Module:ItemData: Difference between revisions

From The Deadlock Wiki
Jump to navigation Jump to search
No edit summary
LVL (talk | contribs)
Added bonusbasehealth for colossus
 
(12 intermediate revisions by 4 users not shown)
Line 25: Line 25:
BonusAbilityDurationPercent = true,
BonusAbilityDurationPercent = true,
BonusAttackRangePercent = true,
BonusAttackRangePercent = true,
BonusBaseHealth = true,
BonusBulletSpeedPercent = true,
BonusBulletSpeedPercent = true,
BonusClipSizePercent = true,
BonusClipSizePercent = true,
Line 33: Line 34:
BonusSoulsPct = true,
BonusSoulsPct = true,
BonusZoomPercent = true,
BonusZoomPercent = true,
BuffBulletResist = true,
BuffMeleeDamageBoost = true,
BuffMeleeDamageBoost = true,
BuffTechResist = true,
BulletArmorReduction = true,
BulletArmorReduction = true,
BulletDamageReflectedPct = true,
BulletDamageReflectedPct = true,
Line 127: Line 130:
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 274: Line 284:
--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


local prop_value = item[property]
    -- Look up property directly; if missing, try the override table
if (prop_value == nil) then return nil end
    local prop_value = item[property]
    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 337: Line 351:
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 344: Line 360:
if(components == nil) then return nil end
if(components == nil) then return nil end
local component_key = components[1]
local slot = tonumber(slot_arg) or 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 352: Line 372:


-- {{Items count}} access point
-- {{Items count}} access point
function p.get_headcount()
function p.get_headcount(frame)
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 (v["IsDisabled"] == false and v["Name"] ~= nil) then
if item_type == "Standard" 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 415: Line 445:
return result
return result
end
end
end
-- Helping function for [[Module:Enhanced]]
function p.get_prop_meta(item_name, property)
local item = get_json_item(item_name)
if not item then return nil end
local raw = item[property]
if raw == nil then return nil end
local meta = {
unit = nil,    -- "%", "m", "s" or nil
scale = nil    -- { type = "Ss"/"Boon", value = number } or nil
}
if percentage_properties[property] then
meta.unit = "%"
end
if type(raw) == "table"
and raw.Scale
and raw.Scale.Value
and raw.Scale.Type
then
local scale_val = tonumber(raw.Scale.Value)
if scale_val and scale_val ~= 0 then
meta.scale = {
type = raw.Scale.Type == "power_increase" and "Boon" or "Ss",
value = util_module.round_to_sig_fig(scale_val, 2)
}
end
end
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

Latest revision as of 17:36, 28 July 2026

Loads data from Data:ItemData.json

{{#invoke:ItemData|FUNCTION_NAME|PARAMETER1|PARAMETER2}}

Functions

[edit source]
  • get_cost|ITEM_NAME
    • Returns the total cost including components.
  • get_type|ITEM_NAME
    • The ItemData.json has different names for each category: Weapon = Weapon, Vitality = Armor, Spirit = Tech. This function will return Weapon, Vitality, or Spirit
  • is_active|ITEM_NAME
    • returns true/false
  • get_prop|ITEM_NAME|PROPERTY
    • Returns the value of one of the item's properties. Check the json file for item properties.
    • Automatically appends "%" to percentage-based properties and shows scaling templates (Boon/Ss) when applicable.
  • get_codename|ITEM_NAME
    • Returns the item's codename in game files
  • get_component_name|ITEM_NAME
    • Returns the display name of the item's first component (if any)
  • get_headcount
    • Returns the number of items that are not disabled
  • get_builds_into|ITEM_NAME
    • Returns a formatted list of items that use this item as a component, rendered with ItemIcon templates (e.g., "ItemIcon templates separated by commas and 'and'")
  • get_builds_into_count|ITEM_NAME
    • Returns the number of items that use this item as a component
  • get_builds_into_name|ITEM_NAME|INDEX
    • Returns the display name of the nth item (1-indexed) that uses this item as a component

Example

[edit source]

To get the total cost of Boundless Spirit you'd type:

{{#invoke:ItemData|get_cost|Boundless Spirit}}

and it would return:

6,400

To get Boundless Spirit's Spirit Power:

{{#invoke:ItemData|get_prop|Boundless Spirit|TechPower}}

and it would return:

30

If an item key (English name) has been provided, the item name can be replaced by:

{{#var:item_key_or_en}}

for example:

{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|TechPower}}

To get Boundless Spirit's codename:

