Module:HeroDataArrays: Difference between revisions

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added spirit scaling to all relevant stats
added alt fire stats to all tables where applicable
 
(30 intermediate revisions by 3 users not shown)
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 20: Line 33:
     if type(value) == "number" then
     if type(value) == "number" then
         return util_module.round_to_sig_fig(value, 3)
         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
     end
     return value
     return value
Line 38: Line 67:
             for _, col in ipairs(tableDef.columns) do
             for _, col in ipairs(tableDef.columns) do
                 if r[col.field] ~= 0 and r[col.field] ~= nil then
                 if r[col.field] ~= 0 and r[col.field] ~= nil then
                if r[col.field] ~= "+0" then
                     hasValue = true
                     hasValue = true
                     break
                     break
                    end
                 end
                 end
             end
             end
Line 70: Line 101:
             cells = cells .. " || " .. (r[col.field] or 0)
             cells = cells .. " || " .. (r[col.field] or 0)
         end
         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 ..
         t = t ..
             "|- \n" ..
             "|- \n" ..
             "| style=\"text-align:left;\" | " ..
             nameCell ..
            frame:expandTemplate{ title = "PageRef", args = { r.name } } ..
             cells .. " \n"
             cells .. " \n"
     end
     end
Line 123: 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 = tonumber(roundValue(data["MaxHealth"] + data["LevelScaling>MaxHealth"] * soul_unlock.get_max("PowerIncrease"))) 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)


     local tableDefs = {
     local tableDefs = {
         {
         {
             title = "Hero Base Health Stats",
             title = "Base Health Stats",
             columns = {
             columns = {
                 { label = "Starting", field = "maxHealth" },
                 { label = "Starting", field = "maxHealth" },
Line 160: Line 200:
             name = name,
             name = name,
             baseHealthRegen = data["BaseHealthRegen"] or 0,
             baseHealthRegen = data["BaseHealthRegen"] or 0,
             spiritHealthRegen = "+".. (tonumber(data["SpiritScaling>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 tableDefs = {
     local tableDefs = {
         {
         {
             title = "Hero Base Health Regen",
             title = "Base Health Regen Stats",
             columns = {
             columns = {
                 { label = "HP/s", field = "baseHealthRegen" },
                 { label = "HP/s", field = "baseHealthRegen" },
Line 208: Line 248:
             altBulletsPerShot = data["Weapon>AltFire>BulletsPerShot"] 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 = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Damage",
             title  = "Base Damage Stats",
             columns = {
             columns = {
                 { label = "Damage per sec", field = "DPS"  },
                 { label = "Damage per sec", field = "DPS"  },
Line 223: Line 282:
                 { label = "Bullets Per Shot", field = "bulletsPerShot"  },
                 { label = "Bullets Per Shot", field = "bulletsPerShot"  },
             }
             }
         },
         }   
    {
            title   = "Hero Base Alt-Fire Damage",
            columns = {
                { label = "Damage per sec", field = "altDPS"  },
                { label = "Ammo Per Shot", field = "altAmmoConsumedPerShot"  },
                { label = "Bullets per sec", field = "altRoundsPerSecond"  },
                { label = "Bullet Damage", field = "altBulletDamage"  },
                { label = "Bullets Per Shot", field = "altBulletsPerShot"  },
            }
        }   
     }
     }


Line 261: Line 310:
             altBulletSpeed = data["Weapon>AltFire>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)
     sortHeroes(rows)
        return a.name:lower() < b.name:lower()
    end)


     local tableDefs = {
     local tableDefs = {
Line 272: Line 329:
             columns = {
             columns = {
                 { label = "m/s", field = "bulletSpeed" }
                 { label = "m/s", field = "bulletSpeed" }
            }
        },
        {
            title = "Base Alt-Fire Bullet Velocity",
            columns = {
                { label = "m/s", field = "altBulletSpeed" }
             }
             }
         }
         }
Line 294: Line 345:


p.heroClipSizeTable = function(frame)
p.heroClipSizeTable = function(frame)
     local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize","Weapon>AltFire>AmmoConsumedPerShot","SpiritScaling>ClipSize"})
     local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize","Weapon>BulletsPerBurst","Weapon>AltFire>AmmoConsumedPerShot","SpiritScaling>ClipSize"})
      
