Module:ItemTables: Difference between revisions

add something t test
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 GameData = require("Module:GameData")


-- returns the table of a specific item
-- Translate internal attribute names to plain text for module calls
function get_json_item(name)
local friendly_to_internal = {}
for i,v in pairs(data) do
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
if (v["Name"] == name) then
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" }
return v
friendly_to_internal["spirit damage"] = { "ProcBonusMagicDamage" }
end
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
end
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
return nil
friendly_to_internal["barrier"] = { "CombatBarrier", "GuardianWardCombatBarrier", "VexBarrierCombatBarrier" }
end
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletResistPerStack" }
friendly_to_internal["bullet resist reduction"] = { "BulletArmorReduction", "BulletResistReduction" }
friendly_to_internal["spirit resist"] = { "TechResist" }
friendly_to_internal["spirit resist reduction"] = { "TechArmorDamageReduction", "MagicResistReduction" }
friendly_to_internal["bonus health"] = { "BonusHealth" }
friendly_to_internal["bonus base health"] = { "BonusBaseHealth", "MaxHealthLossPercent" }
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["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate", "ActivatedFireRate" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower", "TechPowerPercent" }
friendly_to_internal["bullet lifesteal"] = { "BulletLifestealPercent", "ActiveBonusLifesteal" }
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" }
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "FervorMovespeed",}
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed", "InvisMoveSpeedMod" }
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow", "MaxSlowPercent" }
friendly_to_internal["reload time"] = { "ReloadSpeedMultipler" }
friendly_to_internal["heavy melee distance"] = { "MeleeDistanceScale" }
friendly_to_internal["bonus heavy damage"] = { "BonusHeavyMeleeDamage" }
friendly_to_internal["bonus melee damage"] = { "BonusMeleeDamagePercent", "AmbushBonusMeleeDamage" }
friendly_to_internal["melee resist"] = { "MeleeResistPercent" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["slide distance"] = { "SlideScale" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
friendly_to_internal["healing reduction"] = { "HealAmpRegenPenaltyPercent" }
friendly_to_internal["ability duration"] = { "ImbuedBonusDuration", "BonusAbilityDurationPercent" }
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["debuff resist"] = { "StatusResistancePercent", "FervorStatusResistancePercent" }
friendly_to_internal["ability range"] = { "TechRangeMultiplier", "ImbuedTechRangeMultiplier"}
friendly_to_internal["falloff range"] = { "BonusAttackRangePercent" }
friendly_to_internal["spirit amp"] = { "ShreddersTechAmp", "MagicIncreasePerStack" }
friendly_to_internal["spirit damage reduction"] = { "TechDamageReduction" }
friendly_to_internal["dash distance"] = { "GroundDashReductionPercent", "AirMoveIncreasePercent" }
friendly_to_internal["damage reduction"] = { "OutgoingDamagePenaltyPercent", "DeathImmunityDamageReduction" }
friendly_to_internal["gravity scale"] = { "GravityScale" }


-- Adds commas delimiter to the thousands place
-- Override dead/hidden stats that exist in data but don't actually work in‑game.
function Format(amount)
-- Keys are item Names, values are tables of { [internalStatName] = replacementValue }
    local formatted = amount
local deadStatOverrides = {
     while true do
     ["Witchmail"] = { CooldownReduction = "0" },
        formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
    ["Refresher"] = { BulletResist = "0", TechResist = "0" },
        if (k == 0) then
    ["Glass Cannon"] = { SlowPercent = "0", MovementSpeedSlow = "0" },
            break
    ["Majestic Leap"] = { SlowPercent = "0", MovementSpeedSlow = "0" },
        end
     ["Improved Spirit"] = { BonusSprintSpeed = "0"},
     end
}
    return formatted
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)
--- Copies original table with its children as deep as possible. Does not handle metatables. (Copy is needed because Lua passes by reference, not value)
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end
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


