Module:AbilityTable/ListsGive feedback
Common Scenarios
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.
Before editing, read the comment above the list you want to change, it describes what kind of abilities belong there.
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 SilenceDuration. 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 Key:Value form to narrow it down. Ability scaling is the usual case: nearly every ability has a Scale, so Scale.Type:cooldown 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 exclude_abilities.
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 Affliction is missing from the heal reduction table. First, check the comment above ["healreduce"] in the module, it says "Abilities that reduce healing on their targets", so Affliction belongs there.
Open Data:AbilityData.json and search for affliction. Looking through its properties, you find "DisableHealing": 1, that looks like exactly what we need.
Check if DisableHealing is already in the ["healreduce"] list. It isn't, so add it:
["healreduce"] = {
"DisableHealing", "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent",
},
Save and test the table with {{AbilityTable|healreduce}}. Affliction now appears, and no unexpected abilities were added, so the property was a good fit.
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 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 exclude_abilities under the relevant list name with a comment explaining why:
["healreduce"] = {
"My Ability", -- has DisableHealing for some reason but doesn't actually reduce healing
},
How to add a new list
Adding a new list makes a new ability table available via {{AbilityTable|listname}}.
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 2: Add a new entry to the lists table with a descriptive comment above it:
-- Brief description of what this list represents
["mylist"] = { "PropertyOne", "PropertyTwo" },
Test the result with {{AbilityTable|mylist}} 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.
| Form | Example | Matches when |
|---|---|---|
| Plain name | SilenceDuration, Card Trick
|
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 Name is such a value.
|
| Name with a value | Type:spirit
|
a property with that name exists anywhere in the record and its own value is spirit
|
| Nested path | AbilityDuration.Scale.Type
|
that exact chain of properties exists and ends in a non-zero, non-empty value |
| Nested path with a value | Scale.Type:cooldown
|
that chain exists and ends in cooldown
|
A few details worth knowing:
- A property's value is its own value, not anything nested inside it. Damage is stored as
{ "Value": 90, "Scale": { "Type": "spirit" } }, soDamage:90matches it butDamage:spiritdoes not, thespiritsits on a different property. UseDamage.Scale.Type:spiritfor that. - Paths step through lists.
Upgrades.Damagematches if any upgrade has a Damage value;Upgrades.1.Damagechecks only the first upgrade.
local lists = {
-- Abilities that have charges
["charges"] = {
"AbilityCharges",
},
-- Abilities that apply a dash slow to their targets
["dashslow"] = {
"EnemyDashSlowPercent", "GroundDashReductionPercent", "MaxGroundDashReductionPercent", "MoveSpeedAndDashSlowPct",
},
-- Abilities whose duration is reduced by Debuff Resist (Debuff Reducer etc.)
["debuffresist"] = {
"BuildUpPerShot", "BulletDamageAmpDuration", "BulletResistReduction", "BurnDuration", "CitadelSilenced", "DamageAmpPercentage",
"DebuffAccuracy", "DebuffDuration", "EnemySlowPct", "FadingSlowPercent", "GroundDashReductionPercent", "HealAmpReceivePenaltyPercent",
"HoldInPlaceDuration", "ImmobilizeDuration", "MaxSlowDuration", "MovementSlow", "MovementSlowPct", "MovementSpeedSlow",
