Module:HeroDataArrays

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Revision as of 16:44, 5 June 2026 by Gammaton32 (talk | contribs) (gravity scale)
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Overview

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.name or "")
        local nameB = getSortName(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

-- 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

        t = t ..
            "|- \n" ..
            "| style=\"text-align:left;\" | " ..
            frame:expandTemplate{ title = "PageRef", args = { r.name } } ..
            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 = tonumber(data["MaxHealth"]) or 0,
            scalingHealth = "+" .. tonumber(data["LevelScaling>MaxHealth"]) or 0,
            maxScalingHealth = tonumber(roundValue(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 = "+".. (tonumber(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
        })
    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"  },
            }
        }, 
    	{
            title   = "Base Alt-Fire Damage Stats",
            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"  },
            }
        }    
    }

    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
        })
    end

    sortHeroes(rows)

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

    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 = "+".. (tonumber(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
        })
    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"  },
            }
        },
    	{
            title   = "Alt-Fire Ammo Cost",
            columns = {
                { label = "Ammo Per Shot", field = "ammoConsumedPerShot"  },
            }
        }    
    }

    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 = "+".. (tonumber(data["SpiritScaling>RoundsPerSecond"]) or 0),
            spiritFireRate = "+".. (tonumber(data["SpiritScaling>FireRate"]) or 0),
        })
    end
    sortHeroes(rows)

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

    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"})
    
    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 * tonumber(data["Weapon>FalloffEndScale"] or 0)),
            altFalloffStartRange = data["Weapon>AltFire>FalloffStartRange"] or 0,
            altFalloffEndRange = data["Weapon>AltFire>FalloffEndRange"] or 0,
            altExplosionRadius = data["Weapon>AltFire>ExplosionRadius"] or 0
        })
    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"  },
            }
        } ,
    	{
            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"  },
            }
        }    
    }

    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 = tonumber(data["Weapon>BulletDamage"]) or 0,
            bulletDamagePerShot = ((data["Weapon>BulletDamage"] or 0) * (data["Weapon>BulletsPerShot"] or 0) * (data["Weapon>BulletsPerBurst"] or 0)),
            scalingDamage = "+" .. tonumber(data["LevelScaling>BulletDamage"]) or 0,
            maxScalingDamage =  tonumber(roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            altBulletDamage = tonumber(data["Weapon>AltFire>BulletDamage"]) or 0,
            spiritScalingDamage = "+" .. (tonumber(data["SpiritScaling>BulletDamage"]) or 0),
        })
    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.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 = tonumber(data["LightMeleeDamage"]) or 0,
            scalingDamage = "+" .. tonumber(data["LevelScaling>LightMeleeDamage"]) or 0,
            maxScalingDamage =  tonumber(roundValue(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 = tonumber(data["HeavyMeleeDamage"]) or 0,
            scalingDamage = "+" .. tonumber(data["LevelScaling>HeavyMeleeDamage"]) or 0,
            maxScalingDamage =  tonumber(roundValue(data["HeavyMeleeDamage"] + data["LevelScaling>HeavyMeleeDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            spiritScalingDamage = "+" .. (tonumber(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 = tonumber(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", "SpiritScaling>MaxMoveSpeed", "SpiritScaling>SprintSpeed"})

    local rows = {}
    for name, data in pairs(heroMoveSpeedData) do
        table.insert(rows, {
            name = name,
            moveSpeed = tonumber(data["MaxMoveSpeed"]) or 0,
            sprintSpeed = tonumber(data["SprintSpeed"]) or 0,
            totalSpeed = tonumber(data["MaxMoveSpeed"] + data["SprintSpeed"]) or 0,
            spiritMoveSpeed = "+" .. (tonumber(data["SpiritScaling>MaxMoveSpeed"]) or 0),
            spiritSprintSpeed = "+" .. (tonumber(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 = "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 = (tonumber(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 = (tonumber(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 = tonumber(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

return p