern, flint-and-steel, flower-pot, furnace, gold-ingot, gold-nugget, golden-apple, golden-chestplate, golden-helmet, golden-horse-armor, golden-sword, grass, gray-wool, green-dye, gunpowder, heart-of-the-sea, ink-sac, iron-boots, iron-chestplate, iron-helmet, iron-horse-armor, iron-ingot, iron-leggings, iron-nugget, iron-pickaxe, iron-sword, jungle-log, jungle-sapling, lapis-lazuli, large-fern, lead, leather, leather-boots, leather-cap, leather-pants, leather-tunic, light-gray-wool, melon-seeds, name-tag, nether-wart, oak-log, oak-planks, oak-sapling, oak-wood-only, obsidian, paper, poisonous-potato, poppy, potato, potion-of-regeneration, potion-of-water-breathing, powered-rail, prismarine-crystals, pumpkin, pumpkin-pie, pumpkin-seeds, rail, raw-mutton, raw-porkchop, raw-salmon, redstone, rotten-flesh, saddle, sand, shears, smooth-stone, snow-block, snowball, spider-eye, spruce-log, spruce-sapling, spruce-sign, stick, stone, stone-axe, stone-bricks, stone-pickaxe, string, suspicious-stew, tall-grass, tnt, torch, wheat, wheat-seeds, white-wool, wooden-axe, wooden-hoe, wooden-pickaxe, yellow-dye
Example
{{#invoke:LootChest|base2|iron-ingot}}
→
Item | Structure | Container | Quantity | Chance |
---|---|---|---|---|
철 주괴 | 던전 | 1~4 | 18.5 % | |
폐광 | 1~5 | 31.6 % | ||
땅에 묻힌 보물 | 1~4 | 99.4 % | ||
사막 사원 | 1~5 | 18 % | ||
엔드 도시 | 4~8 | 38.4 % | ||
정글 사원 | Chest | 1~5 | 43.3 % | |
네더 요새 | 1~5 | 19 % | ||
난파선 | 보물 상자 | 1~5 | 97.4 % | |
요새 | 제단 상자 | 1~5 | 23.3 % | |
저장실 상자 | 1~5 | 34.3 % | ||
마을 | 대장간 상자 | 1~5 | 45.1 % | |
삼림 대저택 | 1~4 | 18.5 % | ||
1.14{{upcoming}} | ||||
철 주괴 | 정글 사원 | Chest | 1~5 | 37.4 % |
약탈자 전초기지 | 1~3 | 30.5 % | ||
마을 | 갑옷 제조인 상자 | 1~3 | 54.2 % | |
무기 제조인 상자 | 1~5 | 45.1 % | ||
베드락 에디션 | ||||
철 주괴 | 땅에 묻힌 보물 | 3~5 | 57.2 % | |
정글 사원 | Chest | 1~5 | 43.2 % | |
요새 | 저장실 상자 | 1~5 | 28.5 % | |
제단 상자 | 1~5 | 22.6 % |
{{#invoke:LootChest|base2|emerald}}
→
Item | Structure | Container | Quantity | Chance |
---|---|---|---|---|
에메랄드 | 땅에 묻힌 보물 | 4~8 | 53.1 % | |
사막 사원 | 1~3 | 18 % | ||
엔드 도시 | 2~6 | 9 % | ||
이글루 | 1 | 7.6 % | ||
정글 사원 | Chest | 1~3 | 10.4 % | |
난파선 | 보물 상자 | 1~5 | 73.7 % | |
해저 폐허 | 해저 폐허의 작은 상자 | 1 | 16.4 % | |
해저 폐허의 큰 상자 | 1 | 14.9 % | ||
1.14{{upcoming}} | ||||
에메랄드 | 정글 사원 | Chest | 1~3 | 8.7 % |
마을 | 평원 마을 상자 | 1~4 | 24.3 % | |
타이가 마을 상자 | 1~4 | 18.6 % | ||
가죽 세공인 상자 | 1~4 | 17.3 % | ||
사막 마을 상자 | 1~3 | 14.3 % | ||
눈 덮인 마을 상자 | 1~4 | 9.9 % | ||
석공 상자 | 1 | 20.8 % | ||
사바나 집 상자 | 1~4 | 21.5 % | ||
양치기 상자 | 1 | 12.3 % | ||
도살업자 상자 | 1 | 10.2 % | ||
갑옷 제조인 상자 | 1 | 31.8 % | ||
베드락 에디션 | ||||
에메랄드 | 정글 사원 | Chest | 1~3 | 10.4 % |
요새 | 제단 상자 | 1~3 | 7.2 % |
Source
- The data is set up within
p
so that it can be pulled directly from (or compared directly to) the minecraft loot table files. - stack size given here (and given in code) can be larger than the stackable size of the item, prominently in the case of enchanted books. However this fact does not affect the calculated values. This is because the game puts the right number of items, but unstacked rather than stacked.
Data structure
p.items
'<item-id>' = {
- This key must match a sprite name for the items/blocks defined in Module:BlockSprite or Module:ItemSprite, unless
id
is included in the item definition.
- This key must match a sprite name for the items/blocks defined in Module:BlockSprite or Module:ItemSprite, unless
'<sprite-type>'
- Either
item
orblock
.
- Either
[, id='<sprite-id>']
- Use this to specify a sprite defined in Module:BlockSprite or Module:ItemSprite. Otherwise it will use the sprite with the name given by
item-id
.
- Use this to specify a sprite defined in Module:BlockSprite or Module:ItemSprite. Otherwise it will use the sprite with the name given by
[, link='<item-link>']
- A link to a page that is different from the sprite-id name. Used in Template:LootChest.
[, title='<item-text>']
- A name for an item that is different from the sprite-id name.
[, cannot_stack=false]
- Use this to indicate that the item comes in groups rather than in stacks. Used in Template:LootChestItem.
[, plural=(false|'<custom-plural-word>')]
- Use
false
when a word has no plural, like 'Nether Wart'. Use a custom plural word when you cannot simply append an 's' to the base word to make it plural, like 'Bottles o' Enchanting'. Used in Template:LootChestItem.
- Use
[, preserve_case=false]
- Use
false
when an item name should follow the capitalization exactly specified intitle
, and not follow sentence case, like 'TNT'.
- Use
[, note='<note-name>']
- Indicates that a note will appear next to this item in the table. (notes are defined directly below the item list)
}
p.notes
'<note-name>' = '<note-full-text>'
p.chests[n].pools[n]
p.chests[n].poolsDev[n]
- rolls
{ <min-number-of-stacks>, <max-number-of-stacks> }
p.chests[n].pools[n].items
p.chests[n].poolsDev[n].items
'<item-id>' = { <min-stack-size>, <max-stack-size>, <item-weight> }
p.synonyms
'<chest-name-synonym>' = '<original-interally-valid-chest-name>'
- Allows additional chest names to be used as parameters, in addition to the ones defined in p.chests.
p.display_names
'<chest-name-given-via-parameter>' = '<name-displayed-in-single-chest-table>'
- If a single chest parameter is used, this defines the name it is called in the summary text above the table.
p.columns
'<column-name>' = '<column-full-description>'
- The column descriptions, found either in the tooltip on the column header, or in the summary text above the table.
Functions
The following functions are made available at the top of the file, for ease of inspection.
calc_average_amount_this_item_per_chest
- average number of a certain item (not number of stacks), per-chest (not per-structure).
calc_chance_any_of_this_item_per_chest
- chance that at least one of a certain item will be found, per-chest (not per-structure).
Item tests
{{#invoke:LootChest|base2_test}}
2010번째 줄에서 Lua 오류: attempt to call field 'xlink' (a nil value).
Notes
local p = { josa_eun_neun = function(input) -- sanitise the input. This removes: -- any paren-surrounded stub ' (any_text)' -- refs '<ref ... </ref>' local inputstring_2 = string.gsub(input, " %(.*%)", "") local inputstring = string.gsub(inputstring_2, "<ref.*</ref>", "") local default_return = "은(는)" -- 0xxxxxxx -- 110xxxxx 10xxxxxx -- 1110xxxx 10xxxxxx 10xxxxxx -- 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx -- ... (max 6 bytes) -- UTF-8 have max 6 bytes per character, of which 3 are of interest here local last3bytes = {string.byte(inputstring, #inputstring - 2), string.byte(inputstring, #inputstring - 1), string.byte(inputstring, #inputstring)} -- check if it's valid 3 bytes one -- as 'bit' library is unavailable, every bitwise operation must be done manually if (14 == math.floor(last3bytes[1] / 16)) then local codepoint = 4096*(last3bytes[1] % 16) + 64*(last3bytes[2] % 64) + (last3bytes[3] % 64) -- check if it's a hangul syllable if (codepoint >= 0xAC00 and codepoint <= 0xD7A3) then if ((codepoint - 0xAC00) % 28 == 0) then return "는" else return "은" end end return default_return else if (input == "TNT") then return "는" end return default_return end end, calc_average_amount_this_item_per_pool = function( min_stacksize, max_stacksize, min_pool_rolls, max_pool_rolls, item_weight, pool_total_item_weight ) local avg_stacksize = ( min_stacksize + max_stacksize ) / 2 local avg_rolls = ( min_pool_rolls + max_pool_rolls ) / 2 return avg_stacksize * avg_rolls * item_weight / pool_total_item_weight end, calc_chance_any_of_this_item_per_pool = function( min_pool_rolls, max_pool_rolls, item_weight, pool_total_item_weight ) local inverse_result = 0 -- 1 - inverse_result = return value local inverse_item_weight = pool_total_item_weight - item_weight -- will be used for the division in the for loop to avoid the slightly -- less performant math.pow(). The divisor already includes the probability -- of picking any specific number of rolls. local cur_dividend = inverse_item_weight local cur_divisor = pool_total_item_weight * (max_pool_rolls - min_pool_rolls + 1) for i = 1, max_pool_rolls do if i >= min_pool_rolls then inverse_result = inverse_result + cur_dividend / cur_divisor end cur_dividend = cur_dividend * inverse_item_weight -- simulate pow cur_divisor = cur_divisor * pool_total_item_weight -- simulate pow end return 1 - inverse_result end, dev = '[[1.14]]{{upcoming}}', bedrock = '[[베드락 에디션]]', bedrock_beta = '[[베드락 에디션 1.9]]{{upcoming}}', -- these define which sprite, label and link to use, in the table, -- and 'cannot_stack' and 'plural' dictate how to display the single-item summary -- NOTE: order in this list doesn't matter. items = { ["acacia-log"] = { "block", link="원목" }, ["acacia-sapling"] = { "block", link="묘목" }, ["activator-rail"] = { "block" }, ["apple"] = { "item" }, ["arrow"] = { "item" }, ["bamboo"] = { "item", plural=false }, ["beef"] = { "item" }, ["beetroot"] = { "item" }, ["beetroot-seeds"] = { "item", plural=false }, ["beetroot-soup"] = { "item", plural=false, cannot_stack=true }, ["birch-log"] = { "block", link="원목" }, ["birch-sapling"] = { "block", link="묘목" }, ["black-wool"] = { "block", link="양털", plural=false }, ["blue-ice"] = { "block" }, ["bone"] = { "item" }, ["book"] = { "item" }, ["book-and-quill"] = { "item", plural=false, title="책과 깃펜" }, ["bottle-o'-enchanting"] = { "item", title="경험치 병" }, ["bread"] = { "item", plural=false }, ["brown-mushroom"] = { "block", link="버섯" }, ["brown-wool"] = { "block", link="양털", plural=false }, ["bucket"] = { "item" }, ["buried-treasure-map"] = { "item", link="탐험 지도" }, ["cactus"] = { "block", plural=false }, ["cake"] = { "block", plural=false }, ["carrot"] = { "item" }, ["chainmail-chestplate"] = { "item", link="흉갑", cannot_stack=true }, ["chainmail-helmet"] = { "item", link="투구", cannot_stack=true }, ["chainmail-leggings"] = { "item", link="각반", cannot_stack=true, plural=false }, ["chainmail-boots"] = { "item", link="부츠", cannot_stack=true, plural=false }, ["clay"] = { "item" }, ["clock"] = { "item" }, ["cocoa-beans"] = { "item", plural=false }, ["coal"] = { "item", plural=false }, ["cooked-cod"] = { "item", plural=false, link="대구 (아이템)" }, ["cooked-salmon"] = { "item", plural=false, link="연어 (아이템)" }, ["compass"] = { "item" }, ["crossbow"] = { "item", cannot_stack=true }, ["dark-oak-log"] = { "block", link="원목" }, ["dark-oak-sapling"] = { "block", link="묘목" }, ["dead-bush"] = { "block", link="마른 덤불" }, ["detector-rail"] = { "block" }, ["dandelion"] = { "block", link="꽃" }, ["diamond"] = { "item" }, ["diamond-chestplate"] = { "item", link="흉갑", cannot_stack=true }, ["diamond-hoe"] = { "item", link="괭이", cannot_stack=true }, ["diamond-horse-armor"] = { "item", link="말 갑옷", cannot_stack=true, plural=false }, ["disc-13"] = { "item", id='music-disc-13', title="음반 (13)", link="음반", cannot_stack=true, plural=false }, ["disc-cat"] = { "item", id='music-disc-cat',title="음반 (Cat)", link="음반", cannot_stack=true, plural=false }, ["disc-wait"] = { "item", id='music-disc-wait',title="음반 (Wait)", link="음반", cannot_stack=true, plural=false }, ["disc-mellohi"] = { "item", id='music-disc-mellohi',title="음반 (Mellohi)", link="음반", cannot_stack=true, plural=false }, ["emerald"] = { "item" }, ["empty-map"] = { "item", link="지도", title="빈 지도" }, ["enchanted-book"] = { "item", cannot_stack=true, note="enchant-with-levels" }, ["enchanted-book-rnd"] = { "item", id='enchanted-book', title="마법이 부여된 책", link="마법이 부여된 책", cannot_stack=true, note="enchant-randomly" }, ["enchanted-book-rnd-treasure"] = { "item", id='enchanted-book', title="마법이 부여된 책", link="마법이 부여된 책", cannot_stack=true, note="enchant-randomly-treasure" }, ["ender-pearl"] = { "item" }, ["enchanted-fishing-rod"] = { "item", id="fishing-rod", title="마법이 부여된 낚싯대", link="낚싯대", cannot_stack=true, note="enchant-randomly" }, ["enchanted-golden-apple"] = { "item", id='golden-apple', link="황금 사과" }, ["feather"] = { "item" }, ["fern"] = { "block", link="잔디" }, ["flint-and-steel"] = { "item", cannot_stack=true, plural=false }, ["flower-pot"] = { "item" }, ["furnace"] = { "block" }, ["golden-apple"] = { "item" }, ["golden-chestplate"] = { "item", link="흉갑", cannot_stack=true }, ["golden-helmet"] = { "item", link="투구", cannot_stack=true }, ["golden-horse-armor"] = { "item", link="말 갑옷", cannot_stack=true, plural=false }, ["golden-sword"] = { "item", link="검", cannot_stack=true }, ["gold-ingot"] = { "item" }, ["gold-nugget"] = { "item" }, ["grass"] = { "block", link="잔디" }, ["gray-wool"] = { "block", link="양털", plural=false }, ["green-dye"] = { "item", link="염료" }, ["gunpowder"] = { "item", plural=false }, ["heart-of-the-sea"] = { "item", plural=false, link="바다의 심장" }, ["ink-sac"] = { "item" }, ["iron-boots"] = { "item", link="부츠", cannot_stack=true, plural=false }, ["iron-chestplate"] = { "item", link="흉갑", cannot_stack=true }, ["iron-helmet"] = { "item", link="투구", cannot_stack=true }, ["iron-horse-armor"] = { "item", link="말 갑옷", cannot_stack=true, plural=false }, ["iron-ingot"] = { "item" }, ["iron-leggings"] = { "item", link="각반", cannot_stack=true, plural=false }, ["iron-nugget"] = { "item" }, ["iron-pickaxe"] = { "item", link="곡괭이", cannot_stack=true }, ["iron-sword"] = { "item", link="검", cannot_stack=true }, ["jungle-log"] = { "block", link="원목" }, ["jungle-sapling"] = { "block", link="묘목" }, ["lapis-lazuli"] = { "item", plural=false }, ["large-fern"] = { "block", link="잔디" }, ["lead"] = { "item" }, ["leather"] = { "item" }, ["leather-tunic"] = { "item", link="흉갑", cannot_stack=true }, ["leather-boots"] = { "item", link="부츠", cannot_stack=true }, ["leather-cap"] = { "item", link="투구", cannot_stack=true }, ["leather-pants"] = { "item", link="각반", cannot_stack=true }, ["light-gray-wool"] = { "block", link="양털", plural=false }, ["melon-seeds"] = { "item", plural=false }, ["name-tag"] = { "item" }, ["nether-wart"] = { "item", plural=false }, ["oak-log"] = { "block", link="원목" }, ["oak-planks"] = { "block", link="나무 판자", id="oak-wood-planks", plural=false }, ["oak-sapling"] = { "block", link="묘목" }, ["oak-wood-only"] = { "block", id='oak-log', link="원목", title="참나무 원목", plural=false }, ["obsidian"] = { "block", plural=false }, ["paper"] = { "item", plural=false }, ["poppy"] = { "block", link="꽃" }, ["potato"] = { "item" }, ["potion-of-regeneration"] = { "item", link="물약", title="재생의 물약", plural=false, preserve_case=true }, ["potion-of-water-breathing"] = { "item", link="물약", title="수중 호흡의 물약", plural=false, preserve_case=true }, ["poisonous-potato"] = { "item" }, ["powered-rail"] = { "block", title="전동 레일", plural=false }, ["prismarine-crystals"] = { "item", plural=false }, ["pumpkin"] = { "block" }, ["pumpkin-seeds"] = { "item", plural=false }, ["pumpkin-pie"] = { "item" }, ["rail"] = { "block", title="레일", plural=false }, ["redstone"] = { "item", id="redstone-dust", title="레드스톤 가루", plural=false }, ["rotten-flesh"] = { "item", plural=false }, ["sand"] = { "block", plural=false }, ["saddle"] = { "item", cannot_stack=true }, ["raw-mutton"] = { "item", link="익히지 않은 양고기" }, ["raw-salmon"] = { "item", link="연어 (아이템)", plural=false }, ["raw-porkchop"] = { "item", link="익히지 않은 돼지고기" }, ["shears"] = { "item", plural=false, cannot_stack=true }, ["smooth-stone"] = { "block", plural=false }, ["snowball"] = { "item", link="눈덩이" }, ["snow-block"] = { "block", link="눈 블록" }, ["spider-eye"] = { "item" }, ["spruce-log"] = { "block", link="원목" }, ["spruce-sapling"] = { "block", link="묘목" }, ["spruce-sign"] = { "item", link="표지판" }, ["stick"] = { "item" }, ["stone"] = { "block", plural=false }, ["stone-bricks"] = { "block", plural=false }, ["stone-axe"] = { "item", link="도끼", cannot_stack=true }, ["stone-pickaxe"] = { "item", link="곡괭이", cannot_stack=true }, ["string"] = { "item", plural=false }, ["suspicious-stew"] = { "item", plural=false, note="suspicious-stew" }, ["tall-grass"] = { "block", link="잔디" }, ["tnt"] = { "block", title="TNT", plural=false, preserve_case=true }, ["torch"] = { "block" }, ["wheat"] = { "item", plural=false }, ["wheat-seeds"] = { "item", plural=false }, ["white-wool"] = { "block", link="양털", plural=false }, ["wooden-axe"] = { "item", link="도끼", cannot_stack=true }, ["wooden-hoe"] = { "item", link="괭이", cannot_stack=true }, ["wooden-pickaxe"] = { "item", link="곡괭이", cannot_stack=true }, ["yellow-dye"] = { "item", link="염료" }, ["enchanted-leather-cap"] = { "item", id="leather-cap", title="마법이 부여된 가죽 모자", link="투구", note="enchant-randomly", cannot_stack=true }, ["enchanted-leather-tunic"] = { "item", id="leather-tunic", title="마법이 부여된 가죽 조끼", link="흉갑", note="enchant-randomly", cannot_stack=true }, ["enchanted-leather-pants"] = { "item", id="leather-pants", title="마법이 부여된 가죽 바지", link="각반", note="enchant-randomly", cannot_stack=true, plural=false }, ["enchanted-leather-boots"] = { "item", id="leather-boots", title="마법이 부여된 가죽 부츠", link="부츠", note="enchant-randomly", cannot_stack=true, plural=false }, ["enchanted-diamond-boots"] = { "item", id="diamond-boots", title="마법이 부여된 다이아몬드 부츠", link="부츠", note="enchant-with-levels-20-39", cannot_stack=true, plural=false }, ["enchanted-diamond-chestplate"] = { "item", id="diamond-chestplate", title="마법이 부여된 다이아몬드 흉갑", link="흉갑", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-diamond-helmet"] = { "item", id="diamond-helmet", title="마법이 부여된 다이아몬드 투구", link="투구", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-diamond-leggings"] = { "item", id="diamond-leggings", title="마법이 부여된 다이아몬드 각반", link="각반", note="enchant-with-levels-20-39", cannot_stack=true, plural=false }, ["enchanted-diamond-pickaxe"] = { "item", id="diamond-pickaxe", title="마법이 부여된 다이아몬드 곡괭이", link="곡괭이", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-diamond-shovel"] = { "item", id="diamond-shovel", title="마법이 부여된 다이아몬드 삽", link="삽", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-diamond-sword"] = { "item", id="diamond-sword", title="마법이 부여된 다이아몬드 검", link="검", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-iron-boots"] = { "item", id="iron-boots", title="마법이 부여된 철 부츠", link="부츠", note="enchant-with-levels-20-39", cannot_stack=true, plural=false }, ["enchanted-iron-chestplate"] = { "item", id="iron-chestplate", title="마법이 부여된 철 흉갑", link="흉갑", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-iron-helmet"] = { "item", id="iron-helmet", title="마법이 부여된 철 투구", link="투구", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-iron-leggings"] = { "item", id="iron-leggings", title="마법이 부여된 철 각반", link="각반", note="enchant-with-levels-20-39", cannot_stack=true, plural=false }, ["enchanted-iron-pickaxe"] = { "item", id="iron-pickaxe", title="마법이 부여된 철 곡괭이", link="곡괭이", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-iron-shovel"] = { "item", id="iron-shovel", title="마법이 부여된 철 삽", link="삽", note="enchant-with-levels-20-39", cannot_stack=true }, ["enchanted-iron-sword"] = { "item", id="iron-sword", title="마법이 부여된 철 검", link="검", note="enchant-with-levels-20-39", cannot_stack=true }, ["empty"] = { "block", id="air", link='', title='없음', plural=false, note="nothing" }, }, notes3 = { ["enchant-with-levels"] = "마법의 확률은 [[마법 부여대]]에서 30레벨의 마법을 부여할 때와 동일하다. [[보물 마법]]에도 적용되며, 여러 마법이 중복될 확률은 줄어들지 않는다.", ["enchant-with-levels-20-39"] = "마법의 확률은 [[마법 부여대]]에서 레벨 20에서 레벨 39까지의 마법을 부여할 때와 동일하다. [[보물 마법]]에도 여러 마법이 중복될 확률은 줄어들지 않는다.", ["enchant-randomly"] = "[[보물 마법]]을 제외한 모든 마법의 확률은 동일하며, 마법 레벨도 확률이 동일하다.", ["enchant-randomly-treasure"] = "[[보물 마법]]을 '''포함한''' 모든 마법의 확률은 동일하며, 마법 레벨도 확률이 동일하다.", ["nothing"] = "빈 상자의 확률은 아무것도 참조되지 않는다. 그 대신, 무작위 전리품 생성기가 '''한번의 Roll'''에 아무런 전리품도 추가하지 않을 확률을 참조한다.", ["suspicious-stew"] = "스튜는 다음과 같은 효과중 하나를 부여한다. [[실명 상태 효과]] 5-7초, [[점프 강화 상태 효과]] 7-10초, [[독 상태 효과]] 10-20초, [[포화 상태 효과]] 7-10초, [[신속 상태 효과]] 7-10초, [[나약함 상태 효과]] 6-8초.", }, notes = { ["enchant-with-levels"] = "<ref group='note' name='enchant-with-levels'>마법의 확률은 [[마법 부여대]]에서 30레벨의 마법을 부여할 때와 동일하다. [[보물 마법]]에도 적용되며, 여러 마법이 중복될 확률은 줄어들지 않는다.</ref>", ["enchant-with-levels-20-39"] = "<ref group='note' name='enchant-with-levels-20-39'>마법의 확률은 [[마법 부여대]]에서 레벨 20에서 레벨 39까지의 마법을 부여할 때와 동일하다. [[보물 마법]]에도 여러 마법이 중복될 확률은 줄어들지 않는다.</ref>", ["enchant-randomly"] = "<ref group='note' name='enchant-randomly'>[[보물 마법]]을 제외한 모든 마법의 확률은 동일하며, 마법 레벨도 확률이 동일하다.</ref>", ["enchant-randomly-treasure"] = "<ref group='note' name='enchant-randomly-treasure'>[[보물 마법]]을 '''포함한''' 모든 마법의 확률은 동일하며, 마법 레벨도 확률이 동일하다.</ref>", ["nothing"] = "<ref group='note' name='nothing'>빈 상자의 확률은 아무것도 참조되지 않는다. 그 대신, 무작위 전리품 생성기가 '''한번의 Roll'''에 아무런 전리품도 추가하지 않을 확률을 참조한다.</ref>", ["suspicious-stew"] = "<ref group='note' name='suspicious-stew'>스튜는 다음과 같은 효과중 하나를 부여한다. [[실명 상태 효과]] 5-7초, [[점프 강화 상태 효과]] 7-10초, [[독 상태 효과]] 10-20초, [[포화 상태 효과]] 7-10초, [[신속 상태 효과]] 7-10초, [[나약함 상태 효과]] 6-8초.