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local p = {}
-- Single-file Tabs module for deadlock.wiki
-- All dependencies inlined to avoid Lua.import


local heroes_data      = mw.loadJsonData("Data:HeroData.json")
-- Inlined Module:Array (partial stub - expand if needed)
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local Array = {}
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
Array.forEach = function(elements, funct)
local util_module      = require('Module:Utilities')
for index, element in ipairs(elements) do
local lang_module      = require('Module:Lang')
funct(element, index)
local dictionary_module = require('Module:Dictionary')
end
local attribute_module  = require('Module:AttributeData')
end
local hero_data_module  = require('Module:HeroData')
Array.any = function(tbl, predicate)
for _, v in ipairs(tbl) do
if predicate(v) then return true end
end
return false
end
Array.all = function(tbl, predicate)
for _, v in ipairs(tbl) do
if not predicate(v) then return false end
end
return true
end


local function get_nested_stat_value(hero_data, stat_key)
-- Inlined Module:Class
    if hero_data[stat_key] ~= nil then
local Class = {}
        return hero_data[stat_key]
function Class.export(tbl, opts)
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
local result = {}
        return hero_data.Weapon[stat_key]
for _, name in ipairs(opts.exports) do
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
result[name] = tbl[name]
        return hero_data.Weapon.AltFire[stat_key]
end
    end
return result
    return 0
end
end


local function localize(key, fallback)
-- Inlined Module:Logic
    local result = lang_module.get_string(key)
local Logic = {}
    if result == "" or result == nil then
function Logic.readBool(val)
        result = util_module.add_space_before_cap(fallback) ..
return val == true or val == 'true' or val == '1'
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
end
    end
function Logic.readBoolOrNil(val)
    return result
if val == nil then return nil end
return Logic.readBool(val)
end
function Logic.isEmpty(val)
return val == nil or val == ''
end
function Logic.isNotEmpty(val)
return not Logic.isEmpty(val)
end
function Logic.nilOr(val, fallback)
if val == nil then return fallback else return val end
end
end


-- =========================================================================
-- Inlined Module:Operator
--  DPS calculation helpers
local Operator = {}
-- =========================================================================
function Operator.property(prop)
 
return function(tbl)
local function calculate_dps(stats, dps_type)
return tbl and tbl[prop]
    local rps = stats.RoundsPerSecond or 0
end
    if rps == 0 then return 0 end
end
 
    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
    local burst_count = stats.BulletsPerBurst or 1
    local cycle_time = 1 / rps
    local total_cycle_time = cycle_time * burst_count
 
    if total_cycle_time == 0 then return 0 end
 
    local base_damage = stats.BulletDamage or 0
    if dps_type == 'burst' then
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end
 
    local clip_size = stats.ClipSize or 0
    if clip_size <= 0 then
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end


    local reload_time
-- Inlined Module:Page
    if stats.ReloadSingle then
local Page = {}
        reload_time = (stats.ReloadTime or 0) * clip_size
function Page.makeInternalLink(_, text, link)
    else
return string.format('[[%s|%s]]', link, text)
        reload_time = stats.ReloadTime or 0
    end
    reload_time = reload_time + (stats.ReloadDelay or 0)
 
    local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
    local damage_from_clip = base_damage * bullets_per_shot * clip_size
    local total_time = time_to_empty_clip + reload_time
    if total_time == 0 then return 0 end
    return damage_from_clip / total_time
end
end


-- Compute how much DPS changes when all relevant component scalings are applied.
-- Inlined Module:Table
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local Table = {}
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
function Table.extract(tbl, key)
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
local val = tbl[key]
 
if val ~= '' then return val end
    local component_scalings = {}
return nil
    local possible_keys = {
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
    }
    for _, key in ipairs(possible_keys) do
        local alt_key = key .. "AltFire"
        if scaling_source[alt_key] then
            component_scalings[key] = scaling_source[alt_key]
        end
    end
 
