Module:ItemData: Difference between revisions

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LVL (talk | contribs)
Updated module to support new scaling format
LVL (talk | contribs)
Added percentage formatting for stats and removed old scalar functions as they're not needed.
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local util_module = require "Module:Utilities"
local util_module = require "Module:Utilities"
local data = mw.loadJsonData("Data:ItemData.json")
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,
    BaseAttackDamagePercent = true,
    BonusAbilityDurationPercent = true,
    BonusBulletSpeedPercent = true,
    BonusClipSizePercent = true,
    BonusFireRate = true,
    BonusMeleeDamagePercent = true,
    BulletArmorReduction = true,
    BulletLifestealPercent = true,
    BulletResist = true,
    CooldownReduction = true,
    CooldownReductionPctOnOthers = true,
    CritDamagePercent = true,
    DamagePctVsNonHeroes = true,
    DeathImmunityDamageReduction = true,
    DeflectionPercent = true,
    DotHealthPercent = true,
    FireRateSlow = true,
    GroundDashReductionPercent = true,
    HealAmpCastPercent = true,
    HealAmpReceivePenaltyPercent = true,
    HealAmpRegenPenaltyPercent = true,
    HealAmpRegenPercent = true,
    HealLifePercentOutOfCombat = true,
    HealPercentAmount = true,
    HealPercentPerHeadshot = true,
    ItemCooldownReduction = true,
    MagicIncreasePerStack = true,
    MagicResistReduction = true,
    MaxSlowPercent = true,
    MaxHealthLossPercent = true,
    MeleeDistanceScale = true,
    MeleeResistPercent = true,
    MoveWhileShootingSpeedPenaltyReductionPercent = true,
    MoveWhileZoomedSpeedPenaltyReductionPercent = true,
    NonHeroHealPct = true,
    NonPlayerBonusWeaponPower = true,
    NonPlayerBulletResist = true,
    OutgoingDamagePenaltyPercent = true,
    PercentDamage = true,
    ProcChance = true,
    RicochetDamagePercent = true,
    SlideScale = true,
    SlowPercent = true,
    SlowResistancePercent = true,
    StatusResistancePercent = true,
    TechArmorDamageReduction = true,
    TechPowerPercent = true,
    TechPowerReduction = true,
    TechRadiusMultiplier = true,
    TechRangeMultiplier = true,
    TechResist = true,
    TechResistBelowThreshold = true
}


---------------------------------------- Utility functions
---------------------------------------- Utility functions
Line 51: Line 108:
end
end


--- Get type/slot/category of an item
-- @function  get_type
-- @param      {string}
-- @return    {string}
--- Get type/slot/category of an item  
--- Get type/slot/category of an item  
-- @function  get_type
-- @function  get_type
Line 138: Line 191:
if (prop_value == nil) then return nil end
if (prop_value == nil) then return nil end


-- Handle properties that are tables (either scaled attributes or simple lists)
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(type(prop_value) == "table") then
-- Check if the property is a structured attribute with scaling data
if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then
if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then
local base_val = tostring(prop_value["Value"])
-- This is a structured attribute with scaling data
display_value = tostring(prop_value["Value"])
local scale_val = tonumber(prop_value["Scale"]["Value"])
local scale_val = tonumber(prop_value["Scale"]["Value"])
local scale_type = prop_value["Scale"]["Type"]
-- Return only the base value if the scaling amount is zero
if scale_val == 0 then
return base_val
end
-- Use the shared utility module to round the scaling value to 2 significant figures for a cleaner display
local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2)
-- Select the appropriate display template based on the scaling type
if scale_val ~= 0 then
local template_title
local scale_type = prop_value["Scale"]["Type"]
if scale_type == "power_increase" then
local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2)
template_title = "Template:Boon"
else
local template_title
-- Default to Spirit Scaling for other types (e.g., "spirit")
if scale_type == "power_increase" then
template_title = "Template:Ss"
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
-- Prepare arguments and expand the chosen template
local template_args = { [1] = rounded_scale_val }
local scaling_str = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- Combine the base value with the formatted scaling string
return base_val .. " " .. scaling_str
else
else
-- Handle properties that are simple lists (e.g., TargetTypes, Components)
-- This is a simple list (e.g., TargetTypes), handle and return it directly
local tableValues = {}
local tableValues = {}
for _, v in pairs(prop_value) do
for _, v in pairs(prop_value) do
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return table.concat(tableValues, ", ")
return table.concat(tableValues, ", ")
end
end
else
-- This is a simple, non-table property
display_value = tostring(prop_value)
end
end
-- Handle non-table properties by returning the value directly
-- Assemble the final string, adding the '%' sign if necessary
return prop_value
if percentage_properties[property] == true then
end
return display_value .. "%" .. scaling_str
 
else
--Get spirit scaling for a property
return display_value .. scaling_str
--{{#invoke:ItemData|get_scalar|ITEM_NAME|PROPERTY|sig_figs_or_localize}}--
p.get_scalar = function(frame)
local item_name = frame.args[1]
local property = frame.args[2]
local sig_figs_or_localize = frame.args[3]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
local scaling_data = item[scaling_type .. "Scaling"]
if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. item end
local scaling_value = scaling_data[property]
if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. property .. " for item " .. item end
 
