Module:AbilityTable: Difference between revisions

Vergir (talk | contribs)
m dirtyfix for heavy melee notes
Vergir (talk | contribs)
refactor abilitytable to use submodules
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-- Renders sortable wikitables of abilities filtered by a named stat.
-- Renders sortable wikitables of abilities filtered by a named stat.


-- Maps friendly stat names to internal property keys or values.
local Lists     = require("Module:AbilityTable/Lists")
local stat_to_props = {
local Notes     = require("Module:AbilityTable/Notes")
     ["charges"]    = { "AbilityCharges" },
local Renderers = require("Module:AbilityTable/ComplexRenderers")
     ["melee"]      = { "melee", "heavy_melee" },
local GameData  = require("Module:GameData")
    ["heavymelee"] = {"heavy_melee" },
 
    ["wpndmg"]    = { "weapon_damage_increase" },
local p = {}
    ["healreduce"] = { "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent", "DisableHealing" },
 
    ["debuffresist"] = {
-- ============================================================
        -- Do not insert: AbilityDuration, TickRate, SlowDuration
-- Extra columns: maps stat names to their column headers and
        -- they do more harm than good and include a lot of excessive abilities to the list
-- cell renderer functions from ComplexRenderers.
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff", "PetrifyDuration", "HexDuration",
-- Stats not listed here get a plain Hero + Ability + Notes table.
        "ImmobilizeDuration", "LiftDuration", "DebuffDuration", "HoldInPlaceDuration", "ExplodeDebuffDuration", "SlowPercent",
-- ============================================================
        "DebuffAccuracy", "TimeSlowDuration", "LateCheckoutStun", "BulletDamageAmpDuration", "BulletResistReduction", "BurnDuration",
        "EnemySlowPct", "MoveSlowPercent", "GroundDashReductionPercent", "StealDuration", "MaxSlowDuration", "EffectDuration",
        "BleedDuration", "VenomDuration", "TossDuration", "VictimStackDuration", "MovementSpeedSlow", "MovementSlowPct", "HealAmpReceivePenaltyPercent",
        -- can also just list abilities if they don't have a reusable property
        "Life Drain", "Combo", "Light Eater", "Spirit Lasso", "Card Trick", "Stalker's Mark",
    },
    ["moveslow"] = {
    "SlowPercent", "EnemySlowPct", "MoveSlowPercent", "MaxSlowPercent", "MoveSpeedSlowPct", "MovementSpeedSlow",
    "MovementSlowPct", "ClubSlowPercent", "MoveSpeedPenaltyPerStack", "MovementSlow"
    },
    ["dashslow"]  = { "GroundDashReductionPercent", "MaxGroundDashReductionPercent", "MoveSpeedAndDashSlowPct", "EnemyDashSlowPercent" },
    ["reactivebarrier"] = {
        -- WIP, do not use yet.
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff", "PetrifyDuration", "HexDuration",
        "ImmobilizeDuration", "LiftDuration", "HoldInPlaceDuration", "RestrictionDuration", "PullDuration", "PullDownDuration",
        -- engine-side CCs with no matching data prop
        "Itani Lo Sahn", "Dazzling Trick", "Ground Strike", "Hotel Guest",
    },
    ["dispelmagic"] = {
        "SilenceDuration", "SilenceDebuff", "ImmobilizeDuration", "LiftDuration", "HoldInPlaceDuration",
        "RestrictionDuration",
        "SlowPercent", "EnemySlowPct", "MoveSlowPercent", "GroundDashReductionPercent", "SlowDuration",
        "DebuffDuration", "ExplodeDebuffDuration", "BulletDamageAmpDuration", "BulletResistReduction",
        "StealDuration", "EffectDuration", "DebuffAccuracy", "TimeSlowDuration",
        "BurnDuration", "BleedDuration", "VenomDuration", "MaxSlowDuration",
        -- raw abilities
        "Life Drain", "Card Trick", "Sticky Bomb", "Light Eater", "Luggage Cart", "Essence Theft"
    },
    ["heal"] = {
        "HealingPerSecond", "HealAmount", "HealFixedHealth", "FlatHealthHealing", "HealingFactor", "MaxHealthRegen",
        "ExternalBonusHealthRegen", "BonusHealthRegen", "LifeStealPercentOnHit", "LifestealPercentHero", "MissingHealthPercentHeal", "MissingHealthBurstPct",
        "MissingHPHeal", "TechLifestealPercent", "AbilityLifestealPercentHero", "HealthStealPctHero", "BulletLifestealPercent", "TotalHealthRegen",
        "DamageHealMult", "HealPctVsHeroes", "InfestHeal", "HealOnKillPct", "HealMaxHealth", "HealMaxHealthPercent",
        "RegenIncomingDamagePercent",
        -- raw abilities
        "Rake", "Card Trick",
    },
}


