Module:HeroData

Revision as of 15:30, 30 January 2026 by Gammaton32 (talk | contribs) (added melee resist and bullet lifesteal to attributes table)

Also see:

Overview

This module provides functions to create hero infoboxes, statboxes, or retrieve hero information using the data uploaded to Data:HeroData.json.

Both will automatically be translated depending on the language selected. If called on

  • Page - translates to english
  • Page/en - translates to english
  • Page/es - translates to spanish

See Template:Lang for more

Functions

get_hero_var

Retrieve a hero variable's value, such as Abram's MaxHealth

Parameters

  • hero_name - Name of the hero in english, or key of the hero. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
  • hero_var - Key of the hero's variable, see Data:HeroData.json
  • sig_figs_or_localize - OPTIONAL, # of sig figs to round to if retrieving a float, or "true" if its a string that should be localized. See Localizable values section.

Note: Recommended to use hero key where possible, i.e. hero_atlas as its O(1) time complexity instead of hero name (Abrams) which is O(N).

Examples

From wikitext:
Using hero name in english

{{#invoke:HeroData|get_hero_var|Abrams|MaxHealth}}

800


Using hero key

{{#invoke:HeroData|get_hero_var|hero_atlas|MaxHealth}}

800


{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange}}

17


Round to 2 sig figs

{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange|2}}

17


{{#invoke:HeroData|get_hero_var|Abrams|WeaponName}}

0


Localize

{{#invoke:HeroData|get_hero_var|Abrams|WeaponName|true}}

0

Notes

Only usable on variables that are integers, strings, or floats (meaning not dictionaries/hashes or arrays/lists).

If using sig_figs parameter, ensure the value is a float.

If using localize parameter, ensure the value is a string. See Data:HeroData.json, you will notice that hero_astro's "Lore" variable has the value "hero_astro_lore". This key is then sent to Module:Lang which checks for it in Data:Lang_en.json (or a different language).

This function will automatically search for the variable in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block.

get_alt_fire_var

Retrieve a hero's variable's value from "AltFire" table. Works the same as get_hero_var

Examples

{{#invoke:HeroData|get_alt_fire_var|Viscous|BulletDamage}}

42

get_list_elem

Retrieve a specified element from a list

Parameters

  • hero_name - Name of the hero in english, or hero key. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
  • hero_var - Key of the hero's variable, see Data:HeroData.json
  • number - Index to retrieve from the list. 1 for 1st element, 2 for 2nd element, etc.
  • localize - OPTIONAL - "true" if its a string that should be localized. See Localizable values section.

Example

From wikitext:
Using hero name in english

{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2}}

Attribute_EWeaponAttribute_CloseRange


Using hero key

{{#invoke:HeroData|get_list_elem|hero_atlas|WeaponTypes|2}}

Attribute_EWeaponAttribute_CloseRange


{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2|true}}

Close Range


get_hero_scalar

Retrieve a hero variable's scalar value that is inside either "Spirit Scaling" or "Level Scaling", such as Abram's BulletDamage (scaling).

Parameters

  • hero_key - Key of the hero. Search for the key of a given hero in Data:HeroData.json
  • scaling_type - "Spirit" or "Level"
  • hero_var - Key of the hero's variable that is inside either "Spirit Scaling" or "Level Scaling", see Data:HeroData.json
  • sig_figs_or_localize - OPTIONAL, # of sig figs to round to.
  • no_template - OPTIONAL, return numerical value instead of scaling template. Has to be defined as "true"

Examples

{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage}}

+0.1

Round to 2 sig figs

{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2}}

+0.1

No template

{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2|no_template=true}}

+0.1

Notes

If the scaling type or the stat key is not found in the hero's data, this function returns an empty string instead of an error message.

hero_has_stat

Checks if a hero possesses a specific stat in their Base data, Level Scaling (Boons), or Spirit Scaling. Used primarily for conditionally hiding rows in infoboxes.

The base value is looked up in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block, the same as get_hero_var. A stat counts as present when its base value is non-zero, or when it has any non-zero scaling.

Parameters

  • hero_key - Key of the hero.
  • stat_key - Key of the stat to check (e.g., BulletResist, TechResist).

