Module:HeroDataGive feedback
Also see:
- Module:HeroData/nav - For nav box purposes
- Module:HeroData/release - For determining the release status of a hero
- Module:HeroDataArrays - For tables in stat pages
Overview
This module provides functions to create hero infoboxes, statboxes, or retrieve hero information using the data uploaded to Data:HeroData.json.
Both will automatically be translated depending on the language selected. If called on
See Template:Lang for more
Functions
get_hero_var
Retrieve a hero variable's value, such as Abram's MaxHealth
Parameters
- hero_name - Name of the hero in english, or key of the hero. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
- hero_var - Key of the hero's variable, see Data:HeroData.json
- sig_figs_or_localize - OPTIONAL, # of sig figs to round to if retrieving a float, or "true" if its a string that should be localized. See Localizable values section.
Note: Recommended to use hero key where possible, i.e. hero_atlas as its O(1) time complexity instead of hero name (Abrams) which is O(N).
Examples
From wikitext:
Using hero name in english
{{#invoke:HeroData|get_hero_var|Abrams|MaxHealth}}
800
Using hero key
{{#invoke:HeroData|get_hero_var|hero_atlas|MaxHealth}}
800
{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange}}
17
Round to 2 sig figs
{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange|2}}
17
{{#invoke:HeroData|get_hero_var|Abrams|WeaponName}}
0
Localize
{{#invoke:HeroData|get_hero_var|Abrams|WeaponName|true}}
0
Notes
Only usable on variables that are integers, strings, or floats (meaning not dictionaries/hashes or arrays/lists).
If using sig_figs parameter, ensure the value is a float.
If using localize parameter, ensure the value is a string. See Data:HeroData.json, you will notice that hero_astro's "Lore" variable has the value "hero_astro_lore". This key is then sent to Module:Lang which checks for it in Data:Lang_en.json (or a different language).
This function will automatically search for the variable in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block.
get_alt_fire_var
Retrieve a hero's variable's value from "AltFire" table. Works the same as get_hero_var
Examples
{{#invoke:HeroData|get_alt_fire_var|Viscous|BulletDamage}}
42
get_list_elem
Retrieve a specified element from a list
Parameters
- hero_name - Name of the hero in english, or hero key. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
- hero_var - Key of the hero's variable, see Data:HeroData.json
- number - Index to retrieve from the list. 1 for 1st element, 2 for 2nd element, etc.
- localize - OPTIONAL - "true" if its a string that should be localized. See Localizable values section.
Example
From wikitext:
Using hero name in english
{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2}}
Attribute_EWeaponAttribute_CloseRange
Using hero key
{{#invoke:HeroData|get_list_elem|hero_atlas|WeaponTypes|2}}
Attribute_EWeaponAttribute_CloseRange
{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2|true}}
Close Range
get_hero_scalar
Retrieve a hero variable's scalar value that is inside either "Spirit Scaling" or "Level Scaling", such as Abram's BulletDamage (scaling).
Parameters
- hero_key - Key of the hero. Search for the key of a given hero in Data:HeroData.json
- scaling_type - "Spirit" or "Level"
- hero_var - Key of the hero's variable that is inside either "Spirit Scaling" or "Level Scaling", see Data:HeroData.json
- sig_figs_or_localize - OPTIONAL, # of sig figs to round to.
- no_template - OPTIONAL, return numerical value instead of scaling template. Has to be defined as "true"
Examples
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage}}
Round to 2 sig figs
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2}}
No template
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2|no_template=true}}
Notes
If the scaling type or the stat key is not found in the hero's data, this function returns an empty string instead of an error message.
hero_has_stat
Checks if a hero possesses a specific stat in their Base data, Level Scaling (Boons), or Spirit Scaling. Used primarily for conditionally hiding rows in infoboxes.
The base value is looked up in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block, the same as get_hero_var. A stat counts as present when its base value is non-zero, or when it has any non-zero scaling.
Parameters
- hero_key - Key of the hero.
- stat_key - Key of the stat to check (e.g., BulletResist, TechResist).
Example
{{#invoke:HeroData|hero_has_stat|hero_kelvin|TechResist}}
true
get_hero_key
Returns the key of the specified hero's english name. A hero key may also be passed, in which case it is returned unchanged. Matching is case-insensitive. Returns "Hero not found." when the input matches no hero.