"MoveSlowPercent", "PetrifyDuration", "ProcDamage", "Silenced", "SilenceDuration", "SleepDuration",
"SlowPercent", "StealDuration", "StunDuration", "TimeSlowDuration", "TossDuration", "VenomDuration",
"VictimStackDuration",
"Card Trick", "Combo", "Light Eater", "Spirit Lasso", "Stalker's Mark",
},
-- Abilities whose effects can be cleansed by Dispel Magic
["dispelmagic"] = {
"BuildUpDecayDelay", "BuildUpPerShot", "BulletDamageAmpDuration", "BulletResistReduction", "BurnDuration", "CitadelSilenced",
"DebuffAccuracy", "DebuffDuration", "DotHealthPercent", "Drag", "EnemySlowPct", "FadingSlowPercent",
"FuseTime", "GroundAuraModifier", "GroundDashReductionPercent", "HealAmpReceivePenaltyPercent", "HoldInPlaceDuration", "ImmobilizeDuration",
"MaxSlowDuration", "MovementSlow", "MovementSlowPct", "MovementSpeedSlow", "MoveSlowPercent", "ProcDamage",
"Silenced", "SlowDuration", "SlowPercent", "StealDuration", "TimeSlowDuration", "TossDuration",
"VenomDuration", "VictimStackDuration",
"Card Trick", "Light Eater", "Stalker's Mark", "Static Charge",
},
-- Abilities whose debuffs are affected by Divine Barrier (combination of debuffresist and dispelmagic)
["divinebarrier"] = {
"BuildUpDecayDelay", "BuildUpPerShot", "BulletDamageAmpDuration", "BulletResistReduction", "BurnDuration", "CitadelSilenced",
"DamageAmpPercentage", "DebuffAccuracy", "DebuffDuration", "DotHealthPercent", "EnemySlowPct", "FadingSlowPercent",
"FuseTime", "GroundAuraModifier", "GroundDashReductionPercent", "HealAmpReceivePenaltyPercent", "HoldInPlaceDuration", "ImmobilizeDuration",
"MaxSlowDuration", "MovementSlow", "MovementSlowPct", "MovementSpeedSlow", "MoveSlowPercent", "PetrifyDuration",
"ProcDamage", "Silenced", "SilenceDuration", "SleepDuration", "SlowDuration", "SlowPercent",
"StealDuration", "StunDuration", "TimeSlowDuration", "TossDuration", "VenomDuration", "VictimStackDuration",
"Card Trick", "Combo", "Light Eater", "Spirit Lasso", "Stalker's Mark",
},
-- Abilities that restore health, buffed by Heal Amp items
["heal"] = {
"AbilityLifestealPercentHero", "BonusHealthRegen", "BulletLifestealPercent", "DamageHealMult", "ExternalBonusHealthRegen", "FlatHealthHealing",
"HealAmount", "HealFixedHealth", "HealingFactor", "HealingPerSecond", "HealMaxHealth", "HealMaxHealthPercent",
"HealOnKillPct", "HealPctVsHeroes", "HealthStealPctHero", "InfestHeal", "LifestealPercentHero", "LifeStealPercentOnHit",
"MaxHealthRegen", "MissingHealthBurstPct", "MissingHealthPercentHeal", "MissingHPHeal", "RegenIncomingDamagePercent", "TechLifestealPercent",
"TotalHealthRegen",
"Card Trick", "Rake",
},
-- Abilities that reduce healing on their targets
["healreduce"] = {
"DisableHealing", "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent",
},
-- Abilities that deal melee damage but scale with heavy melee
["heavymelee"] = {
"heavy_melee",
},
-- Abilities that trigger Indomitable. Should be mostly same as reactivebarrier.
["indomitable"] = {
"ChainLength", "ChargeDragEnemy", "CitadelRoot", "CitadelSilenced", "HexDuration", "HoldInPlaceDuration",
"Immobilize", "ImmobilizeDuration", "LiftDuration", "PetrifyDuration", "RestrictionDuration", "Silenced",
"SilenceDuration", "SleepDuration", "StunDuration", "Tether",
"Combo", "Hotel Guest", "Paradoxical Swap", "Singularity", "Spirit Lasso",
},
-- Abilities that deal melee damage
["melee"] = {
"heavy_melee", "melee",
},
-- Abilities that apply a move slow to their targets
["moveslow"] = {
"EnemySlowPct", "MaxSlowPercent", "MovementSlow", "MovementSlowPct", "MovementSpeedSlow", "MoveSlowPercent",
"MoveSpeedPenaltyPerStack", "MoveSpeedSlowPct", "SlowPercent",
},
-- Abilities that are considered "movement-based". They get disabled by Slowing Hex and some other things.
