Module:HeroDataArrays: Difference between revisions

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added alt fire stats to all tables where applicable
 
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Line 14: Line 14:
         end
         end
     end
     end
end
-- Use sort name for edge cases like "The Doorman"
local function sortHeroes(rows)
    local function getSortName(name)
        return (name:gsub("^The ", ""))
    end
    table.sort(rows, function(a, b)
        local nameA = getSortName(a.sortName or a.name or "")
        local nameB = getSortName(b.sortName or b.name or "")
        return nameA:lower() < nameB:lower()
    end)
end
end


Line 22: Line 35:
     end
     end
     return value
     return value
end
-- Round to 4 digits
local function roundValueFour(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 4)
    end
    return value
end
-- Round to an integer (up to 2 digits)
local function roundValueInteger(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 2)
    end
    return value
end
-- Generate tables from given properties
local function buildTable(frame, rows, tableDef, options)
    options = options or {}
    -- option to ignore heroes who don't have any of the given properties. true by default
    local filterZero = options.filterZero or true
    local filteredRows = {}
    for _, r in ipairs(rows) do
        local hasValue = not filterZero
        if filterZero then
            for _, col in ipairs(tableDef.columns) do
                if r[col.field] ~= 0 and r[col.field] ~= nil then
                if r[col.field] ~= "+0" then
                    hasValue = true
                    break
                    end
                end
            end
        end
        if hasValue then
            table.insert(filteredRows, r)
        end
    end
    if #filteredRows == 0 then
        return ""
    end
    -- Build header
    local header = ""
    for _, col in ipairs(tableDef.columns) do
        header = header .. " !! " .. col.label
    end
    -- Start table
    local t = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n" ..
        "|+ " .. tableDef.title .. " \n" ..
        "! Hero" .. header .. " \n"
    -- Rows
    for _, r in ipairs(filteredRows) do
        local cells = ""
        for _, col in ipairs(tableDef.columns) do
            cells = cells .. " || " .. (r[col.field] or 0)
        end
        -- A row may carry an alternate sort key and a label suffix, used by
        -- secondary fire rows so they stay underneath their hero's main row
        local nameCell = "| style=\"text-align:left;\""
        if r.sortName then
            nameCell = nameCell .. " data-sort-value=\"" .. r.sortName .. "\""
        end
        nameCell = nameCell .. " | " ..
            frame:expandTemplate{ title = "PageRef", args = { r.name } } ..
            (r.nameSuffix or "")
        t = t ..
            "|- \n" ..
            nameCell ..
            cells .. " \n"
    end
    t = t .. "|}"
    return t
end
end


Line 64: Line 163:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             maxHealth = tonumber(data["MaxHealth"]) or 0,
             maxHealth = data["MaxHealth"] or 0,
             scalingHealth = tonumber(data["LevelScaling>MaxHealth"]) or 0
             scalingHealth = "+" .. data["LevelScaling>MaxHealth"] or 0,
            maxScalingHealth = (data["MaxHealth"] + data["LevelScaling>MaxHealth"] * soul_unlock.get_max("PowerIncrease")) or 0
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     -- Input table will be called a, output wikitable will be called z
     local tableDefs = {
    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        {
         "|+ Hero Base Health Stats \n"..
            title = "Base Health Stats",
         "! Hero !! Starting !! Added per Boon !! At Max Boon \n"
            columns = {
                { label = "Starting", field = "maxHealth" },
                { label = "Added per Boon", field = "scalingHealth" },
                { label = "At Max Boon", field = "maxScalingHealth" },
            }
        }
    }
   
local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
         if t ~= "" then
            table.insert(output, t)
         end
    end


     -- Iterate over heroes adding a new row to the wikitable for each
     return table.concat(output, "\n\n")
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.maxHealth.." || +"..r.scalingHealth.." || "..
                tostring(roundValue(r.maxHealth + r.scalingHealth * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
   
    z = z.."|}"
    return z
end
end


p.heroRegenTable = function(frame)
p.heroRegenTable = function(frame)
     local heroRegenData = heroDataArray({"Name", "BaseHealthRegen"})
     local heroRegenData = heroDataArray({"Name", "BaseHealthRegen", "SpiritScaling>BaseHealthRegen"})
      
      
     local rows = {}
     local rows = {}
Line 96: Line 199:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             baseHealthRegen = data["BaseHealthRegen"] or 0
             baseHealthRegen = data["BaseHealthRegen"] or 0,
            spiritHealthRegen = "+".. (data["SpiritScaling>BaseHealthRegen"] or 0),
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
         "|+ Hero Base Health Regen \n"..
         {
        "! Hero !! HP/s \n"
            title = "Base Health Regen Stats",
            columns = {
                { label = "HP/s", field = "baseHealthRegen" },
                { label = "Spirit Scaling", field = "spiritHealthRegen" }
            }
        }
    }


     for _, r in ipairs(rows) do
local output = {}
         z = z..
     for _, def in ipairs(tableDefs) do
            "|- \n"..
         local t = buildTable(frame, rows, def, def.options)
             "| style=\"text-align:left;\" | "..
        if t ~= "" then
                frame:expandTemplate{title="PageRef", args={r.name}}..
             table.insert(output, t)
                " || "..r.baseHealthRegen.." \n"
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroDpsTable = function(frame)
p.heroDpsTable = function(frame)
     local heroDpsData = heroDataArray({"Name","Weapon>DPS","Weapon>ReloadSingle","Weapon>ReloadDelay","Weapon>ReloadTime",
     local heroDpsData = heroDataArray({"Name","Weapon>DPS","Weapon>ReloadSingle","Weapon>ReloadDelay","Weapon>ReloadTime",
         "Weapon>ClipSize","Weapon>RoundsPerSecond","Weapon>BulletDamage","Weapon>BulletsPerShot"})
         "Weapon>ClipSize","Weapon>RoundsPerSecond","Weapon>BulletDamage","Weapon>BulletsPerShot","Weapon>AltFire>DPS",
        "Weapon>AltFire>AmmoConsumedPerShot","Weapon>AltFire>RoundsPerSecond","Weapon>AltFire>BulletDamage","Weapon>AltFire>BulletsPerShot"})
    
    
     local rows = {}
     local rows = {}
Line 130: Line 241:
             roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
             roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
             bulletDamage = data["Weapon>BulletDamage"] or 0,
             bulletDamage = data["Weapon>BulletDamage"] or 0,
             bulletsPerShot = data["Weapon>BulletsPerShot"] or 0
             bulletsPerShot = data["Weapon>BulletsPerShot"] or 0,
            altDPS = data["Weapon>AltFire>DPS"] or 0,
            altAmmoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"] or 0,
            altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"] or 0,
            altBulletDamage = data["Weapon>AltFire>BulletDamage"] or 0,
            altBulletsPerShot = data["Weapon>AltFire>BulletsPerShot"] or 0
         })
         })
       
        local altBulletDamage = data["Weapon>AltFire>BulletDamage"]
        local altDPS = data["Weapon>AltFire>DPS"]
        local altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"]
        local altBulletsPerShot = data["Weapon>AltFire>BulletsPerShot"]
        if altBulletDamage and altBulletDamage ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                DPS = altDPS,
                reloadDelay = data["Weapon>ReloadDelay"] or 0,
                reloadTime = data["Weapon>ReloadTime"] or 0,
                clipSize = data["Weapon>ClipSize"] or 0,
                roundsPerSecond = altRoundsPerSecond,
                bulletDamage = altBulletDamage,
                bulletsPerShot = altBulletsPerShot
            })
        end
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)
 
    local tableDefs = {
    {
            title  = "Base Damage Stats",
            columns = {
                { label = "Damage per sec", field = "DPS"  },
                { label = "Reload Delay (s)", field = "reloadDelay"  },
                { label = "Reload Time (s)", field = "reloadTime"  },
                { label = "Ammo", field = "clipSize"  },
                { label = "Bullets per sec", field = "roundsPerSecond"  },
                { label = "Bullet Damage", field = "bulletDamage"  },
                { label = "Bullets Per Shot", field = "bulletsPerShot"  },
            }
        } 
    }


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local output = {}
        "|+ Hero Base Damage \n"..
     for _, def in ipairs(tableDefs) do
        "! Hero !! Damage per sec !! Reload Delay (s) !! Reload Time (s) !! Ammo !! Bullets per sec !! Bullet Damage !! Bullets Per Shot \n"
         local t = buildTable(frame, rows, def, def.options)
       
        if t ~= "" then
     for _, r in ipairs(rows) do
             table.insert(output, t)
         z = z..
        end
            "|- \n"..
             "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.DPS.." || "..r.reloadDelay.." || "..r.reloadTime.."  || "..r.clipSize..
                " || "..r.roundsPerSecond.." || "..r.bulletDamage.." || "..r.bulletsPerShot.." \n"
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroBulletSpeedTable = function(frame)
p.heroBulletSpeedTable = function(frame)
     local heroBulletSpeedData = heroDataArray({"Name", "Weapon>BulletSpeed"})
     local heroBulletSpeedData = heroDataArray({
   
        "Name",
        "Weapon>BulletSpeed",
        "Weapon>AltFire>BulletSpeed"
    })
 
     local rows = {}
     local rows = {}
     for name, data in pairs(heroBulletSpeedData) do
     for name, data in pairs(heroBulletSpeedData) do
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             bulletSpeed = data["Weapon>BulletSpeed"] or 0
             bulletSpeed = data["Weapon>BulletSpeed"] or 0,
            altBulletSpeed = data["Weapon>AltFire>BulletSpeed"] or 0
         })
         })
       
        local altBulletSpeed = data["Weapon>AltFire>BulletSpeed"]
        if altBulletSpeed and altBulletSpeed ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletSpeed = altBulletSpeed
            })
        end
     end
     end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
    sortHeroes(rows)
         "|+ Base Bullet Velocity \n"..
 