Parameters
- hero_name - Name of the hero in english, or a hero key
Example
{{#invoke:HeroData|get_hero_key|Abrams}}
resolve_key
The same lookup as get_hero_key, but returns an empty string instead of "Hero not found." when the input matches no hero. Intended for templates that need to branch on whether the input names a hero at all.
Parameters
- hero_name_or_key - Name of the hero in english, or a hero key
Example
{{#invoke:HeroData|resolve_key|Abrams}}
Script error: The function "resolve_key" does not exist.
get_ability_key
Gets the ability key from a hero's bound ability slot
Parameters
- hero_key - Key of the hero
- slot_number - Slot number (1-based index)
Example
{{#invoke:HeroData|get_ability_key|hero_atlas|1}}
get_hero_tag
Retrieve a hero's description tags with Module:Lang, to be used in Template:HeroRosterCard and Template:Infobox hero
Parameters
- name - Name of the hero in english. This is normally referenced from the template parameters
- number - Which tag to call (1, 2 or 3)
Example
{{#invoke:HeroData|get_hero_tag|Abrams|1}}
has_tags
Returns "true" when the hero has description tags, or an empty string otherwise. Intended for templates that need to hide a tag block entirely for heroes without tags.
Parameters
- name - Name of the hero in english
Example
{{#invoke:HeroData|has_tags|Abrams}}
Script error: The function "has_tags" does not exist.
write_role_playstyle_quote
Writes a formatted role and playstyle quotation for a hero
Parameters
- hero_key - Key of the hero
Example
{{#invoke:HeroData|write_role_playstyle_quote|hero_atlas}}
write_default_items
Writes the recommended items list for a hero
Parameters
- hero_key - Key of the hero (unlocalized)
Example
{{#invoke:HeroData|write_default_items|hero_atlas}}
write_ground_dash_buckets
Outputs a wikitable of heroes grouped by their GroundDashDuration using Template:HeroIcon
Example
{{#invoke:HeroData|write_ground_dash_buckets}}
| Bucket 1 | Bucket 2 | Bucket 3 |
|---|---|---|
| Calico | Apollo | |
| Celeste | Billy | |
| Grey Talon | Drifter | |
| Haze | Graves | |
| Holliday | Infernus | |
| Ivy | Lash | |
| Mina | McGinnis | |
| Paradox | Mirage | |
| The Doorman | ||
| Seven | ||
| Silver | ||
| Silver (Transformed) | ||
| Sinclair | ||
| Vindicta | ||
| Viscous | ||
| Vyper | ||
| Warden | ||
| Wraith | ||
| Yamato |
Localizable values
Localizable values as of writing this:
- Hero names (via hero keys)
- Lore
- Playstyle
- Role
- WeaponDescription
- WeaponName
- elements in WeaponTypes
- elements in RecommendedItems
- All stat labels and postfixes
- Ability descriptions and names
- Hero tags (1, 2, 3)
Internal Utility Functions
The following functions are called directly from Lua by other modules, not from wikitext:
get_json_item
Returns the table of a specific hero by name
Parameters
- name - Name of the hero in english
get_stat
Returns the value of a stat, checking the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block. Returns nil when the hero has no such stat. This is the shared lookup behind get_hero_var, get_list_elem and hero_has_stat.
Parameters
- hero_data - Hero table, such as the one returned by get_json_item
- stat - Key of the stat
get_scalings
Returns an ordered list of a hero's scalings for a stat, Level first then Spirit:
{ { type = "Level", value = 1.5 }, { type = "Spirit", value = 0.04 } }
Absent and zero scalings are omitted, so an empty list means the stat does not scale.
Parameters
- hero_data - Hero table
- stat - Key of the stat
- include_zero - OPTIONAL, keep scalings whose value is 0. Only get_hero_scaling_data needs this.
has_stat
Returns true when a hero has a non-zero base value for a stat, or any scaling for it. Backs hero_has_stat.
Parameters
- hero_data - Hero table
- stat - Key of the stat
find_hero_key
Resolves a hero key or an english hero name to a hero key, case-insensitively. Returns nil when the input matches no hero. Backs get_hero_key and resolve_key.
Parameters
- input - Hero key or english hero name
hero_tag
Returns a hero's Nth description tag, or an empty string when there is no such tag. Backs get_hero_tag and has_tags.
Parameters
- hero_en - Name of the hero in english
- index - Which tag to return (1, 2 or 3)
write_scalar_str
Returns the expanded Ss or PI template for a scaling value, or an empty string when the value is 0.
