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Module:GameSkills: Difference between revisions

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-- Module:GameSkills
--Module: GameSkills
--
--
-- Renders skill data (from Data:skills.json) into an infobox/table.
--Upgrades:
-- Data is loaded via Module:GameData.
--  - Adds a per - skill Level Select slider(client - side JS updates fields)
--  - Default level = Max Level
--  - Adds.sv - skill - card + data - max - level / data - level hooks for JS
--  - Replaces large Lv1 / Lv2 /... lists with data - series dynamic spans
--  - Removes "General" + "Type" section bars and merges Level Select + Type into one unified top band
--(Level Select on the left; Type / Element / Target / Cast Type list on the right)
--  - NEW(list - mode): Wraps all skills in ONE wrapper panel and each skill in a stable.sv - skill - item
--so CSS dividers work reliably under Citizen / table wrappers.
--
--
-- Supported usage patterns (via Template:Skill):
--Requires the JS you installed in MediaWiki: Common.js.
--  {{Skill|Bash}}                  -- uses display Name (recommended)
--Uses Common.css classes:
--   {{Skill|name=Bash}}            -- explicit name
--  .sv - topband - cell, .sv - topband - table, .sv - type - table, .sv - level - ui, .sv - level - title, .sv - level - label, .sv - level - slider
--  {{Skill|id=Bash_InternalId}}    -- internal ID (power use)
--  .sv - skill - collection, .sv - skill - item


local GameData = require("Module:GameData")
local GameData = require("Module:GameData")
Line 14: Line 21:


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Internal helpers
--Internal helpers
----------------------------------------------------------------------
----------------------------------------------------------------------


local skillsCache
local skillsCache


local function getSkills()
local function getSkills()
    if not skillsCache then
if not skillsCache then
        skillsCache = GameData.loadSkills()
skillsCache = GameData.loadSkills()
    end
end
    return skillsCache
return skillsCache
end
end


local function getArgs(frame)
local function getArgs(frame)
    -- Prefer parent template args if present (usual #invoke pattern)
local parent = frame: getParent()
    local parent = frame:getParent()
if parent then
    if parent then
return parent.args
        return parent.args
end
    end
return frame.args
    return frame.args
end
end


local function listToText(list)
local function listToText(list, sep)
    if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
        return nil
return nil
    end
end
    return table.concat(list, ", ")
return table.concat(list, sep or ", ")
end
end


local function addRow(tbl, label, value)
local function addRow(tbl, label, value)
    if value == nil or value == "" then
if value == nil or value == "" then
        return
return
    end
end
    local row = tbl:tag("tr")
local row = tbl: tag("tr")
    row:tag("th"):wikitext(label):done()
row: tag("th"): wikitext(label): done()
    row:tag("td"):wikitext(value):done()
row: tag("td"): wikitext(value): done()
end
end


local function formatBasePer(block)
local function addSectionHeader(tbl, label)
    if type(block) ~= "table" then
local row = tbl: tag("tr")
        return nil
local cell = row: tag("th")
    end
cell: attr("colspan", 2)
    local base = block.Base
cell: addClass("spiritvale-infobox-section-header")
    local per  = block["Per Level"]
cell: wikitext(label)
end


    if base and per then
local function trim(s)
        return string.format("%.2f (%.2f / Lv)", base, per)
if type(s) ~= "string" then return nil end
    elseif base then
s = mw.text.trim(s)
        return string.format("%.2f", base)
if s == "" then return nil end
    elseif per then
return s
        return string.format("%.2f / Lv", per)
    else
        return nil
    end
end
end


local function formatManaCost(block)
local function toNum(v)
    if type(block) ~= "table" then
if type(v) == "number" then return v end
        return nil
if type(v) == "string" then return tonumber(v) end
    end
if type(v) == "table" and v.Value ~= nil then
return toNum(v.Value)
end
return nil
end


    local base = block.Base
local function clamp(n, lo, hi)
    local per  = block["Per Level"]
if type(n) ~= "number" then return lo end
if n < lo then return lo end
if n > hi then return hi end
return n
end


    if base and per then
local function fmtNum(n)
        return string.format("%.0f (%.0f / Lv)", base, per)
if type(n) ~= "number" then
    elseif base then
return (n ~= nil) and tostring(n) or nil
        return string.format("%.0f", base)
end
    elseif per then
if math.abs(n - math.floor(n)) < 1e-9 then
        return string.format("%.0f / Lv", per)
return tostring(math.floor(n))
    else
end
        return nil
local s = string.format("%.4f", n)
    end
s = mw.ustring.gsub(s, "0+$", "")
s = mw.ustring.gsub(s, "%.$", "")
return s
end
end


local function formatMainDamage(damageTable)
--Handles either a scalar OR { Value =..., Unit =... }
    if type(damageTable) ~= "table" or #damageTable == 0 then
--IMPORTANT: do NOT convert percent_decimal / percent_whole; just format around stored values.
        return nil
local function formatUnitValue(v)
    end
if type(v) == "table" and v.Value ~= nil then
local unit = v.Unit
local val = v.Value


    local parts = {}
if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
    for _, entry in ipairs(damageTable) do
return tostring(val).. "%"
        local base = entry["Base %"]
elseif unit == "seconds" then
        local per  = entry["Per Level %"]
return tostring(val).. "s"
        local txt
elseif unit == "meters" then
return tostring(val).. "m"
elseif unit == "tiles" then
return tostring(val).. " tiles"
elseif unit and unit ~= "" then
return tostring(val).. " "..tostring(unit)
else
return tostring(val)
end
end


        if base and per then
if v == nil then
            txt = string.format("Base %.2f, +%.2f / Lv", base, per)
return nil
        elseif base then
end
            txt = string.format("Base %.2f", base)
return tostring(v)
        elseif per then
end
            txt = string.format("+%.2f / Lv", per)
        end


        if txt then
----------------------------------------------------------------------
            table.insert(parts, txt)
--Dynamic field helpers(JS - driven)
        end
----------------------------------------------------------------------
    end


    if #parts == 0 then
local function dynSpan(series, level)
        return nil
if type(series) ~= "table" or #series == 0 then
    end
return nil
    return table.concat(parts, "; ")
end
end
level = clamp(level or #series, 1, #series)


local function formatScaling(scalingList)
local span = mw.html.create("span")
    if type(scalingList) ~= "table" or #scalingList == 0 then
span: addClass("sv-dyn")
        return nil
span: attr("data-series", mw.text.jsonEncode(series))
    end
span: wikitext(mw.text.nowiki(series[level] or ""))


    local parts = {}
return tostring(span)
    for _, s in ipairs(scalingList) do
end
        local name = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
        local pct  = s.Percent
        if pct then
            table.insert(parts, string.format("%s: %.2f", name, pct))
        else
            table.insert(parts, name)
        end
    end


    if #parts == 0 then
local function isFlatList(list)
        return nil
if type(list) ~= "table" or #list == 0 then
    end
return false
    return table.concat(parts, ", ")
end
local first = tostring(list[1])
for i = 2, #list do
if tostring(list[i]) ~= first then
return false
end
end
return true
end
end


local function formatStatusApplications(list)
local function isNonZeroScalar(v)
    if type(list) ~= "table" or #list == 0 then
if v == nil then return false end
        return nil
if type(v) == "number" then return v ~= 0 end
    end
if type(v) == "string" then
local n = tonumber(v)
if n == nil then
return v ~= ""
end
return n ~= 0
end
if type(v) == "table" and v.Value ~= nil then
return isNonZeroScalar(v.Value)
end
return true
end


    local parts = {}
--Like your old valuePairLines / valuePairText, but:
    for _, s in ipairs(list) do
-- - if Per Level is a list, render a dynamic span instead of "v1 / v2 / ..."
        local scope  = s.Scope or "Target"
-- - scalar Per Level stays as the old "Base" + "Per Level" lines(still short)
        local name   = s["Status Name"] or s["Status ID"] or "Unknown status"
local function valuePairDynamicLines(name, block, maxLevel, level)
        local dur    = s.Duration and s.Duration.Base
if type(block) ~= "table" then
        local chance = s.Chance and s.Chance.Base
return {}
end


        local seg = name
local base = block.Base
        if scope and scope ~= "" then
local per = block["Per Level"]
            seg = scope .. ": " .. seg
        end


        local detailParts = {}
--Per Level list(expanded)
        if dur then
if type(per) == "table" then
            table.insert(detailParts, string.format("Dur %.2f", dur))
--empty list -> show Base only
        end
if #per == 0 then
        if chance then
local baseText = formatUnitValue(base)
            table.insert(detailParts, string.format("Chance %.2f", chance))
if baseText then
        end
return { string.format("%s: %s", name, mw.text.nowiki(baseText)) }
end
return {}
end


        if #detailParts > 0 then
--flat list -> show single value
            seg = seg .. " (" .. table.concat(detailParts, ", ") .. ")"
if isFlatList(per) then
        end
local baseText = formatUnitValue(base)
local one = formatUnitValue(per[1]) or tostring(per[1])
local show = baseText or one
if show then
return { string.format("%s: %s", name, mw.text.nowiki(show)) }
end
return {}
end


        table.insert(parts, seg)
--dynamic series
    end
local series = {}
for _, v in ipairs(per) do
table.insert(series, formatUnitValue(v) or tostring(v))
end


    return table.concat(parts, "; ")
local dyn = dynSpan(series, level)
if dyn then
return { string.format("%s: %s", name, dyn) }
end
end
return {}
end
--scalar Per Level(keep old style)
local lines = {}
local baseText = formatUnitValue(base)
local perText = formatUnitValue(per)
if baseText then
table.insert(lines, string.format("%s: %s", name, mw.text.nowiki(baseText)))
end
if perText and isNonZeroScalar(per) then
table.insert(lines, string.format("%s Per Level: %s", name, mw.text.nowiki(perText)))
end
return lines
end
local function valuePairDynamicText(name, block, maxLevel, level, sep)
local lines = valuePairDynamicLines(name, block, maxLevel, level)
if #lines == 0 then return nil end
return table.concat(lines, sep or "<br />")
end
----------------------------------------------------------------------
--Lookups
----------------------------------------------------------------------