        "! Hero !! m/s \n"
     local tableDefs = {
         {
            title = "Base Bullet Velocity",
            columns = {
                { label = "m/s", field = "bulletSpeed" }
            }
        }
    }


     for _, r in ipairs(rows) do
    local output = {}
         z = z..
     for _, def in ipairs(tableDefs) do
            "|- \n"..
         local t = buildTable(frame, rows, def, def.options)
             "| style=\"text-align:left;\" | "..
        if t ~= "" then
                frame:expandTemplate{title="PageRef", args={r.name}}..
             table.insert(output, t)
                " || "..r.bulletSpeed.." \n"
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroClipSizeTable = function(frame)
p.heroClipSizeTable = function(frame)
     local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize"})
     local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize","Weapon>BulletsPerBurst","Weapon>AltFire>AmmoConsumedPerShot","SpiritScaling>ClipSize"})
      
      
     local rows = {}
     local rows = {}
Line 185: Line 351:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             clipSize = data["Weapon>ClipSize"] or 0
             clipSize = data["Weapon>ClipSize"] or 0,
            spiritClipSize = "+".. (data["SpiritScaling>ClipSize"] or 0),
            bulletsPerBurst = data["Weapon>BulletsPerBurst"] or 0,
            burstClipSize = data["Weapon>ClipSize"] or 0 / data["Weapon>BulletsPerBurst"] or 0,
            ammoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"] or 0
         })
         })
       
        local ammoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"]
        if ammoConsumedPerShot and ammoConsumedPerShot ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletsPerBurst = ammoConsumedPerShot,
                clipSize = data["Weapon>ClipSize"] or 0,
                spiritClipSize = "+".. (data["SpiritScaling>ClipSize"] or 0),
            })
        end
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Base Ammo Count \n"..
    {
        "! Hero !! Ammo \n"
            title  = "Base Ammo Count",
            columns = {
                { label = "Ammo", field = "clipSize" },
                { label = "Ammo Per Shot", field = "bulletsPerBurst" },
                { label = "Spirit Scaling", field = "spiritClipSize" },
            }
        }
    }


     for _, r in ipairs(rows) do
    local output = {}
         z = z..
     for _, def in ipairs(tableDefs) do
            "|- \n"..
         local t = buildTable(frame, rows, def, def.options)
             "| style=\"text-align:left;\" | "..
        if t ~= "" then
                frame:expandTemplate{title="PageRef", args={r.name}}..
             table.insert(output, t)
                " || "..r.clipSize.." \n"
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroRoundsPerSecondTable = function(frame)
p.heroRoundsPerSecondTable = function(frame)
     local heroRoundsPerSecondData = heroDataArray({"Name", "Weapon>RoundsPerSecond"})
     local heroRoundsPerSecondData = heroDataArray({"Name", "Weapon>RoundsPerSecond", "Weapon>AltFire>RoundsPerSecond", "SpiritScaling>RoundsPerSecond", "SpiritScaling>FireRate"})
      
      
     local rows = {}
     local rows = {}
Line 212: Line 402:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0
             roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
            altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"] or 0,
            spiritRoundsPerSecond = "+".. (data["SpiritScaling>RoundsPerSecond"] or 0),
            spiritFireRate = "+".. (data["SpiritScaling>FireRate"] or 0),
         })
         })
       
        local altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"]
        if altRoundsPerSecond and altRoundsPerSecond ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                roundsPerSecond = altRoundsPerSecond,
                spiritRoundsPerSecond = "+".. (data["SpiritScaling>RoundsPerSecond"] or 0),
            })
        end
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Base Fire Rate \n"..
    {
         "! Hero !! Rounds/s \n"
            title  = "Base Fire Rate",
            columns = {
                { label = "Rounds/s", field = "roundsPerSecond" },
                { label = "Spirit Scaling", field = "spiritRoundsPerSecond" },
            }
        
    }


     for _, r in ipairs(rows) do
    local output = {}
         z = z..
     for _, def in ipairs(tableDefs) do
            "|- \n"..
         local t = buildTable(frame, rows, def, def.options)
             "| style=\"text-align:left;\" | "..
        if t ~= "" then
                frame:expandTemplate{title="PageRef", args={r.name}}..
             table.insert(output, t)
                " || "..r.roundsPerSecond.." \n"
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroFalloffRangeTable = function(frame)
p.heroFalloffRangeTable = function(frame)
     local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange"})
     local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange",  "Weapon>AltFire>FalloffStartRange", "Weapon>AltFire>FalloffEndRange",
    "Weapon>AltFire>ExplosionRadius", "Weapon>FalloffEndScale", "Weapon>AltFire>ExplosionDamageScaleAtMaxRadius",})
      
      
     local rows = {}
     local rows = {}
Line 240: Line 451:
             name = name,
             name = name,
             falloffStartRange = data["Weapon>FalloffStartRange"] or 0,
             falloffStartRange = data["Weapon>FalloffStartRange"] or 0,
             falloffEndRange = data["Weapon>FalloffEndRange"] or 0
             falloffEndRange = data["Weapon>FalloffEndRange"] or 0,
            falloffEndScale = -100 + (100 * (data["Weapon>FalloffEndScale"] or 0)),
            altFalloffStartRange = data["Weapon>AltFire>FalloffStartRange"] or 0,
            altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"] or 0,
            altExplosionRadius = 0,
            altExplosionEndScale = (100 * (data["Weapon>AltFire>ExplosionDamageScaleAtMaxRadius"] or 0))
         })
         })
   
        local altFalloffStartRange = data["Weapon>AltFire>FalloffStartRange"]
        local altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"]
        local altExplosionRadius = data["Weapon>AltFire>ExplosionRadius"] or 0
        local altExplosionEndScale = (100 * (data["Weapon>AltFire>ExplosionDamageScaleAtMaxRadius"] or 0))
        if altFalloffStartRange and altFalloffStartRange ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                falloffStartRange = altFalloffStartRange,
                falloffEndRange = altFalloffEndRange,
                altExplosionRadius = data["Weapon>AltFire>ExplosionRadius"] or 0,
                falloffEndScale = -100 + (100 * (data["Weapon>FalloffEndScale"] or 0))
            })
        end
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Base Falloff Range \n"..
    {
        "! Hero !! Minimum Range (m) !! Maximum Range (m)  \n"
            title  = "Base Falloff Range",
            columns = {
                { label = "Minimum Range (m)", field = "falloffStartRange"  },
                { label = "Maximum Range (m)", field = "falloffEndRange"  },
                { label = "Damage Falloff (%)", field = "falloffEndScale" },
                { label = "Explosion Radius (m)", field = "altExplosionRadius" },
            }
        }   
    }


     for _, r in ipairs(rows) do
    local output = {}
         z = z..
     for _, def in ipairs(tableDefs) do
            "|- \n"..
         local t = buildTable(frame, rows, def, def.options)
             "| style=\"text-align:left;\" | "..
        if t ~= "" then
                frame:expandTemplate{title="PageRef", args={r.name}}..
             table.insert(output, t)
                " || "..r.falloffStartRange.." || "..r.falloffEndRange.." \n"
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroBulletDamageTable = function(frame)
p.heroBulletDamageTable = function(frame)
     -- Pull data
     -- Pull data
     local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage"})
     local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
    "SpiritScaling>BulletDamage", "Weapon>BulletsPerShot", "Weapon>BulletsPerBurst"})


