Wiki Warframe

Utilisation du Wiki

Pour une meilleure utilisation du Wiki Warframe FR, merci d'activer les scripts Javascript lors de la consultation de certains pages, pour assurer le fonctionnement de certaines fonctionnalités.
Si vous souhaitez contribuer au Wiki, rejoignez-nous sur le Discord Warframe FR (espace wiki)

- Yazu 17:00 01/10/2022

EN SAVOIR PLUS

Wiki Warframe
Advertisement
Erreur Lua dans Module:Docbunto à la ligne 922 : Documentation markup pour Docbunto introuvable dans Module:Weapons.
Documentation automatique créée à l'aide de Docbuntu (-> Modèle automatique)

Voir aussi

Code


--This will eventually contain data for various weapons
--For use in automating assorted wiki functions and to reduce the number of updates needed
-- •

local p = {}

local WeaponData = mw.loadData( 'Module:Weapons/data' )
local ConclaveData = mw.loadData( 'Module:Weapons/Conclave/data' )
local Icon = require( "Module:Icon" )
local Shared = require( "Module:Shared" )
local Mod = require('Module:Mods')
local Tooltip = require( "Module:Tooltip" )

local Elements = {"Impact", "Perforation", "Tranchant", "Feu", "Glace", "Poison", "Électrique", "Explosif", "Corrosif", "Radiation", "Magnétique", "Gaz", "Viral"}
local Physical = {"Impact", "Perforation", "Tranchant"}
local UseDefaultList = {"NOISELEVEL", "AMMOTYPE", "MAXAMMO", "DISPOSITION", "CHANNELMULT", "HEADSHOTMULTIPLIER"}
local VariantList = {"Prime", "Prisma", "Wraith", "Vandal", "Vaykor", "Synoid", "Telos", "Secura", "Sancti", "Rakta", "Mara", "MK1"}

function p.doPlural(Text, Value)
  if(tonumber(Value) == 1) then
    Text = string.gsub(Text, "(<.+>)", "")
  else
    Text = string.gsub(Text, "<(.+)>", "%1")
  end
  return Text
end

function p.isVariant(WeapName)
  for i, var in pairs(VariantList) do
    if(string.find(WeapName, var)) then
      local baseName = string.gsub(WeapName, ' ?'..var..' ?-?', '')
      return true, var, baseName
    end
  end

  return false, 'Base', WeapName
end

function p.buildName(BaseName, Variant)
  if(Variant == nil or Variant == 'Base' or Variant == '') then
    return BaseName
  elseif(Variant == 'Prime' or Variant == 'Wraith' or Variant == 'Vandal') then
    return BaseName..' '..Variant
  elseif(Variant == "MK1") then
    return "MK1-"..BaseName
  else
    return Variant..' '..BaseName
  end
end

--It's a bit of a mess, but this is for compressing a list with variants
--So if a list has Braton, Braton Prime, and MK1-Braton it'll list as
--                  Braton (MK1, Prime)
function p.shortLinkList(Weapons)
  --First grabbing all the pieces and stashing them in a table
  local baseNames = {}
  for key, weap in Shared.skpairs(Weapons) do
    local isVar, varType, baseName = p.isVariant(weap.Name)
    if(baseNames[baseName] == nil) then baseNames[baseName] = {} end
    table.insert(baseNames[baseName], varType)
  end

  --Then the fun part: Pulling the table together
  local result = {}
  for baseName, variants in Shared.skpairs(baseNames) do
    --So first, check if 'Base' is in the list
    --Because if it isn't, list all variants separately
    if(Shared.contains(variants, "Base")) then
      table.sort(variants)
      --First, get the basic version
      local thisRow = '[['..baseName.."]]"
      --then, if there are variants...
      if(Shared.tableCount(variants) > 1) then
        --List them in parentheses one at a time
        thisRow = thisRow..' ('
        local count = 0
        for i, varName in pairs(variants) do
          if(varName ~= 'Base') then
            if(count > 0) then thisRow = thisRow..', ' end
            thisRow = thisRow..'[['..p.buildName(baseName, varName)..'|'..varName..']]'
            count = count + 1
          end
        end
        thisRow = thisRow..')'
      end
      table.insert(result, thisRow)
    else
      for i, varName in pairs(variants) do
        table.insert(result, '[['..p.buildName(baseName, varName)..']]')
      end
    end
  end
  return result
end

function p.getWeapon(WeapName)
  local weapon = WeaponData["Weapons"][WeapName]

  if weapon ~= nil and weapon.Name == WeapName then
    return weapon
  else
    for key, Weapon in Shared.skpairs(WeaponData["Weapons"]) do
      if(Weapon.Name == WeapName or key == WeapName) then
        return Weapon
      end
    end
  end

  return nil
end

local function checkWeapon(weap, weapName, conclave)
  if weap == nil or type(weap) ~= 'table' then
    if conclave then
      return p.getConclaveWeapon(weapName)
    else
      return p.getWeapon(weapName)
    end
  elseif type(weap) == 'table' then
    return weap
  end
end

function p.weaponExists(frame)
  local weapName = frame.args ~= nil and frame.args[1] or nil

  return p._weaponExists(weapName)
end

function p._weaponExists(weapName, weap)
  local weap = checkWeapon(weap, weapName)

  if weapName == 'Épées Versatiles Sombres' then
    return true
  elseif weap then
    return true
  end

  if weapName == nil then
    return 'Enter weapon name.'
  elseif weap == nil then
    return 'No weapon '..weapName..' found.'
  end


end

function p.getLink(frame)
  local weapName = frame.args ~= nil and frame.args[1] or nil
  if weapName == nil then
    return 'Enter weapon name.'
  end

  return p._getLink(weapName)
end

function p._getLink(weapName, weap)
  local weap = checkWeapon(weap, weapName)
  local exists = p._weaponExists(weapName, weap)
  if weapName == "Épées Versatiles Sombres" then
    return "Épées Versatiles Sombres"
  elseif exists == true then
    local temp = weap.Link
    if weap.Type == "Arch-Fusil (Atmosphère)" then
      local atmoTemp = Shared.splitString(weap.Name, "%s")
      local atmoCount = Shared.tableCount(atmoTemp)
      if atmoCount == 2 then
        return atmoTemp[1]
      elseif atmoCount >= 2 then
        return table.concat(atmoTemp, ' ', 1, (atmoCount-1))
      end
      return weap.Name
    elseif temp then
      return temp
    else
      return weap.Name
    end
  elseif weapName == nil then
    return false
  else
    return false
  end
end

function p.getConclaveWeapon(WeapName)
  local weapon = ConclaveData["Weapons"][WeapName]

  if weapon ~= nil and weapon.Name == WeapName then
    return weapon
  else
    for key, Weapon in Shared.skpairs(ConclaveData["Weapons"]) do
      if(Weapon.Name == WeapName or key == WeapName) then
        return Weapon
      end
    end
  end

  return nil
end

function p.isMelee(frame)
  if(frame == nil) then
    return nil
  end
  local Weapon = frame.args ~= nil and frame.args[1] or frame
  if(type(Weapon) == "string") then
    Weapon = p.getWeapon(Weapon)
  end

  if(Weapon == nil) then
    return nil
  end

  if(Weapon.Type ~= nil and (Weapon.Type == "Mêlée" or Weapon.Type == "Arch-Mêlée")) then
    return "yes"
  end

  return nil
end

function p.isArchwing(frame)
  if(frame == nil) then
    return nil
  end
  local Weapon = frame.args ~= nil and frame.args[1] or frame
  if(type(Weapon) == "string") then
    Weapon = p.getWeapon(Weapon)
  end

  if(Weapon == nil) then
    return nil
  end

  if(Weapon.Type ~= nil and (Weapon.Type == "Arch-Fusil" or Weapon.Type == "Arch-Mêlée")) then
    return "yes"
  end

  return nil
end

local function getAttack(Weapon, AttackType)
  if(Weapon == nil or AttackType == nil) then
    return nil
  elseif(type(Weapon) == "string") then
    Weapon = p.getWeapon(Weapon)
  end
  AttackType = string.upper(AttackType)
  if (AttackType == nil or AttackType == "NORMAL" or AttackType == "NORMALATTACK") then
    if(Weapon.NormalAttack ~= nil) then
      return Weapon.NormalAttack
    elseif(Weapon.Damage ~= nil) then
      return Weapon
    else
      return nil
    end
  elseif(AttackType == "CHARGE" or AttackType == "CHARGEATTACK") then
    return Weapon.ChargeAttack
  elseif(AttackType == "AREA" or AttackType == "AREAATTACK") then
    return Weapon.AreaAttack
  elseif(AttackType == "SECONDARYAREA" or AttackType == "SECONDARYAREAATTACK") then
    return Weapon.SecondaryAreaAttack
  elseif(AttackType == "THROW" or AttackType == "THROWATTACK") then
    return Weapon.ThrowAttack
  elseif(AttackType == "CHARGEDTHROW" or AttackType == "CHARGEDTHROWATTACK") then
    return Weapon.ChargedThrowAttack
  elseif(AttackType == "SECONDARY" or AttackType == "SECONDARYATTACK") then
    return Weapon.SecondaryAttack
  elseif(Attacktype == "MELEESLAM") then
    return Weapon.MeleeSlam
  elseif(AttackType == "MELEEHEAVY") then
    return Weapon.MeleeHeavy
  else
    return nil
  end
end

local function hasAttack(Weapon, AttackType)
  if(getAttack(Weapon, AttackType) ~= nil) then
    return true
  else
    return nil
  end
end

local function dontHasAttack(Weapon, AttackType)
  if(getAttack(Weapon, AttackType) ~= nil) then
    return nil
  else
    return true
  end
end


function p.hasAttack(frame)
  local WeapName = frame.args[1]
  local AttackName = frame.args[2]

  if(WeapName == nil) then
    return "ERREUR: Il n'y a pas le nom de l'arme"
  elseif(AttackName == nil) then
    AttackName = "Normal"
  end

  local Weapon = p.getWeapon(WeapName)
  if(Weapon == nil) then return "ERREUR: L'arme  "..WeapName.." n'a pas été trouvé" end

  return hasAttack(Weapon, AttackName)
end

function hasMultipleTypes(Attack)
  local typeCount = 0
  if(Attack ~= nil and Attack.Damage ~= nil) then
    for key, dmg in Shared.skpairs(Attack.Damage) do
      if(dmg > 0) then
        typeCount = typeCount + 1
      end
    end
  end
  if(typeCount > 1) then return "yes" else return nil end
end

function p.hasMultipleTypes(frame)
  local WeapName = frame.args[1]
  local AttackName = frame.args[2]
  if(AttackName == nil) then AttackName = "Normal" end
  local attack = getAttack(WeapName, AttackName)
  return hasMultipleTypes(attack)
end

function p.attackLoop(Weapon)
  if(Weapon == nil) then
    return function() return nil end
  end
  local aType = "Normal"
  local iterator = function()
    if(aType == "Normal") then
      local attack = getAttack(Weapon, aType)
      aType = "Charge"
      if attack ~= nil and attack.Damage ~= nil then return "Normal", attack end
    end
    if(aType == "Charge") then
      local attack = getAttack(Weapon, aType)
      aType = "Area"
      if attack ~= nil and attack.Damage ~= nil then return "Charge", attack end
    end
    if(aType == "Area") then
      local attack = getAttack(Weapon, aType)
      aType = "SecondaryArea"
      if attack ~= nil and attack.Damage ~= nil then return "Area", attack end
    end
    if(aType == "SecondaryArea") then
      local attack = getAttack(Weapon, aType)
      aType = "Secondary"
      if attack ~= nil and attack.Damage ~= nil then return "SecondaryArea", attack end
    end
    if(aType == "Secondary") then
      local attack = getAttack(Weapon, aType)
      aType = "Throw"
      if attack ~= nil and attack.Damage ~= nil then return "Secondary", attack end
    end
    if(aType == "Throw") then
      local attack = getAttack(Weapon, aType)
      aType = "ChargedThrow"
      if attack ~= nil and attack.Damage ~= nil then return "Throw", attack end
    end
    if(aType == "ChargedThrow") then
      local attack = getAttack(Weapon, aType)
      aType = "end"
      if attack ~= nil and attack.Damage ~= nil then return "ChargedThrow", attack end
    end

    return nil
  end
  return iterator
end



local function getFamily(FamilyName)
  local familyMembers = {}
  for i, Weapon in Shared.skpairs(WeaponData["Weapons"]) do
    if(Weapon.Family == FamilyName) then
      table.insert(familyMembers, Weapon)
    end
  end
  return familyMembers
end

local function linkMeleeClass(weapClass)
  if(weapClass == nil) then
    return nil
  else
    return "[[:Category:"..weapClass.."|"..weapClass.."]]"
  end
end

--Returns all melee weapons.
--If weapType is not nil, only grab for a specific type
--For example, if weapType is "Nikana", only pull Nikanas
local function getMeleeWeapons(weapClass, PvP)
  local weaps = {}
  local weapClasses = {}
  if(weapClass ~= nil) then
    weapClasses = Shared.splitString(weapClass, ',')
  end

  for i, weap in Shared.skpairs(WeaponData["Weapons"]) do
    if((weap.Ignore == nil or not weap.Ignore) and weap.Type ~= nil and weap.Type == "Mêlée") then
      local classMatch = (weapClass == nil or Shared.contains(weapClasses, weap.Class))
      local pvpMatch = (PvP == nil or (PvP and weap.Conclave ~= nil and weap.Conclave))
      if (classMatch and pvpMatch) then
        table.insert(weaps, weap)
      end
    end
  end

  return weaps
end

--As above, but for Conclave stats
local function getConclaveMeleeWeapons(weapClass, PvP)
  local weaps = {}
  local weapClasses = {}
  if(weapClass ~= nil) then
    weapClasses = Shared.splitString(weapClass, ',')
  end

  for i, weap in Shared.skpairs(ConclaveData["Weapons"]) do
    if((weap.Ignore == nil or not weap.Ignore) and weap.Type ~= nil and weap.Type == "Mêlée") then
      local classMatch = (weapClass == nil or Shared.contains(weapClasses, weap.Class))
      local pvpMatch = (PvP == nil or (PvP and weap.Conclave ~= nil and weap.Conclave))
      if (classMatch and pvpMatch) then
        table.insert(weaps, weap)
      end
    end
  end

  return weaps
end

--Learning new things... Trying to allow sending in an arbitrary function
function p.getWeapons(validateFunction)
  local weaps = {}
  for i, weap in Shared.skpairs(WeaponData["Weapons"]) do
    if((weap.Ignore == nil or not weap.Ignore) and validateFunction(weap)) then
      table.insert(weaps, weap)
    end
  end
  return weaps
end

--Same as getWeapons, but for Conclave data
function p.getConclaveWeapons(validateFunction)
  local weaps = {}
  for i, weap in Shared.skpairs(ConclaveData["Weapons"]) do
    if((weap.Ignore == nil or not weap.Ignore) and validateFunction(weap)) then
      table.insert(weaps, weap)
    end
  end
  return weaps
end

local function asMultiplier(val)
  if(val == nil) then
    return "1.0x"
  end
  return Shared.round(val, 2, 1).."x"
end

local function HasTrait(Weapon, Trait)
  if(Trait == nil or Weapon.Traits == nil) then
    return false
  end

  for i, theTrait in pairs(Weapon.Traits) do
    if(theTrait == Trait) then
      return true
    end
  end

  return false
end

--If Type is not nil, get damage weapon deals of that type
--If it deals no damage of that type, return 0 instead of nil
--It Type is nil, return total damage
local function GetDamage(Attack, Type, ByPellet)
  if(ByPellet == nil) then ByPellet = false end
  if(Attack == nil or Attack.Damage == nil) then return 0 end

  local pCount = 1
  if(ByPellet and Attack.PelletCount ~= nil) then pCount = Attack.PelletCount end
  if(Type == nil) then
    local total = 0
    for i, d in Shared.skpairs(Attack.Damage) do
      total = total + d
    end
    return total / pCount
  else
    if(Type == "Physical") then
      local Impact = Attack.Damage["Impact"] ~= nil and Attack.Damage["Impact"] or 0
      local Puncture = Attack.Damage["Perforation"] ~= nil and Attack.Damage["Perforation"] or 0
      local Slash = Attack.Damage["Tranchant"] ~= nil and Attack.Damage["Tranchant"] or 0
      return (Impact + Puncture + Slash) / pCount
    elseif(Type == "Element") then
      for dType, dmg in Shared.skpairs(Attack.Damage) do
        if(not Shared.contains(Physical, dType) or dmg <= 0) then
          return dmg / pCount
        end
      end
      return 0
    elseif(Attack.Damage[Type] == nil) then
      return 0
    else
      return Attack.Damage[Type] / pCount
    end
  end
end

