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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 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-grid, .sv-type-chunk, .sv-type-label, .sv-type-value
--   {{Skill|id=Heal_InternalId}}
--  .sv-level-ui, .sv-level-title, .sv-level-label, .sv-level-slider
--
--  .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 24: Line 28:


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
 
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
end


-- Lookup by Internal Name
-- 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)
local function getSkillById(id)
    if not id or id == "" then
id = trim(id)
        return nil
if not id then
    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
    end
return nil
    local dataset = getSkills()
end
    for _, rec in ipairs(dataset.records or {}) do
 
        if rec["Name"] == name then
local dataset = getSkills()
            return rec
local byName = dataset.byName or {}
        end
 
    end
if byName[name] then
    return nil
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
end


Line 90: Line 309:
----------------------------------------------------------------------
----------------------------------------------------------------------


local function formatBasePer(block)
local function basisLabel(entry, isHealing)
    if type(block) ~= "table" then
if isHealing then
        return nil
return "Healing"
    end
end
    local parts = {}
 
    if block.Base ~= nil then
local atk  = entry and entry["ATK-Based"]
        table.insert(parts, string.format("Base %s", tostring(block.Base)))
local matk = entry and entry["MATK-Based"]
    end
 
    if block["Per Level"] ~= nil then
if atk and matk then
        table.insert(parts, string.format("%s / Lv", tostring(block["Per Level"])))
return "Attack/Magic Attack"
    end
elseif atk then
    if #parts == 0 then
return "Attack"
        return nil
elseif matk then
    end
return "Magic Attack"
    return table.concat(parts, ", ")
end
 
return "Damage"
end
end


local function formatMainDamage(list)
-- Dynamic damage entry:
    if type(list) ~= "table" or #list == 0 then
-- Build a series for Lv1..LvMax, and show only the selected one.
        return nil
local function formatDamageEntry(entry, maxLevel, level)
    end
if type(entry) ~= "table" then
    local parts = {}
return nil
    for _, d in ipairs(list) do
end
        if type(d) == "table" then
 
            local kind = d.Type or "Damage"
local isHealing = (entry.Type == "Healing")
            local base = d["Base %"]
local basis = isHealing and "Healing" or basisLabel(entry)
            local per = d["Per Level %"]
 
            local seg = kind
local baseRaw = entry["Base %"]
            local detail = {}
local perRaw = entry["Per Level %"]
            if base ~= nil then
 
                table.insert(detail, string.format("Base %s%%", tostring(base)))
local baseN = toNum(baseRaw)
            end
local perN = toNum(perRaw)
            if per ~= nil then
 
                table.insert(detail, string.format("%s%% / Lv", tostring(per)))
local function baseIsPresent()
            end
if baseN ~= nil then
            if d["ATK-Based"] then
return baseN ~= 0
                table.insert(detail, "ATK-based")
end
            end
if baseRaw ~= nil then
            if d["MATK-Based"] then
local s = tostring(baseRaw)
                table.insert(detail, "MATK-based")
return (s ~= "" and s ~= "0" and s ~= "0.0" and s ~= "0.00")
            end
end
            if #detail > 0 then
return false
                seg = seg .. " " .. table.concat(detail, ", ")
end
            end
 
            table.insert(parts, seg)
local baseText = nil
        end
if baseIsPresent() then
    end
if baseN ~= nil then
    if #parts == 0 then
baseText = fmtNum(baseN) .. "%"
        return nil
else
    end
baseText = tostring(baseRaw) .. "%"
    return table.concat(parts, "<br />")
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
end