      
     local rows = {}
     local rows = {}
Line 301: Line 352:
             name = name,
             name = name,
             clipSize = data["Weapon>ClipSize"] or 0,
             clipSize = data["Weapon>ClipSize"] or 0,
             spiritClipSize = "+".. (tonumber(data["SpiritScaling>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
             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 tableDefs = {
     local tableDefs = {
Line 313: Line 378:
             columns = {
             columns = {
                 { label = "Ammo", field = "clipSize"  },
                 { label = "Ammo", field = "clipSize"  },
                { label = "Ammo Per Shot", field = "bulletsPerBurst"  },
                 { label = "Spirit Scaling", field = "spiritClipSize"  },
                 { label = "Spirit Scaling", field = "spiritClipSize"  },
             }
             }
         },
         }  
    {
            title  = "Alt-Fire Ammo Cost",
            columns = {
                { label = "Ammo Per Shot", field = "ammoConsumedPerShot"  },
            }
        }   
     }
     }


Line 344: Line 404:
             roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
             roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
             altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"] or 0,
             altRoundsPerSecond = data["Weapon>AltFire>RoundsPerSecond"] or 0,
             spiritRoundsPerSecond = "+".. (tonumber(data["SpiritScaling>RoundsPerSecond"]) or 0),
             spiritRoundsPerSecond = "+".. (data["SpiritScaling>RoundsPerSecond"] or 0),
             spiritFireRate = "+".. (tonumber(data["SpiritScaling>FireRate"]) 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 tableDefs = {
     local tableDefs = {
Line 357: Line 428:
                 { label = "Spirit Scaling", field = "spiritRoundsPerSecond"  },
                 { label = "Spirit Scaling", field = "spiritRoundsPerSecond"  },
             }
             }
         },
         }   
    {
            title  = "Base Alt-Fire Fire Rate",
            columns = {
                { label = "Rounds/s", field = "altRoundsPerSecond" },
            }
        }   
     }
     }


Line 379: Line 444:
p.heroFalloffRangeTable = function(frame)
p.heroFalloffRangeTable = function(frame)
     local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange",  "Weapon>AltFire>FalloffStartRange", "Weapon>AltFire>FalloffEndRange",
     local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange",  "Weapon>AltFire>FalloffStartRange", "Weapon>AltFire>FalloffEndRange",
     "Weapon>AltFire>ExplosionRadius"})
     "Weapon>AltFire>ExplosionRadius", "Weapon>FalloffEndScale", "Weapon>AltFire>ExplosionDamageScaleAtMaxRadius",})
      
      
     local rows = {}
     local rows = {}
Line 387: Line 452:
             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,
             altFalloffStartRange = data["Weapon>AltFire>FalloffStartRange"] or 0,
             altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"] or 0,
             altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"] or 0,
             altExplosionRadius = data["Weapon>AltFire>ExplosionRadius"] 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 tableDefs = {
     local tableDefs = {
Line 400: Line 483:
                 { label = "Minimum Range (m)", field = "falloffStartRange"  },
                 { label = "Minimum Range (m)", field = "falloffStartRange"  },
                 { label = "Maximum Range (m)", field = "falloffEndRange"  },
                 { label = "Maximum Range (m)", field = "falloffEndRange"  },
            }
                 { label = "Damage Falloff (%)", field = "falloffEndScale"  },
        } ,
    {
            title  = "Base Alt-Fire Falloff Range",
            columns = {
                 { label = "Minimum Range (m)", field = "altFalloffStartRange"  },
                { label = "Maximum Range (m)", field = "altFalloffEndRange"  },
                 { label = "Explosion Radius (m)", field = "altExplosionRadius"  },
                 { label = "Explosion Radius (m)", field = "altExplosionRadius"  },
             }
             }
Line 426: Line 503:
     -- Pull data
     -- Pull data
     local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
     local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
     "SpiritScaling>BulletDamage" })
     "SpiritScaling>BulletDamage", "Weapon>BulletsPerShot", "Weapon>BulletsPerBurst"})


     local rows = {}
     local rows = {}
Line 432: 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)),
             maxScalingDamage =  tonumber(roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
             scalingDamage = "+" .. data["LevelScaling>BulletDamage"] or 0,
             altBulletDamage = tonumber(data["Weapon>AltFire>BulletDamage"]) or 0,
             maxScalingDamage =  (roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
             spiritScalingDamage = "+" .. (tonumber(data["SpiritScaling>BulletDamage"]) 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 tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Bullet Damage Stats",
             title  = "Base Bullet Damage Stats",
             columns = {
             columns = {
                 { label = "Starting", field = "bulletDamage"  },
                 { label = "Starting", field = "bulletDamage"  },
Line 453: Line 546:
     }
     }