     local rows = {}
     local rows = {}
Line 268: Line 509:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             bulletDamage = tonumber(data["Weapon>BulletDamage"]) or 0,
             bulletDamage = data["Weapon>BulletDamage"] or 0,
             scalingDamage = tonumber(data["LevelScaling>BulletDamage"]) or 0
            bulletDamagePerShot = ((data["Weapon>BulletDamage"] or 0) * (data["Weapon>BulletsPerShot"] or 0) * (data["Weapon>BulletsPerBurst"] or 0)),
             scalingDamage = "+" .. data["LevelScaling>BulletDamage"] or 0,
            maxScalingDamage =  (roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            altBulletDamage = data["Weapon>AltFire>BulletDamage"] or 0,
            spiritScalingDamage = "+" .. (data["SpiritScaling>BulletDamage"] or 0),
         })
         })
        -- Secondary fire is listed as its own row, right under the hero's main row
        local altDamage = data["Weapon>AltFire>BulletDamage"]
        if altDamage and altDamage ~= 0 then
            local altScaling = data["LevelScaling>BulletDamageAltFire"] or 0
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletDamage = altDamage,
                scalingDamage = "+" .. altScaling,
                maxScalingDamage = roundValue(altDamage + altScaling * soul_unlock.get_max("PowerIncrease")),
                spiritScalingDamage = "+0",
            })
        end
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Hero Base Bullet Damage Stats \n"..
    {
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"
            title  = "Base Bullet Damage Stats",
            columns = {
                { label = "Starting", field = "bulletDamage" },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
                { label = "Spirit Scaling", field = "spiritScalingDamage"  },
            }
        },
    }


     -- Iterate over heroes adding a new row to the wikitable for each
     local output = {}
     for _, r in ipairs(rows) do
     for _, def in ipairs(tableDefs) do
         z = z..
         local t = buildTable(frame, rows, def, def.options)
            "|- \n"..
        if t ~= "" then
            "| style=\"text-align:left;\" | "..
            table.insert(output, t)
                frame:expandTemplate{title="PageRef", args={r.name}}..
        end
                " || "..r.bulletDamage.." || +"..r.scalingDamage.." || "..
    end
                tostring(roundValue(r.bulletDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
 
    return table.concat(output, "\n\n")
end
 
p.heroMeleeTable = function(frame)
    -- Pull data
    local heroMeleeData = heroDataArray({"Name", "LightMeleeDamage", "LevelScaling>LightMeleeDamage", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage", "SpiritScaling>HeavyMeleeDamage"})
 
    local rows = {}
    for name, data in pairs(heroMeleeData) do
        table.insert(rows, {
            name = name,
            lightMeleeDamage = data["LightMeleeDamage"] or 0,
            lightScalingDamage = "+" .. data["LevelScaling>LightMeleeDamage"] or 0,
            lightMaxScalingDamage = (roundValueFour(data["LightMeleeDamage"] + data["LevelScaling>LightMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            heavyMeleeDamage = data["HeavyMeleeDamage"] or 0,
            heavyScalingDamage = "+" .. data["LevelScaling>HeavyMeleeDamage"] or 0,
            heavyMaxScalingDamage =  (roundValueFour(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            heavySpiritScalingDamage = "+" .. (data["SpiritScaling>HeavyMeleeDamage"] or 0),
        })
     end
     end
    sortHeroes(rows)
    local tableDefs = {
    {
            title  = "Base Light & Heavy Melee Stats",
            columns = {
                { label = "Starting Light", field = "lightMeleeDamage"  },
                { label = "Added per Boon (L)", field = "lightScalingDamage"  },
                { label = "At Max Boon (L)", field = "lightMaxScalingDamage"  },
                { label = "Starting Heavy", field = "heavyMeleeDamage"  },
                { label = "Added per Boon (H)", field = "heavyScalingDamage"  },
                { label = "At Max Boon (H)", field = "heavyMaxScalingDamage"  },
                { label = "Spirit Scaling (H)", field = "heavySpiritScalingDamage"  },
               
            }
        }
    }
      
      
     z = z.."|}"
     local output = {}
     return z
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
     return table.concat(output, "\n\n")
end
end


Line 300: Line 611:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             lightMeleeDamage = tonumber(data["LightMeleeDamage"]) or 0,
             lightMeleeDamage = data["LightMeleeDamage"] or 0,
             scalingDamage = tonumber(data["LevelScaling>LightMeleeDamage"]) or 0
             scalingDamage = "+" .. data["LevelScaling>LightMeleeDamage"] or 0,
            maxScalingDamage =  (roundValueFour(data["LightMeleeDamage"] + data["LevelScaling>LightMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Hero Base Light Melee Stats \n"..
    {
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"
            title  = "Base Light Melee Stats",
            columns = {
                { label = "Starting", field = "lightMeleeDamage" },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
            }
        }
    }
   
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end


     -- Iterate over heroes adding a new row to the wikitable for each
     return table.concat(output, "\n\n")
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.lightMeleeDamage.." || +"..r.scalingDamage.." || "..
                tostring(roundValue(r.lightMeleeDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
   
    z = z.."|}"
    return z
end
end


p.heroHeavyMeleeTable = function(frame)
p.heroHeavyMeleeTable = function(frame)
     -- Pull data
     -- Pull data
     local heroHeavyMeleeData = heroDataArray({"Name", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage"})
     local heroHeavyMeleeData = heroDataArray({"Name", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage", "SpiritScaling>HeavyMeleeDamage"})


     local rows = {}
     local rows = {}
Line 332: Line 648:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             heavyMeleeDamage = tonumber(data["HeavyMeleeDamage"]) or 0,
             heavyMeleeDamage = data["HeavyMeleeDamage"] or 0,
             scalingDamage = tonumber(data["LevelScaling>HeavyMeleeDamage"]) or 0
             scalingDamage = "+" .. data["LevelScaling>HeavyMeleeDamage"] or 0,
            maxScalingDamage = (roundValueFour(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            spiritScalingDamage = "+" .. (data["SpiritScaling>HeavyMeleeDamage"] or 0),
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Hero Base Heavy Melee Stats \n"..
    {
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"
            title  = "Base Heavy Melee Stats",
            columns = {
                { label = "Starting", field = "heavyMeleeDamage" },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
                { label = "Spirit Scaling", field = "spiritScalingDamage"  },
            }
        }
    }
   
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end


     -- Iterate over heroes adding a new row to the wikitable for each
     return table.concat(output, "\n\n")
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.heavyMeleeDamage.." || +"..r.scalingDamage.." || "..
                tostring(roundValue(r.heavyMeleeDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
   
    z = z.."|}"
    return z
end
end


p.heroStaminaTable = function(frame)
p.heroStaminaTable = function(frame)
     local heroStaminaData = heroDataArray({"Name", "Stamina"})
     local heroStaminaData = heroDataArray({"Name", "Stamina", "StaminaCooldown"})


     local rows = {}
     local rows = {}
Line 363: Line 686:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             stamina = data["Stamina"] or 0
             stamina = data["Stamina"] or 0,
            staminaCooldown = data["StaminaCooldown"] or 0
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
         "|+ Hero Base Stamina Stats \n"..
    {
         "! Hero !! Stamina Bars \n"
            title  = "Base Stamina Stats",
            columns = {
                { label = "Stamina Bars", field = "stamina" },
                { label = "Cooldown (s)", field = "staminaCooldown"  },
            }
        }
    }
   
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
         if t ~= "" then
            table.insert(output, t)
         end
    end


     for _, r in ipairs(rows) do
     return table.concat(output, "\n\n")
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.stamina.." \n"
    end
    z = z.."|}"
    return z
end
end


p.heroDashTable = function(frame)
p.heroDashTable = function(frame)
     local heroDashData = heroDataArray({"Name", "GroundDashSpeed"})
     local heroDashData = heroDataArray({"Name", "GroundDashSpeed", "GroundDashDuration", "AirDashSpeed", "AirDashDuration"})


     local rows = {}
     local rows = {}
Line 390: Line 720:
         table.insert(rows, {
         table.insert(rows, {
             name    = name,
             name    = name,
             duration = tonumber(data.GroundDashSpeed) or 0
             dashSpeed = data["GroundDashSpeed"] or 0,
            dashDuration = data["GroundDashDuration"] or 0,
            airDashSpeed = data["AirDashSpeed"] or 0,
            airDashDuration = data["AirDashDuration"] or 0,
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)
   
    local tableDefs = {
    {
            title  = "Base Dash Speed Stats",
            columns = {
                { label = "Dash Speed (m/s)", field = "dashSpeed"  },
                { label = "Dash Duration (s)", field = "dashDuration"  },
                { label = "Air Dash Speed (m/s)", field = "airDashSpeed"  },
                { label = "Air Dash Duration (s)", field = "airDashDuration"  },
            }
        }
    }
   
