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end
end


-- =========================================================================
-- {{#invoke:HeroComparisonTable|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER|MAX_POWER|MAX_SPIRIT}}
--  DPS calculation helpers
-- =========================================================================
 
local function calculate_dps(stats, dps_type)
    local rps = stats.RoundsPerSecond or 0
    if rps == 0 then return 0 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
    if stats.ReloadSingle then
        reload_time = (stats.ReloadTime or 0) * clip_size
    else
        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
 
-- Compute how much DPS changes when all relevant component scalings are applied.
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
 
    local component_scalings = {}
    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
 
-- =========================================================================
--  Main module function
-- =========================================================================
 
p.write_hero_comparison_table = function(frame)
p.write_hero_comparison_table = function(frame)
     local power_increases = tonumber(frame.args[1]) or 0
     local power_increases = tonumber(frame.args[1]) or 0
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     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)


     local body_str = ""
     local body_str = ""


     local stats_to_include = {
     local stats_to_include = {
         Weapon = {
         Weapon = {
             "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
             "DPS",
             "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
            "SustainedDPS",
             "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
            "BulletDamage",
             "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "RoundsPerSecond",
             "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
            "FireRate",
             "ClipSize",
            "ReloadTime",
            "ReloadDelay",
            "BulletsPerShot",
            "BulletsPerBurst",
             "BurstInterShotInterval",
            "LightMeleeDamage",
            "HeavyMeleeDamage",
            "ReloadSingle",
             "BulletSpeed",
            "FalloffStartRange",
            "FalloffEndRange",
             "CritDamageBonusPercent",
            "RoundsPerSecondAtMaxSpin",
            "SpinAcceleration",
            "SpinDeceleration"
         },
         },
         Vitality = {
         Vitality = {
             "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
             "MaxHealth",
             "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "BaseHealthRegen",
             "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
            "BulletResist",
            "TechResist",
            "MeleeResist",
             "CritDamageReceivedPercent",
            "DebuffResist",
            "BulletLifesteal",
            "MaxMoveSpeed",
             "SprintSpeed",
            "StaminaCooldown",
            "Stamina",
            "GroundDashSpeed",
            "GravityChange"
         },
         },
         Spirit = { "TechPower" }
         Spirit = {
            "TechPower"
        }
     }
     }


     -- Collect and sort heroes alphabetically, excluding disabled/in-development
     -- Collect and sort heroes alphabetically, skipping disabled/in-development
     local sorted_heroes = {}
     local sorted_heroes = {}
     for hero_key, hero_data in pairs(heroes_data) do
     for hero_key, hero_data in pairs(heroes_data) do
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     end)
     end)


     -- Build a single stat cell (<td>) with data attributes for JS recalculation
     -- Shared helper: build a single stat cell (returns the <td> string)
     local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
     local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
        local unit_conversion = {
            BulletRadius = 100  -- metres to centimetres
        }
        local conv_factor = unit_conversion[attr_key] or 1
         local base_value
         local base_value
         if is_alt_fire then
         if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
            -- ClipSize always uses primary
             if attr_key == "ClipSize" then
                 base_value = get_nested_stat_value(hero_data, attr_key)
                 base_value = get_nested_stat_value(hero_data, attr_key)
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
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         else
         else
             base_value = get_nested_stat_value(hero_data, attr_key)
             base_value = get_nested_stat_value(hero_data, attr_key)
        end
        -- Apply unit conversion to the base value
        if type(base_value) == "number" then
            base_value = base_value * conv_factor
         end
         end