Example

{{#invoke:HeroData|hero_has_stat|hero_kelvin|TechResist}}

Script error: The function "hero_has_stat" does not exist.

get_hero_key

Returns the key of the specified hero's english name. A hero key may also be passed, in which case it is returned unchanged. Matching is case-insensitive. Returns "Hero not found." when the input matches no hero.

Parameters

  • hero_name - Name of the hero in english, or a hero key

Example

{{#invoke:HeroData|get_hero_key|Abrams}}

resolve_key

The same lookup as get_hero_key, but returns an empty string instead of "Hero not found." when the input matches no hero. Intended for templates that need to branch on whether the input names a hero at all.

Parameters

  • hero_name_or_key - Name of the hero in english, or a hero key

Example

{{#invoke:HeroData|resolve_key|Abrams}}

Script error: The function "resolve_key" does not exist.

get_ability_key

Gets the ability key from a hero's bound ability slot

Parameters

  • hero_key - Key of the hero
  • slot_number - Slot number (1-based index)

Example

{{#invoke:HeroData|get_ability_key|hero_atlas|1}}

get_hero_tag

Retrieve a hero's description tags with Module:Lang, to be used in Template:HeroRosterCard and Template:Infobox hero

Parameters

  • name - Name of the hero in english. This is normally referenced from the template parameters
  • number - Which tag to call (1, 2 or 3)

Example

{{#invoke:HeroData|get_hero_tag|Abrams|1}}

has_tags

Returns "true" when the hero has description tags, or an empty string otherwise. Intended for templates that need to hide a tag block entirely for heroes without tags.

Parameters

  • name - Name of the hero in english

Example

{{#invoke:HeroData|has_tags|Abrams}}

Script error: The function "has_tags" does not exist.

write_role_playstyle_quote

Writes a formatted role and playstyle quotation for a hero

Parameters

  • hero_key - Key of the hero

Example

{{#invoke:HeroData|write_role_playstyle_quote|hero_atlas}}

write_default_items

Writes the recommended items list for a hero

Parameters

  • hero_key - Key of the hero (unlocalized)

Example

{{#invoke:HeroData|write_default_items|hero_atlas}}

write_ground_dash_buckets

Outputs a wikitable of heroes grouped by their GroundDashDuration using Template:HeroIcon

Example

{{#invoke:HeroData|write_ground_dash_buckets}}
Bucket 1 Bucket 2 Bucket 3
Calico Apollo
Celeste Billy
Grey Talon Drifter
Haze Graves
Holliday Infernus
Ivy Lash
Mina McGinnis
Paradox Mirage
The Doorman Pocket
Seven
Silver
Silver (Transformed)
Sinclair
Vindicta
Viscous
Vyper
Warden
Wraith
Yamato

Localizable values

Localizable values as of writing this:

  • Hero names (via hero keys)
  • Lore
  • Playstyle
  • Role
  • WeaponDescription
  • WeaponName
  • elements in WeaponTypes
  • elements in RecommendedItems
  • All stat labels and postfixes
  • Ability descriptions and names
  • Hero tags (1, 2, 3)

Internal Utility Functions

The following functions are called directly from Lua by other modules, not from wikitext:

get_json_item

Returns the table of a specific hero by name

Parameters

  • name - Name of the hero in english

get_stat

Returns the value of a stat, checking the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block. Returns nil when the hero has no such stat. This is the shared lookup behind get_hero_var, get_list_elem and hero_has_stat.

Parameters

  • hero_data - Hero table, such as the one returned by get_json_item
  • stat - Key of the stat

get_scalings

Returns an ordered list of a hero's scalings for a stat, Level first then Spirit:

{ { type = "Level", value = 1.5 }, { type = "Spirit", value = 0.04 } }

Absent and zero scalings are omitted, so an empty list means the stat does not scale.

Parameters

  • hero_data - Hero table
  • stat - Key of the stat
  • include_zero - OPTIONAL, keep scalings whose value is 0. Only get_hero_scaling_data needs this.

has_stat

Returns true when a hero has a non-zero base value for a stat, or any scaling for it. Backs hero_has_stat.

Parameters

  • hero_data - Hero table
  • stat - Key of the stat

find_hero_key

Resolves a hero key or an english hero name to a hero key, case-insensitively. Returns nil when the input matches no hero. Backs get_hero_key and resolve_key.