</ref>", }, -- NOTE: order here doesn't matter. -- * in the table, chests will sort in alphabetical order -- * in the table, items will sort by chance, then by avg#, then alphabetically. -- * If poolsDev is omitted, pools will be used. To omit a pool entirely in the dev version, set poolsDev = {}. chests = { ["shipwreck-map"] = { -- shipwreck_map.json header = "Map", chest_type = "shipwreck", superheader = "[[난파선]]", link = "[[난파선#지도 상자]]", structure = "난파선", container = "지도 상자", structID = "shipwreck", pools = { { rolls = {1,1}, items = { ["buried-treasure-map"] = {1,1,1}, } }, { rolls = {3,3}, items = { ["compass"] = {1,1,1}, ["empty-map"] = {1,1,1}, ["clock"] = {1,1,1}, ["paper"] = {1,10,20}, ["feather"] = {1,5,10}, ["book"] = {1,5,5}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["shipwreck-supply"] = { -- shipwreck_supply.json header = "Supply", chest_type = "shipwreck", superheader = "[[난파선]]", link = "[[난파선#보급품 상자]]", structure = "난파선", container = "보급품 상자", structID = "shipwreck", pools = { { rolls = {3,10}, items = { ["paper"] = {1,12,8}, ["potato"] = {2,6,7}, ["poisonous-potato"] = {2,6,7}, ["carrot"] = {4,8,7}, ["wheat"] = {8,21,7}, ["coal"] = {2,8,6}, ["rotten-flesh"] = {5,24,5}, ["pumpkin"] = {1,3,2}, ["gunpowder"] = {1,5,3}, ["tnt"] = {1,2,1}, ["enchanted-leather-cap"] = {1,1,3}, ["enchanted-leather-tunic"] = {1,1,3}, ["enchanted-leather-pants"] = {1,1,3}, ["enchanted-leather-boots"] = {1,1,3}, } }, }, poolsDev = { { rolls = {3,10}, items = { ["paper"] = {1,12,8}, ["potato"] = {2,6,7}, ["poisonous-potato"] = {2,6,7}, ["carrot"] = {4,8,7}, ["wheat"] = {8,21,7}, ["coal"] = {2,8,6}, ["rotten-flesh"] = {5,24,5}, ["bamboo"] = {1,3,2}, ["suspicious-stew"] = {1,1,10}, ["pumpkin"] = {1,3,2}, ["gunpowder"] = {1,5,3}, ["tnt"] = {1,2,1}, ["enchanted-leather-cap"] = {1,1,3}, ["enchanted-leather-tunic"] = {1,1,3}, ["enchanted-leather-pants"] = {1,1,3}, ["enchanted-leather-boots"] = {1,1,3}, } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["shipwreck-treasure"] = { -- shipwreck_treasure.json header = "Treasure", chest_type = "shipwreck", superheader = "[[난파선]]", link = "[[난파선#보물 상자]]", structure = "난파선", container = "보물 상자", structID = "shipwreck", pools = { { rolls = {3,6}, items = { ["iron-ingot"] = {1,5,90}, ["gold-ingot"] = {1,5,10}, ["emerald"] = {1,5,40}, ["diamond"] = {1,1,5}, ["bottle-o'-enchanting"] = {1,1,5}, } }, { rolls = {2,5}, items = { ["iron-nugget"] = {1,10,50}, ["gold-nugget"] = {1,10,10}, ["lapis-lazuli"] = {1,10,20}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["buried-treasure"] = { -- buried_treasure.json header = "[[땅에 묻힌 보물]]", link = "[[땅에 묻힌 보물]]", structure = "땅에 묻힌 보물", container = "", structID = "buried-treasure", pools = { { rolls = {1,1}, items = { ["heart-of-the-sea"] = {1,1,1}, } }, { rolls = {5,8}, items = { ["iron-ingot"] = {1,4,20}, ["gold-ingot"] = {1,4,10}, ["tnt"] = {1,2,5}, } }, { rolls = {1,3}, items = { ["emerald"] = {4,8,5}, ["diamond"] = {1,2,5}, ["prismarine-crystals"] = {1,5,5}, } }, { rolls = {0,1}, items = { ["leather-tunic"] = {1,1,1}, ["iron-sword"] = {1,1,1}, } }, { rolls = {2,2}, items = { ["cooked-cod"] = {2,4,1}, ["cooked-salmon"] = {2,4,1}, } }, }, poolsDev = {}, poolsBedrock = { { rolls = {1,1}, items = { ["heart-of-the-sea"] = {1,1,1}, } }, { rolls = {5,12}, items = { ["prismarine-crystals"] = {1,5,5}, ["iron-ingot"] = {3,5,20}, ["gold-ingot"] = {1,5,10}, ["tnt"] = {1,2,10}, ["diamond"] = {1,1,15}, ["disc-wait"] = {1,1,5}, ["disc-mellohi"] = {1,1,5}, ["name-tag"] = {1,1,10}, ["chainmail-chestplate"] = {1,1,20}, ["chainmail-helmet"] = {1,1,20}, ["chainmail-leggings"] = {1,1,20}, ["chainmail-boots"] = {1,1,20}, ["book-and-quill"] = {1,2,5}, ["lead"] = {1,3,10}, ["bottle-o'-enchanting"] = {1,1,3}, ["potion-of-water-breathing"] = {1,1,15}, ["potion-of-regeneration"] = {1,1,10}, ["cake"] = {1,1,1}, } }, }, poolsBedrockBeta = {} }, ["underwater-ruin-big"] = { -- underwater_ruin_big.json header = "Big", superheader = "[[해저 폐허]]", link = "[[해저 폐허]]", structure = "해저 폐허", container = "해저 폐허의 큰 상자", structID = "underwater-ruins", pools = { { rolls = {2,8}, items = { ["coal"] = {1,4,10}, ["gold-nugget"] = {1,3,10}, ["emerald"] = {1,1,1}, ["wheat"] = {2,3,10}, } }, { rolls = {1,1}, items = { ["golden-apple"] = {1,1,1}, ["enchanted-book-rnd"] = {1,1,5}, ["leather-tunic"] = {1,1,1}, ["golden-helmet"] = {1,1,1}, ["enchanted-fishing-rod"] = {1,1,5}, ["buried-treasure-map"] = {1,1,10}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["underwater-ruin-small"] = { -- underwater_ruin_small.json header = "Small", superheader = "[[해저 폐허]]", link = "[[해저 폐허]]", structure = "해저 폐허", container = "해저 폐허의 작은 상자", structID = "underwater-ruins", pools = { { rolls = {2,8}, items = { ["coal"] = {1,4,10}, ["stone-axe"] = {1,1,2}, ["rotten-flesh"] = {1,1,5}, ["emerald"] = {1,1,1}, ["wheat"] = {2,3,10}, } }, { rolls = {1,1}, items = { ["leather-tunic"] = {1,1,1}, ["golden-helmet"] = {1,1,1}, ["enchanted-fishing-rod"] = {1,1,5}, ["buried-treasure-map"] = {1,1,5}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-blacksmith"] = { -- Moved to Weaponsmith in Java 1.14 header = "대장간", superheader = "[[마을]]", link = "[[마을]] 대장간", structure = "마을", container = "대장간 상자", structID = "village", pools = { { rolls = {3,8}, items = { ["diamond"] = {1,3,3}, ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {1,3,5}, ["bread"] = {1,3,15}, ["apple"] = {1,3,15}, ["iron-pickaxe"] = {1,1,5}, ["iron-sword"] = {1,1,5}, ["iron-chestplate"] = {1,1,5}, ["iron-helmet"] = {1,1,5}, ["iron-leggings"] = {1,1,5}, ["iron-boots"] = {1,1,5}, ["obsidian"] = {3,7,5}, ["oak-sapling"] = {3,7,5}, ["iron-horse-armor"] = {1,1,1}, ["golden-horse-armor"] = {1,1,1}, ["diamond-horse-armor"] = {1,1,1}, ["saddle"] = {1,1,3} } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-armorer"] = { -- village\village_armorer.json header = "갑옷 제조인", superheader = "[[마을]]", link = "[[마을]] 갑옷 제조인", structure = "마을", container = "갑옷 제조인 상자", structID = "village", pools = {}, poolsDev = { { rolls = {1,5}, items = { ["iron-ingot"] = {1,3,2}, ["bread"] = {1,4,4}, ["iron-helmet"] = {1,1,1}, ["emerald"] = {1,1,1} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-butcher"] = { -- village\village_butcher.json header = "도살업자", superheader = "[[마을]]", link = "[[마을]] 도살업자", structure = "마을", container = "도살업자 상자", structID = "village", pools = {}, poolsDev = { { rolls = {1,5}, items = { ["emerald"] = {1,1,1}, ["raw-porkchop"] = {1,3,6}, ["wheat"] = {1,3,6}, ["beef"] = {1,3,6}, ["raw-mutton"] = {1,3,6}, ["coal"] = {1,3,3} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-cartographer"] = { -- village\village_cartographer.json header = "지도 제작자", superheader = "[[마을]]", link = "[[마을]] 지도 제작자", structure = "마을", container = "지도 제작자 상자", structID = "village", pools = {}, poolsDev = { { rolls = {1,5}, items = { ["empty-map"] = {1,3,10}, ["paper"] = {1,5,15}, ["compass"] = {1,1,5}, ["bread"] = {1,4,15}, ["oak-sapling"] = {1,2,5} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-mason"] = { -- village\village_mason.json header = "석공", superheader = "[[마을]]", link = "[[마을]] 석공", structure = "마을", container = "석공 상자", structID = "village", pools = {}, poolsDev = { { rolls = {1,5}, items = { ["clay"] = {1,3,1}, ["flower-pot"] = {1,1,1}, ["stone"] = {1,1,2}, ["stone-bricks"] = {1,1,2}, ["bread"] = {1,4,4}, ["yellow-dye"] = {1,1,1}, ["smooth-stone"] = {1,1,1}, ["emerald"] = {1,1,1} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-shepherd"] = { -- village\village_shepherd.json header = "양치기", superheader = "[[마을]]", link = "[[마을]] 양치기", structure = "마을", container = "양치기 상자", structID = "village", pools = {}, poolsDev = { { rolls = {1,5}, items = { ["white-wool"] = {1,8,6}, ["black-wool"] = {1,3,3}, ["gray-wool"] = {1,3,2}, ["brown-wool"] = {1,3,2}, ["light-gray-wool"] = {1,3,2}, ["emerald"] = {1,1,1}, ["shears"] = {1,1,1}, ["wheat"] = {1,6,6} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-tannery"] = { -- village\village_tannery.json header = "가죽 세공인", superheader = "[[마을]]", link = "[[마을]] 가죽 세공인", structure = "마을", container = "가죽 세공인 상자", structID = "village", pools = {}, poolsDev = { { rolls = {1,5}, items = { ["leather"] = {1,3,1}, ["leather-tunic"] = {1,1,2}, ["leather-boots"] = {1,1,2}, ["leather-cap"] = {1,1,2}, ["bread"] = {1,4,5}, ["leather-pants"] = {1,1,2}, ["saddle"] = {1,1,1}, ["emerald"] = {1,4,1} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-weaponsmith"] = { -- village\village_weaponsmith.json header = "무기 제조인", superheader = "[[마을]]", link = "[[마을]] 무기 제조인", structure = "마을", container = "무기 제조인 상자", structID = "village", pools = {}, poolsDev = { { rolls = {3,8}, items = { ["diamond"] = {1,3,3}, ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {1,3,5}, ["bread"] = {1,3,15}, ["apple"] = {1,3,15}, ["iron-pickaxe"] = {1,1,5}, ["iron-sword"] = {1,1,5}, ["iron-chestplate"] = {1,1,5}, ["iron-helmet"] = {1,1,5}, ["iron-leggings"] = {1,1,5}, ["iron-boots"] = {1,1,5}, ["obsidian"] = {3,7,5}, ["oak-sapling"] = {3,7,5}, ["saddle"] = {1,1,3}, ["iron-horse-armor"] = {1,1,1}, ["golden-horse-armor"] = {1,1,1}, ["diamond-horse-armor"] = {1,1,1} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-desert-house"] = { -- village\village_desert_house.json header = "사막의 집", superheader = "[[마을]]", link = "[[마을]] 집", structure = "마을", container = "사막 마을 상자", structID = "village", pools = {}, poolsDev = { { rolls = {3,8}, items = { ["clay"] = {1,1,1}, ["green-dye"] = {1,1,1}, ["cactus"] = {1,4,10}, ["wheat"] = {1,7,10}, ["bread"] = {1,4,10}, ["book"] = {1,1,1}, ["dead-bush"] = {1,3,2}, ["emerald"] = {1,3,1} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-plains-house"] = { -- village\village_plains_house.json header = "평원의 집", superheader = "[[마을]]", link = "[[마을]] 집", structure = "마을", container = "평원 마을 상자", structID = "village", pools = {}, poolsDev = { { rolls = {3,8}, items = { ["gold-nugget"] = {1,3,1}, ["dandelion"] = {1,1,1}, ["poppy"] = {1,1,1}, ["potato"] = {1,7,10}, ["bread"] = {1,4,10}, ["apple"] = {1,5,10}, ["emerald"] = {1,4,2}, ["oak-sapling"] = {1,2,5} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-savanna-house"] = { -- village\village_savanna_house.json header = "사바나의 집", superheader = "[[마을]]", link = "[[마을]] 집", structure = "마을", container = "사바나 집 상자", structID = "village", pools = {}, poolsDev = { { rolls = {3,8}, items = { ["gold-nugget"] = {1,3,1}, ["grass"] = {1,1,5}, ["tall-grass"] = {1,1,5}, ["bread"] = {1,4,10}, ["wheat-seeds"] = {1,5,10}, ["emerald"] = {1,4,2}, ["acacia-sapling"] = {1,2,10}, ["saddle"] = {1,1,1}, ["torch"] = {1,2,1}, ["bucket"] = {1,1,1} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-snowy-house"] = { -- village\village_snowy_house.json header = "눈 덮인 집", superheader = "[[마을]]", link = "[[마을]] 집", structure = "마을", container = "눈 덮인 마을 상자", structID = "village", pools = {}, poolsDev = { { rolls = {3,8}, items = { ["blue-ice"] = {1,1,1}, ["snow-block"] = {1,1,4}, ["potato"] = {1,7,10}, ["bread"] = {1,4,10}, ["beetroot-seeds"] = {1,5,10}, ["beetroot-soup"] = {1,1,1}, ["furnace"] = {1,1,1}, ["emerald"] = {1,4,1}, ["snowball"] = {1,7,10}, ["coal"] = {1,4,5} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-taiga-house"] = { -- village\village_taiga_house.json header = "타이가의 집", superheader = "[[마을]]", link = "[[마을]] 집", structure = "마을", container = "타이가 마을 상자", structID = "village", pools = {}, poolsDev = { { rolls = {3,8}, items = { ["iron-nugget"] = {1,5,1}, ["fern"] = {1,1,2}, ["large-fern"] = {1,1,2}, ["potato"] = {1,7,10}, ["sweet-berries"] = {1,7,5}, ["bread"] = {1,4,10}, ["pumpkin-seeds"] = {1,5,5}, ["pumokin-pie"] = {1,1,1}, ["emerald"] = {1,4,2}, ["spruce-sapling"] = {1,5,5}, ["spruce-sign"] = {1,1,1}, ["spruce-log"] = {1,5,10} } }, }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["village-two-room-house"] = { -- village_two_room_house.json header = "방이 두 개인 집", superheader = "[[마을]]", link = "[[마을]] 방이 두 개인 집", structure = "마을", container = "마을 상자", structID = "village", pools = {}, poolsDev = {}, poolsBedrock = { { rolls = {6,8}, items = { ["potato"] = {5,8,10}, ["carrot"] = {4,8,10}, ["wheat"] = {8,12,15}, ["wheat-seeds"] = {2,4,5}, ["beetroot"] = {5,8,5}, ["wooden-hoe"] = {1,1,1} } }, }, poolsBedrockBeta = {} }, ["stronghold-altar"] = { -- stronghold_corridor.json header = "제단", superheader = "[[요새]]", link = "[[요새]] 제단", structure = "요새", container = "제단 상자", structID = "stronghold", pools = { { rolls = {2,3}, items = { ["ender-pearl"] = {1,1,10}, ["diamond"] = {1,3,3}, ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {1,3,5}, ["redstone"] = {4,9,5}, ["bread"] = {1,3,15}, ["apple"] = {1,3,15}, ["iron-pickaxe"] = {1,1,5}, ["iron-sword"] = {1,1,5}, ["iron-chestplate"] = {1,1,5}, ["iron-helmet"] = {1,1,5}, ["iron-leggings"] = {1,1,5}, ["iron-boots"] = {1,1,5}, ["golden-apple"] = {1,1,1}, ["saddle"] = {1,1,1}, ["iron-horse-armor"] = {1,1,1}, ["golden-horse-armor"] = {1,1,1}, ["diamond-horse-armor"] = {1,1,1}, ["enchanted-book"] = {1,1,1}, } }, }, poolsDev = {}, poolsBedrock = { { rolls = {2,3}, items = { ["ender-pearl"] = {1,1,50}, ["emerald"] = {1,3,15}, ["diamond"] = {1,3,15}, ["iron-ingot"] = {1,5,50}, ["gold-ingot"] = {1,3,25}, ["redstone"] = {4,9,25}, ["bread"] = {1,3,75}, ["apple"] = {1,3,75}, ["iron-pickaxe"] = {1,1,25}, ["iron-sword"] = {1,1,25}, ["iron-chestplate"] = {1,1,25}, ["iron-helmet"] = {1,1,25}, ["iron-leggings"] = {1,1,25}, ["iron-boots"] = {1,1,25}, ["golden-apple"] = {1,1,5}, ["saddle"] = {1,1,5}, ["iron-horse-armor"] = {1,1,5}, ["golden-horse-armor"] = {1,1,5}, ["diamond-horse-armor"] = {1,1,5}, ["enchanted-book"] = {1,1,6}, } }, }, poolsBedrockBeta = {} }, ["stronghold-library"] = { -- stronghold_library.json header = "도서관", superheader = "[[요새]]", link = "[[요새]] 도서관", structure = "요새", container = "도서관 상자", structID = "stronghold", pools = { { rolls = {2,10}, items = { ["book"] = {1,3,20}, ["paper"] = {2,7,20}, ["empty-map"] = {1,1,1}, ["compass"] = {1,1,1}, ["enchanted-book"] = {1,1,10}, } }, }, poolsDev = {}, poolsBedrock = { { rolls = {2,10}, items = { ["book"] = {1,3,100}, ["paper"] = {2,7,100}, ["empty-map"] = {1,1,5}, ["compass"] = {1,1,5}, ["enchanted-book"] = {1,1,60}, } }, }, poolsBedrockBeta = {} }, ["stronghold-storeroom"] = { -- stronghold_crossing.json header = "저장실", superheader = "[[요새]]", link = "[[요새]] 저장실", structure = "요새", container = "저장실 상자", structID = "stronghold", pools = { { rolls = {1,4}, items = { ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {1,3,5}, ["redstone"] = {4,9,5}, ["coal"] = {3,8,10}, ["bread"] = {1,3,15}, ["apple"] = {1,3,15}, ["iron-pickaxe"] = {1,1,1}, ["enchanted-book"] = {1,1,1}, } }, }, poolsDev = {}, poolsBedrock = { { rolls = {1,4}, items = { ["iron-ingot"] = {1,5,50}, ["gold-ingot"] = {1,3,25}, ["redstone"] = {4,9,25}, ["coal"] = {3,8,50}, ["bread"] = {1,3,75}, ["apple"] = {1,3,75}, ["iron-pickaxe"] = {1,1,5}, ["enchanted-book"] = {1,1,6}, ["ink-sac"] = {1,3,75}, } }, }, poolsBedrockBeta = {} }, ["bonus"] = { -- spawn_bonus_chest.json header = "[[보너스 상자]]", link = "[[보너스 상자]]", structure = "보너스 상자", container = "", structID = "day", pools = { { rolls = {1,1}, items = { ["stone-axe"] = {1,1,1}, ["wooden-axe"] = {1,1,3}, } }, { rolls = {1,1}, items = { ["stone-pickaxe"] = {1,1,1}, ["wooden-pickaxe"] = {1,1,3} } }, { rolls = {3,3}, items = { ["apple"] = {1,2,5}, ["bread"] = {1,2,3}, ["raw-salmon"] = {1,2,3}, } }, { rolls = {4,4}, items = { ["stick"] = {1,12,10}, ["oak-planks"] = {1,12,10}, ["oak-log"] = {1,3,3}, ["spruce-log"] = {1,3,3}, ["birch-log"] = {1,3,3}, ["jungle-log"] = {1,3,3}, ["acacia-log"] = {1,3,3}, ["dark-oak-log"] = {1,3,3}, } }, }, poolsDev = {}, poolsBedrock = { { rolls = {1,1}, items = { ["stone-axe"] = {1,1,1}, ["wooden-axe"] = {1,1,3}, } }, { rolls = {1,1}, items = { ["stone-pickaxe"] = {1,1,1}, ["wooden-pickaxe"] = {1,1,3} } }, { rolls = {1,1}, items = { ["apple"] = {1,2,1} } }, { rolls = {1,1}, items = { ["bread"] = {1,2,1} } }, { rolls = {1,1}, items = { ["raw-salmon"] = {1,2,1} } }, { rolls = {1,1}, items = { ["stick"] = {1,12,1} } }, { rolls = {1,1}, items = { ["oak-planks"] = {1,12,1} } }, { rolls = {1,1}, items = { ["dark-oak-log"] = {1,3,1}, ["acacia-log"] = {1,3,1}, } }, { rolls = {1,1}, items = { ["oak-log"] = {1,3,1}, ["spruce-log"] = {1,3,1}, ["birch-log"] = {1,3,1}, ["jungle-log"] = {1,3,1}, } }, { rolls = {1,1}, items = { ["potato"] = {1,2,3}, ["carrot"] = {1,2,3}, } }, { rolls = {1,1}, items = { ["oak-sapling"] = {4,4,2}, ["spruce-sapling"] = {4,4,2}, ["birch-sapling"] = {4,4,2}, ["jungle-sapling"] = {4,4,2}, ["dark-oak-sapling"] = {4,4,2}, ["acacia-sapling"] = {4,4,2}, } }, { rolls = {1,1}, items = { ["melon-seeds"] = {1,2,3}, ["pumpkin-seeds"] = {1,2,3}, ["beetroot-seeds"] = {1,2,3}, } }, { rolls = {1,1}, items = { ["cactus"] = {1,2,3}, ["cocoa-beans"] = {1,2,3}, } }, { rolls = {1,1}, items = { ["brown-mushroom"] = {1,2,2}, } }, }, poolsBedrockBeta = {} }, ["dungeon"] = { -- simple_dungeon.json header = "[[던전]]", link = "[[던전]]", structure = "던전", container = "", structID = "Dungeon", pools = { { rolls = {1,3}, items = { ["saddle"] = {1,1,20}, ["golden-apple"] = {1,1,15}, ["enchanted-golden-apple"] = {1,1,2}, ["disc-13"] = {1,1,15}, ["disc-cat"] = {1,1,15}, ["name-tag"] = {1,1,20}, ["golden-horse-armor"] = {1,1,10}, ["iron-horse-armor"] = {1,1,15}, ["diamond-horse-armor"] = {1,1,5}, ["enchanted-book-rnd"] = {1,1,10}, } }, { rolls = {1,4}, items = { ["iron-ingot"] = {1,4,10}, ["gold-ingot"] = {1,4,5}, ["bread"] = {1,1,20}, ["wheat"] = {1,4,20}, ["bucket"] = {1,1,10}, ["redstone"] = {1,4,15}, ["coal"] = {1,4,15}, ["melon-seeds"] = {2,4,10}, ["pumpkin-seeds"] = {2,4,10}, ["beetroot-seeds"] = {2,4,10}, } }, { rolls = {3,3}, items = { ["bone"] = {1,8,10}, ["gunpowder"] = {1,8,10}, ["rotten-flesh"] = {1,8,10}, ["string"] = {1,8,10}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["mineshaft"] = { -- abandoned_mineshaft.json chest_type = "minecart with chest", header = "[[폐광]]", link = "[[폐광]]", structure = "폐광", container = "", structID = "abandoned-mineshaft", pools = { { rolls = {1,1}, items = { ["golden-apple"] = {1,1,20}, ["enchanted-golden-apple"] = {1,1,1}, ["name-tag"] = {1,1,30}, ["enchanted-book-rnd"] = {1,1,10}, ["iron-pickaxe"] = {1,1,5}, ["empty"] = {1,1,5}, } }, { rolls = {2,4}, items = { ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {1,3,5}, ["redstone"] = {4,9,5}, ["lapis-lazuli"] = {4,9,5}, ["diamond"] = {1,2,3}, ["coal"] = {3,8,10}, ["bread"] = {1,3,15}, ["melon-seeds"] = {2,4,10}, ["pumpkin-seeds"] = {2,4,10}, ["beetroot-seeds"] = {2,4,10}, } }, { rolls = {3,3}, items = { ["rail"] = {4,8,20}, ["powered-rail"] = {1,4,5}, ["detector-rail"] = {1,4,5}, ["activator-rail"] = {1,4,5}, ["torch"] = {1,16,15}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["nether-fortress"] = { -- nether_bridge.json header = "[[네더 요새|네더]]<br>[[N네더 요새|네더]]", link = "[[네더 요새]]", structure = "네더 요새", container = "", structID = "nether-fortress", pools = { { rolls = {2,4}, items = { ["diamond"] = {1,3,5}, ["iron-ingot"] = {1,5,5}, ["gold-ingot"] = {1,3,15}, ["golden-sword"] = {1,1,5}, ["golden-chestplate"] = {1,1,5}, ["flint-and-steel"] = {1,1,5}, ["nether-wart"] = {3,7,5}, ["saddle"] = {1,1,10}, ["golden-horse-armor"] = {1,1,8}, ["iron-horse-armor"] = {1,1,5}, ["diamond-horse-armor"] = {1,1,3}, ["obsidian"] = {2,4,2}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["desert-temple"] = { -- desert_pyramid.json header = "[[사막 사원]]", link = "[[사막 사원]]", structure = "사막 사원", container = "", structID = "desert-temple", pools = { { rolls = {2,4}, items = { ["diamond"] = {1,3,5}, ["iron-ingot"] = {1,5,15}, ["gold-ingot"] = {2,7,15}, ["emerald"] = {1,3,15}, ["bone"] = {4,6,25}, ["spider-eye"] = {1,3,25}, ["rotten-flesh"] = {3,7,25}, ["saddle"] = {1,1,20}, ["iron-horse-armor"] = {1,1,15}, ["golden-horse-armor"] = {1,1,10}, ["diamond-horse-armor"] = {1,1,5}, ["enchanted-book-rnd"] = {1,1,20}, ["golden-apple"] = {1,1,20}, ["enchanted-golden-apple"] = {1,1,2}, ["empty"] = {1,1,15}, } }, { rolls = {4,4}, items = { ["bone"] = {1,8,10}, ["gunpowder"] = {1,8,10}, ["rotten-flesh"] = {1,8,10}, ["string"] = {1,8,10}, ["sand"] = {1,8,10}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["jungle-temple"] = { -- jungle_temple.json header = "[[정글 사원]]", link = "[[정글 사원]]", structure = "정글 사원", container = "Chest", structID = "jungle-temple", pools = { { rolls = {2,6}, items = { ["diamond"] = {1,3,3}, ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {2,7,15}, ["emerald"] = {1,3,2}, ["bone"] = {4,6,20}, ["rotten-flesh"] = {3,7,16}, ["saddle"] = {1,1,3}, ["iron-horse-armor"] = {1,1,1}, ["golden-horse-armor"] = {1,1,1}, ["diamond-horse-armor"] = {1,1,1}, ["enchanted-book"] = {1,1,1} } }, }, poolsDev = { { rolls = {2,6}, items = { ["diamond"] = {1,3,3}, ["iron-ingot"] = {1,5,10}, ["gold-ingot"] = {2,7,15}, ["emerald"] = {1,3,2}, ["bone"] = {4,6,20}, ["bamboo"] = {1,3,15}, ["rotten-flesh"] = {3,7,16}, ["saddle"] = {1,1,3}, ["iron-horse-armor"] = {1,1,1}, ["golden-horse-armor"] = {1,1,1}, ["diamond-horse-armor"] = {1,1,1}, ["enchanted-book"] = {1,1,1} } }, }, poolsBedrock = { { rolls = {2,6}, items = { ["diamond"] = {1,3,15}, ["iron-ingot"] = {1,5,50}, ["gold-ingot"] = {2,7,75}, ["emerald"] = {1,3,10}, ["bone"] = {4,6,100}, ["rotten-flesh"] = {3,7,80}, ["saddle"] = {1,1,15}, ["iron-horse-armor"] = {1,1,5}, ["golden-horse-armor"] = {1,1,5}, ["diamond-horse-armor"] = {1,1,5}, ["enchanted-book"] = {1,1,6} } }, }, poolsBedrockBeta = {}, }, ["jungle-temple-dispenser"] = { -- jungle_temple_dispenser.json chest_type = "dispenser", link = "[[정글 사원]]", structure = "정글 사원", container = "발사기", structID = "jungle-temple", pools = { { rolls = {1,2}, items = { ["arrow"] = {2,7,30} } }, }, poolsDev = {}, poolsBedrock = { { rolls = {2,2}, items = { ["arrow"] = {2,7,30} } }, }, poolsBedrockBeta = {} }, ["end-city"] = { -- end_city_treasure.json header = "[[엔드 도시]]", link = "[[엔드 도시]]", structure = "엔드 도시", container = "", structID = "end-city", pools = { { rolls = {2,6}, items = { ["diamond"] = {2,7,5}, ["iron-ingot"] = {4,8,10}, ["gold-ingot"] = {2,7,15}, ["emerald"] = {2,6,2}, ["beetroot-seeds"] = {1,10,5}, ["saddle"] = {1,1,3}, ["iron-horse-armor"] = {1,1,1}, ["golden-horse-armor"] = {1,1,1}, ["diamond-horse-armor"] = {1,1,1}, ["enchanted-diamond-sword"] = {1,1,3}, ["enchanted-diamond-boots"] = {1,1,3}, ["enchanted-diamond-chestplate"] = {1,1,3}, ["enchanted-diamond-leggings"] = {1,1,3}, ["enchanted-diamond-helmet"] = {1,1,3}, ["enchanted-diamond-pickaxe"] = {1,1,3}, ["enchanted-diamond-shovel"] = {1,1,3}, ["enchanted-iron-sword"] = {1,1,3}, ["enchanted-iron-boots"] = {1,1,3}, ["enchanted-iron-chestplate"] = {1,1,3}, ["enchanted-iron-leggings"] = {1,1,3}, ["enchanted-iron-helmet"] = {1,1,3}, ["enchanted-iron-pickaxe"] = {1,1,3}, ["enchanted-iron-shovel"] = {1,1,3}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["igloo"] = { header = "[[이글루]]", link = "[[이글루]]", structure = "이글루", container = "", structID = "igloo", pools = { { rolls = {2,8}, items = { ["apple"] = {1,3,15}, ["coal"] = {1,4,15}, ["gold-nugget"] = {1,3,10}, ["stone-axe"] = {1,1,2}, ["rotten-flesh"] = {1,1,10}, ["emerald"] = {1,1,1}, ["wheat"] = {2,3,10} } }, { rolls = {1,1}, items = { ["golden-apple"] = {1,1,1}, } }, }, poolsDev = {}, poolsBedrock = {}, poolsBedrockBeta = {} }, ["pillager-outpost"] = { header = "[[약탈자 전초기지]]", link = "[[약탈자 전초기지]]", structure = "약탈자 전초기지", container = "", structID = "pillager-outpost", pools = {}, poolsDev = { { rolls = {0,1}, items = { ["crossbow"] = {1,1,1}, } }, { rolls = {2,3}, items = { ["wheat"] = {3,5,7}, ["potato"] = {2,5,5}, ["carrot"] = {3,5,5} } }, { rolls = {1,3}, items = { ["dark-oak-log"] = {2,3,1} } }, { rolls = {2,3}, items = { ["bottle-o'-enchanting"] = {1,1,7}, ["string"] = {1,6,4}, ["arrow"] = {2,7,4}, ["tripwire-hook"] = {1,3,3}, ["iron-ingot"] = {1,3,3}, ["enchanted-book-rnd"] = {1,1,1} } } }, poolsBedrock = {}, poolsBedrockBeta = {} }, ["woodland-mansion"] = { -- woodland_mansion.json header = "[[삼림 대저택]]", link = "[[삼림 대저택]]", structure = "삼림 대저택", container = "", structID = "woodland-mansion", pools = { { rolls = {1,3}, items = { ["lead"] = {1,1,20}, ["golden-apple"] = {1,1,15}, ["enchanted-golden-apple"] = {1,1,2}, ["disc-13"] = {1,1,15}, ["disc-cat"] = {1,1,15}, ["name-tag"] = {1,1,20}, ["chainmail-chestplate"] = {1,1,10}, ["diamond-hoe"] = {1,1,15}, ["diamond-chestplate"] = {1,1,5}, ["enchanted-book-rnd"] = {1,1,10}, } }, { rolls = {1,4}, items = { ["iron-ingot"] = {1,4,10}, ["gold-ingot"] = {1,4,5}, ["bread"] = {1,1,20}, ["wheat"] = {1,4,20}, ["bucket"] = {1,1,10}, ["redstone"] = {1,4,15}, ["coal"] = {1,4,15}, ["melon-seeds"] = {2,4,10}, ["pumpkin-seeds"] = {2,4,10}, ["beetroot-seeds"] = {2,4,10}, } }, { rolls = {3,3}, items = { ["bone"] = {1,8,10}, ["gunpowder"] = {1,8,10}, ["rotten-flesh"] = {1,8,10}, ["string"] = {1,8,10}, } }, }, poolsDev = {}, poolsBedrock = { { rolls = {1,3}, items = { ["lead"] = {1,1,100}, ["golden-apple"] = {1,1,75}, ["enchanted-golden-apple"] = {1,1,10}, ["disc-13"] = {1,1,75}, ["disc-cat"] = {1,1,75}, ["name-tag"] = {1,1,100}, ["chainmail-chestplate"] = {1,1,50}, ["diamond-hoe"] = {1,1,75}, ["diamond-chestplate"] = {1,1,25}, ["enchanted-book-rnd-treasure"] = {1,1,60}, } }, { rolls = {1,4}, items = { ["iron-ingot"] = {1,4,50}, ["gold-ingot"] = {1,4,25}, ["bread"] = {1,1,100}, ["wheat"] = {1,4,100}, ["bucket"] = {1,1,50}, ["redstone"] = {1,4,75}, ["coal"] = {1,4,75}, ["melon-seeds"] = {2,4,50}, ["pumpkin-seeds"] = {2,4,50}, ["beetroot-seeds"] = {2,4,50}, } }, { rolls = {3,3}, items = { ["bone"] = {1,8,50}, ["gunpowder"] = {1,8,50}, ["rotten-flesh"] = {1,8,50}, ["string"] = {1,8,50}, } }, }, poolsBedrockBeta = {} }, }, -- these values are used: -- * in place of the keys, when the key is used as a parameter -- chest-param -> internally-valid-chest-param synonyms = { ["desert"] = "desert-temple", ["jungle"] = "jungle-temple", ["nether"] = "nether-fortress", ["fortress"] = "nether-fortress", ["blacksmith"] = "village-blacksmith", -- Changed to weaponsmith in 1.14 ["armorer"] = "village-armorer", ["butcher"] = "village-butcher", ["cartographer"] = "village-cartographer", ["mason"] = "village-mason", ["shepherd"] = "village-shepherd", ["tannery"] = "village-tannery", ["weaponsmith"] = "village-weaponsmith", ["desert-house"] = "village-desert-house", ["plains-house"] = "village-plains-house", ["savanna-house"] = "village-savanna-house", ["snowy-house"] = "village-snowy-house", ["taiga-house"] = "village-taiga-house", ["altar"] = "stronghold-altar", ["storeroom"] = "stronghold-storeroom", ["library"] = "stronghold-library", ["outpost"] = "pillager-outpost", ["mansion"] = "woodland-mansion" }, -- these values are used: -- * in the header-description of a table showing only a single chest -- * if the key is not here, but it is a valid chest parameter, -- that header-description will default to use the key string from p.chests, -- e.g. "nether-fortress" -- chest-param -> description-string display_names = { ["nether-fortress"] = "네더 요새", ["nether"] = "네더 요새", ["dungeon"] = "던전", ["fortress"] = "네더 요새", ["desert"] = "사막 사원", ["jungle"] = "정글 사원", ["desert-temple"] = "사막 사원", ["jungle-temple"] = "정글 사원", ["igloo"] = "이글루", ["end-city"] = "엔드 도시", ["village-two-room-house"] = "마을의 방이 두 개인 집", ["village-blacksmith"] = "마을 대장간", ["village"] = "마을 대장간", ["blacksmith"] = "마을 대장간", ["stronghold-altar"] = "요새의 제단", ["stronghold-storeroom"] = "요새의 저장실", ["stronghold-library"] = "요새의 대장간", ["altar"] = "요새의 제단", ["storeroom"] = "요새의 저장실", ["library"] = "요새의 도서관", ["mineshaft"] = "폐광", ["woodland-mansion"] = "삼림 대저택", ["jungle-temple-dispenser"] = "정글 사원 발사기", ["bonus"] = "보너스 상자", ["underwater-ruin-big"] = "해저 폐허의 큰 상자", ["underwater-ruin-small"] = "해저 폐허의 작은 상자", ["shipwreck-supply"] = "난파선 보급품 상자", ["shipwreck-map"] = "난파선 지도 상자", ["shipwreck-treasure"] = "난파선 보물 상자", ["buried-treasure"] = "땅에 묻힌 보물" }, -- these descriptions are used: -- * in column <abbr> titles, -- * and above the table when only a single column-type is chosen columns = { ["stacksize"] = '이 아이템의 묶음의 수 (쌓기가 안되는 경우, 그냥 갯수).', ["weight"] = '이 종류에서 다른 아이템에 비한 이 아이템의 가중치.', ["items"] = '상자당 기대되는 아이템의 수. 많은 상자를 평균한 값임.', ["chance"] = '하나의 상자에서 이 아이템이 존재할 확률.', ["chests"] = '이 아이템을 찾으려면 평균 몇개의 상자를 찾아야 할까?' }, current_frame = nil } p.base = function( ... ) p.current_frame = mw.getCurrentFrame() local args = { ... } if args[1] == p.current_frame then args = require( 'Module:ProcessArgs' ).merge( true ) else args = args[1] end -- transform args into usable list local chests, columns = q.massage_args( args ) if #chests == 0 then return "<span style='font-style:italic; color:red;'>Module:LootChest: 매개 변수가 유효하지 않음no valid arguments</span>" end q.fill_in_chest_derivative_data( chests ) -- construct an ordered list dictating the order of the rows local ordered_item_rows = {} local ordered_item_rows_dev = {} local ordered_item_rows_bedrock = {} local ordered_item_rows_bedrock_beta = {} local ret = {} local java_specified = args.java and args.java ~= '0'; local dev_specified = args.dev and args.dev ~= '0'; local bedrock_specified = args.bedrock and args.bedrock ~= '0'; local bedrock_beta_specified = args.bedrock_beta and args.bedrock_beta ~= '0'; local any_specified = java_specified or dev_specified or bedrock_specified or bedrock_beta_specified if any_specified then if java_specified then ordered_item_rows = q.construct_ordered_item_rows( chests, '' ) end if dev_specified then ordered_item_rows_dev = q.construct_ordered_item_rows( chests, 'Dev' ) end if bedrock_specified then ordered_item_rows_bedrock = q.construct_ordered_item_rows( chests, 'Bedrock' ) end if bedrock_beta_specified then ordered_item_rows_bedrock_beta = q.construct_ordered_item_rows( chests, 'BedrockBeta' ) end else local java_excluded = args.java and args.java == '0'; local dev_excluded = args.dev and args.dev == '0'; local bedrock_excluded = args.bedrock and args.bedrock == '0'; local bedrock_beta_excluded = args.bedrock_beta and args.bedrock_beta == '0'; if not java_excluded then ordered_item_rows = q.construct_ordered_item_rows( chests, '' ) end if not dev_excluded then ordered_item_rows_dev = q.construct_ordered_item_rows( chests, 'Dev' ) end if not bedrock_excluded then ordered_item_rows_bedrock = q.construct_ordered_item_rows( chests, 'Bedrock' ) end if not bedrock_beta_excluded then ordered_item_rows_bedrock_beta = q.construct_ordered_item_rows( chests, 'BedrockBeta' ) end end if q.tablelength( ordered_item_rows ) > 0 then table.insert( ret, q.print_table( chests, columns, ordered_item_rows, '' ) ) end if q.tablelength( ordered_item_rows_dev ) > 0 and q.compare_tables( ordered_item_rows, ordered_item_rows_dev ) then table.insert( ret, p.current_frame:preprocess( p.dev ) .. '의 경우, ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_dev, 'Dev' ) ) ) end if q.tablelength( ordered_item_rows_bedrock ) > 0 and q.compare_tables( ordered_item_rows, ordered_item_rows_bedrock ) then table.insert( ret, p.current_frame:preprocess( p.bedrock ) .. '의 경우, ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_bedrock, 'Bedrock' ) ) .. '[[Category:Bedrock Edition specific information]]' ) end if q.tablelength( ordered_item_rows_bedrock_beta ) > 0 and q.compare_tables( ordered_item_rows, ordered_item_rows_bedrock_beta ) then table.insert( ret, p.current_frame:preprocess( p.bedrock_beta ) .. '의 경우, ' .. q.lcfirst( q.print_table( chests, columns, ordered_item_rows_bedrock_beta, 'BedrockBeta' ) ) .. '[[Category:Bedrock Edition specific information]]' ) end return table.concat( ret, '\n\n' ) end p.doc = function() local valid_args = {} for chest_name, val in pairs(p.chests) do local synonyms = {} for syn, orig in pairs(p.synonyms) do if orig == chest_name then table.insert( synonyms, syn ) end end if #synonyms > 0 then chest_name = chest_name .. " ( " .. table.concat( synonyms, ", " ) .. " )" end table.insert( valid_args, chest_name ) end table.sort( valid_args ) return table.concat( valid_args, ",\n<br>" ) end p.doc2 = function() local valid_args = {} for column_name, val in pairs(p.columns) do table.insert( valid_args, column_name .. ": " .. val ) end table.sort( valid_args ) return table.concat( valid_args, ",\n<br>" ) end p.doc3 = function() local valid_args = {} for item_name, val in pairs(p.items) do table.insert( valid_args, item_name ) end table.sort( valid_args ) return table.concat( valid_args, ", " ) end p.base2 = function( ... ) p.current_frame = mw.getCurrentFrame() local args = { ... } if args[1] == p.current_frame then args = require( 'Module:ProcessArgs' ).merge( true ) else args = args[1] end local itemname = args[1] if p.items[itemname] == nil then return '<span style="color:red;">"' .. itemname .. '"은 알 수 없는 아이템입니다.