-- Lookup by internal ID (for tools / power use)
local function getSkillById(id)
local function getSkillById(id)
id = trim(id)
    if not id or id == "" then
if not id then return nil end
        return nil
local dataset = getSkills()
    end
local byId = dataset.byId or { }
    local dataset = getSkills()
return byId[id]
    local byId = dataset.byId or {}
    return byId[id]
end
end


-- Lookup by display Name (for editors)
local function findSkillByName(name)
local function findSkillByName(name)
    if not name or name == "" then
name = trim(name)
        return nil
if not name then return nil end
    end
local dataset = getSkills()
    local dataset = getSkills()
 
    for _, rec in ipairs(dataset.records or {}) do
local byName = dataset.byName or { }
        if rec["Name"] == name then
if byName[name] then
            return rec
return byName[name]
        end
end
    end
 
    return nil
for _, rec in ipairs(dataset.records or {}) do
if type(rec) == "table" then
if rec["External Name"] == name or rec["Name"] == name or rec["Display Name"] == name then
return rec
end
end
end
return nil
end
end


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Infobox builder
--Formatting helpers
----------------------------------------------------------------------
----------------------------------------------------------------------


local function buildInfobox(rec)
local function basisLabel(entry, isHealing)
    local root = mw.html.create("table")
if isHealing then
    root:addClass("wikitable spiritvale-skill-infobox")
return "Healing"
end
local atk = entry and entry["ATK-Based"]
local matk = entry and entry["MATK-Based"]
if atk and matk then
return "Attack/Magic Attack"
elseif atk then
return "Attack"
elseif matk then
return "Magic Attack"
end
return "Damage"
end


    -- Header: icon + name
--Dynamic damage entry:
    local icon  = rec.Icon
--Build a series for Lv1..LvMax, and show only the selected one.
    local title = rec.Name or rec["Internal Name"] or "Unknown Skill"
local function formatDamageEntry(entry, maxLevel, level)
if type(entry) ~= "table" then
return nil
end


    local header = root:tag("tr")
local isHealing = (entry.Type == "Healing")
    local headerCell = header:tag("th")
local basis = isHealing and "Healing" or basisLabel(entry)
    headerCell:attr("colspan", 2)


    local titleText = ""
local baseRaw = entry["Base %"]
    if icon and icon ~= "" then
local perRaw = entry["Per Level %"]
        titleText = string.format("[[File:%s|64px|link=]] ", icon)
    end
    titleText = titleText .. title
    headerCell:wikitext(titleText)


    -- Basic info
local baseN = toNum(baseRaw)
    addRow(root, "Description", rec.Description)
local perN = toNum(perRaw)
    addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"]))


    -- Users
local function baseIsPresent()
    local users = rec.Users or {}
if baseN ~= nil then
    addRow(root, "Classes",  listToText(users.Classes))
return baseN ~= 0
    addRow(root, "Summons",  listToText(users.Summons))
end
    addRow(root, "Monsters", listToText(users.Monsters))
if baseRaw ~= nil then
    addRow(root, "Events",  listToText(users.Events))
local s = tostring(baseRaw)
return (s ~= "" and s ~= "0" and s ~= "0.0" and s ~= "0.00")
end
return false
end


    -- Requirements
local baseText = nil
    local req = rec.Requirements or {}
if baseIsPresent() then
if baseN ~= nil then
baseText = fmtNum(baseN).. "%"
else
baseText = tostring(baseRaw).. "%"
end
end


    if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
--No scaling -> just show base
        local skillParts = {}
if perN == nil or perN == 0 or not maxLevel or maxLevel <= 0 then
        for _, rs in ipairs(req["Required Skills"]) do
return baseText and mw.text.nowiki(baseText.. " "..basis) or nil
            local name  = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
end
            local level = rs["Required Level"]
            if level then
                table.insert(skillParts, string.format("%s (Lv.%s)", name, level))
            else
                table.insert(skillParts, name)
            end
        end
        addRow(root, "Required skills", table.concat(skillParts, ", "))
    end


    addRow(root, "Required weapons", listToText(req["Required Weapons"]))
--Build series strings for each level
    addRow(root, "Required stances", listToText(req["Required Stances"]))
local series = {}
for lv = 1, maxLevel do
local perPart = perN * lv


    -- Type
if baseText and baseN ~= nil then
    local t = rec.Type or {}
local total = baseN + perPart
    local damageType = t["Damage Type"]  and t["Damage Type"].Name
table.insert(series, string.format("%s%% %s", fmtNum(total), basis))
    local element    = t["Element Type"] and t["Element Type"].Name
elseif baseText then
    local target    = t["Target Type"]  and t["Target Type"].Name
table.insert(series, string.format("%s + %s%% %s", baseText, fmtNum(perPart), basis))
    local castType  = t["Cast Type"]    and t["Cast Type"].Name
else
table.insert(series, string.format("%s%% %s", fmtNum(perPart), basis))
end
end


    addRow(root, "Damage type", damageType)
return dynSpan(series, level)
    addRow(root, "Element",    element)
end
    addRow(root, "Targeting",  target)
    addRow(root, "Cast type",  castType)


    -- Mechanics
local function formatDamageList(list, maxLevel, level, includeTypePrefix)
    local mech        = rec.Mechanics or {}
if type(list) ~= "table" or #list == 0 then
    local basicTimings = mech["Basic Timings"] or {}
return nil
    local resource    = mech["Resource Cost"] or {}
end


    if mech.Range then
local parts = {}
        addRow(root, "Range", string.format("%.2f", mech.Range))
for _, d in ipairs(list) do
    end
if type(d) == "table" then
local txt = formatDamageEntry(d, maxLevel, level)
if txt then
if includeTypePrefix and d.Type and d.Type ~= "" then
table.insert(parts, mw.text.nowiki(tostring(d.Type).. ": ")..txt)
else
table.insert(parts, txt)
end
end
end
end


    addRow(root, "Cast time", formatBasePer(basicTimings["Cast Time"]))
if #parts == 0 then
    addRow(root, "Cooldown",  formatBasePer(basicTimings["Cooldown"]))
return nil
    addRow(root, "Duration",  formatBasePer(basicTimings["Duration"]))
end
return table.concat(parts, "<br />")
end


    local manaCost = formatManaCost(resource["Mana Cost"])
local function formatScaling(list, basisOverride)
    addRow(root, "Mana cost", manaCost)
if type(list) ~= "table" or #list == 0 then
return nil
end


    -- Damage + Scaling
local parts = {}
    local dmg    = rec.Damage or {}
for _, s in ipairs(list) do
    local mainDmg = formatMainDamage(dmg["Main Damage"])
if type(s) == "table" then
    local scaling = formatScaling(dmg.Scaling)
local stat = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
local pct = s.Percent
local pctN = toNum(pct)


    addRow(root, "Main damage", mainDmg)
local basis = basisOverride or basisLabel(s, false)
    addRow(root, "Scaling",    scaling)


    -- Status interactions
if pctN ~= nil and pctN ~= 0 then
    local statusApps = formatStatusApplications(rec["Status Applications"])
table.insert(parts, string.format("%s%% %s Per %s", fmtNum(pctN), basis, stat))
    addRow(root, "Status applications", statusApps)
elseif pct ~= nil and tostring(pct) ~= "" and tostring(pct) ~= "0" then
table.insert(parts, string.format("%s%% %s Per %s", tostring(pct), basis, stat))
end
end
end


    return tostring(root)
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
end


local function skillMatchesUser(rec, userName)
local function formatArea(area, maxLevel, level)
    if type(rec) ~= "table" or not userName or userName == "" then
if type(area) ~= "table" then
        return false
return nil
    end
end
local parts = {}


    local users = rec.Users
local distLine = valuePairDynamicText("Distance", area["Area Distance"], maxLevel, level, "<br />")
    if type(users) ~= "table" then
if distLine then
        return false
table.insert(parts, distLine)
    end
end


    local userLower = mw.ustring.lower(userName)
local size = area["Area Size"]
if size and size ~= "" then
table.insert(parts, "Size: "..mw.text.nowiki(tostring(size)))
end


    local function listHas(list)
if #parts == 0 then
        if type(list) ~= "table" then
return nil
            return false
end
        end
return table.concat(parts, "<br />")
        for _, v in ipairs(list) do
end
            if type(v) == "string" and mw.ustring.lower(v) == userLower then
                return true
            end
        end
        return false
    end


    -- Adjust this if you want summons/monsters/events included too
local function formatTimingBlock(bt, maxLevel, level)
    if listHas(users.Classes) then return true end
if type(bt) ~= "table" then
    if listHas(users.Summons) then return true end
return nil
    if listHas(users.Monsters) then return true end
end
    if listHas(users.Events) then return true end
local parts = {}


    return false
local function add(label, key)
local block = bt[key]
if type(block) ~= "table" then
return
end
end
local lines = valuePairDynamicLines(label, block, maxLevel, level)
for _, line in ipairs(lines) do
table.insert(parts, line)
end
end


function p.listForUser(frame)
add("Cast Time", "Cast Time")
    local args = getArgs(frame)
add("Cooldown", "Cooldown")
add("Duration", "Duration")


