Module:HeroData: Difference between revisions

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Sur (talk | contribs)
m shortcut function localize(key, add_space_before_cap(fallback)) now used
Sur (talk | contribs)
m moving headcount to HeroData/headcount
 
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Line 102: Line 102:
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
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
end


Line 183: Line 199:
p.write_infobox = function(frame)
p.write_infobox = function(frame)
-- Get hero data
-- Get hero data
     hero_name = frame.args[1]
     hero_key = frame.args[1]
     hero_data = p.get_json_item(hero_name)
     hero_data = heroes_data[hero_key]
     if(hero_data == nil) then return "Hero Not Found" end
     if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
      
      
     local infobox_attributes = {
     local infobox_attributes = {
         Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
         Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
         Vitality = {'MaxHealth','BulletArmorDamageReduction','TechArmorDamageReduction','MaxMoveSpeed'}
         Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'}
     }
     }
      
      
Line 208: Line 224:
      
      
     -- Add the main parameters
     -- Add the main parameters
     template_args["name_english"] = hero_name
     template_args["name_english"] = lang_module.get_string(hero_key, 'en')
    local hero_key = p.get_hero_key(hero_name)
     template_args["name_localized"] = localize(hero_key, hero_key)
     template_args["name_localized"] = localize(hero_key, hero_key)
      
      
Line 317: Line 332:
-- Determine cell values
-- Determine cell values
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
stat_data = stats[stat_name]
local stat_data = stats[stat_name]
if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
-- gets the stat's value if it has that stat, default to 0 if not
-- gets the stat's value if it has that stat, default to 0 if not
Line 433: Line 449:
             "ReloadTime",
             "ReloadTime",
             "ReloadDelay",
             "ReloadDelay",
             "BulletSpeed",
             "BulletsPerShot",
            "BulletsPerBurst",
            "BurstInterShotInterval",
             "LightMeleeDamage",
             "LightMeleeDamage",
             "HeavyMeleeDamage",
             "HeavyMeleeDamage",
            "BulletsPerShot",
             "ReloadSingle",
             "ReloadSingle",
            "BulletSpeed",
             "BulletGravityScale",
             "BulletGravityScale",
             "FalloffStartRange",
             "FalloffStartRange",
Line 446: Line 464:
"MaxHealth",
"MaxHealth",
             "BaseHealthRegen",
             "BaseHealthRegen",
             "BulletArmorDamageReduction",
             "BulletResist",
             "TechArmorDamageReduction",
             "TechResist",
             "CritDamageReceivedScale",
             "CritDamageReceivedScale",
             "MaxMoveSpeed",
             "MaxMoveSpeed",
Line 509: Line 527:
stat_value = stat_value + (spirit_power * scaling_value)
stat_value = stat_value + (spirit_power * scaling_value)
elseif (scaling_type == "Level") then
elseif (scaling_type == "Level") then
stat_value = stat_value + (power_increases * scaling_value)
if attr_key == 'TechResist' or attr_key == 'BulletResist' then
-- each PI for resists is multiplicative
stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
else
stat_value = stat_value + (power_increases * scaling_value)
end
end
end
end
end
Line 544: Line 567:
local category_data = attribute_module.get_category_data()
local category_data = attribute_module.get_category_data()
local postfix
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"
}
-- Iterate stats again for displaying headers with their respective color
-- Iterate stats again for displaying headers with their respective color
Line 567: Line 600:
postfix = " (" .. postfix .. ")"
postfix = " (" .. postfix .. ")"
end
end
else -- If not in attributes data, use key with proper spacing
else -- If not in attributes data, use dictionary translate and postfix
attr_localized = dictionary_module.translate(attr_key)
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
end
Line 583: Line 623:
return output_str
return output_str
end
end


function localize(key, fallback)
function localize(key, fallback)
Line 591: Line 630:
end
end
return result
return result
end
-- {{Hero count}} access point
function p.get_headcount()
local iter = 0
for _, v in pairs(heroes_data) do
if (v["InDevelopment"] == false and v["Name"] ~= nil and v["IsDisabled"] == false) then
iter = iter + 1
end
end
return iter
end
end


return p
return p

Latest revision as of 02:17, 25 October 2024

Module documentation [edit] [purge]

Overview

This module provides functions to create hero infoboxes, statboxes, or retrieve hero information using the data uploaded to Data:HeroData.json.

