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Join the Playtest on Steam Now: SpiritVale

Module:GameSkills: Difference between revisions

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Line 1: Line 1:
--Module: GameSkills
-- Module:GameSkills
--
--
--Upgrades:
-- Upgrades:
--  - Adds a per - skill Level Select slider(client - side JS updates fields)
--  - Adds a per-skill Level Select slider (client-side JS updates fields)
--  - Default level = Max Level
--  - Default level = Max Level
--  - Adds.sv - skill - card + data - max - level / data - level hooks for JS
--  - Adds .sv-skill-card + data-max-level / data-level hooks for JS
--  - Replaces large Lv1 / Lv2 /... lists with data - series dynamic spans
--  - 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
--  - 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)
--   (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
--  - 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.
--   so CSS dividers work reliably under Citizen/table wrappers.
--
--
--Requires the JS you installed in MediaWiki: Common.js.
-- Requires the JS you installed in MediaWiki:Common.js.
--Uses Common.css classes:
-- 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-topband-cell, .sv-topband-table, .sv-type-grid, .sv-type-chunk, .sv-type-label, .sv-type-value
--  .sv - skill - collection, .sv - skill - item
--  .sv-level-ui, .sv-level-title, .sv-level-label, .sv-level-slider
--  .sv-skill-collection, .sv-skill-item


local GameData = require("Module:GameData")
local GameData = require("Module:GameData")
Line 21: Line 22:


----------------------------------------------------------------------
----------------------------------------------------------------------
--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
s = mw.text.trim(s)
return nil
if s == "" then return nil end
end
return s
s = mw.text.trim(s)
if s == "" then
return nil
end
return s
end
end


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


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


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


--Handles either a scalar OR { Value =..., Unit =... }
-- Handles either a scalar OR { Value = ..., Unit = ... }
--IMPORTANT: do NOT convert percent_decimal / percent_whole; just format around stored values.
-- 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


if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
return tostring(val).. "%"
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


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


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


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


return tostring(span)
return tostring(span)
end
end


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
if type(v) == "number" then return v ~= 0 end
return false
if type(v) == "string" then
end
if type(v) == "number" then
return v ~= 0
end
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


--Like your old valuePairLines / valuePairText, but:
-- Like your old valuePairLines/valuePairText, but:
-- - if Per Level is a list, render a dynamic span instead of "v1 / v2 / ..."
-- - 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)
-- - scalar Per Level stays as the old "Base" + "Per Level" lines (still short)
local function valuePairDynamicLines(name, block, maxLevel, level)
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(expanded)
-- Per Level list (expanded)
if type(per) == "table" then
if type(per) == "table" then
--empty list -> show Base only
-- empty list -> show Base only
if #per == 0 then
if #per == 0 then
local baseText = formatUnitValue(base)
local baseText = formatUnitValue(base)
if baseText then
if baseText then
return { string.format("%s: %s", name, mw.text.nowiki(baseText)) }
return { string.format("%s: %s", name, mw.text.nowiki(baseText)) }
end
end
return {}
return {}
end
end


--flat list -> 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 = formatUnitValue(per[1]) or 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, mw.text.nowiki(show)) }
return { string.format("%s: %s", name, mw.text.nowiki(show)) }
end
end
return {}
return {}
end
end


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


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


--scalar Per Level(keep old style)
-- 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, mw.text.nowiki(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, mw.text.nowiki(perText)))
table.insert(lines, string.format("%s Per Level: %s", name, mw.text.nowiki(perText)))
end
end


return lines
return lines
end
end


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


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


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


local function findSkillByName(name)
local function findSkillByName(name)
name = trim(name)
name = trim(name)
if not name then return nil end
if not name then
return nil
end
 
local dataset = getSkills()
local dataset = getSkills()
local byName = dataset.byName or {}


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


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


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


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


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


local isHealing = (entry.Type == "Healing")
local isHealing = (entry.Type == "Healing")
Line 306: Line 339:


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


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


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


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


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


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


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


return dynSpan(series, level)
return dynSpan(series, level)
end
end


local function formatDamageList(list, maxLevel, level, includeTypePrefix)
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 = {}
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 txt = formatDamageEntry(d, maxLevel, level)
local txt = formatDamageEntry(d, maxLevel, level)
if txt then
if txt then
if includeTypePrefix and d.Type and d.Type ~= "" then
if includeTypePrefix and d.Type and d.Type ~= "" then
table.insert(parts, mw.text.nowiki(tostring(d.Type).. ": ")..txt)
table.insert(parts, mw.text.nowiki(tostring(d.Type) .. ": ") .. txt)
else
else
table.insert(parts, txt)
table.insert(parts, txt)
end
end
end
end
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 formatScaling(list, basisOverride)
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 = {}
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 stat = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
local stat = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
local pct = s.Percent
local pct = s.Percent
local pctN = toNum(pct)
local pctN = toNum(pct)


local basis = basisOverride or basisLabel(s, false)
local basis = basisOverride or basisLabel(s, false)