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end


     local z = '{| class="wikitable sortable mw-collapsible" style="text-align:center"\n' ..
     return table.concat(output, "\n\n")
              '|+ Hero Base Dash Speed Stats\n' ..
              '! Hero !! Dash Speed (m/s)\n'
    for _, r in ipairs(rows) do
        z = z .. '|-\n| style="text-align:left;" | ' ..
              frame:expandTemplate{title = 'PageRef', args = {r.name}} ..
              ' || ' .. r.duration .. '\n'
    end
    return z .. '|}'
end
end


p.heroReloadTable = function(frame)
p.heroReloadTable = function(frame)
     local heroReloadData = heroDataArray({"Name", "Weapon>ReloadTime","Weapon>ReloadDelay"})
     local heroReloadData = heroDataArray({"Name", "Weapon>ReloadTime"})


    -- 1. collect rows
     local rows = {}
     local rows = {}
     for name, data in pairs(heroReloadData) do
     for name, data in pairs(heroReloadData) do
         table.insert(rows, {
         table.insert(rows, {
             name      = name,
             name      = name,
             reloadTime = tonumber(data["Weapon>ReloadTime"]) or 0,
             reloadTime = data["Weapon>ReloadTime"] or 0
            reloadDelay = tonumber(data["Weapon>ReloadDelay"]) or 0
         })
         })
     end
     end


     -- 2. alphabetical by hero name
     sortHeroes(rows)
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)


    -- 3. build table
     local tableDefs = {
     local z = '{| class="wikitable sortable mw-collapsible" style="text-align:center"\n' ..
    {
              '|+ Hero Base Reload Time Stats\n' ..
            title  = "Base Reload Time",
              '! Hero !! Reload Time (s) !! Reload Delay \n'
            columns = {
                { label = "Reload Time (s)", field = "reloadTime" },
            }
        }
    }
   
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end


     for _, r in ipairs(rows) do
    return table.concat(output, "\n\n")
         z = z ..
end
             '|-\n' ..
 
             '| style="text-align:left;" | ' ..
p.heroReloadDelayTable = function(frame)
             frame:expandTemplate{title = 'PageRef', args = {r.name}} ..
    local heroReloadDelayData = heroDataArray({"Name", "Weapon>ReloadDelay"})
             ' || '.. r.reloadTime ..' || '..r.reloadDelay..' \n'
 
    local rows = {}
     for name, data in pairs(heroReloadDelayData) do
         table.insert(rows, {
             name = name,
             reloadDelay  = data["Weapon>ReloadDelay"] or 0
        })
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
             title   = "Base Reload Delay",
            columns = {
                { label = "Reload Delay (s)", field = "reloadDelay"  }
            }
        }   
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
             table.insert(output, t)
        end
     end
     end
     return z .. '|}'
 
     return table.concat(output, "\n\n")
end
end


p.heroMoveSpeedTable = function(frame)
p.heroMoveSpeedTable = function(frame)
     local heroMoveSpeedData = heroDataArray({"Name", "MaxMoveSpeed", "SprintSpeed"})
     local heroMoveSpeedData = heroDataArray({"Name", "MaxMoveSpeed", "SprintSpeed", "Weapon>ShootMoveSpeed", "SpiritScaling>MaxMoveSpeed", "SpiritScaling>SprintSpeed"})


     local rows = {}
     local rows = {}
Line 444: Line 823:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             moveSpeed = tonumber(data["MaxMoveSpeed"]) or 0,
             moveSpeed = data["MaxMoveSpeed"] or 0,
             sprintSpeed = tonumber(data["SprintSpeed"]) or 0
            sprintSpeed = data["SprintSpeed"] or 0,
            totalSpeed = data["MaxMoveSpeed"] + data["SprintSpeed"] or 0,
            shootSpeed = (data["Weapon>ShootMoveSpeed"] or 0) * 100,
            totalShootingSpeed = roundValue((data["MaxMoveSpeed"] + data["SprintSpeed"] or 0) * (data["Weapon>ShootMoveSpeed"] or 0)),
             spiritMoveSpeed = "+" .. (data["SpiritScaling>MaxMoveSpeed"] or 0),
            spiritSprintSpeed = "+" .. (data["SpiritScaling>SprintSpeed"] or 0),
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     local tableDefs = {
        "|+ Hero Base Move Speed Stats \n"..
    {
        "! Hero !! Move Speed (m/s) !! Sprint Speed (m/s) !! Total Speed (m/s) \n"
            title  = "Base Move Speed Stats",
            columns = {
                { label = "Move Speed (m/s)", field = "moveSpeed"  },
                { label = "Sprint Speed (m/s)", field = "sprintSpeed"  },
                { label = "Total Speed (m/s)", field = "totalSpeed"  },
                { label = "Shooting Speed (m/s)", field = "totalShootingSpeed"  },
                { label = "Shooting Mult (%)", field = "shootSpeed"  },
                { label = "MS Spirit Scaling", field = "spiritMoveSpeed"  },
                { label = "SS Spirit Scaling", field = "spiritSprintSpeed"  },
            }
        }   
    }


     for _, r in ipairs(rows) do
    local output = {}
         z = z..
     for _, def in ipairs(tableDefs) do
            "|- \n"..
         local t = buildTable(frame, rows, def, def.options)
             "| style=\"text-align:left;\" | "..
        if t ~= "" then
                frame:expandTemplate{title="PageRef", args={r.name}}..
             table.insert(output, t)
                " || "..r.moveSpeed.." || "..r.sprintSpeed.." || "..r.moveSpeed + r.sprintSpeed .." \n"
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


p.heroDamageResistTable = function(frame)
p.heroDamageResistTable = function(frame)
     local heroDamageResistData = heroDataArray({"Name", "BulletResist", "LevelScaling>BulletResist", "TechResist", "LevelScaling>TechResist", "MeleeResist", "CritDamageReceivedPercent"})
     local heroDamageResistData = heroDataArray({"Name", "BulletResist", "LevelScaling>BulletResist", "TechResist", "LevelScaling>TechResist", "MeleeResist", "CritDamageReceivedPercent",
  "SpiritScaling>BulletResist", "SpiritScaling>TechResist",
    })


     local rows = {}
     local rows = {}
Line 472: Line 869:
         table.insert(rows, {
         table.insert(rows, {
             name = name,
             name = name,
             bulletResist = data["BulletResist"] or 0,
             bulletResist = data["BulletResist"] or 0,
             bulletScaling = data["LevelScaling>BulletResist"] or 0,
             bulletResistScaling = "+".. (data["LevelScaling>BulletResist"] or 0),
             spiritResist = data["TechResist"] or 0,
            bulletResistScalingMax = ((roundValue((data["BulletResist"] or 0) + (data["LevelScaling>BulletResist"] or 0) * soul_unlock.get_max("PowerIncrease"))) or 0),
             spiritScaling = data["LevelScaling>TechResist"] or 0,
            bulletResistSpiritScaling = "+".. (data["SpiritScaling>BulletResist"] or 0),
             meleeResist = data["MeleeResist"] or 0,
             spiritResist = data["TechResist"] or 0,
             spiritResistScaling = "+".. (data["LevelScaling>TechResist"] or 0),
            spiritResistScalingMax = ((roundValue((data["TechResist"] or 0) + (data["LevelScaling>TechResist"] or 0) * soul_unlock.get_max("PowerIncrease"))) or 0),
            spiritResistSpiritScaling = "+".. (data["SpiritScaling>TechResist"] or 0),
             meleeResist   = data["MeleeResist"] or 0,
             critReduction = data["CritDamageReceivedPercent"] or 0
             critReduction = data["CritDamageReceivedPercent"] or 0
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)
 
    local tableDefs = {
        {
            title  = "Base Bullet Resist Stats",
            columns = {
                { label = "Starting (%)", field = "bulletResist"  },
                { label = "Added per Boon (%)",  field = "bulletResistScaling" },
                { label = "At Max Boon (%)",  field = "bulletResistScalingMax" },
                { label = "Spirit Scaling (%)",  field = "bulletResistSpiritScaling" },
            }
        },
        {
            title  = "Base Spirit Resist Stats",
            columns = {
                { label = "Starting (%)", field = "spiritResist"  },
                { label = "Added per Boon (%)",  field = "spiritResistScaling" },
                { label = "At Max Boon (%)",  field = "spiritResistScalingMax" },
                { label = "Spirit Scaling (%)",  field = "spiritResistSpiritScaling" },
            }
        },
        {
            title  = "Base Melee Resist Stats",
            columns = {
                { label = "Melee Resist (%)", field = "meleeResist" },
            }
        },
        {
            title  = "Base Crit Reduction Stats",
            columns = {
                { label = "Crit Reduction (%)", field = "critReduction" },
            }
        },
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
    return table.concat(output, "\n\n")
end
 
p.heroCritTable = function(frame)
    local heroCritData = heroDataArray({"Name", "CritDamageBonusPercent"})
 
    local rows = {}
    for name, data in pairs(heroCritData) do
        table.insert(rows, {
            name = name,
            critBonusScale  = data["CritDamageBonusPercent"] or 0
        })
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
            title  = "Base Crit Bonus Scale Stats",
            columns = {
                { label = "Crit Bonus Scale (%)", field = "critBonusScale"  }
            }
        }   
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end


     local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
     return table.concat(output, "\n\n")
        "|+ Hero Base Damage Resist Stats \n"..
end
        "! Hero !! Bullet Resist (%) !! BR per boon (%) !! Spirit Resist (%) !! SR per boon (%) !! Melee Resist (%) !! Crit Reduction (%) \n"


     for _, r in ipairs(rows) do
p.heroSpiritTable = function(frame)
         z = z..
    local heroSpiritData = heroDataArray({"Name", "LevelScaling>TechPower"})
             "|- \n"..
 