--Returns the damage string as it's formatted in a comparison row
--So instead of '0', returns '-', and appends the icon for an element if necessary
local function GetDamageString(Attack, Type, ByPellet)
  if(ByPellet == nil) then ByPellet = false end
  if(Attack == nil or Attack.Damage == nil) then return "" end

  local pCount = 1
  if(ByPellet and Attack.PelletCount ~= nil) then pCount = Attack.PelletCount end
  if(Type == nil) then
    if(not hasMultipleTypes(Attack)) then
      for key, val in pairs(Attack.Damage) do
        if(val > 0) then
          return Icon._Proc(key).." "..Shared.round(val / pCount, 2)
        end
      end
      return ""
    else
      return Shared.round(GetDamage(Attack, nil, ByPellet), {2, 1})
    end
  else
    local thisVal = GetDamage(Attack, Type, ByPellet)
    if(thisVal == 0) then
      return ""
    else
      return Shared.round(thisVal, {2, 1})
    end
  end
end

local function GetDamageBias(Attack, IncludeSingle)
  if(IncludeSingle == nil) then IncludeSingle = false end

  if(Attack.Damage ~= nil and Shared.tableCount(Attack.Damage) > 0) then
    local total = 0
    local bestDmg = 0
    local bestElement = nil
    local count = 0
    for Element, Dmg in pairs(Attack.Damage) do
      if(Dmg > bestDmg) then
        bestDmg = Dmg
        bestElement = Element
      end
      total = total + Dmg
      if(Dmg > 0) then
        count = count + 1
      end
    end
    --Make sure there are two damage instances that are above zero
    --Exception for physical damage types
    if(count > 1 or (IncludeSingle and count > 0)) then
      return (bestDmg / total), bestElement
    else
      return nil
    end
  else
    return nil
  end
end

--If the attack has at least two damage types,
--  Returns something like "58.3% Slash"
--If it doesn't, returns nil
local function GetDamageBiasString(Attack, HideType, ShowText, IncludeSingle, Color)
  if(HideType == nil) then HideType = false end
  if(ShowText == nil) then ShowText = "" end
  if(IncludeSingle == nil) then IncludeSingle = false end

  local bestPercent, bestElement = GetDamageBias(Attack, IncludeSingle)
  if(bestPercent ~= nil) then
    local result = Shared.asPercent(bestPercent, 0)
    if(not HideType) then
      result = Icon._Proc(bestElement, ShowText, Color).." "..result
    end
    return result
  else
    return nil
  end
end

function p.GetPolarityString(Weapon)
  if(Weapon.Polarities == nil or type(Weapon.Polarities) ~= "table" or Shared.tableCount(Weapon.Polarities) == 0) then
    return "Aucune"
  else
    local resString = ""
    for i, pol in pairs(Weapon.Polarities) do
      local tempPol = Icon._Pol(pol)
      resString = resString..tempPol
    end
    --Adding Exceptions
    if(Weapon.Name == "Lame Exaltée") then
      resString = resString.."(Vanilla/Prime)<br/>"..Icon._Pol("Umbra")..Icon._Pol("Umbra").."(Umbra)"
    end


    return resString
  end
end

local function getWeaponStanceList(Weapon)
  if(Weapon == nil or Weapon.Type ~= "Mêlée") then return nil end

  local stances = Mod.getStances(Weapon.Class, Weapon.Conclave, Weapon.Name)

  local result = ""

  for i, stance in pairs(stances) do
    if (string.len(result) > 0) then
      result = result.."<br/>"
    end

    local polarity = ''
    local link = ''

    if Weapon.Class ~= "Arme Exaltée" or Weapon.Name == "Serres de Garuda" then
      result = result..Tooltip._tooltipText(stance.Name, 'Mod')
    end

    result = result..polarity
    --If this is a PvP Stance, add the disclaimer
    local stancePvP = Mod._getValue(stance.Name, "PVP")
    if(stancePvP) then
      result = result.." (PvP)"
    end
  end

  return result
end

local function getAttackValue(Weapon, Attack, ValName, giveDefault, asString, forTable)
  if(giveDefault == nil) then giveDefault = false end
  if(asString == nil) then asString = false end
  if(forTable == nil) then forTable = false end
  if(Attack == nil) then
    if(asString) then
      return ""
    else
      return nil
    end
  end
  regularVal = Shared.titleCase(string.sub(ValName, 1, 1), string.sub(ValName, 2))
  ValName = string.upper(ValName)
  if(ValName == "DAMAGE") then
    if(Attack.Damage ~= nil) then
      if(asString) then
        return GetDamageString(Attack, nil)
      else
        return GetDamage(Attack)
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "DAMAGEPLUS") then
    if(Attack.Damage ~= nil) then
      if(asString) then
        if(hasMultipleTypes(Attack)) then
          return GetDamageString(Attack, nil).." ("..GetDamageBiasString(Attack, nil, "")..")"
        else
          return GetDamageString(Attack, nil)
        end
      else
        return GetDamage(Attack)
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(Shared.contains(Elements, regularVal) or ValName == "PHYSICAL" or ValName == "ELEMENT") then
    if(Attack.Damage ~= nil) then
      if(asString) then
        if(hasMultipleTypes(Attack)) then
          return GetDamageString(Attack,  regularVal)
        else
          return nil
        end
      else
        return GetDamage(Attack,  regularVal)
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "ACCURACY") then
    if(Attack.Accuracy ~= nil) then
      return Attack.Accuracy
    elseif(Attack == Weapon.NormalAttack) then
      return Weapon.Accuracy
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "ATTACKNAME") then
    if(Attack.AttackName ~= nil) then
      return Attack.AttackName
    elseif(giveDefault) then
      return ""
    else
      return nil
    end
  elseif(ValName == "AMMOCOST") then
    if(Attack.AmmoCost ~= nil) then
      if(asString) then
        return Attack.AmmoCost.." mun. par tir"
      else
        return Attack.AmmoCost
      end
    elseif(giveDefault) then
      return 1
    else
      return nil
    end
  elseif(ValName == "BLOCKANGLE") then
    if(Weapon.BlockAngle ~= nil) then
      if(asString) then
        return Weapon.BlockAngle.."°"
      else
        return Weapon.BlockAngle
      end
    else
      return nil
    end
  elseif(ValName == "BURSTCOUNT") then
    if(Attack.BurstCount ~= nil) then
      if(asString) then
        local result = Attack.BurstCount.." balles"
        local dmg = GetDamage(Attack) * Attack.BurstCount
        return result.." ("..Shared.round(dmg, 2, 1).." dégâts totaux)"
      else
        return Attack.BurstCount
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "BURSTFIRERATE") then
    if(Attack.BurstFireRate ~= nil) then
      return Attack.BurstFireRate
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "CHARGETIME") then
    if(Attack.ChargeTime ~= nil) then
      if(asString) then
        return Shared.round(Attack.ChargeTime, 2, 1).." s"
      else
        return Attack.ChargeTime
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "CRITCHANCE") then -- note there is getValue version
    --search in current attack, then normal,
    if(Attack.CritChance ~= nil) then
      if(asString) then
        return Shared.asPercent(Attack.CritChance)
      else
        return Attack.CritChance
      end
  end
  if(hasAttack(Weapon, "Normal")) then
    local normAtt = getAttack(Weapon, "Normal")
    if(normAtt.CritChance ~= nil) then
      if(asString) then
        return Shared.asPercent(normAtt.CritChance)
      else
        return normAtt.CritChance
      end
    end
  end
  if giveDefault then
    if(asString) then
      return Shared.asPercent(0)
    else
      return 0
    end
  else
    return nil
  end
  elseif(ValName == "CRITMULTIPLIER") then -- note there is getValue version
    --search in current attack, then normal,
    if(Attack.CritMultiplier ~= nil) then
      if(asString) then
        return asMultiplier(Attack.CritMultiplier)
      else
        return Attack.CritMultiplier
      end
  end
  if(hasAttack(Weapon, "Normal")) then
    local normAtt = getAttack(Weapon, "Normal")
    if(normAtt.CritMultiplier ~= nil) then
      if(asString) then
        return asMultiplier(normAtt.CritMultiplier)
      else
        return normAtt.CritMultiplier
      end
    end
  end
  if giveDefault then
    if(asString) then
      return asMultiplier(0)
    else
      return 0
    end
  else
    return nil
  end
  elseif(ValName == "DAMAGEBIAS") then
    if(Shared.tableCount(Attack.Damage) <= 4) then
      if (GetDamageBiasString(Attack, nil, nil, giveDefault)~=nil) then
        return GetDamageBiasString(Attack, nil, nil, giveDefault)
      else
        return ""
      end
    else
      if(asString or giveDefault) then
        return ""
      else
        return nil
      end
    end
  elseif(ValName == "BULLETTYPE") then
    if(Attack.ShotType ~= nil) then
      return Attack.ShotType
    elseif(giveDefault) then
      return "Unknown"
    else
      return nil
    end
  elseif(ValName == "DURATION") then
    if(Attack.Duration ~= nil) then
      if(asString) then
        return Shared.round(Attack.Duration, 1, 0).." s"
      else
        return Attack.Duration
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "ELEMENTTYPE") then
    if(Attack.Damage ~= nil) then
      for dType, dmg in Shared.skpairs(Attack.Damage) do
        if(not Shared.contains(Physical, dType) or dmg <= 0) then
          if(asString) then
            return Icon._Proc(dType)
          else
            return dType
          end
        end
      end
    elseif asString then
      return ""
    else
      return nil
    end
  elseif(ValName =="ELEMENTTYPENAME") then
    if(Attack.Damage ~= nil) then
      for dType, dmg in Shared.skpairs(Attack.Damage) do
        if(not Shared.contains(Physical, dType) or dmg <= 0) then
          return dType
        end
      end
    elseif asString then
      return ""
    else
      return nil
    end
  elseif(ValName == "FALLOFF") then
    if(Attack.Falloff ~= nil) then
      local falloffText = "Dégâts max. jusqu'à "..Shared.round(Attack.Falloff.StartRange, 2, 1).." m"
      falloffText = falloffText.."<br/>Dégâts min. à partir de "..Shared.round(Attack.Falloff.EndRange, 2, 1).." m"
      if(Attack.Falloff.Reduction ~= nil) then
        falloffText = falloffText.."<br/>"..Shared.asPercent(Attack.Falloff.Reduction).." réduction max."
      end
      return falloffText
    else
      return nil
    end
  elseif(ValName == "FIRERATE") then --search in current attack, then normal, then weapon supertable
    local returnVal = 0
    if(Attack.FireRate ~= nil) then
      returnVal = Attack.FireRate
    elseif(hasAttack(Weapon, "Normal")) then
      local normAtt = getAttack(Weapon, "Normal")
      if(normAtt.FireRate ~= nil) then
        returnVal = normAtt.FireRate
      end
    elseif(Weapon.FireRate ~= nil) then
      returnVal = Weapon.FireRate
    end
    if(asString) then
      if(Weapon.Type ~= nil and Weapon.Type ~= "Mêlée" and Weapon.Type ~= "Arch-Melee") then
        if(forTable) then
          return Shared.round(returnVal, {3, 1}) -- .." rps"
        else
          return Shared.round(returnVal, {3, 1})..p.doPlural(" balle<s>/s", returnVal)
        end
      else
        return Shared.round(returnVal, {3, 1})
      end
    else
      return returnVal
    end
    if (giveDefault) then
      returnVal = 0
    else
      return nil
    end
  elseif(ValName == "FOLLOWTHROUGH") then
    if(Weapon.FollowThrough ~= nil) then
      if(asString) then
        return Shared.asPercent(Weapon.FollowThrough, 0)
      else
        return Weapon.FollowThrough
      end
    else
      return nil
    end
  elseif(ValName == "HEADSHOTMULTIPLIER") then
    --search in current attack, then normal, and finally fall back on base weapon value if for some reason that exists
    if(Attack.HeadshotMultiplier ~= nil) then
      if(asString) then
        return asMultiplier(Attack.HeadshotMultiplier)
      else
        return Attack.HeadshotMultiplier
      end
    end
    if(hasAttack(Weapon, "Normal")) then
      local normAtt = getAttack(Weapon, "Normal")
      if(normAtt.HeadshotMultiplier ~= nil) then
        if(asString) then
          return asMultiplier(normAtt.HeadshotMultiplier)
        else
          return normAtt.HeadshotMultiplier
        end
      end
    end
    if(Weapon.HeadshotMultiplier ~= nil) then
      if(asString) then
        return asMultiplier(Weapon.HeadshotMultiplier)
      else
        return Weapon.HeadshotMultiplier
      end
    end
    if giveDefault then
      if(Weapon.Type ~= nil) then
        --Setting multiplier based on default for each weapon type
        if(Weapon.Type == "Secondaire") then
          if(Weapon.Class == "Shotgun Sidearm") then
            return '1.2x'
          elseif(Weapon.Class == "Arbalète" or Weapon.Class == "Thrown") then
            return '1.5x'
          else
            if(Weapon.Trigger == 'Auto') then
              return '1.2x'
            else
              return '1.5x'
            end
          end
        elseif(Weapon.Type == "Principale") then
          if(Weapon.Class == "Fusil à Pompe") then
            return "1.2x"
          elseif(Weapon.Class == "Arc") then
            return "2.0x"
          elseif(Weapon.Class == "Fusil Sniper") then
            return "1.4x"
          elseif(Weapon.Class == "Launcher") then
            return "1.0x"
          else
            if(Weapon.Trigger == "Auto") then
              return '1.2x'
            else
              return '1.5x'
            end
          end
        end
      end
    else
      return nil
    end
  elseif(ValName == "MELEECOMBODUR") then
    if(Weapon.MeleeComboDur ~= nil) then
      if(asString) then
        return Weapon.MeleeComboDur.." s"
      else
        return Weapon.MeleeComboDur
      end
    elseif giveDefault then
      return 5.0
    else
      return nil
    end
  elseif(ValName == "MELEERANGE") then
    if(Weapon.MeleeRange ~= nil) then
      if(asString) then
        return Weapon.MeleeRange.." m"
      else
        return Weapon.MeleeRange
      end
    elseif giveDefault then
      return 1
    else
      return nil
    end
  elseif(ValName == "NOISELEVEL") then
    if(Attack.NoiseLevel ~= nil) then
      return Attack.NoiseLevel
    else
      return nil
    end
  elseif(ValName == "PELLETCOUNT") then
    if(Attack.PelletCount ~= nil) then
      if(asString) then
        if(Attack.PelletName ~= nil) then
          return Attack.PelletCount.." "..Attack.PelletName.."s"
        else
          return Attack.PelletCount.." Pellets"
        end
      else
        return Attack.PelletCount
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "PELLETDAMAGE") then
    if(Attack.PelletCount ~= nil) then
      local result = GetDamageString(Attack, nil, true)
      if(Attack.PelletName ~= nil) then
        return result.." par "..string.lower(Attack.PelletName)
      else
        return result.." par balle"
      end
    else
      return nil
    end
  elseif(ValName == "PELLETNAME") then
    if(Attack.PelletCount ~= nil) then
      if(Attack.PelletName ~= nil) then
        return Attack.PelletName
      else
        return "Balle"
      end
    else
      return nil
    end
  elseif(ValName == "PELLETPLUS") then
    if(Attack.PelletCount ~= nil) then
      local result = Attack.PelletCount.." ("
      result = result..Shared.round(GetDamage(Attack, nil, true), 2, 1)
      if(Attack.PelletName ~= nil) then
        return result.." dégâts par "..string.lower(Attack.PelletName)..")"
      else
        return result.." dégâts par balle)"
      end
    else
      return nil
    end
  elseif(ValName == "PROJECTILESPEED") then
    if(Attack.ShotSpeed ~= nil) then
      if(asString) then
        return Attack.ShotSpeed.." m/s"
      else
        return Attack.ShotSpeed
      end
    elseif(giveDefault) then
      if(asString) then
        return "0 m/s"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "PUNCHTHROUGH") then
    if(Attack.PunchThrough ~= nil) then
      if(asString) then
        return Shared.round(Attack.PunchThrough, 2, 1).." m"
      else
        return Attack.PunchThrough
      end
    elseif giveDefault then
      if(asString) then
        return "0 m"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "RADIUS") then
    if(Attack.Radius ~= nil) then
      if(asString) then
        return Shared.round(Attack.Radius, 2, 1).." m"
      else
        return Attack.Radius
      end
    elseif giveDefault then
      if(asString) then
        return "0 m"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "RANGE") then
    if(Attack.Range ~= nil) then
      if(asString) then
        return Attack.Range.." m"
      else
        return Attack.Range
      end
    elseif(giveDefault) then
      if(asString) then
        return "0 m"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "RELOAD") then
    --man screw you too Fusilai
    if(Attack.Reload ~= nil) then
      if(asString) then
        return Shared.round(Attack.Reload, 2, 1).." s"
      else
        return Attack.Reload
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SPOOL") then
    if(Attack.Spool ~= nil) then
      if(asString) then
        return Attack.Spool.." balles"
      else
        return Attack.Spool
      end
    else
      return nil
    end
  elseif(ValName == "STANCES") then
    return getWeaponStanceList(Weapon)
  elseif(ValName == "STATUSCHANCE") then -- search in current attck, then normal
    if(Attack.StatusChance ~= nil) then
      if(asString) then
        return Shared.asPercent(Attack.StatusChance)
      else
        return Attack.StatusChance
      end
  end
  if(hasAttack(Weapon, "Normal")) then
    local normAtt = getAttack(Weapon, "Normal")
    if(normAtt.StatusChance ~= nil) then
      if(asString) then
        return Shared.asPercent(normAtt.StatusChance)
      else
        return normAtt.StatusChance
      end
    end
  end
  if giveDefault then
    if(asString) then
      return Shared.asPercent(0)
    else
      return 0
    end
  else
    return nil
  end
  elseif(ValName == "TRIGGER") then -- use getValue for tables
    -- search in current attack, then weapon supertable
    if(Attack == nil) then
      if(Weapon.Trigger ~= nil) then
        return Weapon.Trigger
      end
  else
    return Attack.Trigger
  end

  if giveDefault then
    return "Inconnu"
  else
    return nil
  end
  else
    return "ERREUR : No such value "..ValName
  end
end

local function getValue(Weapon, ValName, giveDefault, asString, forTable)
  if(giveDefault == nil) then giveDefault = false end
  if(asString == nil) then asString = false end
  if(forTable == nil) then forTable = false end

  if(type(ValName) == "table") then
    local VName1 = string.upper(ValName[1])
    local VName2 = string.upper(ValName[2])
    if(VName1 == nil or VName2 == nil) then
      return nil
    end

    if(VName1 == "ATTACK" or VName1 == "NORMALATTACK" or VName1 == "NORMAL") then
      return getAttackValue(Weapon, getAttack(Weapon, "Normal"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "AREA" or VName1 == "AREAATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "Area"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "SECONDARYAREA" or VName1 == "SECONDARYAREAATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "SecondaryArea"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "CHARGE" or VName1 == "CHARGEATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "Charge"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "CHARGEDTHROW" or VName1 == "CHARGEDTHROWATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "ChargedThrow"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "THROW" or VName1 == "THROWATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "Throw"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "SECONDARY" or VName1 == "SECONDARYATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "Secondary"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "SLAM" or VName1 == "SLAMATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "MeleeSlam"), VName2, giveDefault, asString, forTable)
    elseif(VName1 == "HEAVY" or VName1 == "HEAVYATTACK") then
      return getAttackValue(Weapon, getAttack(Weapon, "MeleeHeavy"), VName2, giveDefault, asString, forTable)
    else
      return "ERROR: No such attack '"..VName1.."'"
    end
  end