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


local function formatScaling(list)
local function formatScaling(list, basisOverride)
    if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
        return nil
return nil
    end
end
    local parts = {}
 
    for _, s in ipairs(list) do
local parts = {}
        if type(s) == "table" then
for _, s in ipairs(list) do
            local name = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
if type(s) == "table" then
            local pct  = s.Percent
local stat = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
            local seg  = name
local pct  = s.Percent
            local detail = {}
local pctN = toNum(pct)
            if pct ~= nil then
 
                table.insert(detail, string.format("%s%%", tostring(pct)))
local basis = basisOverride or basisLabel(s, false)
            end
 
            if s["ATK-Based"] then
if pctN ~= nil and pctN ~= 0 then
                table.insert(detail, "ATK-based")
table.insert(parts, string.format("%s%% %s Per %s", fmtNum(pctN), basis, stat))
            end
elseif pct ~= nil and tostring(pct) ~= "" and tostring(pct) ~= "0" then
            if s["MATK-Based"] then
table.insert(parts, string.format("%s%% %s Per %s", tostring(pct), basis, stat))
                table.insert(detail, "MATK-based")
end
            end
end
            if #detail > 0 then
end
                seg = seg .. " " .. table.concat(detail, ", ")
 
            end
if #parts == 0 then
            table.insert(parts, seg)
return nil
        end
end
    end
return table.concat(parts, "<br />")
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end
end


local function formatArea(area)
local function formatArea(area, maxLevel, level)
    if type(area) ~= "table" then
if type(area) ~= "table" then
        return nil
return nil
    end
end
    local parts = {}
 
    local size = area["Area Size"]
local parts = {}
    if size and size ~= "" then
 
        table.insert(parts, "Size: " .. tostring(size))
local distLine = valuePairDynamicText("Distance", area["Area Distance"], maxLevel, level, "<br />")
    end
if distLine then
    local dist = area["Area Distance"]
table.insert(parts, distLine)
    local eff  = area["Effective Distance"]
end
    local distText = formatBasePer(dist)
 
    if distText then
local size = area["Area Size"]
        table.insert(parts, "Distance: " .. distText)
if size and size ~= "" then
    end
table.insert(parts, "Size: " .. mw.text.nowiki(tostring(size)))
    if eff ~= nil then
end
        table.insert(parts, string.format("Effective: %s", tostring(eff)))
 
    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(name, key)
local function add(label, key)
        local block = bt[key]
local block = bt[key]
        local txt = formatBasePer(block)
if type(block) ~= "table" then
        if txt then
return
            table.insert(parts, name .. ": " .. txt)
end
        end
local lines = valuePairDynamicLines(label, block, maxLevel, level)
    end
for _, line in ipairs(lines) do
table.insert(parts, line)
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 mana = rc["Mana Cost"]
local parts = {}
    local hp  = rc["Health Cost"]


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


    local hpTxt = formatBasePer(hp)
local hpLines = valuePairDynamicLines("HP", rc["Health Cost"], maxLevel, level)
    if hpTxt then
for _, line in ipairs(hpLines) do
        table.insert(parts, "HP: " .. hpTxt)
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 = {}
 
    if combo.Type then
local parts = {}
        table.insert(parts, "Type: " .. tostring(combo.Type))
 
    end
if combo.Type then
    if combo.Duration ~= nil then
table.insert(parts, "Type: " .. mw.text.nowiki(tostring(combo.Type)))
        table.insert(parts, "Duration: " .. tostring(combo.Duration))
end
    end
 
    if combo.Percent ~= nil then
local durText = formatUnitValue(combo.Duration)
        table.insert(parts, string.format("Bonus: %s%%", tostring(combo.Percent * 100)))
if durText then
    end
table.insert(parts, "Duration: " .. mw.text.nowiki(durText))
    if #parts == 0 then
end
        return nil
 
    end
if combo.Percent ~= nil then
    return table.concat(parts, ", ")
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
end


local function formatMechanicEffects(effects)
local function valuePairRawText(block)
    if type(effects) ~= "table" then
if type(block) ~= "table" then
        return nil
return nil
    end
end
    local parts = {}
 