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


local distLine = valuePairDynamicText("Distance", area["Area Distance"], maxLevel, level, "<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: "..mw.text.nowiki(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, maxLevel, level)
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 = valuePairDynamicLines(label, block, maxLevel, level)
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: "..mw.text.nowiki(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: "..mw.text.nowiki(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: "..mw.text.nowiki(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, maxLevel, level)
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 = valuePairDynamicLines("MP", rc["Mana Cost"], maxLevel, level)
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 = valuePairDynamicLines("HP", rc["Health Cost"], maxLevel, level)
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: "..mw.text.nowiki(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: "..mw.text.nowiki(durText))
table.insert(parts, "Duration: " .. mw.text.nowiki(durText))
end
end


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: "..mw.text.nowiki(pctText))
table.insert(parts, "Bonus: " .. mw.text.nowiki(pctText))
end
end
end
end


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


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


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


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 = {}
local vals = {}
for _, v in ipairs(per) do
for _, v in ipairs(per) do
table.insert(vals, formatUnitValue(v) or tostring(v))
table.insert(vals, formatUnitValue(v) or tostring(v))
end
end
return (#vals > 0) and table.concat(vals, " / ") or nil
return (#vals > 0) and table.concat(vals, " / ") or nil
end
end


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


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


--Special Mechanics supports dynamic Per Level lists
-- Special Mechanics supports dynamic Per Level lists
local function formatMechanicEffects(effects, maxLevel, level)
local function formatMechanicEffects(effects, maxLevel, level)
if type(effects) ~= "table" then
if type(effects) ~= "table" then
return nil
return nil
end
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)
Line 562: Line 600:


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


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


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


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


if t ~= nil and tostring(t) ~= "" then
if t ~= nil and tostring(t) ~= "" then
local amt = effectAmount(block)
local amt = effectAmount(block)
local seg = mw.text.nowiki(tostring(t).. " - "..tostring(name))
local seg = mw.text.nowiki(tostring(t) .. " - " .. tostring(name))
if amt then
if amt then
seg = seg.. " + "..amt
seg = seg .. " + " .. amt
end
end
table.insert(parts, seg)
table.insert(parts, seg)
else
else
local txt = valuePairDynamicText(name, block, maxLevel, level, ", ")
local txt = valuePairDynamicText(name, block, maxLevel, level, ", ")
if txt then
if txt then
table.insert(parts, txt)
table.insert(parts, txt)
end
end
end
end
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
 
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
if #flags > 0 then
end
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
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, maxLevel, level)
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 = {}


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


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


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


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


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


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


local seg = mw.text.nowiki(label)
local seg = mw.text.nowiki(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
 
return nil
if #parts == 0 then
end
return nil
return table.concat(parts, "<br />")
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 = {}
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"
table.insert(parts, string.format("%s → %s", action, name))
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


----------------------------------------------------------------------
----------------------------------------------------------------------
--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
 
return false
if not pageName then
end
return false
pageName = mw.ustring.lower(pageName)
end
 
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(Top band: Level Select + Type)
-- Infobox builder (Top band: Level Select + Type)
----------------------------------------------------------------------
----------------------------------------------------------------------


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


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


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


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


return tostring(wrap)
return tostring(wrap)
end
end


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


local wrap = mw.html.create("div")
local wrap = mw.html.create("div")
wrap: addClass("sv-type-grid")
wrap:addClass("sv-type-grid")


local added = false
local added = false


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


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


local chunk = wrap: tag("div"): addClass("sv-type-chunk")
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-label"):wikitext(mw.text.nowiki(label))
chunk: tag("div"): addClass("sv-type-value"): wikitext(mw.text.nowiki(v))
chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
end
end
 
addChunk("Type",      typeBlock["Damage Type"])
addChunk("Element",  typeBlock["Element Type"])
addChunk("Target",    typeBlock["Target Type"])
addChunk("Cast Type", typeBlock["Cast Type"])


addChunk("Type", typeBlock["Damage Type"])
if not added then
addChunk("Element", typeBlock["Element Type"])
return nil
addChunk("Target", typeBlock["Target Type"])
end
addChunk("Cast Type", typeBlock["Cast Type"])


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


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


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


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


local tr = inner: tag("tr")
local tr = inner:tag("tr")


if levelUI and typeUI then
if levelUI and typeUI then
tr: tag("td"): wikitext(levelUI): done()
tr:tag("td"):wikitext(levelUI):done()
tr: tag("td"): wikitext(typeUI): done()
tr:tag("td"):wikitext(typeUI):done()
elseif levelUI then
elseif levelUI then
tr: tag("td"): attr("colspan", 2): wikitext(levelUI): done()
tr:tag("td"):attr("colspan", 2):wikitext(levelUI):done()
else
else
tr: tag("td"): attr("colspan", 2): wikitext(typeUI): done()
tr:tag("td"):attr("colspan", 2):wikitext(typeUI):done()
end
end
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
local maxLevel = tonumber(rec["Max Level"]) or 1
if maxLevel < 1 then maxLevel = 1 end
if maxLevel < 1 then
maxLevel = 1
end


