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Module:GameSkills: Difference between revisions

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Line 1: Line 1:
-- Module:GameSkills
--Module: GameSkills
--
--
-- Renders active skill data (from Data:skills.json) into an infobox-style table
--Upgrades:
-- and can also list all skills for a given user/class.
--  - 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.
--
--
-- Usage (single skill):
--Requires the JS you installed in MediaWiki: Common.js.
--   {{Skill|Heal}}
--Uses Common.css classes:
--  {{Skill|name=Heal}}
--  .sv - topband - cell, .sv - topband - table, .sv - type - table, .sv - level - ui, .sv - level - title, .sv - level - label, .sv - level - slider
--   {{Skill|id=Heal_InternalId}}
--  .sv - skill - collection, .sv - skill - item
--
-- Usage (auto-list on class page, e.g. "Acolyte"):
--   {{Skill}}                  -> lists all Acolyte skills (page name)
--  {{Skill|Acolyte}}          -> same, if no skill literally called "Acolyte"


local GameData = require("Module:GameData")
local GameData = require("Module:GameData")
Line 18: 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)
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, sep)
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, sep or ", ")
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 addSectionHeader(tbl, label)
local function addSectionHeader(tbl, label)
local row = tbl:tag("tr")
local row = tbl: tag("tr")
local cell = row:tag("th")
local cell = row: tag("th")
cell:attr("colspan", 2)
cell: attr("colspan", 2)
cell:addClass("spiritvale-infobox-section-header")
cell: addClass("spiritvale-infobox-section-header")
cell:wikitext(label)
cell: wikitext(label)
end
end


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


-- Handles either a scalar OR {Value=..., Unit=...}
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)
local function formatUnitValue(v)
if type(v) == "table" and v.Value ~= nil then
if type(v) == "table" and v.Value ~= nil then
local unit = v.Unit
local unit = v.Unit
local val = v.Value
local val = v.Value


-- Best-effort formatting for common unit types
if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
if unit == "percent_decimal" then
return tostring(val).. "%"
return tostring((val or 0) * 100) .. "%"
elseif unit == "percent_whole" or unit == "percent" then
return tostring(val) .. "%"
elseif unit == "seconds" then
elseif unit == "seconds" then
return tostring(val) .. "s"
return tostring(val).. "s"
elseif unit == "meters" then
elseif unit == "meters" then
return tostring(val) .. "m"
return tostring(val).. "m"
elseif unit == "tiles" then
elseif unit == "tiles" then
return tostring(val) .. " tiles"
return tostring(val).. " tiles"
elseif unit and unit ~= "" then
elseif unit and unit ~= "" then
return tostring(val) .. " " .. tostring(unit)
return tostring(val).. " "..tostring(unit)
else
else
return tostring(val)
return tostring(val)
end
end
end
end


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


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


-- Lookup by Internal Name
local function dynSpan(series, level)
local function getSkillById(id)
if type(series) ~= "table" or #series == 0 then
id = trim(id)
return nil
if not id then return nil end
local dataset = getSkills()
local byId = dataset.byId or {}
return byId[id]
end
end
level = clamp(level or #series, 1, #series)


-- Lookup by display/external Name (for editors)
local span = mw.html.create("span")
local function findSkillByName(name)
span: addClass("sv-dyn")
name = trim(name)
span: attr("data-series", mw.text.jsonEncode(series))
if not name then return nil end
span: wikitext(mw.text.nowiki(series[level] or ""))
local dataset = getSkills()


-- Fast path if GameData built byName
return tostring(span)
local byName = dataset.byName or {}
if byName[name] then
return byName[name]
end
 
-- Fallback scan (older GameData)
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
----------------------------------------------------------------------
-- Formatting helpers
----------------------------------------------------------------------


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


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


-- Turns a {Base, Per Level} block into lines:
--Like your old valuePairLines / valuePairText, but:
--   - If Per Level is a list: "Name: v1 / v2 / v3 ..."
-- - if Per Level is a list, render a dynamic span instead of "v1 / v2 / ..."
--   - Else: "Name: BaseValue" and (if non-zero) "Name Per Level: PerValue"
-- - scalar Per Level stays as the old "Base" + "Per Level" lines(still short)
local function valuePairLines(name, block)
local function valuePairDynamicLines(name, block, maxLevel, level)
if type(block) ~= "table" then
if type(block) ~= "table" then
return {}
return {}
end
end


