Module:ItemTables: Difference between revisions

One Bar (talk | contribs)
m Empty String check (this broke weapon damage table)
capacitor move slow
 
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local p = {};
local p = {};
local data = mw.loadJsonData("Data:ItemData.json")
local get_cost = require("Module:ItemData")._get_cost
local get_cost = require("Module:ItemData")._get_cost
local get_type = require("Module:ItemData")._get_type
local get_type = require("Module:ItemData")._get_type
local commas = require("Module:Addcommas")
local commas = require("Module:Addcommas")
local GameData = require("Module:GameData")


-- Returns an array of item tables that have the same properties
-- Translate internal attribute names to plain text for module calls
-- @function  get_similar_items_array
-- @param      {array}
-- @return    {array of tables}
local function get_similar_items_array(property)
local similarItems = {}
local hash = {}
local noDuplicates = {}
for _, v in pairs(data) do
for _, value in ipairs(property) do
if (v[value] ~= nil and v["IsDisabled"] == false and v["Name"] ~= nil and v[value] ~= "0" and v[value] ~= "0m" and v[value] ~= "") then
table.insert(similarItems, v)
end
end
end
-- remove duplicate items if that item contains multiple keys of the same stat increase (eg. Fleetfoot has both "BonusMoveSpeed", "ActiveBonusMoveSpeed" in move speed).
-- there might be a more efficient way to prevent adding duplicate items in the first place in the above for loop
for _, v in pairs(similarItems) do
if (not hash[v]) then
noDuplicates[#noDuplicates+1] = v
hash[v] = true
end
end
return noDuplicates
end
 
--- Copies original table with its children as deep as possible. Does not handle metatables. (Copy is needed because Lua passes by reference, not value)
-- @function  Deepcopy
-- @param      {n-D table}
-- @return    {n-D table}
function Deepcopy(orig)
    local orig_type = type(orig)
    local copy
    if orig_type == 'table' then
        copy = {}
        for orig_key, orig_value in next, orig, nil do
            copy[Deepcopy(orig_key)] = Deepcopy(orig_value)
        end
    else
        copy = orig
    end
    return copy
end
 