    for name, block in pairs(effects) do
local base = block.Base
        if type(block) == "table" then
local per  = block["Per Level"]
            local bp = formatBasePer(block)
 
            local seg = name
if type(per) == "table" then
            if bp then
if #per == 0 then
                seg = seg .. " " .. bp
return formatUnitValue(base)
            end
end
            table.insert(parts, seg)
if isFlatList(per) then
        end
return formatUnitValue(base) or tostring(per[1])
    end
end
    if #parts == 0 then
 
        return nil
local vals = {}
    end
for _, v in ipairs(per) do
    return table.concat(parts, "<br />")
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
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 function collect(label, sub)
local parts = {}
        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"])
local function collect(label, sub)
    collect("Combat",  mods["Combat Modifiers"])
if type(sub) ~= "table" then
    collect("Special",  mods["Special Modifiers"])
return
end


    if #parts == 0 then
local flags = {}
        return nil
for k, v in pairs(sub) do
    end
if v then
    return table.concat(parts, "<br />")
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
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 = {}
    for _, s in ipairs(list) do
        if type(s) == "table" then
            local scope = s.Scope or "Target"
            local name  = s["Status Name"] or s["Status ID"] or "Unknown status"


            local seg = scope .. " " .. name
local parts = {}
            local detail = {}
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 dur = s.Duration
local seg = scope .. " " .. tostring(name)
            if type(dur) == "table" then
local detail = {}
                local t = formatBasePer(dur)
                if t then
                    table.insert(detail, "Duration " .. t)
                end
            end


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


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


            if #detail > 0 then
if s["Fixed Duration"] then
                seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
table.insert(detail, "Fixed duration")
            end
end


            table.insert(parts, seg)
if #detail > 0 then
        end
seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
    end
end
    if #parts == 0 then
 
        return nil
table.insert(parts, seg)
    end
end
    return table.concat(parts, "<br />")
end
 
if #parts == 0 then
return nil
end
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 = {}
 
    for _, r in ipairs(list) do
local parts = {}
        if type(r) == "table" then
for _, r in ipairs(list) do
            local names = r["Status Name"]
if type(r) == "table" then
            local label
local names = r["Status External Name"]
            if type(names) == "table" then
local label
                label = table.concat(names, ", ")
 
            elseif type(names) == "string" then
if type(names) == "table" then
                label = names
label = table.concat(names, ", ")
            else
elseif type(names) == "string" then
                label = "Status"
label = names
            end
else
            local bp = formatBasePer(r)
label = "Status"
            local seg = label
end
            if bp then
 
                seg = seg .. " – " .. bp
local amt = nil
            end
if type(r["Per Level"]) == "table" and #r["Per Level"] > 0 and not isFlatList(r["Per Level"]) then
            table.insert(parts, seg)
local series = {}
        end
for _, v in ipairs(r["Per Level"]) do
    end
table.insert(series, formatUnitValue(v) or tostring(v))
    if #parts == 0 then
end
        return nil
amt = dynSpan(series, level)
    end
else
    return table.concat(parts, "<br />")
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
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 = {}
 
    for _, ev in ipairs(list) do
local parts = {}
        if type(ev) == "table" then
for _, ev in ipairs(list) do
            local action = ev.Action or "On event"
if type(ev) == "table" then
            local name  = ev["Skill Name"] or ev["Skill ID"] or "Unknown skill"
local action = ev.Action or "On event"
            local seg    = string.format("%s → %s", action, name)
local name  = ev["Skill Internal Name"] or ev["Skill External Name"] or "Unknown skill"
            table.insert(parts, seg)
table.insert(parts, string.format("%s → %s", action, name))
        end
end
    end
end
    if #parts == 0 then
 
        return nil
if #parts == 0 then
    end
return nil
    return table.concat(parts, "<br />")
end
return table.concat(parts, "<br />")
end
end


Line 459: Line 801:


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
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


