Module:LevelTablesGive feedback
This module is used to create tables that display a stat of the heroes against the souls of each level powerup. The data comes from Data:HeroData.json and Data:SoulUnlockData.json.
The primary function creates a theme-aware, collapsible section containing a data table. This is invoked with: {{#invoke:LevelTables|write_power_increase_table|(stat)|title=Section Title}} where (stat) is replaced with one of the power level increase stats, and Section Title is the text that appears in the header of the collapsible box.
The generated table provides a summary of key milestones and includes an expandable '[Show All]' button for each hero to view the complete scaling data.
Currently, the valid stats are BulletDamage, MaxHealth, TechPower, LightMeleeDamage, and HeavyMeleeDamage
The stat keys and names are stored in the private variable level_scaling_key_to_name, so if a new stat gets added to level scaling in HeroData.json, you can add it to that variable.
Since the alternate fires of some heroes' guns are not stored in HeroData.json, there is a variable to store the damage and scaling called alt_fires.
Here is an example of the Bullet Damage Table:
| Base Bullet Damage[Show] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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This module also has a function to write a list of heroes with multi-shot weapons, how many shots their weapon has, how much base damage a shot does, and how much damage a shot increases by per boon.
The list is automatically sorted alphabetically (ignoring "The" for names like The Doorman) and provides accurate descriptions for special cases, such as heroes whose multi-pellet attacks only deal damage once.
This list can be invoked with:
{{#invoke:LevelTables|write_multishot_stats}}
This is what the generated list looks like:
Weapons with multiple projectiles (Spreadshot):
- Abrams: 9 pellets, 3.6/pellet, +0.1/pellet
- Calico: 9 pellets, 1.84/pellet, +0.04/pellet
- Drifter: 3 pellets, 19.5 total damage (hits only once), +0.49 total
- Mo & Krill: 4 pellets, 2.82/pellet, +0.08/pellet
- Pocket: 7 pellets, 4.28/pellet, +0.14/pellet
- Shiv: 6 pellets, 4.8/pellet, +0.16/pellet
- Silver: 7 pellets, 5.09/pellet, +0.11/pellet
- Yamato: 5 pellets, 5.31/pellet, +0.15/pellet
Weapons with burst fire (Burst Fire):
- Lash: 3 rounds, 8.46/bullet, +0.31/bullet
- Paradox: 5 rounds, 6.8/bullet, +0.26/bullet
- Seven: 3 rounds, 10.8/bullet, +0.24/bullet
- Sinclair: 2 rounds, 17.76/bullet, +0.55/bullet
local p = {};
-- Loads the necessary data from the wiki's JSON pages.
local heroes_data = mw.loadJsonData("Data:HeroData.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.
local level_scaling_key_to_name = {
BulletDamage = "Bullet Damage",
MaxHealth = "Health",
TechPower = "Spirit Power",
LightMeleeDamage = "Light Melee Damage",
HeavyMeleeDamage = "Heavy Melee Damage"
}
-- A helper function that returns a sort-friendly version of a name by removing leading articles like "The ".
local function get_sortable_name(name)
if string.sub(name, 1, 4) == "The " then
return string.sub(name, 5)
end
return name
end
--[[
-- @function p.write_power_increase_table
-- @description Generates a responsive and readable table showing hero stat scaling based on boons.
-- Includes a compact summary view and an expandable, detailed view for all levels.
-- Can optionally wrap the entire output in a theme-aware collapsible section.
-- @param {Frame} frame The MediaWiki frame object.
-- @param {string} frame.args[1] The internal property name to display (e.g., 'BulletDamage').
-- @param {string} [frame.args.title] An optional title. If provided, the table is wrapped in a collapsible section.
-- @return {string} The complete HTML for the table or collapsible section.