    -- Preferred explicit param, then unnamed, then fall back to the current page name.
if bt["Effect Cast Time"] ~= nil then
    local userName = args.user or args[1]
table.insert(parts, "Effect Cast Time: "..mw.text.nowiki(tostring(bt["Effect Cast Time"])))
    if not userName or userName == "" then
end
        userName = mw.title.getCurrentTitle().text
if bt["Damage Delay"] ~= nil then
    end
table.insert(parts, "Damage Delay: "..mw.text.nowiki(tostring(bt["Damage Delay"])))
end
if bt["Effect Remove Delay"] ~= nil then
table.insert(parts, "Effect Remove Delay: "..mw.text.nowiki(tostring(bt["Effect Remove Delay"])))
end
 
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end


    if not userName or userName == "" then
local function formatResourceCost(rc, maxLevel, level)
        return "<strong>No user name provided to Skill list.</strong>"
if type(rc) ~= "table" then
    end
return nil
end
local parts = {}


    local dataset = getSkills()
local manaLines = valuePairDynamicLines("MP", rc["Mana Cost"], maxLevel, level)
    local matches = {}
for _, line in ipairs(manaLines) do
table.insert(parts, line)
end
 
local hpLines = valuePairDynamicLines("HP", rc["Health Cost"], maxLevel, level)
for _, line in ipairs(hpLines) do
table.insert(parts, line)
end
 
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end


    for _, rec in ipairs(dataset.records or {}) do
local function formatCombo(combo)
        if skillMatchesUser(rec, userName) then
if type(combo) ~= "table" then
            table.insert(matches, rec)
return nil
        end
end
    end
local parts = {}


    if #matches == 0 then
if combo.Type then
        return string.format(
table.insert(parts, "Type: "..mw.text.nowiki(tostring(combo.Type)))
            "<strong>No skills found for:</strong> %s",
end
            mw.text.nowiki(userName)
        )
    end


    -- Container for all skill boxes
local durText = formatUnitValue(combo.Duration)
    local root = mw.html.create("div")
if durText then
    root:addClass("spiritvale-skill-list")
table.insert(parts, "Duration: "..mw.text.nowiki(durText))
end


    -- Optional heading; comment this out if you prefer to handle headings in wikitext
if combo.Percent ~= nil then
    -- root:tag("h3"):wikitext("Skills: " .. userName):done()
local pctText = formatUnitValue(combo.Percent)
if pctText then
table.insert(parts, "Bonus: "..mw.text.nowiki(pctText))
end
end


    for _, rec in ipairs(matches) do
if #parts == 0 then
        -- Reuse the existing infobox for each skill
return nil
        root:wikitext(buildInfobox(rec))
end
    end
return table.concat(parts, ", ")
end


    return tostring(root)
local function valuePairRawText(block)
if type(block) ~= "table" then
return nil
end
 
local base = block.Base
local per = block["Per Level"]
 
if type(per) == "table" then
if #per == 0 then
return formatUnitValue(base)
end
if isFlatList(per) then
return formatUnitValue(base) or tostring(per[1])
end
local vals = {}
for _, v in ipairs(per) do
table.insert(vals, formatUnitValue(v) or tostring(v))
end
return (#vals > 0) and table.concat(vals, " / ") or nil
end
 
local baseText = formatUnitValue(base)
local perText = formatUnitValue(per)
 
if baseText and perText and isNonZeroScalar(per) then
return string.format("%s (Per Level: %s)", baseText, perText)
end
return baseText or perText
end
 
--Special Mechanics supports dynamic Per Level lists
local function formatMechanicEffects(effects, maxLevel, level)
if type(effects) ~= "table" then
return nil
end
 
local keys = {}
for k, _ in pairs(effects) do
table.insert(keys, k)
end
table.sort(keys)
 
local parts = {}
 
local function effectAmount(block)
if type(block) ~= "table" then
return nil
end
 
local per = block["Per Level"]
 
if type(per) == "table" and #per > 0 then
if isFlatList(per) then
return mw.text.nowiki(formatUnitValue(per[1]) or tostring(per[1]))
end
local series = {}
for _, v in ipairs(per) do
table.insert(series, formatUnitValue(v) or tostring(v))
end
return dynSpan(series, level)
end
 
local pair = { Base = block.Base, ["Per Level"] = block["Per Level"] }
local txt = valuePairRawText(pair)
return txt and mw.text.nowiki(txt) or nil
end
 
for _, name in ipairs(keys) do
local block = effects[name]
if type(block) == "table" then
local t = block.Type
 
if t ~= nil and tostring(t) ~= "" then
local amt = effectAmount(block)
local seg = mw.text.nowiki(tostring(t).. " - "..tostring(name))
if amt then
seg = seg.. " + "..amt
end
table.insert(parts, seg)
else
local txt = valuePairDynamicText(name, block, maxLevel, level, ", ")
if txt then
table.insert(parts, txt)
end
end
end
end
 
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
 
local function formatModifiers(mods)
if type(mods) ~= "table" then
return nil
end
local parts = {}
 
local function collect(label, sub)
if type(sub) ~= "table" then
return
end
local flags = {}
for k, v in pairs(sub) do
if v then
table.insert(flags, k)
end
end
table.sort(flags)
if #flags > 0 then
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
end
end
 
collect("Movement", mods["Movement Modifiers"])
collect("Combat", mods["Combat Modifiers"])
collect("Special", mods["Special Modifiers"])
 
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
 
local function formatStatusApplications(list, maxLevel, level)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, s in ipairs(list) do
if type(s) == "table" then
local scope = s.Scope or "Target"
local name = s["Status External Name"] or s["Status Internal Name"] or "Unknown status"
 
local seg = scope.. " – "..tostring(name)
local detail = {}
 
if type(s.Duration) == "table" then
local t = valuePairDynamicText("Duration", s.Duration, maxLevel, level, "; ")
if t then table.insert(detail, t) end
end
 
if type(s.Chance) == "table" then
local t = valuePairDynamicText("Chance", s.Chance, maxLevel, level, "; ")
if t then table.insert(detail, t) end
end
 
if s["Fixed Duration"] then
table.insert(detail, "Fixed duration")
end
 
if #detail > 0 then
seg = seg.. " ("..table.concat(detail, ", ").. ")"
end
 
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
 
local function formatStatusRemoval(list, maxLevel, level)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, r in ipairs(list) do
if type(r) == "table" then
local names = r["Status External Name"]
local label
if type(names) == "table" then
label = table.concat(names, ", ")
elseif type(names) == "string" then
label = names
else
label = "Status"
end
 
local amt = nil
if type(r["Per Level"]) == "table" and #r["Per Level"] > 0 and not isFlatList(r["Per Level"]) then
local series = {}
for _, v in ipairs(r["Per Level"]) do
table.insert(series, formatUnitValue(v) or tostring(v))
end
amt = dynSpan(series, level)
else
amt = valuePairRawText(r)
if amt then amt = mw.text.nowiki(amt) end
end
 
local seg = mw.text.nowiki(label)
if amt then
seg = seg.. " – "..amt
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
 
local function formatEvents(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, ev in ipairs(list) do
if type(ev) == "table" then
local action = ev.Action or "On event"
local name = ev["Skill Internal Name"] or ev["Skill External Name"] or "Unknown skill"
table.insert(parts, string.format("%s → %s", action, name))
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
 
----------------------------------------------------------------------
--User matching(for auto lists on class pages)
----------------------------------------------------------------------
 
local function skillMatchesUser(rec, userName)
if type(rec) ~= "table" or not userName or userName == "" then
return false
end
 
local users = rec.Users
if type(users) ~= "table" then
return false
end
 
local userLower = mw.ustring.lower(userName)
 
local function listHas(list)
if type(list) ~= "table" then
return false
end
for _, v in ipairs(list) do
if type(v) == "string" and mw.ustring.lower(v) == userLower then
return true
end
end
return false
end
 
if listHas(users.Classes)  then return true end
if listHas(users.Summons)  then return true end
if listHas(users.Monsters) then return true end
if listHas(users.Events)  then return true end
 
return false
end
 
----------------------------------------------------------------------
--Direct page detection(hide Users on the skill's own page)
----------------------------------------------------------------------
 
local function isDirectSkillPage(rec)
if type(rec) ~= "table" then
return false
end
 
local pageTitle = mw.title.getCurrentTitle()
local pageName = pageTitle and pageTitle.text or ""
pageName = trim(pageName)
if not pageName then
return false
end
pageName = mw.ustring.lower(pageName)
 
local ext = trim(rec["External Name"] or rec["Name"] or rec["Display Name"])
local internal = trim(rec["Internal Name"] or rec["InternalName"] or rec["InternalID"])
 
if ext and mw.ustring.lower(ext) == pageName then
return true
end
if internal and mw.ustring.lower(internal) == pageName then
return true
end
return false
end
 