["movementbased"] = {
"BehaviorMovement",
"Flying Cloak", "Spectral Assistant", "Stalker's Mark",
},
-- Abilities that apply some effect on a bullet hit that can be mitigated with Plated Armor
["platedarmor"] = {
"BonusDamagePerBullet", "BuildUpDecayDelay", "BuildUpDuration",
"Blasted", "Card Trick", "Crackshot", "Fixation", "Ira Domini", "Light Eater",
"Power Surge",
},
-- Abilities that trigger Reactive Barrier
["reactivebarrier"] = {
"ChainLength", "CitadelRoot", "CitadelSilenced", "DragModifier", "HexDuration", "HoldInPlaceDuration",
"Immobilize", "ImmobilizeDuration", "LiftDuration", "PetrifyDuration", "RestrictionDuration", "Silenced",
"SilenceDuration", "SleepDuration", "StunDuration", "Tether",
"Combo", "Hotel Guest", "Paradoxical Swap", "Singularity", "Spirit Lasso",
},
-- Abilities that restore health that can be reduced
["reducibleheal"] = {
"AbilityLifestealPercentHero", "BonusHealthRegen", "BulletLifestealPercent", "DamageHealMult", "ExternalBonusHealthRegen", "FlatHealthHealing",
"HealAmount", "HealFixedHealth", "HealingFactor", "HealingPerSecond", "HealMaxHealth", "HealMaxHealthPercent",
"HealOnKillPct", "HealPctVsHeroes", "HealthStealPctHero", "InfestHeal", "LifestealPercentHero", "LifeStealPercentOnHit",
"MaxHealthRegen", "MissingHealthBurstPct", "MissingHealthPercentHeal", "MissingHPHeal", "RegenIncomingDamagePercent", "TechLifestealPercent",
"TotalHealthRegen",
"Card Trick", "Rake",
},
-- for testing purposes. Feel free to change however you wish
["test"] = {
"BehaviorMovement",
},
-- Abilities whose negative effects are prevented by Unstoppable
["unstoppable"] = {
"ChainLength", "ChargeDragEnemy", "CitadelRoot", "CitadelSilenced", "DisarmDuration", "Drag",
"DragModifier", "EnemySlowPct", "FadingSlowPercent", "GroundDashReductionPercent", "HexDuration", "HoldInPlaceDuration",
"Immobilize", "ImmobilizeDuration", "LiftDuration", "MaxSlowDuration", "MovementSlow", "MovementSlowPct",
"MovementSpeedSlow", "MoveSlowPercent", "PetrifyDuration", "RestrictionDuration", "Silenced", "SilenceDuration",
"SleepDuration", "SlowDuration", "SlowPercent", "StunDuration", "Tether", "TimeSlowDuration",
"TossDuration",
"Card Trick", "Combo", "Hotel Guest", "Paradoxical Swap", "Singularity", "Spirit Lasso",
},
-- Abilities that deal weapon damage
["weapondamage"] = {
"weapon_damage_increase",
},
}
-- Abilities that should be excluded from automatic lists
-- If adding here please add a comment with a reason
local exclude_abilities = {
["dashslow"] = {
"Itani Lo Sahn", -- has GroundDashReductionPercent but also disables stamina
},
["debuffresist"] = {
"Bookwyrm", -- has DebuffDuration for some reason
"Frozen Shelter", -- has SlowPercent but no duration to shave off
"Itani Lo Sahn", -- has lots of debuffs but none are affected by debuffresist
"Slam Fire", -- has DebuffDuration for some reason
"Splatter", -- has SlowPercent but no duration to shave off
},
["dispelmagic"] = {
"Slam Fire", -- has DebuffDuration for some reason
},
["divinebarrier"] = {
"Bookwyrm", -- has DebuffDuration for some reason
"Frozen Shelter", -- has SlowPercent but no duration to shave off
"Slam Fire", -- has DebuffDuration for some reason
"Splatter", -- has SlowPercent but no duration to shave off
},
["heal"] = {
"Riposte", -- has AbilityLifestealPercentHero but doesn't deal damage to heal off of
},
["indomitable"] = {
"Entangling Bola", -- has CitadelRoot that never gets applied,
"Itani Lo Sahn", -- has silence, just doesn't trigger Indomitable (bug?),
"Life Drain", -- has CitadelSilenced but doesn't apply any silence
"Singularity", -- has stun, just doesn't trigger Indomitable (bug?),
},
["moveslow"] = {
"Grasping Hands", -- has SlowPercent
"Riposte", -- has a 40% 4s slow somehow? (SlowPercent + SlowDuration)
},
["platedarmor"] = {
"Arctic Beam", -- has BuildUpDuration but doesn't get applied with bullets.
},
["reactivebarrier"] = {
"Entangling Bola", -- has CitadelRoot that never gets applied,
"Life Drain", -- has CitadelSilenced but doesn't apply any silence
},
["reducibleheal"] = {
"Riposte", -- has AbilityLifestealPercentHero but doesn't deal damage to heal off of
"Shadow Transformation", -- gives immunity to debuffs so heal can't be reduced
},
["unstoppable"] = {
"Life Drain", -- has CitadelSilenced but doesn't apply any silence
},
}
return {
lists = lists,
exclude_abilities = exclude_abilities,
}