local link_patterns = {}
-- Returns a table of internal properties
link_patterns["BonusClipSizePercent"] = { "[Aa]mmo" }
-- @function  friendlyNames
link_patterns["BaseAttackDamagePercent"] = { "[Ww]eapon [Dd]amage" }
-- @param      {string}
link_patterns["CloseRangeBonusWeaponPower"] = { "[Cc]lose [Ww]eapon [Dd]amage" }
-- @return    {table}
link_patterns["BulletLifestealPercent"] = { "[Bb]ullet [Ll]ifesteal" }
local function friendlyNames(desc)
link_patterns["BonusHealth"] = { "[Hh]ealth" }
local keysTable = {}
link_patterns["BonusHealthRegen"] = { "[Hh]ealth [Rr]egen" }
desc = string.lower(desc or "")
link_patterns["BonusFireRate"] = { "[Ff]ire [Rr]ate" }
for link, patterns in pairs(friendly_to_internal) do
if (desc == link) then keysTable = patterns end
end
return keysTable
end


function FriendlyNames(desc)
local unitSuffix = {
for link, patterns in pairs(link_patterns) do
["%"] = { "BonusClipSizePercent", "ActiveReloadPercent",
for i, v in ipairs(patterns) do
"BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded",
    local a = string.find(desc, v)
"TechResist", "BulletResist",
if a then desc = link break
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "ActivatedFireRate", "FireRateSlow",
    end
"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack",
    end
"TechArmorDamageReduction", "MagicResistReduction",
"BonusBulletSpeedPercent",
"BulletLifestealPercent", "ActiveBonusLifesteal", "AbilityLifestealPercentHero",
"HealLifePercentOutOfCombat",
"ReloadSpeedMultipler",
"MeleeDistanceScale", "BonusHeavyMeleeDamage", "BonusMeleeDamagePercent", "MeleeResistPercent", "AmbushBonusMeleeDamage",
"SlideScale",
"StaminaCooldownReduction",
"SlowPercent", "MovementSpeedSlow", "MaxSlowPercent",
"HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent",
"ImbuedBonusDuration", "NonImbuedBonusDuration", "BonusAbilityDurationPercent",
"ImbuedCooldownReduction", "CooldownReduction",
"ItemCooldownReduction",
"CooldownReductionOnChargedAbilities",
"StatusResistancePercent",
"TechRangeMultiplier", "ImbuedTechRangeMultiplier",
"BonusAttackRangePercent",
"ShreddersTechAmp", "BonusAmpPerHeadshot", "MagicIncreasePerStack",
"TechDamageReduction",
"OutgoingDamagePenaltyPercent", "DeathImmunityDamageReduction", "TechPowerPercent",
"GroundDashReductionPercent", "AirMoveIncreasePercent",
"GravityScale",
"BonusBaseHealth", "MaxHealthLossPercent"
    },
["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed", "FervorMovespeed", "InvisMoveSpeedMod" },
[" HP"] = {"CombatBarrier", "GuardianWardCombatBarrier", "VexBarrierCombatBarrier"}
}
 
local function appendSuffix(internal)
local unitName = ""
for key, s in pairs(unitSuffix) do
for _, pattern in pairs(s) do
if (internal == pattern) then return key end
end
end
end
return desc
return unitName
end
end


local internal_to_friendly = {}
local sortByWeapon = {}
internal_to_friendly["ammo"] = { "BonusClipSizePercent" }
sortByWeapon["Weapon"] = 1
internal_to_friendly["weapon damage"] = { "BaseAttackDamagePercent" }
sortByWeapon["Armor"] = 10000
internal_to_friendly["health"] = { "BonusHealth" }
sortByWeapon["Tech"] = 100000000
internal_to_friendly["health regen"] = { "BonusHealthRegen" }


function amicableNames(desc)
-- Sort the order of items in a preset as it appears when no filtered ordering is applied.
desc = string.lower(desc or "")
-- Ordered first by slot and cost increasing, then alphabetical within same slot and cost.
for link, patterns in pairs(internal_to_friendly) do
function defaultSort()
desc = patterns --TEST THIS
    return function(a, b)
    if (get_cost(a["Name"]) == get_cost(b["Name"]) and sortByWeapon[a["Slot"]] == sortByWeapon[b["Slot"]]) then return a["Name"] < b["Name"] end
        return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]]
    end
end
 