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


    local userLower = mw.ustring.lower(userName)
----------------------------------------------------------------------
-- Direct page detection (hide Users on the skill's own page)
----------------------------------------------------------------------


    local function listHas(list)
local function isDirectSkillPage(rec)
        if type(list) ~= "table" then
if type(rec) ~= "table" then
            return false
return false
        end
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
local pageTitle = mw.title.getCurrentTitle()
    if listHas(users.Summons) then return true end
local pageName = pageTitle and pageTitle.text or ""
    if listHas(users.Monsters) then return true end
pageName = trim(pageName)
    if listHas(users.Events)   then return true end


    return false
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
end


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


local function buildInfobox(rec)
local function buildLevelSelectUI(level, maxLevel)
    local root = mw.html.create("table")
-- JS expectations:
    root:addClass("wikitable spiritvale-skill-infobox")
--  .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))


    -- Header: icon + name
wrap:tag("div"):addClass("sv-level-slider")
    local icon  = rec.Icon
    local title = rec.Name or rec["Internal Name"] or "Unknown Skill"


    local header = root:tag("tr")
return tostring(wrap)
    local headerCell = header:tag("th")
end
    headerCell:attr("colspan", 2)


    local titleText = ""
local function buildTypeTableUI(typeBlock)
    if icon and icon ~= "" then
if type(typeBlock) ~= "table" or next(typeBlock) == nil then
        titleText = string.format("[[File:%s|64px|link=]] ", icon)
return nil
    end
end
    titleText = titleText .. title
    headerCell:wikitext(titleText)


    ------------------------------------------------------------------
local wrap = mw.html.create("div")
    -- General
wrap:addClass("sv-type-grid")
    ------------------------------------------------------------------
    addSectionHeader(root, "General")
    addRow(root, "Description", rec.Description)
    addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"]))


    local users = rec.Users or {}
local added = false
    addRow(root, "Classes",  listToText(users.Classes))
    addRow(root, "Summons",  listToText(users.Summons))
    addRow(root, "Monsters", listToText(users.Monsters))
    addRow(root, "Events",  listToText(users.Events))


    ------------------------------------------------------------------
local function valName(x)
    -- Requirements
if x == nil then
    ------------------------------------------------------------------
return nil
    local req = rec.Requirements or {}
end
    if (req["Required Skills"] and #req["Required Skills"] > 0)
if type(x) == "table" then
        or (req["Required Weapons"] and #req["Required Weapons"] > 0)
if x.Name and x.Name ~= "" then return tostring(x.Name) end
        or (req["Required Stances"] and #req["Required Stances"] > 0) then
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


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


        if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
local chunk = wrap:tag("div"):addClass("sv-type-chunk")
            local skillParts = {}
chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
            for _, rs in ipairs(req["Required Skills"]) do
chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
                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"]))
addChunk("Type",     typeBlock["Damage Type"])
        addRow(root, "Required stances", listToText(req["Required Stances"]))
addChunk("Element",   typeBlock["Element Type"])
    end
addChunk("Target",    typeBlock["Target Type"])
addChunk("Cast Type", typeBlock["Cast Type"])


    ------------------------------------------------------------------
if not added then
    -- Type
return nil
    ------------------------------------------------------------------
end
    local typeBlock = rec.Type or {}
    if next(typeBlock) ~= nil then
        addSectionHeader(root, "Type")


        local dt = typeBlock["Damage Type"]
return tostring(wrap)
        if type(dt) == "table" and dt.Name then
end
            addRow(root, "Damage type", dt.Name)
        end


        local et = typeBlock["Element Type"]
local function addTopBand(tbl, levelUI, typeUI)
        if type(et) == "table" and et.Name then
if not levelUI and not typeUI then
            addRow(root, "Element", et.Name)
return
        end
end


        local tt = typeBlock["Target Type"]
local row = tbl:tag("tr")
        if type(tt) == "table" and tt.Name then
local cell = row:tag("td")
            addRow(root, "Target", tt.Name)
cell:attr("colspan", 2)
        end
cell:addClass("sv-topband-cell")


        local ct = typeBlock["Cast Type"]
-- Nested table (what Common.css targets)
        if type(ct) == "table" and ct.Name then
local inner = cell:tag("table")
            addRow(root, "Cast type", ct.Name)
inner:addClass("sv-topband-table")
        end
    end


