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| Latest revision | Your text | ||
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end | end | ||
-- | -- Returns true if prop exists with a non-zero value at the top level of the | ||
-- | -- record, excluding the Upgrades key. Does not recurse into sub-tables to | ||
local function | -- avoid false positives from modifier metadata (e.g. prop names appearing as | ||
-- string values inside AutoRegisterModifierValueFromAbilityPropertyName). | |||
for | -- Value-objects like { Value = N } are unwrapped via the k == prop branch. | ||
-- Name-based list entries (e.g. "Card Trick") match via the string branch | |||
-- against the top-level Name field. | |||
local function is_base_property(record, prop) | |||
for k, v in pairs(record) do | |||
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 | |||
end | |||
elseif type(v) == "string" then | |||
if v == prop then return true end | |||
end | |||
end | end | ||
return | return false | ||
end | end | ||
-- | -- Finds the base-level melee scale value by scanning for Scale.Type == "melee". | ||
local function find_base_melee_scale(ability) | |||
for _, v in pairs(ability) do | |||
if type(v) == "table" then | |||
local function | local scale = v["Scale"] | ||
if type(scale) == "table" | |||
for _, | and scale["Type"] == "melee" | ||
and type(scale["Value"]) == "number" | |||
and scale["Value"] > 0 | |||
local v | then | ||
return scale["Value"] | |||
if type( | |||
end | end | ||
end | end | ||
end | end | ||
return nil | |||
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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local p = {} | local p = {} | ||
-- Renders charge count and time between charges. | -- Renders charge count and time between charges. | ||
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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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end | end | ||
-- Renders | -- Renders heal reduction percentage. | ||
-- | -- Special case for DisableHealing, shown as 100%. | ||
function p. | function p.RenderHealReduce(ability) | ||
local | -- DisableHealing is always 100%, handle it separately | ||
local | local v = unwrap_value(ability["DisableHealing"]) | ||
if v and v ~= 0 then | |||
return { ["Heal Reduction"] = "100%" } | |||
end | |||
local upgrade = find_in_upgrades(ability, "DisableHealing") | |||
if upgrade then | |||
return { ["Heal Reduction"] = "100% (T" .. upgrade.tier .. ")" } | |||
end | |||
-- | -- Everything else goes through the generic renderer | ||
for | local filtered = {} | ||
if | for _, prop in ipairs(Lists.lists["healreduce"]) do | ||
if prop ~= "DisableHealing" then table.insert(filtered, prop) end | |||
end | end | ||
return render_upgradable_stat(ability, "Heal Reduction", filtered, "%") | |||
end | |||
-- Shows a note if an ability acquires a debuff via upgrades. | |||
-- Shared by debuffresist and dispelmagic. | |||
function p.RenderDebuff(ability, stat) | |||
local stat_props = Lists.lists[stat] | |||
local cells = {} | local cells = {} | ||
if | -- If any prop exists in base, this is a base-level debuff — no note needed. | ||
for _, prop in ipairs(stat_props) do | |||
if is_base_property(ability, prop) then | |||
return cells | |||
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 | ||
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return cells | return cells | ||
end | end | ||
return p | return p | ||