             "| style=\"text-align:left;\" | "..
    local rows = {}
                 frame:expandTemplate{title="PageRef", args={r.name}}..
     for name, data in pairs(heroSpiritData) do
                " || "..r.bulletResist.." || "..r.bulletScaling.." || "..r.spiritResist.." || "..r.spiritScaling.." || "..r.meleeResist.." || "..r.critReduction.." \n"
         table.insert(rows, {
            name = name,
            spiritScaling  = "+".. data["LevelScaling>TechPower"] or 0,
             maxSpiritScaling = (data["LevelScaling>TechPower"] * soul_unlock.get_max("PowerIncrease")) or 0,
        })
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
             title  = "Spirit Scaling Stats",
            columns = {
                { label = "Spirit Per Boon", field = "spiritScaling" },
                 { label = "At Max Boon", field = "maxSpiritScaling"  },
            }
        }   
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
    return table.concat(output, "\n\n")
end
 
p.heroGravityTable = function(frame)
    local heroGravityData = heroDataArray({"Name", "GravityChange"})
 
    local rows = {}
    for name, data in pairs(heroGravityData) do
        table.insert(rows, {
            name = name,
            gravityScale  = (data["GravityChange"] or 0),
        })
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
            title  = "Base Gravity Scale Stats",
            columns = {
                { label = "Gravity Scale (%)", field = "gravityScale"  },
            }
        }   
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
    return table.concat(output, "\n\n")
end
 
p.bulletGravityTable = function(frame)
    local heroGravityData = heroDataArray({"Name", "Weapon>BulletGravityScale", "Weapon>AltFire>BulletGravityScale"})
 
    local rows = {}
    for name, data in pairs(heroGravityData) do
        table.insert(rows, {
            name = name,
            gravityScale  = (data["Weapon>BulletGravityScale"] or 0),
            altGravityScale  = (data["Weapon>AltFire>BulletGravityScale"] or 0),
        })
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
            title  = "Base Bullet Gravity Scale Stats",
            columns = {
                { label = "Gravity Scale", field = "gravityScale"  },
            }
        },
        {
            title  = "Base Alt-fire Bullet Gravity Scale Stats",
            columns = {
                { label = "Gravity Scale", field = "altGravityScale"  },
            }
        }
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
    return table.concat(output, "\n\n")
end
 
p.bulletRadiusTable = function(frame)
    local heroBulletRadiusData = heroDataArray({"Name", "Weapon>BulletRadius", "Weapon>AltFire>BulletRadius"})
 
    local rows = {}
    for name, data in pairs(heroBulletRadiusData) do
        table.insert(rows, {
            name = name,
            bulletRadius  = (data["Weapon>BulletRadius"] or 0) * 100,
            bulletRadiusInches  = roundValueInteger((data["Weapon>BulletRadius"] or 0) * 100 * 0.394),
            altBulletRadius  = (data["Weapon>AltFire>BulletRadius"] or 0) * 100,
            altBulletRadiusInches  = roundValueInteger((data["Weapon>AltFire>BulletRadius"] or 0) * 100 * 0.394),
        })
       
        local altBulletRadius = (data["Weapon>AltFire>BulletRadius"] or 0) * 100
        local altBulletRadiusInches  = roundValueInteger((data["Weapon>AltFire>BulletRadius"] or 0) * 100 * 0.394)
        if altBulletRadius and altBulletRadius ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletRadius = altBulletRadius,
                bulletRadiusInches = altBulletRadiusInches
            })
        end
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
            title  = "Base Bullet Radius Stats",
            columns = {
                { label = "Bullet Radius (cm)", field = "bulletRadius"  },
                { label = "Bullet Radius (in)", field = "bulletRadiusInches" },
            }
        }
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
     end
     end
     z = z.."|}"
 
    return z
     return table.concat(output, "\n\n")
end
end


return p
return p

Latest revision as of 18:59, 20 August 2026

Overview

[edit source]

This module consists of one generic function, heroDataArray, and a series of functions that create specific wikitables using the output from heroDataArray.


local p = {};
local util_module = require('Module:Utilities')
local allHeroData = mw.loadJsonData("Data:HeroData.json")
local soul_unlock = require('Module:SoulUnlock')
local inGameHeroData = {}

-- Just get heroes that are playable and have a "name" in HeroData
for i, heroData in pairs(allHeroData) do
	if heroData["InDevelopment"] == false then
    if heroData["IsDisabled"] == false then
    if heroData["Name"] ~= nil then
        table.insert(inGameHeroData, heroData)
        end
        end
    end
end

-- Use sort name for edge cases like "The Doorman"
local function sortHeroes(rows)
    local function getSortName(name)
        return (name:gsub("^The ", ""))
    end

    table.sort(rows, function(a, b)
        local nameA = getSortName(a.sortName or a.name or "")
        local nameB = getSortName(b.sortName or b.name or "")
        return nameA:lower() < nameB:lower()
    end)
end

-- Helper function to round numeric values
local function roundValue(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 3)
    end
    return value
end

-- Round to 4 digits
local function roundValueFour(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 4)
    end
    return value
end

-- Round to an integer (up to 2 digits)
local function roundValueInteger(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 2)
    end
    return value
end

-- Generate tables from given properties
local function buildTable(frame, rows, tableDef, options)
    options = options or {}
    -- option to ignore heroes who don't have any of the given properties. true by default
    local filterZero = options.filterZero or true

    local filteredRows = {}

    for _, r in ipairs(rows) do
        local hasValue = not filterZero

        if filterZero then
            for _, col in ipairs(tableDef.columns) do
                if r[col.field] ~= 0 and r[col.field] ~= nil then
                	if r[col.field] ~= "+0" then
                    hasValue = true
                    break
                    end
                end
            end
        end

        if hasValue then
            table.insert(filteredRows, r)
        end
    end

    if #filteredRows == 0 then
        return ""
    end

    -- Build header
    local header = ""
    for _, col in ipairs(tableDef.columns) do
        header = header .. " !! " .. col.label
    end

    -- Start table
    local t = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n" ..
        "|+ " .. tableDef.title .. " \n" ..
        "! Hero" .. header .. " \n"

    -- Rows
    for _, r in ipairs(filteredRows) do
        local cells = ""
        for _, col in ipairs(tableDef.columns) do
            cells = cells .. " || " .. (r[col.field] or 0)
        end