----------------------------------------------------------------------
--Infobox builder(Top band: Level Select + Type)
----------------------------------------------------------------------
 
local function buildLevelSelectUI(level, maxLevel)
--JS expectations:
--  .sv - level - slider placeholder for the < input type = "range" >
--  .sv - level - num span for updating the number
local wrap = mw.html.create("div")
wrap: addClass("sv-level-ui")
 
wrap: tag("div")
: addClass("sv-level-title")
: wikitext("Level Select")
 
wrap: tag("div")
: addClass("sv-level-label")
: wikitext("Level <span class=\"sv-level-num\">"..tostring(level).. "</span> / "..tostring(maxLevel))
 
wrap: tag("div"): addClass("sv-level-slider")
 
return tostring(wrap)
end
 
local function buildTypeTableUI(typeBlock)
if type(typeBlock) ~= "table" or next(typeBlock) == nil then
return nil
end
 
local t = mw.html.create("table")
t: addClass("sv-type-table")
 
local added = false
 
local function valName(x)
if x == nil then return nil end
if type(x) == "table" then
if x.Name and x.Name ~= "" then return tostring(x.Name) end
if x.ID and x.ID ~= "" then return tostring(x.ID) end
end
if type(x) == "string" and x ~= "" then return x end
return nil
end
 
local function addRowKV(k, v)
if not v or v == "" then return end
added = true
local r = t: tag("tr")
r: tag("th"): wikitext(mw.text.nowiki(k)): done()
r: tag("td"): wikitext(mw.text.nowiki(v)): done()
end
 
addRowKV("Type", valName(typeBlock["Damage Type"]))-- renamed from "Damage Type"
addRowKV("Element", valName(typeBlock["Element Type"]))
addRowKV("Target", valName(typeBlock["Target Type"]))
addRowKV("Cast Type", valName(typeBlock["Cast Type"]))
 
if not added then
return nil
end
return tostring(t)
end
 
local function addTopBand(tbl, levelUI, typeUI)
if not levelUI and not typeUI then
return
end
 
local row = tbl: tag("tr")
local cell = row: tag("td")
cell: attr("colspan", 2)
cell: addClass("sv-topband-cell")
 
--Nested table(what Common.css targets)
local inner = cell: tag("table")
inner: addClass("sv-topband-table")
 
local tr = inner: tag("tr")
 
if levelUI and typeUI then
tr: tag("td"): wikitext(levelUI): done()
tr: tag("td"): wikitext(typeUI): done()
elseif levelUI then
tr: tag("td"): attr("colspan", 2): wikitext(levelUI): done()
else
tr: tag("td"): attr("colspan", 2): wikitext(typeUI): done()
end
end
 
local function buildInfobox(rec, opts)
opts = opts or { }
local showUsers = (opts.showUsers ~= false)
 
local maxLevel = tonumber(rec["Max Level"]) or 1
if maxLevel < 1 then maxLevel = 1 end
 
--Always default to max level
local level = clamp(maxLevel, 1, maxLevel)
 
local root = mw.html.create("table")
 
--IMPORTANT:
--Don't use "wikitable" here; it triggers default borders + Citizen wrapper styling.
root: addClass("spiritvale-skill-infobox")
 
--JS hook: treat the table itself as the "card"
root: addClass("sv-skill-card")
 
--Helpful flag for list - mode overrides(optional, but nice)
if opts and opts.inList then
root: addClass("sv-skill-inlist")
end
 
--JS hook: treat the table itself as the "card"
root: addClass("sv-skill-card")
root: attr("data-max-level", tostring(maxLevel))
root: attr("data-level", tostring(level))
 
--Top "hero" rows:
--1) Title row: icon + name centered(single cell)
--2) Description row: its own row below(still part of the hero band)
 
local icon = rec.Icon
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc = rec.Description or ""
 
--Row 1: icon + title(single column)
local heroRow = root: tag("tr")
heroRow: addClass("spiritvale-infobox-main")
heroRow: addClass("sv-hero-title-row")
 
local heroCell = heroRow: tag("th")
heroCell: attr("colspan", 2)
heroCell: addClass("sv-hero-title-cell")
 
local heroInner = heroCell: tag("div")
heroInner: addClass("spiritvale-infobox-main-left-inner")-- reuse your centered flex column
 
if icon and icon ~= "" then
heroInner: wikitext(string.format("[[File:%s|80px|link=]]", icon))
end
 
heroInner: tag("div")
: addClass("spiritvale-infobox-title")
: wikitext(title)
 
--Row 2: description(below, still hero - styled)
if desc ~= "" then
local descRow = root: tag("tr")
descRow: addClass("spiritvale-infobox-main")
descRow: addClass("sv-hero-desc-row")
 
local descCell = descRow: tag("td")
descCell: attr("colspan", 2)
descCell: addClass("sv-hero-desc-cell")
 
local descInner = descCell: tag("div")
descInner: addClass("spiritvale-infobox-main-right-inner")
 
descInner: tag("div")
: addClass("spiritvale-infobox-description")
: wikitext(string.format("''%s''", desc))
end
 
------------------------------------------------------------------
--Unified top band(Level Select left, Type list right)
------------------------------------------------------------------
local levelUI = buildLevelSelectUI(level, maxLevel)
local typeUI = buildTypeTableUI(rec.Type or {})
addTopBand(root, levelUI, typeUI)
 
------------------------------------------------------------------
--Users(kept as rows; caller decides show / hide)
------------------------------------------------------------------
if showUsers then
local users = rec.Users or { }
addRow(root, "Classes", listToText(users.Classes))
addRow(root, "Summons", listToText(users.Summons))
addRow(root, "Monsters", listToText(users.Monsters))
addRow(root, "Events", listToText(users.Events))
end
 
------------------------------------------------------------------
--Requirements
------------------------------------------------------------------
local req = rec.Requirements or { }
if (req["Required Skills"] and #req["Required Skills"] > 0)
or(req["Required Weapons"] and #req["Required Weapons"] > 0)
or(req["Required Stances"] and #req["Required Stances"] > 0) then
 
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
local skillParts = {}
for _, rs in ipairs(req["Required Skills"]) do
local nameReq = rs["Skill External Name"] or rs["Skill Internal Name"] or "Unknown"
local lvlReq = rs["Required Level"]
if lvlReq then
table.insert(skillParts, string.format("%s (Lv.%s)", nameReq, lvlReq))
else
table.insert(skillParts, nameReq)
end
end
addRow(root, "Required Skills", table.concat(skillParts, ", "))
end
 
addRow(root, "Required Weapons", listToText(req["Required Weapons"]))
addRow(root, "Required Stances", listToText(req["Required Stances"]))
end
 
------------------------------------------------------------------
--Mechanics
------------------------------------------------------------------
local mech = rec.Mechanics or { }
if next(mech) ~= nil then
 
addRow(root, "Range", formatUnitValue(mech.Range))
addRow(root, "Area", formatArea(mech.Area, maxLevel, level))
 
if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]))
end
 
addRow(root, "Timing", formatTimingBlock(mech["Basic Timings"], maxLevel, level))
addRow(root, "Resource Cost", formatResourceCost(mech["Resource Cost"], maxLevel, level))
addRow(root, "Combo", formatCombo(mech.Combo))
addRow(root, "Special Mechanics", formatMechanicEffects(mech.Effects, maxLevel, level))
end
 
------------------------------------------------------------------
--Damage & Scaling
------------------------------------------------------------------
local dmg = rec.Damage or { }
if next(dmg) ~= nil then
 
local main = dmg["Main Damage"]
local mainNonHeal, healOnly = {}, {}
 
if type(main) == "table" then
for _, d in ipairs(main) do
if type(d) == "table" and d.Type == "Healing" then
table.insert(healOnly, d)
else
table.insert(mainNonHeal, d)
end
end
end
 
local flatList = dmg["Flat Damage"]
local reflList = dmg["Reflect Damage"]
 
local flatHas = (type(flatList) == "table" and #flatList > 0)
local reflHas = (type(reflList) == "table" and #reflList > 0)
 
local pureHealing = (#healOnly > 0) and(#mainNonHeal == 0) and(not flatHas) and(not reflHas)
 
addRow(root, "Main Damage", formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
addRow(root, "Flat Damage", formatDamageList(flatList, maxLevel, level, false))
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false))
addRow(root, "Healing", formatDamageList(healOnly, maxLevel, level, false))
 
addRow(root, "Scaling", formatScaling(dmg.Scaling, pureHealing and "Healing" or nil))
end
 
------------------------------------------------------------------
--Modifiers
------------------------------------------------------------------
local modsText = formatModifiers(rec.Modifiers)
if modsText then
addRow(root, "Flags", modsText)
end
 
------------------------------------------------------------------
--Status
------------------------------------------------------------------
local statusApps = formatStatusApplications(rec["Status Applications"], maxLevel, level)
local statusRem = formatStatusRemoval(rec["Status Removal"], maxLevel, level)
if statusApps or statusRem then
addRow(root, "Applies", statusApps)
addRow(root, "Removes", statusRem)
end
 
------------------------------------------------------------------
--Events
------------------------------------------------------------------
local eventsText = formatEvents(rec.Events)
if eventsText then
addRow(root, "Triggers", eventsText)
end
 
------------------------------------------------------------------
--Notes
------------------------------------------------------------------
if type(rec.Notes) == "table" and #rec.Notes > 0 then
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
end
 
return tostring(root)
end
end


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Public entry point
--Public: list all skills for a given user / class
----------------------------------------------------------------------
----------------------------------------------------------------------


function p.infobox(frame)
function p.listForUser(frame)
    local args = getArgs(frame)
local args = getArgs(frame)
 
local userName = args.user or args[1]
if not userName or userName == "" then
userName = mw.title.getCurrentTitle().text
end