local friendly_to_internal = {}
local friendly_to_internal = {}
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
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friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
friendly_to_internal["barrier"] = { "CombatBarrier" }
friendly_to_internal["barrier"] = { "CombatBarrier", "GuardianWardCombatBarrier", "VexBarrierCombatBarrier" }
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletResistPerStack" }
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletResistPerStack" }
friendly_to_internal["bullet resist reduction"] = { "BulletArmorReduction", "BulletResistReduction" }
friendly_to_internal["bullet resist reduction"] = { "BulletArmorReduction", "BulletResistReduction" }
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friendly_to_internal["spirit resist reduction"] = { "TechArmorDamageReduction", "MagicResistReduction" }
friendly_to_internal["spirit resist reduction"] = { "TechArmorDamageReduction", "MagicResistReduction" }
friendly_to_internal["bonus health"] = { "BonusHealth" }
friendly_to_internal["bonus health"] = { "BonusHealth" }
friendly_to_internal["bonus base health"] = { "BonusBaseHealth", "MaxHealthLossPercent" }
friendly_to_internal["health regen"] = { "BonusHealthRegen" }
friendly_to_internal["health regen"] = { "BonusHealthRegen" }
friendly_to_internal["regeneration"] = { "Regeneration" }
friendly_to_internal["regeneration duration"] = { "RegenerationDuration" }
friendly_to_internal["out of combat health regen"] = { "OutOfCombatHealthRegen" }
friendly_to_internal["max health regen"] = { "HealLifePercentOutOfCombat" }
friendly_to_internal["max health regen"] = { "HealLifePercentOutOfCombat" }
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" }
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate", "ActivatedFireRate" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower" }
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower", "TechPowerPercent" }
friendly_to_internal["bullet lifesteal"] = { "BulletLifestealPercent", "ActiveBonusLifesteal" }
friendly_to_internal["bullet lifesteal"] = { "BulletLifestealPercent", "ActiveBonusLifesteal" }
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" }
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" }
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed" }
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "FervorMovespeed",}
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed" }
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed", "InvisMoveSpeedMod" }
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow" }
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow", "MaxSlowPercent" }
friendly_to_internal["reload time"] = { "ReloadSpeedMultipler" }
friendly_to_internal["reload time"] = { "ReloadSpeedMultipler" }
friendly_to_internal["heavy melee distance"] = { "MeleeDistanceScale" }
friendly_to_internal["heavy melee distance"] = { "MeleeDistanceScale" }
friendly_to_internal["bonus heavy damage"] = { "BonusHeavyMeleeDamage" }
friendly_to_internal["bonus heavy damage"] = { "BonusHeavyMeleeDamage" }
friendly_to_internal["bonus melee damage"] = { "BonusMeleeDamagePercent" }
friendly_to_internal["bonus melee damage"] = { "BonusMeleeDamagePercent", "AmbushBonusMeleeDamage" }
friendly_to_internal["melee resist"] = { "MeleeResistPercent" }
friendly_to_internal["melee resist"] = { "MeleeResistPercent" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["slide distance"] = { "SlideScale" }
friendly_to_internal["slide distance"] = { "SlideScale" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
friendly_to_internal["healing reduction"] = { "HealAmpReceivePenaltyPercent" }
friendly_to_internal["healing reduction"] = { "HealAmpRegenPenaltyPercent" }
friendly_to_internal["ability duration"] = { "ImbuedBonusDuration", "BonusAbilityDurationPercent" }
friendly_to_internal["ability duration"] = { "ImbuedBonusDuration", "BonusAbilityDurationPercent" }
friendly_to_internal["ability cooldown reduction"] = { "ImbuedCooldownReduction", "CooldownReduction" }
friendly_to_internal["ability cooldown reduction"] = { "ImbuedCooldownReduction", "CooldownReduction" }
friendly_to_internal["item cooldown reduction"] = { "ItemCooldownReduction" }
friendly_to_internal["charge cooldown reduction"] = { "CooldownReductionOnChargedAbilities" }
friendly_to_internal["charge cooldown reduction"] = { "CooldownReductionOnChargedAbilities" }
friendly_to_internal["debuff resist"] = { "StatusResistancePercent" }
friendly_to_internal["debuff resist"] = { "StatusResistancePercent", "FervorStatusResistancePercent" }
friendly_to_internal["ability range"] = { "TechRangeMultiplier", "ImbuedTechRangeMultiplier"}
friendly_to_internal["ability range"] = { "TechRangeMultiplier", "ImbuedTechRangeMultiplier"}
friendly_to_internal["falloff range"] = { "BonusAttackRangePercent" }
friendly_to_internal["falloff range"] = { "BonusAttackRangePercent" }
friendly_to_internal["spirit amp"] = { "ShreddersTechAmp", "MagicIncreasePerStack" }
friendly_to_internal["spirit amp"] = { "ShreddersTechAmp", "MagicIncreasePerStack" }
friendly_to_internal["spirit damage reduction"] = { "TechDamageReduction" }
friendly_to_internal["spirit damage reduction"] = { "TechDamageReduction" }
friendly_to_internal["damage reduction"] = { "OutgoingDamagePenaltyPercent" }
friendly_to_internal["dash distance"] = { "GroundDashReductionPercent", "AirMoveIncreasePercent" }
friendly_to_internal["damage reduction"] = { "OutgoingDamagePenaltyPercent", "DeathImmunityDamageReduction" }
friendly_to_internal["gravity scale"] = { "GravityScale" }
 
-- Override dead/hidden stats that exist in data but don't actually work in‑game.
-- Keys are item Names, values are tables of { [internalStatName] = replacementValue }
local deadStatOverrides = {
    ["Witchmail"] = { CooldownReduction = "0" },
    ["Refresher"] = { BulletResist = "0", TechResist = "0" },
    ["Glass Cannon"] = { SlowPercent = "0", MovementSpeedSlow = "0" },
    ["Majestic Leap"] = { SlowPercent = "0", MovementSpeedSlow = "0" },
    ["Improved Spirit"] = { BonusSprintSpeed = "0"},
}
 
--- Copies original table with its children as deep as possible. Does not handle metatables. (Copy is needed because Lua passes by reference, not value)
-- @function  Deepcopy
-- @param      {n-D table}
-- @return    {n-D table}
function Deepcopy(orig)
    local orig_type = type(orig)
    local copy
    if orig_type == 'table' then
        copy = {}
        for orig_key, orig_value in next, orig, nil do
            copy[Deepcopy(orig_key)] = Deepcopy(orig_value)
        end
    else
        copy = orig
    end
    return copy
end
 