{{#invoke:ItemData|get_codename|Boundless Spirit}}

and it would return:

upgrade_boundless_spirit

To find what items Debuff Reducer builds into:

{{#invoke:ItemData|get_builds_into|Debuff Reducer}}

and it would return:

Spellbreaker and Unstoppable


local p = {};
local lang = require "Module:Lang"
local util_module = require "Module:Utilities"
local data = mw.loadJsonData("Data:ItemData.json")

-- A list of item properties that should have a '%' sign appended to their base value.
local percentage_properties = {
	AbilityLifestealPercentHero = true,
	AbilityLifestealPercentHeroPassive = true,
	ActivatedFireRate = true,
	ActiveBonusFireRate = true,
	ActiveBonusLifesteal = true,
	ActiveReloadPercent = true,
	AirBonusDamageGiven = true,
	AirBonusDamageTaken = true,
	AirControlPercent = true,
	AirMoveIncreasePercent = true,
	AllyPercentage = true,
	AmbushBonusFireRate = true,
	AmbushBonusMeleeDamage = true,
	AmmoReloadPercent = true,
	BaseAttackDamagePercent = true,
	BaseAttackDamagePercentAtMaxDuration = true,
	BaseAttackDamagePercentBonus = true,
	BonusAbilityDurationPercent = true,
	BonusAttackRangePercent = true,
	BonusBaseHealth = true,
	BonusBulletSpeedPercent = true,
	BonusClipSizePercent = true,
	BonusDamagePercent = true,
	BonusFireRate = true,
	BonusHeavyMeleeDamage = true,
	BonusMeleeDamagePercent = true,
	BonusSoulsPct = true,
	BonusZoomPercent = true,
	BuffBulletResist = true,
	BuffMeleeDamageBoost = true,
	BuffTechResist = true,
	BulletArmorReduction = true,
	BulletDamageReflectedPct = true,
	BulletLifestealPercent = true,
	BulletProcDeflectionPercent = true,
	BulletResist = true,
	BulletResistBelowThreshold = true,
	BulletResistPerStack = true,
	BulletResistReduction = true,
	CloseRangeBonusWeaponPower = true,
	CooldownBetweenChargeReduction = true,
	CooldownReduction = true,
	CooldownReductionOnChargedAbilities = true,
	CooldownReductionOnHitPct = true,
	CooldownReductionPctOnNonHeroes = true,
	CritDamagePercent = true,
	CurrentHealthDamage = true,
	DamagePctVsNonHeroes = true,
	DeathImmunityDamageReduction = true,
	DeflectionPercent = true,
	DotHealthPercent = true,
	FervorTechResist = true,
	FervorFireRate = true,
	FireRatePerKill = true,
	FireRateBonus = true,
	FireRateSlow = true,
	FireRateWhileSliding = true,
	GravityScale = true,
	GroundDashReductionPercent = true,
	HealAmpCastPercent = true,
	HealAmpReceivePenaltyPercent = true,
	HealAmpRegenPenaltyPercent = true,
	HealAmpRegenPercent = true,
	HealLifePercentOutOfCombat = true,
	HealPercentAmount = true,
	HealPercentPerHeadshot = true,
	HealthPctDamage = true,
	ItemCooldownReduction = true,
	ImbueAbilityLifesteal = true,
	ImbuedCooldownReduction = true,
	LifestealHealPercent = true,
	LightMeleeAmmo = true,
	LongRangeBonusWeaponPower = true,
	MagicIncreasePerStack = true,
	MagicResistReduction = true,
	MaxArmorStacks = true,
	MaxHealthDamage = true,
	MaxHealthLossPercent = true,
	MaxHealthPercentAsDPS = true,
	MaxHPDamage = true,
	MaxSlowPercent = true,
	MeleeDistanceScale = true,
	MeleeResistPercent = true,
	ModelScaleGrowthTooltip = true,
	MoveWhileShootingSpeedPenaltyReductionPercent = true,
	MoveWhileZoomedSpeedPenaltyReductionPercent = true,
	MovementSpeedSlow = true,
	NonHeroHealPct = true,
	NonHeroReductionPercent = true,
	NonPlayerBonusWeaponPower = true,
	NonPlayerBulletResist = true,
	OutgoingDamagePenaltyPercent = true,
	ParrySuccessHealPercentage = true,
	PercentDamage = true,
	ProcBaseAttackDamagePercent = true,
	ProcBaseAttackDamagePercentAltFire = true,
	ProcChance = true,
	ReduceFootstepSound = true,
	ReloadSpeedMultipler = true,
	ResistStealAmount = true,
	RespawnTime = true,
	RicochetDamagePercent = true,
	SelfModifier = true,
	SlideScale = true,
	SlowPercent = true,
	SlowResistancePercent = true,
	SpiritDamageReductionProc = true,
	SpiritDamageReflectedPct = true,
	StackingTechRangeMultiplier = true,
	StackingTechRadiusMultiplier = true,
	StaminaCooldownReduction = true,
	StatusResistancePercent = true,
	TechArmorDamageReduction = true,
	TechDamagePercent = true,
	TechDamageReduction = true,
	TechPowerPercent = true,
	TechRadiusMultiplier = true,
	TechRadiusMultiplierBuff = true,
	TechRangeMultiplier = true,
	TechRangeMultiplierBuff = true,
	TechResist = true,
	TechResistBelowThreshold = true,
	WeaponDamagePerStack = 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
}