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


        if mech.Range ~= nil then
if levelUI and typeUI then
            addRow(root, "Range", tostring(mech.Range))
tr:tag("td"):wikitext(levelUI):done()
        end
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 areaText = formatArea(mech.Area)
local function buildInfobox(rec, opts)
        addRow(root, "Area", areaText)
opts = opts or {}
local showUsers = (opts.showUsers ~= false)


        if mech["Autocast Multiplier"] ~= nil then
local maxLevel = tonumber(rec["Max Level"]) or 1
            addRow(root, "Autocast multiplier", tostring(mech["Autocast Multiplier"]))
if maxLevel < 1 then
        end
maxLevel = 1
end


        local btText = formatTimingBlock(mech["Basic Timings"])
-- Always default to max level
        addRow(root, "Timing", btText)
local level = clamp(maxLevel, 1, maxLevel)


        local rcText = formatResourceCost(mech["Resource Cost"])
local root = mw.html.create("table")
        addRow(root, "Resource cost", rcText)


        local comboText = formatCombo(mech.Combo)
-- IMPORTANT:
        addRow(root, "Combo", comboText)
-- Don't use "wikitable" here; it triggers default borders + Citizen wrapper styling.
root:addClass("spiritvale-skill-infobox")


        local effText = formatMechanicEffects(mech.Effects)
-- JS hook: treat the table itself as the "card"
        addRow(root, "Special mechanics", effText)
root:addClass("sv-skill-card")
    end
root:attr("data-max-level", tostring(maxLevel))
root:attr("data-level", tostring(level))


    ------------------------------------------------------------------
-- Helpful flag for list-mode overrides (optional)
    -- Damage & Healing
if opts.inList then
    ------------------------------------------------------------------
root:addClass("sv-skill-inlist")
    local dmg = rec.Damage or {}
end
    if next(dmg) ~= nil then
        addSectionHeader(root, "Damage and scaling")


        if dmg["Healing Present"] then
-- Top "hero" rows:
            addRow(root, "Healing", "Yes")
-- 1) Title row: icon + name centered (single cell)
        end
-- 2) Description row: its own row below (still part of 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 ""


        local mainText = formatMainDamage(dmg["Main Damage"])
-- Row 1: icon + title (single column)
        addRow(root, "Main damage", mainText)
local heroRow = root:tag("tr")
heroRow:addClass("spiritvale-infobox-main")
heroRow:addClass("sv-hero-title-row")


        local reflText = formatReflectDamage(dmg["Reflect Damage"])
local heroCell = heroRow:tag("th")
        addRow(root, "Reflect damage", reflText)
heroCell:attr("colspan", 2)
heroCell:addClass("sv-hero-title-cell")


        local scaleText = formatScaling(dmg.Scaling)
local heroInner = heroCell:tag("div")
        addRow(root, "Scaling", scaleText)
heroInner:addClass("spiritvale-infobox-main-left-inner") -- reuse centered flex column
    end


    ------------------------------------------------------------------
if icon and icon ~= "" then
    -- Modifiers
heroInner:wikitext(string.format("[[File:%s|80px|link=]]", icon))
    ------------------------------------------------------------------
end
    local modsText = formatModifiers(rec.Modifiers)
    if modsText then
        addSectionHeader(root, "Modifiers")
        addRow(root, "Flags", modsText)
    end