    -- ClipSize is shared between fire modes; fall back to primary scaling
    if base_stats.ClipSize and not component_scalings.ClipSize then
        local primary_clip_scale = scaling_source["ClipSize"]
        if primary_clip_scale then
            component_scalings.ClipSize = primary_clip_scale
        end
    end
 
    if next(component_scalings) == nil then
        return 0
    end
 
    local base_dps = calculate_dps(base_stats, dps_type)
    local scaled_stats = {}
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
    for comp_key, scale_val in pairs(component_scalings) do
        if scaled_stats[comp_key] ~= nil then
            scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
        end
    end
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
    return scaled_dps - base_dps
end
end


-- =========================================================================
-- Begin Tabs Module
--  Main module function
local Tabs = {}
-- =========================================================================


p.write_hero_comparison_table = function(frame)
function Tabs.static(args)
    local power_increases = tonumber(frame.args[1]) or 0
args = args or {}
    local spirit_power    = tonumber(frame.args[2]) or 0
local tabArgs = Tabs._readArguments(args, {allowThis2 = true})
    local max_power      = tonumber(frame.args[3]) or 25
local tabCount = #tabArgs
    local max_spirit      = tonumber(frame.args[4]) or 500
if tabCount == 0 then return end


    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
Tabs._setThis(tabArgs)
local tabs = mw.html.create('ul')
:attr('class', 'nav nav-tabs navigation-not-searchable tabs tabs' .. tabCount)
:attr('data-nosnippet')


    local body_str = ""
local subTabs = mw.html.create()


    local stats_to_include = {
Array.forEach(tabArgs, function(tab)
        Weapon = {
local name = tab.name or Tabs._getDisplayNameFromLink(tab.link)
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
local text = tab.link and Page.makeInternalLink({}, name, tab.link) or tab.name
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
tabs:tag('li'):addClass(tab.this and 'active' or nil):wikitext(text)
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
subTabs:node(tab.this and tab.tabs or nil)
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
end)
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
        },
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
        },
        Spirit = { "TechPower" }
    }


    -- Collect and sort heroes alphabetically, excluding disabled/in-development
return mw.html.create()
    local sorted_heroes = {}
:tag('div')
    for hero_key, hero_data in pairs(heroes_data) do
:addClass('tabs-static')
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
:attr('data-nosnippet', '')
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
:node(tabs)
        end
:done()
    end
:node(subTabs)
    table.sort(sorted_heroes, function(a, b)
end
        local function get_sort_name(name)
            return (name:gsub("^The ", ""))
        end
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
    end)


    -- Build a single stat cell (<td>) with data attributes for JS recalculation
function Tabs.dynamic(args)
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
args = args or {}
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
local tabArgs = Tabs._readArguments(args, {removeEmptyTabs = Logic.readBool(args.removeEmptyTabs)})
        local unit_conversion = {
local tabCount = #tabArgs
            BulletRadius = 100  -- metres to centimetres
if tabCount == 0 then return end
        }
        local conv_factor = unit_conversion[attr_key] or 1


        local base_value
local hasContent = Array.all(tabArgs, function(tab) return Logic.isNotEmpty(tab.content) end)
        if is_alt_fire then
local allEmpty = Array.all(tabArgs, function(tab) return Logic.isEmpty(tab.content) end)
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
assert(hasContent or allEmpty, 'Some of the tabs have contents while others do not')
                base_value = get_nested_stat_value(hero_data, attr_key)
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                base_value = hero_data.Weapon.AltFire[attr_key]
            else
                base_value = get_nested_stat_value(hero_data, attr_key)
            end
        else
            base_value = get_nested_stat_value(hero_data, attr_key)
        end


        -- Apply unit conversion to the base value
local isSingular = tabCount == 1 and hasContent
        if type(base_value) == "number" then
if isSingular and not Logic.readBool(args.showSingularAsTab) then
            base_value = base_value * conv_factor
return Tabs._single(tabArgs[1], not Logic.readBool(args.suppressHeader))
        end
end


        local stat_value = base_value
local tabs = mw.html.create('ul'):addClass('nav nav-tabs tabs tabs' .. tabCount)
if not Array.any(tabArgs, Operator.property('this')) then
tabArgs[1].this = true
end