  ValName = string.upper(ValName)
  if(ValName == "NAME") then
    if(Weapon.Name ~= nil) then
      if(forTable) then
        if (string.find(Weapon.Name,"Atmosphère")~=nil) then
          return "[["..string.gsub(Weapon.Name,"%s%(Atmosphère%)","").."|"..string.gsub(Weapon.Name,"osphère","").."]]"
        else
          return "[["..Weapon.Name.."]]"
        end
      else
        return Weapon.Name
      end
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "AMMOTYPE") then
    if(Weapon.AmmoType ~= nil) then
      return Weapon.AmmoType
    elseif giveDefault then
      if(Weapon.Type ~= nil) then
        if(Weapon.Type == "Secondaire") then
          return "Pistolet"
        elseif(Weapon.Type == "Principale") then
          if(Weapon.Class == nil or Weapon.Class == "Fusil") then
            return "Fusil"
          elseif(Weapon.Class == "Fusil à Pompe") then
            return "Fusil à Pompe"
          elseif(Weapon.Class == "Fusil de Sniper" or Weapon.Class == "Arc" or Weapon.Class == "Launcher") then
            return "Sniper/Arc"
          end
        end
      end
    else
      return nil
    end
  elseif(ValName == "AUGMENT") then
    local augments = Mod.getAugments(Weapon)
    if(Shared.tableCount(augments) > 0) then
      local AugString = ""
      for i, Aug in pairs(augments) do
        if(i>1) then AugString = AugString.."<br/>" end
        AugString = AugString..Tooltip._tooltipText(Aug.Name, 'Mod')
      end
      return AugString
    else
      return nil
    end
  elseif(ValName == "BLOCKRESIST") then
    if(Weapon.Class ~= nil) then
      if(Weapon.Type == "Mêlée") then
        if(Weapon.BlockResist ~= nil) then
          if(asString) then
            return Shared.asPercent(Weapon.BlockResist)
          else
            return Weapon.BlockResist
          end
        elseif(Weapon.Class == "Claws" or Weapon.Class == "Dague" or Weapon.Class == "Doubles Dagues" or Weapon.Class == "Glaive" or Weapon.Class == "Nunchaku" or Weapon.Class == "Rapier" or Weapon.Class == "Sparring" or Weapon.Class == "Tonfa" or Weapon.Class == "Whip") then
          if(asString) then
            return "35%"
          else
            return .35
          end
        elseif(Weapon.Class == "Blade and Whip" or Weapon.Class == "Doubles Épées" or Weapon.Class == "Fist" or Weapon.Class == "Gunblade" or Weapon.Class == "Bâton" or Weapon.Class == "Épée") then
          if(asString) then
            return "60%"
          else
            return .6
          end
        elseif(Weapon.Class == "Marteau" or Weapon.Class == "Lame Lourde" or Weapon.Class == "Machette" or Weapon.Class == "Nikana" or Weapon.Class == "Polearm" or Weapon.Class == "Faux" or Weapon.Class == "Épée et Bouclier") then
          if(asString) then
            return "85%"
          else
            return .85
          end
        end

      else
        return ""
      end
    else
      return ""
    end
  elseif(ValName == "CHANNELMULT") then
    if(Weapon.ChannelMult ~= nil) then
      if(asString) then
        return asMultiplier(Weapon.ChannelMult)
      else
        return Weapon.ChannelMult
      end
    elseif giveDefault and (Weapon.Type ~= nil and Weapon.Type == "Mêlée") then
      if(asString) then
        return "1.5x"
      else
        return 1.5
      end
    else
      return nil
    end
  elseif(ValName == "CLASS") then
    if(Weapon.Class ~= nil) then
      return "[[:Category:"..Weapon.Class.."|"..Weapon.Class.."]]"
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "CONCLAVE") then
    if(Weapon.Conclave ~= nil) then
      if(asString) then
        if(Weapon.Conclave) then return "Yes" else return "No" end
      else
        return Weapon.Conclave
      end
    elseif giveDefault then
      return false
    else
      return nil
    end
  elseif(ValName == "DISPOSITION") then
    if(Weapon.Type ~= nil and Weapon.Type == "Arch-Mêlée" or Weapon.Type == "Emplacement") then return nil end

    if(Weapon.Disposition ~= nil) then
      if(asString) then
        return Icon._Dis(Weapon.Disposition)..'<div style="display:inline; position:relative; bottom:2px">('..Weapon.Disposition..')</div>'
      else
        return Weapon.Disposition
      end
    elseif giveDefault then
      if(asString) then
        return "Inconnu"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "DISPOSITION5") then
    if(Weapon.Type ~= nil and (Weapon.Type == "Arch-Fusil" or Weapon.Type == "Arch-Mêlée") or Weapon.Type == "Emplacement") then return nil end

    if(Weapon.Disposition ~= nil) then
      if (Weapon.Disposition < 0.7) then return 1
      elseif(Weapon.Disposition < 0.9) then return 2
      elseif(Weapon.Disposition <= 1.1) then return 3
      elseif(Weapon.Disposition <= 1.3) then return 4
      else                     return 5 end
    elseif giveDefault then
      if(asString) then
        return "Inconnu"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "FAMILY") then
    if(Weapon.Family ~= nil) then
      if(asString) then
        if(Weapon.Family ~= nil) then
          local FamilyString = ""
          local Family = getFamily(Weapon.Family)
          for i, Weap in pairs(Family) do
            if(Weap.Name ~= Weapon.Name) then
              if(string.len(FamilyString) > 0) then FamilyString = FamilyString.."<br/>" end
              FamilyString = FamilyString..Tooltip._tooltipText(Weap.Name, 'Weapon')
            end
          end
          return FamilyString
        end
      else
        return Weapon.Family
      end
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "FINISHERDAMAGE") then
    if(Weapon.FinisherDamage ~= nil) then
      if(asString) then
        return Shared.round(Weapon.FinisherDamage, 2, 1)
      else
        return Weapon.FinisherDamage
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "IMAGE") then
    if(Weapon.Image ~= nil) then
      return Weapon.Image
    elseif giveDefault then
      return "Panel.png"
    else
      return nil
    end
  elseif(ValName == "HEAVYATTACK") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.Damage ~= nil) then
      local heavyDamage = Weapon.MeleeHeavy.Damage
      if(asString) then
        if(Weapon.MeleeHeavy.Element ~= nil) then
          return Icon._Proc(Weapon.MeleeHeavy.Element).." "..Shared.round(heavyDamage, 2, 1)
        else
          return Shared.round(heavyDamage, 2, 1)
        end
      else
        return heavyDamage
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "HEAVYELEMENT") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.Element ~= nil) then
      return Weapon.MeleeHeavy.Element
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "WINDUP") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.WindUp ~= nil) then
      local windUp = Weapon.MeleeHeavy.WindUp
      if(asString) then
        return windUp.." s"
      else
        return windUp
      end
    else
      return nil
    end
  elseif(ValName == "HEAVYSLAMATTACK") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamDamage ~= nil) then
      local heavySlamDamage = Weapon.MeleeHeavy.SlamDamage
      if(asString) then
        if(Weapon.MeleeHeavy.SlamElement ~= nil) then
          return Icon._Proc(Weapon.MeleeHeavy.SlamElement).." "..Shared.round(heavySlamDamage, 2, 1)
        else
          return Shared.round(heavySlamDamage, 2, 1)
        end
      else
        return heavySlamDamage
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "HEAVYSLAMELEMENT") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamElement ~= nil) then
      return Weapon.MeleeHeavy.SlamElement
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "HEAVYRADIALDMG") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamRadialDamage ~= nil) then
      local damage = Weapon.MeleeHeavy.SlamRadialDamage
      if(asString) then
        if(Weapon.MeleeHeavy.SlamRadialElement ~= nil) then
          return Icon._Proc(Weapon.MeleeHeavy.SlamRadialElement).." "..Shared.round(damage, 2, 1)
        else
          return Shared.round(damage, 2, 1)
        end
      else
        return damage
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "HEAVYRADIALELEMENT") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamRadialElement ~= nil) then
      return Weapon.MeleeHeavy.SlamRadialElement
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "HEAVYSLAMRADIUS") then
    if(Weapon.MeleeHeavy ~= nil and Weapon.MeleeHeavy.SlamRadius ~= nil) then
      local radius = Weapon.MeleeHeavy.SlamRadius
      if(asString) then
        return Shared.round(radius, 2, 1).." m"
      else
        return radius
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "INTRODUCED") then
    if(Weapon.Introduced ~= nil) then
      return Weapon.Introduced
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "JUMPATTACK") then
    if(Weapon.JumpAttack ~= nil) then
      if(asString) then
        if(Weapon.JumpElement ~= nil) then
          return Icon._Proc(Weapon.JumpElement).." "..Shared.round(Weapon.JumpAttack, 2, 1)
        else
          return Shared.round(Weapon.JumpAttack, 2, 1)
        end
      else
        return Weapon.JumpAttack
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "JUMPELEMENT") then
    if(Weapon.JumpElement ~= nil) then
      return Weapon.JumpElement
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "JUMPRADIUS") then
    if(Weapon.JumpRadius ~= nil) then
      if(asString) then
        return Shared.round(Weapon.JumpRadius, 2, 1).." m"
      else
        return Weapon.JumpRadius
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "MAGAZINE") then
    if(Weapon.Magazine ~= nil) then
      if(asString) then
        if (forTable) then
          return Weapon.Magazine
        else
          return Weapon.Magazine..p.doPlural(" balle<s> par chargeur", Weapon.Magazine)
        end
      else
        return Weapon.Magazine
      end
    elseif giveDefault then
      if(asString) then
        return "0 balles par chargeur"
      else
        return 0
      end
    else
      return nil
    end
  elseif(ValName == "MASTERY") then
    if(Weapon.Mastery ~= nil) then
      return Weapon.Mastery
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "MAXAMMO") then
    local returnVal = 0
    if(Weapon.MaxAmmo ~= nil) then
      returnVal = Weapon.MaxAmmo
    elseif giveDefault then
      if(Weapon.Type ~= nil) then
        if(Weapon.Type == "Secondaire") then
          returnVal = 210
        elseif(Weapon.Type == "Principale") then
          if(Weapon.Class == nil or Weapon.Class == "Fusil") then
            returnVal = 540
          elseif(Weapon.Class == "Fusil à Pompe") then
            returnVal = 120
          elseif(Weapon.Class == "Arc" or Weapon.Class == "Fusil Sniper") then
            returnVal = 72
          end
        end
      end
    else
      return nil
    end
    if(asString) then
      if(returnVal > 0) then
        return returnVal.." munitions"
      else
        return nil
      end
    else
      if(returnVal > 0) then
        return returnVal
      else
        return nil
      end
    end
  elseif(ValName == "NOISELEVEL") then
    if(Weapon.NoiseLevel ~= nil) then
      return Weapon.NoiseLevel
    elseif giveDefault then
      if(Weapon.Type ~= nil and Weapon.Type ~= "Mêlée" and Weapon.Type ~= "Arch-Melee") then
        if(Weapon.Class ~= nil and (Weapon.Class == "Arc" or Weapon.Class == "Thrown")) then
          return "Silencieux"
        else
          return "Bruyant"
        end
      else
        return nil
      end
    else
      return nil
    end
  elseif(ValName == "POLARITIES") then
    if(Weapon.Polarities ~= nil and type(Weapon.Polarities) == "table") then
      if(asString) then
        return p.GetPolarityString(Weapon)
      else
        return Weapon.Polarities
      end
    elseif giveDefault then
      if(asString) then
        return "Aucune"
      else
        return {}
      end
    else
      return nil
    end
  elseif(ValName == "RELOAD") then
    if(Weapon.Reload ~= nil) then
      if(asString) then
        if(Weapon.ReloadStyle ~= nil) then
          if(Weapon.ReloadStyle == "ByRound" and Weapon.Magazine ~= nil) then
            local result = Shared.round(Weapon.Reload / Weapon.Magazine, 2, 1).." sec per round"
            result = result.." ("..Shared.round(Weapon.Reload, 2, 1).."s total)"
            if(forTable) then result = Shared.round(Weapon.Reload, 2, 1).." s" end
            return result
          elseif(Weapon.ReloadStyle == "Regenerate") then
            local result = Shared.round(Weapon.Reload, 2, 1) --.."rounds p. s."
            if(Weapon.Magazine ~= nil) then
              result=result.." ("..Shared.round(Weapon.Magazine / Weapon.Reload, 2, 1).."s total)"
              if(forTable) then result=Shared.round(Weapon.Magazine / Weapon.Reload, 2, 1).." s" end
            end
            return result
          end
        end
        return Shared.round(Weapon.Reload, 2, 1).." s"
      else
        return Weapon.Reload
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SLAMATTACK") then
    if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Damage ~= nil) then
      local slamDamage = Weapon.MeleeSlam.Damage
      if(asString) then
        if(Weapon.MeleeSlam.Element ~= nil) then
          return Icon._Proc(Weapon.MeleeSlam.Element).." "..Shared.round(slamDamage, 2, 1)
        else
          return Shared.round(slamDamage, 2, 1)
        end
      else
        return Weapon.MeleeSlam
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SLAMELEMENT") then
    if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Element ~= nil) then
      return Weapon.MeleeSlam.Element
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "SLAMRADIALDMG") then
    if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.RadialDamage ~= nil) then
      local radialDamage = Weapon.MeleeSlam.RadialDamage
      if(asString) then
        local radialElement = Weapon.MeleeSlam.RadialElement
        if(radialElement ~= nil) then
          return Icon._Proc(radialElement).." "..Shared.round(radialDamage, 2, 1)
        else
          return Shared.round(radialDamage, 2, 1)
        end
      else
        return radialDamage
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SLAMRADIALELEMENT") then
    if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Element ~= nil) then
      return Weapon.MeleeSlam.Element
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "SLAMRADIUS") then
    if(Weapon.MeleeSlam ~= nil and Weapon.MeleeSlam.Radius ~= nil) then
      local radius = Weapon.MeleeSlam.Radius
      if(asString) then
        return Shared.round(radius, 2, 1).." m"
      else
        return radius
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SLIDEATTACK") then
    if(Weapon.SlideAttack ~= nil) then
      if(asString) then
        if(Weapon.SlideElement ~= nil) then
          return Icon._Proc(Weapon.SlideElement).." "..Shared.round(Weapon.SlideAttack, 2, 1)
        else
          return Shared.round(Weapon.SlideAttack, 2, 1)
        end
      else
        return Weapon.SlideAttack
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SLIDEELEMENT") then
    if(Weapon.SlideElement ~= nil) then
      return Weapon.SlideElement
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "SNIPERCOMBORESET") then
    if(Weapon.SniperComboReset ~= nil) then
      if(asString) then
        return Shared.round(Weapon.SniperComboReset, 2, 1).." s"
      else
        return Weapon.SniperComboReset
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "SNIPERCOMBOMIN") then
    if(Weapon.SniperComboMin ~= nil) then
      if(asString) then
        return Weapon.SniperComboMin.." tirs"
      else
        return Weapon.SniperComboMin
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "STAGGER") then
    if(Weapon.Stagger ~= nil) then
      return Weapon.Stagger
    elseif giveDefault then
      return "No"
    else
      return nil
    end
  elseif(ValName == "STANCEPOLARITY") then
    if(Weapon.StancePolarity ~= nil) then
      if(asString) then
        return Icon._Pol(Weapon.StancePolarity)
      else
        return Weapon.StancePolarity
      end
    elseif giveDefault then
      return "Aucune"
    else
      return nil
    end
  elseif(ValName == "SYNDICATEEFFECT") then
    if(Weapon.SyndicateEffect ~= nil) then
      if(asString) then
        return "[["..Weapon.SyndicateEffect.."]]"
      else
        return Weapon.SyndicateEffect
      end
    else
      return nil
    end
  elseif(ValName == "TRAITS") then
    if(Weapon.Traits ~= nil) then
      return Weapon.Traits
    elseif giveDefault then
      return {}
    else
      return nil
    end
  elseif(ValName == "TRIGGER") then  -- Note there is a specific version for each attack in getAttackValue
    if(Weapon.Trigger ~= nil) then
      if (forTable) then -- return chargetime and burstcount only in tables
        local trigger = Weapon.Trigger
        if(trigger == "Charge") then
          local cTime = getAttackValue(Weapon, getAttack(Weapon,"Charge"), "ChargeTime", false)
          if(cTime ~= nil) then
            return trigger.." ("..Shared.round(cTime, 2, 1).."s)"
          else
            return trigger
          end
        elseif(trigger == "Rafale") then
          local bCount = getAttackValue(Weapon, getAttack(Weapon,"Normal"), "BurstCount", false)
          if(bCount ~= nil) then
            return trigger.." ("..bCount..")"
          else
            return trigger
          end
        else
          return trigger
        end
      else
        return Weapon.Trigger
      end