    -- Allow three styles:
if not userName or userName == "" then
    --  {{Skill|Bash}}              -> args[1] = "Bash" (Name)
return "<strong>No user name provided to Skill list.</strong>"
    --  {{Skill|name=Bash}}        -> args.name = "Bash"
end
    --  {{Skill|id=Bash_Internal}}  -> args.id = "Bash_Internal"
    local raw1 = args[1]
    local name = args.name or raw1
    local id  = args.id


    local rec
local dataset = getSkills()
local matches = {}


    -- 1) Prefer display Name (what editors will actually use)
for _, rec in ipairs(dataset.records or {}) do
    if name and name ~= "" then
if skillMatchesUser(rec, userName) then
        rec = findSkillByName(name)
table.insert(matches, rec)
    end
end
end
 
if #matches == 0 then
return string.format(
"<strong>No skills found for:</strong> %s",
mw.text.nowiki(userName)
)
end


    -- 2) Fallback: internal ID if explicitly given
--ONE wrapper panel(table - like list mode)
    if not rec and id and id ~= "" then
local root = mw.html.create("div")
        rec = getSkillById(id)
root: addClass("sv-skill-collection")
    end


    -- 3) If we still don't have a record, decide whether this is:
for _, rec in ipairs(matches) do
    --    - a class/user page call (list mode), or
--Stable per - skill wrapper so dividers work even under Citizen wrappers
    --   - genuinely an unknown skill.
local item = root: tag("div"): addClass("sv-skill-item")
    if not rec then
item: wikitext(buildInfobox(rec, { showUsers = false, inList = true }))
        local pageTitle = mw.title.getCurrentTitle()
end
        local pageName  = pageTitle and pageTitle.text or ""


        local noExplicitArgs =
return tostring(root)
            (not raw1 or raw1 == "") and
end
            (not args.name or args.name == "") and
            (not id or id == "")


        -- Case A: called with *no* args at all – treat as "list skills for this page".
----------------------------------------------------------------------
        --   e.g. {{Skill}} on the "Acolyte" page
--Public: single - skill or auto - list dispatcher
        if noExplicitArgs then
----------------------------------------------------------------------
            return p.listForUser(frame)
        end


        -- Case B: called with a name that matches the page name, and no ID:
function p.infobox(frame)
        --  e.g. {{Skill|Acolyte}} on the "Acolyte" page
local args = getArgs(frame)
        if name and name ~= "" and name == pageName and (not id or id == "") then
            return p.listForUser(frame)
        end


        -- Otherwise, this really looks like "unknown skill".
local raw1 = args[1]
        local label = name or id or "?"
local name = args.name or raw1
        return string.format(
local id = args.id
            "<strong>Unknown skill:</strong> %s[[Category:Pages with unknown skill|%s]]",
            mw.text.nowiki(label),
            label
        )
    end


    -- Normal single-skill behavior
local rec
    return buildInfobox(rec)
if name and name ~= "" then
rec = findSkillByName(name)
end
if not rec and id and id ~= "" then
rec = getSkillById(id)
end
end


if not rec then
local pageTitle = mw.title.getCurrentTitle()
local pageName = pageTitle and pageTitle.text or ""
local noExplicitArgs =
(not raw1 or raw1 == "") and
(not args.name or args.name == "") and
(not id or id == "")
if noExplicitArgs then
return p.listForUser(frame)
end
if name and name ~= "" and name == pageName and(not id or id == "") then
return p.listForUser(frame)
end
local label = name or id or "?"
return string.format(
"<strong>Unknown Skill:</strong> %s[[Category:Pages with unknown skill|%s]]",
mw.text.nowiki(label),
label
)
end
local showUsers = not isDirectSkillPage(rec)
return buildInfobox(rec, { showUsers = showUsers })
end


return p
return p

Revision as of 11:48, 15 December 2025

Module:GameSkills

Module:GameSkills renders skill data from Data:skills.json into a reusable infobox-style table.

It is intended to be used via a template (for example Template:Skill) so that skills can be embedded on any page without creating individual skill pages.

This module:

  • Loads data via Module:GameDataGameData.loadSkills().
  • Looks up skills primarily by display "Name" (what editors use), with "Internal Name" as a fallback.
  • Builds a table with only the fields that actually exist for that skill.

Data source

Skill data comes from Data:skills.json, which is a JSON page with this top-level structure (see Module:GameData/doc for full details):

{
  "version": "SpiritVale-0.8.2",
  "schema_version": 1,
  "generated_at": "2025-12-12T17:24:05.807675+00:00",
  "records": [
    {
      "Name": "Some Skill",
      "Internal Name": "SomeSkillInternalId",
      "...": "other fields specific to skills"
    }
  ]
}

Each record is a single skill. Important keys:

  • "Name" – the display name (what players and editors will usually see and use).
  • "Internal Name" – the stable ID used internally and available as an optional parameter for power users and tooling.

Output

For a given skill, the module renders a table with the CSS class spiritvale-skill-infobox.

Depending on what exists in the JSON record, the table may include:

  • Header row with skill name (and icon, if present).
  • Icon (from "Icon", as a file name like skill-example.webp).
  • Description.
  • Type information:
    • Damage Type
    • Element Type
    • Target Type
    • Cast Type
  • Max Level.
  • Users:
    • Classes
    • Summons
    • Monsters
    • Events
  • Requirements:
    • Required Skills (with required level)
    • Required Weapons
    • Required Stances
  • Mechanics:
    • Range
    • Cast Time / Cooldown / Duration
    • Mana Cost
  • Damage and scaling:
    • Main Damage (base and per-level, where present)
    • Scaling (stat-based contributions)
  • Status interactions:
    • Status Applications (status name, scope, basic duration/chance info)

Rows are only shown if the underlying field exists in the JSON for that skill.


Public interface

The module exposes a single entry point for templates:

GameSkills.infobox(frame)

This is usually called via #invoke from a template, not directly from pages.

It accepts the following parameters (either passed directly or via a wrapper template):

  • 1 – unnamed parameter; treated as the skill "Name".
  • name – explicit display "Name" of the skill (equivalent to 1).
  • id"Internal Name" of the skill (optional fallback / power use).

Lookup order:

  1. If name or the first unnamed parameter is provided and matches a record’s "Name", that record is used.
  2. Otherwise, if id is provided and matches an "Internal Name", that record is used.
  3. If nothing is found, a small error message is returned and the page is categorized for tracking.

Example direct usage (not recommended; normally use a template):

No skills found for: GameSkills

or:

No skills found for: GameSkills

Template:Skill

The recommended way to use this module is via a small wrapper template, for example:

Template:Skill
 No skills found for: GameSkills

Typical usage on any page:

Bash
Delivers a crushing blow with a chance to stun the target.
Level Select
Level 10 / 10
TypeMelee
ElementNeutral
TargetEnemy
Cast TypeTarget
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
Resource CostMP: 13
ComboType: Ready, Duration: 4s
Main Damage350% Attack
Scaling2% Attack Per Strength
FlagsSpecial: Self Centered
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

or, explicitly:

Bash
Delivers a crushing blow with a chance to stun the target.
Level Select
Level 10 / 10
TypeMelee
ElementNeutral
TargetEnemy
Cast TypeTarget
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
Resource CostMP: 13
ComboType: Ready, Duration: 4s
Main Damage350% Attack
Scaling2% Attack Per Strength
FlagsSpecial: Self Centered
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

Internal IDs can still be used when needed:

Unknown Skill: Bash_InternalId

This keeps page wikitext simple while centralizing all JSON loading and formatting logic inside Lua.


--Module: GameSkills
--
--Upgrades:
--  - Adds a per - skill Level Select slider(client - side JS updates fields)
--  - Default level = Max Level
--  - Adds.sv - skill - card + data - max - level / data - level hooks for JS
--  - Replaces large Lv1 / Lv2 /... lists with data - series dynamic spans
--  - Removes "General" + "Type" section bars and merges Level Select + Type into one unified top band
--(Level Select on the left; Type / Element / Target / Cast Type list on the right)
--  - NEW(list - mode): Wraps all skills in ONE wrapper panel and each skill in a stable.sv - skill - item
--so CSS dividers work reliably under Citizen / table wrappers.
--
--Requires the JS you installed in MediaWiki: Common.js.
--Uses Common.css classes:
--   .sv - topband - cell, .sv - topband - table, .sv - type - table, .sv - level - ui, .sv - level - title, .sv - level - label, .sv - level - slider
--   .sv - skill - collection, .sv - skill - item

local GameData = require("Module:GameData")

local p = {}

----------------------------------------------------------------------
--Internal helpers
----------------------------------------------------------------------

	local skillsCache

local function getSkills()
if not skillsCache then
skillsCache = GameData.loadSkills()
end
return skillsCache
end

local function getArgs(frame)
	local parent = frame: getParent()
if parent then
return parent.args
end
return frame.args
end

local function listToText(list, sep)
if type(list) ~= "table" or #list == 0 then
return nil
end
return table.concat(list, sep or ", ")
end

local function addRow(tbl, label, value)
if value == nil or value == "" then
return
end
	local row = tbl: tag("tr")
row: tag("th"): wikitext(label): done()
row: tag("td"): wikitext(value): done()
end

local function addSectionHeader(tbl, label)
	local row = tbl: tag("tr")
	local cell = row: tag("th")
cell: attr("colspan", 2)
cell: addClass("spiritvale-infobox-section-header")
cell: wikitext(label)
end

local function trim(s)
if type(s) ~= "string" then return nil end
s = mw.text.trim(s)
if s == "" then return nil end
return s
end

local function toNum(v)
if type(v) == "number" then return v end
if type(v) == "string" then return tonumber(v) end
if type(v) == "table" and v.Value ~= nil then
return toNum(v.Value)
end
return nil
end

local function clamp(n, lo, hi)
if type(n) ~= "number" then return lo end
if n < lo then return lo end
if n > hi then return hi end
return n
end

local function fmtNum(n)
if type(n) ~= "number" then
return (n ~= nil) and tostring(n) or nil
end
if math.abs(n - math.floor(n)) < 1e-9 then
return tostring(math.floor(n))
end
	local s = string.format("%.4f", n)
s = mw.ustring.gsub(s, "0+$", "")
s = mw.ustring.gsub(s, "%.$", "")
return s
end