        -- Scaling lookup
local build = function(obj, elementType, content, class, isActive)
        local scaling_data
local element = mw.html.create(elementType)
        if is_alt_fire then
:addClass(class)
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
:addClass(isActive and 'active' or nil)
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
:newline()
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
:node(content)
                and hero_data.Weapon and hero_data.Weapon.AltFire then
obj:newline():node(element)
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
end
                local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                if direct_scaling and next(direct_scaling) ~= nil then
                    scaling_data = direct_scaling
                else
                    local alt_stats = hero_data.Weapon.AltFire
                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                    local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                    local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                    level_scale = util_module.round_to_sig_fig(level_scale, 5)
                    spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
                    scaling_data = {}
                    if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
                    if spirit_scale ~= 0 then scaling_data[spirit_scale] = "Spirit" end
                    if next(scaling_data) == nil then scaling_data = nil end
                end
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
            else
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            end
        else
            scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
        end


        local scaling_strs = ""
Array.forEach(tabArgs, function(tabData, tabIndex)
        local spirit_scale = 0
build(tabs, 'li', tabData.name, 'tab' .. tabIndex, tabData.this)
        local level_scale  = 0
end)
        local spirit_val = 0
        local level_val  = 0
        if scaling_data ~= nil then
            for scaling_val, scaling_type in pairs(scaling_data) do
                if scaling_type == "Spirit" then
                    spirit_val = scaling_val * conv_factor  -- apply unit conversion
                elseif scaling_type == "Level" then
                    level_val = scaling_val * conv_factor  -- apply unit conversion
                end
            end


            -- Output Spirit icon before Level icon
if not Logic.nilOr(Logic.readBoolOrNil(args['hide-showall']), isSingular) then
            local function append_scaling(val, stype)
tabs:tag('li'):addClass('show-all'):wikitext('Show All')
                if val ~= 0 then
end
                    local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
                    if scaling_str ~= "" then
                        scaling_strs = scaling_strs .. " " .. scaling_str
                    end
                end
            end
            append_scaling(spirit_val, "Spirit")
            append_scaling(level_val, "Level")


            if type(stat_value) == "number" then
tabs:newline()
                stat_value = stat_value + (spirit_power * spirit_val)
                stat_value = stat_value + (power_increases * level_val)
            end


            spirit_scale = spirit_val
local contents = Tabs._buildContentDiv(hasContent, Logic.readBool(args['hybrid-tabs']), Logic.readBool(args['no-padding']))
            level_scale  = level_val
        end


        if attr_key == "TechPower" and spirit_scale == 0 then
if not hasContent then
            spirit_scale = 1.0
return '<div class="tabs-dynamic navigation-not-searchable" data-nosnippet>\n' .. tostring(tabs) .. contents
            if type(stat_value) == "number" then
end
                stat_value = stat_value + (spirit_power * spirit_scale)
            end
        end


        local innate_spirit_scale =
Array.forEach(tabArgs, function(tabData, tabIndex)
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
build(contents, 'div', tabData.content, 'content' .. tabIndex, tabData.this)
end)


        if not display_scaling_icons then scaling_strs = "" end
return mw.html.create('div')
:addClass('tabs-dynamic navigation-not-searchable')
:attr('data-nosnippet')
:node(tabs)
:newline()
:node(contents)
end


        if type(stat_value) == "boolean" then
function Tabs._readArguments(args, options)
            stat_value = tostring(stat_value)
local tabArgs = {}
        else
local tabIndex = 1
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
local this = tonumber(args.This)
        end
local this2 = tonumber(args.This2)


