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This page documents [[Module:AbilityTable/Lists]], which defines which abilities appear in each automatic ability table on the wiki.
== Common Scenarios ==


The module has two sections: '''lists''' (which abilities to include) and '''exclude_abilities''' (which abilities to suppress despite matching).
=== How to add a missing ability to a list ===


== How to add a missing ability to a list ==
If an ability should appear in a table but doesn't, it means none of its data properties match the list's property keys. The recommended fix is to find a matching property in [[Data:AbilityData.json]] and add it to the list. Only use a raw ability name as a fallback if no suitable property exists.


If an ability should appear in a table but doesn't, it's because none of its data properties match the list's property keys. The fix is to add a raw ability name string directly to the list.
Before editing, read the comment above the list you want to change, it describes what kind of abilities belong there.


Find the relevant list in the module (e.g. <code>["dispelmagic"]</code>) and add the ability name at the end, after the property keys, keeping the names in alphabetical order:
'''Finding the right property''': Open [[Data:AbilityData.json]] and search for the ability. Look through its properties for one that represents the relevant mechanic, for example, a silence ability might have <code>SilenceDuration</code>. A good property is one shared by many abilities with the same mechanic, not something unique to one ability.
 
If a property is shared by many abilities but only some of them have the value you care about, use the <code>Key:Value</code> form to narrow it down. Ability scaling is the usual case: nearly every ability has a <code>Scale</code>, so <code>Scale.Type:cooldown</code> is what separates the ones that scale with [[Ability Cooldown]] from the rest.
 
After adding the property or ability name, test the table to make sure no unwanted extra abilities appeared. If they did, the property is too broad, consider using a raw ability name instead, or adding the extras to <code>exclude_abilities</code>.
 
If your new ability has special column values, you may also want to update [[Module:AbilityTable/ComplexRenderers]]. And if it needs a descriptive note, add it in [[Module:AbilityTable/Notes]].
 
==== Example: adding Affliction to the "healreduce" list ====
 
Say {{AbilityIcon|Affliction}} is missing from the heal reduction table. First, check the comment above <code>["healreduce"]</code> in the module, it says "Abilities that reduce healing on their targets", so Affliction belongs there.
 
Open [[Data:AbilityData.json]] and search for <code>affliction</code>. Looking through its properties, you find <code>"DisableHealing": 1</code>, that looks like exactly what we need.
 
Check if <code>DisableHealing</code> is already in the <code>["healreduce"]</code> list. It isn't, so add it:


<pre>
<pre>
["dispelmagic"] = {
["healreduce"] = {
     "BleedDuration", "BurnDuration", ...,
     "DisableHealing", "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent",
    "Card Trick", "Essence Theft", "Life Drain", "My New Ability",
},
},
</pre>
</pre>


Make sure the ability name matches exactly as it appears on its wiki page.
Save and test the table with <code><nowiki>{{AbilityTable|healreduce}}</nowiki></code>. Affliction now appears, and no unexpected abilities were added, so the property was a good fit.
 
=== How to exclude an ability from a list ===


== How to exclude an ability from a list ==
If an ability appears in a table but shouldn't, first check whether the property causing the match actually belongs in the list. If several unrelated abilities are showing up as false positives, it's likely that a prop was added to the list by mistake, inspect the list carefully and consider removing it. Make sure to test after removing a prop to confirm you didn't accidentally drop any legitimate abilities.


If an ability appears in a table but shouldn't (a false positive), add it to <code>exclude_abilities</code> under the relevant stat, with a comment explaining why:
If the false positive is a genuine exception, the prop belongs in the list but this one ability happens to match it incorrectly, then add the ability to <code>exclude_abilities</code> under the relevant list name with a comment explaining why:


<pre>
<pre>
["dispelmagic"] = {
["healreduce"] = {
     "Bookwyrm", -- has DebuffDuration for some reason
     "My Ability", -- has DisableHealing for some reason but doesn't actually reduce healing
    "My Ability", -- explain why it's a false positive here
},
},
</pre>
</pre>


== How to add a new list ==
=== How to add a new list ===
 
Adding a new list makes a new ability table available via <code><nowiki>{{AbilityTable|listname}}</nowiki></code>.


Adding a new list means a new ability table stat will become available via <code><nowiki>{{AbilityTable|statname}}</nowiki></code>.
'''Step 1''': Find matching properties in [[Data:AbilityData.json]]. Look at several abilities that should appear in the list and identify properties they share. Prefer broad reusable properties over raw ability names.


'''Step 1''': Add a new entry to the <code>lists</code> table in this module with the stat name and its matching property keys:
'''Step 2''': Add a new entry to the <code>lists</code> table with a descriptive comment above it:


<pre>
<pre>
-- Brief description of what this list represents
-- Brief description of what this list represents
["mystat"] = { "PropertyOne", "PropertyTwo" },
["mylist"] = { "PropertyOne", "PropertyTwo" },
</pre>
</pre>


'''Step 2''': Register the stat in [[Module:AbilityTable]] by adding it to <code>extra_columns</code> (or leave it out if no special columns are needed beyond Notes).
Test the result with <code><nowiki>{{AbilityTable|mylist}}</nowiki></code> and adjust until the list looks right, adding missing abilities and excluding false positives as described above.
 
'''Step 3 (optional)''': If the table should have extra columns beyond Notes, register a renderer in [[Module:AbilityTable]] and implement it in [[Module:AbilityTable/ComplexRenderers]].
 
'''Step 4 (optional)''': Add human notes for specific abilities in [[Module:AbilityTable/Notes]].
 
 
== Technical ==
 
=== How targets are matched ===
 
Every entry in a list is a ''target'': a string matched against each ability record in [[Data:AbilityData.json]]. There are four forms.
 
{| class="wikitable"
! Form !! Example !! Matches when
|-
| Plain name
| <code>SilenceDuration</code>, <code>Card Trick</code>
| a property with that name exists anywhere in the record and holds a non-zero, non-empty value, ''or'' the string appears as a value anywhere in the record. Raw ability names work because the ability's <code>Name</code> is such a value.
|-
| Name with a value
| <code>Type:spirit</code>
| a property with that name exists anywhere in the record and its own value is <code>spirit</code>
|-
| Nested path
| <code>AbilityDuration.Scale.Type</code>
| that exact chain of properties exists and ends in a non-zero, non-empty value
|-
| Nested path with a value
| <code>Scale.Type:cooldown</code>
| that chain exists and ends in <code>cooldown</code>
|}


'''Step 3''': Optionally add human notes for specific abilities in [[Module:AbilityTable/Notes]].
A few details worth knowing:


Note: property key names come from <code>Data:AbilityData.json</code>. If an ability's effect has no matching property, use a raw ability name string instead (see above).
* '''A property's value is its own value, not anything nested inside it.''' Damage is stored as <code>{ "Value": 90, "Scale": { "Type": "spirit" } }</code>, so <code>Damage:90</code> matches it but <code>Damage:spirit</code> does not, the <code>spirit</code> sits on a different property. Use <code>Damage.Scale.Type:spirit</code> for that.
* '''Paths step through lists.''' <code>Upgrades.Damage</code> matches if ''any'' upgrade has a Damage value; <code>Upgrades.1.Damage</code> checks only the first upgrade.