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Module:GameSkills: Difference between revisions

From SpiritVale Wiki
m Protected "Module:GameSkills" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
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-- Module:GameSkills
-- Module:GameSkills
--
--
-- Renders skill data (from Data:skills.json) into an infobox/table.
-- Renders active skill data (Data:skills.json) into an infobox-style table,
-- Data is loaded via Module:GameData.
-- and can also list all skills for a given user/class (page name).
--
--
-- Supported usage patterns (via Template:Skill):
-- Features:
--   {{Skill|Bash}}                  -- uses display Name (recommended)
--  - Per-skill Level Select slider (client-side JS updates .sv-dyn spans)
--   {{Skill|name=Bash}}            -- explicit name
-- - Default level = Max Level
--   {{Skill|id=Bash_InternalId}}    -- internal ID (power use)
--  - .sv-skill-card + data-max-level / data-level hooks for JS
--  - Uses dynamic spans instead of long Lv1/Lv2/... lists
-- - Unified top band: Level Select (left) + Type/Element/Target/Cast (right)
-- - List-mode: wraps all skills in one wrapper panel + stable .sv-skill-item divs
--
-- NOTE: We add a small amount of inline styling on the top-band inner panels
-- (Level Select + Type box) so light mode remains readable even if a skin/theme
-- class selector isn’t reliable.


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


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Internal helpers
-- Data cache
----------------------------------------------------------------------
----------------------------------------------------------------------


Line 20: Line 27:


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
----------------------------------------------------------------------
-- Small utilities
----------------------------------------------------------------------


local function getArgs(frame)
local function getArgs(frame)
    -- Prefer parent template args if present (usual #invoke pattern)
local parent = frame:getParent()
    local parent = frame:getParent()
return (parent and parent.args) or frame.args
    if parent then
end
        return parent.args
 
    end
local function trim(s)
    return frame.args
if type(s) ~= "string" then
return nil
end
s = mw.text.trim(s)
return (s ~= "" and s) or nil
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
end


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


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


local function formatBasePer(block)
-- Handles either a scalar OR { Value = ..., Unit = ... }
    if type(block) ~= "table" then
-- IMPORTANT: wikiprep often converts unit-wrapped pairs into strings already.
        return nil
local function formatUnitValue(v)
    end
if type(v) == "table" and v.Value ~= nil then
    local base = block.Base
local unit = v.Unit
    local per  = block["Per Level"]
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 base and per then
return (v ~= nil) and tostring(v) or nil
        return string.format("%.2f (%.2f / Lv)", base, per)
    elseif base then
        return string.format("%.2f", base)
    elseif per then
        return string.format("%.2f / Lv", per)
    else
        return nil
    end
end
end


local function formatManaCost(block)
----------------------------------------------------------------------
    if type(block) ~= "table" then
-- Dynamic spans (JS-driven)
        return nil
----------------------------------------------------------------------
    end
 
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 base = block.Base
local function isFlatList(list)
    local per  = block["Per Level"]
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


    if base and per then
local function isNonZeroScalar(v)
        return string.format("%.0f (%.0f / Lv)", base, per)
if v == nil then
    elseif base then
return false
        return string.format("%.0f", base)
end
    elseif per then
if type(v) == "number" then
        return string.format("%.0f / Lv", per)
return v ~= 0
    else
end
        return nil
if type(v) == "string" then
    end
local n = tonumber(v)
if n == nil then
return v ~= ""
end
return n ~= 0
end
if type(v) == "table" and v.Value ~= nil then
return isNonZeroScalar(v.Value)
end
return true
end
end


local function formatMainDamage(damageTable)
-- Base/Per Level renderer:
    if type(damageTable) ~= "table" or #damageTable == 0 then
-- - Per Level list -> dynamic span (or single value if flat)
        return nil
-- - Per Level scalar -> "Base" + "Per Level" lines
    end
local function valuePairDynamicLines(name, block, maxLevel, level)
if type(block) ~= "table" then
return {}
end
 
local base = block.Base
local per  = block["Per Level"]