--Handles either a scalar OR { Value =..., Unit =... }
--IMPORTANT: do NOT convert percent_decimal / percent_whole; just format around stored values.
local function formatUnitValue(v)
if type(v) == "table" and v.Value ~= nil then
		local unit = v.Unit
		local val = v.Value

if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
return tostring(val).. "%"
		elseif unit == "seconds" then
return tostring(val).. "s"
		elseif unit == "meters" then
return tostring(val).. "m"
		elseif unit == "tiles" then
return tostring(val).. " tiles"
		elseif unit and unit ~= "" then
return tostring(val).. " "..tostring(unit)
		else
return tostring(val)
end
end

if v == nil then
return nil
end
return tostring(v)
end

----------------------------------------------------------------------
--Dynamic field helpers(JS - driven)
----------------------------------------------------------------------

	local function dynSpan(series, level)
if type(series) ~= "table" or #series == 0 then
return nil
end
level = clamp(level or #series, 1, #series)

	local span = mw.html.create("span")
span: addClass("sv-dyn")
span: attr("data-series", mw.text.jsonEncode(series))
span: wikitext(mw.text.nowiki(series[level] or ""))

return tostring(span)
end

local function isFlatList(list)
if type(list) ~= "table" or #list == 0 then
return false
end
	local first = tostring(list[1])
for i = 2, #list do
	if tostring(list[i]) ~= first then
return false
end
end
return true
end

local function isNonZeroScalar(v)
if v == nil then return false end
if type(v) == "number" then return v ~= 0 end
if type(v) == "string" then
		local n = tonumber(v)
if n == nil then
return v ~= ""
end
return n ~= 0
end
if type(v) == "table" and v.Value ~= nil then
return isNonZeroScalar(v.Value)
end
return true
end

--Like your old valuePairLines / valuePairText, but:
-- - if Per Level is a list, render a dynamic span instead of "v1 / v2 / ..."
-- - scalar Per Level stays as the old "Base" + "Per Level" lines(still short)
local function valuePairDynamicLines(name, block, maxLevel, level)
if type(block) ~= "table" then
return {}
end

	local base = block.Base
	local per = block["Per Level"]

--Per Level list(expanded)
if type(per) == "table" then
--empty list -> show Base only
if #per == 0 then
			local baseText = formatUnitValue(base)
if baseText then
return { string.format("%s: %s", name, mw.text.nowiki(baseText)) }
end
return {}
end

--flat list -> show single value
if isFlatList(per) then
			local baseText = formatUnitValue(base)
			local one = formatUnitValue(per[1]) or tostring(per[1])
			local show = baseText or one
if show then
return { string.format("%s: %s", name, mw.text.nowiki(show)) }
end
return {}
end

--dynamic series
		local series = {}
for _, v in ipairs(per) do
	table.insert(series, formatUnitValue(v) or tostring(v))
		end

		local dyn = dynSpan(series, level)
if dyn then
return { string.format("%s: %s", name, dyn) }
end
return {}
end

--scalar Per Level(keep old style)
	local lines = {}
	local baseText = formatUnitValue(base)
	local perText = formatUnitValue(per)

if baseText then
table.insert(lines, string.format("%s: %s", name, mw.text.nowiki(baseText)))
end
if perText and isNonZeroScalar(per) then
table.insert(lines, string.format("%s Per Level: %s", name, mw.text.nowiki(perText)))
end

return lines
end

local function valuePairDynamicText(name, block, maxLevel, level, sep)
	local lines = valuePairDynamicLines(name, block, maxLevel, level)
if #lines == 0 then return nil end
return table.concat(lines, sep or "<br />")
end

----------------------------------------------------------------------
--Lookups
----------------------------------------------------------------------

	local function getSkillById(id)
id = trim(id)
if not id then return nil end
	local dataset = getSkills()
	local byId = dataset.byId or { }
return byId[id]
end

local function findSkillByName(name)
name = trim(name)
if not name then return nil end
	local dataset = getSkills()

	local byName = dataset.byName or { }
if byName[name] then
return byName[name]
end

for _, rec in ipairs(dataset.records or {}) do
	if type(rec) == "table" then
			if rec["External Name"] == name or rec["Name"] == name or rec["Display Name"] == name then
return rec
end
end
end
return nil
end

----------------------------------------------------------------------
--Formatting helpers
----------------------------------------------------------------------

	local function basisLabel(entry, isHealing)
if isHealing then
return "Healing"
end
	local atk = entry and entry["ATK-Based"]
	local matk = entry and entry["MATK-Based"]
if atk and matk then
return "Attack/Magic Attack"
	elseif atk then
return "Attack"
	elseif matk then
return "Magic Attack"
end
return "Damage"
end

--Dynamic damage entry:
--Build a series for Lv1..LvMax, and show only the selected one.
local function formatDamageEntry(entry, maxLevel, level)
if type(entry) ~= "table" then
return nil
end

	local isHealing = (entry.Type == "Healing")
	local basis = isHealing and "Healing" or basisLabel(entry)

	local baseRaw = entry["Base %"]
	local perRaw = entry["Per Level %"]

	local baseN = toNum(baseRaw)
	local perN = toNum(perRaw)

	local function baseIsPresent()
if baseN ~= nil then
return baseN ~= 0
end
if baseRaw ~= nil then
			local s = tostring(baseRaw)
return (s ~= "" and s ~= "0" and s ~= "0.0" and s ~= "0.00")
end
return false
end

	local baseText = nil
if baseIsPresent() then
if baseN ~= nil then
baseText = fmtNum(baseN).. "%"
		else
baseText = tostring(baseRaw).. "%"
end
end

--No scaling -> just show base
if perN == nil or perN == 0 or not maxLevel or maxLevel <= 0 then
return baseText and mw.text.nowiki(baseText.. " "..basis) or nil
end

--Build series strings for each level
	local series = {}
for lv = 1, maxLevel do
		local perPart = perN * lv

		if baseText and baseN ~= nil then
			local total = baseN + perPart
table.insert(series, string.format("%s%% %s", fmtNum(total), basis))
		elseif baseText then
table.insert(series, string.format("%s + %s%% %s", baseText, fmtNum(perPart), basis))
		else
table.insert(series, string.format("%s%% %s", fmtNum(perPart), basis))
end
end

return dynSpan(series, level)
end

local function formatDamageList(list, maxLevel, level, includeTypePrefix)
if type(list) ~= "table" or #list == 0 then
return nil
end

	local parts = {}
for _, d in ipairs(list) do
	if type(d) == "table" then
			local txt = formatDamageEntry(d, maxLevel, level)
if txt then
if includeTypePrefix and d.Type and d.Type ~= "" then
table.insert(parts, mw.text.nowiki(tostring(d.Type).. ": ")..txt)
				else
table.insert(parts, txt)
end
end
end
end

if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatScaling(list, basisOverride)
if type(list) ~= "table" or #list == 0 then
return nil
end

	local parts = {}
for _, s in ipairs(list) do
	if type(s) == "table" then
			local stat = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
			local pct = s.Percent
			local pctN = toNum(pct)

			local basis = basisOverride or basisLabel(s, false)

if pctN ~= nil and pctN ~= 0 then
table.insert(parts, string.format("%s%% %s Per %s", fmtNum(pctN), basis, stat))
			elseif pct ~= nil and tostring(pct) ~= "" and tostring(pct) ~= "0" then
table.insert(parts, string.format("%s%% %s Per %s", tostring(pct), basis, stat))
end
end
end

if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatArea(area, maxLevel, level)
if type(area) ~= "table" then
return nil
end
	local parts = {}

	local distLine = valuePairDynamicText("Distance", area["Area Distance"], maxLevel, level, "<br />")
if distLine then
table.insert(parts, distLine)
end

	local size = area["Area Size"]
if size and size ~= "" then
table.insert(parts, "Size: "..mw.text.nowiki(tostring(size)))
end

if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatTimingBlock(bt, maxLevel, level)
if type(bt) ~= "table" then
return nil
end
	local parts = {}

	local function add(label, key)
		local block = bt[key]
if type(block) ~= "table" then
return
end
		local lines = valuePairDynamicLines(label, block, maxLevel, level)
for _, line in ipairs(lines) do
	table.insert(parts, line)
		end
	end

add("Cast Time", "Cast Time")
add("Cooldown", "Cooldown")
add("Duration", "Duration")

if bt["Effect Cast Time"] ~= nil then
table.insert(parts, "Effect Cast Time: "..mw.text.nowiki(tostring(bt["Effect Cast Time"])))
end
if bt["Damage Delay"] ~= nil then
table.insert(parts, "Damage Delay: "..mw.text.nowiki(tostring(bt["Damage Delay"])))
end
if bt["Effect Remove Delay"] ~= nil then
table.insert(parts, "Effect Remove Delay: "..mw.text.nowiki(tostring(bt["Effect Remove Delay"])))
end

