Module:EnemyEncounters

Parameter Naming

Module invocation is done via passing parameters and arguments. These parameter names and argument values are all done in the following format

  • <Node Letter><Pattern Number>_<parameter> = <argument value>

except for assigning node labels which is shown below.

All parameters still need a pipe character, "|", before the parameter call. Eg, (replace '{' with '{{')

  • {#invoke:EnemyEncounters | encounterTemplate
    |A1_xp=900
    |A1_lv=< 80
    |A1_node_info=BBV_Re-class_Elite bbv_re-class_elite cv_wo-class_flagship_kai clt_chi-class_flagship ss_so-class_flagship ss_so-class_flagship
    |A1_form=line_ahead
    }

All parameters passed to the EnemyEncounters module are named under a simple scheme as described in each subsequent section.
You may add span and css tags as you wish as they will be pasted in directly to the page. Examples are below.

Everything is Case-Insensitive

Node Label

Simply pass the name of the node with

  • <Node Letter>_label = <some name>

For example,

  • A_label = Night Battle
  • B_label = 敵前衛警戒部隊 <br> <span style="color:yellow">Day Battle</span>

Air Superiority and Air Supremacy

The module will automatically calculate required air power for Air Superiority and Air Supremacy.

  • <Node Letter and Pattern Number>_enemy_air_power = <value>

Do not pass a value of 0 unless enemy launches plane but has 0 air power (e.g. Anchorage Water Demon).

For example,

  • B2_enemy_air_power = 50


Boss Nodes

If an explicit boss node is not given, the module will assume it is the last letter given.

  • boss_node = <Node letter>

Eg,

  • boss_node = M
  • boss_node = J

Xp

  • <Node Letter and Pattern Number>_xp = <value>

Eg,

  • F3_xp = 120

Pattern By Level

In the case that a pattern's appearance is determined by the HQ level such as 1-5 ExOp's first node.

  • <Node Letter and Pattern Number>_lv = <expression>

Eg,

  • A2_lv = >80 (Node A's pattern 2 will show up for admirals over level 80)
  • A1_lv = <=80 (Node A's pattern 1 will show up for admirals equal to or under level 80)

Form

Form refers to the enemy formation.

  • <Node Letter and Pattern Number>_form = <formation>

Formations are:

  • line_ahead
  • double_line
  • diamond
  • echelon
  • line_abreast

Examples are:

  • A1_form = line_ahead
  • B2_form = line_abreast

Node Final Forms

This is for denoting that a certain node pattern is the final form. For example, the composition of an enemy fleet might change for the final kill of a gauge map. These would be denoted by being a "final form" of the node's patterns. The parameter takes multiple arguments because there may be multiple final forms for a node.

  • final_form = <space separated list of nodepatterns>

Eg,

  • final_form = C2 C3

Node Post-Clear Forms

This is for denoting certain node pattern(s) that only appear after the map is cleared. These would be denoted by being a "post-clear only form" of the node's patterns. The parameter takes multiple arguments because there may be multiple post-clear only forms for a node.

  • post_final_form = <space separated list of nodepatterns>

Eg,

  • post_final_form = D2 D3

Enemies

Enemies are passed in a single parameter,

  • <Node Letter and Pattern Number>_node_info = <argument>

The formation argument should simply be the enemy names, listed below, separated by a space. All spellings are English spellings. Eg, "harbor" instead of "harbour". All enemy information can be seen at the bottom of the source as there is a gigantic table of the mappings.

Enemy ship names are done as follows:

  • <Shiptype>_<Class Name>_<Extra Ship Parameters>

where Shiptype is from the following list

  • DD
  • CL
  • CLT
  • CA
  • CVL
  • CV
  • BB
  • BBV
  • Transport
  • SS

The class name is for example:

  • Wo-class
  • Re-class
  • Nu-class
  • Ha-class

The Extra Ship parameter is optional and from the following list

  • Elite
  • Flagship
  • Flagship_2
  • Flagship_Kai
  • Late_Model

Some examples are:

  • SS_Yo-class
  • Transport_Wa-class_Flagship
  • CVL_Nu-class_Flagship
  • CV_Wo-class_Flagship_Kai

For bosses, type out their full name (don't use shorthand like BB_hime).

  • For final forms, simply add "_final_form" at the end
  • Floating Fortresses and Escort Fortresses have three forms and need "_1", "_2", and "_3" appended
    • floating_fortress_1
    • floating_fortress_2
    • etc
  • For Hoppou (Northern Hime), the 3-5 form has 3-5 appended as such
    • northern_princess_3-5_final_form

You would invoke the full argument such as follows:

  • B2_node_info = clt_chi-class_elite dd_ro-class_elite dd_ni-class_late_model
  • C5_node_info = dd_i-class_late_model cl_he-class_flagship

You can find all ship names via the enemy vessel's page. Simply replace spaces with underscores.