Parameters
- scaling_value - The scaling amount
- scaling_type - "Spirit" or "Level"
- compact - OPTIONAL, render the compact form with the value shown
get_hero_scaling_data
Deprecated, use get_scalings instead. Returns a table keyed by scaling value, so an entry is silently dropped when Level and Spirit scale by the same amount, and zero scalings are kept. Retained only for Module:HeroComparisonTable.
Parameters
- hero_data - Hero table
- stat - Key of the stat
Scaling System
The module supports two types of scaling:
- Spirit Scaling - Affects stats based on Spirit Power
- Level Scaling - Affects stats based on Power Increases/Levels/Boons
local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local attribute_module = require('Module:AttributeData')
-- returns the table of a specific item, used by external modules
function p.get_json_item(name)
for i,v in pairs(heroes_data) do
if (v["Name"] == name) then
return v
end
end
return nil
end
-- Returns an array of item tables that have the same properties
-- @function get_similar_items
-- @param {string}
-- @return {array of tables}
local function get_similar_items(property)
local similarItems = {}
for _, v in pairs(heroes_data) do
if (v[property] ~= nil) then
table.insert(similarItems, v)
end
end
return similarItems
end
-- returns the key of the specified hero's english name
function p.get_hero_key(frame)
local hero_name_input = frame.args[1] -- Get the hero name from the template argument
if not hero_name_input then
return "Error: Hero name not specified."
end
hero_name_input = hero_name_input:lower() -- For case-independent search
-- Go through all the characters and look for a name match.
for hero_key, hero_data in pairs(heroes_data) do
if hero_data["Name"] then
local current_hero_name = hero_data["Name"]:lower()
if current_hero_name == hero_name_input then
return hero_key -- Return the key if the name matches
end
end
end
return "Hero not found." -- If nothing is found
end
--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--sig_figs optional for rounding floats
p.get_hero_var = function(frame)
local hero_name = frame.args[1]
local hero_stat_key = frame.args[2]
local sig_figs_or_localize = frame.args[3]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
-- Check top-level first, then Weapon, then AltFire
local var_value = hero[hero_stat_key]
if var_value == nil and hero.Weapon then
var_value = hero.Weapon[hero_stat_key]
end
if var_value == nil and hero.Weapon and hero.Weapon.AltFire then
var_value = hero.Weapon.AltFire[hero_stat_key]
end
if(var_value == nil) then return 0 end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
if (var_value == nil) then return "get_hero_var() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(var_value)
end
return var_value
end
--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
p.get_alt_fire_var = function(frame)
local hero_name = frame.args[1]
local stat_key = frame.args[2]
local sig_figs_or_localize = frame.args[3]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
if not (hero.Weapon and hero.Weapon.AltFire) then
return "No Alt Fire"
end
local var_value = hero.Weapon.AltFire[stat_key]
if(var_value == nil) then return 0 end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(var_value)
end
return var_value
end
--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
p.get_list_elem = function(frame)
local hero_name = frame.args[1]
local var = frame.args[2]
local number_str = frame.args[3]
local number_int = tonumber(number_str)
local localize = frame.args[4]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
-- Check top-level first, then Weapon, then AltFire
local list = hero[var]
if list == nil and hero.Weapon then
list = hero.Weapon[var]
end
if list == nil and hero.Weapon and hero.Weapon.AltFire then
list = hero.Weapon.AltFire[var]
end
if (list == nil) then return "" end
local element = list[number_int]
if (element == nil) then return "" end
if localize=="true" then
element = lang_module.get_string(element)
end
return element
end
p.get_ability_key = function(frame)
local hero_key = frame.args[1]
local bound_slot_number = frame.args[2]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
local bound_abilities_data = hero_data["BoundAbilities"]
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end
p.write_role_playstyle_quote = function(frame)
local hero_key = frame.args[1]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return hero_key.." not found" end
local role_key = hero_data["Role"]
local role_localized = lang_module.get_string(role_key, nil, 'en')
local playstyle_key = hero_data["Playstyle"]
local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
local template_args = {}
template_args[1] = ""
template_args[2] = str
return frame:expandTemplate{title = 'Quotation', args = template_args}
end
p.write_default_items = function(frame)
local hero_key = frame.args[1] --unlocalized
if (hero_key == nil) then return "No hero key provided" end
local str = ""
local hero = heroes_data[hero_key]
if (hero == nil) then return "Hero not found, must be unlocalized" end
local template_title = 'PageRef'
for i, item_key in ipairs(hero["RecommendedItems"]) do
template_args = {}
template_args[1] = lang_module.get_string(item_key, 'en')
template_args['alt_name'] = localize(item_key, item_key)
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
str = str .. "* " .. expanded_template .. "\n"
end
return str
end
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
local hero_key = frame.args[1]
local scaling_type = frame.args[2]
local hero_stat_key = frame.args[3]
local sig_figs_or_localize = frame.args[4]
local hero_data = heroes_data[hero_key]
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if(hero_data == nil) then return "Hero not found." end
local scaling_data = hero_data[scaling_type .. "Scaling"]
if scaling_data == nil then return "" end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return "" end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(scaling_value)
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
return scaling_str
end
-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Returns "true" if found, nil if not (for #if templates)
p.hero_has_stat = function(frame)
local hero_key = frame.args[1]
local stat_key = frame.args[2]
if (hero_key == nil) then return nil end
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if (hero_data == nil) then return nil end
-- 1. Check Base Value
-- We allow 0 if it's explicitly set, but usually we filter 0 for hiding.