</span>' end if args.java and args.java ~= '0' then chances = q.single_item_find_values( itemname, 'pools' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else if args.dev and args.dev ~= '0' then chances = q.single_item_find_values( itemname, 'poolsDev' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else if args.bedrock and args.bedrock ~= '0' then chances = q.single_item_find_values( itemname, 'poolsBedrock' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else if args.bedrock_beta and args.bedrock_beta ~= '0' then chances = q.single_item_find_values( itemname, 'poolsBedrockBeta' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else chances = q.single_item_find_values( itemname, 'pools' ) devChances = q.single_item_find_values( itemname, 'poolsDev', chances ) bedrockChances = q.single_item_find_values( itemname, 'poolsBedrock', chances ) bedrockBetaChances = q.single_item_find_values( itemname, 'poolsBedrockBeta', chances, bedrockChances ) end end end end local html = {} local any_current = q.tablelength( chances ) > 0 local any_changes_upcoming = q.tablelength( devChances ) > 0 and q.compare_tables( chances, devChances ) local any_standard = any_current or any_changes_upcoming local any_bedrock_current = q.tablelength( bedrockChances ) > 0 local any_bedrock_upcoming = q.tablelength( bedrockBetaChances ) > 0 and q.compare_tables( bedrockChances, bedrockBetaChances ) local any_bedrock = any_bedrock_current or any_bedrock_upcoming local change_case = p.items[itemname].preserve_case == nil or p.items[itemname].preserve_case ~= true if any_current then table.insert( html, p.base2_sub( itemname, chances ) ) end if any_changes_upcoming then table.insert( html, p.current_frame:preprocess( p.dev ) .. '의 경우, ' .. ( change_case and q.lcfirst( p.base2_sub( itemname, devChances, any_current ) ) or p.base2_sub( itemname, devChances, any_current ) ) ) end if any_bedrock_current then table.insert( html, ( any_standard and '\n\n' or '' ) .. p.current_frame:preprocess( p.bedrock ) .. '의 경우, ' .. ( change_case and q.lcfirst( p.base2_sub( itemname, bedrockChances, any_standard ) ) or p.base2_sub( itemname, bedrockChances, any_standard ) ) ) end if any_bedrock_upcoming then table.insert( html, ( any_standard and not any_bedrock_current and '\n\n' or '' ) .. p.current_frame:preprocess( p.bedrock_beta ) .. '의 경우, ' .. ( change_case and q.lcfirst( p.base2_sub( itemname, bedrockBetaChances, any_bedrock_current or any_standard ) ) or p.base2_sub( itemname, bedrockBetaChances, any_bedrock_current or any_standard ) ) ) end if args.nocat then else table.insert( html, '[[Category:Pages with loot chest item templates]]' ) if p.items[itemname].category ~= nil and p.items[itemname].category ~= false then table.insert( html, '[[Category:Pages with specific loot chest items]]' ) end if any_bedrock then table.insert( html, '[[Category:Bedrock Edition specific information]]' ) end end return table.concat( html, ' ' ) end p.base2_sub = function( itemname, chances, use_they ) local html = {} local item_display_name = '' if use_they then item_display_name = '이들' else if p.items[itemname].plural ~= nil and p.items[itemname].plural ~= false then item_display_name = p.items[itemname].plural else if p.items[itemname].title ~= nil then item_display_name = p.items[itemname].title else item_display_name = string.gsub( itemname, '-', ' ' ) end -- if p.items[itemname].plural == nil or p.items[itemname].plural ~= false then -- item_display_name = q.single_item_plural( item_display_name ) -- end end local Autolink = require( 'Module:Autolink' ) item_display_name = Autolink.xlink(item_display_name, 'nolink') if p.items[itemname].preserve_case == nil or p.items[itemname].preserve_case ~= true then item_display_name = q.capitalize( item_display_name ) end if p.items[itemname].note and p.notes[p.items[itemname].note] then item_display_name = item_display_name .. p.current_frame:preprocess( p.notes[p.items[itemname].note] ) end end table.insert( html, item_display_name ) table.insert( html, p.josa_eun_neun(item_display_name)..' ' ) local html_stacks = {} local stack_sep = '. ' local ns = q.tablelength( chances ) local s = 0 for stacksize, chest_details in pairs( chances ) do s = s + 1 local html_per_stack = { '' } local c = 0 local nc = q.tablelength( chest_details ) local sep = ( nc > 2 and ', ' or ' ' ) if nc > 2 and s ~= ns then stack_sep = '. ' end for k, chest in pairs( chest_details ) do c = c + 1 if c == nc and nc > 1 then table.insert( html_per_stack, '' ) end if chest.chance == 1 then table.insert( html_per_stack, " 모두 " ) else table.insert( html_per_stack, string.format("%.1f", chest.chance*100) ) table.insert( html_per_stack, "%의 확률로 " ) end if chest.chest_type == 'minecart with chest' then table.insert( html_per_stack, p.chests[chest.chest_name].link ) table.insert( html_per_stack, ' [[상자가 실린 광산 수레]]에서 ' ) elseif chest.chest_type == 'dispenser' then table.insert( html_per_stack, p.chests[chest.chest_name].link ) table.insert( html_per_stack, '의 [[발사기]]에서' ) elseif chest.chest_type == 'bonus' then table.insert( html_per_stack, p.chests[chest.chest_name].link ) table.insert( html_per_stack, '에서' ) elseif chest.chest_type == 'shipwreck' then table.insert( html_per_stack, p.chests[chest.chest_name].link ) table.insert( html_per_stack, '에서' ) else table.insert( html_per_stack, p.chests[chest.chest_name].link ) table.insert( html_per_stack, ' 상자에서' ) end table.insert( html_per_stack, sep ) end if nc > 2 then table.insert( html_per_stack, '모두 ' ) end table.insert( html_per_stack, stacksize) if p.items[itemname].cannot_stack ~= nil then table.insert( html_per_stack, '개의 묶음으로 ' ) else table.insert( html_per_stack, '개의 묶음으로 ' ) end table.insert( html_per_stack, '생성된다' ) table.insert( html_stacks, table.concat( html_per_stack ) ) end local stackwise_summaries = '' if #html_stacks == 1 then table.insert( html, html_stacks[1] ) else for i = 1, #html_stacks - 1 do table.insert( html, html_stacks[ i ] ) table.insert( html, stack_sep ) end table.insert( html, '그리고 ' ) table.insert( html, html_stacks[#html_stacks] ) end table.insert( html, '.' ) return table.concat( html ) end p.base2_test = function() items = {} for item_name, v in pairs( p.items ) do table.insert( items, p.base2{ item_name, ["nocat"]=true } .. '\n\n' ) end table.sort( items ) return table.concat(items) end p.base3 = function( ... ) p.current_frame = mw.getCurrentFrame() local args = { ... } if args[1] == p.current_frame then args = require( 'Module:ProcessArgs' ).merge( true ) else args = args[1] end local z = args[1] local html = {} local html_dev = {} local html_bedrock = {} local html_beta = {} local rErr = "" local zT = {} if args[1] == "!!!ALL!!!" then for item_name, v in pairs( p.items ) do table.insert( zT, item_name ) table.sort( zT ) end else zT = mw.text.split( args[1], ',' ) end for x, itemname in pairs( zT ) do if p.items[itemname] == nil then rErr = rErr .. "<span class='error'>" .. itemname .. "은 알 수 없는 아이템입니다.</span>\n" else local chances, devChances, bedrockChances, bedrockBetaChances if args.java and args.java ~= '0' then chances = q.single_item_find_values( itemname, 'pools' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else if args.dev and args.dev ~= '0' then chances = q.single_item_find_values( itemname, 'poolsDev' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else if args.bedrock and args.bedrock ~= '0' then chances = q.single_item_find_values( itemname, 'poolsBedrock' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else if args.bedrock_beta and args.bedrock_beta ~= '0' then chances = q.single_item_find_values( itemname, 'poolsBedrockBeta' ) devChances = {} bedrockChances = {} bedrockBetaChances = {} else chances = q.single_item_find_values( itemname, 'pools' ) devChances = q.single_item_find_values( itemname, 'poolsDev', chances ) bedrockChances = q.single_item_find_values( itemname, 'poolsBedrock', chances ) bedrockBetaChances = q.single_item_find_values( itemname, 'poolsBedrockBeta', chances, bedrockChances ) end end end end local any_current = q.tablelength( chances ) > 0 local any_changes_upcoming = q.tablelength( devChances ) > 0 and q.compare_tables( chances, devChances ) local any_standard = any_current or any_changes_upcoming local any_bedrock_current = q.tablelength( bedrockChances ) > 0 local any_bedrock_upcoming = q.tablelength( bedrockBetaChances ) > 0 and q.compare_tables( bedrockChances, bedrockBetaChances ) local any_bedrock = any_bedrock_current or any_bedrock_upcoming if any_current then table.insert( html, p.base3_sub( itemname, chances ) ) end if any_changes_upcoming then table.insert( html_dev, p.base3_sub( itemname, devChances ) ) end if any_bedrock_current then table.insert( html_bedrock, p.base3_sub( itemname, bedrockChances ) ) end if any_bedrock_upcoming then table.insert( html_beta, p.base3_sub( itemname, bedrockBetaChances ) ) end end end local output = rErr .. '{| class="wikitable sortable" \n! Item \n! Structure \n! Container \n! Quantity \n! Chance \n' .. table.concat( html ) if q.tablelength( html_dev ) > 0 then output = output .. '|-\n!colspan=5|' .. p.dev .. ' \n' .. table.concat( html_dev ) end if q.tablelength( html_bedrock ) > 0 then output = output .. '|-\n!colspan=5|' .. p.bedrock .. ' \n' .. table.concat( html_bedrock ) end if q.tablelength( html_beta ) > 0 then output = output .. '|-\n!colspan=5|' .. p.bedrock_beta .. ' \n' .. table.concat( html_beta ) end output = output .. '|}' .. p.current_frame:extensionTag( 'references', "", { group="note" } ) return output end p.base3_sub = function( itemname, chances ) local html = {} local item_display_name = '' local output = "" lang = mw.getContentLanguage() if p.items[itemname].title ~= nil then item_display_name = p.items[itemname].title else item_display_name = q.titlecase( string.gsub( itemname, '-', ' ' ) ) end local objectList = {} local ns = q.tablelength( chances ) local s = 0 local m = 0 local rn = 0 for stacksize, chest_details in pairs( chances ) do s = s + 1 local nc = q.tablelength( chest_details ) local c = 0 for k, chest in pairs( chest_details ) do c = c + 1 rn = rn + 1 local r = "" r = r .. '|' .. p.chests[chest.chest_name].container .. '\n|' .. stacksize .. '\n|' .. lang:formatNum( math.floor( chest.chance*1000 + 0.5 ) /10 ) .. ' %' .. '\n' if ns ~= s or nc ~= c then r = r end table.insert( objectList , { p.chests[chest.chest_name].structID , p.chests[chest.chest_name].structure, r } ) end m = m + nc end table.sort( objectList, function(a,b) return a[1] < b[1] end ) local struct = "" local t = "" local nt = 1 local ntt = 0 for v, w in pairs( objectList ) do ntt = ntt + 1 if w[1] ~= struct then if t ~= "" then output = output .. "|rowspan=" .. nt .. t end t = "|'''" .. p.current_frame:expandTemplate{ title = 'EnvLink', args = { w[2], id = w[1] } } .. "'''\n" .. w[3] struct = w[1] nt = 1 else t = t .. w[3] nt = nt + 1 end if ntt == m then output = output .. "|rowspan=" .. nt .. t else t = t .. '|-' .. '\n' end end return "|-\n| rowspan=" .. m .. "|'''" .. p.getItem(itemname, item_display_name) .. "'''\n" .. output end p.getItem = function( itemname, item_display_name ) local s = "" local k = item_display_name local link = item_display_name local m = itemname if p.items[itemname].title ~= nil then k = p.items[itemname].title end if p.items[itemname].link ~= nil then link = p.items[itemname].link end if p.items[itemname].id ~= nil then m = p.items[itemname].id end if p.items[itemname][1] == "item" then s = p.current_frame:expandTemplate{ title = 'ItemLink', args = { link , k , id = m } } elseif p.items[itemname][1] == "block" then s = p.current_frame:expandTemplate{ title = 'BlockLink', args = { link , k , id = m } } end if p.items[itemname].note ~= nil and p.items[itemname].note ~= "" then s = s .. p.current_frame:extensionTag( 'ref', p.notes3[p.items[itemname].note], { group='note', name=p.items[itemname].note } ) end return s end q = { tablelength = function(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end, deepcopy = function(orig) local orig_type = type(orig) local copy if orig_type == 'table' then copy = {} for orig_key, orig_value in next, orig, nil do copy[q.deepcopy(orig_key)] = q.deepcopy(orig_value) end setmetatable(copy, q.deepcopy(getmetatable(orig))) else -- number, string, boolean, etc copy = orig end return copy end, single_item_find_values = function( itemname, poolsKey, exclusions_param, other_exclusions_param ) local chances = {} local exclusions = q.deepcopy(exclusions_param or {}) local other_exclusions = q.deepcopy(other_exclusions_param or {}) for stacksize, other_exclusion_list in pairs(other_exclusions) do if exclusions[stacksize] == nil then exclusions[stacksize] = {} end for _, other_exclusion in pairs(other_exclusion_list) do local already_in_here = false for _, exclusion in pairs(exclusions[stacksize]) do if exclusion["chest_name"] == other_exclusion["chest_name"] and exclusion["chance"] == other_exclusion["chance"] then already_in_here = true break end end if not already_in_here then table.insert( exclusions[stacksize], other_exclusion ) end end end for chest_name, chest in pairs( p.chests ) do local poolchances = {} for k, pool in pairs( chest[poolsKey] or chest.pools or {} ) do local poolitem = pool.items[itemname] if poolitem ~= nil then local stacksize = poolitem[1] if poolitem[1] ~= poolitem[2] then stacksize = stacksize .. "~" .. poolitem[2] end local itemweight = poolitem[3] local pool_total_item_weight = 0 for itemname, item in pairs(pool.items) do pool_total_item_weight = pool_total_item_weight + item[3] end local chance = p.calc_chance_any_of_this_item_per_pool( pool.rolls[1], pool.rolls[2], itemweight, pool_total_item_weight ) if poolchances[stacksize] == nil then poolchances[stacksize] = chance else poolchances[stacksize] = poolchances[stacksize] + (1 - poolchances[stacksize]) * chance end end end for stacksize, chance in pairs( poolchances ) do local excluded = false for _, exclusion in pairs( exclusions[stacksize] or {} ) do if exclusion["chest_name"] == chest_name and exclusion["chance"] == chance then excluded = true break end end if not excluded then if chances[stacksize] == nil then chances[stacksize] = {} end table.insert( chances[stacksize], { ["chance"]=chance, ["chest_name"]=chest_name, ["chest_type"]=( chest.chest_type or "chest" ) } ) end end end return chances end, single_item_plural = function( itemname ) if string.sub( itemname, -2 ) == 'ss' or string.sub( itemname, -2 ) == 'ch' or string.sub( itemname, -2 ) == 'sh' or string.sub( itemname, -1 ) == 's' then return itemname .. 'es' end return itemname .. 's' end, massage_args = function( args ) -- find what columns to put local columns = {} for k, _arg in pairs(args) do if p.columns[_arg] ~= nil then columns[_arg] = true end end if q.tablelength(columns) == 0 then for column_name, v in pairs(p.columns) do columns[column_name] = true end end -- find what chests to show local chests = {} for k, _arg in pairs(args) do if p.chests[_arg] ~= nil then table.insert( chests, _arg ) elseif p.synonyms[_arg] ~= nil then table.insert( chests, p.synonyms[_arg] ) end if p.display_names[_arg] ~= nil then local chestname = _arg if p.chests[chestname] == nil then chestname = p.synonyms[_arg] end p.chests[chestname].display_name = p.display_names[_arg] end end if #chests == 0 then for chest_name, chest in pairs(p.chests) do local chest_type = ( chest.chest_type or "chest" ) if chest_type == "chest" or chest_type == "minecart with chest" then table.insert( chests, chest_name ) end end end table.sort( chests ) return chests, columns end, sort_items = function( e1, e2 ) if e1.chanceany ~= e2.chanceany then return ( e1.chanceany > e2.chanceany ) end if e1.avgamount ~= e2.avgamount then return ( e1.avgamount > e2.avgamount ) end if e1.material == nil then e1.material = 0 if string.find( e1.itemname, "leather" ) ~= nil then e1.material = 1 end if string.find( e1.itemname, "iron" ) ~= nil then e1.material = 2 end if string.find( e1.itemname, "gold" ) ~= nil then e1.material = 3 end if string.find( e1.itemname, "diamond" ) ~= nil then e1.material = 4 end e1.armor = 0 if string.find( e1.itemname, "helmet" ) ~= nil or string.find( e1.itemname, "cap" ) ~= nil then e1.armor = 1 end if string.find( e1.itemname, "chestplate" ) ~= nil or string.find( e1.itemname, "tunic" ) ~= nil then e1.armor = 2 end if string.find( e1.itemname, "leggings" ) ~= nil or string.find( e1.itemname, "pants" ) ~= nil then e1.armor = 3 end if string.find( e1.itemname, "boots" ) ~= nil then e1.armor = 4 end end if e2.material == nil then e2.material = 0 if string.find( e2.itemname, "leather" ) ~= nil then e2.material = 1 end if string.find( e2.itemname, "iron" ) ~= nil then e2.material = 2 end if string.find( e2.itemname, "gold" ) ~= nil then e2.material = 3 end if string.find( e2.itemname, "diamond" ) ~= nil then e2.material = 4 end e2.armor = 0 if string.find( e2.itemname, "helmet" ) ~= nil or string.find( e2.itemname, "cap" ) ~= nil then e2.armor = 1 end if string.find( e2.itemname, "chestplate" ) ~= nil or string.find( e2.itemname, "tunic" ) ~= nil then e2.armor = 2 end if string.find( e2.itemname, "leggings" ) ~= nil or string.find( e2.itemname, "pants" ) ~= nil then e2.armor = 3 end if string.find( e2.itemname, "boots" ) ~= nil then e2.armor = 4 end end if e1.material ~= e2.material then return ( e1.material < e2.material ) end if e1.armor ~= e2.armor then return ( e1.armor < e2.armor ) end return ( e1.itemname < e2.itemname ) end, fill_in_chest_derivative_data = function( chest_names ) for k, chest_name in pairs(chest_names) do local chest = p.chests[chest_name] if chest == nil then break end chest.allRolls = {} chest.itemData = {} for k, pool in pairs( chest.pools or {} ) do table.insert( chest.allRolls, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'~'..pool.rolls[2] ) ) local total_weight = 0 for itemname, item in pairs(pool.items) do total_weight = total_weight + item[3] end pool.totalweight = total_weight q.fill_in_chest_item_details( chest.itemData, pool, #chest.allRolls ) end chest.allRollsDev = {} chest.itemDataDev = {} for k, pool in pairs( chest.poolsDev or chest.pools or {} ) do table.insert( chest.allRollsDev, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'~'..pool.rolls[2] ) ) local total_weight = 0 for itemname, item in pairs(pool.items) do total_weight = total_weight + item[3] end pool.totalweight = total_weight q.fill_in_chest_item_details( chest.itemDataDev, pool, #chest.allRollsDev ) end chest.allRollsBedrock = {} chest.itemDataBedrock = {} for k, pool in pairs( chest.poolsBedrock or chest.pools or {} ) do table.insert( chest.allRollsBedrock, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'~'..pool.rolls[2] ) ) local total_weight = 0 for itemname, item in pairs(pool.items) do total_weight = total_weight + item[3] end pool.totalweight = total_weight q.fill_in_chest_item_details( chest.itemDataBedrock, pool, #chest.allRollsBedrock ) end chest.allRollsBedrockBeta = {} chest.itemDataBedrockBeta = {} for k, pool in pairs( chest.poolsBedrockBeta or chest.pools or {} ) do table.insert( chest.allRollsBedrockBeta, ( pool.rolls[1] == pool.rolls[2] and pool.rolls[1] or pool.rolls[1]..'~'..pool.rolls[2] ) ) local total_weight = 0 for itemname, item in pairs(pool.items) do total_weight = total_weight + item[3] end pool.totalweight = total_weight q.fill_in_chest_item_details( chest.itemDataBedrockBeta, pool, #chest.allRollsBedrockBeta ) end end end, fill_in_chest_item_details = function( data, pool, ct ) for item_name, item in pairs(pool.items) do if p.items[item_name] then local min_stacksize = item[1] local max_stacksize = item[2] local min_pool_rolls = pool.rolls[1] local max_pool_rolls = pool.rolls[2] local item_weight = item[3] if data[item_name] == nil then data[item_name] = { avgamount = 0, chanceany = 0, itemname = item_name, sortsize = {}, sortweight = {}, sizes = {}, weights = {}, } for i = 1, ct-1 do data[item_name].sortsize[i] = 0 data[item_name].sortweight[i] = 0 data[item_name].sizes[i] = '—' data[item_name].weights[i] = '—' end end data[item_name].avgamount = data[item_name].avgamount + p.calc_average_amount_this_item_per_pool( min_stacksize, max_stacksize, min_pool_rolls, max_pool_rolls, item_weight, pool.totalweight ) data[item_name].chanceany = data[item_name].chanceany + (1 - data[item_name].chanceany) * p.calc_chance_any_of_this_item_per_pool( min_pool_rolls, max_pool_rolls, item_weight, pool.totalweight ) data[item_name].sortsize[ct] = ( min_stacksize + max_stacksize ) / 2 data[item_name].sortweight[ct] = item_weight; data[item_name].sizes[ct] = ( min_stacksize == max_stacksize and min_stacksize or min_stacksize .. '~' .. max_stacksize ) data[item_name].weights[ct] = p.current_frame:expandTemplate{ title = 'frac', args = { item_weight, pool.totalweight } } end end for item_name, d in pairs(data) do if not d.sizes[ct] then d.sortsize[ct] = 0 d.sortweight[ct] = 0 d.sizes[ct] = '—' d.weights[ct] = '—' end end end, construct_ordered_items_from_first_chest = function( chest_names, suffix ) local items_from_first_table = {} local item_chests = {} local item_names_ordered = {} for item_name, item in pairs( p.chests[chest_names[1]]['itemData'..suffix] ) do table.insert( items_from_first_table, item ) end table.sort( items_from_first_table, q.sort_items ) for k, item in pairs( items_from_first_table ) do table.insert( item_names_ordered, item.itemname ) item_chests[item.itemname] = true end return item_names_ordered, item_chests end, get_ordered_items_from_other_chests = function( chest_names, item_chests, suffix ) local items_not_from_first_table = {} for chest_idx = 2, #chest_names do for item_name, item in pairs( p.chests[chest_names[chest_idx]]['itemData'..suffix] ) do if item_chests[item_name] == nil then p.items[item_name].itemname = item_name table.insert( items_not_from_first_table, p.chests[chest_names[chest_idx]]['itemData'..suffix][item_name] ) item_chests[item_name] = true end end end table.sort( items_not_from_first_table, q.sort_items ) return items_not_from_first_table end, add_other_items_to_first_list = function( chest_names, item_names_ordered, item_chests, items_not_from_first_table ) for k, item in pairs( items_not_from_first_table ) do table.insert( item_names_ordered, item.itemname ) end return item_names_ordered end, set_up_ordered_item_rows = function( chest_names, item_names_ordered, suffix ) for k, itemname in pairs(item_names_ordered) do item_names_ordered[k] = {itemname} for chest_idx = 1, #chest_names do if suffix == 'Dev' or p.chests[chest_names[chest_idx]]['pools'..suffix] ~= nil then local item_data = p.chests[chest_names[chest_idx]]['itemData'..suffix][itemname] if item_data == nil then table.insert( item_names_ordered[k], false ) else table.insert( item_names_ordered[k], item_data ) end end end end return item_names_ordered end, construct_ordered_item_rows = function( chest_names, suffix ) -- for the first chest, sort its by chance desc, then by avg amount desc, then alphabetically asc local item_names_ordered, item_chests = q.construct_ordered_items_from_first_chest( chest_names, suffix ) if #chest_names > 1 then -- after that, sort all the remaining items in list