Information for Non-Combat Nodes

For nodes such as maelstroms and resource nodes, you will use the "node_info" argument.
As a note, the words "fuel", "steel", "ammo" and "bauxite" will be replaced by their respective small icons such as Fuel Ammo Steel Bauxite

Eg,

  • B2_node_info = Maelstrom fuel -50 75 100 125

will result in

  • Maelstrom Fuel -50 75 100 125

Eg,

  • B3_node_info = "Must be my imagination" (battle avoided)
  • C2_node_info = "steel +100 125 150 175

Example invocation

{{#invoke:EnemyEncounters|encounterTemplate
|A1_xp=900
|A1_lv=< 80
|A1_node_info=BBV_Re-class_Elite bbv_re-class_elite cv_wo-class_flagship_kai clt_chi-class_flagship ss_so-class_flagship ss_so-class_flagship
|A1_form=line_ahead
|
|A2_xp=9000
|A2_lv=> 80
|A2_node_info=fuel +50 75 100 125
|A2_enemy_air_power = 33
|
|B1_xp=900
|B1_node_info=Maelstrom fuel -50
|B_label = 敵前衛警戒部隊 <br> <span style="color:yellow">Day Battle</span>
|final_form = A2 |post_final_form = A1}}

will result in

Show/Hide Nodes and Enemy Encounters
Nodes and Enemy Encounters
NodePatternXpLvNode InfoFormAir
APattern 1
Post-Clear Only Form
900 < 80 Battleship Re Class EliteBattleship Re Class EliteStandard Carrier Wo Class kai Flagship
Torpedo Cruiser Chi Class FlagshipSubmarine So Class FlagshipSubmarine So Class Flagship
Pattern 2
Final Form
9000 > 80 Fuel +50 75 100 125 AS
50
AS+
99
B
敵前衛警戒部隊
Day Battle
Pattern 1900 Maelstrom Fuel -50

Ignore the nonsense pattern information, please :D (Apparently you fight a maelstrom at node B and it's only day battle)

Credit

Module written by Remi_Scarlet


local p = {}
local remiLib = require("Module:RemiLib")
-- Module for enemy encounter tables written by
-- Remi_Scarlet
-- I fucking hate lua.

-- 10/24/15 Added colorful blue button as per Wsewo's request.

-- checks if data is in the array as a key
function valid(data, array)
    local valid = {}
    if array ~= nil then
        for i = 1, #array do
            valid[array[i]] = true
        end
        if valid[data] then
            return true
        else
            return false
        end
    end
end

-- returns a string representation of a table.
-- cannot do recursive tables. Eg, only single dimensional tables will work
-- should a multi-dimensional table be given, it will simply put "table" as the value
function table.dictConcat(dict,sep)
    if sep == nil then sep = " | " end
    local final = ""
    for k,v in pairs(dict) do
        if k ~= nil then
            if v ~= nil then
                final = final .. k .. "=" .. tostring(v) .. sep
            else
                final = final .. k .. "= nil" .. sep
            end
        else
            if v ~= nil then
                final = final .. tostring(v) .. sep 
            else
                final = final .. "nil" .. sep
            end
        end
    end
    return final
end

-- takes a string and returns string with first letter capitalized
function capitalize(str)
    return (str:gsub("^%l", string.upper))
end

-- "info" should be higher level table of information with eg 
-- {["A"] = {["1"] = {["xp"]="120", ["main_info"] = "ta-class etc"}
--           ["2"] = {["xp"]="150", etc}
--          },
--  ["B"] = etc etc
-- }
-- "headers" should be a table with which params are used
-- "bossNode" should be a single char with which node is the boss node
function p.renderEncounterTable(info,headers, bossNode, collapsed)
    function getRowSize(table, recurse)
        if recurse == nil then recurse = false end
        local size = 0
        for k,v in pairs(table) do
            if type(v) == "table" and recurse then
                size = size+getRowSize(v)
            elseif v ~= "" and k ~= "label" then
                size = size+1
            end
        end
        return size
    end


    local numCols = 0
    for _,bool in pairs(headers) do
        if bool then numCols = numCols + 1 end
    end
    
    -- Will be used to uniquely identify each table with the "button" and the "table content". Normally
    -- this would be done with like mw-customtoggle-1-1-enemy or whatnot, but since I can't
    -- actually discern what "map" it's being used on, I'm just using a hash function on the time of
    -- rendering to replace the map identifier.
    local uniqueID = remiLib.timeHash(info)
    
    local classString = "mw-customtoggle-" .. tostring(uniqueID)
    local idString = "mw-customcollapsible-" .. tostring(uniqueID)
    
    local button = mw.html.create('div')
    button
    	:addClass(classString)
    	:addClass("globalbutton")
    	:wikitext("Show/Hide Nodes and Enemy Encounters")
   
    local encounterTable = mw.html.create("table")
    encounterTable
        :addClass("mw-collapsible")
        :addClass("wikitable")
        :addClass("mw-collapsed")
        :attr("id",idString)
    -- if collapsed then
    --     encounterTable:addClass("mw-collapsed")
    -- end
    local titleRow = mw.html.create("tr")
    local th = mw.html.create("th")
    th
        :attr("colspan",numCols+2)
        :wikitext("Nodes and Enemy Encounters")
        :css("font-weight","bold")
    titleRow:node(th)
    encounterTable:node(titleRow)
    local headerRow = mw.html.create("tr")
    th = mw.html.create("th")
    th:wikitext("Node")
    headerRow:node(th)
    th = mw.html.create("th")
    th:wikitext("Pattern")
    headerRow:node(th)
    local paramOrder = {"Xp","Lv","Node Info","Form"}
    for i,param in pairs(paramOrder) do
        if param == "Xp" and info["map_xp"] ~= nil then
            th = mw.html.create("th")
            th:wikitext("Xp")
            headerRow:node(th)
        elseif headers[param] then
            th = mw.html.create("th")
            th:wikitext(param)
            if param == "Node Info" then
                th:css("width","480")
            end
            headerRow:node(th)
        end
    end
    -- Air superiority is a bit different so account for it
    if headers["Enemy Air Power"] then
        th = mw.html.create("th")
        th:wikitext("Air")
        headerRow:node(th)
    end
    encounterTable:node(headerRow)
    local letterOrder = {"A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z"}
    for _,nodeLetter in pairs(letterOrder) do
        local values = info[nodeLetter]
        if values ~= nil then
            local firstRow = mw.html.create("tr")
            local firstCol = mw.html.create("td")
            local nodeName = nodeLetter
            if values["label"] ~= nil then
                nodeName = nodeName .. "<br>" .. values["label"]
            end