local function strip_suffix(value)
	if type(value) == "number" then
		return tostring(value)
	end
	if type(value) ~= "string" then
		return tostring(value)
	end
	return value:match("[-%d%.]+") or value
end


---------------------------------------- Utility functions

-- Returns the table of a specific item.
-- Prioritizes active (non-disabled) items if multiple entries share the same name.
-- @function   get_json_item
-- @param      {string}
-- @return     {table}
local function get_json_item(name)
	-- First, try to find an active item. This handles cases where a disabled item
	-- with the same name exists in the data (e.g., old versions).
	for _, v in pairs(data) do
		if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
			return v -- Return the active item immediately
		end
	end

	-- If no active item was found, fall back to finding any item with the name.
	-- This preserves functionality for items that are intentionally disabled.
	for _, v in pairs(data) do
		if (v["Name"] == name) then
			return v
		end
	end
	
	return nil -- Return nil if no item was found at all
end

-- Returns an array of item tables that have the same properties
-- @function   get_similar_items
-- @param      {string}
-- @return     {array of tables}
local function get_similar_items(property)
	local similarItems = {}
	for _, v in pairs(data) do
		if (v[property] ~= nil) then
			table.insert(similarItems, v)
		end
	end
	return similarItems
end

-- Adds commas delimiter to the thousands place
local function Format(amount)
	local contentLanguage = mw.language.getContentLanguage()
    local formatted = amount
    if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end
    return contentLanguage:formatNum(tonumber(formatted))
end

--- Get cost of an item 
-- @function   get_cost
-- @param      {string}
-- @return     {number}
local function get_cost(item_name)
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	return tonumber(item["Cost"])
end

--- Get type/slot/category of an item 
-- @function   get_type
-- @param      {string} item_name
-- @param      {boolean} raw (optional)
-- @return     {string}
local function get_type(item_name, raw)
	local item = get_json_item(item_name)
	if not item then 
		return "<span style=\"color:red;\">Item Not Found.</span>"
	end

	local slot = item["Slot"]
	if not slot then return nil end

	local key_map = {
		Weapon = 'CitadelCategoryWeapon',
		Armor = 'CitadelCategoryArmor',
		Tech = 'CitadelCategoryTech'
	}

	local key = key_map[slot]
	if not key then return nil end

	if raw then
		return lang.get_string(key, "en")
	else
		return lang.get_string(key)
	end
end


---------------------------------------- Invocable functions

--- {{#invoke:ItemData|get_cost|ITEM_NAME}} access point
p.get_cost = function(frame)
	local item_name = frame.args[1]
	return Format(get_cost(item_name))
end

-- Module access point
function p._get_cost(a)
	a = tostring(a) or '0'
	return get_cost(a)
end

-- {{#invoke:ItemData|get_type|ITEM_NAME}} access point
p.get_type = function(frame)
	local item_name = frame.args[1]
	-- Accept 'raw' as string "true" (case sensitive)
	local raw = frame.args['raw'] == 'true'
	return get_type(item_name, raw)
end

-- Module access point
function p._get_type(a)
	a = tostring(a) or ""
	return get_type(a)
end

--{{#invoke:ItemData|is_active|ITEM_NAME}}--
p.is_active = function(frame)
	local item_name = frame.args[1]
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	
	if (item["Activation"] == "Passive") then
		return	false
	else 
		return true
	end
end

--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}--
--check Data:ItemData.json for properties
p.get_prop = function(frame)
    local item_name = frame.args[1]
    local property = frame.args[2]
    local raw = frame.args.raw == 'true'
    local item = get_json_item(item_name)
    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]
    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 scaling_str = "" -- Default to an empty string for non-scaled values