-- Helper to resolve a stat value, applying any dead‑stat override if defined.
local function resolveStatValue(itemName, t)
    if deadStatOverrides[itemName.Name] and deadStatOverrides[itemName.Name][t] ~= nil then
        return deadStatOverrides[itemName.Name][t]
    end
    return itemName[t]
end


-- Returns a table of internal properties  
-- Returns a table of internal properties  
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"BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded",
"BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded",
"TechResist", "BulletResist",
"TechResist", "BulletResist",
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow",
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "ActivatedFireRate", "FireRateSlow",
"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack",
"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack",
"TechArmorDamageReduction", "MagicResistReduction",
"TechArmorDamageReduction", "MagicResistReduction",
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"HealLifePercentOutOfCombat",
"HealLifePercentOutOfCombat",
"ReloadSpeedMultipler",
"ReloadSpeedMultipler",
"MeleeDistanceScale", "BonusHeavyMeleeDamage", "BonusMeleeDamagePercent", "MeleeResistPercent",
"MeleeDistanceScale", "BonusHeavyMeleeDamage", "BonusMeleeDamagePercent", "MeleeResistPercent", "AmbushBonusMeleeDamage",
"SlideScale",
"SlideScale",
"StaminaCooldownReduction",
"StaminaCooldownReduction",
"SlowPercent", "MovementSpeedSlow",
"SlowPercent", "MovementSpeedSlow", "MaxSlowPercent",
"HealAmpReceivePenaltyPercent",
"HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent",
"ImbuedBonusDuration", "NonImbuedBonusDuration", "BonusAbilityDurationPercent",
"ImbuedBonusDuration", "NonImbuedBonusDuration", "BonusAbilityDurationPercent",
"ImbuedCooldownReduction", "CooldownReduction",
"ImbuedCooldownReduction", "CooldownReduction",
"ItemCooldownReduction",
"CooldownReductionOnChargedAbilities",
"CooldownReductionOnChargedAbilities",
"StatusResistancePercent",
"StatusResistancePercent",
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"ShreddersTechAmp", "BonusAmpPerHeadshot", "MagicIncreasePerStack",
"ShreddersTechAmp", "BonusAmpPerHeadshot", "MagicIncreasePerStack",
"TechDamageReduction",
"TechDamageReduction",
"OutgoingDamagePenaltyPercent"
"OutgoingDamagePenaltyPercent", "DeathImmunityDamageReduction", "TechPowerPercent",
"GroundDashReductionPercent", "AirMoveIncreasePercent",
"GravityScale",
"BonusBaseHealth", "MaxHealthLossPercent"
     },
     },
["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed" },
["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed", "FervorMovespeed", "InvisMoveSpeedMod" },
[" HP"] = {"CombatBarrier"}
[" HP"] = {"CombatBarrier", "GuardianWardCombatBarrier", "VexBarrierCombatBarrier"}
}
}


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end
end


-- Formats the value of the stat with a + or -
-- Formats a stat value with a leading + or - sign and makes it bold.
-- The function is robust and handles nil, number, string, or table inputs safely.
-- @function  signPrefix
-- @function  signPrefix
-- @param      {string}
-- @param      {any} The stat value to format.
-- @return    {string}
-- @return    {string} The formatted wikitext string.
local function signPrefix(value)
local function signPrefix(value)
local signString = ""
if value == nil then
value = value:gsub( "m", "" )
return ""
end
value = tostring(value)
value = value:gsub("m", "")
value = tonumber(value)
value = tonumber(value)
if not value then
return ""
end
if (value >= 0) then
if (value >= 0) then
return "+<b>" .. value .. "</b>"
return "+<b>" .. value .. "</b>"
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local requirements = {}
local requirements = {}
local listofKeysTable = {}
local listofKeysTable = {}
local listofItems = ""
local property = frame:getParent().args[1] or mw.title.getCurrentTitle().text
local property = frame:getParent().args[1] or mw.title.getCurrentTitle().text
local copyVar = property
local copyVar = property
-- Get internal keys corresponding to the friendly property name
listofKeysTable = friendlyNames(property)  
listofKeysTable = friendlyNames(property)  
local filteredData = {}
 
filteredData = get_similar_items_array(listofKeysTable)
local filteredData = GameData.get_entities(GameData.Dataset.ITEMS, listofKeysTable)
table.sort(filteredData, defaultSort())
table.sort(filteredData, defaultSort())
 