Parameters

  • input - Hero key or english hero name

hero_tag

Returns a hero's Nth description tag, or an empty string when there is no such tag. Backs get_hero_tag and has_tags.

Parameters

  • hero_en - Name of the hero in english
  • index - Which tag to return (1, 2 or 3)

write_scalar_str

Returns the expanded Ss or PI template for a scaling value, or an empty string when the value is 0.

Parameters

  • scaling_value - The scaling amount
  • scaling_type - "Spirit" or "Level"
  • compact - OPTIONAL, render the compact form with the value shown

get_hero_scaling_data

Deprecated, use get_scalings instead. Returns a table keyed by scaling value, so an entry is silently dropped when Level and Spirit scale by the same amount, and zero scalings are kept. Retained only for Module:HeroComparisonTable.

Parameters

  • hero_data - Hero table
  • stat - Key of the stat

Scaling System

The module supports two types of scaling:

  • Spirit Scaling - Affects stats based on Spirit Power
  • Level Scaling - Affects stats based on Power Increases/Levels/Boons

local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local attribute_module = require('Module:AttributeData')

-- returns the table of a specific item, used by external modules
function p.get_json_item(name)
	for i,v in pairs(heroes_data) do
		if (v["Name"] == name) then
			return v
		end
	end
	return nil
end

-- Returns an array of item tables that have the same properties
-- @function   get_similar_items
-- @param      {string}
-- @return     {array of tables}
local function get_similar_items(property)
	local similarItems = {}
	for _, v in pairs(heroes_data) do
		if (v[property] ~= nil) then
			table.insert(similarItems, v)
		end
	end
	return similarItems
end

-- returns the key of the specified hero's english name
function p.get_hero_key(name)
	for i,v in pairs(heroes_data) do
		if (v["Name"] == name) then
			return i
		end
	end
	return nil
end


--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--sig_figs optional for rounding floats
p.get_hero_var = function(frame)
    local hero_name = frame.args[1]
    local hero_stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
    
    local hero = heroes_data[hero_name]
    if(hero == nil) then hero = p.get_json_item(hero_name) end
    if(hero == nil) then return "Hero Not Found" end
    
    -- Check top-level first, then Weapon, then AltFire
    local var_value = hero[hero_stat_key]
    if var_value == nil and hero.Weapon then
        var_value = hero.Weapon[hero_stat_key]
    end
    if var_value == nil and hero.Weapon and hero.Weapon.AltFire then
        var_value = hero.Weapon.AltFire[hero_stat_key]
    end
    
    if(var_value == nil) then return 0 end
    
    --round
    if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
        var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
        if (var_value == nil) then return "get_hero_var() error with rounding" end
    end
    
    --localize
    if (sig_figs_or_localize == "true") then
        return lang_module.get_string(var_value)
    end

    return var_value
end

--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
p.get_alt_fire_var = function(frame)
    local hero_name = frame.args[1]
    local stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
    
    local hero = heroes_data[hero_name]
    if(hero == nil) then hero = p.get_json_item(hero_name) end
    if(hero == nil) then return "Hero Not Found" end
    
    if not (hero.Weapon and hero.Weapon.AltFire) then
        return "No Alt Fire"
    end
    
    local var_value = hero.Weapon.AltFire[stat_key]
    if(var_value == nil) then return 0 end
    
    --round
    if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
        var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
    end
    
    --localize
    if (sig_figs_or_localize == "true") then
        return lang_module.get_string(var_value)
    end

    return var_value
end

--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
p.get_list_elem = function(frame)
	local hero_name = frame.args[1]
	local var = frame.args[2]
	local number_str = frame.args[3]
	local number_int = tonumber(number_str)
	local localize = frame.args[4]
	
	local hero = heroes_data[hero_name]
	if(hero == nil) then hero = p.get_json_item(hero_name) end
	if(hero == nil) then return "Hero Not Found" end
	
