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Module:GamePassives: Difference between revisions

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Line 55: Line 55:
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
-- Tag section header rows as body rows too (for centering)
local function addSectionHeader(tbl, label)
local row = tbl:tag("tr")
row:addClass("spiritvale-passive-body-row")
local cell = row:tag("th")
cell:attr("colspan", 2)
cell:addClass("spiritvale-infobox-section-header")
cell:wikitext(label)
end
end


Line 109: Line 98:
return nil
return nil
end
end
local parts = {}
local parts = {}
if block.Base ~= nil then
if block.Base ~= nil then
table.insert(parts, string.format("Base %s", tostring(block.Base)))
table.insert(parts, string.format("Base %s", tostring(block.Base)))
Line 116: Line 107:
table.insert(parts, string.format("%s / Lv", tostring(block["Per Level"])))
table.insert(parts, string.format("%s / Lv", tostring(block["Per Level"])))
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
Line 149: Line 142:


-- Optional qualifiers (weapon/stance/etc.), if present in data
-- Optional qualifiers (weapon/stance/etc.), if present in data
local qual = eff.Weapon or eff["Weapon"] or eff["Weapon Type"]
local qual =
or eff.Stance or eff["Stance"] or eff["Stance Type"]
eff.Weapon or eff["Weapon"] or eff["Weapon Type"] or
eff.Stance or eff["Stance"] or eff["Stance Type"]


if type(qual) == "string" and qual ~= "" then
if type(qual) == "string" and qual ~= "" then
Line 179: Line 173:
local detail = {}
local detail = {}


local dur = s.Duration
if type(s.Duration) == "table" then
if type(dur) == "table" then
local t = formatBasePer(s.Duration)
local t = formatBasePer(dur)
if t then
if t then
table.insert(detail, "Duration " .. t)
table.insert(detail, "Duration " .. t)
Line 187: Line 180:
end
end


local ch = s.Chance
if type(s.Chance) == "table" then
if type(ch) == "table" then
local t = formatBasePer(s.Chance)
local t = formatBasePer(ch)
if t then
if t then
table.insert(detail, "Chance " .. t)
table.insert(detail, "Chance " .. t)
Line 221: Line 213:
local names = r["Status Name"]
local names = r["Status Name"]
local label
local label
if type(names) == "table" then
if type(names) == "table" then
label = table.concat(names, ", ")
label = table.concat(names, ", ")
Line 231: Line 224:
local bp = formatBasePer(r)
local bp = formatBasePer(r)
local seg = label
local seg = label
if bp then
if bp then
seg = seg .. " – " .. bp
seg = seg .. " – " .. bp
end
end
table.insert(parts, seg)
table.insert(parts, seg)
end
end
Line 247: Line 242:


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
Line 269: Line 265:
return
return
end
end
local flags = {}
local flags = {}
for k, v in pairs(sub) do
for k, v in pairs(sub) do
Line 275: Line 272:
end
end
end
end
table.sort(flags)
table.sort(flags)
if #flags > 0 then
if #flags > 0 then
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
Line 379: Line 378:
-- General
-- General
------------------------------------------------------------------
------------------------------------------------------------------
addSectionHeader(root, "General")
addRow(root, "Max Level", rec["Max Level"] and tostring(rec["Max Level"]))
addRow(root, "Max Level", rec["Max Level"] and tostring(rec["Max Level"]))


Line 395: Line 393:
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
addSectionHeader(root, "Requirements")


if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
Line 402: Line 398:
for _, rs in ipairs(req["Required Skills"]) do
for _, rs in ipairs(req["Required Skills"]) do
local sname = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
local sname = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
local level = rs["Required Level"]
local rlv  = rs["Required Level"]
if level then
if rlv then
table.insert(skillParts, string.format("%s (Lv.%s)", sname, level))
table.insert(skillParts, string.format("%s (Lv.%s)", sname, rlv))
else
else
table.insert(skillParts, sname)
table.insert(skillParts, sname)
Line 420: Line 416:
------------------------------------------------------------------
------------------------------------------------------------------
local peRows = passiveEffectRows(rec["Passive Effects"])
local peRows = passiveEffectRows(rec["Passive Effects"])
if #peRows > 0 then
for _, r in ipairs(peRows) do
addSectionHeader(root, "Passive Effects")
addRow(root, r.label, r.value)
for _, r in ipairs(peRows) do
addRow(root, r.label, r.value)
end
end
end