            firstCol
                    :wikitext(nodeName)
                    :css("text-align","center")
                    :css("font-weight","bold")
                    :attr("rowspan",tostring(getRowSize(values)))
            if nodeLetter == bossNode then
                firstCol:css("color","red")
                firstCol:css("font-weight","bold")
            end
            firstRow:node(firstCol)
            local text = "Pattern 1"
            if values[1]["isFinalForm"] ~= nil then 
                text = "<span style='color:red'>" .. text .."<br>" .. "Final Form</span>"
            end
            if values[1]["isPostFinalForm"] ~= nil then 
                text = "<span style='color:blue'>" .. text .."<br>" .. "Post-Clear Only Form</span>"
            end
            firstRow:node(mw.html.create("td"):wikitext(text)):css("text-align","center")
            
            -- since first row with rowspan is handled differently, just
            -- do it separately
            if type(values[1]) == "table" then
                for _,param in pairs(paramOrder) do
                    if headers[param] then
                        local col = mw.html.create("td")
                        if param == "Xp" and info["map_xp"] ~= nil then
                            col:wikitext(info["map_xp"])
                            col:css("text-align","center")
                        elseif values[1][param] ~= nil then
                            local text = values[1][param]
                            col:wikitext(p.replaceWordWithWikicode(text .. " "))
                            if param == "Node Info" and nil ~= string.find(string.lower(text),"class") then
                                col:css("text-align","left")
                            else
                                col:css("text-align","center")
                            end
                        end
                        firstRow:node(col)
                    end
                end
                if headers["Enemy Air Power"] == true then
                    td = mw.html.create("td")
                    td:css("font-weight","bold")
                    td:css("text-align","center")
                    if values[1]["Enemy Air Power"] == "0" then
                        td
                            :wikitext("AS/AS+")
                            :wikitext("<br>")
                            :wikitext("Automatic")
                    end
                    if values[1]["Enemy Air Power"] ~= "" and values[1]["Enemy Air Power"] ~= "0" then
                        td
                            :wikitext("AS")
                            :wikitext("<br>")
                            :wikitext(math.ceil(1.5 * values[1]["Enemy Air Power"]))
                            :wikitext("<br>")
                            :wikitext("AS+")
                            :wikitext("<br>")
                            :wikitext(3 * values[1]["Enemy Air Power"])
                    end
                    firstRow:node(td)
                end
            end
            encounterTable:node(firstRow)
            -- Keep note that values is the table of node A
            -- Eg, {["1"]={
            --              ["xp"] = "",
            --              ["lv"] = "" etc
            --          },
            --      ["2"]={
            --              ["xp"] = "", etc
            --          }
            --      }   
            for i=2,#values do
                if type(values[i]) == "table" then
                    local row = mw.html.create("tr")
                    local text = "Pattern " .. i
                    if values[i]["isFinalForm"] ~= nil then
                        text = "<span style='color:red'>" .. text .."<br>" .. "Final Form</span>"
                    end
                    if values[i]["isPostFinalForm"] ~= nil then
                        text = "<span style='color:blue'>" .. text .."<br>" .. "Post-Clear Only Form</span>"
                    end
                    row:node(mw.html.create("td"):wikitext(text)):css("text-align","center")
                    for _,param in pairs(paramOrder) do
                        if headers[param] then
                            local col = mw.html.create("td")
                        if param == "Xp" and info["map_xp"] ~= nil then
                            col:wikitext(info["map_xp"])
                            col:css("text-align","center")
                        elseif values[i][param] ~= nil then
                                local text = values[i][param]
                                col:wikitext(p.replaceWordWithWikicode(text .. " "))
                                if param == "Node Info" and nil ~= string.find(string.lower(text),"class") then
                                    col:css("text-align","left")
                                else
                                    col:css("text-align","center")
                                end
                            end
                            row:node(col)
                        end
                    end
                    if headers["Enemy Air Power"] == true then
                        td = mw.html.create("td")
                        td:css("font-weight","bold")
                        td:css("text-align","center")
                        if values[i]["Enemy Air Power"] == "0" then
                            td
                                :wikitext("AS/AS+")
                                :wikitext("<br>")
                                :wikitext("Automatic")
                        end
                        if values[i]["Enemy Air Power"] ~= "" and values[i]["Enemy Air Power"] ~= "0" then
                            td
                                :wikitext("AS")
                                :wikitext("<br>")
                                :wikitext(math.ceil(1.5 * values[i]["Enemy Air Power"]))
                                :wikitext("<br>")
                                :wikitext("AS+")
                                :wikitext("<br>")
                                :wikitext(3 * values[i]["Enemy Air Power"])
                        end
                        row:node(td)
                    end

                    encounterTable:node(row)
                end
            end
        end
    end
    return tostring(button) .. "\n" .. tostring(encounterTable)
end