        -- A row may carry an alternate sort key and a label suffix, used by
        -- secondary fire rows so they stay underneath their hero's main row
        local nameCell = "| style=\"text-align:left;\""
        if r.sortName then
            nameCell = nameCell .. " data-sort-value=\"" .. r.sortName .. "\""
        end
        nameCell = nameCell .. " | " ..
            frame:expandTemplate{ title = "PageRef", args = { r.name } } ..
            (r.nameSuffix or "")

        t = t ..
            "|- \n" ..
            nameCell ..
            cells .. " \n"
    end

    t = t .. "|}"

    return t
end

-- heroDataArray takes as argument a table of any length containing keys or 
-- paths of keys in the HeroData JSON, e.g. {Name, MaxHealth, LevelScaling>Health}.
-- A path of keys should be specified as such, with the ">" character separating
-- subsequent keys.
local heroDataArray = function(args)
    local outData = {}
    
    for i, heroData in ipairs(inGameHeroData) do            -- Iterate over each hero
        local out = {}                                      -- First creating a table to hold data
        for j, key in pairs(args) do                        -- Iterate over each key:
            if string.find(key, ">") ~= nil then            -- If the key is actually a path of keys,
                local node = heroData                       -- start with the biggest node heroData, and
                for k in string.gmatch(key, "([^>]+)") do   -- iterate over each key, splitting on ">",
                    if node and node[k] ~= nil then         -- trying the key as a string e.g. "1", (Added 'node and' for safety)
                        node = node[k]                      
                    elseif node and node[tonumber(k)] ~= nil then -- else using the key as numeric, (Added 'node and' for safety)
                        node = node[tonumber(k)]
                    else                                    -- If at any point the path breaks, the result is nil
                        node = nil
                        break
                    end                                     -- drilling down the JSON node after node
                end
                out[key] = roundValue(node)                 -- until outputting the final node (rounded)
            else
                out[key] = roundValue(heroData[key])        -- or just grab the data if not a path (rounded)
            end
        end
        outData[heroData["Name"]] = out                     -- Save data in the big table of heroes
    end
    return(outData)
end

p.heroHealthTable = function(frame)
    -- Pull data
    local heroHealthData = heroDataArray({"Name", "MaxHealth", "LevelScaling>MaxHealth"})

    local rows = {}
    for name, data in pairs(heroHealthData) do
        table.insert(rows, {
            name = name,
            maxHealth = data["MaxHealth"] or 0,
            scalingHealth = "+" .. data["LevelScaling>MaxHealth"] or 0,
            maxScalingHealth = (data["MaxHealth"] + data["LevelScaling>MaxHealth"] * soul_unlock.get_max("PowerIncrease")) or 0
        })
    end
    sortHeroes(rows)

    local tableDefs = {
        {
            title = "Base Health Stats",
            columns = {
                { label = "Starting", field = "maxHealth" },
                { label = "Added per Boon", field = "scalingHealth" },
                { label = "At Max Boon", field = "maxScalingHealth" },
            }
        }
    }
    
local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroRegenTable = function(frame)
    local heroRegenData = heroDataArray({"Name", "BaseHealthRegen", "SpiritScaling>BaseHealthRegen"})
    
    local rows = {}
    for name, data in pairs(heroRegenData) do
        table.insert(rows, {
            name = name,
            baseHealthRegen = data["BaseHealthRegen"] or 0,
            spiritHealthRegen = "+".. (data["SpiritScaling>BaseHealthRegen"] or 0),
        })
    end
    sortHeroes(rows)

    local tableDefs = {
        {
            title = "Base Health Regen Stats",
            columns = {
                { label = "HP/s", field = "baseHealthRegen" },
                { label = "Spirit Scaling", field = "spiritHealthRegen" }
            }
        }
    }

local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroDpsTable = function(frame)
    local heroDpsData = heroDataArray({"Name","Weapon>DPS","Weapon>ReloadSingle","Weapon>ReloadDelay","Weapon>ReloadTime",
        "Weapon>ClipSize","Weapon>RoundsPerSecond","Weapon>BulletDamage","Weapon>BulletsPerShot","Weapon>AltFire>DPS",
        "Weapon>AltFire>AmmoConsumedPerShot","Weapon>AltFire>RoundsPerSecond","Weapon>AltFire>BulletDamage","Weapon>AltFire>BulletsPerShot"})
   
    local rows = {}
    for name, data in pairs(heroDpsData) do
        table.insert(rows, {
            name = name,
            DPS = data["Weapon>DPS"] or 0,
            reloadDelay = data["Weapon>ReloadDelay"] or 0,
            reloadTime = data["Weapon>ReloadTime"] or 0,
            clipSize = data["Weapon>ClipSize"] or 0,
            roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
            bulletDamage = data["Weapon>BulletDamage"] or 0,
            bulletsPerShot = data["Weapon>BulletsPerShot"] or 0,
            altDPS = data["Weapon>AltFire>DPS"] or 0,
            altAmmoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"] or 0,
            altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"] or 0,
            altBulletDamage = data["Weapon>AltFire>BulletDamage"] or 0,
            altBulletsPerShot = data["Weapon>AltFire>BulletsPerShot"] or 0
        })
        
        local altBulletDamage = data["Weapon>AltFire>BulletDamage"]
        local altDPS = data["Weapon>AltFire>DPS"]
        local altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"]
        local altBulletsPerShot = data["Weapon>AltFire>BulletsPerShot"]
        if altBulletDamage and altBulletDamage ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                DPS = altDPS,
                reloadDelay = data["Weapon>ReloadDelay"] or 0,
                reloadTime = data["Weapon>ReloadTime"] or 0,
                clipSize = data["Weapon>ClipSize"] or 0,
                roundsPerSecond = altRoundsPerSecond,
                bulletDamage = altBulletDamage,
                bulletsPerShot = altBulletsPerShot
            })
        end
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Damage Stats",
            columns = {
                { label = "Damage per sec", field = "DPS"  },
                { label = "Reload Delay (s)", field = "reloadDelay"  },
                { label = "Reload Time (s)", field = "reloadTime"  },
                { label = "Ammo", field = "clipSize"  },
                { label = "Bullets per sec", field = "roundsPerSecond"  },
                { label = "Bullet Damage", field = "bulletDamage"  },
                { label = "Bullets Per Shot", field = "bulletsPerShot"  },
            }
        }   
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroBulletSpeedTable = function(frame)
    local heroBulletSpeedData = heroDataArray({
        "Name",
        "Weapon>BulletSpeed",
        "Weapon>AltFire>BulletSpeed"
    })

    local rows = {}
    for name, data in pairs(heroBulletSpeedData) do
        table.insert(rows, {
            name = name,
            bulletSpeed = data["Weapon>BulletSpeed"] or 0,
            altBulletSpeed = data["Weapon>AltFire>BulletSpeed"] or 0
        })
        
        local altBulletSpeed = data["Weapon>AltFire>BulletSpeed"]
        if altBulletSpeed and altBulletSpeed ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletSpeed = altBulletSpeed
            })
        end
    end

    sortHeroes(rows)

    local tableDefs = {
        {
            title = "Base Bullet Velocity",
            columns = {
                { label = "m/s", field = "bulletSpeed" }
            }
        }
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroClipSizeTable = function(frame)
    local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize","Weapon>BulletsPerBurst","Weapon>AltFire>AmmoConsumedPerShot","SpiritScaling>ClipSize"})
    
    local rows = {}
    for name, data in pairs(heroClipSizeData) do
        table.insert(rows, {
            name = name,
            clipSize = data["Weapon>ClipSize"] or 0,
            spiritClipSize = "+".. (data["SpiritScaling>ClipSize"] or 0),
            bulletsPerBurst = data["Weapon>BulletsPerBurst"] or 0,
            burstClipSize = data["Weapon>ClipSize"] or 0 / data["Weapon>BulletsPerBurst"] or 0,
            ammoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"] or 0
        })
        
        local ammoConsumedPerShot = data["Weapon>AltFire>AmmoConsumedPerShot"]
        if ammoConsumedPerShot and ammoConsumedPerShot ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletsPerBurst = ammoConsumedPerShot,
                clipSize = data["Weapon>ClipSize"] or 0,
                spiritClipSize = "+".. (data["SpiritScaling>ClipSize"] or 0),
            })
        end
    end
 
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Ammo Count",
            columns = {
                { label = "Ammo", field = "clipSize"  },
                { label = "Ammo Per Shot", field = "bulletsPerBurst"  },
                { label = "Spirit Scaling", field = "spiritClipSize"  },
            }
        } 
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroRoundsPerSecondTable = function(frame)
    local heroRoundsPerSecondData = heroDataArray({"Name", "Weapon>RoundsPerSecond", "Weapon>AltFire>RoundsPerSecond", "SpiritScaling>RoundsPerSecond", "SpiritScaling>FireRate"})
    
    local rows = {}
    for name, data in pairs(heroRoundsPerSecondData) do
        table.insert(rows, {
            name = name,
            roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
            altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"] or 0,
            spiritRoundsPerSecond = "+".. (data["SpiritScaling>RoundsPerSecond"] or 0),
            spiritFireRate = "+".. (data["SpiritScaling>FireRate"] or 0),
        })
        
        local altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"]
        if altRoundsPerSecond and altRoundsPerSecond ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                roundsPerSecond = altRoundsPerSecond,
                spiritRoundsPerSecond = "+".. (data["SpiritScaling>RoundsPerSecond"] or 0),
            })
        end
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Fire Rate",
            columns = {
                { label = "Rounds/s", field = "roundsPerSecond"  },
                { label = "Spirit Scaling", field = "spiritRoundsPerSecond"  },
            }
        }  
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroFalloffRangeTable = function(frame)
    local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange",  "Weapon>AltFire>FalloffStartRange", "Weapon>AltFire>FalloffEndRange",
    	"Weapon>AltFire>ExplosionRadius", "Weapon>FalloffEndScale", "Weapon>AltFire>ExplosionDamageScaleAtMaxRadius",})
    