	-- Check top-level first, then Weapon, then AltFire
	local list = hero[var]
	if list == nil and hero.Weapon then
	    list = hero.Weapon[var]
	end
	if list == nil and hero.Weapon and hero.Weapon.AltFire then
	    list = hero.Weapon.AltFire[var]
	end
	
	if (list == nil) then return "" end
	local element = list[number_int]
	if (element == nil) then return "" end
	
	if localize=="true" then 
		element = lang_module.get_string(element)
	end
	
	return element
end

p.get_ability_key = function(frame)
	local hero_key = frame.args[1]
	local bound_slot_number = frame.args[2]
	local hero_data = heroes_data[hero_key]
	if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
	local bound_abilities_data = hero_data["BoundAbilities"]
	if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
	return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end

p.write_role_playstyle_quote = function(frame)
	local hero_key = frame.args[1]
	local hero_data = heroes_data[hero_key]
	if (hero_data == nil) then return hero_key.." not found" end
	local role_key = hero_data["Role"]
	local role_localized = lang_module.get_string(role_key, nil, 'en')
	local playstyle_key = hero_data["Playstyle"]
	local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
	
	local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
	local template_args = {}
	template_args[1] = ""
	template_args[2] = str
	return frame:expandTemplate{title = 'Quotation', args = template_args}
end

p.write_default_items = function(frame)
	local hero_key = frame.args[1] --unlocalized
	if (hero_key == nil) then return "No hero key provided" end
	local str = ""
	local hero = heroes_data[hero_key]
	if (hero == nil) then return "Hero not found, must be unlocalized" end
	local template_title = 'PageRef'
	for i, item_key in ipairs(hero["RecommendedItems"]) do
		template_args = {}
		template_args[1] = lang_module.get_string(item_key, 'en')
		template_args['alt_name'] = localize(item_key, item_key)
		local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
		str = str .. "* " .. expanded_template .. "\n"
	end
	return str
end
	

--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
	local hero_key = frame.args[1]
	local scaling_type = frame.args[2]
	local hero_stat_key = frame.args[3]
	local sig_figs_or_localize = frame.args[4]
	
	local hero_data = heroes_data[hero_key]
	if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
	if(hero_data == nil) then return "Hero not found." end
	
	local scaling_data = hero_data[scaling_type .. "Scaling"]
	if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. hero_key end
	
	local scaling_value = scaling_data[hero_stat_key]
	if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. hero_stat_key .. " for hero " .. hero_key end

	--round
	if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
		scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
		if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
	end
	
	--localize
	if (sig_figs_or_localize == "true") then
		return lang_module.get_string(scaling_value)
	end
	
	local scaling_str = p.write_scalar_str(scaling_value, scaling_type)

	return scaling_str
end

-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
function p.write_scalar_str(scaling_value, scaling_type)
	local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
	
	-- Return blank if it doesnt scale
	if (scaling_value == 0) then return "" end
	
	-- Round it
	scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
	
	--The hero has a scaling value with this stat
	local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation
	
	local template_args = {}
	template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
	
	local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
	return template_call
end

-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scaling_data(hero_data, hero_stat_key)
	local scaling_type_full
	local scaling_data
	local scaling_value
	local scaling_types = {"Spirit", "Level"}
	local scaling_data_returned = {}
	
	for index, scaling_type in ipairs(scaling_types) do
		scaling_type_full = scaling_type .. "Scaling"
		scaling_data = hero_data[scaling_type_full]
		
		--If the scaling data exists
		if (scaling_data ~= nil) then 
			scaling_value = scaling_data[hero_stat_key]
			
			--If the stat scales
			if (scaling_value ~= nil) then
				scaling_data_returned[scaling_value] = scaling_type
			end
		end
	end
	
	return scaling_data_returned
end

--HERO_NAME in english
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
p.write_infobox = function(frame)
	-- Get hero data
    hero_key = frame.args[1]
    hero_data = heroes_data[hero_key]
    if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
    
    local infobox_attributes = {
        Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
        Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'}
    }
    
    -- Declarations and initializations
    local category_data = attribute_module.get_category_data()
    local stats
    local stat_data
    local stat_value
    local stat_text
    local label
    local postfix
    local should_display
    local image_file_name
    local image_file
    local icon_and_value_str
    local template_args = {}
    local stat_values = {Weapon = "", Vitality = ""}
    
    -- Add the main parameters
    template_args["name_english"] = lang_module.get_string(hero_key, 'en')
    template_args["name_localized"] = localize(hero_key, hero_key)
    
