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local p = {}
local p = {}


-- Load Data Files
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local items_data = mw.loadJsonData("Data:ItemData.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')
local hero_data_module  = require('Module:HeroData')


--------------------------------------------------------------------------------
local function get_nested_stat_value(hero_data, stat_key)
-- HELPER FUNCTIONS (Logic only, no Frame stuff)
    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
 
local 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
 
-- =========================================================================
-- 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


local function get_item_bb(target_name)
    if next(component_scalings) == nil then
    -- Clean whitespace
        return 0
    target_name = mw.text.trim(target_name)
     end
   
     if tonumber(target_name) then return tonumber(target_name) end


     for key, item in pairs(items_data) do
    local base_dps = calculate_dps(base_stats, dps_type)
        if item["Name"] == target_name then
    local scaled_stats = {}
            -- Deep nested check
     for k, v in pairs(base_stats) do scaled_stats[k] = v end
            if item["m_mapAbilityProperties"] and item["m_mapAbilityProperties"]["BuildUpPerShot"] then
    for comp_key, scale_val in pairs(component_scalings) do
                return tonumber(item["m_mapAbilityProperties"]["BuildUpPerShot"]["m_strValue"])
        if scaled_stats[comp_key] ~= nil then
             end
             scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
            -- Flat check
            if item["BuildUpPerShot"] then
                return tonumber(item["BuildUpPerShot"])
            end
         end
         end
     end
     end
     return nil
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
     return scaled_dps - base_dps
end
end


local function get_hero_data(hero_name)
-- =========================================================================
     hero_name = mw.text.trim(hero_name)
--  Main module function
      
-- =========================================================================
     -- Try direct Key
 
     if heroes_data[hero_name] then return heroes_data[hero_name] end
p.write_hero_comparison_table = function(frame)
     -- Try "hero_" prefix
     local power_increases = tonumber(frame.args[1]) or 0
     if heroes_data["hero_" .. string.lower(hero_name)] then return heroes_data["hero_" .. string.lower(hero_name)] end
     local spirit_power    = tonumber(frame.args[2]) or 0
      
     local max_power      = tonumber(frame.args[3]) or 25
     -- Search by Name field
     local max_spirit      = tonumber(frame.args[4]) or 500
     for k, v in pairs(heroes_data) do
 
         if v["Name"] == hero_name then return v end
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
 
     local body_str = ""
 
     local stats_to_include = {
        Weapon = {
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "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
    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
     end
     return nil
     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)


local function calculate_bps(hero, bb)
    -- Build a single stat cell (<td>) with data attributes for JS recalculation
    if not hero or not hero.Weapon then return 0 end
    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 rps = tonumber(hero.Weapon.RoundsPerSecond or 0)
        local base_value
    local spin_rps = tonumber(hero.Weapon.RoundsPerSecondAtMaxSpin or 0)
        if is_alt_fire then
   
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
    -- Handle Spin-up logic (McGinnis/Bebop)
                base_value = get_nested_stat_value(hero_data, attr_key)
    if spin_rps > 0 then rps = spin_rps end
            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


    if rps == 0 then return 0 end
        -- Apply unit conversion to the base value
        if type(base_value) == "number" then
            base_value = base_value * conv_factor
        end


    -- Formula: 100 / (BB * (RPS + 1))
        local stat_value = base_value
    return 100 / (bb * (rps + 1))
end


--------------------------------------------------------------------------------
        -- Scaling lookup
-- OUTPUT GENERATORS
        local scaling_data
--------------------------------------------------------------------------------
        if is_alt_fire then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
                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
                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 function generate_single_value(hero_name, item_name)
        local scaling_strs = ""
    local hero = get_hero_data(hero_name)
        local spirit_scale = 0
    if not hero then return "Hero Not Found" end
        local level_scale  = 0
        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


    local bb = get_item_bb(item_name)
            -- Output Spirit icon before Level icon
    if not bb then return "Item Not Found" end
            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")


    local result = calculate_bps(hero, bb)
            if type(stat_value) == "number" then
    return string.format("%.1f", result)
                stat_value = stat_value + (spirit_power * spirit_val)
end
                stat_value = stat_value + (power_increases * level_val)
            end


local function generate_table(item_name, frame)
            spirit_scale = spirit_val
    local bb = get_item_bb(item_name)
            level_scale  = level_val
    if not bb then return "Error: Item '" .. item_name .. "' not found." end
        end