    ------------------------------------------------------------------
heroInner:tag("div")
    -- Status
:addClass("spiritvale-infobox-title")
    ------------------------------------------------------------------
:wikitext(title)
    local statusApps = formatStatusApplications(rec["Status Applications"])
    local statusRem  = formatStatusRemoval(rec["Status Removal"])
    if statusApps or statusRem then
        addSectionHeader(root, "Status effects")
        addRow(root, "Applies", statusApps)
        addRow(root, "Removes", statusRem)
    end


    ------------------------------------------------------------------
-- Row 2: description (below, still hero-styled)
    -- Events
if desc ~= "" then
    ------------------------------------------------------------------
local descRow = root:tag("tr")
    local eventsText = formatEvents(rec.Events)
descRow:addClass("spiritvale-infobox-main")
    if eventsText then
descRow:addClass("sv-hero-desc-row")
        addSectionHeader(root, "Events")
        addRow(root, "Triggers", eventsText)
    end


    ------------------------------------------------------------------
local descCell = descRow:tag("td")
    -- Notes
descCell:attr("colspan", 2)
    ------------------------------------------------------------------
descCell:addClass("sv-hero-desc-cell")
    if type(rec.Notes) == "table" and #rec.Notes > 0 then
        addSectionHeader(root, "Notes")
        addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
    end


    return tostring(root)
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


Line 679: Line 1,172:


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


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


    for _, rec in ipairs(matches) do
for _, rec in ipairs(matches) do
        root:wikitext(buildInfobox(rec))
-- 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


Line 722: Line 1,217:


function p.infobox(frame)
function p.infobox(frame)
    local args = getArgs(frame)
local args = getArgs(frame)
 
    -- Allow three styles:
    --  {{Skill|Bash}}              -> args[1] = "Bash"  (Name)
    --  {{Skill|name=Bash}}        -> args.name = "Bash"
    --  {{Skill|id=Bash_Internal}}  -> args.id = "Bash_Internal"
    local raw1 = args[1]
    local name = args.name or raw1
    local id  = args.id
 
    local rec


    -- 1) Prefer display Name
local raw1 = args[1]
    if name and name ~= "" then
local name = args.name or raw1
        rec = findSkillByName(name)
local id  = args.id
    end


    -- 2) Fallback: internal ID
local rec
    if not rec and id and id ~= "" then
if name and name ~= "" then
        rec = getSkillById(id)
rec = findSkillByName(name)
    end
end
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
    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


    -- Normal single-skill behavior
local showUsers = not isDirectSkillPage(rec)
    return buildInfobox(rec)
return buildInfobox(rec, { showUsers = showUsers })
end
end


return p
return p

Revision as of 02:15, 16 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
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
Range0
AreaDistance: 0
Size: None
TimingCast Time: 0s
Cooldown: 0s
Duration: 0s
Resource CostMP: 12
HP: 0
ComboType: Ready, Duration: 4s
Special MechanicsBackslide: 0
Chains: 0
Clone: 0
Hit Limit: 0
Hits: 0
Instances: 0
Knockback: 0
Leech: 0%
Leech MP: 0%
Max Instances: 0
Mount: 0
Pull: 0
Revive: 0%
Spell Copy: 0
Summon: 0
Wall: 0
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
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
Range0
AreaDistance: 0
Size: None
TimingCast Time: 0s
Cooldown: 0s
Duration: 0s
Resource CostMP: 12
HP: 0
ComboType: Ready, Duration: 4s
Special MechanicsBackslide: 0
Chains: 0
Clone: 0
Hit Limit: 0
Hits: 0
Instances: 0
Knockback: 0
Leech: 0%
Leech MP: 0%
Max Instances: 0
Mount: 0
Pull: 0
Revive: 0%
Spell Copy: 0
Summon: 0
Wall: 0
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 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-grid, .sv-type-chunk, .sv-type-label, .sv-type-value
--   .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")
	root:attr("data-max-level", tostring(maxLevel))
	root:attr("data-level", tostring(level))

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

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