  elseif giveDefault then
    return "Unknown"
  else
    return nil
  end
  elseif(ValName == "CRITCHANCE") then -- Note there is a specific version for each attack in getAttackValue
    -- search in charge attck, then normal, then secondary if still null
    local returnVal=0
    local Attack={}
    if(hasAttack(Weapon, "Charge")) then
      local chargAtt = getAttack(Weapon, "Charge")
      if(chargAtt.CritChance ~= nil) then
        returnVal=chargAtt.CritChance
        Attack=chargAtt
      end
    end
    if(hasAttack(Weapon, "Normal") and returnVal ==0) then
      local normAtt = getAttack(Weapon, "Normal")
      if(normAtt.CritChance ~= nil) then
        returnVal=normAtt.CritChance
        Attack=normAtt
      end
    end
    if(hasAttack(Weapon, "Secondaire") and returnVal ==0) then
      local secAtt = getAttack(Weapon, "Secondaire")
      if(secAtt.CritChance ~= nil) then
        returnVal=secAtt.CritChance
        Attack=secAtt
      end
    end
    if(asString and returnVal ~= 0) then
      return Shared.asPercent(returnVal)
    else
      return returnVal
    end
    if giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "CRITMULTIPLIER") then--Note there is a specific version for each attack in getAttackValue
    -- search in charge attck, then normal, then secondary if still null
    local returnVal=0
    local Attack={}
    if(hasAttack(Weapon, "Charge")) then
      local chargAtt = getAttack(Weapon, "Charge")
      if(chargAtt.CritMultiplier ~= nil) then
        returnVal=chargAtt.CritMultiplier
        Attack=chargAtt
      end
    end
    if(hasAttack(Weapon, "Normal") and returnVal ==0) then
      local normAtt = getAttack(Weapon, "Normal")
      if(normAtt.CritMultiplier ~= nil) then
        returnVal=normAtt.CritMultiplier
        Attack=normAtt
      end
    end
    if(hasAttack(Weapon, "Secondaire") and returnVal ==0) then
      local secAtt = getAttack(Weapon, "Secondaire")
      if(secAtt.CritMultiplier ~= nil) then
        returnVal=secAtt.CritMultiplier
        Attack=secAtt
      end
    end
    if(asString and returnVal ~= 0) then
      return asMultiplier(returnVal)
    else
      return returnVal
    end
    if giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "FIRERATE") then  -- Note there is a specific version for each attack in getAttackValue        -- search in global weapon then normal attck, then charge, then secondary if still null
    local returnVal=0
    local Attack={}
    if(Weapon.FireRate ~= nil) then
      returnVal = Weapon.FireRate
    end
    if(hasAttack(Weapon, "Normal") and returnVal ==0) then
      local normAtt = getAttack(Weapon, "Normal")
      if(normAtt.FireRate ~= nil) then
        returnVal=normAtt.FireRate
        Attack=normAtt
      end
    end
    if(hasAttack(Weapon, "Charge") and returnVal ==0) then
      local chargAtt = getAttack(Weapon, "Charge")
      if(chargAtt.FireRate ~= nil) then
        returnVal=chargAtt.FireRate
        Attack=chargAtt
      end
    end
    if(hasAttack(Weapon, "Secondary") and returnVal ==0) then
      local secAtt = getAttack(Weapon, "Secondary")
      if(secAtt.FireRate ~= nil) then
        returnVal=secAtt.FireRate
        Attack=secAtt
      end
    end
    if(asString and returnVal ~= 0) then
      if(Weapon.Type ~= nil and Weapon.Type ~= "Mêlée" and Weapon.Type ~= "Arch-Melee") then
        if(forTable) then
          return Shared.round(returnVal, {3, 1}) -- .." rps"
        else
          return Shared.round(returnVal, {3, 1})..p.doPlural(" balle<s>/s", returnVal)
        end
      else
        return Shared.round(returnVal, {3, 1})
      end
    else
      return returnVal
    end
    if giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "STATUSCHANCE") then  -- Note there is a specific version for each attack in getAttackValue
    -- search in charge attck, then normal, then secondary if still null
    local returnVal=0
    local Attack={}
    if(hasAttack(Weapon, "Charge")) then
      local chargAtt = getAttack(Weapon, "Charge")
      if(chargAtt.StatusChance ~= nil) then
        returnVal=chargAtt.StatusChance
        Attack=chargAtt
      end
    end
    if(hasAttack(Weapon, "Normal") and returnVal ==0) then
      local normAtt = getAttack(Weapon, "Normal")
      if(normAtt.StatusChance ~= nil) then
        returnVal=normAtt.StatusChance
        Attack=normAtt
      end
    end
    if(hasAttack(Weapon, "Secondaire") and returnVal ==0) then
      local secAtt = getAttack(Weapon, "Secondaire")
      if(secAtt.StatusChance ~= nil) then
        returnVal=secAtt.StatusChance
        Attack=secAtt
      end
    end
    if(asString and returnVal ~= 0) then
      return Shared.asPercent(returnVal)
    else
      return returnVal
    end
    if giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "TYPE") then
    if(Weapon.Type ~= nil) then
      return Weapon.Type
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "USERS") then
    if(Weapon.Users ~= nil) then
      if(asString) then
        local result = ""
        for i, str in pairs(Weapon.Users) do
          if(i > 1) then result = result..'<br/>' end
          result = result..str
        end
        return result
      else
        return Weapon.Users
      end
    elseif giveDefault then
      return {}
    else
      return nil
    end
  elseif(ValName == "WALLATTACK") then
    if(Weapon.WallAttack ~= nil) then
      if(asString) then
        if(Weapon.WallElement ~= nil) then
          return Icon._Proc(Weapon.WallElement).." "..Shared.round(Weapon.WallAttack, 2, 1)
        else
          return Shared.round(Weapon.WallAttack, 2, 1)
        end
      else
        return Weapon.WallAttack
      end
    elseif giveDefault then
      return 0
    else
      return nil
    end
  elseif(ValName == "WALLELEMENT") then
    if(Weapon.WallElement ~= nil) then
      return Weapon.WallElement
    elseif giveDefault then
      return ""
    else
      return nil
    end
  elseif(ValName == "ZOOM") then
    if(Weapon.Zoom ~= nil) then
      if(asString) then
        local result = ""
        for i, str in pairs(Weapon.Zoom) do
          if(i > 1) then result = result..'<br/>' end
          result = result..str
        end
        return result
      else
        return Weapon.Zoom
      end
    else
      return nil
    end
  elseif(ValName == "SPECIALFSPEED") then -- to show we can put very special keywords... if wanted
    if(Weapon.Name == "Drakgoon") then
      if(asString) then
        return "bounce: 25 m/s"
      else
        return 25
      end
  elseif(getAttackValue(Weapon,getAttack(Weapon,"Area"),"PROJECTILESPEED")~=nil) then
    if(asString) then
      return getAttackValue(Weapon,getAttack(Weapon,"Area"),"PROJECTILESPEED",true,true)
    else
      return getAttackValue(Weapon,getAttack(Weapon,"Area"),"PROJECTILESPEED")
    end
  elseif(getAttackValue(Weapon,getAttack(Weapon,"Secondary"),"PROJECTILESPEED")~=nil) then
    if(asString) then
      return getAttackValue(Weapon,getAttack(Weapon,"Secondary"),"PROJECTILESPEED",true,true)
    else
      return getAttackValue(Weapon,getAttack(Weapon,"Secondary"),"PROJECTILESPEED")
    end
  elseif(giveDefault) then
    if(asString) then
      return "0 m/s"
    else
      return 0
    end
  else
    return nil
  end

  else
    --if everything failed (and it should NOT) try in the getAttackValue
    return getAttackValue(Weapon, getAttack(Weapon, "Normal"), ValName, giveDefault, asString)
  end
end

function p.getValue(frame)
  local WeapName = frame.args[1]
  local ValName1 = frame.args[2]
  local ValName2 = frame.args[3]
  local AsString = frame.args["Raw"] == nil
  if(WeapName == nil) then
    return ""
  elseif(ValName1 == nil) then
    return "ERREUR : Pas de valeur spécifiée"
  end

  local theWeap = p.getWeapon(WeapName)
  if(theWeap == nil) then
    return ""
  end

  local vName
  local useDefault
  if(ValName2 == nil or ValName2 == "") then
    vName = ValName1
    useDefault = Shared.contains(UseDefaultList, string.upper(ValName1))
  else
    vName = {ValName1, ValName2}
    useDefault = Shared.contains(UseDefaultList, string.upper(ValName2))
  end

  return getValue(theWeap, vName, useDefault, AsString)
end

function p.getConclaveValue(frame)
  local WeapName = frame.args[1]
  local ValName1 = frame.args[2]
  local ValName2 = frame.args[3]
  if(WeapName == nil) then
    return ""
  elseif(ValName1 == nil) then
    return "ERROR: No value selected"
  end

  local theWeap = p.getConclaveWeapon(WeapName)
  if(theWeap == nil) then
    return ""
  end

  local vName
  local useDefault
  if(ValName2 == nil or ValName2 == "") then
    vName = ValName1
    useDefault = Shared.contains(UseDefaultList, string.upper(ValName1))
  else
    vName = {ValName1, ValName2}
    useDefault = Shared.contains(UseDefaultList, string.upper(ValName2))
  end

  return getValue(theWeap, vName, useDefault, true)
end

local function buildInfoboxRow(Label, Text, Collapse, Digits, Addon)
  local result = ""

  if(Collapse == nil) then
    Collapse = false
  elseif(Collapse == 1) then
    Collapse = true
  end
  if(Text ~= nil) then
    result = '<div style="margin-left:-3px;" '
    if(Collapse) then
      result = result..'class="Infobox_Collapsible"'
    end
    result = result..'>'
    result = result..'\n{| style="width:100%;"'
    result = result..'\n|-'
    result = result..'\n| class="left" | <span style="white-space:nowrap;">'
    result = result.."'''"..Label.."'''"
    result = result..'</span>'
    result = result..'\n| class="right" | '
    if(Digits == nil) then
      result = result..Text
    else
      result = result..Shared.round(Text, Digits)
    end
    if(Addon ~= nil) then
      result = result..p.doPlural(Addon, Text)
    end
    result = result..'\n|}'
    result = result..'\n</div>'
  end
  return result
end

--Returns a list of weapons for a stance
--Adds a ✓ if the weapon matches the polarity
function p.getStanceWeaponList(frame)

  local StanceName = frame.args ~= nil and frame.args[1] or frame
  local Stance = Mod.getStance(StanceName)

  if(Stance == nil) then
    return "ERREUR : "..StanceName.." introuvable"
  end

  local stancePvP = Mod._getValue(Stance.Name, "PVP")
  local weaps = getMeleeWeapons(Stance.Class, stancePvP)
  local result = ''

  for i, weap in Shared.skpairs(weaps) do
    if(weap.Name ~= 'Désarmé') then
      result = result..'\n*'..Tooltip._tooltipText(weap.Name, 'Weapon', nil, stancePvP)
      if(weap.StancePolarity ~= nil) then
        local weapStancePolIcon = Icon._Pol(weap.StancePolarity)
        local modPolIcon = Icon._Pol(Mod._getValue(Stance.Name, "POLARITY"))
        if(weapStancePolIcon == modPolIcon) then
          result = result.." ✓"
        end
      end
    end
  end

  return result
end

--Returns a list of stances for a weapon
--Adds the polarity for each stance
function p.getWeaponStanceList(frame)
  local WeaponName = frame.args ~= nil and frame.args[1] or frame
  local Weapon = p.getWeapon(WeaponName)

  if(Weapon == nil) then
    return "ERROR: "..WeaponName.." not found"
  end

  return getWeaponStanceList(Weapon)
end

local function getWeaponGallery(Weapons)
  local result = '{| style="margin:auto;text-align:center;"'
  local nameRow = ''
  for i, Weapon in pairs(Weapons) do
    local theImage = Weapon.Image ~= nil and Weapon.Image or "Panel.png"
    local weapLink = p._getLink(Weapon.Name)
    if((i - 1) % 4 == 0) then
      result = result..nameRow..'\n|-'
      nameRow = '\n|-'
    end
    result = result..'\n| style="width:165px" |[[File:'..theImage..'|150px|link='..Weapon.Name..']]'
    nameRow = nameRow..'\n| style="vertical-align: text-top;" |[['..weapLink..'|'..Weapon.Name..']]'
  end
  result = result..nameRow
  result = result..'\n|}'
  return result
end

function p.getMeleeWeaponGallery(frame)
  local Type = frame.args ~= nil and frame.args[1] or frame
  if(Type == nil) then
    return ""
  end
  local WeapArray = getMeleeWeapons(Type)
  local result = "==Armes de type "..Type.."==\n"
  result = result..getWeaponGallery(WeapArray)
  return result
end

function p.getWeaponCount(frame)
  local Type = frame.args ~= nil and frame.args[1] or frame
  local getFullList = frame.args ~= nil and frame.args[2]
  if getFullList == "nil" then --bleh, this lovely parsing of invokes..
    getFullList = nil
  end
  local getAll = frame.args ~= nil and frame.args[3]
  local count = 0
  local fullList = ""
  for i, val in Shared.skpairs(WeaponData["Weapons"]) do
    if(not Shared.contains(WeaponData["IgnoreInCount"], i) and getAll ~= "true") or getAll == "true" then
      if(Type == nil or Type == "") then
        count = count + 1
        if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
      elseif(Type == "Warframe") then
        if(val.Type == "Principale" or val.Type == "Secondaire" or val.Type == "Mêlée") then
          count = count + 1
          if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
        end
      elseif(Type == "Archwing") then
        if(val.Type == "Arch-Gun" or val.Type == "Arch-Melee") then
          count = count + 1
          if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
        end
      elseif(Type == "Rest") then
        if(val.Type ~= "Arch-Gun" and val.Type ~= "Arch-Melee" and val.Type ~= "Principale" and val.Type ~= "Secondaire" and val.Type ~= "Mêlée") then
          count = count + 1
          if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
        end
      else
        if(val.Type == Type) then
          count = count + 1
          if(getFullList ~= nil) then fullList = fullList..'\n# '..val.Name end
        end
      end
    end
  end
  if(getFullList ~= nil) then return fullList end
  return count
end

function getSecondaryCategory(weapon)
  local class = getValue(weapon, "Class", true)
  if(class == "Jet") then
    return "Jet"
  elseif(class == "Doubles Fusils à Pompe" or class == "Fusil à Pompe de poing") then
    return "Fusil à Pompe"
  else
    local trigger = getValue(weapon, "Trigger", true)
    if(trigger == "Semi-Auto" or trigger == "Rafale") then
      return "Semi-Auto"
    elseif(trigger == "Auto" or trigger == "Auto à Cadence Croissante") then
      return "Auto"
    end
  end
  return "Other"
end

function getPrimaryCategory(weapon)
  local class = getValue(weapon, "Class", true)
  if(class == "Fusil à Pompe") then
    return "Fusil à Pompe"
  elseif(class == "Arc") then
    return "Arc"
  elseif(class == "Fusil de Sniper") then
    return "Fusil de Sniper"
  elseif(class == "Fusil") then
    local trigger = getValue(weapon, "Trigger", true)
    if(trigger == "Semi-Auto" or trigger == "Rafale") then
      return "Semi-Auto"
    elseif(trigger == "Auto" or trigger == "Auto à Cadence Croissante") then
      return "Auto"
    end
  end
  return "Other"
end

