Module:Abilities

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Revision as of 14:26, 6 March 2026 by Monster Domosed (talk | contribs) (Fixed get_ability_name not being translated on localized pages)
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Overview

The Abilities module provides functions for retrieving data about hero abilities and their upgrades.

  • The function get_ability_name references Data:AbilityCards.json to link a hero and ability slot to an ability's display name.
  • The functions get_ability_prop and get_ability_upgrade_prop reference Data:AbilityData.json to get specific stats from an ability's base data or its upgrades.

Examples

get_ability_name

To get the localized display name of a hero's ability (numbered 1 to 4):

{{#invoke:Abilities|get_ability_name|hero_atlas|1}}

Returns: Siphon Life

Function can be passed with lang parameter to override the current language to a specific language code.

{{#invoke:Abilities|get_ability_name|hero_atlas|1|lang=ru}}

Returns: Lua error in Module:Lang at line 44: bad argument #2 to 'format' (string expected, got table).

get_ability_prop

To get a property from the base stats of an ability. You can use the ability's key (e.g., "ability_afterburn") or its proper name (e.g., "Afterburn").

{{#invoke:Abilities|get_ability_prop|Afterburn|BurnDuration}}

Returns: 3

You can also retrieve nested properties by using dot notation to drill down into the data structure. For example, to get a value nested inside a Scale table:

{{#invoke:Abilities|get_ability_prop|Lycan Curse|MaxRage.Scale.Value}}

Returns:

get_ability_upgrade_prop

To get a property from a specific upgrade of an ability.

{{#invoke:Abilities|get_ability_upgrade_prop|Afterburn|3|DPS}}

This example gets the DPS value from the 3rd upgrade for the ability "Afterburn".

Returns:

Another example, getting the `DamageAmplificationPerStack` from the 2nd upgrade of "Marksman":

{{#invoke:Abilities|get_ability_upgrade_prop|Marksman|2|DamageAmplificationPerStack}}

Returns: 5

Submodules

Abilities - Simple functions. Eg. getting ability name

Abilities/utils - Common internal functions that are shared amongst any Abilities/ modules

Abilities/card - Generates hero ability cards

Abilities/icon - Functions for retrieving ability and attribute icon data

Abilities/details table (WIP) - Generates details table to show raw ability data


local data = mw.loadJsonData("Data:AbilityCards.json")
local raw_ability_data = mw.loadJsonData("Data:AbilityData.json")
local Lang = require('Module:Lang')

local p = {}

-- returns the table of a specific ability from Data:AbilityCards.json
function get_ability(hero_key, ability_num)
	local ui_data = data[hero_key]
	if(ui_data == nil) then return "Hero Not Found" end
	return ui_data[tonumber(ability_num)]
end

-- Returns the table of a specific ability from Data:AbilityData.json by its Key or Name
-- It first attempts a direct lookup by key for efficiency. If that fails, it iterates
-- through the data to find a matching Name property.
-- @function   find_json_ability
-- @param      {string} identifier - The ability's key or name
-- @return     {table} or nil
local function find_json_ability(identifier)
	-- First, try a direct lookup by key (most efficient method)
	if raw_ability_data[identifier] then
		return raw_ability_data[identifier]
	end
	
	-- If not found by key, loop through and search by the "Name" property as a fallback
	for _, v in pairs(raw_ability_data) do
		if (v["Name"] == identifier) then
			return v
		end
	end
	
	-- If not found by either method, return nil
	return nil
end

--{{#invoke:AbilityData|get_ability_name|HERO_NAME|ABILITY_NUM|lang=LANG_CODE}}--
p.get_ability_name = function(frame)
	local hero_name = frame.args[1]
	local ability_num = frame.args[2]
	local lang = frame.args.lang
	
	local ability = get_ability(hero_name, ability_num)
	if(ability == nil) then return "Ability Not Found" end
	
	if lang and lang ~= "" then
		return Lang.get_string(ability.Key, { lang_code_override = lang })
	end

	return ability.Name
end

--{{#invoke:AbilityData|get_ability_prop|ability_key_or_name|prop}}--
p.get_ability_prop = function(frame)
	local ability_identifier = frame.args[1]
	local prop = frame.args[2]
	
    -- Use the new, more flexible lookup function
	local ability = find_json_ability(ability_identifier)
	if(ability == nil) then return "Ability Not Found" end

	local element = ability[prop]
	if element == nil then return "" end

	-- if the property is a table, return its Value field
	if type(element) == "table" then
	    return element.Value or ""
	end

	-- otherwise return the scalar value
	return element
end

--{{#invoke:AbilityData|get_ability_upgrade_prop|ability_key_or_name|upgrade_num|prop}}--
-- Gets a specific property from a specific upgrade of an ability.
-- @param {string} frame.args[1] - The ability's key (e.g., "ability_afterburn") or name (e.g., "Afterburn").
-- @param {string|number} frame.args[2] - The upgrade number (1, 2, or 3).
-- @param {string} frame.args[3] - The name of the property to retrieve.
p.get_ability_upgrade_prop = function(frame)
	local ability_identifier = frame.args[1]
	local upgrade_num_str = frame.args[2]
	local prop = frame.args[3]
	
	-- Check for missing arguments
	if not (ability_identifier and upgrade_num_str and prop) then
		return "Missing Arguments" -- Or return ""
	end

	-- Find the base ability data
	local ability = find_json_ability(ability_identifier)
	if not ability then
		return "Ability Not Found"
	end

	-- Get the list of upgrades for this ability
	local upgrades = ability.Upgrades
	if not upgrades or type(upgrades) ~= "table" then
		return "No Upgrades Found"
	end

	-- Convert the upgrade number from a string to an integer
	local upgrade_num = tonumber(upgrade_num_str)
	if not upgrade_num then
		return "Invalid Upgrade Number"
	end
	
	-- Get the specific upgrade table from the list (Lua tables are 1-indexed)
	local upgrade = upgrades[upgrade_num]
	if not upgrade or type(upgrade) ~= "table" then
		return "Upgrade Not Found"
	end
	
	-- Get the desired property from the specific upgrade
	local element = upgrade[prop]
	if element == nil then
		return "" -- The property doesn't exist in this specific upgrade, which is a valid case. Return empty.
	end

	-- If the property is a table (like a Damage object), return its Value field
	if type(element) == "table" then
	    return element.Value or ""
	end

	-- Otherwise, return the direct value
	return element
end


return p