        local cell_inner = string.format(
while args['name' .. tabIndex] or args['link' .. tabIndex] do
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
if args['content' .. tabIndex] or not options.removeEmptyTabs then
            stat_value,
table.insert(tabArgs, {
            scaling_strs
name = Table.extract(args, 'name' .. tabIndex),
        )
link = Table.extract(args, 'link' .. tabIndex),
content = Table.extract(args, 'content' .. tabIndex),
tabs = Table.extract(args, 'tabs' .. tabIndex),
this = this == tabIndex or (options.allowThis2 and this2 == tabIndex),
})
end
tabIndex = tabIndex + 1
end


        local weapon_table = hero_data.Weapon
if Logic.readBool(args.returnIfEmpty) then
        if is_alt_fire and weapon_table and weapon_table.AltFire then
return tabArgs
            weapon_table = weapon_table.AltFire
end
        end
        local hit_once = "false"
        if (attr_key == "DPS" or attr_key == "SustainedDPS")
            and weapon_table
            and weapon_table.HitOnceAcrossAllBullets
        then
            hit_once = "true"
        end


        local data_attrs = string.format(
assert(Logic.isNotEmpty(tabArgs), 'You are trying to add a "Tabs" template without arguments for names nor links')
            '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"',
return tabArgs
            attr_key,
end
            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
        )


        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
function Tabs._setThis(tabArgs)
    end
if Array.any(tabArgs, Operator.property('this')) then return end


    -- Generate a hero's primary stat row
local fullPageName = mw.title.getCurrentTitle().prefixedText
    local function generatePrimaryRow(hero_data, hero_key, has_alt)
local this
        local row_str = ""
local maxLinkLength = -1
        local hero_name_local = localize(hero_key, hero_key)
        local hero_name_en = hero_data["Name"]
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
        local hero_cell_content = hero_icon
        if has_alt then
            hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
        end
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: var(--background-color-base-2); isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, false, category)
                end
            end
        end
        return "<tr>" .. row_str .. "</tr>"
    end


    -- Generate an expandable alt-fire sub-row (weapon stats only)
Array.forEach(tabArgs, function (tab, tabIndex)
    local function generateAltFireSubRow(hero_data, hero_key)
local link = tab.link
        local row_str = ""
if not link then return end
        local hero_name_local = localize(hero_key, hero_key)
link = link:gsub('_', ' ')
        local hero_name_en = hero_data["Name"]
local linkLength = #link
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
local charAfter = fullPageName:sub(linkLength + 1, linkLength + 1)
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
local pagePartial = fullPageName:sub(1, linkLength)
        local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
if pagePartial == link and (charAfter == '/' or charAfter == '') and linkLength > maxLinkLength then
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
maxLinkLength = linkLength
        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 9; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
this = tabIndex
        for _, category in ipairs(attribute_orders["category_order"]) do
end
            if stats_to_include[category] ~= nil then
end)
                for _, attr_key in ipairs(stats_to_include[category]) do
                    if category == "Weapon" then
                        row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
                    else
                        row_str = row_str .. '<td></td>'
                    end
                end
            end
        end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
    end


    -- Build all body rows
if this then tabArgs[this].this = true end
    for _, hero_entry in ipairs(sorted_heroes) do
end
        local hero_key  = hero_entry.key
        local hero_data = hero_entry.data
        local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
        body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
        if has_alt then
            body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
        end
    end


    -- Pre-pass: determine which stats have any scaling, and which have both types.
function Tabs._buildContentDiv(hasContent, hybridTabs, noPadding)
    -- Used to set column widths in the header.
if hasContent then
    local stats_with_any_scaling  = {}
local contentDiv = mw.html.create('div'):addClass('tabs-content')
    local stats_with_both_scaling = {}
if hybridTabs then
    for _, hero_entry in ipairs(sorted_heroes) do
contentDiv:css('border-style', 'none !important'):css('padding', '0 !important')
        local hero_data = hero_entry.data
elseif noPadding then
        for _, category in ipairs(attribute_orders["category_order"]) do
contentDiv:css('padding', '0 !important')
            if stats_to_include[category] ~= nil then
end
                for _, attr_key in ipairs(stats_to_include[category]) do
return contentDiv
                    -- Primary scaling
end
                    local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                    if scaling_data ~= nil and next(scaling_data) ~= nil then
                        stats_with_any_scaling[attr_key] = true
                        local has_spirit, has_level = false, false
                        for _, scaling_type in pairs(scaling_data) do
                            if scaling_type == "Spirit" then has_spirit = true
                            elseif scaling_type == "Level" then has_level = true end
                        end
                        if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                    end