-- However, for resists, 0 usually means "hide", so we check ~= 0.
local val = hero_data[stat_key]
if (val ~= nil and val ~= 0) then return "true" end
-- 2. Check Level Scaling (Boons)
if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then
return "true"
end
-- 3. Check Spirit Scaling
if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then
return "true"
end
return nil
end
-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
function p.write_scalar_str(scaling_value, scaling_type, compact)
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
-- Return blank if it doesnt scale
if (scaling_value == 0) then return "" end
-- Round it
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
--The hero has a scaling value with this stat
local template_title = "Template:" .. scaling_abbrevs[scaling_type]
local template_args = {}
template_args["1"] = scaling_value
if compact then template_args["compact"] = "yes" end
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return template_call:gsub("\n", ""):gsub("\r", "")
end
-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scaling_data(hero_data, hero_stat_key)
local scaling_type_full
local scaling_data
local scaling_value
local scaling_types = {"Spirit", "Level"}
local scaling_data_returned = {}
for index, scaling_type in ipairs(scaling_types) do
scaling_type_full = scaling_type .. "Scaling"
scaling_data = hero_data[scaling_type_full]
--If the scaling data exists
if (scaling_data ~= nil) then
scaling_value = scaling_data[hero_stat_key]
--If the stat scales
if (scaling_value ~= nil) then
scaling_data_returned[scaling_value] = scaling_type
end
end
end
return scaling_data_returned
end
local function get_nested_stat_value(hero_data, stat_key)
-- Check top-level, then Weapon, then AltFire
if hero_data[stat_key] ~= nil then
return hero_data[stat_key]
elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
return hero_data.Weapon[stat_key]
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
return hero_data.Weapon.AltFire[stat_key]
end
return 0
end
--writes the massive hero comparison table for a specific PI and SP
-- scaling icons are shown only if PI and SP are both 0 or both not provided
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER|MAX_POWER|MAX_SPIRIT}}
p.write_hero_comparison_table = function(frame)
-- process inputs (convert to numbers)
local power_increases = tonumber(frame.args[1]) or 0
local spirit_power = tonumber(frame.args[2]) or 0
local max_power = tonumber(frame.args[3]) or 25
local max_spirit = tonumber(frame.args[4]) or 500
-- Show scaling icons if power/increases/spirit power are 0/not specified
local display_scaling_icons = false
if (power_increases == 0 and spirit_power == 0) then
display_scaling_icons = true
end
-- Initializations and declarations
local row_str = ""
local body_str = ""
local template_title = ""
local template_args = {}
local hero_icon
-- Add hero comp stats to
local stats_to_include = {
Weapon = {
"DPS",
"SustainedDPS",
"BulletDamage",
"RoundsPerSecond",
"FireRate",
"ClipSize",
"ReloadTime",
"ReloadDelay",
"BulletsPerShot",
"BulletsPerBurst",
"BurstInterShotInterval",
"LightMeleeDamage",
"HeavyMeleeDamage",
"ReloadSingle",
"BulletSpeed",
"BulletGravityScale",
"FalloffStartRange",
"FalloffEndRange",
"BonusAttackRange",
"CritDamageBonusPercent",
"RoundsPerSecondAtMaxSpin",
"SpinAcceleration",
"SpinDeceleration"
},
Vitality = {
"MaxHealth",
"BaseHealthRegen",
"BulletResist",
"TechResist",
"MeleeResist",
"BulletLifesteal",
"CritDamageReceivedPercent",
"MaxMoveSpeed",
"SprintSpeed",
"StaminaCooldown",
"Stamina",
"GroundDashSpeed"
},
Spirit = {
"TechPower"
}
}
-- Collect and sort heroes alphabetically by name
local sorted_heroes = {}
for hero_key, hero_data in pairs(heroes_data) do
if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
table.insert(sorted_heroes, {key = hero_key, data = hero_data})
end
end
table.sort(sorted_heroes, function(a, b)
return (a.data["Name"] or a.key) < (b.data["Name"] or b.key)
end)
-- Iterate heroes
for _, hero_entry in ipairs(sorted_heroes) do
local hero_key = hero_entry.key
local hero_data = hero_entry.data