function p.encounterTemplate(frame)
    local bossNode = ""
    local mapEncounterTable = {}
    -- get list of params that are used, eg maybe none of the nodes have air_supremacy info. 
    -- In that case, don't bother adding column for it in the final html table
    local usedParams = {["Xp"] = false,
                        ["Lv"] = false,
                        ["Node Info"] = false,
                        ["Form"] = false,
                        ["Enemy Air Power"] = false}
    local validNodeLetters = {["A"]=true,
                              ["B"]=true,
                              ["C"]=true,
                              ["D"]=true,
                              ["E"]=true,
                              ["F"]=true,
                              ["G"]=true,
                              ["H"]=true,
                              ["I"]=true,
                              ["J"]=true,
                              ["K"]=true,
                              ["L"]=true,
                              ["M"]=true,
                              ["N"]=true,
                              ["O"]=true,
                              ["P"]=true,
                              ["Q"]=true,
                              ["R"]=true,
                              ["S"]=true,
                              ["T"]=true,
                              ["U"]=true,
                              ["V"]=true,
                              ["W"]=true,
                              ["X"]=true,
                              ["Y"]=true,
                              ["Z"]=true}
    -- map all the nodes we'll be using into mapEncounterTable -> {"A":true,"B"=true} etc
    for k,v in pairs(frame.args) do
        if string.lower(k) ~= "boss_node" and string.lower(k) ~= "final_form" and string.lower(k) ~= "post_final_form" then
            local letter = mw.text.split(k,"")[1]
            local num = mw.text.split(k,"")[2]
            if validNodeLetters[letter] and tonumber(num) ~= nil then
                mapEncounterTable[letter] = {}
                if letter>bossNode then
                    bossNode = letter
                end
            end
        end
    end
    if frame.args["boss_node"]~=nil and bossNode ~= frame.args["boss_node"] then
        bossNode = frame.args["boss_node"]
    end

    --Whether table should be collapsed by default or not
    local collapsed = true
    if frame.args["collapsed"] ~= nil then
        if string.lower(frame.args["collapsed"]) == "false" then
            collapsed = false
        end
    end



    -- mapping node information to 
    -- nodePattern should be like A1_xp, B3_lv, C1_form or something
    for nodePattern,patternInfo in pairs(frame.args) do
        local letter = mw.text.split(nodePattern,"")[1]
        if mapEncounterTable[letter] ~= nil and nodePattern ~= "final_form" and nodePattern ~= "post_final_form" then
            if mw.text.split(nodePattern,"")[2] ~= "_" then
                local patternNum = mw.text.split(mw.text.split(nodePattern,"_")[1],"")[2]

                -- If the second char is not a number, invalid. 
                if tonumber(patternNum) == nil and nodePattern ~= "final_form" and nodePattern ~= "post_final_form" then 
                    --return patternNum
                    return "<span style='color:red'>Please check your module invocation arguments. Something is invalid</span>"
                end
                patternNum = tonumber(patternNum)
                local nodePatternSplit = mw.text.split(nodePattern,"_")
                local paramName = ""

                -- get the parameter name, eg A1_xp's param name is just "Xp"
                -- B3_form's param name is just "Form"
                -- notice the conversion of capitalization
                if nodePatternSplit ~= nil then
                    for i = 2, #nodePatternSplit do
                        paramName = paramName .. capitalize(nodePatternSplit[i])
                        if i ~= #nodePatternSplit then
                            paramName = paramName .. " "
                        end
                    end
                end
                if mapEncounterTable[letter][patternNum] == nil then
                    -- skeleton table for info for each pattern at a node.
                    -- eg, pattern 1 at node A, pattern 3 at node C, etc all need
                    -- the xp, lv, form, etc info
                    local nodePatternInfo = {["Xp"] = "",
                                             ["Lv"] = "",
                                             ["Node Info"] = "",
                                             ["Form"] = "",
                                             ["Enemy Air Power"] = "",
                                             }
                    mapEncounterTable[letter][patternNum] = nodePatternInfo
                end
                mapEncounterTable[letter][patternNum][paramName] = patternInfo
                usedParams[paramName] = true
            end
            local split = mw.text.split(nodePattern,"_")
            if split[2] == "label" then
                local letter = string.upper(mw.text.split(split[1],"")[1])
                mapEncounterTable[letter]["label"] = patternInfo
            end
        end
    end
    if frame.args["final_form"] ~= nil then
        local nodeAndPatterns = mw.text.split(frame.args["final_form"]," ")
        for _,nodePattern in pairs(nodeAndPatterns) do
            local nodeLetter = mw.text.split(nodePattern,"")[1]        
            if validNodeLetters[nodeLetter] then
                local patternNum = mw.text.split(nodePattern,"")[2]
                if tonumber(patternNum) ~= nil then
                    patternNum = tonumber(patternNum)
                    if mapEncounterTable[nodeLetter][patternNum] ~= nil then
                        mapEncounterTable[nodeLetter][patternNum]["isFinalForm"] = true
                    end
                end
            end
        end
    end 
    if frame.args["post_final_form"] ~= nil then
        local nodeAndPatterns = mw.text.split(frame.args["post_final_form"]," ")
        for _,nodePattern in pairs(nodeAndPatterns) do
            local nodeLetter = mw.text.split(nodePattern,"")[1]        
            if validNodeLetters[nodeLetter] then
                local patternNum = mw.text.split(nodePattern,"")[2]
                if tonumber(patternNum) ~= nil then
                    patternNum = tonumber(patternNum)
                    if mapEncounterTable[nodeLetter][patternNum] ~= nil then
                        mapEncounterTable[nodeLetter][patternNum]["isPostFinalForm"] = true
                    end
                end
            end
        end
    end 
    if frame.args["map_xp"] ~= nil then
        if tonumber(frame.args["map_xp"]) ~= nil then
            mapEncounterTable["map_xp"] = frame.args["map_xp"]
            usedParams["Xp"] = true
        end
    end
    html = p.renderEncounterTable(mapEncounterTable,usedParams,bossNode,collapsed)