    local parts = {}
-- Per Level list (expanded by wikiprep)
    for _, entry in ipairs(damageTable) do
if type(per) == "table" then
        local base = entry["Base %"]
if #per == 0 then
        local per  = entry["Per Level %"]
local baseText = formatUnitValue(base)
        local txt
return baseText and { string.format("%s: %s", name, mw.text.nowiki(baseText)) } or {}
end


        if base and per then
if isFlatList(per) then
            txt = string.format("Base %.2f, +%.2f / Lv", base, per)
local baseText = formatUnitValue(base)
        elseif base then
local one = formatUnitValue(per[1]) or tostring(per[1])
            txt = string.format("Base %.2f", base)
local show = baseText or one
        elseif per then
return show and { string.format("%s: %s", name, mw.text.nowiki(show)) } or {}
            txt = string.format("+%.2f / Lv", per)
end
        end


        if txt then
local series = {}
            table.insert(parts, txt)
for _, v in ipairs(per) do
        end
table.insert(series, formatUnitValue(v) or tostring(v))
    end
end


    if #parts == 0 then
local dyn = dynSpan(series, level)
        return nil
return dyn and { string.format("%s: %s", name, dyn) } or {}
    end
end
    return table.concat(parts, "; ")
 
end
-- scalar Per Level
local lines = {}
local baseText = formatUnitValue(base)
local perText  = formatUnitValue(per)


local function formatScaling(scalingList)
if baseText then
    if type(scalingList) ~= "table" or #scalingList == 0 then
table.insert(lines, string.format("%s: %s", name, mw.text.nowiki(baseText)))
        return nil
end
    end
if perText and isNonZeroScalar(per) then
table.insert(lines, string.format("%s Per Level: %s", name, mw.text.nowiki(perText)))
end


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


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


local function formatStatusApplications(list)
-- Raw text for a Base/Per Level block (used by Special Mechanics & Source fallbacks)
    if type(list) ~= "table" or #list == 0 then
local function valuePairRawText(block)
        return nil
if type(block) ~= "table" then
    end
return nil
end


    local parts = {}
local base = block.Base
    for _, s in ipairs(list) do
local per = block["Per Level"]
        local scope = s.Scope or "Target"
        local name  = s["Status Name"] or s["Status ID"] or "Unknown status"
        local dur    = s.Duration and s.Duration.Base
        local chance = s.Chance and s.Chance.Base


        local seg = name
if type(per) == "table" then
        if scope and scope ~= "" then
if #per == 0 then
            seg = scope .. ": " .. seg
return formatUnitValue(base)
        end
end
if isFlatList(per) then
return formatUnitValue(base) or tostring(per[1])
end


        local detailParts = {}
local vals = {}
        if dur then
for _, v in ipairs(per) do
            table.insert(detailParts, string.format("Dur %.2f", dur))
table.insert(vals, formatUnitValue(v) or tostring(v))
        end
end
        if chance then
return (#vals > 0) and table.concat(vals, " / ") or nil
            table.insert(detailParts, string.format("Chance %.2f", chance))
end
        end


        if #detailParts > 0 then
local baseText = formatUnitValue(base)
            seg = seg .. " (" .. table.concat(detailParts, ", ") .. ")"
local perText  = formatUnitValue(per)
        end


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


    return table.concat(parts, "; ")
return baseText or perText
end
end


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


-- Lookup by display Name (for editors)
local function findSkillByName(name)
local function findSkillByName(name)
    if not name or name == "" then
name = trim(name)
        return nil
if not name then
    end
return nil
    local dataset = getSkills()
end
    for _, rec in ipairs(dataset.records or {}) do
 
        if rec["Name"] == name then
local dataset = getSkills()
            return rec
local byName = dataset.byName or {}
        end
 
    end
if byName[name] then
    return nil
return byName[name]
end
 
for _, rec in ipairs(dataset.records or {}) do
if type(rec) == "table" then
if rec["External Name"] == name or rec["Name"] == name or rec["Display Name"] == name then
return rec
end
end
end
 
return nil
end
 
----------------------------------------------------------------------
-- 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
 