-- Editor-authored notes go here.
local extra_columns = {
local human_notes = {
     ["charges"] = {
     ["charges"] = {
         ["Jar of Dead"]  = "Charges by being near when anything dies.",
         headers  = { "Charges", "Time Between Charges", "Notes" },
        get_cells = Renderers.RenderCharges,
     },
     },
     ["melee"] = {
     ["melee"] = {
         ["Puddle Punch"] = "Can be parried.",
         headers  = { "Light Melee Scaling", "Notes" },
        get_cells = Renderers.RenderMelee,
     },
     },
     ["heavymelee"] = {
     ["healreduce"] = {
    ["Bashdown"] = "Becomes Heavy Melee only after T3 upgrade.",
        headers  = { "Heal Reduction", "Notes" },
    ["Rend"] = "Becomes Heavy Melee only after T3 upgrade.",
        get_cells = Renderers.RenderHealReduce,
    ["Puddle Punch"] = "Becomes Heavy Melee only after T3 upgrade.",
     },
     },
     ["debuffresist"] = {
     ["debuffresist"] = {
         ["Aura of Suffering"] = "T1 slow, T3 debuff; effect is negligible",
         headers  = { "Notes" },
        ["Hyper Beam"]        = "effect is negligible",
         get_cells = function(ability) return Renderers.RenderDebuff(ability, "debuffresist") end,
         ["Lightning Ball"]    = "effect is negligible",
        ["Static Charge"]    = "stun duration only",
        ["Hotel Guest"]      = "post-checkout Time-Slow + T2 stun",
        ["Grapple Arm"]      = "T1 debuff",
        ["Binding Word"]      = "immobilize duration, escape time is not affected",
        ["Soul Exchange"]    = "cast micro-slow + T2 silence",
        ["Heavy Barrage"]    = "T1 slow + dash slow",
     },
     },
     ["moveslow"] = {
     ["dispelmagic"] = {
         ["Grapple Arm"]   = "Applies a short strong slow when the victim reaches Bebop.",
         headers   = { "Notes" },
        ["Heavy Barrage"]  = "Slows McGinnis by unknown amount.",
         get_cells = function(ability) return Renderers.RenderDebuff(ability, "dispelmagic") end,
    },
    ["heal"] = {
    ["Siphon Life"]          = "Lifesteals off damage dealt while active.",
         ["Infernal Resilience"]  = "Passively restores health for a percentage of all incoming damage.",
        ["Flawless Advance"]      = "Heals a flat amount per hit. Unlocked by T1 upgrade.",
        ["Exploding Uppercut"]    = "Restores a portion of missing health on use. Unlocked by T3 upgrade.",
        ["Leaping Slash"]        = "Heals a flat amount on hero hit. Unlocked by T1 upgrade.",
        ["Return to Shadows"]    = "Heals a flat amount on use. Unlocked by T3 upgrade.",
        ["Light Eater"]          = "Grants a buff that gives spirit lifesteal while active.",
        ["Bloodscent"]            = "Restores a portion of missing health on kill.",
        ["Rain of Arrows"]        = "Grants bullet and spirit lifesteal while active. Unlocked by T3 upgrade.",
        ["Napalm"]                = "Lifesteals off all damage dealt to napalmed targets. Unlocked by T2 upgrade.",
        ["Concussive Combustion"] = "Lifesteals off damage dealt. Unlocked by T2 upgrade.",
        ["Kudzu Connection"]      = "Grants bullet lifesteal. Also replicates a portion of healing.",
        ["Rejuvenating Aurora"]  = "Heals per second while channeling. T3 upgrade also adds passive max health regen.",
        ["Stone Form"]            = "Heals a percentage of max HP on cast.",
        ["Frost Grenade"]        = "Heals Kelvin and nearby allies for a flat amount.",
        ["Frozen Shelter"]        = "Regenerates health for all allies inside the dome.",
        ["Flog"]                  = "Heals Lash for a percentage of damage dealt to heroes.",
        ["Medicinal Specter"]    = "Heals nearby allies per second.",
        ["Rake"]                  = "Heals a flat amount on kill.",
        ["Scorn"]                = "Heals for a percentage of damage dealt.",
        ["Combo"]                = "Lifesteals off damage dealt. Unlocked by T1 upgrade.",
        ["Rallying Charge"]      = "Heal affected allies and Paige for a flat amount.",
        ["Tag Along"]            = "Restores a portion of target's missing health on attachment, then heals per second for a short duration.",
        ["Lil Helpers"]          = "Regenerates health for any trooper the helpers are attached to.",
        ["Lycan Curse"]          = "Restores a percentage of missing health on activation.",
        ["Go For The Throat"]    = "Lifesteals off melee damage dealt.",
        ["Pain Battery"]          = "Restores a portion of missing health on hero hit. Unlocked by T3 upgrade.",
        ["Jumpstart"]            = "Grants a flat health regen buff on use.",
        ["The Cube"]              = "Regenerates health for the target.",
        ["Last Stand"]            = "Lifesteals off all damage dealt while active.",
        ["Card Trick"]            = "Heals Wraith for a flat amount when a Heart or Joker card hits.",
        ["Crimson Slash"]        = "Heals a flat amount on hero hit.",
        ["Shadow Transformation"] = "Restores a percentage of max health per hero kill.",
    },
}
 