-- 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
-- @param      {any} The stat value to format.
-- @return    {string} The formatted wikitext string.
local function signPrefix(value)
if value == nil then
return ""
end
value = tostring(value)
value = value:gsub("m", "")
value = tonumber(value)
if not value then
return ""
end
if (value >= 0) then
return "+<b>" .. value .. "</b>"
elseif (value < 0) then
value = math.abs(value)
return "-<b>" .. value .. "</b>"
end
end
return desc
end
end


-- Outputs a wikitable of items that increase a specified stat. Invoked by {{Item stat table}}
-- @function  p.itemPropTable
-- @param      {string}
-- @return    {string}
p.itemPropTable = function(frame)
p.itemPropTable = function(frame)
local TableValues = {}
local requirements = {}
local requirements = {}
local listofItems = ""
local listofKeysTable = {}
local property = frame.args[1] or mw.title.getCurrentTitle().text
local property = frame:getParent().args[1] or mw.title.getCurrentTitle().text
local friendlyPropertyName = property
local copyVar = property
property = FriendlyNames(property)
 
-- local item = get_json_item(item_name)
-- Get internal keys corresponding to the friendly property name
-- if(item == nil) then return "Item Not Found what" end
listofKeysTable = friendlyNames(property)  
 
local filteredData = GameData.get_entities(GameData.Dataset.ITEMS, listofKeysTable)
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 createTableRow = mw.html.create('tr')
local soulIcon = frame:expandTemplate{ title = 'Souls' }
createTableRow
 
local createTableHeader = mw.html.create('tr')
createTableHeader
:tag('th'):wikitext('Name'):done()
:tag('th'):wikitext('Name'):done()
:tag('th'):wikitext('Cost'):done()
:tag('th'):wikitext(soulIcon .. 'Cost'):done()
: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(createTableRow)
 
-- Track rowspans for items with multiple stats
local rowspanTracker = {}


-- query all items
for _, itemName in ipairs(filteredData) do  
for internalName, itemName in pairs(data) do --itemName is the key. go through whole table. in this case itemName can be upgrade_improved_stamina
local display = frame:expandTemplate{
local display = frame:expandTemplate{
title = 'ItemIcon',
title = 'ItemIcon',
args = {
args = { itemName["Name"] }
itemName["Name"]
}
}
}
 
if(itemName[property] ~= nil and itemName["Name"] ~= nil) then
local statCount = 0
listofItems = listofItems .. itemName["Name"] .. "<br/>"
for _, t in pairs(listofKeysTable) do
local statVal = resolveStatValue(itemName, t)
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)
 
local categoryDisplay
if itemName["Slot"] == "Armor" then
categoryDisplay = frame:expandTemplate{
title = 'ItemType',
args = { "Armor", "Vitality" }
}
elseif itemName["Slot"] == "Tech" then
categoryDisplay = frame:expandTemplate{
title = 'ItemType',
args = { "Tech", "Spirit" }
}
else
categoryDisplay = frame:expandTemplate{
title = 'ItemType',
args = { "Weapon", "Weapon" }
}
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(get_cost(itemName["Name"])):done()
tableData
:tag('td'):wikitext(get_type(itemName["Name"])):done()
:tag('td'):attr('rowspan', statCount):wikitext(display):done()
:tag('td'):wikitext("+<b>" .. itemName[property].. "</b> " .. friendlyPropertyName):done()
:tag('td'):attr('rowspan', statCount):wikitext(
(get_cost(itemName["Name"]) == 9999)
and "Legendary"
or commas._add(get_cost(itemName["Name"]))
):done()
:tag('td'):attr('rowspan', statCount):wikitext(categoryDisplay):done()
firstStat = false
end
 
tableData:tag('td'):wikitext(signPrefix(statValue) .. appendSuffix(t) .. " " .. copyVar):done()
table.insert(requirements, tableData)
table.insert(requirements, tableData)
-- TableValues = table.insert(TableValues, itemName["Name"]) -- i may want to make a table first, so it includes weapon and cost to make it sortable.
end
end
end
end
for _, row in ipairs(requirements) do
createTableRow:node(row)
end
end
--createTable:node(createTableRow)
return tostring(createTable)
--return listofItems -- this is just a string list, same thing as createTable. delete this when line when finished
--return table.concat(TableValues, ", ")


    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