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


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


-- If it's a flat list, treat as "no scaling" (show single value)
--flat list -> show single value
if isFlatList(per) then
if isFlatList(per) then
local baseText = formatUnitValue(base)
local baseText = formatUnitValue(base)
local one = tostring(per[1])
local one = formatUnitValue(per[1]) or tostring(per[1])
local show = baseText or one
local show = baseText or one
if show then
if show then
return { string.format("%s: %s", name, show) }
return { string.format("%s: %s", name, mw.text.nowiki(show)) }
end
end
return {}
return {}
end
 
--dynamic series
local series = {}
for _, v in ipairs(per) do
table.insert(series, formatUnitValue(v) or tostring(v))
end
end


local vals = {}
local dyn = dynSpan(series, level)
for _, v in ipairs(per) do
if dyn then
table.insert(vals, formatUnitValue(v) or tostring(v))
return { string.format("%s: %s", name, dyn) }
end
end
if #vals == 0 then
return {}
return {}
end
end
return { string.format("%s: %s", name, table.concat(vals, " / ")) }
end


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


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


return lines
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
end


local function valuePairText(name, block, sep)
local baseText = nil
local lines = valuePairLines(name, block)
if baseIsPresent() then
if #lines == 0 then
if baseN ~= nil then
return nil
baseText = fmtNum(baseN).. "%"
end
else
return table.concat(lines, sep or "<br />")
baseText = tostring(baseRaw).. "%"
end
end
end


-- When you already have a label outside and just want the values.
--No scaling -> just show base
local function valuePairRawText(block)
if perN == nil or perN == 0 or not maxLevel or maxLevel <= 0 then
if type(block) ~= "table" then
return baseText and mw.text.nowiki(baseText.. " "..basis) or nil
return nil
end
end


local base = block.Base
--Build series strings for each level
local per  = block["Per Level"]
local series = {}
for lv = 1, maxLevel do
local perPart = perN * lv


if type(per) == "table" then
if baseText and baseN ~= nil then
if #per == 0 then
local total = baseN + perPart
return formatUnitValue(base)
table.insert(series, string.format("%s%% %s", fmtNum(total), basis))
end
elseif baseText then
if isFlatList(per) then
table.insert(series, string.format("%s + %s%% %s", baseText, fmtNum(perPart), basis))
return formatUnitValue(base) or tostring(per[1])
else
end
table.insert(series, string.format("%s%% %s", fmtNum(perPart), basis))
local vals = {}
end
for _, v in ipairs(per) do
end
table.insert(vals, formatUnitValue(v) or tostring(v))
end
return (#vals > 0) and table.concat(vals, " / ") or nil
end


local baseText = formatUnitValue(base)
return dynSpan(series, level)
local perText  = formatUnitValue(per)
end


if baseText and perText and isNonZeroScalar(per) then
local function formatDamageList(list, maxLevel, level, includeTypePrefix)
return string.format("%s (Per Level: %s)", baseText, perText)
if type(list) ~= "table" or #list == 0 then
end
return nil
return baseText or perText
end
end


local function formatMainDamage(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
local parts = {}
for _, d in ipairs(list) do
for _, d in ipairs(list) do
if type(d) == "table" then
if type(d) == "table" then
local kind = d.Type or "Damage"
local txt = formatDamageEntry(d, maxLevel, level)
local base = d["Base %"]
if txt then
local per  = d["Per Level %"]
if includeTypePrefix and d.Type and d.Type ~= "" then
local seg  = kind
table.insert(parts, mw.text.nowiki(tostring(d.Type).. ": ")..txt)
local detail = {}
else
if base ~= nil then
table.insert(parts, txt)
table.insert(detail, string.format("Base %s%%", tostring(base)))
end
end
end
if per ~= nil then
end
table.insert(detail, string.format("%s%% / Lv", tostring(per)))
end
end
 
if d["ATK-Based"] then
if #parts == 0 then
table.insert(detail, "ATK-based")
return nil
end
end
if d["MATK-Based"] then
return table.concat(parts, "<br />")
table.insert(detail, "MATK-based")
end
end
 
