Editing Module:ItemData

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Line 25: Line 25:
BonusAbilityDurationPercent = true,
BonusAbilityDurationPercent = true,
BonusAttackRangePercent = true,
BonusAttackRangePercent = true,
BonusBaseHealth = true,
BonusBulletSpeedPercent = true,
BonusBulletSpeedPercent = true,
BonusClipSizePercent = true,
BonusClipSizePercent = true,
Line 130: Line 129:
WeaponDamagePerStack = true,
WeaponDamagePerStack = true,
WeaponPowerPerStack = true,
WeaponPowerPerStack = true,
}
-- Mappings from placeholder tokens (used in descriptions) to the actual
-- flat property keys in Data:ItemData.json
local PROPERTY_KEY_OVERRIDES = {
    ["ArcaneSurgeWindow"] = "AbilityDuration",
    -- Add any other mismatches here as they appear
}
}


Line 284: Line 276:
--check Data:ItemData.json for properties
--check Data:ItemData.json for properties
p.get_prop = function(frame)
p.get_prop = function(frame)
    local item_name = frame.args[1]
local item_name = frame.args[1]
    local property = frame.args[2]
local property = frame.args[2]
    local raw = frame.args.raw == 'true'
local raw = frame.args.raw == 'true'
    local item = get_json_item(item_name)
local item = get_json_item(item_name)
    if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end


    -- Look up property directly; if missing, try the override table
local prop_value = item[property]
    local prop_value = item[property]
if (prop_value == nil) then return nil end
    if prop_value == nil and PROPERTY_KEY_OVERRIDES[property] then
        prop_value = item[ PROPERTY_KEY_OVERRIDES[property] ]
    end
    if (prop_value == nil) then return nil end


local display_value
local display_value
Line 351: Line 339:
p.get_component_name = function(frame)
p.get_component_name = function(frame)
local item_name = frame.args[1]
local item_name = frame.args[1]
local slot_arg = frame.args[2]
local item = get_json_item(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
Line 360: Line 346:
if(components == nil) then return nil end
if(components == nil) then return nil end
local slot = tonumber(slot_arg) or 1
local component_key = components[1]
local component_key = components[slot]
if (component_key == nil) then return nil end
local component = data[component_key]
local component = data[component_key]
local component = data[component_key]
if (component == nil) then return nil end
if (component == nil or component["IsDisabled"] == true) then return nil end
return component['Name']
return component['Name']
Line 372: Line 354:


-- {{Items count}} access point
-- {{Items count}} access point
function p.get_headcount(frame)
function p.get_headcount()
local item_type = frame.args[1]
local iter = 0
local iter = 0
local tbl = get_similar_items("IsDisabled")
local tbl = get_similar_items("IsDisabled")
for _, v in ipairs(tbl) do
for _, v in ipairs(tbl) do
if item_type == "Standard" then
if (v["IsDisabled"] == false and v["Name"] ~= nil) then
-- return only regular items
    if (v["IsDisabled"] == false and v["Slot"] ~= nil and v["StreetBrawl"] == false and v["Name"] ~= nil) then
iter = iter + 1
iter = iter + 1
  end
end
elseif item_type == "Street Brawl" then
-- return only street brawl items
        if (v["IsDisabled"] == false and v["Slot"] ~= nil and v["StreetBrawl"] == true and v["Name"] ~= nil) then
iter = iter + 1
  end
  end
end
end
return iter
return iter
Line 479: Line 451:


return meta
return meta
end
-- Builds Into functions
-- Helper: accepts item key or display name, returns the key used in data table
local function get_codename_from_input(input)
if data[input] then return input end
for k, v in pairs(data) do
if v["Name"] == input and (v["IsDisabled"] == false or v["IsDisabled"] == nil) then
return k
end
end
for k, v in pairs(data) do
if v["Name"] == input then return k end
end
return nil
end
-- Core logic: returns table of keys that have this item in their Components
local function get_component_of(item_input)
local target_key = get_codename_from_input(item_input)
if not target_key then return {} end
local parents = {}
for key, item in pairs(data) do
if item.IsDisabled ~= true and item.Components and type(item.Components) == "table" then
for _, comp in ipairs(item.Components) do
if comp == target_key then
table.insert(parents, key)
break
end
end
end
end
table.sort(parents)
return parents
end
-- Template: {{#invoke:ItemData|get_builds_into_count|ITEM_NAME}}
p.get_builds_into_count = function(frame)
local item = frame.args[1]
return #get_component_of(item)
end
-- Template: {{#invoke:ItemData|get_builds_into_name|ITEM_NAME|INDEX}}
p.get_builds_into_name = function(frame)
local item = frame.args[1]
local idx = tonumber(frame.args[2]) or 1
local parents = get_component_of(item)
local key = parents[idx]
return key and data[key] and data[key]["Name"] or ""
end
-- Template: {{#invoke:ItemData|get_builds_into|ITEM_NAME}}
-- Returns fully rendered ItemIcon templates
p.get_builds_into = function(frame)
local item = frame.args[1]
local parents = get_component_of(item)
if #parents == 0 then return "" end
local and_word = frame:preprocess("{{#invoke:Dictionary|translate|And}}")
and_word = mw.ustring.lower(and_word)
local parts = {}
for _, key in ipairs(parents) do
local name = data[key] and data[key]["Name"] or key
local icon = mw.getCurrentFrame():expandTemplate{ title = "ItemIcon", args = { name } }
table.insert(parts, icon)
end
if #parts == 1 then return parts[1] end
if #parts == 2 then
return parts[1] .. " " .. and_word .. " " .. parts[2]
end
local last = table.remove(parts)
return table.concat(parts, ", ") .. ", " .. and_word .. " " .. last
end
end


return p
return p
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