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| Latest revision | Your text | ||
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-- Complex cell renderers for AbilityTable. | -- Complex cell renderers for AbilityTable. | ||
local Lists = require("Module:AbilityTable/Lists") | local Lists = require("Module:AbilityTable/Lists") | ||
local GameData = require("Module:GameData") | |||
-- ============================================================ | -- ============================================================ | ||
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end | end | ||
-- | -- Returns true if prop exists with a non-zero value anywhere in the record | ||
-- | -- excluding the Upgrades key. | ||
local function | local function is_base_property(record, prop) | ||
for k, v in pairs(record) do | |||
for | if k == "Upgrades" then | ||
-- skip | |||
elseif k == prop then | |||
if type(v) == "table" then v = v["Value"] end | |||
if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then | |||
return true | |||
-- | |||
if type( | |||
end | end | ||
if v | elseif type(v) == "table" then | ||
if is_base_property(v, prop) then return true end | |||
elseif type(v) == "string" then | |||
if v == prop then return true end | |||
end | end | ||
end | end | ||
return false | |||
end | end | ||
-- | -- ============================================================ | ||
-- | -- Debuff short names (used by RenderDebuff) | ||
-- | -- ============================================================ | ||
local debuff_short_name = { | |||
["StunDuration"] = "stun", | |||
["SleepDuration"] = "sleep", | |||
["SilenceDuration"] = "silence", | |||
["SilenceDebuff"] = "silence", | |||
["PetrifyDuration"] = "petrify", | |||
["HexDuration"] = "hex", | |||
["ImmobilizeDuration"] = "immobilize", | |||
["LiftDuration"] = "lift", | |||
["HoldInPlaceDuration"] = "immobilize", | |||
["RestrictionDuration"] = "immobilize", | |||
["SlowPercent"] = "slow", | |||
["EnemySlowPct"] = "slow", | |||
["MoveSlowPercent"] = "slow", | |||
["GroundDashReductionPercent"] = "dash slow", | |||
["SlowDuration"] = "slow", | |||
["MaxSlowDuration"] = "slow", | |||
["BulletDamageAmpDuration"] = "bullet amp", | |||
["BulletResistReduction"] = "bullet resist reduction", | |||
["TimeSlowDuration"] = "time slow", | |||
["LateCheckoutStun"] = "stun", | |||
["BurnDuration"] = "burn", | |||
["BleedDuration"] = "bleed", | |||
["VenomDuration"] = "venom", | |||
["TossDuration"] = "knockback", | |||
} | |||
-- ============================================================ | -- ============================================================ | ||
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-- additively through upgrades. Shows value in a named column | -- additively through upgrades. Shows value in a named column | ||
-- and generates upgrade notes with running totals. | -- and generates upgrade notes with running totals. | ||
-- ============================================================ | -- ============================================================ | ||
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table.insert(notes, "T" .. i .. " upgrade increases " | table.insert(notes, "T" .. i .. " upgrade increases " | ||
.. col_name:lower() .. " by " .. delta .. suffix | .. col_name:lower() .. " by " .. delta .. suffix | ||
.. " (total " .. total .. suffix .. ")") | .. " (total " .. total .. suffix .. ").") | ||
running = total | running = total | ||
end | end | ||
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local p = {} | local p = {} | ||
-- | -- Charges: shows base charges, time between charges, and upgrade notes. | ||
function p.RenderCharges(ability) | function p.RenderCharges(ability) | ||
local base_charges = unwrap_value(ability["AbilityCharges"]) | local base_charges = unwrap_value(ability["AbilityCharges"]) | ||
local base_cooldown = | local base_cooldown = ability["AbilityCooldownBetweenCharge"] | ||
local has_base = base_charges ~= nil and base_charges > 0 | local has_base = base_charges ~= nil and base_charges > 0 | ||
