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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"
template_args["show_value"] = "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: -1px; 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: -1px; 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