--]]
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.
local property = frame.args[1]
local title = frame.args.title
if not property or property == '' then
return '<strong class="error">Error: Missing required property argument in #invoke call. Example: {{#invoke:ModuleName|write_power_increase_table|BulletDamage}}</strong>'
end
local name = level_scaling_key_to_name[property]
if not name then
return '<strong class="error">Error: Invalid property argument "' .. tostring(property) .. '". Must be one of: BulletDamage, MaxHealth, TechPower, LightMeleeDamage, HeavyMeleeDamage.</strong>'
end
-- Create an ordered list of soul requirements for each power increase.
local pi_souls_list = {}
for _, v in ipairs(soul_unlocks_data) do
if (v["PowerIncrease"]) then
table.insert(pi_souls_list, v["RequiredSouls"])
end
end
local max_boons = #pi_souls_list
-- Define the milestones to display in the summary table.
local milestones = {10, 20, max_boons}
-- Filter out disabled heroes from the data.
local filtered_heroes = {}
for _, hero in pairs(heroes_data) do
if (not hero["IsDisabled"] and not hero["InDevelopment"] and hero["Name"]) then
table.insert(filtered_heroes, hero)
end
end
-- Sort the hero list alphabetically, ignoring "The " for proper sorting.
table.sort(filtered_heroes, hero_sort)
-- Begin building the main data table.
local create_table = mw.html.create("table"):addClass("wikitable sortable")
-- Create the header row for the summary table.
local header_row = mw.html.create("tr")
header_row
:tag("th"):wikitext("Hero"):done()
:tag("th"):wikitext("Base " .. name):done()
:tag("th"):wikitext("Increase per Boon"):done()
-- Dynamically create milestone headers with both boon count and soul amount.
for _, count in ipairs(milestones) do
local header_text = count .. " Boons"
if count == max_boons then header_text = header_text .. " (Max)" end
local required_souls = pi_souls_list[count]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
header_row:tag("th"):wikitext(full_header):done()
end
header_row:tag("th"):wikitext("Full Details"):done()
create_table:node(header_row)
-- A helper function that generates the HTML for a single hero's row and its collapsible details.
local function addHeroRows(hero_data, is_alt_fire)
local base, level, suffix
local hero_icon_wikitext = frame:expandTemplate{ title = "HeroIcon", args = {hero_data["Name"]}}
-- Determine if this is a main weapon or an alt-fire and set the correct data.
if is_alt_fire then
base = hero_data.alt_fire.base
level = hero_data.alt_fire.level
suffix = " (" .. hero_data.alt_fire.suffix .. ")"
else
base = get_stat_value(hero_data, property)
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
suffix = ""
local shots = get_stat_value(hero_data, "BulletsPerShot")
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 (not hit_once) then
base = base * shots * burst
level = level * shots * burst
end
if (shots > 1) then suffix = suffix .. " (" .. shots .. " pellets)" end
if (burst > 1) then suffix = suffix .. " (" .. burst .. " bullets)" end
end
end
-- Build the main summary row with the hero's info and milestone values.
local summary_row = mw.html.create("tr")
local hero_cell_content = hero_icon_wikitext .. suffix
summary_row:tag("td"):wikitext(hero_cell_content):done()
summary_row
:tag("td"):wikitext(string.format("%.2f", base)):done()
:tag("td"):wikitext("+" .. string.format("%.2f", level)):done()
for _, count in ipairs(milestones) do
local total = base + level * count
summary_row:tag("td"):wikitext(string.format("%.2f", total)):done()
end
-- Create the main container for the collapsible "Full Details" section.
local details_id = "boon-details-" .. hero_data.Name .. "-" .. property .. (is_alt_fire and "-alt" or "")
local collapsible_container = mw.html.create("div")
:addClass("mw-collapsible mw-collapsed")
:attr("id", details_id)
:attr("style", "display: flex; flex-direction: column; align-items: flex-end; gap: 5px;")
-- Style the "Show All" toggle to look like a theme-aware button.
collapsible_container:tag("div")
:addClass("mw-collapsible-toggle")
:attr("style", "display: inline-block; padding: 2px 8px; border: 1px solid currentColor; border-radius: 1px; text-decoration: none;")
:wikitext("Show All")
-- Create the container for the expanded content.
local content_div = mw.html.create("div"):addClass("mw-collapsible-content")
-- Generate the three-column layout by distributing rows into mini-tables.