-- Type here to exclude ability from a list. If adding please include a comment.
local exclude_list = {
    ["debuffresist"] = {
        "Bookwyrm", -- has DebuffDuration for some reason
        "Itani Lo Sahn", -- has DebuffDuration but does not get reduced
        "Slam Fire", -- has DebuffDuration for some reason
        "Splatter", -- has SlowPercent but no duration to shave off.
        "Frozen Shelter", -- has SlowPercent but no duration to shave off.
     },
     },
     ["moveslow"] = {
     ["moveslow"] = {
         "Riposte", -- has a 40% 4s slow somehow? (SlowPercent + SlowDuration)
         headers  = { "Move Slow", "Notes" },
         "Grasping Hands", -- has SlowPercent
         get_cells = Renderers.RenderMoveSlow,
     },
     },
     ["dashslow"] = {
     ["dashslow"] = {
         "Itani Lo Sahn", -- has GroundDashReductionPercent but also disables stamina.
         headers  = { "Dash Slow", "Notes" },
    },
         get_cells = Renderers.RenderDashSlow,
    ["heal"] = {
        "Riposte", -- has AbilityLifestealPercentHero, but doesn't deal damage to heal off of.
    },
    ["dispelmagic"] = {
        "Bookwyrm", -- has DebuffDuration for some reason
         "Slam Fire", -- has DebuffDuration for some reason
     },
     },
}
}
-- Unit strings appended to cell values by column name.
local column_suffix = {
    ["Time Between Charges"] = "s",
}
-- Actual code below
local p = {}
local GameData = require("Module:GameData")
-- ============================================================
-- Shared helpers
-- ============================================================
local function num_val(v)
    if type(v) == "number" then return v end
    if type(v) == "table"  then return v["Value"] end
    return nil
end
local function find_in_upgrades(ability, field)
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return nil end
    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" and tier[field] ~= nil then
            return { tier = i, value = num_val(tier[field]) }
        end
    end
    return nil
end
local function find_first_value(ability, fields)
    for _, field in ipairs(fields) do
        local v = num_val(ability[field])
        if v and v ~= 0 then return field, nil, math.abs(v) end
    end
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, field in ipairs(fields) do
                    local v = num_val(tier[field])
                    if v and v ~= 0 then return field, i, math.abs(v) end
                end
            end
        end
    end
    return nil, nil, nil
end


-- ============================================================
-- ============================================================
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-- ============================================================
-- ============================================================


-- Capitalises the first letter of a human note before merging.
-- Capitalises the first letter of a human note before merging (full-table mode).
-- Only used for full-table mode.
local function human_note_full(note)
local function human_note_full(note)
     if not note or note == "" then return note end
     if not note or note == "" then return note end
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end
end