-- Build a value-only output for a Base/Per Level block, using dyn spans when needed
local function valuePairDynamicValueOnly(block, maxLevel, level)
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
local baseText = formatUnitValue(base)
return baseText and mw.text.nowiki(baseText) or nil
end
 
if isFlatList(per) then
local one  = formatUnitValue(per[1]) or tostring(per[1])
local show = formatUnitValue(base) or one
return show and mw.text.nowiki(show) or nil
end
 
local series = {}
for _, v in ipairs(per) do
table.insert(series, formatUnitValue(v) or tostring(v))
end
return dynSpan(series, level)
end
 
local txt = valuePairRawText(block)
return txt and mw.text.nowiki(txt) or nil
end
 
-- Source (new unified Damage/Flat/Reflect/Healing) formatter
local function formatSource(src, maxLevel, level)
if type(src) ~= "table" then
return nil
end
 
local kind = src.Type or "Damage"
local isHealing = (kind == "Healing") or (src.Healing == true)
 
local basis = basisLabel(src, isHealing)
if basis and mw.ustring.lower(tostring(basis)) == mw.ustring.lower(tostring(kind)) then
basis = nil
end
 
local val = valuePairDynamicValueOnly(src, maxLevel, level)
if not val then
return nil
end
 
local out = mw.text.nowiki(tostring(kind)) .. ": " .. val
if basis then
out = out .. " " .. mw.text.nowiki(tostring(basis))
end
 
return out
end
 
-- BACKCOMPAT: old damage list formatter (safe to remove once migrated)
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, false)
 
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
if baseIsPresent() then
baseText = (baseN ~= nil) and (fmtNum(baseN) .. "%") or (tostring(baseRaw) .. "%")
end
 
if perN == nil or perN == 0 or not maxLevel or maxLevel <= 0 then
return baseText and mw.text.nowiki(baseText .. " " .. basis) or nil
end
 
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
end
 
-- Scaling supports either:
--  - single dict: {Percent=..., Scaling ID/Name...}
--  - list of dicts: [{...},{...}]
local function formatScaling(scaling, basisOverride)
if type(scaling) ~= "table" then
return nil
end
 
local list = scaling
if #list == 0 then
if scaling.Percent ~= nil or scaling["Scaling ID"] or scaling["Scaling Name"] then
list = { scaling }
else
return nil
end
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
 
return (#parts > 0) and table.concat(parts, ", ") or nil
end
 
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 txt = valuePairRawText(block)
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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 (#parts > 0) and table.concat(parts, "<br />") or nil
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 typ  = s.Type or s.Scope or "Target"
local name = s["Status External Name"] or s["Status Internal Name"] or "Unknown status"
 
local seg = tostring(typ) .. " – " .. 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 #detail > 0 then
seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
end
 
table.insert(parts, seg)
end
end
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
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)
amt = amt and mw.text.nowiki(amt) or nil
end
 
local seg = mw.text.nowiki(label)
if amt then
seg = seg .. " – " .. amt
end
table.insert(parts, seg)
end
end
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
 
return (#parts > 0) and table.concat(parts, "<br />") or nil
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
 
return listHas(users.Classes) or listHas(users.Summons) or listHas(users.Monsters) or listHas(users.Events)
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"])
 
return (ext and mw.ustring.lower(ext) == pageName) or (internal and mw.ustring.lower(internal) == pageName) or false
end
 
----------------------------------------------------------------------
-- Top band UI
----------------------------------------------------------------------
 
local function buildLevelSelectUI(level, maxLevel)
local wrap = mw.html.create("div")
wrap:addClass("sv-level-ui")
 
-- Inline “light-mode-safe” panel styling (works in both modes)
wrap:css("background", "rgba(90, 78, 124, 0.18)")
wrap:css("border", "1px solid rgba(55, 43, 84, 0.22)")
wrap:css("border-radius", "10px")
 
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")
 
-- Inline “light-mode-safe” panel styling (works in both modes)
wrap:css("background", "rgba(90, 78, 124, 0.18)")
wrap:css("border", "1px solid rgba(55, 43, 84, 0.22)")
wrap:css("border-radius", "10px")
 