Both will automatically be translated depending on the language selected. If called on

  • Page - translates to english
  • Page/en - translates to english
  • Page/es - translates to spanish

See Template:Lang for more

Functions

get_hero_var

Retrieve a hero variable's value, such as Abram's MaxHealth

Parameters

  • hero_name - Name of the hero in english, or key of the hero. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
  • hero_var - Key of the hero's variable, see Data:HeroData.json
  • sig_figs_or_localize - OPTIONAL, # of sig figs to round to if retrieving a float, or "true" if its a string that should be localized. See Localizable values section.

Note: Recommended to use hero key where possible, i.e. hero_atlas as its O(1) time complexity instead of hero name (Abrams) which is O(N).

Examples

From wikitext:
Using hero name in english

{{#invoke:HeroData|get_hero_var|Abrams|MaxHealth}}

570


Using hero key

{{#invoke:HeroData|get_hero_var|hero_atlas|MaxHealth}}

570


{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange}}

20.0000108


Round to 2 sig figs

{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange|2}}

20


{{#invoke:HeroData|get_hero_var|Abrams|WeaponName}}

citadel_weapon_hero_atlas_set


Localize

{{#invoke:HeroData|get_hero_var|Abrams|WeaponName|true}}

Case Closed

Notes

Only usable on variables that are integers, strings, or floats (meaning not dictionaries/hashes or arrays/lists).

If using sig_figs parameter, ensure the value is a float.

If using localize parameter, ensure the value is a string. See Data:HeroData.json, you will notice that hero_astro's "Lore" variable has the value "hero_astro_lore". This key is then sent to Module:Lang which checks for it in Data:Lang_en.json (or a different language).

get_list_elem

Retrieve a specified element from a list

Parameters

  • hero_name - Name of the hero in english, or hero key. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
  • hero_var - Key of the hero's variable, see Data:HeroData.json
  • number - Index to retrieve from the list. 1 for 1st element, 2 for 2nd element, etc.
  • localize - OPTIONAL - "true" if its a string that should be localized. See Localizable values section.

Example

From wikitext:
Using hero name in english

{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2}}

Attribute_EWeaponAttribute_CloseRange


Using hero key

{{#invoke:HeroData|get_list_elem|hero_atlas|WeaponTypes|2}}

Attribute_EWeaponAttribute_CloseRange


{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2|true}}

Close Range

write_infobox

Writes a Template:Infobox_hero template call for a given hero

Parameters

  • hero_name – Name of the hero, in english

Example

From wikitext:

{{#invoke:HeroData|write_infobox|HERO_NAME}}

Which outputs Hero Abrams Not Found

write_stat_infoboxes

Writes all 3 Template:Infobox_stat template calls (Weapon, Vitality, Spirit) for a given hero

Parameters

  • hero_name – Name of the hero, in english

Example

From wikitext:

{{#invoke:HeroData|write_stat_infoboxes|HERO_NAME}}

Which outputs Hero Not Found

write_hero_comparison_table

Writes the Hero Comparison table for a specific Level and Spirit Power

Parameters

  • level - Number of Levels / Power Increases
  • spirit_power - Amount of Spirit power

Both parameters are optional, as if both are 0 or not provided, the outputted table will be at base and will also include the level/SS scaling in each cell along with the base value, rather than the scaled value.

Example

From wikitext:

{{#invoke:HeroData|write_hero_comparison_table|LEVEL|SPIRITPOWER}}

Which outputs

HeroDPSSustained DPSBullet DamageBullets per secFire Rate (%)AmmoReload Time (s)Reload Delay (s)Bullets Per ShotBullets Per BurstTime Between Bursted Bullets (s)Light MeleeHeavy MeleeReload SingleBullet Velocity (m/s)Bullet Gravity ScaleFalloff Start RangeFalloff End RangeBonus Attack Range (m)Max HealthHealth RegenBullet Resist (%)Spirit Resist (%)Crit Reduction (%)Move Speed (m/s)Sprint Speed (m/s)Stamina Cooldown (s)Stamina
Grey Talon12095.665.81.820172.35011092.4170false4950.8185408472.500011.3054
Bebop11277.28.9312.50662.35011092.4170false5080.82250.8851110031010.506.55353
Haze80.696.98.061001252.35011092.4170false7621.52246079720008.3053
Abrams112657.441.67090.3530.70591092.4170true6100.82045.7094410006.8053
Seven11173.918.140292.350130.0892.4170false6350.82257.50891300-3511.7053
Wraith10766.99.6511.10522.82011092.4170false57202257.5089120007.31253
Warden16888.330.26.460172.91011092.4170false2900.252257.50105020006.3153
Dynamo83.154.620.840182.35011092.4170false3200.82257.501130210.5006.8053
Lady Geist95.966.543.22.220132.59011092.4170false8280.82257.50110010006.31.553
Mirage82.956.6292.860162.6011092.4170false8280.82257.5095720007.3053
Yamato1191189.532.50422.44051098.4183false25402245.7084120008.3053
Vindicta11668.321.85.8228222.91011092.4170false8890.82264077020009052
Ivy12862.28.9614.30332.44011092.4170false5720.82257.5093520007.3054
Lash10368.716.840292.350130.0892.4170false6350.82257.501010201507.3153
Mo & Krill12871.85.765.560202.82041092.4170false3200.82257.501180300-208.1053
Shiv10568.39.161.90102.8061092.4170false6100.819.841.1098520007053
Pocket11878.38.4620112.820710104161false5590.81645.7089120-1507.3053
Kelvin1156828.740152.59011092.4170false2540.32257.501150201006.8053
Infernus97.150.59.71100272.49011092.4170false6600.82257.5096320006.8053
Viscous10564.320.950202.5011092.4170false25402257.5096820007.3053
Paradox96.463.712.23.570402.590150.0792.4170false5250.12257.5099020006.8053
McGinnis54.843.81150663.29011092.4170false5330.82257.501000215006.8052

Localizable values

Localizable values as of writing this:

  • Lore
  • Playstyle
  • Role
  • WeaponDescription
  • WeaponName
  • elements in WeaponTypes
  • elements in RecommendedItems

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(name)
	for i,v in pairs(heroes_data) do
		if (v["Name"] == name) then
			return i
		end
	end
	return nil
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] --check if hero key is passed instead
	if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed
	if(hero == nil) then return "Hero Not Found" end --both invalid, error
	
	local var_value = hero[hero_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)
		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_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] --check if hero key is passed instead
	if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed
	if(hero == nil) then return "Hero Not Found" end --both invalid, error
	if (hero == nil) then return "Hero " .. hero_name .. " not found" end
	local list = hero[var]
	if (list == nil) then return "Hero does not have " .. var .. " variable" 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'] = 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_str_invoke|HERO_NAME|STAT_NAME}}--
p.get_hero_scalar_str_invoke = function(frame)
	local hero_name = frame.args[1]
	local hero_stat_key = frame.args[2]
	local hero_data = p.get_json_item(hero_name)
	if(hero_data == nil) then return "Hero Not Found" end
	return p.get_hero_scalar_str(hero_data, hero_stat_key) --surely theres a better way
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.get_hero_scalar_str(scaling_value, scaling_type)
	local scaling_abbrevs = {Spirit = "Ss", Level = "Ls"}
	
	-- 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] --scaling type's abbreviation
	
	local template_args = {}
	template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
	
	local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
	return template_call
end

-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scalar(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

--HERO_NAME in english
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
p.write_infobox = function(frame)
	-- Get hero data
    hero_key = frame.args[1]
    hero_data = heroes_data[hero_key]
    if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
    
    local infobox_attributes = {
        Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
        Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'}
    }
    
    -- Declarations and initializations
    local category_data = attribute_module.get_category_data()
    local stats
    local stat_data
    local stat_value
    local stat_text
    local label
    local postfix
    local should_display
    local image_file_name
    local image_file
    local icon_and_value_str
    local template_args = {}
    local stat_values = {Weapon = "", Vitality = ""}
    
    -- Add the main parameters
    template_args["name_english"] = lang_module.get_string(hero_key, 'en')
    template_args["name_localized"] = localize(hero_key, hero_key)
    