-- Ensures the final merged Notes string ends with "." for full-table mode.
-- Ensures the final merged Notes string ends with "." (full-table mode).
-- Applied after all merging is done, so it covers auto-only, human-only, and combined.
local function ensure_period(s)
local function ensure_period(s)
     if not s or s == "" then return s end
     if not s or s == "" then return s end
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-- Compact mode: decapitalise first letter unless it looks like a tier prefix
-- Compact mode: decapitalise first letter unless it looks like a tier prefix
-- (e.g. "T1", "T2") — i.e. uppercase letter immediately followed by a digit.
-- (e.g. "T1", "T2"). Also strips any trailing ".".
-- Also strips any trailing ".".
local function human_note_compact(note)
local function human_note_compact(note)
     if not note or note == "" then return note end
     if not note or note == "" then return note end
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local function filter_abilities(stat, abilities, key_lookup)
local function filter_abilities(stat, abilities, key_lookup)
     local excluded = {}
     local excluded = {}
     if exclude_list[stat] then
     if Lists.exclude_abilities[stat] then
         for _, name in ipairs(exclude_list[stat]) do
         for _, name in ipairs(Lists.exclude_abilities[stat]) do
             excluded[name] = true
             excluded[name] = true
         end
         end
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     return result
     return result
end
end
-- ============================================================
-- Per-stat cell renderers
-- ============================================================
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",
}
-- Returns true if prop is found with a non-zero value anywhere in the record
-- excluding the Upgrades key. Mirrors GameData.record_matches_prop logic.
local function prop_in_base(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) == "table" then
            if prop_in_base(v, prop) then return true end
        elseif type(v) == "string" then
            if v == prop then return true end
        end
    end
    return false
end
-- Renderer shared by debuffresist and dispelmagic.
-- Outputs a Notes cell describing which debuffs are added only by upgrades.
-- If any prop from the stat's list is found in the base ability, outputs nothing.
-- Otherwise lists per-tier debuff names: "T2 slow", "T1 slow, T2 silence", etc.
local function debuff_cells(ability, stat)
    local props = stat_to_props[stat]
    local cells = {}
    -- If any prop exists in base, this is a base-level debuff — no note needed.
    for _, prop in ipairs(props) do
        if prop_in_base(ability, prop) then
            return cells
        end
    end
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return cells end
    -- Collect debuff short names per upgrade tier.
    local tier_debuffs = {}
    local seen_names  = {}  -- deduplicate short names across all tiers
    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" then
            local names_this_tier = {}
            local seen_this_tier  = {}
            for _, prop in ipairs(props) do
                local v = tier[prop]
                if v ~= nil 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
                        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
            if #names_this_tier > 0 then
                tier_debuffs[i] = names_this_tier
            end
        end
    end
    -- Build note in tier order. Use sorted keys since pairs() order is not guaranteed.
    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
    if #parts > 0 then
        cells["Notes"] = table.concat(parts, ", ")
    end
    return cells
end
local function charges_cells(ability)
    local base_charges  = num_val(ability["AbilityCharges"])
    local base_cooldown = ability["AbilityCooldownBetweenCharge"]
    local has_base      = base_charges ~= nil and base_charges > 0
    local upgrade_info  = find_in_upgrades(ability, "AbilityCharges")
    local cooldown, upgrade_cooldown
    if has_base then
        if type(base_cooldown) == "number" and base_cooldown > 0 then
            cooldown = base_cooldown
        else
            local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
            if cd and cd.value and cd.value > 0 then cooldown = cd.value end
        end
    else
        local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
        if cd and cd.value and cd.value > 0 then upgrade_cooldown = cd.value end
    end
    local cells = {}
    if has_base then
        cells["Charges"] = tostring(base_charges)
        if cooldown then
            cells["Time Between Charges"] = tostring(cooldown)
        end
    end
    local note_parts = {}
    if upgrade_info then
        local n = upgrade_info.value or "?"
        local charge_str = n .. " charge" .. (n ~= 1 and "s" or "")
        if has_base then
            table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade")
        else
            local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown"
            table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier
                .. " upgrade with " .. charge_str
                .. " and " .. cd_str .. " time between charges")
        end
    end
    if ability["AbilityChargesConditionally"] ~= nil then
        table.insert(note_parts, "Has a conditional charge")
    end
    if #note_parts > 0 then
        cells["Notes"] = table.concat(note_parts, " ")
    end
    return cells
end
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
    return nil
end
local function build_melee_upgrade_notes(ability, base_melee_scale)
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return {} end
    local notes = {}
    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" then
            for _, v in pairs(tier) do
                if type(v) == "table" then
                    local scale = v["Scale"]
                    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_melee_scale then
                            local final = math.floor((base_melee_scale + delta) * 1000 + 0.5) / 1000
                            table.insert(notes, "T" .. i .. " upgrade adds ×"
                                .. delta .. " scaling (total ×" .. final .. ")")
                        end
                    end
                end
            end
        end
    end
    return notes
end
local function melee_cells(ability)
    local cells = {}
    local base_scale = find_base_melee_scale(ability)
    if base_scale then cells["Light Melee Scaling"] = "×" .. base_scale end
    local upgrade_notes = build_melee_upgrade_notes(ability, base_scale)
    if #upgrade_notes > 0 then cells["Notes"] = table.concat(upgrade_notes, " ") end
    return cells
end
local function healreduce_cells(ability)
    local cells = {}
    local notes = {}
    local props = stat_to_props["healreduce"]
    local first_pct, first_tier, first_is_disable = nil, nil, false
    for _, prop in ipairs(props) do