    return html
end

function p.replaceWordWithWikicode(str)
    local nodeInfoImageTable = {
        ["fuel"] = '[[File:Fuel.png|Fuel|25px]]',
        ["ammo"] = '[[File:Ammunition.png|Ammo|25px]]',
        ["steel"] = '[[File:Steel.png|Steel|25px]]',
        ["bauxite"] = '[[File:Bauxite.png|Bauxite|25px]]'
    }
    local formTable = {
        ["line_ahead"] = "[[file:LineAhead.jpg|Formation 1: Line Ahead|40px|center]]",
        ["double_line"] = "[[file:DoubleLine.jpg|Formation 2: Double Line|40px|ceneter]]",
        ["diamond"] = "[[file:Diamond.jpg|Formation 3: Diamond|40px|center]]",
        ["echelon"] = "[[file:Echelon.jpg|Formation 4: Echelon|40px|center]]",
        ["line_abreast"] = "[[file:LineAbreast.jpg|Formation 5: Line Abreast|40px|center]]"
    }
    local enemyShipTable = {
        ["dd_i%-class[%s$]"] = '[[File:DD I Class.png|160px|Destroyer I%-Class|link=Destroyer I%-Class]]',
        ["dd_i%-class_elite[%s$]"] = '[[File:DD I Class2.png|160px|Destroyer I%-Class Elite|link=Destroyer I%-Class]]',
        ["dd_i%-class_flagship[%s$]"] = '[[File:DD_I_class3.png|160px|Destroyer I%-Class Flagship|link=Destroyer I%-Class]]',
        ["dd_i%-class_late_model[%s$]"] = '[[File:DD I Class 4.png|160px|Destroyer I%-Class Late Model|link=Destroyer I%-Class]]',
        ["dd_i%-class_late_model_elite[%s$]"] = '[[File:DD I LM Elite.jpg|160px|Destroyer I%-Class Late Model Elite|link=Destroyer I%-Class]]',
        ["dd_ro%-class[%s$]"] = '[[File:DD Ro Class.jpg|160px|Destroyer Ro%-Class|link=Destroyer Ro%-Class]]',
        ["dd_ro%-class_elite[%s$]"] = '[[File:DD Ro Class2.png|160px|Destroyer Ro%-Class Elite|link=Destroyer Ro%-Class]]',
        ["dd_ro%-class_flagship[%s$]"] = '[[File:DD Ro Class3.png|160px|Destroyer Ro%-Class Flagship|link=Destroyer Ro%-Class]]',
        ["dd_ro%-class_late_model[%s$]"] = '[[File:DD Ro Class 4.png|160px|Destroyer Ro%-Class Late Model|link=Destroyer Ro%-Class]]',
        ["dd_ro%-class_late_model_elite[%s$]"] = '[[File:DD Ro LM Elite.jpg|160px|Destroyer Ro%-Class Late Model Elite|link=Destroyer Ro%-Class]]',
        ["dd_ha%-class[%s$]"] = '[[File:DD Ha Class.png|160px|Destroyer Ha%-Class|link=Destroyer Ha%-Class]]',
        ["dd_ha%-class_elite[%s$]"] = '[[File:DD Ha Class2.png|160px|Destroyer Ha Class Elite|link=Destroyer Ha%-Class]]',
        ["dd_ha%-class_flagship[%s$]"] = '[[File:DD Ha Class3.png|160px|Destroyer Ha Class Flagship|link=Destroyer Ha%-Class]]',
        ["dd_ha%-class_late_model[%s$]"] = '[[File:DD Ha Class 4.png|160px|Destroyer Ha%-Class Late Model|link=Destroyer Ha%-Class]]',
        ["dd_ha%-class_late_model_elite[%s$]"] = '[[File:DD Ha LM Elite.jpg|160px|Destroyer Ha%-Class Late Model Elite|link=Destroyer Ha%-Class]]',
        ["dd_ni%-class[%s$]"] = '[[File:DD Ni Class.png|160px|Destroyer Ni Class|link=Destroyer Ni%-Class]]',
        ["dd_ni%-class_elite[%s$]"] = '[[File:DD Ni Class2.png|160px|Destroyer Ni Class Elite|link=Destroyer Ni%-Class]]',
        ["dd_ni%-class_late_model[%s$]"] = '[[File:DD Ni Class 4.png|160px|Destroyer Ni%-Class Late Model|link=Destroyer Ni%-Class]]',
        ["dd_ni%-class_late_model_elite[%s$]"] = '[[File:DD Ni LM Elite.jpg|160px|Destroyer Ni%-Class Late Model Elite|link=Destroyer Ni%-Class]]',
        ["cl_ho%-class[%s$]"] = '[[File:CL Ho Class.png|160px|Light Cruiser Ho Class|link=Light Cruiser Ho%-Class]]',
        ["cl_ho%-class_elite[%s$]"] = '[[File:CL Ho Class2.png|160px|Light Cruiser Ho Class Elite|link=Light Cruiser Ho%-Class]]',
        ["cl_ho%-class_flagship[%s$]"] = '[[File:CL Ho Class3.png|160px|Light Cruiser Ho Class Flagship|link=Light Cruiser Ho%-Class]]',
        ["cl_he%-class[%s$]"] = '[[File:CL He Class.png|160px|Light Cruiser He Class|link=Light Cruiser He%-Class]]',
        ["cl_he%-class_elite[%s$]"] = '[[File:CL He Class2.png|160px|Light Cruiser He Class Elite|link=Light Cruiser He%-Class]]',
        ["cl_he%-class_flagship[%s$]"] = '[[File:CL He Class3.png|160px|Light Cruiser He Class Flagship|link=Light Cruiser He%-Class]]',