    -- Iterate attribute categories
    for category, stats in pairs(infobox_attributes) do
		-- Iterate stats
		for _, stat_name in ipairs(stats) do
			-- Confirm its in attribute data and retrieve it
			attribute_data = attributes_data[category]
			if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end
			stat_data = attribute_data[stat_name]
			if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end
			
			-- gets the stat's value
			stat_value = hero_data[stat_name]
			if (stat_value == nil) then
			    -- Check nested weapon stats
			    if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then
			        stat_value = hero_data.Weapon[stat_name]
			    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then
			        stat_value = hero_data.Weapon.AltFire[stat_name]
			    else
			        stat_value = 0 --default to 0 if not present
			    end
			end
				
			--Round value to 3 significant figures
			stat_value = util_module.round_to_sig_fig(stat_value, 3)
			
			-- get label and postfix
			label = localize(stat_data["label"], stat_name)
			postfix = stat_data["postfix"]
			if (postfix == nil) then 
				postfix = ""
			else
				-- light grey for postfixes
				postfix = lang_module.get_string(postfix)
				if (postfix == nil) then
					postfix = ""
				end
				postfix = '<span style="color: #666666;">' .. postfix .. "</span>"
			end
			-- if a language is missing the postfix, use no postfix
			
			
			-- Check if icon file exists, and if not, don't use any image
			image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
			image_file = util_module.get_image_file(image_file_name, 15, stat_name)
			
			-- Create the template'd icon
			local icon_color = attribute_module.get_attr_icon_color(stat_name)
			icon_template_title = mw.title.new("Template:Icon/" .. icon_color)
			icon_template_args = {}
			icon_template_args[1] = image_file
			icon_template_args[2] = stat_value .. postfix
			icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args }
			
			label =  ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>'
			
			-- First add localized stat name for left column
			stat_values[category] = stat_values[category] .. label
			
			-- Then add icon and stat value for right column
			stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str
		end
		
		-- Add the stat values in the category to i.e weapon_values and vitality_values parameters
		template_args[string.lower(category) .. "_values"] = stat_values[category]
	end
    
    -- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("User:Sur")
    local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
    
    return expanded_template
end


--{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}}
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
p.write_stat_infoboxes = function(frame)
	local hero_key = frame.args[1]
	if(hero_key == nil) then return "Hero parameter missing" end
	
	-- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("Template:Infobox_stat") --name of the template
    local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated
    local template_call --current template call
	local template_args = {} --current template arguments
	local cell_values --current cell values
	local cell_value --current cell value
	local label --current stat's label
	local postfix --current stat's postfix
	local stat_value --current stat's numerical value in the hero data
	local hero_data = heroes_data[hero_key]
	local stats --stats of the current category
	local image_file_name --name of the image_file to check
	local image_file --mw returned image file
	local extra_blank_cell --add a blank cell after certain stats
	local stats_to_add_blank_after = {CritDamageReceivedPercent = true}
	if (hero_data == nil) then return "Hero Not Found" end
	local category_data = attribute_module.get_category_data()
	local should_display
	
	for _, category in ipairs(attribute_orders["category_order"]) do
		if (category ~= "Spirit") then --hide Spirit section for now
			stats = attributes_data[category]
			local category_values = category_data[category]
			template_args["box_name"] = category_values.unlocalized_name
			template_args["box_rgb"] = category_values.rgb
			template_args["num_cols"] = 2
			cell_values = ""
			
			-- Determine cell values
			for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
				local stat_data = stats[stat_name]
				if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
				
				-- gets the stat's value if it has that stat, default to 0 if not
				stat_value = hero_data[stat_name]
				if (stat_value == nil) then
				    -- Check nested weapon stats
				    if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then
				        stat_value = hero_data.Weapon[stat_name]
				    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then
				        stat_value = hero_data.Weapon.AltFire[stat_name]
				    else
				        stat_value = 0 --default to 0 if not present
				    end
				end
					
				--Round value to 3 significant figures
				stat_value = util_module.round_to_sig_fig(stat_value, 3)
				
				-- get label and postfix
				label = localize(stat_data["label"], stat_name)
				postfix = stat_data["postfix"]
				if (postfix == nil) then 
					postfix = ""
				else
					-- light grey for postfixes
					postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>"
				end
				-- if a language is missing the postfix, use no postfix
				if (postfix == nil) then
					postfix = ""
				end
				
