Module:HeroData

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Revision as of 23:20, 13 April 2026 by LVL (talk | contribs) (Change hero comparison table to allow for users to input boons and spirit power so it'll update live.)
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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}}

true

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(frame)
    local hero_name_input = frame.args[1] -- Get the hero name from the template argument
    if not hero_name_input then
        return "Error: Hero name not specified."
    end

    hero_name_input = hero_name_input:lower() -- For case-independent search

    -- Go through all the characters and look for a name match.
    for hero_key, hero_data in pairs(heroes_data) do
        if hero_data["Name"] then
            local current_hero_name = hero_data["Name"]:lower()
            if current_hero_name == hero_name_input then
                return hero_key -- Return the key if the name matches
            end
        end
    end

    return "Hero not found." -- If nothing is found
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 "" end
	
	local scaling_value = scaling_data[hero_stat_key]
	if scaling_value == nil then return "" 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

-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Returns "true" if found, nil if not (for #if templates)
p.hero_has_stat = function(frame)
    local hero_key = frame.args[1]
    local stat_key = frame.args[2]

    if (hero_key == nil) then return nil end
    
    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 nil end

    -- 1. Check Base Value
    -- We allow 0 if it's explicitly set, but usually we filter 0 for hiding. 
    -- However, for resists, 0 usually means "hide", so we check ~= 0.
    local val = hero_data[stat_key]
    if (val ~= nil and val ~= 0) then return "true" end

    -- 2. Check Level Scaling (Boons)
    if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then 
        return "true" 
    end

    -- 3. Check Spirit Scaling
    if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then 
        return "true" 
    end

    return nil
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, compact)
	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]
	local template_args = {}
	template_args["1"] = scaling_value
	if compact then template_args["compact"] = "yes" end
	
	local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
    
	return template_call:gsub("\n", ""):gsub("\r", "")
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

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|MAX_POWER|MAX_SPIRIT}}
p.write_hero_comparison_table = function(frame)
	-- process inputs (convert to numbers)
	local power_increases = tonumber(frame.args[1]) or 0
	local spirit_power = tonumber(frame.args[2]) or 0
	local max_power = tonumber(frame.args[3]) or 25
	local max_spirit = tonumber(frame.args[4]) or 500
	
	-- 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 template_title = ""
	local template_args = {}
	local hero_icon
	
	-- 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",
            "GroundDashSpeed"
		},
	    Spirit = {
			"TechPower"
		}
	}

	-- Collect and sort heroes alphabetically by name
	local sorted_heroes = {}
	for hero_key, hero_data in pairs(heroes_data) do
		if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
			table.insert(sorted_heroes, {key = hero_key, data = hero_data})
		end
	end
	table.sort(sorted_heroes, function(a, b)
		return (a.data["Name"] or a.key) < (b.data["Name"] or b.key)
	end)

-- Iterate heroes
	for _, hero_entry in ipairs(sorted_heroes) do
		local hero_key = hero_entry.key
		local hero_data = hero_entry.data

		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 (sticky)
		row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: #202122; isolation: isolate;">' .. 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
					local base_value = get_nested_stat_value(hero_data, attr_key)
					local stat_value = base_value
					
					-- Retrieve scaling val and str if it scales
					local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
					local scaling_strs = ""
					local spirit_scale = 0
					local level_scale = 0

					if (scaling_data ~= nil) then
					    for scaling_val, scaling_type in pairs(scaling_data) do
					        local scaling_str = p.write_scalar_str(scaling_val, scaling_type, true)
					        if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
					        if (scaling_str ~= nil) then
					            scaling_strs = scaling_strs .. scaling_str 
					        end
					        
					        -- Track scaling values for data attributes
							if (scaling_type == "Spirit") then
							    spirit_scale = scaling_val
							    stat_value = stat_value + (spirit_power * scaling_val)
							elseif (scaling_type == "Level") then
							    level_scale = scaling_val
							    stat_value = stat_value + (power_increases * scaling_val)
							end
					    end
					end
					
					-- TechPower gains 1:1 with user-input Spirit Power (only if not already defined)
					if attr_key == 'TechPower' and spirit_scale == 0 then
					    spirit_scale = 1.0
					    stat_value = stat_value + (spirit_power * spirit_scale)
					end
					
					-- Calculate innate TechPower scaling for this hero
					local innate_spirit_scale = (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
					
					-- Hide scaling icons if not at base values
					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
					
					-- Keep numeric value in its own span, scaling HTML as sibling
					local cell_inner = string.format(
					    '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
					    stat_value,
					    scaling_strs
					)
					
					-- At the point where you build data_attrs for DPS/SustainedDPS cells
					local hit_once = "false"
					if (attr_key == 'DPS' or attr_key == 'SustainedDPS') and hero_data.Weapon and hero_data.Weapon.HitOnceAcrossAllBullets then
					    hit_once = "true"
					end
					
					local data_attrs = string.format(
					    'data-stat-name="%s" data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s" data-sort-value="%s" data-hit-once="%s"',
					    attr_key,
					    tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
					    tonumber(spirit_scale) or 0,
					    (attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
					    innate_spirit_scale or 0,
					    stat_value,
					    hit_once
					)
					
					-- Add it to the row
					row_str = row_str .. string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
				end
			end
		end
		
		-- Add row to the body
		row_str = "<tr>" .. row_str .. "</tr>"
		body_str = body_str .. row_str 
	end
	
	
	-- First header is Hero (sticky)
	local headers_str = '<th style="position: sticky; left: 0; top: 0; z-index: 12; background-color: #27292d; isolation: isolate;">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",
		["GroundDashSpeed"] = "DashSpeed_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="position: sticky; top: 0; z-index: 3; 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>"

	-- Wrap table in container with data attributes for JS
	local table_str = string.format(
		'<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
		'<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
		'<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
		'</div></div>',
		max_power,
		max_spirit,
		headers_str,
		body_str
	)
	
	return table_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",
    ["Silver (Transformed)"] = "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