function p.getPolarityTable()
  local tHeader = ""
  tHeader = tHeader..'\n{| style="width: 100%; border-collapse: collapse; cellpadding: 2" border="1"'
  tHeader = tHeader..'\n! colspan="2" |Armes Principale'
  tHeader = tHeader..'\n! colspan="2" |Armes Secondaire'
  tHeader = tHeader..'\n! colspan="2" |Armes Mêlée'
  local tRows = ""

  local Melees = p.getWeapons(function(x) return p.isMelee(x) and Shared.tableCount(getValue(x, "Polarities", true)) > 0 end)
  local Pistols = p.getWeapons(function(x) return x.Type == "Secondaire" and  Shared.tableCount(getValue(x, "Polarities", true)) > 0 end)
  local Primaries = p.getWeapons(function(x) return (x.Type == "Principale") and Shared.tableCount(getValue(x, "Polarities", true)) > 0 end)

  local ACount = Shared.tableCount(Melees)
  local maxLen = ACount
  local BCount = Shared.tableCount(Pistols)
  if(BCount > maxLen) then
    maxLen = BCount
  end
  local CCount = Shared.tableCount(Primaries)
  if(CCount > maxLen) then
    maxLen = CCount
  end

  for i=1, maxLen, 1 do
    tRows = tRows.."\n|-"
    if(i <= CCount) then
      tRows = tRows.."\n|[["..Primaries[i].Name.."]]||"..p.GetPolarityString(Primaries[i])
    else
      tRows = tRows.."\n| ||"
    end
    if(i <= BCount) then
      tRows = tRows.."\n|[["..Pistols[i].Name.."]]||"..p.GetPolarityString(Pistols[i])
    else
      tRows = tRows.."\n| ||"
    end
    if(i <= ACount) then
      tRows = tRows.."\n|[["..Melees[i].Name.."]]||"..p.GetPolarityString(Melees[i])
    else
      tRows = tRows.."\n| ||"
    end
  end

  return tHeader..tRows.."\n|}"
end

function buildCompareString(Val1, Val2, ValName, Digits, Addon, Words, Start, Middle)
  if(Val1 == nil or Val2 == nil) then
    return ""
  end
  local V1Str = Val1
  local V2Str = Val2
  if(Digits ~= nil) then
    local didWork, rowStr = pcall(Shared.round, Val1, Digits)
    if(didWork) then
      V1Str = rowStr
      local didWork, rowStr = pcall(Shared.round, Val2, Digits)
      if(didWork) then
        V2Str = rowStr
      else
        mw.log("Failed to round "..Val2)
      end
    else
      mw.log("Failed to round "..Val1)
    end
  end
  if(Addon ~= nil) then
    V1Str = V1Str..p.doPlural(Addon, Val1)
    V2Str = V2Str..p.doPlural(Addon, Val2)
  end
  local bigWord = Words ~= nil and Words[1] or "Plus de"
  local smallWord = Words ~= nil and Words[2] or "Moins de"
  local start = Start ~= nil and Start or "\n**"
  local bigMiddle = Middle ~= nil and Middle[1] or ""
  local smallMiddle = Middle ~= nil and Middle[2] or ""

  if(Val1 > Val2) then
    return start.." "..bigWord.." "..ValName.." "..bigMiddle.." ("..V1Str.." vs. "..V2Str..")"
  elseif(Val2 > Val1) then
    return start.." "..smallWord.." "..ValName.." "..smallMiddle.." ("..V1Str.." vs. "..V2Str..")"
  else
    return ""
  end
end

function buildGunComparisonString(Weapon1, Weapon2, Conclave)
  local result = ""
  if(Conclave) then
    result = "* "..Weapon1.Name..", comparé au [[Conclave:"..Weapon2.Name.."|"..Weapon2.Name.."]]:"
  else
    result = "* "..Weapon1.Name..", comparé au [["..Weapon2.Name.."]]:"
  end

  if(hasAttack(Weapon1, "Normal") and hasAttack(Weapon2, "Normal")) then
    local Att1 = getAttack(Weapon1, "Normal")
    local Att2 = getAttack(Weapon2, "Normal")
    local dmgString = ""
    dmgString = dmgString..buildCompareString(GetDamage(Att1), GetDamage(Att2), "dégâts de base", {2, 1})
    dmgString = dmgString..buildCompareString(Att1.Damage["Impact"], Att2.Damage["Impact"], " dégâts "..Icon._Proc("Impact", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
    dmgString = dmgString..buildCompareString(Att1.Damage["Perforation"], Att2.Damage["Perforation"], " dégâts "..Icon._Proc("Perforation", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
    dmgString = dmgString..buildCompareString(Att1.Damage["Tranchant"], Att2.Damage["Tranchant"], " dégâts "..Icon._Proc("Tranchant", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
    if(string.len(dmgString) > 0 and GetDamage(Att1) == GetDamage(Att2)) then
      dmgString = "\n**Dégâts de base équivalent, mais composition différente:"..dmgString
    end
    result = result..dmgString
  end
  if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
    local Att1 = getAttack(Weapon1, "Charge")
    local Att2 = getAttack(Weapon2, "Charge")
    --        local addedString = ""
    --        if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
    --            addedString = "charged test"
    --        end
    if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
      if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
        result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
      end
      if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
        result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]] avec un tir chargé", 2, "%")
      end
    end
    if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
      result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", 2, "x")
    end
    if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
      result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]] avec un tir chargé", 2, "x")
    end
    if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
      if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
        result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance *
          100), "[[Chance de Statut]]", 2, "%")
      end
      if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
        result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance *
          100), "[[Chance de Statut]] avec un tir chargé", 2, "%")
      end
    end
    if(dontHasAttack(Weapon1, "Normal")and dontHasAttack(Weapon2, "Normal")) then
      result = result..buildCompareString(GetDamage(Weapon1.ChargeAttack), GetDamage(Weapon2.ChargeAttack), "dégâts", {2, 1})
    end
    if(hasAttack(Weapon1, "Normal")and hasAttack(Weapon2, "Normal")) then
      result = result..buildCompareString(GetDamage(Weapon1.ChargeAttack), GetDamage(Weapon2.ChargeAttack), "dégâts avec un tir chargé", {2, 1})
    end
    result = result..buildCompareString(getValue(Weapon1, {"Charge", "ChargeTime"}), getValue(Weapon2, {"Charge", "ChargeTime"}), "Temps de charge", {2, 1}, " s", {"",""}, nil, {"plus lent", "plus rapide"})
  end
  if(hasAttack(Weapon1, "Area") and hasAttack(Weapon2, "Area")) then
    result = result..buildCompareString(GetDamage(Weapon1.AreaAttack), GetDamage(Weapon2.AreaAttack), "dégâts de zone", {2, 1})
  end
  if(hasAttack(Weapon1, "Secondary") and hasAttack(Weapon2, "Secondary")) then
    result = result..buildCompareString(GetDamage(Weapon1.SecondaryAttack), GetDamage(Weapon2.SecondaryAttack), "secondary attack damage", {2, 1})
    --test code to fix stradavar wrong comparison
    local Att1 = getAttack(Weapon1, "Secondary")
    local Att2 = getAttack(Weapon2, "Secondary")
    if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
      result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "secondary mode [[Chance de Coup Critique]]", 2, "%")
    end
    result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "secondary mode [[Multiplicateur de Critique]]", 2, "x")
    if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
      result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "secondary mode [[Chance de Statut]]", 2, "%")
    end
    result = result..buildCompareString(Att1.FireRate, Att2.FireRate, "secondary mode [[Cadence de Tir]]", 2, " balle<s>/s")
    --end of test code
  end

  --test code to fix tiberon prime comparison

  if((hasAttack(Weapon1, "Normal") and hasAttack(Weapon2, "Secondary") and dontHasAttack(Weapon1, "Secondary")) or (hasAttack(Weapon1, "Secondary") and hasAttack(Weapon2, "Normal") and dontHasAttack(Weapon2, "Secondary")))then
    local Att1 = getAttack(Weapon1, "Normal")
    local Att2 = getAttack(Weapon2, "Normal")
    if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
      result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
    end
    result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", 2, "x")

    if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
      result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "[[Chance de Statut]]", 2, "%")
    end
  end



  --end of test code to fix tiberon prime comparison

  if(hasAttack(Weapon1, "Normal") and hasAttack(Weapon2, "Normal") ) then
    local Att1 = getAttack(Weapon1, "Normal")
    local Att2 = getAttack(Weapon2, "Normal")
    if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
      if(dontHasAttack(Weapon1, "Charge")and dontHasAttack(Weapon2, "Charge") and dontHasAttack(Weapon1, "Secondary")and dontHasAttack(Weapon2, "Secondary")) then
        result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
      end
      if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
        result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "base [[Chance de Coup Critique]]", 2, "%")
      end
      if(hasAttack(Weapon1, "Secondary")and hasAttack(Weapon2, "Secondary")) then
        result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "primary [[Chance de Coup Critique]]", 2, "%")
      end
    end
    if(dontHasAttack(Weapon1, "Charge")and dontHasAttack(Weapon2, "Charge") and dontHasAttack(Weapon1, "Secondary")and dontHasAttack(Weapon2, "Secondary")) then
      result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", 2, "x")
    end
    if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
      result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "base [[Multiplicateur de Critique]]", 2, "x")
    end
    if(hasAttack(Weapon1, "Secondary")and hasAttack(Weapon2, "Secondary")) then
      result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "primary [[Multiplicateur de Critique]]", 2, "x")
    end
    if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
      if(dontHasAttack(Weapon1, "Charge")and dontHasAttack(Weapon2, "Charge") and dontHasAttack(Weapon1, "Secondary")and dontHasAttack(Weapon2, "Secondary")) then
        result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "[[Chance de Statut]]", 2, "%")
      end
      if(hasAttack(Weapon1, "Charge")and hasAttack(Weapon2, "Charge")) then
        result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "base [[Chance de Statut]]", 2, "%")
      end
      if(hasAttack(Weapon1, "Secondary")and hasAttack(Weapon2, "Secondary")) then
        result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "primary [[Chance de Statut]]", 2, "%")
      end
    end
    result = result..buildCompareString(Att1.FireRate, Att2.FireRate, "[[Cadence de Tir]]", 2, " balle<s>/s")

    --Handling Damage Falloff
    if(Att1.Falloff ~= nil and Att2.Falloff == nil) then
      result = result.."\n** "..Att1.Falloff.StartRange.."m - "..Att1.Falloff.EndRange.."m dégradation dégâts"
      if(Att1.Falloff.Reduction ~= nil) then
        result = result.." avec jusqu'à "..(Att1.Falloff.Reduction * 100).."% réduction dégâts"
      end
    elseif(Att2.Falloff ~= nil and Att1.Falloff == nil) then
      result = result.."\n** No "..Att2.Falloff.StartRange.."m - "..Att2.Falloff.EndRange.."m damage falloff"
      if(Att2.Falloff.Reduction ~= nil) then
        result = result.." with up to "..(Att2.Falloff.Reduction * 100).."% réduction dégâts"
      end
    elseif(Att1.Falloff ~= nil and Att2.Falloff ~= nil) then
      result = result..buildCompareString(Att1.Falloff.StartRange, Att2.Falloff.StartRange, "range before damage falloff starts", 2, "m", {"Longer", "Shorter"})
      result = result..buildCompareString(Att1.Falloff.EndRange, Att2.Falloff.EndRange, "range before damage falloff ends", 2, "m", {"Longer", "Shorter"})
      if(Att1.Falloff.Reduction ~= nil and Att2.Falloff.Reduction ~= nil) then
        result = result..buildCompareString(Att1.Falloff.Reduction * 100, Att2.Falloff.Reduction * 100, "max damage reduction due to falloff", 2, "%", {"Plus grand", "Plus petit"})
      end
    end
  end

  result = result..buildCompareString(Weapon1.Magazine, Weapon2.Magazine, "chargeur", 0, " balle<s>", {"Plus gros", "Plus petit"})
  result = result..buildCompareString(Weapon1.MaxAmmo, Weapon2.MaxAmmo, "Réserve de munition", 0, " balle<s>", {"", ""}, nil, {"plus grande", "plus petite"})
  --If this is a weapon that regenerates ammo, flip the comparison
  if (Weapon1.ReloadStyle ~= nil and Weapon1.ReloadStyle == "Regenerate") then
    result = result..buildCompareString(Weapon1.Reload, Weapon2.Reload, "[[Rechargement]]", 2, " balle<s>/s", {"", ""}, nil, {"plus lent", "plus rapide"})
  else
    result = result..buildCompareString(Weapon1.Reload, Weapon2.Reload, "[[Rechargement]]", 2, " s", {"", ""}, nil, {"plus lent", "plus rapide"})
  end
  result = result..buildCompareString(Weapon1.Spool, Weapon2.Spool, "spool-up", 0, " balle<s>", {"Slower", "Faster"})
  local Acc1 = getValue(Weapon1, "Accuracy")
  local Acc2 = getValue(Weapon2, "Accuracy")
  if(type(Acc1) == "number" and type(Acc2) == "number") then
    result = result..buildCompareString(Acc1, Acc2, "[[Précision]]", 0, nil, {"Meilleure", "Moins bonne"})
  end

  --Handling Syndicate radial effects
  if(Weapon1.SyndicateEffect ~= nil and Weapon2.SyndicateEffect == nil) then
    result = result.."\n** Innate [["..Weapon1.SyndicateEffect.."]] effect"
  elseif(Weapon2.SyndicateEffect ~= nil and Weapon1.SyndicateEffect == nil) then
    result = result.."\n** Lack of an innate [["..Weapon2.SyndicateEffect.."]] effect"
  elseif(Weapon1.SyndicateEffect ~= nil and Weapon2.SyndicateEffect ~= nil and Weapon1.SyndicateEffect ~= Weapon2.SyndicateEffect2) then
    result = result.."\n** Different innate [[Syndicate Radial Effects|Syndicate Effect]]: [["..Weapon1.SyndicateEffect.."]] vs. [["..Weapon2.SyndicateEffect.."]]"
  end

  --Handling Polarities
  local Pol1 = Weapon1.Polarities ~= nil and Weapon1.Polarities or {}
  local Pol2 = Weapon2.Polarities ~= nil and Weapon2.Polarities or {}
  local count1 = Shared.tableCount(Pol1)
  local count2 = Shared.tableCount(Pol2)
  local isDifferent = count1 ~= count2
  if(not isDifferent and count1 > 0) then
    table.sort(Pol1, function(x, y) return x < y end)
    table.sort(Pol2, function(x, y) return x < y end)
    for i, pol in pairs(Pol1) do
      if(pol ~= Pol2[i]) then
        isDifferent = true
      end
    end
  end

  if(isDifferent) then
    result = result.."\n** Différentes polarités ("..p.GetPolarityString(Weapon1).." vs. "..p.GetPolarityString(Weapon2)..")"
  end

  result = result..buildCompareString(Weapon1.Mastery, Weapon2.Mastery, "[[Rang de Maîtrise]] requis", 0, nil, {"", ""}, nil, {"supérieur", "inférieur"})
  return result
end

function buildMeleeComparisonString(Weapon1, Weapon2, Conclave)
  local result = ""
  if(Conclave) then
    result = "* "..Weapon1.Name..", comparé au [[Conclave:"..Weapon2.Name.."|"..Weapon2.Name.."]]:"
  else
    result = "* "..Weapon1.Name..", comparé au [["..Weapon2.Name.."]]:"
  end

  local dmgString = ""
  local Att1 = getAttack(Weapon1, "Normal")
  local Att2 = getAttack(Weapon2, "Normal")
  dmgString = dmgString..buildCompareString(GetDamage(Att1), GetDamage(Att2), "dégâts de base", {2, 1})
  dmgString = dmgString..buildCompareString(Att1.Damage["Impact"], Att2.Damage["Impact"], " dégâts "..Icon._Proc("Impact", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
  dmgString = dmgString..buildCompareString(Att1.Damage["Perforation"], Att2.Damage["Perforation"], " dégâts "..Icon._Proc("Perforation", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
  dmgString = dmgString..buildCompareString(Att1.Damage["Tranchant"], Att2.Damage["Tranchant"], " dégâts "..Icon._Proc("Tranchant", "text"), {2, 1}, nil, {"Plus de", "Moins de"}, "\n***")
  if(string.len(dmgString) > 0 and GetDamage(Att1) == GetDamage(Att2)) then
    dmgString = "\n**Dégâts de base équivalent, mais composition différente:"..dmgString
  end
  result = result..dmgString


  if(Att1.CritChance ~= nil and Att2.CritChance ~= nil) then
    result = result..buildCompareString((Att1.CritChance * 100), (Att2.CritChance * 100), "[[Chance de Coup Critique]]", 2, "%")
  end
  result = result..buildCompareString(Att1.CritMultiplier, Att2.CritMultiplier, "[[Multiplicateur de Critique]]", {2, 1}, "x")

  if(Att1.StatusChance ~= nil and Att2.StatusChance ~= nil) then
    result = result..buildCompareString((Att1.StatusChance * 100), (Att2.StatusChance * 100), "[[Chance de Statut]]", 2, "%")
  end
  result = result..buildCompareString(Att1.FireRate, Att2.FireRate, "[[Vitesse d'Attaque]]", 2)
  result = result..buildCompareString(Icon._Pol(Weapon1.StancePolarity), Icon._Pol(Weapon2.StancePolarity), "polarité de [[Posture]]", nil, nil, {"Différente", "Différente"})
  result = result..buildCompareString(getValue(Weapon1, "ChannelMult", true), getValue(Weapon2, "ChannelMult", true), "Multiplicateur de Canalisation", 1, "x")