if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatResourceCost(rc, maxLevel, level)
if type(rc) ~= "table" then
return nil
end
	local parts = {}

	local manaLines = valuePairDynamicLines("MP", rc["Mana Cost"], maxLevel, level)
for _, line in ipairs(manaLines) do
	table.insert(parts, line)
	end

	local hpLines = valuePairDynamicLines("HP", rc["Health Cost"], maxLevel, level)
for _, line in ipairs(hpLines) do
	table.insert(parts, line)
	end

	if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatCombo(combo)
if type(combo) ~= "table" then
return nil
end
	local parts = {}

if combo.Type then
table.insert(parts, "Type: "..mw.text.nowiki(tostring(combo.Type)))
end

	local durText = formatUnitValue(combo.Duration)
if durText then
table.insert(parts, "Duration: "..mw.text.nowiki(durText))
end

if combo.Percent ~= nil then
		local pctText = formatUnitValue(combo.Percent)
if pctText then
table.insert(parts, "Bonus: "..mw.text.nowiki(pctText))
end
end

if #parts == 0 then
return nil
end
return table.concat(parts, ", ")
end

local function valuePairRawText(block)
if type(block) ~= "table" then
return nil
end

	local base = block.Base
	local per = block["Per Level"]

if type(per) == "table" then
if #per == 0 then
return formatUnitValue(base)
end
if isFlatList(per) then
return formatUnitValue(base) or tostring(per[1])
end
		local vals = {}
for _, v in ipairs(per) do
	table.insert(vals, formatUnitValue(v) or tostring(v))
		end
		return (#vals > 0) and table.concat(vals, " / ") or nil
end

	local baseText = formatUnitValue(base)
	local perText = formatUnitValue(per)

if baseText and perText and isNonZeroScalar(per) then
return string.format("%s (Per Level: %s)", baseText, perText)
end
return baseText or perText
end

--Special Mechanics supports dynamic Per Level lists
local function formatMechanicEffects(effects, maxLevel, level)
if type(effects) ~= "table" then
return nil
end

	local keys = {}
for k, _ in pairs(effects) do
	table.insert(keys, k)
	end
	table.sort(keys)

	local parts = {}

	local function effectAmount(block)
if type(block) ~= "table" then
return nil
end

		local per = block["Per Level"]

if type(per) == "table" and #per > 0 then
if isFlatList(per) then
return mw.text.nowiki(formatUnitValue(per[1]) or tostring(per[1]))
end
			local series = {}
for _, v in ipairs(per) do
	table.insert(series, formatUnitValue(v) or tostring(v))
			end
			return dynSpan(series, level)
end

		local pair = { Base = block.Base, ["Per Level"] = block["Per Level"] }
		local txt = valuePairRawText(pair)
return txt and mw.text.nowiki(txt) or nil
end

for _, name in ipairs(keys) do
		local block = effects[name]
		if type(block) == "table" then
			local t = block.Type

if t ~= nil and tostring(t) ~= "" then
				local amt = effectAmount(block)
				local seg = mw.text.nowiki(tostring(t).. " - "..tostring(name))
if amt then
seg = seg.. " + "..amt
end
table.insert(parts, seg)
			else
				local txt = valuePairDynamicText(name, block, maxLevel, level, ", ")
if txt then
table.insert(parts, txt)
end
end
end
end

if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatModifiers(mods)
if type(mods) ~= "table" then
return nil
end
	local parts = {}

	local function collect(label, sub)
if type(sub) ~= "table" then
return
end
		local flags = {}
for k, v in pairs(sub) do
	if v then
				table.insert(flags, k)
			end
end
table.sort(flags)
if #flags > 0 then
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
end
end

collect("Movement", mods["Movement Modifiers"])
collect("Combat", mods["Combat Modifiers"])
collect("Special", mods["Special Modifiers"])

if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatStatusApplications(list, maxLevel, level)
if type(list) ~= "table" or #list == 0 then
return nil
end
	local parts = {}
for _, s in ipairs(list) do
	if type(s) == "table" then
			local scope = s.Scope or "Target"
			local name = s["Status External Name"] or s["Status Internal Name"] or "Unknown status"

			local seg = scope.. " – "..tostring(name)
			local detail = {}

if type(s.Duration) == "table" then
				local t = valuePairDynamicText("Duration", s.Duration, maxLevel, level, "; ")
if t then table.insert(detail, t) end
end

if type(s.Chance) == "table" then
				local t = valuePairDynamicText("Chance", s.Chance, maxLevel, level, "; ")
if t then table.insert(detail, t) end
end

if s["Fixed Duration"] then
table.insert(detail, "Fixed duration")
end

if #detail > 0 then
seg = seg.. " ("..table.concat(detail, ", ").. ")"
end

table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatStatusRemoval(list, maxLevel, level)
if type(list) ~= "table" or #list == 0 then
return nil
end
	local parts = {}
for _, r in ipairs(list) do
	if type(r) == "table" then
			local names = r["Status External Name"]
			local label
if type(names) == "table" then
label = table.concat(names, ", ")
			elseif type(names) == "string" then
label = names
			else
label = "Status"
end

			local amt = nil
if type(r["Per Level"]) == "table" and #r["Per Level"] > 0 and not isFlatList(r["Per Level"]) then
				local series = {}
for _, v in ipairs(r["Per Level"]) do
	table.insert(series, formatUnitValue(v) or tostring(v))
				end
				amt = dynSpan(series, level)
			else
amt = valuePairRawText(r)
if amt then amt = mw.text.nowiki(amt) end
end

			local seg = mw.text.nowiki(label)
if amt then
seg = seg.. " – "..amt
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

local function formatEvents(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
	local parts = {}
for _, ev in ipairs(list) do
	if type(ev) == "table" then
			local action = ev.Action or "On event"
			local name = ev["Skill Internal Name"] or ev["Skill External Name"] or "Unknown skill"
table.insert(parts, string.format("%s → %s", action, name))
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end

----------------------------------------------------------------------
--User matching(for auto lists on class pages)
----------------------------------------------------------------------

	local function skillMatchesUser(rec, userName)
if type(rec) ~= "table" or not userName or userName == "" then
return false
end

	local users = rec.Users
if type(users) ~= "table" then
return false
end

	local userLower = mw.ustring.lower(userName)

	local function listHas(list)
if type(list) ~= "table" then
return false
end
for _, v in ipairs(list) do
	if type(v) == "string" and mw.ustring.lower(v) == userLower then
return true
end
end
return false
end

if listHas(users.Classes)  then return true end
if listHas(users.Summons)  then return true end
if listHas(users.Monsters) then return true end
if listHas(users.Events)   then return true end

return false
end

----------------------------------------------------------------------
--Direct page detection(hide Users on the skill's own page)
----------------------------------------------------------------------

local function isDirectSkillPage(rec)
	if type(rec) ~= "table" then
return false
end

	local pageTitle = mw.title.getCurrentTitle()
	local pageName = pageTitle and pageTitle.text or ""
pageName = trim(pageName)
if not pageName then
return false
end
pageName = mw.ustring.lower(pageName)

	local ext = trim(rec["External Name"] or rec["Name"] or rec["Display Name"])
	local internal = trim(rec["Internal Name"] or rec["InternalName"] or rec["InternalID"])

if ext and mw.ustring.lower(ext) == pageName then
return true
end
if internal and mw.ustring.lower(internal) == pageName then
return true
end
return false
end

----------------------------------------------------------------------
--Infobox builder(Top band: Level Select + Type)
----------------------------------------------------------------------

	local function buildLevelSelectUI(level, maxLevel)
--JS expectations:
--   .sv - level - slider placeholder for the < input type = "range" >
	--   .sv - level - num span for updating the number
	local wrap = mw.html.create("div")
wrap: addClass("sv-level-ui")

wrap: tag("div")
		: addClass("sv-level-title")
		: wikitext("Level Select")

wrap: tag("div")
		: addClass("sv-level-label")
		: wikitext("Level <span class=\"sv-level-num\">"..tostring(level).. "</span> / "..tostring(maxLevel))

wrap: tag("div"): addClass("sv-level-slider")

return tostring(wrap)
end

local function buildTypeTableUI(typeBlock)
if type(typeBlock) ~= "table" or next(typeBlock) == nil then
return nil
end

	local t = mw.html.create("table")
t: addClass("sv-type-table")

	local added = false

	local function valName(x)
if x == nil then return nil end
if type(x) == "table" then
if x.Name and x.Name ~= "" then return tostring(x.Name) end
if x.ID and x.ID ~= "" then return tostring(x.ID) end
end
if type(x) == "string" and x ~= "" then return x end
return nil
end

	local function addRowKV(k, v)
if not v or v == "" then return end
added = true
		local r = t: tag("tr")
r: tag("th"): wikitext(mw.text.nowiki(k)): done()
r: tag("td"): wikitext(mw.text.nowiki(v)): done()
end

addRowKV("Type", valName(typeBlock["Damage Type"]))-- renamed from "Damage Type"
addRowKV("Element", valName(typeBlock["Element Type"]))
addRowKV("Target", valName(typeBlock["Target Type"]))
addRowKV("Cast Type", valName(typeBlock["Cast Type"]))

if not added then
return nil
end
return tostring(t)
end

local function addTopBand(tbl, levelUI, typeUI)
if not levelUI and not typeUI then
return
end

	local row = tbl: tag("tr")
	local cell = row: tag("td")
cell: attr("colspan", 2)
cell: addClass("sv-topband-cell")