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         local scaling_data
         local scaling_data
         if is_alt_fire then
         if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
             if attr_key == "ClipSize" then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif hero_key == "hero_shiv" and attr_key == "BulletDamage" then
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
                and hero_data.Weapon and hero_data.Weapon.AltFire then
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
                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
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
                 and hero_data.Weapon.AltFire[attr_key] ~= nil then
                 and hero_data.Weapon.AltFire[attr_key] ~= nil then
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         local spirit_scale = 0
         local spirit_scale = 0
         local level_scale  = 0
         local level_scale  = 0
        local spirit_val = 0
 
        local level_val  = 0
         if scaling_data ~= nil then
         if scaling_data ~= nil then
             for scaling_val, scaling_type in pairs(scaling_data) do
             for scaling_val, scaling_type in pairs(scaling_data) do
                local scaling_str = hero_data_module.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
                 if scaling_type == "Spirit" then
                 if scaling_type == "Spirit" then
                     spirit_val = scaling_val * conv_factor  -- apply unit conversion
                     spirit_scale = scaling_val
                    stat_value  = stat_value + (spirit_power * scaling_val)
                 elseif scaling_type == "Level" then
                 elseif scaling_type == "Level" then
                     level_val = scaling_val * conv_factor  -- apply unit conversion
                     level_scale = scaling_val
                    stat_value  = stat_value + (power_increases * scaling_val)
                 end
                 end
             end
             end
            -- Output Spirit icon before Level icon
            local function append_scaling(val, stype)
                if val ~= 0 then
                    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
                stat_value = stat_value + (spirit_power * spirit_val)
                stat_value = stat_value + (power_increases * level_val)
            end
            spirit_scale = spirit_val
            level_scale  = level_val
         end
         end


         if attr_key == "TechPower" and spirit_scale == 0 then
         if attr_key == "TechPower" and spirit_scale == 0 then
             spirit_scale = 1.0
             spirit_scale = 1.0
             if type(stat_value) == "number" then
             stat_value   = stat_value + (spirit_power * spirit_scale)
                stat_value = stat_value + (spirit_power * spirit_scale)
            end
         end
         end


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             stat_value = tostring(stat_value)
             stat_value = tostring(stat_value)
         else
         else
             stat_value = util_module.round_to_sig_fig(stat_value, 5)
             stat_value = util_module.round_to_sig_fig(stat_value, 3)
         end
         end


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     end
     end


     -- Generate a hero's primary stat row
     -- Build primary row (with optional rowspan on hero cell)
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
         local row_str = ""
         local row_str = ""
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         local template_args = {[1] = hero_name_en, l1 = hero_name_local}
         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_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
         local hero_cell_content = hero_icon
         local hero_cell_content = hero_icon
         if has_alt then
         if has_alt then
             hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
             hero_cell_content = '<button class="toggle-alt-fire" data-hero-key="' .. hero_key .. '">+</button> ' .. hero_cell_content
         end
         end
         local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
         local rowspan_attr = has_alt and ' rowspan="2"' or ''
         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>'
         row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: #202122; isolation: isolate;"' .. rowspan_attr .. '>' .. hero_cell_content .. '</td>'
 
         for _, category in ipairs(attribute_orders["category_order"]) do
         for _, category in ipairs(attribute_orders["category_order"]) do
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
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             end
             end
         end
         end
         return "<tr>" .. row_str .. "</tr>"
         return "<tr>" .. row_str .. "</tr>"
     end
     end


     -- Generate an expandable alt-fire sub-row (weapon stats only)
     -- Build alt-fire sub-row (only weapon cells, other cells empty)
     local function generateAltFireSubRow(hero_data, hero_key)
     local function generateAltFireSubRow(hero_data, hero_key)
         local row_str = ""
         local row_str = ""
         local hero_name_local = localize(hero_key, hero_key)
         -- No hero cell (covered by rowspan)
        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 .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
        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>'
         for _, category in ipairs(attribute_orders["category_order"]) do
         for _, category in ipairs(attribute_orders["category_order"]) do
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
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                         row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
                         row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
                     else
                     else
                        -- Empty cell to preserve column layout
                         row_str = row_str .. '<td></td>'
                         row_str = row_str .. '<td></td>'
                     end
                     end
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             end
             end
         end
         end
         return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
         return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
     end
     end