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
 
-- NEW keys (with fallback to old keys)
addChunk("Damage",  typeBlock.Damage  or typeBlock["Damage Type"])
addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
addChunk("Target",  typeBlock.Target  or typeBlock["Target Type"])
addChunk("Cast",    typeBlock.Cast    or 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")
 
-- Keep nested table (your CSS targets it)
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
end


Line 203: Line 948:
----------------------------------------------------------------------
----------------------------------------------------------------------


local function buildInfobox(rec)
local function buildInfobox(rec, opts)
    local root = mw.html.create("table")
opts = opts or {}
    root:addClass("wikitable spiritvale-skill-infobox")
local showUsers = (opts.showUsers ~= false)
 
local maxLevel = tonumber(rec["Max Level"]) or 1
if maxLevel < 1 then maxLevel = 1 end
local level = clamp(maxLevel, 1, maxLevel)
 
local root = mw.html.create("table")
root:addClass("spiritvale-skill-infobox")
root:addClass("sv-skill-card")
root:attr("data-max-level", tostring(maxLevel))
root:attr("data-level", tostring(level))
 
if opts.inList then
root:addClass("sv-skill-inlist")
end
 
-- Hero rows
local icon  = rec.Icon
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc  = rec.Description or ""
 
local 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")
 
if icon and icon ~= "" then
heroInner:wikitext(string.format("[[File:%s|80px|link=]]", icon))
end
 
heroInner:tag("div")
:addClass("spiritvale-infobox-title")
:wikitext(title)
 
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
addTopBand(
root,
buildLevelSelectUI(level, maxLevel),
buildTypeTableUI(rec.Type or {})
)
 
-- Users
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


    -- Header: icon + name
-- Requirements
    local icon  = rec.Icon
local req = rec.Requirements or {}
    local title = rec.Name or rec["Internal Name"] or "Unknown Skill"
if (req["Required Skills"] and #req["Required Skills"] > 0)
or (req["Required Weapons"] and #req["Required Weapons"] > 0)
or (req["Required Stances"] and #req["Required Stances"] > 0) then


    local header = root:tag("tr")
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
    local headerCell = header:tag("th")
local skillParts = {}
    headerCell:attr("colspan", 2)
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


    local titleText = ""
addRow(root, "Required Weapons", listToText(req["Required Weapons"]))
    if icon and icon ~= "" then
addRow(root, "Required Stances", listToText(req["Required Stances"]))
        titleText = string.format("[[File:%s|64px|link=]] ", icon)
end
    end
    titleText = titleText .. title
    headerCell:wikitext(titleText)


    -- Basic info
-- Mechanics
    addRow(root, "Description", rec.Description)
local mech = rec.Mechanics or {}
    addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"]))
if next(mech) ~= nil then
addRow(root, "Range", formatUnitValue(mech.Range))
addRow(root, "Area", formatArea(mech.Area, maxLevel, level))


    -- Users
if mech["Autocast Multiplier"] ~= nil then
    local users = rec.Users or {}
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]))
    addRow(root, "Classes",  listToText(users.Classes))
end
    addRow(root, "Summons", listToText(users.Summons))
    addRow(root, "Monsters", listToText(users.Monsters))
    addRow(root, "Events",  listToText(users.Events))


     -- Requirements
addRow(root, "Timing",            formatTimingBlock(mech["Basic Timings"], maxLevel, level))
    local req = rec.Requirements or {}
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


    if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
-- Source (new) + Scaling, with backcompat for old Damage
        local skillParts = {}
if type(rec.Source) == "table" then
        for _, rs in ipairs(req["Required Skills"]) do
addRow(root, "Source", formatSource(rec.Source, maxLevel, level))
            local name  = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
            local level = rs["Required Level"]
            if level then
                table.insert(skillParts, string.format("%s (Lv.%s)", name, level))
            else
                table.insert(skillParts, name)
            end
        end
        addRow(root, "Required skills", table.concat(skillParts, ", "))
    end


    addRow(root, "Required weapons", listToText(req["Required Weapons"]))
local basisOverride =
    addRow(root, "Required stances", listToText(req["Required Stances"]))
(rec.Source.Type == "Healing" or rec.Source.Healing == true) and "Healing" or nil