        ["cl_to%-class[%s$]"] = '[[File:CL To Class.png|160px|Light Cruiser To Class|link=Light Cruiser To%-Class]]',
        ["cl_to%-class_elite[%s$]"] = '[[File:CL To Class2.png|160px|Light Cruiser To Class Elite|link=Light Cruiser To%-Class]]',
        ["cl_tsu%-class[%s$]"] = '[[File:CL_Tsu_b.jpg|160px|Light Cruiser Tsu Class|link=Light Cruiser Tsu%-Class]]',
        ["cl_tsu%-class_elite[%s$]"] = '[[File:CL_Tsu_elite_b.jpg|160px|Light Cruiser Tsu Class|link=Light Cruiser Tsu%-Class]]',
        ["clt_chi%-class[%s$]"] = '[[File:CT Chi Class.png|160px|Torpedo Cruiser Chi Class|link= Torpedo Cruiser Chi%-Class]]',
        ["clt_chi%-class_elite[%s$]"] = '[[File:CT Chi Class2.png|160px|Torpedo Cruiser Chi Class Elite|link= Torpedo Cruiser Chi%-Class]]',
        ["clt_chi%-class_flagship[%s$]"] = '[[File:CT_Chi_Class3.png|160px|Torpedo Cruiser Chi Class Flagship|link= Torpedo Cruiser Chi%-Class]]',
        ["ca_ri%-class[%s$]"] = '[[File:CA Ri Class.png|160px|Heavy Cruiser Ri Class|link=Heavy Cruiser Ri%-Class]]',
        ["ca_ri%-class_elite[%s$]"] = '[[File:CA Ri Class2.png|160px|Heavy Cruiser Ri Class Elite|link=Heavy Cruiser Ri%-Class]]',
        ["ca_ri%-class_flagship[%s$]"] = '[[File:CA Ri Class3.png|160px|Heavy Cruiser Ri Class Flagship|link=Heavy Cruiser Ri%-Class]]',
        ["ca_ri%-class_flagship_kai[%s$]"] = '[[File:CA_Ri_Class4.png|160px|Heavy Cruiser Ri Class Flagship|link=Heavy Cruiser Ri%-Class]]',
        ["ca_ne%-class[%s$]"] = '[[File:Ca_ne_b.jpg|160px|Heavy Cruiser Ne Class|link=Heavy Cruiser Ne%-Class]]',
        ["ca_ne%-class_elite[%s$]"] = '[[File:Ca_ne_elite_b.jpg|160px|Heavy Cruiser Ne Class Elite|link=Heavy Cruiser Ne%-Class]]',
        ["cvl_nu%-class[%s$]"] = '[[File:CVL Nu Class.png|160px|Light Carrier Nu Class|link=Light Carrier Nu%-Class]]',
        ["cvl_nu%-class_elite[%s$]"] = '[[File:CVL Nu Class2.png|160px|Light Carrier Nu Class Elite|link=Light Carrier Nu%-Class]]',
        ["cvl_nu%-class_flagship[%s$]"] = '[[File:CVL_Nu_Class3.png|160px|Light Carrier Nu Class Flagship|link=Light Carrier Nu%-Class]]',
        ["cv_wo%-class[%s$]"] = '[[File:CV O Class.png|160px|Standard Carrier Wo Class|link=Standard Carrier Wo%-Class]]',
        ["cv_wo%-class_elite[%s$]"] = '[[File:CV O Class2.png|160px|Standard Carrier Wo Class Elite|link=Standard Carrier Wo%-Class]]',
        ["cv_wo%-class_flagship[%s$]"] = '[[File:CV O Class3.jpg|160px|Standard Carrier Wo Class Flagship|link=Standard Carrier Wo%-Class]]',
        ["cv_wo%-class_flagship_2[%s$]"] = '[[File:CV Wo Class5.png|160px|Standard Carrier Wo Class Flagship II|link=Standard Carrier Wo%-Class]]',
        ["cv_wo%-class_flagship_kai[%s$]"] = '[[File:CV_Wo_Class4.png|160px|Standard Carrier Wo Class kai Flagship|link=Standard Carrier Wo%-Class]]',
        ["bb_ru%-class[%s$]"] = '[[File:BB Ru Class.png|160px|Battleship Ru Class|link=Battleship Ru%-Class]]',
        ["bb_ru%-class_elite[%s$]"] = '[[File:BB Ru Class2.png|160px|Battleship Ru Class Elite|link=Battleship Ru%-Class]]',
        ["bb_ru%-class_flagship[%s$]"] = '[[File:BB Ru Class3.png|160px|Battleship Ru Class Flagship|link=Battleship Ru%-Class]]',
        ["bb_ru%-class_flagship_kai[%s$]"] = '[[File:BB_Ru_Class4.png|160px|Battleship Ru Class Flagship|link=Battleship Ru%-Class]]',
        ["bb_ta%-class[%s$]"] = '[[File:BB Ta Class.png|160px|Battleship Ta Class|link=Battleship Ta%-Class]]',
        ["bb_ta%-class_elite[%s$]"] ='[[File:BB Ta Class2.png|160px|Battleship Ta Class Elite|link=Battleship Ta%-Class]]',
        ["bb_ta%-class_flagship[%s$]"] = '[[File:BB Ta Class3.png|160px|Battleship Ta Class Flagship|link=Battleship Ta%-Class]]',
        ["bbv_re%-class[%s$]"] = '[[File:BB_re_001.png|160px|Battleship Re Class|link=Battleship Re%-Class]]',
        ["bbv_re%-class_elite[%s$]"] = '[[File:BB_re_002.png|160px|Battleship Re Class Elite|link=Battleship Re%-Class]]',
        ["transport_wa%-class[%s$]"] = '[[File:AP Wa Class.png|160px|Transport Ship Wa Class|link=Transport ship Wa%-Class]]',