				-- Check if icon file exists, and if not, don't use any image
				image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
				-- 15px and link to stat name (page name might not match perfectly yet)
				image_file = util_module.get_image_file(image_file_name, 15, stat_name)
				
				-- Create the template'd icon
				local icon_color = attribute_module.get_attr_icon_color(stat_name)
				if (icon_color == "Brown") then
					image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>'
				end
				-- use white instead of grey if grey is returned
				
				-- Add an empty cell following some stats to align them correctly as seen in game
				if (stats_to_add_blank_after[stat_name]) then
					extra_blank_cell = " ," --prefixed space is needed
				else
					extra_blank_cell = ""
				end
				
				-- slightly lighter color for stat name
				label = '<span style="color: #3d3d3d;">' .. label .. '</span>'
				
				-- Add the scaling str if it scales
				local scaling_data = p.get_hero_scaling_data(hero_data, stat_name)
				local scaling_strs = ""
				if (scaling_data ~= nil) then
					for scaling_value, scaling_type in pairs(scaling_data) do
						local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
						if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
						scaling_strs = scaling_strs .. scaling_str
					end
				end
				
				-- Set cell value as "Icon StatvaluePostfix Statname Scaling,"
				-- If icon file already exists, set it to #REDIRECT to the duplicate file page
				cell_value = image_file .. " " .. stat_value  .. postfix .. " " .. label  .. scaling_strs .. "," .. extra_blank_cell
				
				cell_values = cell_values .. cell_value --add value to values list
			end
			template_args["cell_values"] = cell_values
			
			
			-- Write current call
			template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
		
			-- Add call to the set of calls
			template_calls = template_calls .. "\n" .. template_call
		end
	end
	
	return template_calls .. "</div>"
end

local function get_nested_stat_value(hero_data, stat_key)
    -- Check top-level, then Weapon, then AltFire
    if hero_data[stat_key] ~= nil then
        return hero_data[stat_key]
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
        return hero_data.Weapon[stat_key]
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
        return hero_data.Weapon.AltFire[stat_key]
    end
    return 0
end

--writes the massive hero comparison table for a specific PI and SP
-- scaling icons are shown only if PI and SP are both 0 or both not provided
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}}
p.write_hero_comparison_table = function(frame)
	-- process inputs
	local power_increases = frame.args[1]
	if (power_increases == nil) then power_increases = 0 end
	local spirit_power = frame.args[2]
	if (spirit_power == nil) then spirit_power = 0 end
	
	-- Show scaling icons if power/increases/spirit power are 0/not specified
	local display_scaling_icons = false
	if (power_increases == 0 and spirit_power == 0) then
		display_scaling_icons = true
	end
	
	-- Initializations and declarations
	local row_str = ""
	local body_str = ""
	local in_development
	local is_disabled
	local template_title = ""
	local template_args = {}
	local hero_icon
	local hero_td_style
	local scalar_str
	
	-- Add hero comp stats to 
	local stats_to_include = {
		Weapon = {
			"DPS",
            "SustainedDPS",
            "BulletDamage",
            "RoundsPerSecond",
            "FireRate",
            "ClipSize",
            "ReloadTime",
            "ReloadDelay",
            "BulletsPerShot",
            "BulletsPerBurst",
            "BurstInterShotInterval",
            "LightMeleeDamage",
            "HeavyMeleeDamage",
            "ReloadSingle",
            "BulletSpeed",
            "BulletGravityScale",
            "FalloffStartRange",
            "FalloffEndRange",
            "BonusAttackRange",
            "CritDamageBonusPercent",
            "RoundsPerSecondAtMaxSpin",
            "SpinAcceleration",
            "SpinDeceleration"
		},
		Vitality = {
			"MaxHealth",
            "BaseHealthRegen",
            "BulletResist",
            "TechResist",
            "MeleeResist",
            "BulletLifesteal",
            "CritDamageReceivedPercent",
            "MaxMoveSpeed",
            "SprintSpeed",
            "StaminaCooldown",
            "Stamina"
		},
	    Spirit = {
			"TechPower"
		}
	}
	
