Module:ItemDataGive feedback
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,
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