        ["transport_wa%-class_elite[%s$]"] = '[[File:AP Wa Class2.png|160px|Transport Wa Class Elite|link=Transport ship Wa%-Class]]',
        ["transport_wa%-class_flagship[%s$]"] = '[[File:Wa_flagship_card.png|160px|Transport Wa Class Flagship|link=Transport ship Wa%-Class]]',
        ["ss_ka%-class[%s$]"] = '[[File:SS Ka Class.png|160px|Submarine Ka Class|link=Submarine Ka%-Class]]',
        ["ss_ka%-class_elite[%s$]"] = '[[File:SS Ka Class2.png|160px|Submarine Ka Class Elite|link=Submarine Ka%-Class]]',
        ["ss_ka%-class_flagship[%s$]"] = '[[File:SS Ka Class3.png|160px|Submarine Ka Class Flagship|link=Submarine Ka%-Class]]',
        ["ss_yo%-class[%s$]"] = '[[File:SS Yo Class.png|160px|Submarine Yo Class|link=Submarine Yo%-Class]]',
        ["ss_yo%-class_elite[%s$]"] = '[[File:SS Yo Class2.png|160px|Submarine Yo Class Elite|link=Submarine Yo%-Class]]',
        ["ss_yo%-class_flagship[%s$]"] = '[[File:SS Yo Class3.png|160px|Submarine Yo Class Flagship|link=Submarine Yo%-Class]]',
        ["ss_so%-class[%s$]"] = '[[File:SS So Class.png|160px|Submarine So Class|link=Submarine So%-Class]]',
        ["ss_so%-class_elite[%s$]"] = '[[File:SS So Class2.png|160px|Submarine So Class|link=Submarine So%-Class]]',
        ["ss_so%-class_flagship[%s$]"] = '[[File:SS So Class3.png|160px|Submarine So Class Flagship|link=Submarine So%-Class]]',
        ["armored_carrier_demon"] = '[[File:Armored CV ghost.png|160px|Armored Carrier Demon|link=Armored Carrier Demon]]',
        ["armored_carrier_princess"] = '[[File:Armored CV queen.png|160px|Armored Carrier Princess|link=Armored Carrier Princess]]',
        ["floating_fortress_1"] = '[[File:Floating Platform.png|160px|Floating Fortress|link=Floating Fortress]]',
        ["floating_fortress_2"] = '[[File:Floating Platform2.png|160px|Floating Fortress|link=Floating Fortress]]',
        ["floating_fortress_3"] = '[[File:Floating Platform3.png|160px|Floating Fortress|link=Floating Fortress]]',
        ["anchorage_demon"] = '[[File:Ancorage_Demon_card.png|160px|Anchorage Demon|link=Anchorage Demon]]',
        ["anchorage_princess"] = '[[File:Anchorage_Princess_card.png|160px|Anchorage Princess|link=Anchorage Princess]]',
        ["escort_fortress_1"] = '[[File:Floating Platform.png|160px|Escort Fortress|link=Escort Fortress]]',
        ["escort_fortress_2"] = '[[File:Floating Platform2.png|160px|Escort Fortress|link=Escort Fortress]]',
        ["escort_fortress_3"] = '[[File:Floating Platform3.png|160px|Escort Fortress|link=Escort Fortress]]',
        ["southern_demon"] = '[[File:Southern_Demon_card.png|160px|Southern Demon|link=Southern Demon]]',
        ["southern_war_demon"] = '[[File:Southern_War_Demon_card.png|160px|Southern War Demon|link=Southern War Demon]]',
        ["southern_war_princess"] = '[[File:Southern_War_Princess_card.png|160px|Southern War Princess|link=Southern War Princess]]',
        ["airfield_princess"] = '[[File:Port_hime_card.png|160px|Airfield Princess|link=Airfield Princess]]',
        ["battleship_princess"] = '[[File:Bb_hime_card.png|160px|Battleship Princess|link=Battleship Princess]]',
        ["harbor_princess"] = '[[File:Harbor_hime_card.JPG|160px|Harbour Princess|link=Harbour Princess]]',
        ["harbor_princess_4%-5_final_form"] = '[[File:Harbor Princess 613 Banner.png|160px|Harbour Princess|link=Harbour Princess]]',
        ["isolated_island_demon"] = '[[File:Isolated_Island_Oni_card.jpg|160px|Isolated Island Demon|link=Isolated Island Demon]]',
        ["northern_princess"] = '[[File:581_Card.jpg|160px|Northern Princess|link=Northern Princess]]',
        ["northern_princess_final_form"] = '[[File:582_Card.jpg|160px|Northern Princess Final Form|link=Northern Princess]]',
        ["northern_princess_3%-5"] = '[[File:588 Card.png|160px|Northern Princess|link=Northern_Princess]]',
        ["northern_princess_3%-5_final_form"] = '[[File:582_Card.jpg|160px|Northern Princess Final Form|link=Northern Princess]]',
        ["aircraft_carrier_demon"] = '[[File:585_Card.jpg|160px|Aircraft Carrier Demon|link=Aircraft Carrier Demon]]',