Line 433: Line 426:
local statusRem  = formatStatusRemoval(rec["Status Removal"])
local statusRem  = formatStatusRemoval(rec["Status Removal"])
if statusApps or statusRem then
if statusApps or statusRem then
addSectionHeader(root, "Status Effects")
addRow(root, "Applies", statusApps)
addRow(root, "Applies", statusApps)
addRow(root, "Removes", statusRem)
addRow(root, "Removes", statusRem)
Line 443: Line 435:
local modsText = formatModifiers(rec.Modifiers)
local modsText = formatModifiers(rec.Modifiers)
if modsText then
if modsText then
addSectionHeader(root, "Modifiers")
addRow(root, "Flags", modsText)
addRow(root, "Flags", modsText)
end
end
Line 452: Line 443:
local eventsText = formatEvents(rec.Events)
local eventsText = formatEvents(rec.Events)
if eventsText then
if eventsText then
addSectionHeader(root, "Events")
addRow(root, "Triggers", eventsText)
addRow(root, "Triggers", eventsText)
end
end
Line 460: Line 450:
------------------------------------------------------------------
------------------------------------------------------------------
if type(rec.Notes) == "table" and #rec.Notes > 0 then
if type(rec.Notes) == "table" and #rec.Notes > 0 then
addSectionHeader(root, "Notes")
addRow(root, "Notes", asUl(rec.Notes) or table.concat(rec.Notes, "<br />"))
addRow(root, "Notes", asUl(rec.Notes) or table.concat(rec.Notes, "<br />"))
end
end

Latest revision as of 02:18, 16 December 2025

Module:GamePassives

Module:GamePassives renders passive skill data from Data:passives.json into a reusable infobox-style table.

It is intended to be used via a template (for example Template:Passive) so that passives can be embedded on any page without creating individual pages for each passive.

This module:

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

Data source

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

{
  "version": "SpiritVale-0.9.3",
  "schema_version": 1,
  "generated_at": "2025-12-12T17:24:05.784284+00:00",
  "records": [
    {
      "Name": "Honed Blade",
      "Internal Name": "CritMastery",
      "...": "other fields specific to passives"
    }
  ]
}

Each record is a single passive. 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.

Common fields include:

  • Icon
  • Description
  • Max Level
  • Users (e.g. Classes)
  • Requirements
  • Passive Effects
  • Status Applications
  • Notes

Output

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

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

  • Header row with passive name (and icon, if present).
  • Description.
  • Max level.
  • Users:
    • Classes
    • Summons
    • Monsters
    • Events
  • Requirements:
    • Required Skills (with required level)
    • Required Weapons
    • Required Stances
  • Passive effects:
    • Each entry from "Passive Effects" (Type name, optional Expression, Base and Per Level where present)
  • Status interactions:
    • Status Applications (if any)
  • Notes:
    • Any entries from "Notes" (one per line)

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


Public interface

The module exposes a single entry point for templates:

GamePassives.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 passive "Name".
  • name – explicit display "Name" of the passive (equivalent to 1).
  • id"Internal Name" of the passive (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 passives found for: GamePassives

or:

No passives found for: GamePassives

Template:Passive

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

Template:Passive
 No passives found for: GamePassives

Typical usage on any page:

Honed Blade
A life of combat has perfected your edge, each critical strike hits with ruthless efficiency.
Max Level10
Critical Damage3 / Lv

or, explicitly:

Honed Blade
A life of combat has perfected your edge, each critical strike hits with ruthless efficiency.
Max Level10
Critical Damage3 / Lv

Internal IDs can still be used when needed:

Honed Blade
A life of combat has perfected your edge, each critical strike hits with ruthless efficiency.
Max Level10
Critical Damage3 / Lv

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


-- Module:GamePassives
--
-- Renders passive skill data (from Data:passives.json) into an
-- infobox-style table and can also list all passives for a given user/class.
--
-- Usage (single passive):
--   {{Passive|Honed Blade}}
--   {{Passive|name=Honed Blade}}
--   {{Passive|id=CritMastery}}
--
-- Usage (auto-list on class page, e.g. "Acolyte"):
--   {{Passive}}                 -> lists all Acolyte passives (page name)
--   {{Passive|Acolyte}}         -> same, if no passive literally called "Acolyte"

local GameData = require("Module:GameData")

local p = {}

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

local passivesCache

local function getPassives()
	if not passivesCache then
		passivesCache = GameData.loadPassives()
	end
	return passivesCache
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

-- Tag body rows so we can style/center without touching the hero rows
local function addRow(tbl, label, value)
	if value == nil or value == "" then
		return
	end

	local row = tbl:tag("tr")
	row:addClass("spiritvale-passive-body-row")
	row:tag("th"):wikitext(label):done()
	row:tag("td"):wikitext(value):done()
end

-- Lookup by Internal Name
local function getPassiveById(id)
	if not id or id == "" then
		return nil
	end
	local dataset = getPassives()
	local byId = dataset.byId or {}
	return byId[id]
end

-- Lookup by display Name (for editors)
local function findPassiveByName(name)
	if not name or name == "" then
		return nil
	end
	local dataset = getPassives()
	for _, rec in ipairs(dataset.records or {}) do
		if rec["Name"] == name then
			return rec
		end
	end
	return nil
end

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

local function asUl(items)
	if type(items) ~= "table" or #items == 0 then
		return nil
	end
	return '<ul class="spiritvale-infobox-list"><li>'
		.. table.concat(items, "</li><li>")
		.. "</li></ul>"
end

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

	local parts = {}

	if block.Base ~= nil then
		table.insert(parts, string.format("Base %s", tostring(block.Base)))
	end
	if block["Per Level"] ~= nil then
		table.insert(parts, string.format("%s / Lv", tostring(block["Per Level"])))
	end

	if #parts == 0 then
		return nil
	end

	return table.concat(parts, ", ")
end

-- Passive Effects: return rows (label/value), not a single text blob
local function passiveEffectRows(list)
	if type(list) ~= "table" or #list == 0 then
		return {}
	end

	local rows = {}

	for _, eff in ipairs(list) do
		if type(eff) == "table" then
			local t = eff.Type or {}
			local name = t.Name or eff.ID or "Unknown"

			local value = eff.Value or {}
			local detail = {}

			if value.Base ~= nil then
				table.insert(detail, string.format("Base %s", tostring(value.Base)))
			end
			if value["Per Level"] ~= nil then
				table.insert(detail, string.format("%s / Lv", tostring(value["Per Level"])))
			end
			if value.Expression ~= nil and value.Expression ~= "" then
				table.insert(detail, tostring(value.Expression))
			end

			-- Optional qualifiers (weapon/stance/etc.), if present in data
			local qual =
				eff.Weapon or eff["Weapon"] or eff["Weapon Type"] or
				eff.Stance or eff["Stance"] or eff["Stance Type"]

			if type(qual) == "string" and qual ~= "" then
				table.insert(detail, qual)
			end

			local right = (#detail > 0) and table.concat(detail, ", ") or "—"
			table.insert(rows, { label = name, value = right })
		end
	end

	return rows
end

local function formatStatusApplications(list)
	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 Name"] or s["Status ID"] or "Unknown status"

			local seg = scope .. " – " .. name
			local detail = {}

			if type(s.Duration) == "table" then
				local t = formatBasePer(s.Duration)
				if t then
					table.insert(detail, "Duration " .. t)
				end
			end