row_str = ""
-- Retrieve hero's localized name
hero_name = localize(hero_key, hero_key)
-- Retrieve hero's english name, used for hero icon
hero_name_en = hero_data["Name"]
-- Expand hero icon
template_title = "Template:HeroIcon"
template_args[1] = hero_name_en
template_args[2] = hero_name
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First column in each row is hero name (sticky)
row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: #202122; isolation: isolate;">' .. hero_icon .. "</td>"
-- Consecutive columns are then stats
-- Iterate categories
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
--Retrieve the stats value from hero data
local base_value = get_nested_stat_value(hero_data, attr_key)
local stat_value = base_value
-- Retrieve scaling val and str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
local scaling_strs = ""
local spirit_scale = 0
local level_scale = 0
if (scaling_data ~= nil) then
for scaling_val, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_val, scaling_type, true)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
if (scaling_str ~= nil) then
scaling_strs = scaling_strs .. scaling_str
end
-- Track scaling values for data attributes
if (scaling_type == "Spirit") then
spirit_scale = scaling_val
stat_value = stat_value + (spirit_power * scaling_val)
elseif (scaling_type == "Level") then
level_scale = scaling_val
stat_value = stat_value + (power_increases * scaling_val)
end
end
end
-- TechPower gains 1:1 with user-input Spirit Power (only if not already defined)
if attr_key == 'TechPower' and spirit_scale == 0 then
spirit_scale = 1.0
stat_value = stat_value + (spirit_power * spirit_scale)
end
-- Calculate innate TechPower scaling for this hero
local innate_spirit_scale = (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
-- Hide scaling icons if not at base values
if (not display_scaling_icons) then scaling_strs = "" end
-- Convert from boolean to string, or round it
if (type(stat_value)) == 'boolean' then
stat_value = tostring(stat_value)
else
stat_value = util_module.round_to_sig_fig(stat_value, 3)
end
-- Keep numeric value in its own span, scaling HTML as sibling
local cell_inner = string.format(
'<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
stat_value,
scaling_strs
)
-- At the point where you build data_attrs for DPS/SustainedDPS cells
local hit_once = "false"
if (attr_key == 'DPS' or attr_key == 'SustainedDPS') and hero_data.Weapon and hero_data.Weapon.HitOnceAcrossAllBullets then
hit_once = "true"
end
local data_attrs = string.format(
'data-stat-name="%s" data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s" data-sort-value="%s" data-hit-once="%s"',
attr_key,
tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
tonumber(spirit_scale) or 0,
(attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
innate_spirit_scale or 0,
stat_value,
hit_once
)
-- Add it to the row
row_str = row_str .. string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
end
end
end
-- Add row to the body
row_str = "<tr>" .. row_str .. "</tr>"
body_str = body_str .. row_str
end
-- First header is Hero (sticky)
local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: #27292d; isolation: isolate;">Hero</th>'
local header_style = ""
local category_data = attribute_module.get_category_data()
local postfix
-- Used for keys that are not localized by Valve
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
["GroundDashSpeed"] = "DashSpeed_postfix"
}
-- Iterate stats again for displaying headers with their respective color
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
category_rgb = category_data[category]["rgb"]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
attr_data = category_attrs[attr_key]
if (attr_data ~= nil) then
-- Localize, fallback to attr_key with proper spaces
attr_localized = lang_module.get_string(attr_data["label"])
if (attr_localized == nil or attr_localized == "") then attr_localized = util_module.add_space_before_cap(attr_key) end
-- Get postfix
postfix = lang_module.get_string(attr_data["postfix"])
if (postfix == nil or postfix == "") then