if #detail > 0 then
local function formatScaling(list, basisOverride)
seg = seg .. " – " .. table.concat(detail, ", ")
if type(list) ~= "table" or #list == 0 then
end
return nil
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
end


local function formatReflectDamage(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
local parts = {}
for _, d in ipairs(list) do
for _, s in ipairs(list) do
if type(d) == "table" then
if type(s) == "table" then
local base = d["Base %"]
local stat = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
local per  = d["Per Level %"]
local pct = s.Percent
local seg  = "Reflect"
local pctN = toNum(pct)
local detail = {}
 
if base ~= nil then
local basis = basisOverride or basisLabel(s, false)
table.insert(detail, string.format("Base %s%%", tostring(base)))
 
end
if pctN ~= nil and pctN ~= 0 then
if per ~= nil then
table.insert(parts, string.format("%s%% %s Per %s", fmtNum(pctN), basis, stat))
table.insert(detail, string.format("%s%% / Lv", tostring(per)))
elseif pct ~= nil and tostring(pct) ~= "" and tostring(pct) ~= "0" then
end
table.insert(parts, string.format("%s%% %s Per %s", tostring(pct), basis, stat))
if #detail > 0 then
end
seg = seg .. " – " .. table.concat(detail, ", ")
end
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
end


local function formatScaling(list)
if #parts == 0 then
if type(list) ~= "table" or #list == 0 then
return nil
return nil
end
end
return table.concat(parts, "<br />")
local parts = {}
for _, s in ipairs(list) do
if type(s) == "table" then
local name = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
local pct  = s.Percent
local seg  = name
local detail = {}
if pct ~= nil then
-- If Unit is percent_decimal, convert; otherwise assume already percent
if s.Unit == "percent_decimal" then
table.insert(detail, string.format("%s%%", tostring((pct or 0) * 100)))
else
table.insert(detail, string.format("%s%%", tostring(pct)))
end
end
if s["ATK-Based"] then
table.insert(detail, "ATK-based")
end
if s["MATK-Based"] then
table.insert(detail, "MATK-based")
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
end


-- Area: Distance then Size, no Effective Distance
local function formatArea(area, maxLevel, level)
local function formatArea(area)
if type(area) ~= "table" then
if type(area) ~= "table" then
return nil
return nil
end
end
local parts = {}
local parts = {}


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


-- Percent may be scalar or {Value,Unit}
if combo.Percent ~= nil then
if combo.Percent ~= nil then
local pctText = formatUnitValue(combo.Percent)
local pctText = formatUnitValue(combo.Percent)
if pctText then
if pctText then
table.insert(parts, "Bonus: " .. pctText)
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
end
end
return (#vals > 0) and table.concat(vals, " / ") or nil
end
 
local baseText = formatUnitValue(base)
local perText = formatUnitValue(per)


if #parts == 0 then
if baseText and perText and isNonZeroScalar(per) then
return nil
return string.format("%s (Per Level: %s)", baseText, perText)
end
end
return table.concat(parts, ", ")
return baseText or perText
end
end


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


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


local parts = {}
local parts = {}
for _, name in ipairs(keys) do
 
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]
local block = effects[name]
if type(block) == "table" then
if type(block) == "table" then
-- Keep each effect to a single line when possible
local t = block.Type
local txt = valuePairText(name, block, ", ")
 
if txt then
if t ~= nil and tostring(t) ~= "" then
table.insert(parts, txt)
local amt = effectAmount(block)
end
local seg = mw.text.nowiki(tostring(t).. " - "..tostring(name))
end
if amt then
end
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
if #parts == 0 then
return nil
return nil
end
end
return table.concat(parts, "<br />")
return table.concat(parts, "<br />")
end
end


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


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


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


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


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


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


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


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


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


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


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


local function formatStatusRemoval(list)
local function formatStatusRemoval(list, maxLevel, level)
if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
return nil
return nil
end
end
local parts = {}
local parts = {}
for _, r in ipairs(list) do
for _, r in ipairs(list) do
if type(r) == "table" then
if type(r) == "table" then
local names = r["Status External Name"]
local names = r["Status External Name"]
local label
local label
if type(names) == "table" then
if type(names) == "table" then
label = table.concat(names, ", ")
label = table.concat(names, ", ")
elseif type(names) == "string" then
elseif type(names) == "string" then
label = names
label = names
else
else
label = "Status"
label = "Status"
end
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 amt = valuePairRawText(r)
local seg = mw.text.nowiki(label)
local seg = label
if amt then
if amt then
seg = seg.. " – "..amt
seg = seg .. " – " .. amt
end
end
table.insert(parts, seg)
table.insert(parts, seg)
end
end
end
end
if #parts == 0 then
if #parts == 0 then
return nil
return nil
end
end
return table.concat(parts, "<br />")
return table.concat(parts, "<br />")
end
end