local column1_rows, column2_rows, column3_rows = {}, {}, {}
local rows_per_column = math.ceil(max_boons / 3)
for i = 1, max_boons do
local total = base + level * i
local required_souls = pi_souls_list[i]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total)
if i <= rows_per_column then
table.insert(column1_rows, row_html)
elseif i <= rows_per_column * 2 then
table.insert(column2_rows, row_html)
else
table.insert(column3_rows, row_html)
end
end
local table_style = "border:none; background:transparent; margin:0 10px; min-width:150px;"
local table1 = "<table style='" .. table_style .. "'>" .. table.concat(column1_rows) .. "</table>"
local table2 = "<table style='" .. table_style .. "'>" .. table.concat(column2_rows) .. "</table>"
local table3 = "<table style='" .. table_style .. "'>" .. table.concat(column3_rows) .. "</table>"
-- Use a flexbox container to display the mini-tables side-by-side.
local flex_container_style = "display:flex; justify-content:space-around; padding:10px 0;"
content_div:wikitext("<div style='" .. flex_container_style .. "'>" .. table1 .. table2 .. table3 .. "</div>")
collapsible_container:node(content_div)
summary_row:tag("td"):node(collapsible_container)
create_table:node(summary_row)
end
-- Iterate through each hero to generate their main row and an alt-fire row if applicable.
for _, hero in ipairs(filtered_heroes) do
addHeroRows(hero, false)
-- Dynamically add alt-fire rows if the data exists
if (property == "BulletDamage" and hero.Weapon and hero.Weapon.AltFire) then
local alt_fire_data = hero.Weapon.AltFire
local alt_fire_base = alt_fire_data.BulletDamage or 0
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
-- If a title was provided, wrap the completed table in a theme-aware collapsible container.
if title and title ~= '' then
local wrapper = mw.html.create('table')
:addClass('mw-collapsible mw-collapsed wikitable')
:css('width', '100%')
:css('margin-bottom', '1em')
local header_row_wrapper = wrapper:tag('tr')
header_row_wrapper:tag('th')
:css('text-align', 'center')
:wikitext('<span style="font-size: larger; font-weight: bold;">' .. title .. '</span><span class="mw-collapsible-toggle mw-collapsible-toggle-right">[Show]</span>')
local content_row_wrapper = wrapper:tag('tr')
content_row_wrapper:tag('td')
:addClass('mw-collapsible-content')
:node(create_table)
return tostring(wrapper)
else
-- If no title is provided, return the table as before.
return tostring(create_table)
end
end
--[[
-- @function p.write_multishot_stats
-- @description Outputs a wikitext bulleted list of heroes with spreadshot or burst fire weapons.
-- @param {Frame} frame The MediaWiki frame object.
-- @return {string} A formatted wikitext string.
--]]
p.write_multishot_stats = 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
local spreadshot_heroes = {}
local burst_heroes = {}
for _, hero in pairs(heroes_data) do
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)
elseif (bullets_per_burst > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
table.insert(burst_heroes, hero)
end
end
table.sort(spreadshot_heroes, hero_sort)
table.sort(burst_heroes, hero_sort)
local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n"
for _, hero in ipairs(spreadshot_heroes) do
local base = math.floor(get_stat_value(hero, "BulletDamage") * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = get_stat_value(hero, "BulletsPerShot")
local hit_once = get_stat_value(hero, "HitOnceAcrossAllBullets")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
-- Checks for the special property and changes the output text accordingly.
local stat_str
if hit_once then
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "
.. base .. " total damage (hits only once), +" .. level .. " total\n"
else
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "
.. base .. "/pellet, +" .. level .. "/pellet\n"
end
multishot_str = multishot_str .. stat_str
end
multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n"
for _, hero in ipairs(burst_heroes) do
local base = math.floor(get_stat_value(hero, "BulletDamage") * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = get_stat_value(hero, "BulletsPerBurst")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "
.. base .. "/bullet, +" .. level .. "/bullet\n"
multishot_str = multishot_str .. stat_str
end
return multishot_str
end
return p