order local items_not_from_first_table = q.get_ordered_items_from_other_chests( chest_names, item_chests, suffix ) item_names_ordered = q.add_other_items_to_first_list( chest_names, item_names_ordered, item_chests, items_not_from_first_table ) end -- set up item_names_ordered so that each is a row, representing chest values item_names_ordered = q.set_up_ordered_item_rows( chest_names, item_names_ordered, suffix ) return item_names_ordered end, print_table = function( chest_names, columns, ordered_item_rows, suffix ) local html = {} local use_roll_row = false local use_superheader = false local superheader_sizes = {} for i = 1, #chest_names do sh = p.chests[chest_names[i]].superheader if sh ~= nil then if superheader_sizes[sh] == nil then superheader_sizes[sh] = 0 end superheader_sizes[sh] = superheader_sizes[sh] + 1 use_superheader = true end local allRolls = p.chests[chest_names[i]]['allRolls'..suffix] if #allRolls > 1 then use_roll_row = true end end if columns['stacksize'] == nil and columns['weight'] == nil then use_roll_row = false end local rowspan = ( #chest_names > 1 and 1 or 0 ) + ( use_superheader and 1 or 0 ) + 1 local hide_col_description = rowspan > 1 and q.tablelength(columns) == 1 if use_roll_row then rowspan = rowspan + 1 end if q.tablelength(columns) == 1 then for column_name, v in pairs(columns) do table.insert( html, "Values represent " ) table.insert( html, p.columns[column_name] ) table.insert( html, "\n" ) end end if #chest_names == 1 then if q.tablelength(columns) == 1 then table.insert( html, "<br>" ) end local chest_name = chest_names[1] local allRolls = p.chests[chest_name]['allRolls'..suffix] local chest_type = p.chests[chest_name].chest_type or "chest" local display_name = p.chests[chest_name].display_name chest_name = chest_name:gsub( "-", " " ) table.insert( html, "각각의 " ) table.insert( html, display_name or chest_name ) if chest_type ~= 'chest' and chest_type ~= 'minecart with chest' then table.insert( html, " 에는 " ) else table.insert( html, " 상자에는 " ) end if #allRolls == 1 then table.insert( html, allRolls[1] ) table.insert( html, " 아이템 묶음이 있으며, " ) else table.insert( html, ' 다음과 같은 아이템이 들어 있다. ' ) table.insert( html, #allRolls ) table.insert( html, ' 가지 종류가 있으며, ' ) end table.insert( html, " 분포는 다음과 같다. \n" ) end table.insert( html, '<div style="overflow:auto">\n' ) table.insert( html, "<table class='wikitable sortable jquery-tablesorter'>\n" ) table.insert( html, "<tr>\n" ) table.insert( html, "<th rowspan=" ) table.insert( html, ( rowspan - ( hide_col_description and 1 or 0 ) ) ) table.insert( html, "></th>\n" ) local superheader_cols_used = {} if #chest_names > 1 then local row1, row2 = {}, {} for i = 1, #chest_names do if suffix == 'Dev' or p.chests[chest_names[i]]['pools'..suffix] ~= nil then local allRolls = p.chests[chest_names[i]]['allRolls'..suffix] local colspan = q.tablelength(columns) local allRollsSpan = #allRolls == 0 and 1 or #allRolls if columns['stacksize'] ~= nil then colspan = colspan - 1 + allRollsSpan end if columns['weight'] ~= nil then colspan = colspan - 1 + allRollsSpan end local row = row1 rowspan = 1 if use_superheader then sh = p.chests[chest_names[i]].superheader if sh ~= nil then if superheader_cols_used[sh] == nil then table.insert( row, "<th colspan=" ) table.insert( row, ( colspan * superheader_sizes[sh] ) ) table.insert( row, ">" ) table.insert( row, sh ) table.insert( row, "</th>\n" ) superheader_cols_used[sh] = 0 end row = row2 else rowspan = rowspan + 1 end end if use_roll_row and hide_col_description and #allRolls < 2 then rowspan = rowspan + 1 end table.insert( row, "<th colspan=" ) table.insert( row, colspan ) if rowspan > 1 then table.insert( row, " rowspan=" ) table.insert( row, rowspan ) end table.insert( row, ">" ) table.insert( row, p.chests[ chest_names[i] ].header ) if #allRolls > 0 then table.insert( row, ' <br><span style="font-weight:normal; font-style:italic; font-size:11px;">(' ) if #allRolls == 1 then table.insert( row, allRolls[1] ) else local s = ( #allRolls > 2 and ', ' or ' ' ) for i = 1, #allRolls-1 do table.insert( row, allRolls[i] ) table.insert( row, s ) end table.insert( row, '과 ' ) table.insert( row, allRolls[#allRolls] ) end table.insert( row, ' 묶음)</span>' ) end table.insert( row, "</th>\n" ) end end table.insert( html, table.concat( row1 ) ) table.insert( html, "</tr><tr>\n" ) if #row2 then table.insert( html, table.concat( row2 ) ) table.insert( html, "</tr><tr>\n" ) end end if not hide_col_description then local headersort_th_open if use_roll_row then headersort_th_open = "<th rowspan='2' class='headersort' role='columnheader button' data-sort-type='number'> <abbr title='" else headersort_th_open = "<th class='headersort' role='columnheader button' data-sort-type='number'> <abbr title='" end for i = 1, #chest_names do if suffix == 'Dev' or p.chests[chest_names[i]]['pools'..suffix] ~= nil then local allRolls = p.chests[chest_names[i]]['allRolls'..suffix] local allRollsSpan = #allRolls == 0 and 1 or #allRolls local headersort_th_colspan_open if #allRolls > 1 then headersort_th_colspan_open = "<th colspan='" .. allRollsSpan .. "' role='columnheader'> <abbr title='" else headersort_th_colspan_open = headersort_th_open end if columns['stacksize'] ~= nil then table.insert( html, headersort_th_colspan_open ) table.insert( html, p.columns['stacksize'] ) table.insert( html, "'> 묶음의 갯수 </abbr></th>\n" ) end if columns['weight'] ~= nil then table.insert( html, headersort_th_colspan_open ) table.insert( html, p.columns['weight'] ) table.insert( html, "'> 가중치" ) table.insert( html, "</abbr></th>\n" ) end if columns['items'] ~= nil then table.insert( html, headersort_th_open ) table.insert( html, p.columns['items'] ) table.insert( html, "'> 아이템 수 </abbr></th>\n" ) end if columns['chance'] ~= nil then table.insert( html, headersort_th_open ) table.insert( html, p.columns['chance'] ) table.insert( html, "'> 확률 </abbr></th>\n" ) end if columns['chests'] ~= nil then table.insert( html, headersort_th_open ) table.insert( html, p.columns['chests'] ) table.insert( html, "'> 찾을 상자 수 </abbr></th>\n" ) end end end table.insert( html, "</tr><tr>\n" ) end if use_roll_row then local rowcols = ( columns['stacksize'] ~= nil and 1 or 0 ) + ( columns['weight'] ~= nil and 1 or 0 ) for i = 1, #chest_names do local allRolls = p.chests[chest_names[i]]['allRolls'..suffix] if #allRolls > 1 then for j = 1, rowcols do for k = 1, #allRolls do table.insert( html, "<th class='headersort' role='columnheader button' data-sort-type='number' style='font-weight:normal'><abbr title='상자에는 이 그룹으로부터 무작위로 " ) table.insert( html, allRolls[k] ) table.insert( html, " 개의 묶음으로 아이템이 생성된다.'>" ) table.insert( html, allRolls[k] ) table.insert( html, "×</abbr></th>\n" ) end end end end table.insert( html, "</tr><tr>\n" ) end for i = 1, #ordered_item_rows do if type( ordered_item_rows[i] ) == "table" then for j = 1, #ordered_item_rows[i] do local chest_item = ordered_item_rows[i][j] if type( chest_item ) == "table" then local avg_amount = string.format("%.3f", chest_item.avgamount) local chance_any = string.format("%.1f", chest_item.chanceany*100) .. "%" local num_chests = string.format("%.1f", 1/chest_item.chanceany) table.insert( html, "\n" ) if columns['stacksize'] ~= nil then for k = 1, #chest_item.sizes do table.insert( html, "<td style='text-align:center;' data-sort-value='" ) table.insert( html, ( chest_item.sortsize[k] == 0 and "9e99" or chest_item.sortsize[k] ) ) table.insert( html, "'>" ) table.insert( html, chest_item.sizes[k] ) table.insert( html, "</td>" ) end end if columns['weight'] ~= nil then for k = 1, #chest_item.sizes do table.insert( html, "<td style='text-align:center;' data-sort-value='" ) table.insert( html, ( chest_item.sortweight[k] == 0 and "9e99" or chest_item.sortweight[k] ) ) table.insert( html, "'>" ) table.insert( html, chest_item.weights[k] ) table.insert( html, "</td>" ) end end if columns['items'] ~= nil then table.insert( html, "<td style='text-align:center;'>" ) table.insert( html, avg_amount ) table.insert( html, "</td>" ) end if columns['chance'] ~= nil then table.insert( html, "<td style='text-align:right;'>" ) table.insert( html, chance_any ) table.insert( html, "</td>" ) end if columns['chests'] ~= nil then table.insert( html, "<td style='text-align:right;'>" ) table.insert( html, num_chests ) table.insert( html, "</td>" ) end elseif type( chest_item ) == "boolean" then local allRolls = p.chests[chest_names[j-1]]['allRolls'..suffix] local allRollsSpan = #allRolls == 0 and 1 or #allRolls table.insert( html, "\n" ) if columns['stacksize'] ~= nil then for k = 1, allRollsSpan do table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" ) end end if columns['weight'] ~= nil then for k = 1, allRollsSpan do table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" ) end end if columns['items'] ~= nil then table.insert( html, "<td data-sort-value='9e99' style='text-align:center;'>—</td>" ) end if columns['chance'] ~= nil then table.insert( html, "<td data-sort-value='9e99' style='text-align:right;'>—</td>" ) end if columns['chests'] ~= nil then table.insert( html, "<td data-sort-value='9e99' style='text-align:right;'>—</td>" ) end else if i > 1 then table.insert( html, "</tr><tr>" ) end local item = p.items[chest_item] local s = require( 'Module:Sprite' ) table.insert( html, "\n<td>" ) local image, spriteCat = s.link{ id=item.id or chest_item, link=item.link or string.gsub(chest_item,'-',' '), text=item.title or q.titlecase(string.gsub(chest_item,'-',' ')), data= ( item[1] == 'item' and 'ItemSprite' or 'BlockSprite' ) } table.insert( html, image ) table.insert( html, spriteCat ) if item.note and p.notes[item.note] then table.insert( html, p.current_frame:preprocess( p.notes[item.note] ) ) end table.insert( html, "</td>" ) end if j == #ordered_item_rows[i] then table.insert( html, "</tr>" ) end end table.insert( html, "\n" ) end end table.insert( html, "</table></div>" ) return table.concat( html ) end, titlecase = function( str ) local buf = {} for word in string.gfind(str, "%S+") do if word == "and" then table.insert( buf, word ) else local first, rest = string.sub( word, 1, 1 ), string.sub( word, 2 ) table.insert( buf, string.upper(first) .. string.lower(rest) ) end end return table.concat( buf, " " ) end, capitalize = function( str ) return ( string.lower(str):gsub( "^%l", string.upper ) ) end, lcfirst = function( str ) return ( string.gsub( str, "^%u", string.lower ) ) end, compare_tables = function( a, b ) local seen = {} for k, v in pairs( a ) do if type( v ) ~= type( b[k] ) then return true end if v ~= b[k] then return true end if type( v ) == 'table' and q.compare_tables( v, b[k] ) then return true end seen[k] = true end for k, v in pairs( b ) do if not seen[k] then return true end end return false end, } string.lpad = function(str, len, char) if char == nil then char = ' ' end return string.rep(char, len - #(''..str)) .. str end return p