    -- Type
addRow(root, "Scaling", formatScaling(rec.Source.Scaling, basisOverride))
    local t = rec.Type or {}
else
    local damageType = t["Damage Type"]  and t["Damage Type"].Name
local dmg = rec.Damage or {}
    local element    = t["Element Type"] and t["Element Type"].Name
if next(dmg) ~= nil then
    local target    = t["Target Type"] and t["Target Type"].Name
local main = dmg["Main Damage"]
    local castType  = t["Cast Type"]    and t["Cast Type"].Name
local mainNonHeal, healOnly = {}, {}


    addRow(root, "Damage type", damageType)
if type(main) == "table" then
    addRow(root, "Element",    element)
for _, d in ipairs(main) do
    addRow(root, "Targeting",   target)
if type(d) == "table" and d.Type == "Healing" then
    addRow(root, "Cast type",   castType)
table.insert(healOnly, d)
else
table.insert(mainNonHeal, d)
end
end
end


    -- Mechanics
local flatList = dmg["Flat Damage"]
    local mech        = rec.Mechanics or {}
local reflList = dmg["Reflect Damage"]
    local basicTimings = mech["Basic Timings"] or {}
    local resource    = mech["Resource Cost"] or {}


    if mech.Range then
local flatHas = (type(flatList) == "table" and #flatList > 0)
        addRow(root, "Range", string.format("%.2f", mech.Range))
local reflHas = (type(reflList) == "table" and #reflList > 0)
    end


    addRow(root, "Cast time", formatBasePer(basicTimings["Cast Time"]))
local pureHealing = (#healOnly > 0) and (#mainNonHeal == 0) and (not flatHas) and (not reflHas)
    addRow(root, "Cooldown",  formatBasePer(basicTimings["Cooldown"]))
    addRow(root, "Duration",  formatBasePer(basicTimings["Duration"]))


    local manaCost = formatManaCost(resource["Mana Cost"])
addRow(root, "Main Damage",    formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
    addRow(root, "Mana cost", manaCost)
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))


    -- Damage + Scaling
addRow(root, "Scaling", formatScaling(dmg.Scaling, pureHealing and "Healing" or nil))
    local dmg    = rec.Damage or {}
end
    local mainDmg = formatMainDamage(dmg["Main Damage"])
end
    local scaling = formatScaling(dmg.Scaling)


    addRow(root, "Main damage", mainDmg)
-- Modifiers
    addRow(root, "Scaling",     scaling)
local modsText = formatModifiers(rec.Modifiers)
if modsText then
addRow(root, "Flags", modsText)
end


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


    return tostring(root)
-- Events
local eventsText = formatEvents(rec.Events)
if eventsText then
addRow(root, "Triggers", eventsText)
end
 
-- Notes
if type(rec.Notes) == "table" and #rec.Notes > 0 then
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
end
 
return tostring(root)
end
end


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Public entry point
-- Public: list all skills for a given user/class
----------------------------------------------------------------------
 
function p.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
 
local root = mw.html.create("div")
root:addClass("sv-skill-collection")
 
for _, rec in ipairs(matches) do
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)
function p.infobox(frame)
    local args = getArgs(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


    -- Allow three styles:
if not rec then
    --  {{Skill|Bash}}              -> args[1] = "Bash"  (Name)
local pageTitle = mw.title.getCurrentTitle()
    --  {{Skill|name=Bash}}        -> args.name = "Bash"
local pageName  = pageTitle and pageTitle.text or ""
    --  {{Skill|id=Bash_Internal}}  -> args.id = "Bash_Internal"
    local raw1 = args[1]
    local name = args.name or raw1
    local id  = args.id


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


    -- 1) Prefer display Name (what editors will actually use)
if noExplicitArgs then
    if name and name ~= "" then
return p.listForUser(frame)
        rec = findSkillByName(name)
end
    end