    local rows = {}
    for name, data in pairs(heroFalloffRangeData) do
        table.insert(rows, {
            name = name,
            falloffStartRange = data["Weapon>FalloffStartRange"] or 0,
            falloffEndRange = data["Weapon>FalloffEndRange"] or 0,
            falloffEndScale = -100 + (100 * (data["Weapon>FalloffEndScale"] or 0)),
            altFalloffStartRange = data["Weapon>AltFire>FalloffStartRange"] or 0,
            altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"] or 0,
            altExplosionRadius = 0,
            altExplosionEndScale = (100 * (data["Weapon>AltFire>ExplosionDamageScaleAtMaxRadius"] or 0))
        })
    
        local altFalloffStartRange = data["Weapon>AltFire>FalloffStartRange"]
        local altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"]
        local altExplosionRadius = data["Weapon>AltFire>ExplosionRadius"] or 0
        local altExplosionEndScale = (100 * (data["Weapon>AltFire>ExplosionDamageScaleAtMaxRadius"] or 0))
        if altFalloffStartRange and altFalloffStartRange ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                falloffStartRange = altFalloffStartRange,
                falloffEndRange = altFalloffEndRange,
                altExplosionRadius = data["Weapon>AltFire>ExplosionRadius"] or 0,
                falloffEndScale = -100 + (100 * (data["Weapon>FalloffEndScale"] or 0))
            })
        end
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Falloff Range",
            columns = {
                { label = "Minimum Range (m)", field = "falloffStartRange"  },
                { label = "Maximum Range (m)", field = "falloffEndRange"  },
                { label = "Damage Falloff (%)", field = "falloffEndScale"  },
                { label = "Explosion Radius (m)", field = "altExplosionRadius"  },
            }
        }    
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroBulletDamageTable = function(frame)
    -- Pull data
    local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
    	"SpiritScaling>BulletDamage", "Weapon>BulletsPerShot", "Weapon>BulletsPerBurst"})

    local rows = {}
    for name, data in pairs(heroBulletDamageData) do
        table.insert(rows, {
            name = name,
            bulletDamage = data["Weapon>BulletDamage"] or 0,
            bulletDamagePerShot = ((data["Weapon>BulletDamage"] or 0) * (data["Weapon>BulletsPerShot"] or 0) * (data["Weapon>BulletsPerBurst"] or 0)),
            scalingDamage = "+" .. data["LevelScaling>BulletDamage"] or 0,
            maxScalingDamage =  (roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            altBulletDamage = data["Weapon>AltFire>BulletDamage"] or 0,
            spiritScalingDamage = "+" .. (data["SpiritScaling>BulletDamage"] or 0),
        })

        -- Secondary fire is listed as its own row, right under the hero's main row
        local altDamage = data["Weapon>AltFire>BulletDamage"]
        if altDamage and altDamage ~= 0 then
            local altScaling = data["LevelScaling>BulletDamageAltFire"] or 0
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletDamage = altDamage,
                scalingDamage = "+" .. altScaling,
                maxScalingDamage = roundValue(altDamage + altScaling * soul_unlock.get_max("PowerIncrease")),
                spiritScalingDamage = "+0",
            })
        end
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Bullet Damage Stats",
            columns = {
                { label = "Starting", field = "bulletDamage"  },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
                { label = "Spirit Scaling", field = "spiritScalingDamage"  },
            }
        },
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroMeleeTable = function(frame)
    -- Pull data
    local heroMeleeData = heroDataArray({"Name", "LightMeleeDamage", "LevelScaling>LightMeleeDamage", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage", "SpiritScaling>HeavyMeleeDamage"})

    local rows = {}
    for name, data in pairs(heroMeleeData) do
        table.insert(rows, {
            name = name,
            lightMeleeDamage = data["LightMeleeDamage"] or 0,
            lightScalingDamage = "+" .. data["LevelScaling>LightMeleeDamage"] or 0,
            lightMaxScalingDamage = (roundValueFour(data["LightMeleeDamage"] + data["LevelScaling>LightMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            heavyMeleeDamage = data["HeavyMeleeDamage"] or 0,
            heavyScalingDamage = "+" .. data["LevelScaling>HeavyMeleeDamage"] or 0,
            heavyMaxScalingDamage =  (roundValueFour(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            heavySpiritScalingDamage = "+" .. (data["SpiritScaling>HeavyMeleeDamage"] or 0),
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Light & Heavy Melee Stats",
            columns = {
                { label = "Starting Light", field = "lightMeleeDamage"  },
                { label = "Added per Boon (L)", field = "lightScalingDamage"  },
                { label = "At Max Boon (L)", field = "lightMaxScalingDamage"  },
                { label = "Starting Heavy", field = "heavyMeleeDamage"  },
                { label = "Added per Boon (H)", field = "heavyScalingDamage"  },
                { label = "At Max Boon (H)", field = "heavyMaxScalingDamage"  },
                { label = "Spirit Scaling (H)", field = "heavySpiritScalingDamage"  },
                
            }
        } 
    }
    
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroLightMeleeTable = function(frame)
    -- Pull data
    local heroLightMeleeData = heroDataArray({"Name", "LightMeleeDamage", "LevelScaling>LightMeleeDamage"})

    local rows = {}
    for name, data in pairs(heroLightMeleeData) do
        table.insert(rows, {
            name = name,
            lightMeleeDamage = data["LightMeleeDamage"] or 0,
            scalingDamage = "+" .. data["LevelScaling>LightMeleeDamage"] or 0,
            maxScalingDamage =  (roundValueFour(data["LightMeleeDamage"] + data["LevelScaling>LightMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Light Melee Stats",
            columns = {
                { label = "Starting", field = "lightMeleeDamage"  },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
            }
        } 
    }
    
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroHeavyMeleeTable = function(frame)
    -- Pull data
    local heroHeavyMeleeData = heroDataArray({"Name", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage", "SpiritScaling>HeavyMeleeDamage"})

    local rows = {}
    for name, data in pairs(heroHeavyMeleeData) do
        table.insert(rows, {
            name = name,
            heavyMeleeDamage = data["HeavyMeleeDamage"] or 0,
            scalingDamage = "+" .. data["LevelScaling>HeavyMeleeDamage"] or 0,
            maxScalingDamage = (roundValueFour(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            spiritScalingDamage = "+" .. (data["SpiritScaling>HeavyMeleeDamage"] or 0),
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Heavy Melee Stats",
            columns = {
                { label = "Starting", field = "heavyMeleeDamage"  },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
                { label = "Spirit Scaling", field = "spiritScalingDamage"  },
            }
        } 
    }
    
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroStaminaTable = function(frame)
    local heroStaminaData = heroDataArray({"Name", "Stamina", "StaminaCooldown"})

    local rows = {}
    for name, data in pairs(heroStaminaData) do
        table.insert(rows, {
            name = name,
            stamina = data["Stamina"] or 0,
            staminaCooldown = data["StaminaCooldown"] or 0
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Stamina Stats",
            columns = {
                { label = "Stamina Bars", field = "stamina"  },
                { label = "Cooldown (s)", field = "staminaCooldown"  },
            }
        } 
    }
    
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroDashTable = function(frame)
    local heroDashData = heroDataArray({"Name", "GroundDashSpeed", "GroundDashDuration", "AirDashSpeed", "AirDashDuration"})

    local rows = {}
    for name, data in pairs(heroDashData) do
        table.insert(rows, {
            name     = name,
            dashSpeed = data["GroundDashSpeed"] or 0,
            dashDuration = data["GroundDashDuration"] or 0,
            airDashSpeed = data["AirDashSpeed"] or 0,
            airDashDuration = data["AirDashDuration"] or 0,
        })
    end
    sortHeroes(rows)
    
    local tableDefs = {
    	{
            title   = "Base Dash Speed Stats",
            columns = {
                { label = "Dash Speed (m/s)", field = "dashSpeed"  },
                { label = "Dash Duration (s)", field = "dashDuration"  },
                { label = "Air Dash Speed (m/s)", field = "airDashSpeed"  },
                { label = "Air Dash Duration (s)", field = "airDashDuration"  },
            }
        } 
    }
    
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroReloadTable = function(frame)
    local heroReloadData = heroDataArray({"Name", "Weapon>ReloadTime"})

    local rows = {}
    for name, data in pairs(heroReloadData) do
        table.insert(rows, {
            name       = name,
            reloadTime = data["Weapon>ReloadTime"] or 0
        })
    end