  --Handling Polarities
  local Pol1 = Weapon1.Polarities ~= nil and Weapon1.Polarities or {}
  local Pol2 = Weapon2.Polarities ~= nil and Weapon2.Polarities or {}
  local count1 = Shared.tableCount(Pol1)
  local count2 = Shared.tableCount(Pol2)
  local isDifferent = count1 ~= count2
  if(not isDifferent and count1 > 0) then
    table.sort(Pol1, function(x, y) return x < y end)
    table.sort(Pol2, function(x, y) return x < y end)
    for i, pol in pairs(Pol1) do
      if(pol ~= Pol2[i]) then
        isDifferent = true
      end
    end
  end

  if(isDifferent) then
    result = result.."\n** Polarités différentes ("..p.GetPolarityString(Weapon1).." vs. "..p.GetPolarityString(Weapon2)..")"
  end

  result = result..buildCompareString(Weapon1.Mastery, Weapon2.Mastery, "[[Rang de Maîtrise]] requis", 0)
  return result
end

function p.buildComparison(frame)
  local WeapName1 = frame.args[1]
  local WeapName2 = frame.args[2]

  if(WeapName1 == nil or WeapName2 == nil) then
    return '<span style="color:red">ERROR: Must compare two weapons</span>'
  end

  local Weapon1 = p.getWeapon(WeapName1)
  if(Weapon1 == nil) then
    return '<span style="color:red">ERROR: Could not find '..WeapName1..'</span>'
  end
  local Weapon2 = p.getWeapon(WeapName2)
  if(Weapon2 == nil) then
    return '<span style="color:red">ERROR: Could not find '..WeapName2..'</span>'
  end

  if(p.isMelee(Weapon1)) then
    return buildMeleeComparisonString(Weapon1, Weapon2)--.."[[Category:Automatic Comparison]]"
  else
    return buildGunComparisonString(Weapon1, Weapon2)--.."[[Category:Automatic Comparison]]"
  end
end

function p.buildConclaveComparison(frame)
  local WeapName1 = frame.args[1]
  local WeapName2 = frame.args[2]

  if(WeapName1 == nil or WeapName2 == nil) then
    return '<span style="color:red">ERROR: Must compare two weapons</span>'
  end

  local Weapon1 = p.getConclaveWeapon(WeapName1)
  if(Weapon1 == nil) then
    return '<span style="color:red">ERROR: Could not find '..WeapName1..'</span>'
  end
  local Weapon2 = p.getConclaveWeapon(WeapName2)
  if(Weapon2 == nil) then
    return '<span style="color:red">ERROR: Could not find '..WeapName2..'</span>'
  end

  if(p.isMelee(Weapon1)) then
    return buildMeleeComparisonString(Weapon1, Weapon2, true)--.."[[Category:Automatic Comparison]]"
  else
    return buildGunComparisonString(Weapon1, Weapon2, true)--.."[[Category:Automatic Comparison]]"
  end
end

function p.buildFamilyComparison(frame)
  local WeapName = frame.args ~= nil and frame.args[1] or frame
  if(WeapName == nil) then
    return '<span style="color:red">ERROR: Must provide a Weapon name</span>'
  end

  local Weapon = p.getWeapon(WeapName)
  if(Weapon == nil) then
    return '<span style="color:red">ERROR: Could not find '..WeapName1..'</span>'
  end
  if(Weapon.Family == nil) then
    return '<span style="color:red">ERROR: '..WeapName..' doesn\'t have a family</span>'
  end

  local relatives = getFamily(Weapon.Family)
  local result = {}
  for i, NewWeapon in pairs(relatives) do
    if(WeapName ~= NewWeapon.Name) then
      if(p.isMelee(NewWeapon)) then
        table.insert(result, buildMeleeComparisonString(Weapon, NewWeapon))
      else
        table.insert(result, buildGunComparisonString(Weapon, NewWeapon))
      end
    end
  end
  return table.concat(result, "\n")
end

function p.buildAutoboxCategories(frame)
  local WeapName = frame.args ~= nil and frame.args[1] or frame
  local Weapon = p.getWeapon(WeapName)
  local result = "[[Category:Armes]]"
  if(Weapon == nil) then
    return ""
  elseif(Weapon.IgnoreCategories ~= nil and Weapon.IgnoreCategories) then
    return ""
  end
  if(Weapon.Type ~= nil) then
    if(Weapon.Type == "Arch-Mêlée") then
      result = result.."[[Category:Arch-Mêlée]]"
    elseif(Weapon.Type == "Arch-Fusil" or Weapon.Type == "Arch-Fusil (Atmosphère)") then
      result = result.."[[Category:Arch-Fusil]]"
    elseif(Weapon.Type == "Arch-Fusil (Atmosphere)") then
      result = result
    elseif(Weapon.Type == "Mêlée") then
      result = result.."[[Category:Arme de Mêlée]]"
    elseif(Weapon.Type == "Amplificateur") then
      result = result
    else
      result = result.."[[Category: Arme "..Weapon.Type.."]]"
    end
  end
  if(Weapon.Class ~= nil) then
    result = result.."[[Category:"..Weapon.Class.."]]"
  end

  local augments = Mod.getAugments(Weapon)
  if(Shared.tableCount(augments) > 0) then
    result = result.."[[Category:Arme d'Augment]]"
  end

  if(HasTrait(Weapon, "Prime")) then
    result = result.."[[Category:Prime]]"
    if(HasTrait(Weapon, "Never Vaulted")) then
      result = result.."[[Category:Never Vaulted]]"
    elseif(HasTrait(Weapon, "Vaulted")) then
      result = result.."[[Category:Vaulted]]"
    end
  end

  if(HasTrait(Weapon, "Grineer")) then
    result = result.."[[Category:Armes Grineer]]"
  elseif(HasTrait(Weapon, "Corpus")) then
    result = result.."[[Category:Armes Corpus]]"
  elseif(HasTrait(Weapon, "Infesté")) then
    result = result.."[[Category:Armes Infesté]]"
  elseif(HasTrait(Weapon, "Tenno")) then
    result = result.."[[Category:Armes Tenno]]"
  end

  local attack = nil
  if(hasAttack(Weapon, "Normal")) then
    attack = getAttack(Weapon, "Normal")
  elseif(hasAttack(Weapon, "Charge")) then
    attack = getAttack(Weapon, "Charge")
  end
  if(attack ~= nil) then
    local bestPercent, bestElement = GetDamageBias(attack)
    if(bestElement == "Impact" or bestElement == "Perforation" or bestElement == "Tranchant") then
      if(bestPercent > .38) then
        result = result.."[[Category:Arme de Type "..bestElement.."]]"
      else
        result = result.."[[Category:Arme de Type Equilibré]]"
      end
    end

    for key, value in Shared.skpairs(attack.Damage) do
      if(key ~= "Impact" and key ~= "Perforation" and key ~= "Tranchant") then
        result = result.."[[Category:Arme de Type "..key.."]]"
      end
    end
  end

  if(hasAttack(Weapon, "Secondaire")) then
    result = result.."[[Category:Weapons with Alt Fire]]"
  end

  return result
end

function noNil(val, default)
  if(val ~= nil) then
    return val
  else
    if(default ~= nil) then
      return default
    else
      return ""
    end
  end
end

function p.buildDamageTypeTable(frame)
  local DamageType = frame.args ~= nil and frame.args[1] or frame
  local Weapons = {}
  local WeapArray = p.getWeapons(function(x)
    local Dmg, Element
    if (hasAttack(x, "Normal")) then
      Dmg, Element = GetDamageBias(getAttack(x, "Normal"), true)
    elseif(hasAttack(x, "Charge")) then
      Dmg, Element = GetDamageBias(getAttack(x, "Charge"), true)
    else
      return false
    end
    return Element == DamageType end)

  local procString = Icon._Proc(DamageType,'text')
  local procShort = Icon._Proc(DamageType)
  local result = ""
  local tHeader = '{|class = "listtable sortable" style="margin:auto;"'
  tHeader = tHeader..'\n|-'
  tHeader = tHeader..'\n!Name'
  tHeader = tHeader..'\n!Type'
  tHeader = tHeader..'\n!Class'
  tHeader = tHeader..'\n!'..procString
  tHeader = tHeader..'\n!'..procShort..'%'
  local tRows = ""
  for i, Weapon in pairs(WeapArray) do
    local thisRow = '\n|-\n|'
    thisRow = thisRow.."|[["..Weapon.Name.."]]||"..Weapon.Type.."|| "..getValue(Weapon, "Class", true, true)
    if(hasAttack(Weapon, "Normal")) then
      local tempBias = getValue(Weapon, {"Normal", "DamageBias"}, true)
      local tempBiasStripped = string.match(tempBias,"(%d*)%%")
      thisRow = thisRow.."||"..getValue(Weapon, {"Normal", DamageType}).."||".."data-sort-value="..tempBiasStripped.."|"..tempBias
    elseif(hasAttack(Weapon, "Charge")) then
      local tempBias = getValue(Weapon, {"Charge", "DamageBias"}, true)
      local tempBiasStripped = string.match(tempBias,"(%d*)%%")
      thisRow = thisRow.."||"..getValue(Weapon, {"Charge", DamageType}).."||".."data-sort-value="..tempBiasStripped.."|"..tempBias
    end

    tRows = tRows..thisRow
  end
  result = tHeader..tRows.."\n|}"
  return result
end

function p.buildWeaponByMasteryRank(frame)
  local MasteryRank
  local MRTable = {}
  for i, Weapon in Shared.skpairs(WeaponData["Weapons"]) do
    if(Weapon.Mastery ~= nil) then
      if(MRTable[Weapon.Mastery] == nil) then
        MRTable[Weapon.Mastery] = {}
      end
      if(MRTable[Weapon.Mastery][Weapon.Type] == nil) then
        MRTable[Weapon.Mastery][Weapon.Type] = {}
      end
      table.insert(MRTable[Weapon.Mastery][Weapon.Type], Weapon)
    end
  end
  local result = ""
  for i, TypeTable in Shared.skpairs(MRTable) do
    local thisTable = "\n==Mastery Rank "..i.." Required=="
    if(i == 0) then
      thisTable = "==No Mastery Rank Required=="
    end
    thisTable = thisTable..'\n{| style="width:80%;margin:auto"'
    thisTable = thisTable..'\n|-\n| style="vertical-align:top;width:33%;" |'
    if(TypeTable["Primary"] ~= nil and Shared.tableCount(TypeTable["Primary"]) > 0) then
      thisTable = thisTable.."\n===Primary==="
      local tempList = p.shortLinkList(TypeTable["Primary"])
      for i, text in pairs(tempList) do
        thisTable = thisTable.."\n* "..text
      end
    end

    thisTable = thisTable..'\n| style="vertical-align:top;width:33%;" |'
    if(TypeTable["Secondary"] ~= nil and Shared.tableCount(TypeTable["Secondary"]) > 0) then
      thisTable = thisTable.."\n===Secondary==="
      local tempList = p.shortLinkList(TypeTable["Secondary"])
      for i, text in pairs(tempList) do
        thisTable = thisTable.."\n* "..text
      end
    end

    thisTable = thisTable..'\n| style="vertical-align:top;width:33%;" |'
    if(TypeTable["Mêlée"] ~= nil and Shared.tableCount(TypeTable["Mêlée"]) > 0) then
      thisTable = thisTable.."\n===Melee==="
      local tempList = p.shortLinkList(TypeTable["Mêlée"])
      for i, text in pairs(tempList) do
        thisTable = thisTable.."\n* "..text
      end
    end
    thisTable = thisTable.."\n|}"
    result = result..thisTable
  end
  return result
end

function p.getMasteryShortList(frame)
  local WeaponType = frame.args[1]
  local MasteryRank = tonumber(frame.args[2])

  local weapArray = p.getWeapons(function(x)
    if(x.Type ~= nil and x.Mastery ~= nil) then
      return x.Type == WeaponType and x.Mastery == MasteryRank
    else
      return false
    end
  end)

  local result = ""
  local shortList = p.shortLinkList(weapArray)
  for i, pair in Shared.skpairs(shortList) do
    if(string.len(result) > 0) then result = result.." • " end
    result = result..pair
  end
  return result
end

function p.getRivenDispositionList(frame)
  local WeaponType = frame.args[1]
  local Disposition = tonumber(frame.args[2])

  local weapArray = p.getWeapons(function(x)
    if(x.Type ~= nil and x.Disposition ~= nil) then
      return (string.upper(WeaponType) == "ALL" or x.Type == WeaponType) and x.Disposition == Disposition
    else
      return false
    end
  end)

  local result = ""
  local shortList = p.shortLinkList(weapArray)
  for i, pair in Shared.skpairs(shortList) do
    result = result..'\n* '..pair
  end
  return result
end

function p.getRivenDispositionTable(frame)
  local WeaponType = frame.args[1]

  local result = '{| class="article-table" border="0" cellpadding="1" cellspacing="1" style="width: 100%"'
  result = result..'\n|-'
  for i = 5, 1, -1 do
    if      (i == 5) then j = 1.5
    elseif  (i == 4) then j = 1.3
    elseif  (i == 3) then j = 1.1
    elseif  (i == 2) then j = 0.89
    else                  j = 0.69 end
    result = result..'\n! scope="col" style="text-align:center;"|'..Icon._Dis(j)
  end
  result = result..'\n|-'
  for i = 5, 1, -1 do
    result = result..'\n| style="vertical-align:top" |'
    if      (i == 5) then
      for j = 1550, 1301, -1 do
        result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
    elseif  (i == 4) then
      for j = 1300, 1101, -1 do
        result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
    elseif  (i == 3) then
      for j = 1100, 900, -1 do
        result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
    elseif  (i == 2) then
      for j = 899, 700, -1 do
        result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
    else
      for j = 699, 500, -1 do
        result = result..p.getRivenDispositionList({args = {WeaponType, j/1000}}) end
    end
  end
  result = result..'\n|}'

  return result
end

function p.getConclaveList(frame)
  local WeaponType = frame.args[1]

  local weapArray = p.getWeapons(function(x)
    if(x.Type ~= nil and x.Conclave ~= nil) then
      return x.Type == WeaponType and x.Conclave
    else
      return false
    end
  end)

  local result = ""
  local shortList = p.shortLinkList(weapArray)
  for i, pair in Shared.skpairs(shortList) do
    result = result..'\n* '..pair
  end
  return result
end

--Runs a bunch of things to quickly check if anything broke
function p.checkForBugs(frame)
  return p.buildComparison({args = {"Lato", "Lato Prime"}})..p.buildComparison({args = {"Glaive", "Glaive Prime"}})..p.getMeleeComparisonTable({})..p.getSecondaryComparisonTable({})
end

function p.checkElements(frame)
  local result = "wyrd"
  for key, theWeap in Shared.skpairs(WeaponData["Weapons"]) do
    for attName, Attack in p.attackLoop(theWeap) do
      local elementCount = 0
      if(Attack.Damage ~= nil) then
        for element, dmg in Shared.skpairs(Attack.Damage) do
          if(not Shared.contains(Physical, element)) then
            elementCount = elementCount + 1
          end
        end
      else
        result = result.."\n"..key.." attempted to loop the "..attName.." attack"
      end
      if(elementCount > 1) then
        result = result.."\n"..key.." has "..elementCount.." elements in its "..attName.." attack"
      end
    end
  end
  return result
end

function p.checkForMissingData(frame)
  local result = ""
  for key, weapon in Shared.skpairs(WeaponData["Weapons"]) do
    if(weapon.Name == nil) then
      result = result.."\n"..key.." does not have a Name"
    end
    if(weapon.Image == nil) then
      result = result.."\n"..key.." does not have an Image"
    end
    if(weapon.Mastery == nil) then
      result = result.."\n"..key.." does not have Mastery"
    end
    if(weapon.Disposition == nil and p.isArchwing(weapon) == nil) then
      result = result.."\n"..key.." does not have Disposition"
    end
    if(weapon.Type == nil) then
      result = result.."\n"..key.." does not have a Type"
    end
    if(weapon.Class == nil and p.isArchwing(weapon) == nil) then
      result = result.."\n"..key.." does not have a Class"
    end
    if(weapon.NormalAttack ~= nil and weapon.NormalAttack.Damage == nil) then
      result = result.."\n"..key.." does not do Normal Attacks"
    end
  end
  if (result == "") then
    result = "All weapons complete based on this test"
  end
  return result
end


function p.buildTunaWeaponTable(frame)
  local Category = frame.args ~= nil and frame.args[1] or frame
  local Weapons = p.getWeapons( function(x)
    return getValue(x, "Type", true) == Category
  end)


  local result = '{| style="margin:auto;text-align:center;"'
  local i = 0
  for key, Weapon in Shared.skpairs(Weapons) do
    i = i + 1
    local theImage = Weapon.Image ~= nil and Weapon.Image or "Panel.png"
    if((i - 1) % 7 == 0) then
      result = result..'\n|-'
    end
    result = result..'\n| style="width:85px" |[[File:'..Weapon.Name..'.png|70px]]'
  end
  result = result..'\n|}'
  return result
end