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


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


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


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


local userLower = mw.ustring.lower(userName)
local userLower = mw.ustring.lower(userName)


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


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


return false
return false
end
end


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


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


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


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


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


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Infobox builder
--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 wrap = mw.html.create("div")
wrap: addClass("sv-type-grid")
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 addChunk(label, rawVal)
local v = valName(rawVal)
if not v or v == "" then return end
added = true
local chunk = wrap: tag("div"): addClass("sv-type-chunk")
chunk: tag("div"): addClass("sv-type-label"): wikitext(mw.text.nowiki(label))
chunk: tag("div"): addClass("sv-type-value"): wikitext(mw.text.nowiki(v))
end
addChunk("Type", typeBlock["Damage Type"])
addChunk("Element", typeBlock["Element Type"])
addChunk("Target", typeBlock["Target Type"])
addChunk("Cast Type", typeBlock["Cast Type"])
if not added then
return nil
end
return tostring(wrap)
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)
local function buildInfobox(rec, opts)
opts = opts or {}
opts = opts or { }
local showUsers = (opts.showUsers ~= false)
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")
local root = mw.html.create("table")
root:addClass("wikitable spiritvale-skill-infobox")


-- ==========================================================
--IMPORTANT:
-- Top "hero" row: icon + name (left), description (right)
--Don't use "wikitable" here; it triggers default borders + Citizen wrapper styling.
-- ==========================================================
root: addClass("spiritvale-skill-infobox")
local icon  = rec.Icon
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc  = rec.Description or ""


local headerRow = root:tag("tr")
--JS hook: treat the table itself as the "card"
headerRow:addClass("spiritvale-infobox-main")
root: addClass("sv-skill-card")


-- Left cell: icon + name
--Helpful flag for list - mode overrides(optional, but nice)
local leftCell = headerRow:tag("th")
if opts and opts.inList then
leftCell:addClass("spiritvale-infobox-main-left")
root: addClass("sv-skill-inlist")
end


local leftInner = leftCell:tag("div")
--JS hook: treat the table itself as the "card"
leftInner:addClass("spiritvale-infobox-main-left-inner")
root: addClass("sv-skill-card")
root: attr("data-max-level", tostring(maxLevel))
root: attr("data-level", tostring(level))


if icon and icon ~= "" then
--Top "hero" rows:
leftInner:wikitext(string.format("[[File:%s|80px|link=]]", icon))
--1) Title row: icon + name centered(single cell)
end
--2) Description row: its own row below(still part of the hero band)


leftInner:tag("div")
local icon = rec.Icon
:addClass("spiritvale-infobox-title")
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
:wikitext(title)
local desc = rec.Description or ""


-- Right cell: italic description
--Row 1: icon + title(single column)
local rightCell = headerRow:tag("td")
local heroRow = root: tag("tr")
rightCell:addClass("spiritvale-infobox-main-right")
heroRow: addClass("spiritvale-infobox-main")
heroRow: addClass("sv-hero-title-row")


local rightInner = rightCell:tag("div")
local heroCell = heroRow: tag("th")
rightInner:addClass("spiritvale-infobox-main-right-inner")
heroCell: attr("colspan", 2)
heroCell: addClass("sv-hero-title-cell")


if desc ~= "" then
local heroInner = heroCell: tag("div")
rightInner:tag("div")
heroInner: addClass("spiritvale-infobox-main-left-inner")-- reuse your centered flex column
:addClass("spiritvale-infobox-description")
:wikitext(string.format("''%s''", desc))
end


------------------------------------------------------------------
if icon and icon ~= "" then
-- General
heroInner: wikitext(string.format("[[File:%s|80px|link=]]", icon))
------------------------------------------------------------------
end
addSectionHeader(root, "General")
addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"]))