    local hero_list = {}
         if attr_key == "TechPower" and spirit_scale == 0 then
    for key, hero in pairs(heroes_data) do
             spirit_scale = 1.0
         local is_dev = hero["InDevelopment"] == true
             if type(stat_value) == "number" then
        local is_disabled = hero["IsDisabled"] == true
                stat_value = stat_value + (spirit_power * spirit_scale)
       
        if not is_dev and not is_disabled and hero["Weapon"] then
             local val = calculate_bps(hero, bb)
             if val > 0 then
                -- Calculate shots needed using the raw, unrounded value
                -- math.ceil rounds 5.0001 up to 6
                local shots = math.ceil(100 / val)
               
                table.insert(hero_list, {
                    name = hero["Name"],
                    bps = val,
                    shots = shots
                })
             end
             end
         end
         end
    end


    table.sort(hero_list, function(a, b) return a.name < b.name end)
        local innate_spirit_scale =
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
 
        if not display_scaling_icons then scaling_strs = "" end
 
        if type(stat_value) == "boolean" then
            stat_value = tostring(stat_value)
        else
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
        end
 
        local cell_inner = string.format(
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
            stat_value,
            scaling_strs
        )
 
        local weapon_table = hero_data.Weapon
        if is_alt_fire and weapon_table and weapon_table.AltFire then
            weapon_table = weapon_table.AltFire
        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 html = mw.html.create('table')
        local data_attrs = string.format(
    html:addClass('wikitable sortable mw-collapsible')
            '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"',
    html:tag('caption'):wikitext('Buildup Per Shot: ' .. item_name)
            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
        )


    local headerRow = html:tag('tr')
        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
    headerRow:tag('th'):wikitext('Hero')
     end
    headerRow:tag('th'):wikitext('% per shot')
     headerRow:tag('th'):wikitext('Shots to Proc') -- New Column


     for _, h in ipairs(hero_list) do
     -- Generate a hero's primary stat row
         local row = html:tag('tr')
    local function generatePrimaryRow(hero_data, hero_key, has_alt)
         local icon_template = frame:expandTemplate{ title = 'HeroIcon', args = { h.name } }
         local row_str = ""
         row:tag('td'):wikitext(icon_template)
        local hero_name_local = localize(hero_key, hero_key)
         row:tag('td'):wikitext(string.format("%.1f", h.bps))
         local hero_name_en = hero_data["Name"]
         row:tag('td'):wikitext(tostring(h.shots)) -- New Value
        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
     end


     return tostring(html)
     -- Generate an expandable alt-fire sub-row (weapon stats only)
end
    local function generateAltFireSubRow(hero_data, hero_key)
        local row_str = ""
        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 .. ' <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
            if stats_to_include[category] ~= nil then
                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
-- MAIN TRAFFIC COP
    for _, hero_entry in ipairs(sorted_heroes) do
--------------------------------------------------------------------------------
        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


function p.main(frame)
    -- Pre-pass: determine which stats have any scaling, and which have both types.
    local args = frame:getParent().args
    -- Used to set column widths in the header.
    -- If called via #invoke directly with no parent template
    local stats_with_any_scaling  = {}
    if not args[1] and not args['item'] then args = frame.args end
    local stats_with_both_scaling = {}
    for _, hero_entry in ipairs(sorted_heroes) do
        local hero_data = hero_entry.data
        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
                    -- Primary scaling
                    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


    local arg1 = args[1] or args['hero']
                    -- Alt-fire scaling (only for stats present in the AltFire table)
    local arg2 = args[2] or args['item']
                    if hero_data.Weapon
                        and hero_data.Weapon.AltFire
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
                    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


     -- LOGIC:
     -- Build table header row
     -- If 2 args provided -> It's Hero + Item -> Return Single Number
     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>'
    -- If 1 arg provided  -> It's Item Only   -> Return Table
    local category_data = attribute_module.get_category_data()
    local postfix_key_map = {
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
        ["BulletsPerShot"] = "",
        ["BulletsPerBurst"] = "",
        ["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


    if arg1 and arg2 then
                local attr_localized, postfix
        return generate_single_value(arg1, arg2)
                if attr_data ~= nil then
    elseif arg1 then
                    attr_localized = lang_module.get_string(attr_data["label"])
        return generate_table(arg1, frame)
                    if attr_localized == nil or attr_localized == "" then
    else
                        attr_localized = util_module.add_space_before_cap(attr_key)
        return "Error: Please provide an Item Name (for table) or Hero + Item (for single stat)."
                    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
     end
    headers_str = "<tr>" .. headers_str .. "</tr>"
    return 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
    )
end
end


return p
return p