Documentation for this module may be created at Module:DifficultyColor/doc
-- Coded by [[User:Catinthedark]] in Candy Crush Saga Wiki
local p = {}
local color = {
["None"] = {'#000000', '#FFFFFF'},
["Very Easy"] = {'#000000', '#00FFFF'},
["Easy"] = {'#FFFFFF', '#008080'},
["Somewhat Easy"] = {'#FFFFFF', '#00A000'},
["Considerably Easy"] = {'#FFFFFF', '#00A000'},
["Medium"] = {'#000000', '#FFC800'},
["Somewhat Hard"] = {'#000000', '#FF8800'},
["Considerably Hard"] = {'#000000', '#FF8800'},
["Hard"] = {'#FFFFFF', '#E80000'},
["Very Hard"] = {'#FFFFFF', '#800000'},
["Insanely Hard"] = {'#FFFFFF', '#000000'},
["Nearly Impossible"] = {'#FFFFFF', '#000080'},
["Impossible"] = {'#FFFFFF', '#606060'},
["Variable"] = {'#FFFFFF', '#9000A8'}
}
local function _getColor( difficulty, forecolor )
local i = 2
local myColor = ''
if forecolor then i = 1 end
myColor = color[difficulty]
if myColor then
return myColor[i]
else
return ''
end
end
function p.getColor( frame )
local a = frame.args
local difficulty = a[1] -- mixed case difficulty, eg. "Very Hard"
local forecolor = a[2] and not (a[2] == '') -- if second param present, get forecolor, else backcolor
return _getColor(difficulty, forecolor)
end
return p