postfix = ""
else
postfix = " (" .. postfix .. ")"
end
else -- If not in attributes data, use dictionary translate and postfix
attr_localized = dictionary_module.translate(attr_key)
postfix = lang_module.get_string(postfix_key_map[attr_key])
if postfix == nil then
return "attr_key " .. attr_key .. " must be added to postfix_key_map"
end
if postfix ~= "" then
postfix = " (" .. postfix .. ")"
end
end
header_style = ' style="position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');"'
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"
-- Wrap table in container with data attributes for JS
local table_str = string.format(
'<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
'<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
'<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
'</div></div>',
max_power,
max_spirit,
headers_str,
body_str
)
return table_str
end
function localize(key, fallback)
local result = lang_module.get_string(key)
if (result == "") or (result == nil) then
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
end
return result
end
-- Mapping from hero name to internal tag name
local TAG_NAME_MAP = {
["Abrams"] = "Abrams",
["Bebop"] = "Bebop",
["Billy"] = "Punkgoat",
["Calico"] = "Nano",
["The Doorman"] = "Doorman",
["Drifter"] = "Drifter",
["Dynamo"] = "Dynamo",
["Apollo"] = "Fencer",
["Graves"] = "Necro",
["Grey Talon"] = "Orion",
["Haze"] = "Haze",
["Holliday"] = "Astro",
["Infernus"] = "Inferno",
["Ivy"] = "Tengu",
["Kelvin"] = "Kelvin",
["Lady Geist"] = "Geist",
["Lash"] = "Lash",
["McGinnis"] = "Engineer",
["Mina"] = "VampireBat",
["Mirage"] = "Mirage",
["Mo & Krill"] = "Digger",
["Paige"] = "Bookworm",
["Paradox"] = "Chrono",
["Celeste"] = "Unicorn",
["Pocket"] = "Synth",
["Rem"] = "Familiar",
["Seven"] = "Gigawatt",
["Shiv"] = "Shiv",
["Silver"] = "Werewolf",
["Silver (Transformed)"] = "Werewolf",
["Sinclair"] = "Magician",
["Venator"] = "Priest",
["Victor"] = "Frank",
["Vindicta"] = "Vindicta",
["Viscous"] = "Viscous",
["Vyper"] = "Viper",
["Warden"] = "Warden",
["Wraith"] = "Wraith",
["Yamato"] = "Yamato",
}
-- Function to call hero tags based on name
p.get_hero_tag = function (frame)
local name = frame.args[1]
local number = tonumber(frame.args[2])
-- Validate input
if not name then
return "Error: Missing name input."
end
if number ~= 1 and number ~= 2 and number ~= 3 then
return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
end
local tagname = TAG_NAME_MAP[name]
if not tagname then
return string.format("Error: Unknown name '%s'.", name)
end
-- Build localization key
local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)
-- Call Lang.get_string
local result = lang_module.get_string(key)
return result or ("[Missing string for key: " .. key .. "]")
end
-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
-- {{#invoke:HeroData|write_ground_dash_buckets}}
p.write_ground_dash_buckets = function(frame)
local buckets = {
[0.62] = {},
[0.68] = {},
[0.70] = {},
}
local get_dash = function(hero)
return hero.GroundDashDuration
or (hero.Weapon and hero.Weapon.GroundDashDuration)
or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration)
end
-- Collect heroes
for hero_key, hero_data in pairs(heroes_data) do
if not hero_data.InDevelopment and not hero_data.IsDisabled then
local dash = get_dash(hero_data)
if dash and buckets[dash] then
table.insert(buckets[dash], hero_data.Name or hero_key)
end
end
end
-- Sort alphabetically
for _, list in pairs(buckets) do
table.sort(list)
end
-- Determine max rows dynamically
local max_rows = 0
for _, list in pairs(buckets) do
if #list > max_rows then max_rows = #list end
end
local output = {"{| class='wikitable'", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
local current_frame = frame or mw.getCurrentFrame()
for i = 1, max_rows do
local row = {}
for _, bucket in ipairs({0.62, 0.68, 0.70}) do
local hero_name = buckets[bucket][i]
table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
end
table.insert(output, "|-\n| " .. table.concat(row, " || "))
end
table.insert(output, "|}")
return table.concat(output, "\n")
end
return p