Module:ItemTables: Difference between revisions

From The Deadlock Wiki
Jump to navigation Jump to search
remove duplicate items in similar items
capacitor move slow
 
(62 intermediate revisions by 10 users not shown)
Line 1: Line 1:
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["Disabled"] == false and v["Name"] ~= nil and v[value] ~= "0" and v[value] ~= "0m") 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 link_patterns = {}
-- link_patterns["BonusClipSizePercent"] = { "[Aa]mmo" }
-- link_patterns["CloseRangeBonusWeaponPower"] = { "[Cc]lose [Ww]eapon [Dd]amage" }
-- link_patterns["BaseAttackDamagePercent"] = { "[Ww]eapon [Dd]amage" }
-- link_patterns["BulletLifestealPercent"] = { "[Bb]ullet [Ll]ifesteal" }
-- link_patterns["BonusHealthRegen"] = { "[Hh]ealth [Rr]egen" }
-- link_patterns["BonusHealth"] = { "[Hh]ealth" }
-- link_patterns["BonusFireRate"] = { "[Ff]ire [Rr]ate" }
--
-- function FriendlyNames(desc)
-- for link, patterns in pairs(link_patterns) do
-- for i, v in ipairs(patterns) do
--     local a = string.find(desc, v)
-- if a then desc = link break
--     end
--     end
-- end
-- return desc
-- end
 
local friendly_to_internal = {}
local friendly_to_internal = {}
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
Line 76: Line 12:
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", "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" }
Line 81: Line 18:
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["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed" }
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" }
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed" }
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "FervorMovespeed",}
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow" }
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed", "InvisMoveSpeedMod" }
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", "AmbushBonusMeleeDamage" }
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"] = { "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" }
-- 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  
Line 115: Line 108:
"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",
"BonusBulletSpeedPercent",
"BonusBulletSpeedPercent",
"BulletLifestealPercent", "ActiveBonusLifesteal",
"BulletLifestealPercent", "ActiveBonusLifesteal", "AbilityLifestealPercentHero",
"HealLifePercentOutOfCombat",
"HealLifePercentOutOfCombat",
"ReloadSpeedMultipler",
"ReloadSpeedMultipler",
"MeleeDistanceScale", "BonusHeavyMeleeDamage",
"MeleeDistanceScale", "BonusHeavyMeleeDamage", "BonusMeleeDamagePercent", "MeleeResistPercent", "AmbushBonusMeleeDamage",
"SlideScale",
"SlideScale",
"StaminaCooldownReduction",
"StaminaCooldownReduction",
"SlowPercent", "MovementSpeedSlow" },
"SlowPercent", "MovementSpeedSlow", "MaxSlowPercent",
["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed" }
"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"}
}
}


Line 153: Line 162:
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>"
Line 176: Line 192:
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
Line 196: Line 213:
: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.
for internalName, itemName in ipairs(filteredData) do


-- Track rowspans for items with multiple stats
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)
 
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(commas._add(get_cost(itemName["Name"]))):done()
:tag('td'):wikitext(get_type(itemName["Name"])):done()
if (t == "LocalBulletArmorReduction") then  
tableData
tableData
:tag('td'):wikitext("<span style=\"color:red;\">" .. signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
:tag('td'):attr('rowspan', statCount):wikitext(display):done()
else
:tag('td'):attr('rowspan', statCount):wikitext(
tableData
(get_cost(itemName["Name"]) == 9999)
:tag('td'):wikitext(signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
and "Legendary"
end
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)
end
end
end
end
end
for _, row in ipairs(requirements) do
createTableHeader:node(row)
end
end
return tostring(createTable) --, listofItems -- this is just a string list, same thing as createTable. delete this when line when finished


    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

Latest revision as of 15:11, 24 August 2026

Module used to create item tables with Template:Item stat table.

To add a new stat, add the name of the stat as "friendly to internal", followed by the property as listed on Data:ItemData.json, as well as adding the property to the "local unitSuffix" list corresponding to its suffix.


local p = {};
local get_cost = require("Module:ItemData")._get_cost
local get_type = require("Module:ItemData")._get_type
local commas = require("Module:Addcommas")
local GameData = require("Module:GameData")

 -- Translate internal attribute names to plain text for module calls
local friendly_to_internal = {}
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" }
friendly_to_internal["spirit damage"] = { "ProcBonusMagicDamage" }
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["barrier"] = { "CombatBarrier", "GuardianWardCombatBarrier", "VexBarrierCombatBarrier" }
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" }

-- 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 
-- @function   friendlyNames
-- @param      {string}
-- @return     {table}
local function friendlyNames(desc)
	local keysTable = {}
	desc = string.lower(desc or "")
	for link, patterns in pairs(friendly_to_internal) do
		if (desc == link) then keysTable = patterns end 
	end
	return keysTable
end

local unitSuffix = {
	["%"] = { "BonusClipSizePercent", "ActiveReloadPercent", 
		"BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded",
		"TechResist", "BulletResist",
		"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "ActivatedFireRate", "FireRateSlow",
		"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack",
		"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
	return unitName
end

local sortByWeapon = {}
sortByWeapon["Weapon"] = 1
sortByWeapon["Armor"] = 10000
sortByWeapon["Tech"] = 100000000

-- Sort the order of items in a preset as it appears when no filtered ordering is applied. 
-- Ordered first by slot and cost increasing, then alphabetical within same slot and cost.
function defaultSort()
    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

-- 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)
	local requirements = {}
	local listofKeysTable = {}
	local property = frame:getParent().args[1] or mw.title.getCurrentTitle().text
	local copyVar = property

	-- Get internal keys corresponding to the friendly property name
	listofKeysTable = friendlyNames(property) 

	local filteredData = GameData.get_entities(GameData.Dataset.ITEMS, listofKeysTable)
	table.sort(filteredData, defaultSort())

	local createTable = mw.html.create('table')
    :addClass('wikitable sortable item-stat-table')
    :tag('caption'):done()

	local soulIcon = frame:expandTemplate{ title = 'Souls' }

	local createTableHeader = mw.html.create('tr')
	createTableHeader
		:tag('th'):wikitext('Name'):done()
		:tag('th'):wikitext(soulIcon .. 'Cost'):done()
		:tag('th'):wikitext('Category'):done()
		:tag('th'):wikitext('Stat change'):done()
	createTable:node(createTableHeader)

	-- Track rowspans for items with multiple stats
	local rowspanTracker = {}

	for _, itemName in ipairs(filteredData) do 
		local display = frame:expandTemplate{
			title = 'ItemIcon',
			args = { itemName["Name"] }
		}

		local statCount = 0
		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')

				if firstStat then
					tableData
						:tag('td'):attr('rowspan', statCount):wikitext(display):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)
			end
		end
	end

    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

return p