    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Reload Time",
            columns = {
                { label = "Reload Time (s)", field = "reloadTime"  },
            }
        } 
    }
    
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroReloadDelayTable = function(frame)
    local heroReloadDelayData = heroDataArray({"Name", "Weapon>ReloadDelay"})

    local rows = {}
    for name, data in pairs(heroReloadDelayData) do
        table.insert(rows, {
            name = name,
            reloadDelay  = data["Weapon>ReloadDelay"] or 0
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Reload Delay",
            columns = {
                { label = "Reload Delay (s)", field = "reloadDelay"  }
            }
        }    
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroMoveSpeedTable = function(frame)
    local heroMoveSpeedData = heroDataArray({"Name", "MaxMoveSpeed", "SprintSpeed", "Weapon>ShootMoveSpeed", "SpiritScaling>MaxMoveSpeed", "SpiritScaling>SprintSpeed"})

    local rows = {}
    for name, data in pairs(heroMoveSpeedData) do
        table.insert(rows, {
            name = name,
            moveSpeed = data["MaxMoveSpeed"] or 0,
            sprintSpeed = data["SprintSpeed"] or 0,
            totalSpeed = data["MaxMoveSpeed"] + data["SprintSpeed"] or 0,
            shootSpeed = (data["Weapon>ShootMoveSpeed"] or 0) * 100,
            totalShootingSpeed = roundValue((data["MaxMoveSpeed"] + data["SprintSpeed"] or 0) * (data["Weapon>ShootMoveSpeed"] or 0)),
            spiritMoveSpeed = "+" .. (data["SpiritScaling>MaxMoveSpeed"] or 0),
            spiritSprintSpeed = "+" .. (data["SpiritScaling>SprintSpeed"] or 0),
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Move Speed Stats",
            columns = {
                { label = "Move Speed (m/s)", field = "moveSpeed"  },
                { label = "Sprint Speed (m/s)", field = "sprintSpeed"  },
                { label = "Total Speed (m/s)", field = "totalSpeed"  },
                { label = "Shooting Speed (m/s)", field = "totalShootingSpeed"  },
                { label = "Shooting Mult (%)", field = "shootSpeed"  },
                { label = "MS Spirit Scaling", field = "spiritMoveSpeed"  },
                { label = "SS Spirit Scaling", field = "spiritSprintSpeed"  },
            }
        }    
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroDamageResistTable = function(frame)
    local heroDamageResistData = heroDataArray({"Name", "BulletResist", "LevelScaling>BulletResist", "TechResist", "LevelScaling>TechResist", "MeleeResist", "CritDamageReceivedPercent",
   "SpiritScaling>BulletResist", "SpiritScaling>TechResist",
    })

    local rows = {}
    for name, data in pairs(heroDamageResistData) do
        table.insert(rows, {
            name = name,
            bulletResist  = data["BulletResist"] or 0,
            bulletResistScaling = "+".. (data["LevelScaling>BulletResist"] or 0),
            bulletResistScalingMax = ((roundValue((data["BulletResist"] or 0) + (data["LevelScaling>BulletResist"] or 0) * soul_unlock.get_max("PowerIncrease"))) or 0),
            bulletResistSpiritScaling = "+".. (data["SpiritScaling>BulletResist"] or 0),
            spiritResist  = data["TechResist"] or 0,
            spiritResistScaling = "+".. (data["LevelScaling>TechResist"] or 0),
            spiritResistScalingMax = ((roundValue((data["TechResist"] or 0) + (data["LevelScaling>TechResist"] or 0) * soul_unlock.get_max("PowerIncrease"))) or 0),
            spiritResistSpiritScaling = "+".. (data["SpiritScaling>TechResist"] or 0),
            meleeResist   = data["MeleeResist"] or 0,
            critReduction = data["CritDamageReceivedPercent"] or 0
        })
    end
    sortHeroes(rows)

    local tableDefs = {
        {
            title   = "Base Bullet Resist Stats",
            columns = {
                { label = "Starting (%)", field = "bulletResist"  },
                { label = "Added per Boon (%)",   field = "bulletResistScaling" },
                { label = "At Max Boon (%)",   field = "bulletResistScalingMax" },
                { label = "Spirit Scaling (%)",   field = "bulletResistSpiritScaling" },
            }
        },
        {
            title   = "Base Spirit Resist Stats",
            columns = {
                { label = "Starting (%)", field = "spiritResist"  },
                { label = "Added per Boon (%)",   field = "spiritResistScaling" },
                { label = "At Max Boon (%)",   field = "spiritResistScalingMax" },
                { label = "Spirit Scaling (%)",   field = "spiritResistSpiritScaling" },
            }
        },
        {
            title   = "Base Melee Resist Stats",
            columns = {
                { label = "Melee Resist (%)", field = "meleeResist" },
            }
        },
        {
            title   = "Base Crit Reduction Stats",
            columns = {
                { label = "Crit Reduction (%)", field = "critReduction" },
            }
        },
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroCritTable = function(frame)
    local heroCritData = heroDataArray({"Name", "CritDamageBonusPercent"})

    local rows = {}
    for name, data in pairs(heroCritData) do
        table.insert(rows, {
            name = name,
            critBonusScale  = data["CritDamageBonusPercent"] or 0
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Crit Bonus Scale Stats",
            columns = {
                { label = "Crit Bonus Scale (%)", field = "critBonusScale"  }
            }
        }    
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroSpiritTable = function(frame)
    local heroSpiritData = heroDataArray({"Name", "LevelScaling>TechPower"})

    local rows = {}
    for name, data in pairs(heroSpiritData) do
        table.insert(rows, {
            name = name,
            spiritScaling  = "+".. data["LevelScaling>TechPower"] or 0,
            maxSpiritScaling = (data["LevelScaling>TechPower"] * soul_unlock.get_max("PowerIncrease")) or 0,
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Spirit Scaling Stats",
            columns = {
                { label = "Spirit Per Boon", field = "spiritScaling"  },
                { label = "At Max Boon", field = "maxSpiritScaling"  },
            }
        }    
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.heroGravityTable = function(frame)
    local heroGravityData = heroDataArray({"Name", "GravityChange"})

    local rows = {}
    for name, data in pairs(heroGravityData) do
        table.insert(rows, {
            name = name,
            gravityScale  = (data["GravityChange"] or 0),
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Gravity Scale Stats",
            columns = {
                { label = "Gravity Scale (%)", field = "gravityScale"  },
            }
        }    
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.bulletGravityTable = function(frame)
    local heroGravityData = heroDataArray({"Name", "Weapon>BulletGravityScale", "Weapon>AltFire>BulletGravityScale"})

    local rows = {}
    for name, data in pairs(heroGravityData) do
        table.insert(rows, {
            name = name,
            gravityScale  = (data["Weapon>BulletGravityScale"] or 0),
            altGravityScale  = (data["Weapon>AltFire>BulletGravityScale"] or 0),
        })
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Bullet Gravity Scale Stats",
            columns = {
                { label = "Gravity Scale", field = "gravityScale"  },
            }
        },
        {
            title   = "Base Alt-fire Bullet Gravity Scale Stats",
            columns = {
                { label = "Gravity Scale", field = "altGravityScale"  },
            }
        }
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

p.bulletRadiusTable = function(frame)
    local heroBulletRadiusData = heroDataArray({"Name", "Weapon>BulletRadius", "Weapon>AltFire>BulletRadius"})

    local rows = {}
    for name, data in pairs(heroBulletRadiusData) do
        table.insert(rows, {
            name = name,
            bulletRadius  = (data["Weapon>BulletRadius"] or 0) * 100,
            bulletRadiusInches  = roundValueInteger((data["Weapon>BulletRadius"] or 0) * 100 * 0.394),
            altBulletRadius  = (data["Weapon>AltFire>BulletRadius"] or 0) * 100,
            altBulletRadiusInches  = roundValueInteger((data["Weapon>AltFire>BulletRadius"] or 0) * 100 * 0.394),
        })
        
        local altBulletRadius = (data["Weapon>AltFire>BulletRadius"] or 0) * 100
        local altBulletRadiusInches  = roundValueInteger((data["Weapon>AltFire>BulletRadius"] or 0) * 100 * 0.394)
        if altBulletRadius and altBulletRadius ~= 0 then
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletRadius = altBulletRadius,
                bulletRadiusInches = altBulletRadiusInches
            })
        end
    end
    sortHeroes(rows)

    local tableDefs = {
    	{
            title   = "Base Bullet Radius Stats",
            columns = {
                { label = "Bullet Radius (cm)", field = "bulletRadius"  },
                { label = "Bullet Radius (in)", field = "bulletRadiusInches"  },
            }
        }
    }

    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end

    return table.concat(output, "\n\n")
end

return p