        local v = num_val(ability[prop])
        if v and v ~= 0 then
            if prop == "DisableHealing" then
                first_is_disable = true
            else
                first_pct = math.abs(v)
            end
            break
        end
    end
    if not first_pct and not first_is_disable then
        local upgrades = ability["Upgrades"]
        if type(upgrades) == "table" then
            for i, tier in ipairs(upgrades) do
                if type(tier) == "table" then
                    for _, prop in ipairs(props) do
                        local v = num_val(tier[prop])
                        if v and v ~= 0 then
                            if prop == "DisableHealing" then
                                first_is_disable, first_tier = true, i
                            else
                                first_pct, first_tier = math.abs(v), i
                            end
                            break
                        end
                    end
                end
                if first_pct or first_is_disable then break end
            end
        end
    end
    if first_is_disable then
        cells["Heal Reduction"] = "100%" .. (first_tier and " (T" .. first_tier .. ")" or "")
    elseif first_pct then
        cells["Heal Reduction"] = tostring(first_pct) .. "%" .. (first_tier and " (T" .. first_tier .. ")" or "")
    end
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running        = first_pct
        local first_pct_seen = (first_tier == nil)
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    first_pct_seen = true
                    if first_pct then running = first_pct end
                elseif first_pct_seen then
                    local delta = nil
                    for _, prop in ipairs(props) do
                        if prop ~= "DisableHealing" then
                            local v = num_val(tier[prop])
                            if v and v ~= 0 then delta = math.abs(v); break end
                        end
                    end
                    if delta then
                        local total = (running or 0) + delta
                        table.insert(notes, "T" .. i .. " upgrade increases heal reduction by "
                            .. delta .. "% (total " .. total .. "%)")
                        running = total
                    end
                end
            end
        end
    end
    if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
    return cells
end
local function val_stat_cells(ability, col_name, fields, suffix)
    suffix = suffix or ""
    local cells = {}
    local notes = {}
    local first_field, first_tier, first_val = find_first_value(ability, fields)
    if not first_field then return cells end
    local cell_str = tostring(first_val) .. suffix
    if first_tier then cell_str = cell_str .. " (T" .. first_tier .. ")" end
    cells[col_name] = cell_str
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running    = first_val
        local seen_first = (first_tier == nil)
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    seen_first = true
                elseif seen_first then
                    local delta = nil
                    for _, field in ipairs(fields) do
                        local v = num_val(tier[field])
                        if v and v ~= 0 then delta = math.abs(v); break end
                    end
                    if delta then
                        local total = running + delta
                        table.insert(notes, "T" .. i .. " upgrade increases "
                            .. col_name:lower() .. " by " .. delta .. suffix
                            .. " (total " .. total .. suffix .. ")")
                        running = total
                    end
                end
            end
        end
    end
    if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
    return cells
end
local function moveslow_cells(ability)
    local cells = val_stat_cells(ability, "Move Slow", stat_to_props["moveslow"], "%")
    local channel_slow = num_val(ability["ChannelSlowPercent"])
    if channel_slow and channel_slow ~= 0 then
        local note = "Also slows the caster for " .. math.abs(channel_slow) .. "%"
        cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note
    end
    return cells
end
local function dashslow_cells(ability)
    local props = stat_to_props["dashslow"]
    local caster_dash_slow = nil
    local base_ground = num_val(ability["GroundDashReductionPercent"])
    if base_ground and base_ground ~= 0 then
        local has_enemy_prop = false
        for _, p in ipairs(stat_to_props["dashslow"]) do
            if p ~= "GroundDashReductionPercent" then
                local v = num_val(ability[p])
                if v and v ~= 0 then has_enemy_prop = true; break end
            end
        end
        if not has_enemy_prop then
            local upgrades = ability["Upgrades"]
            if type(upgrades) == "table" then
                for _, tier in ipairs(upgrades) do
                    if type(tier) == "table" then
                        for _, p in ipairs(stat_to_props["dashslow"]) do
                            if p ~= "GroundDashReductionPercent" then
                                local v = num_val(tier[p])
                                if v and v ~= 0 then has_enemy_prop = true; break end
                            end
                        end
                    end
                    if has_enemy_prop then break end
                end
            end
        end
        if has_enemy_prop then
            caster_dash_slow = math.abs(base_ground)
            local filtered = {}
            for _, p in ipairs(props) do
                if p ~= "GroundDashReductionPercent" then
                    table.insert(filtered, p)
                end
            end
            props = filtered
        end
    end
    local cells = val_stat_cells(ability, "Dash Slow", props, "%")
    if caster_dash_slow then
        local note = "Gives " .. caster_dash_slow .. "% dash slow for the caster"
        cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note
    end
    return cells
end
local extra_columns = {
    ["charges"] = {
        headers  = { "Charges", "Time Between Charges", "Notes" },
        get_cells = charges_cells,
    },
    ["melee"] = {
        headers  = { "Light Melee Scaling", "Notes" },
        get_cells = melee_cells,
    },
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Notes" },
        get_cells = healreduce_cells,
    },
    ["debuffresist"] = {
        headers  = { "Notes" },
        get_cells = function(ability) return debuff_cells(ability, "debuffresist") end,
    },
    ["dispelmagic"] = {
        headers  = { "Notes" },
        get_cells = function(ability) return debuff_cells(ability, "dispelmagic") end,
    },
    ["moveslow"] = {
        headers  = { "Move Slow", "Notes" },
        get_cells = moveslow_cells,
    },
    ["dashslow"] = {
        headers  = { "Dash Slow", "Notes" },
        get_cells = dashslow_cells,
    },
}