local upgrade_info = find_in_upgrades(ability, "AbilityCharges") | local upgrade_info = find_in_upgrades(ability, "AbilityCharges") | ||
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local charge_str = n .. " charge" .. (n ~= 1 and "s" or "") | local charge_str = n .. " charge" .. (n ~= 1 and "s" or "") | ||
if has_base then | if has_base then | ||
table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade") | table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade.") | ||
else | else | ||
local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown" | local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown" | ||
table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier | table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier | ||
.. " upgrade with " .. charge_str | .. " upgrade with " .. charge_str | ||
.. " and " .. cd_str .. " time between charges") | .. " and " .. cd_str .. " time between charges.") | ||
end | end | ||
end | end | ||
if ability["AbilityChargesConditionally"] ~= nil then | if ability["AbilityChargesConditionally"] ~= nil then | ||
table.insert(note_parts, "Has a conditional charge") | table.insert(note_parts, "Has a conditional charge.") | ||
end | end | ||
if #note_parts > 0 then | if #note_parts > 0 then | ||
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end | end | ||
-- | -- Melee: shows light melee scaling and upgrade notes. | ||
function p.RenderMelee(ability) | function p.RenderMelee(ability) | ||
local | local function find_base_melee_scale(ability) | ||
for _, v in pairs(ability) do | |||
if type(v) == "table" then | |||
local scale = v["Scale"] | |||
if type(scale) == "table" | |||
and scale["Type"] == "melee" | |||
and type(scale["Value"]) == "number" | |||
and scale["Value"] > 0 | |||
then | |||
return scale["Value"] | |||
end | |||
end | end | ||
end | end | ||
return nil | |||
end | end | ||
local cells = {} | local cells = {} | ||
local base_scale = find_base_melee_scale(ability) | |||
if base_scale then | if base_scale then cells["Light Melee Scaling"] = "×" .. base_scale end | ||
local upgrades = ability["Upgrades"] | local upgrades = ability["Upgrades"] | ||
if type(upgrades) ~= "table" then return cells end | if type(upgrades) ~= "table" then return cells end | ||
local notes = {} | local notes = {} | ||
for i, tier in ipairs(upgrades) do | for i, tier in ipairs(upgrades) do | ||
if type(tier) == "table" then | if type(tier) == "table" then | ||
for _, v in pairs(tier) do | |||
for | |||
if type(v) == "table" then | if type(v) == "table" then | ||
local scale = v["Scale"] | local scale = v["Scale"] | ||
if type(scale) == "table" and | if type(scale) == "table" and type(scale["Value"]) == "number" then | ||
local stype = scale["Type"] | |||
local delta = scale["Value"] | |||
if stype == "heavy_melee" and delta > 0 then | |||
table.insert(notes, "T" .. i .. " upgrade changes scaling to ×" | |||
.. delta .. " of Heavy Melee damage.") | |||
elseif stype == "melee" and delta ~= 0 and base_scale then | |||
local final = math.floor((base_scale + delta) * 1000 + 0.5) / 1000 | |||
table.insert(notes, "T" .. i .. " upgrade adds ×" | |||
.. delta .. " scaling (total ×" .. final .. ").") | |||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end | |||
if #notes > 0 then cells["Notes"] = table.concat(notes, " | |||
return cells | return cells | ||
end | end | ||
-- | -- HealReduce: shows heal reduction percentage and upgrade notes. | ||
function p.RenderHealReduce(ability) | |||
function p. | -- DisableHealing is always 100%, handle it separately | ||
-- | local v = unwrap_value(ability["DisableHealing"]) | ||
local | if v and v ~= 0 then | ||
return { ["Heal Reduction"] = "100%" } | |||
end | end | ||
local upgrade = find_in_upgrades(ability, "DisableHealing") | |||
local | if upgrade then | ||
return { ["Heal Reduction"] = "100% (T" .. upgrade.tier .. ")" } | |||
if | |||
end | end | ||
-- | -- Everything else goes through the generic renderer | ||
local | local filtered = {} | ||
