Module:ItemData: Difference between revisions

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LVL (talk | contribs)
Added allypercentage
LVL (talk | contribs)
Added CooldownReductionOnChargedAbilities
Line 38: Line 38:
CooldownBetweenChargeReduction = true,
CooldownBetweenChargeReduction = true,
CooldownReduction = true,
CooldownReduction = true,
CooldownReductionOnChargedAbilities = true,
CooldownReductionPctOnNonHeroes = true,
CooldownReductionPctOnNonHeroes = true,
CritDamagePercent = true,
CritDamagePercent = true,

Revision as of 15:30, 27 January 2026

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,
	AbilityLifestealPercentHeroPassive = true,
	ActiveReloadPercent = true,
	AirControlPercent = true,
	AirMoveIncreasePercent = true,
	AllyPercentage = true,
	AmbushBonusFireRate = true,
	AmbushBonusMeleeDamage = true,
	AmmoReloadPercent = true,
	BaseAttackDamagePercent = true,
	BaseAttackDamagePercentAtMaxDuration = true,
	BaseAttackDamagePercentBonus = true,
	BonusAbilityDurationPercent = true,
	BonusAttackRangePercent = true,
	BonusBulletSpeedPercent = true,
	BonusClipSizePercent = true,
	BonusDamagePercent = true,
	BonusFireRate = true,
	BonusHeavyMeleeDamage = true,
	BonusMeleeDamagePercent = true,
	BonusSoulsPct = true,
	BonusZoomPercent = true,
	BuffMeleeDamageBoost = true,
	BulletArmorReduction = true,
	BulletDamageReflectedPct = true,
	BulletLifestealPercent = true,
	BulletProcDeflectionPercent = true,
	BulletResist = true,
	BulletResistPerStack = true,
	BulletResistReduction = true,
	CooldownBetweenChargeReduction = true,
	CooldownReduction = true,
	CooldownReductionOnChargedAbilities = 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,
	GroundDashReductionPercent = true,
	HealAmpCastPercent = true,
	HealAmpReceivePenaltyPercent = true,
	HealAmpRegenPenaltyPercent = true,
	HealAmpRegenPercent = true,
	HealLifePercentOutOfCombat = true,
	HealPercentAmount = true,
	HealPercentPerHeadshot = true,
	ItemCooldownReduction = true,
	LifestealHealPercent = true,
	LongRangeBonusWeaponPower = true,
	MagicIncreasePerStack = true,
	MagicResistReduction = true,
	MaxHealthDamage = true,
	MaxHealthLossPercent = true,
	MaxHealthPercentAsDPS = true,
	MaxSlowPercent = true,
	MeleeDistanceScale = true,
	MeleeResistPercent = 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,
	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,
}

---------------------------------------- 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 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

    
-- 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

  

return p