    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 = {}
     local output = {}
     for _, def in ipairs(tableDefs) do
     for _, def in ipairs(tableDefs) do
Line 472: 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 =  tonumber(roundValue(data["LightMeleeDamage"] + data["LevelScaling>LightMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) 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 tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Light Melee Stats",
             title  = "Base Light Melee Stats",
             columns = {
             columns = {
                 { label = "Starting", field = "lightMeleeDamage"  },
                 { label = "Starting", field = "lightMeleeDamage"  },
Line 509: 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 = tonumber(roundValue(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
             maxScalingDamage = (roundValueFour(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
             spiritScalingDamage = "+" .. (tonumber(data["SpiritScaling>HeavyMeleeDamage"]) 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 tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Heavy Melee Stats",
             title  = "Base Heavy Melee Stats",
             columns = {
             columns = {
                 { label = "Starting", field = "heavyMeleeDamage"  },
                 { label = "Starting", field = "heavyMeleeDamage"  },
Line 551: Line 690:
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Stamina Stats",
             title  = "Base Stamina Stats",
             columns = {
             columns = {
                 { label = "Stamina Bars", field = "stamina"  },
                 { label = "Stamina Bars", field = "stamina"  },
Line 575: Line 714:


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 581: Line 720:
         table.insert(rows, {
         table.insert(rows, {
             name    = name,
             name    = name,
             dashSpeed = 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 = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Dash Speed Stats",
             title  = "Base Dash Speed Stats",
             columns = {
             columns = {
                 { label = "Dash Speed (m/s)", field = "dashSpeed"  },
                 { 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"  },
             }
             }
         }  
         }  
Line 613: Line 758:
         table.insert(rows, {
         table.insert(rows, {
             name      = name,
             name      = name,
             reloadTime = tonumber(data["Weapon>ReloadTime"]) or 0
             reloadTime = data["Weapon>ReloadTime"] or 0
         })
         })
     end
     end


     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Reload Time Stats",
             title  = "Base Reload Time",
             columns = {
             columns = {
                 { label = "Reload Time (s)", field = "reloadTime"  },
                 { label = "Reload Time (s)", field = "reloadTime"  },
Line 649: Line 794:
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Reload Delay Stats",
             title  = "Base Reload Delay",
             columns = {
             columns = {
                 { label = "Reload Delay (s)", field = "reloadDelay"  }
                 { label = "Reload Delay (s)", field = "reloadDelay"  }
Line 672: Line 817:


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


     local rows = {}
     local rows = {}
Line 678: 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 = tonumber(data["MaxMoveSpeed"] + data["SprintSpeed"]) or 0,
             totalSpeed = data["MaxMoveSpeed"] + data["SprintSpeed"] or 0,
             spiritMoveSpeed = "+" .. (tonumber(data["SpiritScaling>MaxMoveSpeed"]) or 0),
            shootSpeed = (data["Weapon>ShootMoveSpeed"] or 0) * 100,
             spiritSprintSpeed = "+" .. (tonumber(data["SpiritScaling>SprintSpeed"]) or 0),
            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 tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Move Speed Stats",
             title  = "Base Move Speed Stats",
             columns = {
             columns = {
                 { label = "Move Speed (m/s)", field = "moveSpeed"  },
                 { label = "Move Speed (m/s)", field = "moveSpeed"  },
                 { label = "Sprint Speed (m/s)", field = "sprintSpeed"  },
                 { label = "Sprint Speed (m/s)", field = "sprintSpeed"  },
                 { label = "Total Speed (m/s)", field = "totalSpeed"  },
                 { 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 = "MS Spirit Scaling", field = "spiritMoveSpeed"  },
                 { label = "SS Spirit Scaling", field = "spiritSprintSpeed"  },
                 { label = "SS Spirit Scaling", field = "spiritSprintSpeed"  },
Line 721: Line 870:
             name = name,
             name = name,
             bulletResist  = data["BulletResist"] or 0,
             bulletResist  = data["BulletResist"] or 0,
             bulletResistScaling = data["LevelScaling>BulletResist"] or 0,
             bulletResistScaling = "+".. (data["LevelScaling>BulletResist"] or 0),
             bulletResistSpiritScaling = data["SpiritScaling>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,
             spiritResist  = data["TechResist"] or 0,
             spiritResistScaling = data["LevelScaling>TechResist"] or 0,
             spiritResistScaling = "+".. (data["LevelScaling>TechResist"] or 0),
             spiritResistSpiritScaling = data["SpiritScaling>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,
             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 = {
     local tableDefs = {
         {
         {
             title  = "Hero Base Bullet Resist Stats",
             title  = "Base Bullet Resist Stats",
             columns = {
             columns = {
                 { label = "Bullet Resist (%)", field = "bulletResist"  },
                 { label = "Starting (%)", field = "bulletResist"  },
                 { label = "BR per Boon (%)",  field = "bulletResistScaling" },
                 { label = "Added per Boon (%)",  field = "bulletResistScaling" },
                 { label = "BR Spirit Scaling (%)",  field = "bulletResistSpiritScaling" },
                 { label = "At Max Boon (%)",  field = "bulletResistScalingMax" },
                { label = "Spirit Scaling (%)",  field = "bulletResistSpiritScaling" },
             }
             }
         },
         },
         {
         {
             title  = "Hero Base Spirit Resist Stats",
             title  = "Base Spirit Resist Stats",
             columns = {
             columns = {
                 { label = "Spirit Resist (%)", field = "spiritResist"  },
                 { label = "Starting (%)", field = "spiritResist"  },
                 { label = "SR per Boon (%)",  field = "spiritResistScaling" },
                 { label = "Added per Boon (%)",  field = "spiritResistScaling" },
                 { label = "SR Spirit Scaling (%)",  field = "spiritResistSpiritScaling" },
                 { label = "At Max Boon (%)",  field = "spiritResistScalingMax" },
                { label = "Spirit Scaling (%)",  field = "spiritResistSpiritScaling" },
             }
             }
         },
         },
         {
         {
             title  = "Hero Base Melee Resist Stats",
             title  = "Base Melee Resist Stats",
             columns = {
             columns = {
                 { label = "Melee Resist (%)", field = "meleeResist" },
                 { label = "Melee Resist (%)", field = "meleeResist" },
Line 756: Line 909:
         },
         },
         {
         {
             title  = "Hero Base Crit Reduction Stats",
             title  = "Base Crit Reduction Stats",
             columns = {
             columns = {
                 { label = "Crit Reduction (%)", field = "critReduction" },
                 { label = "Crit Reduction (%)", field = "critReduction" },
Line 784: Line 937:
         })
         })
     end
     end
     table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
     sortHeroes(rows)


     local tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Base Crit Bonus Scale Stats",
             title  = "Base Crit Bonus Scale Stats",
             columns = {
             columns = {
                 { label = "Crit Bonus Scale (%)", field = "critBonusScale"  }
                 { label = "Crit Bonus Scale (%)", field = "critBonusScale"  }
Line 814: Line 967:
             name = name,
             name = name,
             spiritScaling  = "+".. data["LevelScaling>TechPower"] or 0,
             spiritScaling  = "+".. data["LevelScaling>TechPower"] or 0,
             maxSpiritScaling = tonumber(data["LevelScaling>TechPower"] * soul_unlock.get_max("PowerIncrease")) or 0,
             maxSpiritScaling = (data["LevelScaling>TechPower"] * 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 tableDefs = {
     local tableDefs = {
     {
     {
             title  = "Hero Spirit Scaling Stats",
             title  = "Spirit Scaling Stats",
             columns = {
             columns = {
                 { label = "Spirit Per Boon", field = "spiritScaling"  },
                 { label = "Spirit Per Boon", field = "spiritScaling"  },
Line 827: Line 980:
             }
             }
         }     
         }     
    }
    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"  },
            }
        }
     }
     }



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