--Nested table(what Common.css targets)
	local inner = cell: tag("table")
inner: addClass("sv-topband-table")

	local tr = inner: tag("tr")

if levelUI and typeUI then
tr: tag("td"): wikitext(levelUI): done()
tr: tag("td"): wikitext(typeUI): done()
	elseif levelUI then
tr: tag("td"): attr("colspan", 2): wikitext(levelUI): done()
	else
tr: tag("td"): attr("colspan", 2): wikitext(typeUI): done()
end
end

local function buildInfobox(rec, opts)
opts = opts or { }
	local showUsers = (opts.showUsers ~= false)

	local maxLevel = tonumber(rec["Max Level"]) or 1
if maxLevel < 1 then maxLevel = 1 end

--Always default to max level
	local level = clamp(maxLevel, 1, maxLevel)

	local root = mw.html.create("table")

--IMPORTANT:
--Don't use "wikitable" here; it triggers default borders + Citizen wrapper styling.
root: addClass("spiritvale-skill-infobox")

--JS hook: treat the table itself as the "card"
root: addClass("sv-skill-card")

--Helpful flag for list - mode overrides(optional, but nice)
	if opts and opts.inList then
root: addClass("sv-skill-inlist")
end

--JS hook: treat the table itself as the "card"
root: addClass("sv-skill-card")
root: attr("data-max-level", tostring(maxLevel))
root: attr("data-level", tostring(level))

--Top "hero" rows:
--1) Title row: icon + name centered(single cell)
--2) Description row: its own row below(still part of the hero band)

local icon = rec.Icon
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc = rec.Description or ""

--Row 1: icon + title(single column)
local heroRow = root: tag("tr")
heroRow: addClass("spiritvale-infobox-main")
heroRow: addClass("sv-hero-title-row")

local heroCell = heroRow: tag("th")
heroCell: attr("colspan", 2)
heroCell: addClass("sv-hero-title-cell")

local heroInner = heroCell: tag("div")
heroInner: addClass("spiritvale-infobox-main-left-inner")-- reuse your centered flex column

if icon and icon ~= "" then
heroInner: wikitext(string.format("[[File:%s|80px|link=]]", icon))
end

heroInner: tag("div")
	: addClass("spiritvale-infobox-title")
	: wikitext(title)

--Row 2: description(below, still hero - styled)
if desc ~= "" then
	local descRow = root: tag("tr")
descRow: addClass("spiritvale-infobox-main")
descRow: addClass("sv-hero-desc-row")

	local descCell = descRow: tag("td")
descCell: attr("colspan", 2)
descCell: addClass("sv-hero-desc-cell")

	local descInner = descCell: tag("div")
descInner: addClass("spiritvale-infobox-main-right-inner")

descInner: tag("div")
		: addClass("spiritvale-infobox-description")
		: wikitext(string.format("''%s''", desc))
end

------------------------------------------------------------------
	--Unified top band(Level Select left, Type list right)
------------------------------------------------------------------
	local levelUI = buildLevelSelectUI(level, maxLevel)
	local typeUI = buildTypeTableUI(rec.Type or {})
addTopBand(root, levelUI, typeUI)

------------------------------------------------------------------
	--Users(kept as rows; caller decides show / hide)
------------------------------------------------------------------
	if showUsers then
		local users = rec.Users or { }
addRow(root, "Classes", listToText(users.Classes))
addRow(root, "Summons", listToText(users.Summons))
addRow(root, "Monsters", listToText(users.Monsters))
addRow(root, "Events", listToText(users.Events))
end

------------------------------------------------------------------
	--Requirements
------------------------------------------------------------------
	local req = rec.Requirements or { }
if (req["Required Skills"] and #req["Required Skills"] > 0)
or(req["Required Weapons"] and #req["Required Weapons"] > 0)
or(req["Required Stances"] and #req["Required Stances"] > 0) then

if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
			local skillParts = {}
for _, rs in ipairs(req["Required Skills"]) do
				local nameReq = rs["Skill External Name"] or rs["Skill Internal Name"] or "Unknown"
				local lvlReq = rs["Required Level"]
if lvlReq then
table.insert(skillParts, string.format("%s (Lv.%s)", nameReq, lvlReq))
				else
table.insert(skillParts, nameReq)
end
end
addRow(root, "Required Skills", table.concat(skillParts, ", "))
end

addRow(root, "Required Weapons", listToText(req["Required Weapons"]))
addRow(root, "Required Stances", listToText(req["Required Stances"]))
end

------------------------------------------------------------------
	--Mechanics
------------------------------------------------------------------
	local mech = rec.Mechanics or { }
if next(mech) ~= nil then

addRow(root, "Range", formatUnitValue(mech.Range))
addRow(root, "Area", formatArea(mech.Area, maxLevel, level))

if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]))
end

addRow(root, "Timing", formatTimingBlock(mech["Basic Timings"], maxLevel, level))
addRow(root, "Resource Cost", formatResourceCost(mech["Resource Cost"], maxLevel, level))
addRow(root, "Combo", formatCombo(mech.Combo))
addRow(root, "Special Mechanics", formatMechanicEffects(mech.Effects, maxLevel, level))
end

------------------------------------------------------------------
	--Damage & Scaling
------------------------------------------------------------------
	local dmg = rec.Damage or { }
if next(dmg) ~= nil then

		local main = dmg["Main Damage"]
		local mainNonHeal, healOnly = {}, {}

if type(main) == "table" then
for _, d in ipairs(main) do
	if type(d) == "table" and d.Type == "Healing" then
table.insert(healOnly, d)
				else
table.insert(mainNonHeal, d)
end
end
end

		local flatList = dmg["Flat Damage"]
		local reflList = dmg["Reflect Damage"]

		local flatHas = (type(flatList) == "table" and #flatList > 0)
		local reflHas = (type(reflList) == "table" and #reflList > 0)

		local pureHealing = (#healOnly > 0) and(#mainNonHeal == 0) and(not flatHas) and(not reflHas)

addRow(root, "Main Damage", formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
addRow(root, "Flat Damage", formatDamageList(flatList, maxLevel, level, false))
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false))
addRow(root, "Healing", formatDamageList(healOnly, maxLevel, level, false))

addRow(root, "Scaling", formatScaling(dmg.Scaling, pureHealing and "Healing" or nil))
end

------------------------------------------------------------------
	--Modifiers
------------------------------------------------------------------
	local modsText = formatModifiers(rec.Modifiers)
if modsText then
addRow(root, "Flags", modsText)
end

------------------------------------------------------------------
	--Status
------------------------------------------------------------------
	local statusApps = formatStatusApplications(rec["Status Applications"], maxLevel, level)
	local statusRem = formatStatusRemoval(rec["Status Removal"], maxLevel, level)
if statusApps or statusRem then
addRow(root, "Applies", statusApps)
addRow(root, "Removes", statusRem)
end

------------------------------------------------------------------
	--Events
------------------------------------------------------------------
	local eventsText = formatEvents(rec.Events)
if eventsText then
addRow(root, "Triggers", eventsText)
end

------------------------------------------------------------------
	--Notes
------------------------------------------------------------------
	if type(rec.Notes) == "table" and #rec.Notes > 0 then
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
end

return tostring(root)
end

----------------------------------------------------------------------
--Public: list all skills for a given user / class
----------------------------------------------------------------------

	function p.listForUser(frame)
	local args = getArgs(frame)

	local userName = args.user or args[1]
if not userName or userName == "" then
userName = mw.title.getCurrentTitle().text
end

if not userName or userName == "" then
return "<strong>No user name provided to Skill list.</strong>"
end

	local dataset = getSkills()
	local matches = {}

for _, rec in ipairs(dataset.records or {}) do
	if skillMatchesUser(rec, userName) then
			table.insert(matches, rec)
		end
end

if #matches == 0 then
return string.format(
	"<strong>No skills found for:</strong> %s",
	mw.text.nowiki(userName)
)
end

--ONE wrapper panel(table - like list mode)
	local root = mw.html.create("div")
root: addClass("sv-skill-collection")

for _, rec in ipairs(matches) do
	--Stable per - skill wrapper so dividers work even under Citizen wrappers
		local item = root: tag("div"): addClass("sv-skill-item")
item: wikitext(buildInfobox(rec, { showUsers = false, inList = true }))
end

return tostring(root)
end

----------------------------------------------------------------------
--Public: single - skill or auto - list dispatcher
----------------------------------------------------------------------

	function p.infobox(frame)
	local args = getArgs(frame)

	local raw1 = args[1]
	local name = args.name or raw1
	local id = args.id

	local rec
if name and name ~= "" then
rec = findSkillByName(name)
end
if not rec and id and id ~= "" then
rec = getSkillById(id)
end

if not rec then
		local pageTitle = mw.title.getCurrentTitle()
		local pageName = pageTitle and pageTitle.text or ""

		local noExplicitArgs =
	(not raw1 or raw1 == "") and
		(not args.name or args.name == "") and
			(not id or id == "")

if noExplicitArgs then
return p.listForUser(frame)
end

if name and name ~= "" and name == pageName and(not id or id == "") then
return p.listForUser(frame)
end

		local label = name or id or "?"
return string.format(
	"<strong>Unknown Skill:</strong> %s[[Category:Pages with unknown skill|%s]]",
	mw.text.nowiki(label),
	label
)
end

	local showUsers = not isDirectSkillPage(rec)
return buildInfobox(rec, { showUsers = showUsers })
end

return p