        ["midway_princess"] = '[[File:583_Card.jpg|160px|Midway Princess|link=Midway Princess]]',
        ["midway_princess_final_form"] = '[[File:584_Card.jpg|160px|Midway Princess Final Form|link=Midway Princess]]',
        ["aircraft_carrier_princess"] = '[[File:586_Card.jpg|160px|Aircraft Carrier Princess|link=Aircraft Carrier Princess]]',
        ["destroyer_princess"] = '[[File:Kuchikuseiki_b.jpg|160px|Destroyer Princess|link=Destroyer Princess]]',
        ["aircraft_carrier_water_demon"] = '[[File:Kuubosuiki_b.jpg|160px|Aircraft Carrier Water Demon|link=Aircraft Carrier Water Demon]]',
        ["aircraft_carrier_water_demon_final_form"] = '[[File:Kuubosuiki_b.jpg|160px|Aircraft Carrier Water Demon|link=Aircraft Carrier Water Demon]]',
        ["light_cruiser_demon"] = '[[File:CL_demon1_card.png|160px|Light Cruiser Demon|link=Light Cruiser Demon]]',
        ["light_cruiser_demon_final_form"] = '[[File:CL_demon2_card.png|160px|Light Cruiser Demon|link=Light Cruiser Demon]]',
        ["battleship_water_demon"] = '[[File:BB Water Oni.png|160px|Battleship Water Demon|link=Battleship Water Demon]]',
        ["battleship_water_demon_final_form"] = '[[File:BB Water Oni2.png|160px|Battleship Water Demon|link=Battleship Water Demon]]',
        ["anchorage_water_demon"] = '[[File:609-Anchorage-Water-Demon.jpg|160px|Anchorage Water Demon|link=Anchorage Water Demon]]',
        ["harbor_water_demon"] = '[[File:605-Harbor-Water-Demon.jpg|160px|Harbor Water Demon|link=Harbor Water Demon]]',
        ["air_defense_princess"] = '[[File:Air_Defense_Princess_card.jpg|160px|Air Defense Princess|link=Air Defense Princess]]',
        ["pt_imp"] = '[[File:PT_Imp_Group_card.jpg|160px|PT Imp Group|link=PT Imp Group]]',
        ["light_cruiser_princess"] = '[[File:CL_Hime_card.jpg|160px|Light Cruiser Princess|link=Light Cruiser Princess]]',
        ["submarine_princess"] = '[[File:SS_Hime_card.jpg|160px|Submarine Princess|link=Submarine Princess]]',
        ["destroyer_water_demon"] = '[[File:DD_Water_Demon_card.jpg|160px|Destroyer Water Demon|link=Destroyer Water Demon]]',
        ["seaplane_tender_princess"] = '[[File:AV_Hime_card.jpg|160px|Seaplane Tender Princess|link=Seaplane Tender Princess]]', 
        ["artillery_imp"] = '[[File:Artillery_Imp_icon.png|160px|Artillery Imp|link=Artillery Imp]]',
        ["supply_depot_princess[%s$]"] = '[[File:Supply Depot Princess Icon.png|160px|Supply Depot Princess|link=Supply Depot Princess]]',
        ["supply_depot_princess_damaged"] = '[[File:Supply Depot Princess Damaged Icon.png|160px|Supply Depot Princess - Damaged|link=Supply Depot Princess]]',
        ["heavy_cruiser_princess[%s$]"] = '[[File:Heavy_Cruiser_Princess_icon.png|160px|Heavy Cruiser Princess|link=Heavy Cruiser Princess]]',
        ["heavy_cruiser_princess_final_form"] = '[[File:Heavy_Cruiser_Princess_Final_icon.png|160px|Heavy Cruiser Princess|link=Heavy Cruiser Princess]]'
    }

    if str ~= nil then

        local originalString = str
        str = string.lower(str)

        for vesselName,wikicode in pairs(enemyShipTable) do
            str = str:gsub(vesselName,wikicode)
        end
        local i = 0
        local count = 0
        for j=0, 2 do
            local prev = i
            _, i = string.find(str,"]]",i)
            if i == nil then
                i = prev
            else
                count = count + 1
            end
        end
        if count == 3 and str ~= nil then
            str = str:sub(0,i) .. "<br>" .. str:sub(i+1,#str)
        end
        if count == 0 or string.find(string.lower(str),"maelstrom") ~= nil then
            str = originalString
        end
        for word,replacement in pairs(nodeInfoImageTable) do
            str = str:gsub(word,replacement)
        end
        for form,wikicode in pairs(formTable) do
            str = str:gsub(form,wikicode)
        end
        return str
    else
        return "Nil was passed instead of a string"
    end
end

return p