-- ============================================================
-- ============================================================
Line 745: Line 158:
     local stat = mw.text.trim(frame.args[1] or ""):lower()
     local stat = mw.text.trim(frame.args[1] or ""):lower()


     local internal_keys = stat_to_props[stat]
     local internal_keys = Lists.lists[stat]
     if not internal_keys then
     if not internal_keys then
         return '<span class="error">AbilityTable: unknown stat "' .. stat .. '".</span>'
         return '<span class="error">AbilityTable: unknown list "' .. stat .. '".</span>'
     end
     end


Line 762: Line 175:
     local headers    = spec and spec.headers or {}
     local headers    = spec and spec.headers or {}
     local get_cells  = spec and spec.get_cells or function() return {} end
     local get_cells  = spec and spec.get_cells or function() return {} end
     local stat_notes = human_notes[stat]
     local stat_notes = Notes[stat]


     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
Line 768: Line 181:


     if #filtered == 0 then
     if #filtered == 0 then
         return "No abilities found for stat: " .. stat
         return "No abilities found for list: " .. stat
     end
     end


Line 878: Line 291:
             local value = extra[header]
             local value = extra[header]
             local cls  = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
             local cls  = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
             local content
             local content = value ~= nil and tostring(value) or "—"
            if value ~= nil then
                local suffix = column_suffix[header] or ""
                content = (type(value) == "string" and value:sub(1,1) == "(")
                    and value or (value .. suffix)
            else
                content = "—"
            end
             row = row .. ' || class="' .. cls .. '" | ' .. content
             row = row .. ' || class="' .. cls .. '" | ' .. content
         end
         end