			if type(s.Chance) == "table" then
				local t = formatBasePer(s.Chance)
				if t then
					table.insert(detail, "Chance " .. 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

	return asUl(parts)
end

local function formatStatusRemoval(list)
	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 Name"]
			local label

			if type(names) == "table" then
				label = table.concat(names, ", ")
			elseif type(names) == "string" then
				label = names
			else
				label = "Status"
			end

			local bp = formatBasePer(r)
			local seg = label

			if bp then
				seg = seg .. " – " .. bp
			end

			table.insert(parts, seg)
		end
	end

	return asUl(parts)
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 Name"] or ev["Skill ID"] or "Unknown skill"
			table.insert(parts, string.format("%s → %s", action, name))
		end
	end

	return asUl(parts)
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"])

	return asUl(parts)
end

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

local function passiveMatchesUser(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

----------------------------------------------------------------------
-- Infobox builder
----------------------------------------------------------------------

local function buildInfobox(rec)
	local root = mw.html.create("table")
	root:addClass("spiritvale-passive-infobox")

	-- ==========================================================
	-- Top "hero" rows: title row (icon + name), then description row
	-- ==========================================================
	local icon  = rec.Icon
	local title = rec.Name or rec["Internal Name"] or "Unknown Passive"
	local desc  = rec.Description or ""

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

	local titleCell = titleRow:tag("th")
	titleCell:attr("colspan", 2)

	local titleInner = titleCell:tag("div")
	titleInner:addClass("spiritvale-infobox-main-left-inner")

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

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

	-- Row 2: description (single cell)
	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)

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

		-- Use <i> to avoid apostrophes breaking ''...'' formatting
		local d = descInner:tag("div")
		d:addClass("spiritvale-infobox-description")
		d:tag("i"):wikitext(desc)
	end

	------------------------------------------------------------------
	-- General
	------------------------------------------------------------------
	addRow(root, "Max Level", rec["Max Level"] and tostring(rec["Max Level"]))

	-- Classes intentionally removed (template is used on class pages)
	local users = rec.Users or {}
	addRow(root, "Summons",  listToText(users.Summons))
	addRow(root, "Monsters", listToText(users.Monsters))
	addRow(root, "Events",   listToText(users.Events))

	------------------------------------------------------------------
	-- 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 sname = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
				local rlv   = rs["Required Level"]
				if rlv then
					table.insert(skillParts, string.format("%s (Lv.%s)", sname, rlv))
				else
					table.insert(skillParts, sname)
				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

	------------------------------------------------------------------
	-- Passive Effects (one row per effect)
	------------------------------------------------------------------
	local peRows = passiveEffectRows(rec["Passive Effects"])
	for _, r in ipairs(peRows) do
		addRow(root, r.label, r.value)
	end

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

	------------------------------------------------------------------
	-- Modifiers
	------------------------------------------------------------------
	local modsText = formatModifiers(rec.Modifiers)
	if modsText then
		addRow(root, "Flags", modsText)
	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", asUl(rec.Notes) or table.concat(rec.Notes, "<br />"))
	end

	return tostring(root)
end

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

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

	-- Prefer explicit param, then unnamed, then fall back to the current page name.
	local userName = args.user or args[1]
	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 Passive list.</strong>"
	end

	local dataset = getPassives()
	local matches = {}

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

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

	local root = mw.html.create("div")
	root:addClass("spiritvale-passive-list")

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

	return tostring(root)
end

----------------------------------------------------------------------
-- Public: single-passive 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

	-- 1) Prefer display Name
	if name and name ~= "" then
		rec = findPassiveByName(name)
	end

	-- 2) Fallback: internal ID
	if not rec and id and id ~= "" then
		rec = getPassiveById(id)
	end

	-- 3) If still nothing, decide if this is "list mode" or truly unknown.
	if not rec then
		local pageTitle = mw.title.getCurrentTitle()
		local 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 passive:</strong> %s[[Category:Pages with unknown passive|%s]]",
			mw.text.nowiki(label),
			label
		)
	end

	return buildInfobox(rec)
end

return p