-- Hide Users when the skill is rendered on its own page
heroInner: tag("div")
if showUsers then
: addClass("spiritvale-infobox-title")
local users = rec.Users or {}
: wikitext(title)
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


------------------------------------------------------------------
--Row 2: description(below, still hero - styled)
-- Requirements
if desc ~= "" then
------------------------------------------------------------------
local descRow = root: tag("tr")
local req = rec.Requirements or {}
descRow: addClass("spiritvale-infobox-main")
if (req["Required Skills"] and #req["Required Skills"] > 0)
descRow: addClass("sv-hero-desc-row")
or (req["Required Weapons"] and #req["Required Weapons"] > 0)
or (req["Required Stances"] and #req["Required Stances"] > 0) then


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


if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
local descInner = descCell: tag("div")
local skillParts = {}
descInner: addClass("spiritvale-infobox-main-right-inner")
for _, rs in ipairs(req["Required Skills"]) do
local name  = rs["Skill External Name"] or rs["Skill Internal Name"] or "Unknown"
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"]))
descInner: tag("div")
addRow(root, "Required stances", listToText(req["Required Stances"]))
: addClass("spiritvale-infobox-description")
end
: wikitext(string.format("''%s''", desc))
end


------------------------------------------------------------------
------------------------------------------------------------------
-- Type
--Unified top band(Level Select left, Type list right)
------------------------------------------------------------------
------------------------------------------------------------------
local typeBlock = rec.Type or {}
local levelUI = buildLevelSelectUI(level, maxLevel)
if next(typeBlock) ~= nil then
local typeUI = buildTypeTableUI(rec.Type or {})
addSectionHeader(root, "Type")
addTopBand(root, levelUI, typeUI)


local dt = typeBlock["Damage Type"]
------------------------------------------------------------------
if type(dt) == "table" and dt.Name then
--Users(kept as rows; caller decides show / hide)
addRow(root, "Damage type", dt.Name)
------------------------------------------------------------------
end
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


local et = typeBlock["Element Type"]
------------------------------------------------------------------
if type(et) == "table" and et.Name then
--Requirements
addRow(root, "Element", et.Name)
------------------------------------------------------------------
end
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


local tt = typeBlock["Target Type"]
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
if type(tt) == "table" and tt.Name then
local skillParts = {}
addRow(root, "Target", tt.Name)
for _, rs in ipairs(req["Required Skills"]) do
end
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


local ct = typeBlock["Cast Type"]
addRow(root, "Required Weapons", listToText(req["Required Weapons"]))
if type(ct) == "table" and ct.Name then
addRow(root, "Required Stances", listToText(req["Required Stances"]))
addRow(root, "Cast type", ct.Name)
end
end
end


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


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


local areaText = formatArea(mech.Area)
if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Area", areaText)
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]))
end


if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Timing", formatTimingBlock(mech["Basic Timings"], maxLevel, level))
addRow(root, "Autocast multiplier", tostring(mech["Autocast Multiplier"]))
addRow(root, "Resource Cost", formatResourceCost(mech["Resource Cost"], maxLevel, level))
end
addRow(root, "Combo", formatCombo(mech.Combo))
addRow(root, "Special Mechanics", formatMechanicEffects(mech.Effects, maxLevel, level))
end


local btText = formatTimingBlock(mech["Basic Timings"])
------------------------------------------------------------------
addRow(root, "Timing", btText)
--Damage & Scaling
------------------------------------------------------------------
local dmg = rec.Damage or { }
if next(dmg) ~= nil then


local rcText = formatResourceCost(mech["Resource Cost"])
local main = dmg["Main Damage"]
addRow(root, "Resource cost", rcText)
local mainNonHeal, healOnly = {}, {}


local comboText = formatCombo(mech.Combo)
if type(main) == "table" then
addRow(root, "Combo", comboText)
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 effText = formatMechanicEffects(mech.Effects)
local flatList = dmg["Flat Damage"]
addRow(root, "Special mechanics", effText)
local reflList = dmg["Reflect Damage"]
end