    -- Iterate attribute categories
    for category, stats in pairs(infobox_attributes) do
		-- Iterate stats
		for _, stat_name in ipairs(stats) do
			-- Confirm its in attribute data and retrieve it
			attribute_data = attributes_data[category]
			if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end
			stat_data = attribute_data[stat_name]
			if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end
			
			-- gets the stat's value
			stat_value = hero_data[stat_name]
			if (stat_value == nil) then
				stat_value = 0 --default to 0 if not present
			end
				
			--Round value to 3 significant figures
			stat_value = util_module.round_to_sig_fig(stat_value, 3)
			
			-- get label and postfix
			label = localize(stat_data["label"], stat_name)
			postfix = stat_data["postfix"]
			if (postfix == nil) then 
				postfix = ""
			else
				-- light grey for postfixes
				postfix = lang_module.get_string(postfix)
				if (postfix == nil) then
					postfix = ""
				end
				postfix = '<span style="color: #666666;">' .. postfix .. "</span>"
			end
			-- if a language is missing the postfix, use no postfix
			
			
			-- Check if icon file exists, and if not, don't use any image
			image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
			image_file = util_module.get_image_file(image_file_name, 15, stat_name)
			
			-- Create the template'd icon
			local icon_color = attribute_module.get_attr_icon_color(stat_name)
			icon_template_title = mw.title.new("Template:Icon/" .. icon_color)
			icon_template_args = {}
			icon_template_args[1] = image_file
			icon_template_args[2] = stat_value .. postfix
			icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args }
			
			label =  ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>'
			
			-- First add localized stat name for left column
			stat_values[category] = stat_values[category] .. label
			
			-- Then add icon and stat value for right column
			stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str
		end
		
		-- Add the stat values in the category to i.e weapon_values and vitality_values parameters
		template_args[string.lower(category) .. "_values"] = stat_values[category]
	end
    
    -- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("User:Sur")
    local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
    
    return expanded_template
end


--{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}}
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
p.write_stat_infoboxes = function(frame)
	local hero_key = frame.args[1]
	if(hero_key == nil) then return "Hero parameter missing" end
	
	-- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("Template:Infobox_stat") --name of the template
    local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated
    local template_call --current template call
	local template_args = {} --current template arguments
	local cell_values --current cell values
	local cell_value --current cell value
	local label --current stat's label
	local postfix --current stat's postfix
	local stat_value --current stat's numerical value in the hero data
	local hero_data = heroes_data[hero_key]
	local stats --stats of the current category
	local image_file_name --name of the image_file to check
	local image_file --mw returned image file
	local extra_blank_cell --add a blank cell after certain stats
	local stats_to_add_blank_after = {CritDamageReceivedScale = true}
	if (hero_data == nil) then return "Hero Not Found" end
	local category_data = attribute_module.get_category_data()
	local should_display
	
	for _, category in ipairs(attribute_orders["category_order"]) do
		if (category ~= "Spirit") then --hide Spirit section for now
			stats = attributes_data[category]
			local category_values = category_data[category]
			template_args["box_name"] = category_values.unlocalized_name
			template_args["box_rgb"] = category_values.rgb
			template_args["num_cols"] = 2
			cell_values = ""
			
			-- Determine cell values
			for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
				local stat_data = stats[stat_name]
				if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
				
				-- gets the stat's value if it has that stat, default to 0 if not
				stat_value = hero_data[stat_name]
				if (stat_value == nil) then
					stat_value = 0 --default to 0 if not present
				end
					
				--Round value to 3 significant figures
				stat_value = util_module.round_to_sig_fig(stat_value, 3)
				
				-- get label and postfix
				label = localize(stat_data["label"], stat_name)
				postfix = stat_data["postfix"]
				if (postfix == nil) then 
					postfix = ""
				else
					-- light grey for postfixes
					postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>"
				end
				-- if a language is missing the postfix, use no postfix
				if (postfix == nil) then
					postfix = ""
				end
				
				-- Check if icon file exists, and if not, don't use any image
				image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
				-- 15px and link to stat name (page name might not match perfectly yet)
				image_file = util_module.get_image_file(image_file_name, 15, stat_name)
				