                    -- Alt-fire scaling (only for stats present in the AltFire table)
local style = ''
                    if hero_data.Weapon
if hybridTabs then style = 'border-style:none !important; padding:0 !important;'
                        and hero_data.Weapon.AltFire
elseif noPadding then style = 'padding:0 !important;' end
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
return '\n<div class="tabs-content" style="' .. style .. '">' end
                    then
                        if attr_key ~= "ClipSize" then
                            local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                            if alt_scaling and next(alt_scaling) ~= nil then
                                stats_with_any_scaling[attr_key] = true
                                local has_spirit_alt, has_level_alt = false, false
                                for _, stype in pairs(alt_scaling) do
                                    if stype == "Spirit" then has_spirit_alt = true
                                    elseif stype == "Level" then has_level_alt = true end
                                end
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                            else
                                if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                    local alt_stats = hero_data.Weapon.AltFire
                                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                                    local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                                    local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                                    lv = util_module.round_to_sig_fig(lv, 5)
                                    sp = util_module.round_to_sig_fig(sp, 5)
                                    if lv ~= 0 or sp ~= 0 then
                                        stats_with_any_scaling[attr_key] = true
                                        if lv ~= 0 and sp ~= 0 then
                                            stats_with_both_scaling[attr_key] = true
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end


    -- Build table header row
function Tabs._single(tab, showHeader)
    local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: var(--background-color-base-5); isolation: isolate; min-width: 150px;">Hero</th>'
local header
    local category_data = attribute_module.get_category_data()
if showHeader then
    local postfix_key_map = {
header = mw.html.create():tag('h6'):wikitext(tab.name):done():newline()
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
end
        ["BulletsPerShot"] = "",
return mw.html.create():node(header):node(tab.content)
        ["BulletsPerBurst"] = "",
end
        ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
        ["ReloadSingle"] = "",
        ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
        ["SustainedDPS"] = "DPS_postfix",
        ["RoundsPerSecondAtMaxSpin"] = "",
        ["CritDamageBonusPercent"]  = "StatDesc_CritDamageBonusScale_postfix",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
        ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
        ["GroundDashSpeed"] = "DashSpeed_postfix"
    }
    for _, category in ipairs(attribute_orders["category_order"]) do
        local category_attrs = attributes_data[category]
        local category_rgb  = category_data[category]["rgb"]
        if stats_to_include[category] ~= nil then
            for _, attr_key in ipairs(stats_to_include[category]) do
                local attr_data = category_attrs[attr_key]
               
                -- Fallback: if the stat is missing from this category, check all other categories
                if attr_data == nil then
                    for _, fallback_cat_data in pairs(attributes_data) do
                        if fallback_cat_data[attr_key] ~= nil then
                            attr_data = fallback_cat_data[attr_key]
                            break
                        end
                    end
                end
 
                local attr_localized, postfix
                if attr_data ~= nil then
                    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
                    postfix = lang_module.get_string(attr_data["postfix"])
                    if postfix == nil or postfix == "" then postfix = ""
                    else postfix = " (" .. postfix .. ")" end
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
                else
                    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
                local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                if stats_with_both_scaling[attr_key] then
                    th_style = th_style .. ' min-width: 130px;'
                elseif stats_with_any_scaling[attr_key] then
                    th_style = th_style .. ' min-width: 75px;'
                end
                headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
            end
        end
    end
    headers_str = "<tr>" .. headers_str .. "</tr>"


    return string.format(
function Tabs._getDisplayNameFromLink(link)
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
local parts = mw.text.split(link, '/', true)
        '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
return parts[#parts]
        '<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
    )
end
end


return p
return {
  static = Tabs.static,
  dynamic = Tabs.dynamic,
}
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