-- and we are back... new table building functions !

local function BuildCompRow(Head, Weapon, UseCompDisplay)
  --User:Falterfire 6/12/18 - Adding new Comparison Display functionality
  --                          Toggled with a variable, which is false if not specified
  if UseCompDisplay == nil then UseCompDisplay = false end
  local styleString = ""--"border: 1px solid lightgray;"
  local td = ''
  local result = ''
  local ValNameZ = nil
  local ValName = nil

  --User:Faltefire 6/12/18 - By default, use old version of code
  if not UseCompDisplay or Weapon.ComparisonDisplay == nil then
    local attName = ""
    if(hasAttack(Weapon, "Charge")) then
      attName = "Charge"
    elseif(hasAttack(Weapon, "Normal")) then
      attName = "Normal"
    else
      return ""
    end

    result = '\n|-\n|'

    for i, Hline in ipairs(Head) do
      ValName = Hline[1]
      local isName = false

      if(type(ValName) == "table" and ValName[1]=="default") then
        ValName = {attName, ValName[2]}
      elseif(type(ValName) == "table") then
        ValName = {ValName[1], ValName[2]}
      else
        isName = string.upper(ValName) == "NAME"
      end

      if(i == 1) then td = '' else td='||' end
      --Override pour le nom et link correctement
      if(getValue(Weapon, ValName)~=nil) then
        --Replace the default name with the name from ComparisonDisplay
        if isName then
          local weapName = getValue(Weapon, ValName)
          local weapLink = p._getLink(weapName, Weapon)
          result = result..td..'style="'..styleString..'"|[['..weapLink..'|'..weapName..']]'
        elseif(Hline[2]) then
          --Add a data sort value if requested
          result = result..td..'data-sort-value="'..getValue(Weapon, ValName)..'" style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
        else
          result = result..td..'style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
        end
      else
        result = result..td..'style = "'..styleString..'"|'.."N/A"
      end
    end
  else
    --User:Faltefire 6/12/18 - Swap to new version if ComparisonDisplay is set for this weapon and UseCompDisplay is true
    for i, row in pairs(Weapon.ComparisonDisplay) do
      local attCount = Shared.tableCount(row.Attacks)
      if attCount > 0 then
        local rowText = '\n|-\n|'
        local attName = row.Attacks[1]
        for j, Hline in ipairs(Head) do
          ValName = Hline[1]
          local KeyName = ''

          --If we're using the ComparisonDisplay, we're overriding the attempt to shunt to a different attack
          --So always use attName + ValName, with one two exceptions: Damage and Name are overridden
          if(type(ValName) == "table") then
            ValName = {attName, ValName[2]}
            KeyName = string.upper(ValName[2])
          else
            KeyName = string.upper(ValName)
          end

          if(j == 1) then td = '' else td='||' end
          if KeyName == 'NAME' then
            local rowName = string.gsub(row.Name, "%[NAME%]", Weapon.Name)
            --Replace the default name with the name from ComparisonDisplay
            rowText = rowText..td..'style="'..styleString..'"|[['..rowName..'|'..rowName..']]'
          elseif KeyName == 'DAMAGE' then
            --For damage, go with the listed attack
            if attCount == 1 then
              rowText = rowText..td..'data-sort-value="'..getValue(Weapon, {attName, "Damage"})..'" style="'..styleString..'"|'..getValue(Weapon, {attName, "Damage"}, true, true, true)
            else
              --If multiple attacks are listed, show the combined damage
              local attDmg = 0
              for k, att in pairs(row.Attacks) do
                mw.log(att)
                attDmg = attDmg + getValue(Weapon, {att, "Damage"})
              end
              rowText = rowText..td..'data-sort-value="'..attDmg..'" style="'..styleString..'"|'..attDmg
            end
          else
            if(getValue(Weapon, ValName) ~= nil) then
              --Add a data sort value if requested
              if(Hline[2]) then
                rowText = rowText..td..'data-sort-value="'..getValue(Weapon, ValName)..'" style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
              else
                rowText = rowText..td..'style="'..styleString..'"|'..getValue(Weapon, ValName, true, true, true)
              end
            else
              rowText = rowText..td..'style = "'..styleString..'"|'.."N/A"
            end
          end
        end

        result = result..rowText
      end
    end
  end

  return result
end

local function BuildCompTable(Head, Weapons, UseCompDisplay)
  local styleString = "border: 1px solid black;border-collapse: collapse;"
  local tHeader = ""
  tHeader = tHeader..'\n{| cellpadding="1" cellspacing="0" class="listtable sortable" style="font-size:11px;"'
  for i, Hline in ipairs(Head) do
    if(Hline[2] == true) then
      tHeader = tHeader..'\n! data-sort-type="number" style="'..styleString..'"|'..Hline[3]..''
    else
      tHeader = tHeader..'\n! style="'..styleString..'"|'..Hline[3]..''
    end
  end
  --  mw.log(tHeader)


  local tRows = ""
  for i, Weap in pairs(Weapons) do
    rowStr = BuildCompRow(Head, Weap, UseCompDisplay)
    tRows = tRows..rowStr
  end
  --    mw.log(tRows)
  return  tHeader..tRows.."\n|}"--[[Category:Automatic Comparison Table]]
end

function p.getCompTableGuns(frame)
  local Catt = frame.args ~= nil and frame.args[1]
  local Type = frame.args ~= nil and frame.args[2] or nil
  if(Type == "All") then Type = nil end
  local WeapArray = {}
  if(Catt == "Principale") then WeapArray = p.getWeapons(function(x)
    if(getValue(x, "Type", true) == "Principale") then
      if(Type ~= nil) then return getPrimaryCategory(x) == Type else return true end
    end
    return false
  end)
  elseif(Catt == "Secondaire") then WeapArray = p.getWeapons(function(x)
    if(getValue(x, "Type", true) == "Secondaire") then
      if(Type ~= nil) then return getSecondaryCategory(x) == Type else return true end
    end
    return false
  end)
  elseif(Catt == "Robotique") then WeapArray = p.getWeapons(function(x)
    return getValue(x, "Type", true) == "Robotique"
  end)
  else return "\n Error : Wrong Class (use Principale, Secondaire, or Robotique) [[Category:Invalid Comp Table]]"
  end


  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{"Trigger",false,"Mode de Tir"})
  table.insert(Head,{{"default","Damage"},true,"[[Dégâts]]"})
  table.insert(Head,{{"default", "CritChance"},true,"[[Chance de Coup Critique|Chance Crit.]]"})
  table.insert(Head,{{"default", "CritMultiplier"},true,"[[Multiplicateur de Critique|Multiplicateur de Crit.]]"})
  table.insert(Head,{{"default", "StatusChance"},true,"[[Chance de Statut]]"})
  table.insert(Head,{{"default","BulletType"},false,"Type de Projectile"})
  table.insert(Head,{{"default", "FireRate"},true,"[[Cadence de Tir]]"})
  table.insert(Head,{"Magazine",true,"[[Munitions#Capacité du Chargeur|Taille Chargeur]]"})
  table.insert(Head,{"Reload",true,"[[Rechargement|Tmps. Rechargement]]"})
  table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
  table.insert(Head,{"Disposition",true,"[[Mod Riven#Disposition|Disposition]]"})

  return BuildCompTable(Head, WeapArray, true)
end

function p.getCompTableConclaveGuns(frame)
  local Catt = frame.args ~= nil and frame.args[1]
  local Type = frame.args ~= nil and frame.args[2] or nil
  if(Type == "All") then Type = nil end
  local WeapArray = {}
  if(Catt == "Principale") then WeapArray = p.getConclaveWeapons(function(x)
    if((getValue(x, "Type", true) == "Principale") and (getValue(x, "Conclave", true) == true)) then
      if(Type ~= nil) then return getPrimaryCategory(x) == Type else return true end
    end
    return false
  end)
  elseif(Catt == "Secondaire") then WeapArray = p.getConclaveWeapons(function(x)
    if((getValue(x, "Type", true) == "Secondaire") and (getValue(x, "Conclave", true) == true)) then
      if(Type ~= nil) then return getSecondaryCategory(x) == Type else return true end
    end
    return false
  end)
  else return "\n Error : Wrong Class (use Principale or Secondaire) [[Category:Invalid Comp Table]]"
  end


  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{"Trigger",false,"[[Fire Rate|Trigger Type]]"})
  table.insert(Head,{{"default","Damage"},true,"[[Dégâts]]"})
  table.insert(Head,{"HeadshotMultiplier",true,"HS Multiplier"})
  table.insert(Head,{{"default","BulletType"},false,"Projectile Type"})
  table.insert(Head,{"FireRate",true,"[[Fire Rate]]"})
  table.insert(Head,{"Magazine",true,"[[Munitions#Magazine Capacity|Magazine Size]]"})
  table.insert(Head,{"Reload",true,"[[Reload Speed|Reload Time]]"})
  table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})

  return BuildCompTable(Head,WeapArray)
end

function p.getCompTableArchGuns(frame)
  local ArchType="Arch-Fusil"
  if (frame.args ~= nil) then
    if (frame.args[1] == "Arch-Fusil (Atmosphère)") then
      ArchType="Arch-Fusil (Atmosphère)"
    end
  end

  local WeapArray = {}
  WeapArray = p.getWeapons(function(x)
    return getValue(x, "Type", true) == ArchType
  end)

  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{"Trigger",false,"Mode de Tir"})
  table.insert(Head,{{"default","Damage"},true,"[[Dégâts]]"})
  table.insert(Head,{"CritChance",true,"[[Chance de Coup Critique]]"})
  table.insert(Head,{"CritMultiplier",true,"[[Multiplicateur de Critique|Multiplicateur de Crit.]]"})
  table.insert(Head,{"StatusChance",true,"[[Chance de Statut]]"})
  table.insert(Head,{{"default","BulletType"},false,"Type de Projectile"})
  table.insert(Head,{"FireRate",true,"[[Cadence de Tir]]"})
  table.insert(Head,{"Magazine",true,"[[Ammo#Magazine Capacity|Taille Chargeur]]"})
  table.insert(Head,{"Reload",true,"[[Vitesse de Rechargement]]"})
  table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
  return BuildCompTable(Head,WeapArray)
end


function p.getCompTableMelees(frame)
  --Changed formatting, now only takes type since only class handled is Melee
  --Keeping old formatting to avoid breaking pages
  local Type = frame.args ~= nil and frame.args[2] or nil
  if(Type == nil) then Type = frame.args ~= nil and frame.args[1] or nil end
  if(Type == "All") then Type = nil end
  local WeapArray = {}
  WeapArray = getMeleeWeapons(Type)
  local addClass = Type == nil or Shared.contains(Type, ",")

  local Head={{"Name",false,"Nom"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{"Class",false,"Type"})
  table.insert(Head,{{"Normal","Damage"},true,"[[Dégâts|Normal]]"})
  table.insert(Head,{"SlideAttack",true,"[[Mêlée#Attaque Glissée|Glissée]]"})
  table.insert(Head,{{"default","FireRate"},true,"[[Vitesse d'Attaque]]"})
  table.insert(Head,{"CritChance",true,"[[Chance de Coup Critique|Chance Crit.]]"})
  table.insert(Head,{"CritMultiplier",true,"[[Multiplicateur de Critique|Multiplicateur Crit.]]"})
  table.insert(Head,{"StatusChance",true,"[[Chance de Statut]]"})
  table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
  table.insert(Head,{"STANCEPOLARITY",false,"[[Posture]]"})
  table.insert(Head,{"Disposition",true,"[[Mod Riven#Disposition|Disposition]]"})
  for k, v in pairs(Head[1]) do mw.log(k, v) end

  return BuildCompTable(Head,WeapArray)
end

--As above, but for conclave
function p.getCompTableConclaveMelees(frame)
  local Type = frame.args ~= nil and frame.args[1] or nil
  if(Type == "All") then Type = nil end
  local WeapArray = {}
  WeapArray = getConclaveMeleeWeapons(Type)
  local addClass = Type == nil or Shared.contains(Type, ",")

  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{"Class",false,"Type"})
  table.insert(Head,{{"Normal","Damage"},true,"[[Dégâts|Normal]]"})
  table.insert(Head,{"SlideAttack",true,"[[Mêlée#Attaque Glissée|Glissée]]"})
  table.insert(Head,{{"default","FireRate"},true,"[[Vitesse d'Attaque]]"})
  table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
  table.insert(Head,{"STANCEPOLARITY",false,"[[Posture]]"})
  for k, v in pairs(Head[1]) do mw.log(k, v) end

  return BuildCompTable(Head,WeapArray)
end

function p.getCompTableArchMelees(frame)
  local WeapArray = {}
  WeapArray = p.getWeapons(function(x)
    return getValue(x, "Type", true) == "Arch-Mêlée"
  end)

  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{{"Normal","Damage"},true,"[[Dégâts|Normal]]"})
  table.insert(Head,{"SlideAttack",true,"[[Mêlée#Attaque Glissée|Glissée]]"})
  table.insert(Head,{{"default","FireRate"},true,"[[Vitesse d'Attaque]]"})
  table.insert(Head,{"CritChance",true,"[[Chance de Coup Critique|Chance de Crit.]]"})
  table.insert(Head,{"CritMultiplier",true,"[[Multiplicateur de Critique|Multiplicateur de Crit.]]"})
  table.insert(Head,{"StatusChance",true,"[[Chance de Statut]]"})
  table.insert(Head,{"Mastery",true,"[[Rang de Maîtrise]]"})
  for k, v in pairs(Head[1]) do mw.log(k, v) end

  return BuildCompTable(Head,WeapArray)
end

function p.getCompTableSpeedGuns(frame)
  local Catt = frame.args ~= nil and frame.args[1]
  local Type = frame.args ~= nil and frame.args[2] or nil
  if(Type == "All") then Type = nil end
  local WeapArray = {}
  if(Catt == "Principale") then WeapArray = p.getWeapons(function(x)
    if(getValue(x, "Type", true) == "Principale") then
      if(Type ~= nil) then return getPrimaryCategory(x) == Type else return true end
    end
    return false
  end)
  elseif(Catt == "Secondaire") then WeapArray = p.getWeapons(function(x)
    if(getValue(x, "Type", true) == "Secondaire") then
      if(Type ~= nil) then return getSecondaryCategory(x) == Type else return true end
    end
    return false
  end)
  elseif(Catt == "Robotique") then WeapArray = p.getWeapons(function(x)
    return getValue(x, "Type", true) == "Robotique"
  end)
  elseif(Catt == "Arch-Fusil") then WeapArray = p.getWeapons(function(x)
    return getValue(x, "Type", true) == "Arch-Fusil"
  end)
  else return "\n Erreur : Mauvaise Class (utilisez Principale, Secondaire, Robotique, ou Arch-Fusil) [[Category:Invalid Comp Table]]"
  end
  -- special sorting for projectile weapons
  local WeapArray2 = {}
  for k, Weapon in ipairs(WeapArray) do
    local attName = ""
    if(hasAttack(Weapon, "Charge")) then
      attName = "Charge"
    elseif(hasAttack(Weapon, "Normal")) then
      attName = "Normal"
    else
      return ""
    end
    if(getValue(Weapon,{attName, "BulletType"}, false) == "Projectile") then
      table.insert(WeapArray2, Weapon)
    elseif(getValue(Weapon,{"Area", "BulletType"}, false) == "Projectile") then
      table.insert(WeapArray2, Weapon)
    elseif(getValue(Weapon,{"Secondaire", "BulletType"}, false) == "Projectile") then
      table.insert(WeapArray2, Weapon)
    elseif (getValue(Weapon,{attName, "BulletType"}, false) == "Thrown") then
      table.insert(WeapArray2, Weapon)
    end
  end