	-- Iterate heroes
	for hero_key, hero_data in pairs(heroes_data) do
		-- Ensure they are not in development and they are an active hero
		in_development = hero_data["InDevelopment"]
		if (not in_development) then
		is_disabled = hero_data["IsDisabled"]
		if (not is_disabled) then 
			
			--Add the row's stats
			row_str = ""
			
			-- Retrieve hero's localized name
			hero_name = localize(hero_key, hero_key)
			
			-- Retrieve hero's english name, used for hero icon
			hero_name_en = hero_data["Name"]
			
			-- Expand hero icon
			template_title = "Template:HeroIcon"
			template_args[1] = hero_name_en
			template_args[2] = hero_name
			hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
			
			-- First column in each row is hero name
			row_str = row_str .. "<td>" .. hero_icon .. "</td>"
			
			-- Consecutive columns are then stats
			-- Iterate categories
			for _, category in ipairs(attribute_orders["category_order"]) do
				category_attrs = attributes_data[category]
				
				-- Iterate attributes within the category
				if (stats_to_include[category] ~= nil) then
					
					for _, attr_key in ipairs(stats_to_include[category]) do
						
						--Retrieve the stats value from hero data
						stat_value = get_nested_stat_value(hero_data, attr_key)
						
						-- Retrieve scaling val and str if it scales
						local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
						local scaling_strs = ""
						if (scaling_data ~= nil) then
							for scaling_value, scaling_type in pairs(scaling_data) do
								local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
								if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
								if (scaling_str ~= nil) then
									scaling_strs = scaling_strs .. scaling_str 
								end
								-- Scale the stat value
								if (scaling_type == "Spirit") then
									stat_value = stat_value + (spirit_power * scaling_value)
								elseif (scaling_type == "Level") then
									if attr_key == 'TechResist' or attr_key == 'BulletResist' then
										-- each PI for resists is multiplicative
										stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
									else
										stat_value = stat_value + (power_increases * scaling_value)
									end
								end
							end
						end
						if (not display_scaling_icons) then scaling_strs = "" end
						
						
						
						-- Convert from boolean to string, or round it
						if (type(stat_value)) == 'boolean' then
							stat_value = tostring(stat_value)
						else
							stat_value = util_module.round_to_sig_fig(stat_value, 3)
						end
						
						-- Add it to the row
						row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>"
					end
				end
			end
			
			-- Add row to the body
			row_str = "<tr>" .. row_str .. "</tr>"
			body_str = body_str .. row_str 
			
			first_hero = false
			end
		end
	end
	
	
	-- First header is Hero
	local headers_str = "<th>" .. "Hero" .. "</th>"
	local header_style = ""
	local category_data = attribute_module.get_category_data()
	local postfix
	-- Used for keys that are not localized by Valve
	local postfix_key_map = {
		["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
		["BulletsPerShot"] = "",
		["BulletsPerBurst"] = "",
		["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
		["ReloadSingle"] = "",
		["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
		["SustainedDPS"] = "DPS_postfix",
		["RoundsPerSecondAtMaxSpin"] = "",
		["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
		["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
		["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
		}
	
	-- Iterate stats again for displaying headers with their respective color
	for _, category in ipairs(attribute_orders["category_order"]) do
		category_attrs = attributes_data[category]
		category_rgb = category_data[category]["rgb"]
		
		-- Iterate attributes within the category
		if (stats_to_include[category] ~= nil) then 
			for _, attr_key in ipairs(stats_to_include[category]) do
				attr_data = category_attrs[attr_key]
				
				if (attr_data ~= nil) then
					-- Localize, fallback to attr_key with proper spaces
					attr_localized = lang_module.get_string(attr_data["label"])
					if (attr_localized == nil or attr_localized == "") then attr_localized = util_module.add_space_before_cap(attr_key) end
				