				-- Create the template'd icon
				local icon_color = attribute_module.get_attr_icon_color(stat_name)
				if (icon_color == "Brown") then
					image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>'
				end
				-- use white instead of grey if grey is returned
				
				-- Add an empty cell following some stats to align them correctly as seen in game
				if (stats_to_add_blank_after[stat_name]) then
					extra_blank_cell = " ," --prefixed space is needed
				else
					extra_blank_cell = ""
				end
				
				-- slightly lighter color for stat name
				label = '<span style="color: #3d3d3d;">' .. label .. '</span>'
				
				-- Add the scaling str if it scales
				local scaling_data = p.get_hero_scalar(hero_data, stat_name)
				local scaling_strs = ""
				if (scaling_data ~= nil) then
					for scaling_value, scaling_type in pairs(scaling_data) do
						local scaling_str = p.get_hero_scalar_str(scaling_value, scaling_type)
						if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
						scaling_strs = scaling_strs .. scaling_str
					end
				end
				
				-- Set cell value as "Icon StatvaluePostfix Statname Scaling,"
				-- If icon file already exists, set it to #REDIRECT to the duplicate file page
				cell_value = image_file .. " " .. stat_value  .. postfix .. " " .. label  .. scaling_strs .. "," .. extra_blank_cell
				
				cell_values = cell_values .. cell_value --add value to values list
			end
			template_args["cell_values"] = cell_values
			
			
			-- Write current call
			template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
		
			-- Add call to the set of calls
			template_calls = template_calls .. "\n" .. template_call
		end
	end
	
	return template_calls .. "</div>"
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}}
p.write_hero_comparison_table = function(frame)
	-- process inputs
	local power_increases = frame.args[1]
	if (power_increases == nil) then power_increases = 0 end
	local spirit_power = frame.args[2]
	if (spirit_power == nil) then spirit_power = 0 end
	
	-- 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 in_development
	local is_disabled
	local template_title = ""
	local template_args = {}
	local hero_icon
	local hero_td_style
	local scalar_str
	
	-- 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"
		},
		Vitality = {
			"MaxHealth",
            "BaseHealthRegen",
            "BulletResist",
            "TechResist",
            "CritDamageReceivedScale",
            "MaxMoveSpeed",
            "SprintSpeed",
            "StaminaCooldown",
            "Stamina"
		}
	}
	
	-- Iterate heroes
	for hero_key, hero_data in pairs(heroes_data) do
		-- Ensure they are not in development and they are an active hero
		in_development = hero_data["InDevelopment"]
		is_disabled = hero_data["IsDisabled"]
		if ((not in_development) and (not is_disabled)) then 
			
			--Add the row's stats
			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
			row_str = row_str .. "<td>" .. 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
						stat_value = hero_data[attr_key]
						if (stat_value == nil) then stat_value = 0 end
						
						-- Retrieve scaling val and str if it scales
						local scaling_data = p.get_hero_scalar(hero_data, attr_key)
						local scaling_strs = ""
						if (scaling_data ~= nil) then
							for scaling_value, scaling_type in pairs(scaling_data) do
								local scaling_str = p.get_hero_scalar_str(scaling_value, scaling_type)
								if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
								if (scaling_str ~= nil) then
									scaling_strs = scaling_strs .. scaling_str 
								end
								-- Scale the stat value
								if (scaling_type == "Spirit") then
									stat_value = stat_value + (spirit_power * scaling_value)
								elseif (scaling_type == "Level") then
									if attr_key == 'TechResist' or attr_key == 'BulletResist' then
										-- each PI for resists is multiplicative
										stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
									else
										stat_value = stat_value + (power_increases * scaling_value)
									end
								end
							end
						end
						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
						
						-- Add it to the row
						row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>"
					end
				end
			end
			
			-- Add row to the body
			row_str = "<tr>" .. row_str .. "</tr>"
			body_str = body_str .. row_str 
			
			first_hero = false
		end
	end
	
	
	-- First header is Hero
	local headers_str = "<th>" .. "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"
		}
	
	-- 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="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>"

	local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>"
	local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>'
	return output_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

return p