local createTable = mw.html.create('table')
local createTable = mw.html.create('table')
:addClass('wikitable sortable')
    :addClass('wikitable sortable item-stat-table')
:tag('caption'):wikitext("List of items"):done()
    :tag('caption'):done()
 
local soulIcon = frame:expandTemplate{ title = 'Souls' }
local soulIcon = frame:expandTemplate{ title = 'Souls' }
 
local createTableHeader = mw.html.create('tr')
local createTableHeader = mw.html.create('tr')
createTableHeader
createTableHeader
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:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Stat change'):done()
:tag('th'):wikitext('Stat change'):done()
createTable:node(createTableHeader)
createTable:node(createTableHeader)
 
-- query all the filtered items. itemName is the item table.
-- Track rowspans for items with multiple stats
for internalName, itemName in ipairs(filteredData) do  
local rowspanTracker = {}
 
for _, itemName in ipairs(filteredData) do  
local display = frame:expandTemplate{
local display = frame:expandTemplate{
title = 'ItemIcon',
title = 'ItemIcon',
args = {
args = { itemName["Name"] }
itemName["Name"]
}
}
}
 
for k, t in pairs(listofKeysTable) do
local statCount = 0
-- filter out items that: don't have the property and the value isn't zero
for _, t in pairs(listofKeysTable) do
if(itemName[t] ~= nil and itemName[t] ~= "0" ) then
local statVal = resolveStatValue(itemName, t)
listofItems = listofItems .. itemName["Name"] .. "<br/>"
if(statVal ~= nil and statVal ~= "0") then
statCount = statCount + 1
end
end
if statCount == 0 then statCount = 1 end
rowspanTracker[itemName["Name"]] = statCount
 
local firstStat = true
for _, t in pairs(listofKeysTable) do
local statValue = resolveStatValue(itemName, t)
if(statValue ~= nil and statValue ~= "0") then
-- Handles complex stat values from the JSON data.
if type(statValue) == 'table' and statValue.Value ~= nil then
statValue = statValue.Value
end
 
copyVar = copyVar:gsub("^%l", string.upper)
copyVar = copyVar:gsub("^%l", string.upper)
 
-- Get category display using ItemType template with appropriate parameters
local categoryDisplay
local categoryDisplay
if itemName["Slot"] == "Armor" then
if itemName["Slot"] == "Armor" then
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args = { "Tech", "Spirit" }
args = { "Tech", "Spirit" }
}
}
else -- Weapon
else
categoryDisplay = frame:expandTemplate{
categoryDisplay = frame:expandTemplate{
title = 'ItemType',
title = 'ItemType',
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}
}
end
end
 
local tableData = mw.html.create('tr')
local tableData = mw.html.create('tr')
tableData
 
:tag('td'):wikitext(display):done()
if firstStat then
:tag('td'):wikitext(commas._add(get_cost(itemName["Name"]))):done()
tableData
:tag('td'):wikitext(categoryDisplay):done()
:tag('td'):attr('rowspan', statCount):wikitext(display):done()
:tag('td'):attr('rowspan', statCount):wikitext(
if (t == "LocalBulletArmorReduction") then
(get_cost(itemName["Name"]) == 9999)
tableData
and "Legendary"
:tag('td'):wikitext("<span style=\"color:red;\">" .. signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
or commas._add(get_cost(itemName["Name"]))
else
):done()
tableData
:tag('td'):attr('rowspan', statCount):wikitext(categoryDisplay):done()
:tag('td'):wikitext(signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
firstStat = false
end
end
 
tableData:tag('td'):wikitext(signPrefix(statValue) .. appendSuffix(t) .. " " .. copyVar):done()
table.insert(requirements, tableData)
table.insert(requirements, tableData)
end
end
end
end
end
for _, row in ipairs(requirements) do
createTable:node(row)
end
end
 
return tostring(createTable)
    for _, row in ipairs(requirements) do
        createTable:node(row)
    end
 
    local edit_url = mw.uri.fullUrl("Module:ItemTables", { action = "edit" })
    local disclaimer = frame:preprocess(
        '<div class="item-stat-table-disclaimer">'
        .. 'This is a dynamic list '
        .. '<span class="item-stat-table-list-name">"' .. property .. '"</span>. '
        .. '[' .. tostring(edit_url) .. ' Edit contents].'
        .. '</div>'
    )
 
    return disclaimer .. tostring(createTable)
end
end


return p
return p