     -- Build all body rows
     -- Generate all rows
     for _, hero_entry in ipairs(sorted_heroes) do
     for _, hero_entry in ipairs(sorted_heroes) do
         local hero_key  = hero_entry.key
         local hero_key  = hero_entry.key
         local hero_data = hero_entry.data
         local hero_data = hero_entry.data
         local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
         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)
         body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
         if has_alt then
         if has_alt then
Line 360: Line 265:
     end
     end


     -- Pre-pass: determine which stats have any scaling, and which have both types.
     -- Pre-pass: scaling info (unchanged, but now includes alt-fire where appropriate)
    -- Used to set column widths in the header.
     local stats_with_any_scaling  = {}
     local stats_with_any_scaling  = {}
     local stats_with_both_scaling = {}
     local stats_with_both_scaling = {}
Line 373: Line 277:
                     if scaling_data ~= nil and next(scaling_data) ~= nil then
                     if scaling_data ~= nil and next(scaling_data) ~= nil then
                         stats_with_any_scaling[attr_key] = true
                         stats_with_any_scaling[attr_key] = true
                         local has_spirit, has_level = false, false
                         local has_spirit = false
                        local has_level = false
                         for _, scaling_type in pairs(scaling_data) do
                         for _, scaling_type in pairs(scaling_data) do
                             if scaling_type == "Spirit" then has_spirit = true
                             if scaling_type == "Spirit" then has_spirit = true end
                             elseif scaling_type == "Level" then has_level = true end
                             if 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
                        if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                     end
                     end


                     -- Alt-fire scaling (only for stats present in the AltFire table)
                     -- Alt-fire scaling (only if the stat exists in AltFire and we actually use alt scaling)
                     if hero_data.Weapon
                     if hero_data.Weapon
                         and hero_data.Weapon.AltFire
                         and hero_data.Weapon.AltFire
                         and hero_data.Weapon.AltFire[attr_key] ~= nil
                         and hero_data.Weapon.AltFire[attr_key] ~= nil
                     then
                     then
                        -- ClipSize always uses primary, so skip alt check
                         if attr_key ~= "ClipSize" then
                         if attr_key ~= "ClipSize" then
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                             if alt_scaling and next(alt_scaling) ~= nil then
                             if alt_scaling ~= nil and next(alt_scaling) ~= nil then
                                 stats_with_any_scaling[attr_key] = true
                                 -- Shiv BulletDamage uses primary scaling, already counted
                                local has_spirit_alt, has_level_alt = false, false
                                if not (hero_entry.key == "hero_shiv" and attr_key == "BulletDamage") then
                                for _, stype in pairs(alt_scaling) do
                                    stats_with_any_scaling[attr_key] = true
                                    if stype == "Spirit" then has_spirit_alt = true
                                    local has_spirit_alt = false
                                    elseif stype == "Level" then has_level_alt = true end
                                    local has_level_alt = false
                                end
                                    for _, scaling_type in pairs(alt_scaling) do
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                                        if scaling_type == "Spirit" then has_spirit_alt = true end
                            else
                                        if scaling_type == "Level" then has_level_alt = true end
                                if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                    end
                                    local alt_stats = hero_data.Weapon.AltFire
                                    if has_spirit_alt and has_level_alt then
                                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                                         stats_with_both_scaling[attr_key] = true
                                    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
Line 419: Line 318:
     end
     end


