Module:LevelTables: Difference between revisions

LVL (talk | contribs)
Updated alt fire stats to new numbers
m Undo revision 65388 by Saag (talk)
Tag: Manual revert
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
local p = {};
local p = {};
local Icon = require('Module:Icon')
local Souls = require('Module:Souls')


-- Loads the necessary data from the wiki's JSON pages.
-- Loads the necessary data from the wiki's JSON pages.
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local soul_unlocks_data = mw.loadJsonData("Data:SoulUnlockData.json")
local soul_unlocks_data = mw.loadJsonData("Data:SoulUnlockData.json")
-- Helper to safely get stats that may be nested under Weapon
local function get_stat_value(data, key)
    if data[key] ~= nil then return data[key] end
    if data.Weapon and data.Weapon[key] ~= nil then return data.Weapon[key] end
    return 0
end


-- Defines human-readable names for the internal property keys used in headers.
-- Defines human-readable names for the internal property keys used in headers.
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LightMeleeDamage = "Light Melee Damage",
LightMeleeDamage = "Light Melee Damage",
HeavyMeleeDamage = "Heavy Melee Damage"
HeavyMeleeDamage = "Heavy Melee Damage"
}
-- Provides data for special alternate fire modes that are not present in HeroData.json.
local alt_fires = {
Shiv = {base = 52.32, level = 1.68, suffix = "alt fire 12 pellets"},
Viscous = {base = 42, level = 1.6, suffix = "alt fire AOE"},
Yamato = {base = 50, level = 0.7, suffix = "alt fire AOE"}
}
}


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--]]
--]]
p.write_power_increase_table = function(frame)
p.write_power_increase_table = function(frame)
    -- Use the same smart sorting for this list.
local function hero_sort(h1, h2)
return get_sortable_name(h1.Name) < get_sortable_name(h2.Name)
end
-- Read and validate the arguments passed from the #invoke call.
-- Read and validate the arguments passed from the #invoke call.
local property = frame.args[1]
local property = frame.args[1]
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end
end
end
end
local max_boons = #pi_souls_list
local max_boons = #pi_souls_list
 
-- Define the milestones to display in the summary table.
-- Define the milestones to display in the summary table.
local milestones = {10, 20, max_boons}
local milestones = {10, 20, max_boons}
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local filtered_heroes = {}
local filtered_heroes = {}
for _, hero in pairs(heroes_data) do
for _, hero in pairs(heroes_data) do
if (not hero["IsDisabled"] and not hero["InDevelopment"]) then
if (not hero["IsDisabled"] and not hero["InDevelopment"] and hero["Name"]) then
table.insert(filtered_heroes, hero)
table.insert(filtered_heroes, hero)
end
end
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-- Sort the hero list alphabetically, ignoring "The " for proper sorting.
-- Sort the hero list alphabetically, ignoring "The " for proper sorting.
table.sort(filtered_heroes, function(a, b)
table.sort(filtered_heroes, hero_sort)
return get_sortable_name(a.Name) < get_sortable_name(b.Name)
end)
-- Begin building the main data table.
-- Begin building the main data table.
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local required_souls = pi_souls_list[count]
local required_souls = pi_souls_list[count]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local soul_display = Souls._render(souls_formatted)
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
header_row:tag("th"):wikitext(full_header):done()
header_row:tag("th"):wikitext(full_header):done()
Line 106: Line 112:
local function addHeroRows(hero_data, is_alt_fire)
local function addHeroRows(hero_data, is_alt_fire)
local base, level, suffix
local base, level, suffix
local hero_icon_wikitext = frame:expandTemplate{ title = "HeroIcon", args = {hero_data["Name"]}}
local hero_icon_wikitext = Icon._render(hero_data['Name'])
-- Determine if this is a main weapon or an alt-fire and set the correct data.
-- Determine if this is a main weapon or an alt-fire and set the correct data.
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suffix = " (" .. hero_data.alt_fire.suffix .. ")"
suffix = " (" .. hero_data.alt_fire.suffix .. ")"
else
else
base = (hero_data[property] or 0)
base = get_stat_value(hero_data, property)
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
suffix = ""
suffix = ""
local shots = (hero_data["BulletsPerShot"] or 1)
local shots = get_stat_value(hero_data, "BulletsPerShot")
local burst = (hero_data["BulletsPerBurst"] or 1)
if shots == 0 then shots = 1 end
local burst = get_stat_value(hero_data, "BulletsPerBurst")
if burst == 0 then burst = 1 end
local hit_once = get_stat_value(hero_data, "HitOnceAcrossAllBullets")
if (property == "BulletDamage" and (shots * burst) > 1) then
if (property == "BulletDamage" and (shots * burst) > 1) then
if (not hero_data["HitOnceAcrossAllBullets"]) then
if (not hit_once) then
base = base * shots * burst
base = base * shots * burst
level = level * shots * burst
level = level * shots * burst
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local required_souls = pi_souls_list[i]
local required_souls = pi_souls_list[i]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local soul_display = Souls._render(souls_formatted)
local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total)
local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total)
Line 199: Line 209:
for _, hero in ipairs(filtered_heroes) do
for _, hero in ipairs(filtered_heroes) do
addHeroRows(hero, false)
addHeroRows(hero, false)
if (property == "BulletDamage" and alt_fires[hero["Name"]] ~= nil) then
local alt_fire_hero_data = {
-- Dynamically add alt-fire rows if the data exists
Name = hero.Name,
if (property == "BulletDamage" and hero.Weapon and hero.Weapon.AltFire) then
alt_fire = alt_fires[hero.Name]
    local alt_fire_data = hero.Weapon.AltFire
}
    local alt_fire_base = alt_fire_data.BulletDamage or 0
addHeroRows(alt_fire_hero_data, true)
   