	-- Determine the base value and scaling string (if any)
	if(type(prop_value) == "table") then
		if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then
			-- This is a structured attribute with scaling data
			display_value = raw and strip_suffix(prop_value["Value"]) or tostring(prop_value["Value"])
			if not raw then
				local scale_val = tonumber(prop_value["Scale"]["Value"])
				if scale_val ~= 0 then
					local scale_type = prop_value["Scale"]["Type"]
					local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2)

					local template_title
					if scale_type == "power_increase" then
						template_title = "Template:Boon"
					else
						template_title = "Template:Ss"
					end

					local template_args = { [1] = rounded_scale_val }
					-- Add a space before the scaling template for proper separation
					scaling_str = " " .. mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
				end
			end
		else
			-- This is a simple list (e.g., TargetTypes), handle and return it directly
			local tableValues = {}
			for _, v in pairs(prop_value) do
				table.insert(tableValues, raw and strip_suffix(v) or tostring(v))
			end
			return table.concat(tableValues, ", ")
		end
	else
		-- This is a simple, non-table property
		display_value = raw and strip_suffix(prop_value) or tostring(prop_value)
	end

	if raw then
		return display_value
	end

	-- Assemble the final string, adding the '%' sign if necessary
	if percentage_properties[property] == true then
		return display_value .. "%" .. scaling_str
	else
		return display_value .. scaling_str
	end
end


p.get_component_name = function(frame)
	local item_name = frame.args[1]
	local slot_arg = frame.args[2]
	
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	
	local components = item['Components']
	--return empty string if no component found
	if(components == nil) then return nil end
	
	local slot = tonumber(slot_arg) or 1
	
	local component_key = components[slot]
	if (component_key == nil) then return nil end
	local component = data[component_key]
	local component = data[component_key]
	if (component == nil or component["IsDisabled"] == true) then return nil end
	
	return component['Name']
end

-- {{Items count}} access point
function p.get_headcount(frame)
	local item_type = frame.args[1]
	
	local iter = 0
	local tbl = get_similar_items("IsDisabled")
	for _, v in ipairs(tbl) do
		if item_type == "Standard" 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	
		   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
	return iter
end

    
-- Gets the codename (the key in the JSON data) for a given item's display name.
-- Prioritizes active items to handle cases where disabled duplicates exist.
p.get_codename = function(frame)
	local name = frame.args[1]
	
	-- First, try to find an active item.
	for k, v in pairs(data) do
		if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
			return k -- Return the codename of the active item
		end
	end
	
	-- If no active item was found, fall back to finding any item with the name.
	for k, v in pairs(data) do
		if (v["Name"] == name) then
			return k
		end
	end
	
	return nil -- Return nil if no item was found at all
end

-- {{#invoke:ItemData|get_property_upgrade|ITEM_NAME|PROPERTY}} --
p.get_property_upgrade = function(frame)
	local item_name = frame.args[1]
	local property = frame.args[2]
	local raw = frame.args.raw == 'true'

	local item = get_json_item(item_name)
	if item == nil then
		return "<span style=\"color:red;\">Item Not Found.</span>"
	end

	local upgrades = item["PropertyUpgrades"]
	if upgrades == nil then return nil end

	local value = upgrades[property]
	if value == nil then return nil end

	local result = raw and strip_suffix(value) or tostring(value)

	if raw then
		return result
	end

	-- Append % if this property is percentage-based
	if percentage_properties[property] == true then
		return result .. "%"
	else
		return result
	end
end

-- Helping function for [[Module:Enhanced]]
function p.get_prop_meta(item_name, property)
	local item = get_json_item(item_name)
	if not item then return nil end

	local raw = item[property]
	if raw == nil then return nil end

	local meta = {
		unit = nil,     -- "%", "m", "s" or nil
		scale = nil     -- { type = "Ss"/"Boon", value = number } or nil
	}

	if percentage_properties[property] then
		meta.unit = "%"
	end

	if type(raw) == "table"
		and raw.Scale
		and raw.Scale.Value
		and raw.Scale.Type
	then
		local scale_val = tonumber(raw.Scale.Value)
		if scale_val and scale_val ~= 0 then
			meta.scale = {
				type = raw.Scale.Type == "power_increase" and "Boon" or "Ss",
				value = util_module.round_to_sig_fig(scale_val, 2)
			}
		end
	end

	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

return p