     -- Build table header row
     -- Build header row (unchanged)
     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 headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: #27292d; isolation: isolate;">Hero</th>'
     local category_data = attribute_module.get_category_data()
     local category_data = attribute_module.get_category_data()
     local postfix_key_map = {
     local postfix_key_map = {
         ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
         ["ReloadDelay"]             = "StatDesc_ReloadTime_postfix",
         ["BulletsPerShot"] = "",
         ["BulletsPerShot"]           = "",
         ["BulletsPerBurst"] = "",
         ["BulletsPerBurst"]         = "",
         ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
         ["BurstInterShotInterval"]   = "StatDesc_ReloadTime_postfix",
         ["ReloadSingle"] = "",
         ["ReloadSingle"]             = "",
         ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
         ["BonusAttackRange"]         = "StatDesc_WeaponRangeFalloffMax_postfix",
         ["SustainedDPS"] = "DPS_postfix",
         ["SustainedDPS"]             = "DPS_postfix",
         ["RoundsPerSecondAtMaxSpin"] = "",
         ["RoundsPerSecondAtMaxSpin"] = "",
         ["CritDamageBonusPercent"]   = "StatDesc_CritDamageBonusScale_postfix",
         ["CritDamageBonusScale"]     = "StatDesc_CritDamageBonusScale_postfix",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
        ["BonusCritDamagePercent"]   = "BonusCritDamagePercent_postfix",
         ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
         ["BulletLifesteal"]         = "BulletLifestealPercentHero_postfix",
         ["GroundDashSpeed"] = "DashSpeed_postfix"
         ["GroundDashSpeed"]         = "DashSpeed_postfix"
     }
     }
     for _, category in ipairs(attribute_orders["category_order"]) do
     for _, category in ipairs(attribute_orders["category_order"]) do
         local category_attrs = attributes_data[category]
         local category_attrs = attributes_data[category]
         local category_rgb  = category_data[category]["rgb"]
         local category_rgb  = category_data[category]["rgb"]
         if stats_to_include[category] ~= nil then
         if stats_to_include[category] ~= nil then
             for _, attr_key in ipairs(stats_to_include[category]) do
             for _, attr_key in ipairs(stats_to_include[category]) do
                 local attr_data = category_attrs[attr_key]
                 local attr_data = category_attrs[attr_key]
                  
                 local attr_localized
                 -- Fallback: if the stat is missing from this category, check all other categories
                 local postfix
                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
                 if attr_data ~= nil then
                     attr_localized = lang_module.get_string(attr_data["label"])
                     attr_localized = lang_module.get_string(attr_data["label"])
Line 460: Line 352:
                     end
                     end
                     postfix = lang_module.get_string(attr_data["postfix"])
                     postfix = lang_module.get_string(attr_data["postfix"])
                     if postfix == nil or postfix == "" then postfix = ""
                     if postfix == nil or postfix == "" then
                     else postfix = " (" .. postfix .. ")" end
                        postfix = ""
                     if attr_key == "BulletRadius" then postfix = " (cm)" end
                     else
                        postfix = " (" .. postfix .. ")"
                     end
                 else
                 else
                     attr_localized = dictionary_module.translate(attr_key)
                     attr_localized = dictionary_module.translate(attr_key)
                     postfix = lang_module.get_string(postfix_key_map[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 == nil then
                     if postfix ~= "" then postfix = " (" .. postfix .. ")" end
                        return "attr_key " .. attr_key .. " must be added to postfix_key_map"
                    end
                     if postfix ~= "" then
                        postfix = " (" .. postfix .. ")"
                    end
                 end
                 end
                 local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                 local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                 if stats_with_both_scaling[attr_key] then
                 if stats_with_both_scaling[attr_key] then
Line 475: Line 374:
                     th_style = th_style .. ' min-width: 75px;'
                     th_style = th_style .. ' min-width: 75px;'
                 end
                 end
                 headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
 
                 headers_str = headers_str ..
                    '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
             end
             end
         end
         end
Line 483: Line 384:
     return string.format(
     return string.format(
         '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
         '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
        '<style>.alt-fire-sub { display: none; } .alt-fire-sub.visible { display: table-row; } button.toggle-alt-fire { background: none; border: none; color: inherit; cursor: pointer; font-weight: bold; width: 1.8em; text-align: center; padding: 0; }</style>' ..
         '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
         '<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>' ..
         '<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
         '</div></div>',
         '</div></div>',
         max_power, max_spirit, headers_str, body_str
         max_power,
        max_spirit,
        headers_str,
        body_str
     )
     )
end
end


return p
return p
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