可在模块:ChampionData/getter/doc创建此模块的帮助文档
-- <pre> local p = {} local data = mw.loadData('Module:ChampionData/data') function p.id(champname) return data[champname].id end function p.apiname(champname) return data[champname].apiname or champname end function p.title(champname) return data[champname].title end function p.attack(champname) return data[champname].attack end function p.defense(champname) return data[champname].defense end function p.magic(champname) return data[champname].magic end function p.difficulty(champname) return data[champname].difficulty end function p.herotype(champname) return data[champname].herotype end function p.alttype(champname) return data[champname].alttype end function p.resource(champname) return data[champname].resource end function p.categories(champname) return data[champname].categories end function p.hp_base(champname) return data[champname].stats.hp_base end function p.hp_lvl(champname) return data[champname].stats.hp_lvl end function p.mp_base(champname) return data[champname].stats.mp_base end function p.mp_lvl(champname) return data[champname].stats.mp_lvl end function p.arm_base(champname) return data[champname].stats.arm_base end function p.arm_lvl(champname) return data[champname].stats.arm_lvl end function p.mr_base(champname) return data[champname].stats.mr_base end function p.mr_lvl(champname) return data[champname].stats.mr_lvl end function p.hp5_base(champname) return data[champname].stats.hp5_base end function p.hp5_lvl(champname) return data[champname].stats.hp5_lvl end function p.mp5_base(champname) return data[champname].stats.mp5_base end function p.mp5_lvl(champname) return data[champname].stats.mp5_lvl end function p.dam_base(champname) return data[champname].stats.dam_base end function p.dam_lvl(champname) return data[champname].stats.dam_lvl end function p.as_base(champname) return data[champname].stats.as_base end function p.as_lvl1(champname) return data[champname].stats.as_lvl1 end function p.attack_delay(champname) return data[champname].stats.attack_delay end function p.as_lvl(champname) return data[champname].stats.as_lvl end function p.as_lvl1_bonus(champname) return data[champname].stats.as_lvl1_bonus end function p.range(champname) return data[champname].stats.range end function p.range_lvl(champname) return data[champname].stats.range_lvl end function p.ms(champname) return data[champname].stats.ms end function p.ms_lvl(champname) return data[champname].stats.ms_lvl end function p.acquisition_radius(champname) return data[champname].stats.acquisition_radius or 750 end function p.selection_radius(champname) return data[champname].stats.selection_radius end function p.pathing_radius(champname) return data[champname].stats.pathing_radius end function p.gameplay_radius(champname) return data[champname].stats.gameplay_radius or 65 end function p.crit_base(champname) return data[champname].stats.crit_base or 175 end function p.crit_mod(champname) return data[champname].stats.crit_mod end function p.as_ratio(champname) return data[champname].stats.as_ratio end function p.windup_modifier(champname) return data[champname].stats.windup_modifier end function p.missile_speed(champname) return data[champname].stats.missile_speed end function p.attack_cast_time(champname) return data[champname].stats.attack_cast_time end function p.attack_total_time(champname) return data[champname].stats.attack_total_time end function p.attack_delay_offset(champname) return data[champname].stats.attack_delay_offset end function p.windup(champname) if (data[champname].stats.attack_cast_time and data[champname].stats.attack_total_time) then return data[champname].stats.attack_cast_time / data[champname].stats.attack_total_time else return 0.3 + (data[champname].stats.attack_delay_offset or 0) end end function p.aram_dmg_dealt(champname) return data[champname].stats.aram_dmg_dealt or 1.0 end function p.aram_dmg_taken(champname) return data[champname].stats.aram_dmg_taken or 1.0 end function p.aram_healing(champname) return data[champname].stats.aram_healing or 1.0 end function p.aram_shielding(champname) return data[champname].stats.aram_shielding or 1.0 end function p.nb_dmg_dealt(champname) return data[champname].stats.nb_dmg_dealt or 1.0 end function p.nb_dmg_taken(champname) return data[champname].stats.nb_dmg_taken or 1.0 end function p.nb_healing(champname) return data[champname].stats.nb_healing or 1.0 end function p.nb_shielding(champname) return data[champname].stats.nb_shielding or 1.0 end function p.ofa_dmg_dealt(champname) return data[champname].stats.ofa_dmg_dealt or 1.0 end function p.ofa_dmg_taken(champname) return data[champname].stats.ofa_dmg_taken or 1.0 end function p.ofa_healing(champname) return data[champname].stats.ofa_healing or 1.0 end function p.ofa_shielding(champname) return data[champname].stats.ofa_shielding or 1.0 end function p.urf_dmg_dealt(champname) return data[champname].stats.urf_dmg_dealt or 1.0 end function p.urf_dmg_taken(champname) return data[champname].stats.urf_dmg_taken or 1.0 end function p.urf_healing(champname) return data[champname].stats.urf_healing or 1.0 end function p.urf_shielding(champname) return data[champname].stats.urf_shielding or 1.0 end function p.usb_dmg_dealt(champname) return data[champname].stats.usb_dmg_dealt or 1.0 end function p.usb_dmg_taken(champname) return data[champname].stats.usb_dmg_taken or 1.0 end function p.usb_healing(champname) return data[champname].stats.usb_healing or 1.0 end function p.usb_shielding(champname) return data[champname].stats.usb_shielding or 1.0 end function p.fullname(champname) return data[champname].fullname end function p.nickname(champname) return data[champname].nickname end function p.rangetype(champname) return data[champname].rangetype end function p.date(champname) return data[champname].date end function p.patch(champname) return data[champname].patch end function p.changes(champname) return data[champname].changes end function p.role(champname) -- table return data[champname].role end function p.positions(champname) -- table return data[champname].positions end function p.op_positions(champname) -- table return data[champname].op_positions end function p.all_positions(champname) -- table local riot_pos = data[champname].positions local op_pos = data[champname].op_positions local sets = {} local hash = {} for _, value in pairs(riot_pos) do if (not hash[value]) then table.insert(sets, value) hash[value] = true end end for _, value in pairs(op_pos) do if (not hash[value]) then table.insert(sets, value) hash[value] = true end end return sets end function p.damage(champname) return data[champname].damage end function p.toughness(champname) return data[champname].toughness end function p.control(champname) return data[champname].control end function p.mobility(champname) return data[champname].mobility end function p.utility(champname) return data[champname].utility end function p.style(champname) return data[champname].style end function p.adaptivetype(champname) return data[champname].adaptivetype or "Physical" end function p.be(champname) return data[champname].be end function p.rp(champname) return data[champname].rp end function p.skill_i(champname) return data[champname].skill_i -- table end function p.skill_q(champname) return data[champname].skill_q -- table end function p.skill_w(champname) return data[champname].skill_w -- table end function p.skill_e(champname) return data[champname].skill_e -- table end function p.skill_r(champname) return data[champname].skill_r -- table end return p -- </pre> -- [[Category:Lua]]