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


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


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


--JS hook: treat the table itself as the "card"
-- JS hook: treat the table itself as the "card"
root: addClass("sv-skill-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, but nice)
-- Helpful flag for list-mode overrides (optional)
if opts and opts.inList then
if opts.inList then
root: addClass("sv-skill-inlist")
root:addClass("sv-skill-inlist")
end
end


--JS hook: treat the table itself as the "card"
-- Top "hero" rows:
root: addClass("sv-skill-card")
-- 1) Title row: icon + name centered (single cell)
root: attr("data-max-level", tostring(maxLevel))
-- 2) Description row: its own row below (still part of hero band)
root: attr("data-level", tostring(level))
local icon  = rec.Icon
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc  = rec.Description or ""


--Top "hero" rows:
-- Row 1: icon + title (single column)
--1) Title row: icon + name centered(single cell)
local heroRow = root:tag("tr")
--2) Description row: its own row below(still part of the hero band)
heroRow:addClass("spiritvale-infobox-main")
heroRow:addClass("sv-hero-title-row")


local icon = rec.Icon
local heroCell = heroRow:tag("th")
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
heroCell:attr("colspan", 2)
local desc = rec.Description or ""
heroCell:addClass("sv-hero-title-cell")


--Row 1: icon + title(single column)
local heroInner = heroCell:tag("div")
local heroRow = root: tag("tr")
heroInner:addClass("spiritvale-infobox-main-left-inner") -- reuse centered flex column
heroRow: addClass("spiritvale-infobox-main")
heroRow: addClass("sv-hero-title-row")


local heroCell = heroRow: tag("th")
if icon and icon ~= "" then
heroCell: attr("colspan", 2)
heroInner:wikitext(string.format("[[File:%s|80px|link=]]", icon))
heroCell: addClass("sv-hero-title-cell")
end


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


if icon and icon ~= "" then
-- Row 2: description (below, still hero-styled)
heroInner: wikitext(string.format("[[File:%s|80px|link=]]", icon))
if desc ~= "" then
end
local descRow = root:tag("tr")
descRow:addClass("spiritvale-infobox-main")
descRow:addClass("sv-hero-desc-row")


heroInner: tag("div")
local descCell = descRow:tag("td")
: addClass("spiritvale-infobox-title")
descCell:attr("colspan", 2)
: wikitext(title)
descCell:addClass("sv-hero-desc-cell")


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


local descCell = descRow: tag("td")
descInner:tag("div")
descCell: attr("colspan", 2)
:addClass("spiritvale-infobox-description")
descCell: addClass("sv-hero-desc-cell")
:wikitext(string.format("''%s''", desc))
 
end
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)
-- Unified top band (Level Select left, Type list right)
------------------------------------------------------------------
------------------------------------------------------------------
local levelUI = buildLevelSelectUI(level, maxLevel)
local levelUI = buildLevelSelectUI(level, maxLevel)
local typeUI = buildTypeTableUI(rec.Type or {})
local typeUI = buildTypeTableUI(rec.Type or {})
addTopBand(root, levelUI, typeUI)
addTopBand(root, levelUI, typeUI)


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


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


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


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


------------------------------------------------------------------
------------------------------------------------------------------
--Mechanics
-- Mechanics
------------------------------------------------------------------
------------------------------------------------------------------
local mech = rec.Mechanics or { }
local mech = rec.Mechanics or {}
if next(mech) ~= nil then
if next(mech) ~= nil then
addRow(root, "Range", formatUnitValue(mech.Range))
addRow(root, "Area",  formatArea(mech.Area, maxLevel, level))


addRow(root, "Range", formatUnitValue(mech.Range))
if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Area", formatArea(mech.Area, maxLevel, level))
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))
addRow(root, "Timing", formatTimingBlock(mech["Basic Timings"], maxLevel, level))
end
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


------------------------------------------------------------------
-- Damage & Scaling
------------------------------------------------------------------
local dmg = rec.Damage or {}
if next(dmg) ~= nil then
local main = dmg["Main Damage"]
local main = dmg["Main Damage"]
local mainNonHeal, healOnly = {}, {}
local mainNonHeal, healOnly = {}, {}


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


local flatList = dmg["Flat Damage"]
local flatList = dmg["Flat Damage"]
Line 1,062: Line 1,121:
local reflHas = (type(reflList) == "table" and #reflList > 0)
local reflHas = (type(reflList) == "table" and #reflList > 0)


local pureHealing = (#healOnly > 0) and(#mainNonHeal == 0) and(not flatHas) and(not reflHas)
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, "Main Damage",   formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
addRow(root, "Flat Damage", formatDamageList(flatList, maxLevel, level, false))
addRow(root, "Flat Damage",   formatDamageList(flatList, maxLevel, level, false))
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false))
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false))
addRow(root, "Healing", formatDamageList(healOnly, maxLevel, level, false))
addRow(root, "Healing",       formatDamageList(healOnly, maxLevel, level, false))


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


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


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


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


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


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


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 == "")


if noExplicitArgs then
if noExplicitArgs then
return p.listForUser(frame)
return p.listForUser(frame)
end
end


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


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


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 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