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
end
end
local scaling_str = p.write_scalar_str(scaling_value)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
return scaling_str
end
-- Retrieve spirit scaling of an hero's given property, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}}
function p.write_scalar_str(scaling_value)
-- Return blank if it doesnt scale
if (scaling_value == 0) then return "" end
-- Round it
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
--The item has a spirit scaling value with this property
local template_title = "Template:Ss"
local template_args = {}
template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return template_call
end
end



Revision as of 16:14, 21 August 2025

Loads data from Data:ItemData.json

Usage

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

Functions

  • 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

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:

Script error: The function "get_builds_into" does not exist.


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,
    BaseAttackDamagePercent = true,
    BonusAbilityDurationPercent = true,
    BonusBulletSpeedPercent = true,
    BonusClipSizePercent = true,
    BonusFireRate = true,
    BonusMeleeDamagePercent = true,
    BulletArmorReduction = true,
    BulletLifestealPercent = true,
    BulletResist = true,
    CooldownReduction = true,
    CooldownReductionPctOnOthers = true,
    CritDamagePercent = true,
    DamagePctVsNonHeroes = true,
    DeathImmunityDamageReduction = true,
    DeflectionPercent = true,
    DotHealthPercent = true,
    FireRateSlow = true,
    GroundDashReductionPercent = true,
    HealAmpCastPercent = true,
    HealAmpReceivePenaltyPercent = true,
    HealAmpRegenPenaltyPercent = true,
    HealAmpRegenPercent = true,
    HealLifePercentOutOfCombat = true,
    HealPercentAmount = true,
    HealPercentPerHeadshot = true,
    ItemCooldownReduction = true,
    MagicIncreasePerStack = true,
    MagicResistReduction = true,
    MaxSlowPercent = true,
    MaxHealthLossPercent = true,
    MeleeDistanceScale = true,
    MeleeResistPercent = true,
    MoveWhileShootingSpeedPenaltyReductionPercent = true,
    MoveWhileZoomedSpeedPenaltyReductionPercent = true,
    NonHeroHealPct = true,
    NonPlayerBonusWeaponPower = true,
    NonPlayerBulletResist = true,
    OutgoingDamagePenaltyPercent = true,
    PercentDamage = true,
    ProcChance = true,
    RicochetDamagePercent = true,
    SlideScale = true,
    SlowPercent = true,
    SlowResistancePercent = true,
    StatusResistancePercent = true,
    TechArmorDamageReduction = true,
    TechPowerPercent = true,
    TechPowerReduction = true,
    TechRadiusMultiplier = true,
    TechRangeMultiplier = true,
    TechResist = true,
    TechResistBelowThreshold = true
}

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

-- Returns the table of a specific item
-- @function   get_json_item
-- @param      {string}
-- @return     {table}
local function get_json_item(name)   
	for _, v in pairs(data) do
		if (v["Name"] == name) then
			return v
		end
	end
	return nil
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 item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end

	local prop_value = item[property]
	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 = tostring(prop_value["Value"])
			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
		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, tostring(v))
			end
			return table.concat(tableValues, ", ")
		end
	else
		-- This is a simple, non-table property
		display_value = tostring(prop_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 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 component_key = components[1]
	local component = data[component_key]
	if (component == nil) then return nil end
	
	return component['Name']
end

-- {{Items count}} access point
function p.get_headcount()
	local iter = 0
	local tbl = get_similar_items("IsDisabled")
	for _, v in ipairs(tbl) do
		if (v["IsDisabled"] == false and v["Name"] ~= nil) then
			iter = iter + 1	
		end
	end
	return iter
end

--get codename of the item--
p.get_codename = function(frame)
	local name = frame.args[1]
 -- Exception for "Extended Magazine"
    if name == "Extended Magazine" then
        return "upgrade_clip_size"
    end

	for k, v in pairs(data) do
		if v["Name"] == name then
			return k  -- returning the key (i.e., name of the table entry)
		end
	end
	return nil  -- return nil if not found
end

return p