    if alt_fire_base > 0 then
        -- Get scaling: prefer alt-fire specific key, fall back to main weapon scaling
        local alt_fire_level = (hero.LevelScaling and
            (hero.LevelScaling.BulletDamageAltFire or hero.LevelScaling[property])) or 0
       
        -- Apply same pellet/burst logic as main weapon
        local shots = alt_fire_data.BulletsPerShot or 1
        local burst = alt_fire_data.BulletsPerBurst or 1
        local hit_once = alt_fire_data.HitOnceAcrossAllBullets or false
       
        local suffix = "alt fire"
       
        if (shots * burst) > 1 and not hit_once then
            alt_fire_base = alt_fire_base * shots * burst
            alt_fire_level = alt_fire_level * shots * burst
            if shots > 1 then suffix = suffix .. " " .. shots .. " pellets" end
            if burst > 1 then suffix = suffix .. " " .. burst .. " bullets" end
        end
       
        -- Add AOE indicator (without radius)
        if alt_fire_data.ExplosionRadius then
            suffix = suffix .. " AOE"
        end
       
        local alt_fire_hero_data = {
            Name = hero.Name,
            alt_fire = {
                base = alt_fire_base,
                level = alt_fire_level,
                suffix = suffix
            }
        }
        addHeroRows(alt_fire_hero_data, true)
    end
end
end
end
end
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local burst_heroes = {}
local burst_heroes = {}
for _, hero in pairs(heroes_data) do
for _, hero in pairs(heroes_data) do
if ((hero["BulletsPerShot"] or 1) > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
    local bullets_per_shot = get_stat_value(hero, "BulletsPerShot")
    local bullets_per_burst = get_stat_value(hero, "BulletsPerBurst")
   
if (bullets_per_shot > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
table.insert(spreadshot_heroes, hero)
table.insert(spreadshot_heroes, hero)
elseif ((hero["BulletsPerBurst"] or 1) > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
elseif (bullets_per_burst > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
table.insert(burst_heroes, hero)
table.insert(burst_heroes, hero)
end
end
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local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n"
local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n"
for _, hero in ipairs(spreadshot_heroes) do
for _, hero in ipairs(spreadshot_heroes) do
local base = math.floor(hero["BulletDamage"] * 100) / 100
local base = math.floor(get_stat_value(hero, "BulletDamage") * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = hero["BulletsPerShot"]
local shots = get_stat_value(hero, "BulletsPerShot")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local hit_once = get_stat_value(hero, "HitOnceAcrossAllBullets")
local hero_icon = Icon._render(hero["Name"])
-- Checks for the special property and changes the output text accordingly.
-- Checks for the special property and changes the output text accordingly.
local stat_str
local stat_str
if hero["HitOnceAcrossAllBullets"] then
if hit_once then
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "  
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "  
.. base .. " total damage (hits only once), +" .. level .. " total\n"
.. base .. " total damage (hits only once), +" .. level .. " total\n"
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multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n"
multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n"
for _, hero in ipairs(burst_heroes) do
for _, hero in ipairs(burst_heroes) do
local base = math.floor(hero["BulletDamage"] * 100) / 100
local base = math.floor(get_stat_value(hero, "BulletDamage") * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = hero["BulletsPerBurst"]
local shots = get_stat_value(hero, "BulletsPerBurst")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local hero_icon = Icon._render(hero["Name"])
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "  
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "  
.. base .. "/bullet, +" .. level .. "/bullet\n"
.. base .. "/bullet, +" .. level .. "/bullet\n"