					-- Get postfix
					postfix = lang_module.get_string(attr_data["postfix"])
					if (postfix == nil or postfix == "") then 
						postfix = "" 
					else
						postfix = " (" .. postfix .. ")"
					end
				else -- If not in attributes data, use dictionary translate and postfix
					attr_localized = dictionary_module.translate(attr_key)
					postfix = lang_module.get_string(postfix_key_map[attr_key])
					if postfix == nil then 
						return "attr_key " .. attr_key .. " must be added to postfix_key_map" 
					end
					if postfix ~= "" then
						postfix = " (" .. postfix .. ")"
					end
				end
				
				header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"'
				
				headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
			end
		end
	end
	headers_str = "<tr>" .. headers_str .. "</tr>"

	local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>"
	local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>'
	return output_str
end

function localize(key, fallback)
	local result = lang_module.get_string(key)
	if (result == "") or (result == nil) then
		result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
	end
	return result
end

-- Mapping from hero name to internal tag name
local TAG_NAME_MAP = {
	["Abrams"] = "Abrams",
	["Bebop"] = "Bebop",
	["Billy"] = "Punkgoat",
	["Calico"] = "Nano",
	["The Doorman"] = "Doorman",
	["Drifter"] = "Drifter",
	["Dynamo"] = "Dynamo",
	["Apollo"] = "Fencer",
	["Graves"] = "Necro",
	["Grey Talon"] = "Orion",
	["Haze"] = "Haze",
    ["Holliday"] = "Astro",
    ["Infernus"] = "Inferno",
    ["Ivy"] = "Tengu",
    ["Kelvin"] = "Kelvin",
    ["Lady Geist"] = "Geist",
    ["Lash"] = "Lash",
    ["McGinnis"] = "Engineer",
    ["Mina"] = "VampireBat",
    ["Mirage"] = "Mirage",
    ["Mo & Krill"] = "Digger",
    ["Paige"] = "Bookworm",
    ["Paradox"] = "Chrono",
    ["Celeste"] = "Unicorn",
    ["Pocket"] = "Synth",
    ["Rem"] = "Familiar",
    ["Seven"] = "Gigawatt",
    ["Shiv"] = "Shiv",
    ["Silver"] = "Werewolf",
    ["Sinclair"] = "Magician",
    ["Venator"] = "Priest",
    ["Victor"] = "Frank",
    ["Vindicta"] = "Vindicta",
    ["Viscous"] = "Viscous",
    ["Vyper"] = "Viper",
    ["Warden"] = "Warden",
    ["Wraith"] = "Wraith",
    ["Yamato"] = "Yamato",
}

-- Function to call hero tags based on name
p.get_hero_tag = function (frame)
    local name = frame.args[1]
    local number = tonumber(frame.args[2])

    -- Validate input
    if not name then
        return "Error: Missing name input."
    end

    if number ~= 1 and number ~= 2 and number ~= 3 then
        return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
    end

    local tagname = TAG_NAME_MAP[name]
    if not tagname then
        return string.format("Error: Unknown name '%s'.", name)
    end

    -- Build localization key
    local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)

    -- Call Lang.get_string
    local result = lang_module.get_string(key)

    return result or ("[Missing string for key: " .. key .. "]")
end

-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
-- {{#invoke:HeroData|write_ground_dash_buckets}}
p.write_ground_dash_buckets = function(frame)
    local buckets = {
        [0.62] = {},
        [0.68] = {},
        [0.70] = {},
    }

    local get_dash = function(hero)
        return hero.GroundDashDuration
            or (hero.Weapon and hero.Weapon.GroundDashDuration)
            or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration)
    end

    -- Collect heroes
    for hero_key, hero_data in pairs(heroes_data) do
        if not hero_data.InDevelopment and not hero_data.IsDisabled then
            local dash = get_dash(hero_data)
            if dash and buckets[dash] then
                table.insert(buckets[dash], hero_data.Name or hero_key)
            end
        end
    end

    -- Sort alphabetically
    for _, list in pairs(buckets) do
        table.sort(list)
    end

    -- Determine max rows dynamically
    local max_rows = 0
    for _, list in pairs(buckets) do
        if #list > max_rows then max_rows = #list end
    end

    local output = {"{| class='wikitable'", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
    local current_frame = frame or mw.getCurrentFrame()

    for i = 1, max_rows do
        local row = {}
        for _, bucket in ipairs({0.62, 0.68, 0.70}) do
            local hero_name = buckets[bucket][i]
            table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
        end
        table.insert(output, "|-\n| " .. table.concat(row, " || "))
    end

    table.insert(output, "|}")
    return table.concat(output, "\n")
end

return p