  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{"Class",false,"Type"})
  table.insert(Head,{{"Normal","PROJECTILESPEED"},true,"Flight Speed"})
  table.insert(Head,{{"Charge","PROJECTILESPEED"},true,"Charge Flight Speed"})
  table.insert(Head,{"SPECIALFSPEED",true,"Alt-Fire / Special"})

  return BuildCompTable(Head,WeapArray2)
end

function p.getCompTableSpeedMelees(frame)
  local Catt = frame.args ~= nil and frame.args[1]
  local Type = frame.args ~= nil and frame.args[2] or nil
  if(Type == "Tous") then Type = nil end
  local WeapArray = {}
  if(Catt == "Mêlée") then WeapArray = getMeleeWeapons(Type)
    local addClass = Type == nil or Shared.contains(Type, ",")
  elseif(Catt == "Arch-Mêlée") then WeapArray = p.getWeapons(function(x)
    return getValue(x, "Type", true) == "Arch-Mêlée"
  end)
  else return "\n Error : Wrong Class (use Melee or Arch-Melee) [[Category:Invalid Comp Table]]"
  end
  -- special sorting for projectile weapons ONLY WORKS FOR GLAIVE TYPE MELEE WEAPONS !!!
  local WeapArray2 = {}
  for k, Weapon in ipairs(WeapArray) do
    if (getValue(Weapon,{"Normal", "BulletType"}, false) == "Thrown") then
      table.insert(WeapArray2, Weapon)
    end
  end

  local Head={{"Name",false,"Name"}}
  -- better if Name is always the first column !!!
  table.insert(Head,{{"Normal","PROJECTILESPEED"},true,"Flight Speed"})
  table.insert(Head,{"SPECIALFSPEED",true,"Special"})

  return BuildCompTable(Head,WeapArray2)
end

function p.weaponTooltip(frame)
  local weapName = frame.args ~= nil and frame.args[1]
  local conclave = frame.args[2] == "true" and true
  --there's no "Dark Split-Sword" in m:weapons/data -> setting name to dual sword variant
  if weapName == 'Épées Versatiles Sombres' then
    weapName = 'Épées Versatiles Sombres (Doubles Épées)'
  end

  local A2Name = nil
  local A2Value = nil
  local C1Name = nil
  local C1Value = nil
  local C1Toggle = nil
  local C2Name = nil
  local C2Value = nil
  local D1Name = nil
  local D1Value = nil
  local D1Value2 = nil
  local titleText = ''
  local hasCharged = false
  local attackType = 'Normal'
  local attack = nil
  local attackText = ''
  local space = '&nbsp;'
  local attackBiasText = ''

  if weapName == nil then
    return nil
  end

  local Weapon = nil
  local cAvailability = false
  if conclave then
    Weapon = p.getConclaveWeapon(weapName)
    if Weapon ~= nil then
      cAvailability = getValue(Weapon, "Conclave", true, false, false)
    end
    if not cAvailability then
      Weapon = p.getWeapon(weapName)
    end
  else
    Weapon = p.getWeapon(weapName)
  end

  local conclaveNotice = ''
  if conclave and cAvailability == false then
    conclaveNotice = '\n{| class="Data" style="font-size:10px; white-space:normal;"\n|-\n|Note: Non disponible en Conclave, displaying Cooperative stats and Cooperative Link.\n|}'
  end

  if Weapon == nil then
    return 'L\'arme '..weapName..' n\'a pas été trouvée.'
  end

  local function Value(valueName, asString, forTable, giveDefault)
    --note that the three last parameters aren't in the same order in functions "Value" and "getValue"
    if(asString == nil) then asString = false end
    if(forTable == nil) then forTable = false end
    if(giveDefault == nil) then giveDefault = true end
    return getValue(Weapon, valueName, giveDefault, asString, forTable)
  end

  local function whitePols(valueName)
    local pols = Value(valueName)
    local polIcon = ''

    if type(pols) == "table" then
      local i = 0
      if pols[1] == nil then
        polIcon = 'Aucune'
        return polIcon
      else
        while pols[i+1] ~= nil do
          i = i + 1
        end
        for j = 1, i do
          polIcon = polIcon..Icon._Pol(pols[j],'white','x16')
        end
        return polIcon
      end
    elseif pols ~= nil and type(pols) == "string" and pols ~= "Aucune" then
      return Icon._Pol(pols,'white','x16')
    end
    return 'Aucune'
  end

  --for weapons which have no max ammo
  local ammoException = nil
  if Value("MaxAmmo") == nil then
    ammoException = true
  end

  local isMelee = p.isMelee(Weapon) == "yes"

  local chargedExceptions = {"Tiberon Prime", "Kohm", "Kohmak", "Twin Kohmak", "Stug"} -- weapons which have a charged attack but normal attack values are used for the tooltip
  local secondaryExceptions = {"Penta", "Carmine Penta", "Secura Penta"}
  local areaExceptions = {"Ogris", "Zarr", "Tonkor", "Kulstar", "Angstrum", "Prisma Angstrum"}
  local secondaryAreaExceptions ={"Lenz"}

  if isMelee ~= true then
    if Shared.contains(chargedExceptions, weapName) ~= true and Value({"Charge","AttackName"}) ~= nil then
      hasCharged = true
      attackType = 'Charge'
    end
    if Shared.contains(secondaryExceptions, weapName) then
      attackType = 'Secondary'
    elseif Shared.contains(areaExceptions, weapName) then
      attackType = 'Area'
    elseif Shared.contains(secondaryAreaExceptions, weapName) then
      attackType = 'SecondaryArea'
    end
  end

  attack = getAttack(Weapon, attackType)
  local count = 0
  for type, dmg in Shared.skpairs(attack.Damage) do
    if count == 0 then
      attackText = '\n| style=\"padding-right:2px;\" |'..Icon._Proc(type,'','white','x16')..space..dmg
      count = count + 1
    else
      attackText = attackText..'|| style=\"padding-right:4px;\" |'..Icon._Proc(type,'','white','x16')..space..dmg
    end
  end

  if(hasMultipleTypes(attack)) then
    attackBiasText = '\n| colspan=4 |'..GetDamageString(attack, nil).." ("..GetDamageBiasString(attack,nil,'',nil,'white','x16')..")"
  end

  local mRankIcon = ''
  local mRank = Value("Mastery",false,false,false)
  local mRankIconLoc = 'top:4px; left:9.5px;'
  if mRank then
    if string.len(mRank) >= 2 then
      mRankIconLoc = 'top:4px; left:5px;'
    end
    mRankIcon = '<div style="position:absolute;top:6px; left:4px; color:white; font-size:16px; font-weight:bold; text-shadow: 0 0 1px #0D1B1C, 0 0 4px #0D1B1C, 1px 1px 2px #0D1B1C, -1px 1px 2px #0D1B1C, 1px -1px 2px #0D1B1C, -1px -1px 2px #0D1B1C;">[[File:MasteryAffinity64.png|28px]]<div style="position:absolute;'..mRankIconLoc..'">'..mRank..'</div></div>'
  end

  local dispoIcon = ''
  local dispoVal = Value("Disposition5",false,false,false)
  if dispoVal then
    dispoIcon = '<div style="position:absolute;top:6px; right:4px; color:white; font-size:16px; font-weight:bold; text-shadow: 0 0 1px #0D1B1C, 0 0 4px #0D1B1C, 1px 1px 2px #0D1B1C, -1px 1px 2px #0D1B1C, 1px -1px 2px #0D1B1C, -1px -1px 2px #0D1B1C;">[[File:RivenIcon64.png|28px]]<div style="position:absolute;top:3.5px; right:9.5px;">'..dispoVal..'</div></div>'
  end

  if isMelee == true then
    A2Name = 'Type'
    A2Value = 'Class'
    C1Name = 'Vitesse Atq.'
    C1Value = 'FireRate'
    C1Toggle = true
    C2Name = 'Atq. Glissade'
    C2Value = 'SlideAttack'
    D1Name = 'Polarités'
    D1Value = 'Polarities'
    D1Value2 = 'StancePolarity'
  else
    A2Name = 'Tir'
    A2Value = 'Trigger'
    if hasCharged == true then
      C1Name = 'Charge Time'
      if weapName == "Staticor" then
        C1Value = {'Area','ChargeTime'}
      else
        C1Value = {'Charge','ChargeTime'}
      end
      C1Toggle = true
    else
      C1Name = 'Cad. de Tir'
      C1Value = 'FireRate'
    end
    C2Name = 'Sonorité'
    C2Value = 'NoiseLevel'
    D1Name = 'Polarités'
    D1Value = 'Polarities'
  end

  local function Link(linkName)
    local spanStart = '<span class=\"LinkText\">'
    local spanEnd = '</span>'
    return spanStart..linkName..spanEnd
  end

  local zeroPadding = '\n| style=\"padding:0px;\" |'
  local newRow = '\n|-'
  local spacer = '\n| class=\"Spacer\" |'
  local halfTable = '\n| class=\"TableHalf\" |'
  local dataText = '\n{| class=\"Data\" style=\"font-size:12px;\"'
  local dataTextCenter = '\n{| class=\"Data\" style=\"font-size:12px; text-align:center;\"'
  local tableEnd = '\n|}'

  local Type = ''
  local tType = Value("Type")
  if tType == "Arch-Gun (Atmosphere)" then
    Type = "Arch-Gun (Atmo)"
  else
    Type = tType
  end

  local image = '\n| class=\"Image\" style=\"height:120px;\" | <div style="position:relative; z-index:2;">[[File:'..Value("Image")..'|160px]]</div>'

  --creating the table
  local result = '<div style="position:relative;">\n{| class=\"Sub\"'..newRow..image..mRankIcon..dispoIcon..newRow..spacer..newRow..zeroPadding
  result = result..dataText..newRow
  result = result..halfTable..Link("Slot")..space..Type..halfTable..Link(A2Name)..space..Value(A2Value)..tableEnd
  result = result..newRow..spacer..titleText..newRow..zeroPadding
  result = result..dataTextCenter..newRow..attackText
  if(attackBiasText ~= '') then
    result = result..newRow..attackBiasText
  end
  result = result..tableEnd
  result = result..newRow..spacer..newRow..zeroPadding..dataText..newRow..halfTable..Link("Critique")..space..Value("CritChance",true)..' | '..Value("CritMultiplier",true)..halfTable..Link("Statut")..space..Value("StatusChance",true)
  result = result..newRow..halfTable..Link(C1Name)..space..Value(C1Value,C1Toggle)..halfTable..Link(C2Name)..space..Value(C2Value)
  --if not melee and not fishing spear => reload and ammo stats
  if not isMelee and Weapon.Type ~= "Gear" then
    result = result..newRow..halfTable..Link("Recharge")..space..Value("Reload", true, true)..halfTable..Link("Munitions")..space..Value("Magazine")
    --if has max ammo => add max ammo stat
    if ammoException == nil then
      result = result..'&thinsp;/&thinsp;'..Value("MaxAmmo")
    end
    result = result..newRow..'\n| style=\"text-align:center;\" colspan=2 |'..Link(D1Name)..space..whitePols(D1Value)
  elseif isMelee then
    result = result..newRow..'\n| style=\"text-align:center;\" colspan=2 |'..Link(D1Name)..space..whitePols(D1Value2)..' | '..whitePols(D1Value)
  end
  result = result..tableEnd..conclaveNotice..tableEnd..'\n</div>'

  return result
end

function p.getWeaponReplaceList(frame)
  --local Type = frame.args ~= nil and frame.args[1] or frame
  local fullList = {}
  local primaries = {}
  local secondaries = {}
  local melees = {}
  local archGuns = {}
  local archMelees = {}
  local theRest ={}

  local avoidNames ={'Lame Exaltée (Umbra)','Corvas (Atmosphere)','Cyngas (Atmosphere)','Dargyn','Doubles Decurion (Atmosphere)','Fluctus (Atmosphere)','Grattler (Atmosphere)','Imperator (Atmosphere)','Imperator Vandal (Atmosphere)','Phaedra (Atmosphere)','Rampart','Velocitus (Atmosphere)'}

  local function addToList(name,link,list)
    if link == nil then
      link = name
    end
    --local 6s = '      '
    --local 8s = '        '
    local temp = '      <Replacement>\n        <Find>\[\['..link..']]</Find>\n        <Replace>{{Weapon|'..name..'}}</Replace>\n        <Comment />\n        <IsRegex>false</IsRegex>\n        <Enabled>true</Enabled>\n         <Minor>false</Minor>\n        <BeforeOrAfter>false</BeforeOrAfter>\n        <RegularExpressionOptions>IgnoreCase</RegularExpressionOptions>\n      </Replacement>'
    return table.insert(list,temp)
  end

  for i, val in Shared.skpairs(WeaponData["Weapons"]) do
    if not Shared.contains(avoidNames,val.Name) then

      if val.Type == "Principale" then
        addToList(val.Name,val.Link,primaries)
      elseif val.Type == "Secondaire" then
        addToList(val.Name,val.Link,secondaries)
      elseif val.Type == "Mêlée" then
        addToList(val.Name,val.Link,melees)
      elseif val.Type == "Arch-Fusil" then
        addToList(val.Name,val.Link,archGuns)
      elseif val.Type == "Arch-Mêlée" then
        addToList(val.Name,val.Link,archMelees)
      else
        addToList(val.Name,val.Link,theRest)
      end
    end
  end

  table.insert(fullList,table.concat(primaries,'\n'))
  table.insert(fullList,table.concat(secondaries,'\n'))
  table.insert(fullList,table.concat(melees,'\n'))
  table.insert(fullList,table.concat(archGuns,'\n'))
  table.insert(fullList,table.concat(archMelees,'\n'))
  table.insert(fullList,table.concat(theRest,'\n'))

  return table.concat(fullList, "\n")
end

local function buildHTMLTable(table)
  resultTable = '\n{| class="wikitable"'
  for i, val in Shared.skpairs(table) do
    resultTable = resultTable..'\n|'..i..'||'
    if(val ~= nil and type(val) == "table") then
      resultTable = resultTable..buildHTMLTable(val)
    else
      resultTable = resultTable..tostring(val)
    end
    resultTable = resultTable..'\n|-'
  end
  resultTable = resultTable..'\n|}'
  return resultTable
end

function p.buildHTMLDB()

  return buildHTMLTable(WeaponData["Weapons"])
end

local function filterWeaponsArray_Melee(subCat, weapArray)

  local ret = {}
  for _, weapon in ipairs(weapArray) do
    if(weapon.Class == subCat) then
      local key = nil
      if(weapon.Family ~= nil) then
        key = weapon.Family
      else
        key = weapon.Name
      end
      if(ret[key] == nil) then
        ret[key] = {weapon.Name}
      else
        table.insert(ret[key], weapon.Name)
      end
    end
  end
  return ret
end

local function filterByFamily(weapArray)

  local ret = {}
  for _, weapon in ipairs(weapArray) do
    local key = nil
    if(weapon.Family ~= nil) then
      key = weapon.Family
    else
      key = weapon.Name
    end
    if(ret[key] == nil) then
      ret[key] = {weapon.Name}
    else
      table.insert(ret[key], weapon.Name)
    end
  end
  return ret
end

local function printFamily(familyName, familyValues, conclave)

  local ret = Tooltip._tooltipText(familyName, 'Weapon', nil, conclave, nil)
  local first = true
  for _, wpName in ipairs(familyValues) do
    if(wpName ~= familyName) then
      local newName = Shared.trim(wpName:gsub(familyName, ""))
      --Special case
      if(newName == "MK1-") then
        newName = "MK1"
      end
      if(first) then
        first = false
        ret = ret.." ("..Tooltip._tooltipText(wpName, 'Weapon', newName, conclave, nil)
      else
        ret = ret.." • "..Tooltip._tooltipText(wpName, 'Weapon', newName, conclave, nil)
      end
    end
  end
  if(not first) then
    ret = ret..")"
  end
  return ret
end

function p.getWeaponsList(frame)

  local mainCat = frame.args ~= nil and frame.args[1]
  local subCat = frame.args ~= nil and frame.args[2]
  local conclave = frame.args ~= nil and frame.args[3]
  conclave = conclave ~= nil and conclave ~= "false"

  return p._getWeaponsList(mainCat, subCat, conclave)
end

function p._getWeaponsList(mainCat, subCat, conclave)

  local weapArray = nil
  --Get array of mainCat weapons
  if(conclave) then
    weapArray = p.getConclaveWeapons(function(x) return x.Type == mainCat end)
  else
    weapArray = p.getWeapons(function(x) return x.Type == mainCat end)
  end
  --Filter for second cat
  local weapMap = {}
  if(mainCat == "Mêlée") then
    weapMap = filterWeaponsArray_Melee(subCat, weapArray)
  end
  --Build String for result array
  local first = true
  local ret = nil
  for family, wpList in Shared.skpairs(weapMap) do
    if(first) then
      ret = printFamily(family, wpList, conclave)
      first = false
    else
      ret = ret.." • "..printFamily(family, wpList, conclave)
    end
  end

  return ret
end

function p.getWeaponsListTest(frame)

  local mainCat = frame.args ~= nil and frame.args[1]
  local subCat = frame.args ~= nil and frame.args[2]
  local conclave = frame.args ~= nil and frame.args[3]
	local trigger = frame.args ~= nil and frame.args[4]
  conclave = conclave ~= nil and conclave ~= "false"

  return p._getWeaponsListTest(mainCat, subCat, conclave,trigger)
end

function p._getWeaponsListTest(mainCat,subCat, conclave,trigger)

  local weapArray = nil
	--création de la fonction de test
	if trigger==nil then 
		function functest(x)
			return x.Type == mainCat and x.Class==subCat 
		end
	else 
	    function functest(x)
			return x.Type == mainCat and x.Class==subCat and x.Trigger==trigger
		end
	end
  --Get array of type/class/trigger weapons
  if(conclave) then
    weapArray = p.getConclaveWeapons(functest)
  else
    weapArray = p.getWeapons(functest)
  end
  --Filter by family
  local weapMap = {}
  weapMap = filterByFamily(weapArray)
  --Build String for result array
  local first = true
  local ret = nil
  for family, wpList in Shared.skpairs(weapMap) do
    if(first) then
      ret = printFamily(family, wpList, conclave)
      first = false
    else
      ret = ret.." • "..printFamily(family, wpList, conclave)
    end
  end

  return ret
end

return p
Advertisement