for _, prop in ipairs(Lists.lists["healreduce"]) do | |||
if prop ~= "DisableHealing" then table.insert(filtered, prop) end | |||
for | |||
end | end | ||
return render_upgradable_stat(ability, "Heal Reduction", filtered, "%") | |||
return | |||
end | end | ||
-- | -- Debuff: shared by debuffresist and dispelmagic. | ||
-- | -- Outputs upgrade-tier notes for debuffs added only in upgrades (not at base). | ||
function p. | function p.RenderDebuff(ability, stat) | ||
local | local stat_props = Lists.lists[stat] | ||
local | local cells = {} | ||
-- | -- If any prop exists in base, this is a base-level debuff — no note needed. | ||
for | for _, prop in ipairs(stat_props) do | ||
if | if is_base_property(ability, prop) then | ||
return cells | |||
end | end | ||
end | end | ||
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if type(upgrades) ~= "table" then return cells end | if type(upgrades) ~= "table" then return cells end | ||
local | local tier_debuffs = {} | ||
local seen_names = {} | |||
for i, tier in ipairs(upgrades) do | for i, tier in ipairs(upgrades) do | ||
if type(tier) == "table" then | if type(tier) == "table" then | ||
local | local names_this_tier = {} | ||
local seen_this_tier = {} | |||
for | for _, prop in ipairs(stat_props) do | ||
if type(v) == "table" then | local v = tier[prop] | ||
if v ~= nil then | |||
if | if type(v) == "table" then v = v["Value"] end | ||
if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then | |||
local short = debuff_short_name[prop] or "debuff" | |||
if not seen_this_tier[short] then | |||
seen_this_tier[short] = true | |||
if not seen_names[short] then | |||
seen_names[short] = true | |||
table.insert(names_this_tier, short) | |||
end | |||
end | |||
end | end | ||
end | end | ||
end | end | ||
if #names_this_tier > 0 then | |||
if | tier_debuffs[i] = names_this_tier | ||
end | end | ||
end | end | ||
end | end | ||
local tier_indices = {} | |||
for i in pairs(tier_debuffs) do table.insert(tier_indices, i) end | |||
table.sort(tier_indices) | |||
local parts = {} | |||
for _, i in ipairs(tier_indices) do | |||
table.insert(parts, "T" .. i .. " " .. table.concat(tier_debuffs[i], " + ")) | |||
end | end | ||
if #parts > 0 then cells["Notes"] = table.concat(parts, ", ") end | |||
return cells | return cells | ||
end | end | ||
-- | -- MoveSlow: shows move slow percentage and caster slow note if present. | ||
function p.RenderMoveSlow(ability) | function p.RenderMoveSlow(ability) | ||
local cells = render_upgradable_stat(ability, "Move Slow", Lists.lists["moveslow"], "%") | local cells = render_upgradable_stat(ability, "Move Slow", Lists.lists["moveslow"], "%") | ||
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local channel_slow = unwrap_value(ability["ChannelSlowPercent"]) | local channel_slow = unwrap_value(ability["ChannelSlowPercent"]) | ||
if channel_slow and channel_slow ~= 0 then | if channel_slow and channel_slow ~= 0 then | ||
local note = "Also slows the caster for " .. math.abs(channel_slow) .. "%" | local note = "Also slows the caster for " .. math.abs(channel_slow) .. "%." | ||
cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note | cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note | ||
end | end | ||
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end | end | ||
-- | -- DashSlow: shows dash slow percentage, auto-detects caster self-slow. | ||
- | |||
function p.RenderDashSlow(ability) | function p.RenderDashSlow(ability) | ||
local stat_props = Lists.lists["dashslow"] | local stat_props = Lists.lists["dashslow"] | ||
| Line 551: | Line 394: | ||
if caster_dash_slow then | if caster_dash_slow then | ||
local note = "Gives " .. caster_dash_slow .. "% dash slow for the caster" | local note = "Gives " .. caster_dash_slow .. "% dash slow for the caster." | ||
cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note | cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note | ||
end | end | ||
return cells | return cells | ||
end | end | ||
return p | return p | ||