------------------------------------------------------------------
local flatHas = (type(flatList) == "table" and #flatList > 0)
-- Damage & Healing
local reflHas = (type(reflList) == "table" and #reflList > 0)
------------------------------------------------------------------
local dmg = rec.Damage or {}
if next(dmg) ~= nil then
addSectionHeader(root, "Damage and scaling")


if dmg["Healing Present"] then
local pureHealing = (#healOnly > 0) and(#mainNonHeal == 0) and(not flatHas) and(not reflHas)
addRow(root, "Healing", "Yes")
end


local mainText = formatMainDamage(dmg["Main Damage"])
addRow(root, "Main Damage", formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
addRow(root, "Main damage", mainText)
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))


local reflText = formatReflectDamage(dmg["Reflect Damage"])
addRow(root, "Scaling", formatScaling(dmg.Scaling, pureHealing and "Healing" or nil))
addRow(root, "Reflect damage", reflText)
end


local scaleText = formatScaling(dmg.Scaling)
------------------------------------------------------------------
addRow(root, "Scaling", scaleText)
--Modifiers
end
------------------------------------------------------------------
 
------------------------------------------------------------------
-- Modifiers
------------------------------------------------------------------
local modsText = formatModifiers(rec.Modifiers)
local modsText = formatModifiers(rec.Modifiers)
if modsText then
if modsText then
addSectionHeader(root, "Modifiers")
addRow(root, "Flags", modsText)
addRow(root, "Flags", modsText)
end
end


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


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


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


return tostring(root)
return tostring(root)
end
end


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


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


-- Prefer explicit param, then unnamed, then fall back to the current page name.
local userName = args.user or args[1]
local userName = args.user or args[1]
if not userName or userName == "" then
if not userName or userName == "" then
userName = mw.title.getCurrentTitle().text
userName = mw.title.getCurrentTitle().text
end
end


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


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


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


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


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


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


return tostring(root)
return tostring(root)
end
end


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


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


-- Allow three styles:
--  {{Skill|Bash}}              -> args[1] = "Bash"  (External Name)
--  {{Skill|name=Bash}}        -> args.name = "Bash"
--  {{Skill|id=Bash_Internal}}  -> args.id = "Bash_Internal"
local raw1 = args[1]
local raw1 = args[1]
local name = args.name or raw1
local name = args.name or raw1
local id   = args.id
local id = args.id


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


-- 1) Prefer External/Display Name
if not rec then
if name and name ~= "" then
rec = findSkillByName(name)
end
 
-- 2) Fallback: internal ID
if not rec and id and id ~= "" then
rec = getSkillById(id)
end
 
-- 3) If still nothing, decide if this is "list mode" or truly unknown.
if not rec then
local pageTitle = mw.title.getCurrentTitle()
local pageTitle = mw.title.getCurrentTitle()
local pageName = pageTitle and pageTitle.text or ""
local pageName = pageTitle and pageTitle.text or ""


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


-- Case A: {{Skill}} with no parameters on a page → list for that page name.
if noExplicitArgs then
if noExplicitArgs then
return p.listForUser(frame)
return p.listForUser(frame)
end
end


-- Case B: {{Skill|Acolyte}} on the "Acolyte" page and no id → treat as list.
if name and name ~= "" and name == pageName and(not id or id == "") then
if name and name ~= "" and name == pageName and (not id or id == "") then
return p.listForUser(frame)
return p.listForUser(frame)
end
end


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


-- Hide Users only when rendered on the skill's own page
local showUsers = not isDirectSkillPage(rec)
local showUsers = not isDirectSkillPage(rec)
return buildInfobox(rec, { showUsers = showUsers })
return buildInfobox(rec, { showUsers = showUsers })
end
end


return p
return p

Revision as of 12:46, 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
Type
Melee
Element
Neutral
Target
Enemy
Cast Type
Target
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
Type
Melee
Element
Neutral
Target
Enemy
Cast Type
Target
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 wrap = mw.html.create("div")
wrap: addClass("sv-type-grid")

	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 addChunk(label, rawVal)
		local v = valName(rawVal)
if not v or v == "" then return end
added = true

		local chunk = wrap: tag("div"): addClass("sv-type-chunk")
chunk: tag("div"): addClass("sv-type-label"): wikitext(mw.text.nowiki(label))
chunk: tag("div"): addClass("sv-type-value"): wikitext(mw.text.nowiki(v))
end

addChunk("Type", typeBlock["Damage Type"])
addChunk("Element", typeBlock["Element Type"])
addChunk("Target", typeBlock["Target Type"])
addChunk("Cast Type", typeBlock["Cast Type"])

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