    -- 2) Fallback: internal ID if explicitly given
if name and name ~= "" and name == pageName and (not id or id == "") then
    if not rec and id and id ~= "" then
return p.listForUser(frame)
        rec = getSkillById(id)
end
    end


    if not rec then
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


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


return p
return p

Latest revision as of 05:55, 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
Damage
Melee
Element
Neutral
Target
Enemy
Cast
Target
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
SourceDamage: 325% Attack
Scaling2% Damage Per Strength
FlagsSpecial: Self Centered
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

or, explicitly:

Bash
Delivers a crushing blow with a chance to stun the target.
Level Select
Level 10 / 10
Damage
Melee
Element
Neutral
Target
Enemy
Cast
Target
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
SourceDamage: 325% Attack
Scaling2% Damage Per Strength
FlagsSpecial: Self Centered
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

Internal IDs can still be used when needed:

Unknown Skill: Bash_InternalId

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


-- Module:GameSkills
--
-- Renders active skill data (Data:skills.json) into an infobox-style table,
-- and can also list all skills for a given user/class (page name).
--
-- Features:
--  - Per-skill Level Select slider (client-side JS updates .sv-dyn spans)
--  - Default level = Max Level
--  - .sv-skill-card + data-max-level / data-level hooks for JS
--  - Uses dynamic spans instead of long Lv1/Lv2/... lists
--  - Unified top band: Level Select (left) + Type/Element/Target/Cast (right)
--  - List-mode: wraps all skills in one wrapper panel + stable .sv-skill-item divs
--
-- NOTE: We add a small amount of inline styling on the top-band inner panels
-- (Level Select + Type box) so light mode remains readable even if a skin/theme
-- class selector isn’t reliable.

local GameData = require("Module:GameData")

local p = {}

----------------------------------------------------------------------
-- Data cache
----------------------------------------------------------------------

local skillsCache

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

----------------------------------------------------------------------
-- Small utilities
----------------------------------------------------------------------

local function getArgs(frame)
	local parent = frame:getParent()
	return (parent and parent.args) or frame.args
end

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

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

-- Handles either a scalar OR { Value = ..., Unit = ... }
-- IMPORTANT: wikiprep often converts unit-wrapped pairs into strings already.
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

	return (v ~= nil) and tostring(v) or nil
end

----------------------------------------------------------------------
-- Dynamic spans (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

-- Base/Per Level renderer:
-- - Per Level list -> dynamic span (or single value if flat)
-- - Per Level scalar -> "Base" + "Per Level" lines
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 by wikiprep)
	if type(per) == "table" then
		if #per == 0 then
			local baseText = formatUnitValue(base)
			return baseText and { string.format("%s: %s", name, mw.text.nowiki(baseText)) } or {}
		end

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

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

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

	-- scalar Per Level
	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)
	return (#lines > 0) and table.concat(lines, sep or "<br />") or nil
end

-- Raw text for a Base/Per Level block (used by Special Mechanics & Source fallbacks)
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

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

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

-- Build a value-only output for a Base/Per Level block, using dyn spans when needed
local function valuePairDynamicValueOnly(block, maxLevel, level)
	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
			local baseText = formatUnitValue(base)
			return baseText and mw.text.nowiki(baseText) or nil
		end

		if isFlatList(per) then
			local one  = formatUnitValue(per[1]) or tostring(per[1])
			local show = formatUnitValue(base) or one
			return show and mw.text.nowiki(show) or nil
		end

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

	local txt = valuePairRawText(block)
	return txt and mw.text.nowiki(txt) or nil
end

-- Source (new unified Damage/Flat/Reflect/Healing) formatter
local function formatSource(src, maxLevel, level)
	if type(src) ~= "table" then
		return nil
	end

	local kind = src.Type or "Damage"
	local isHealing = (kind == "Healing") or (src.Healing == true)

	local basis = basisLabel(src, isHealing)
	if basis and mw.ustring.lower(tostring(basis)) == mw.ustring.lower(tostring(kind)) then
		basis = nil
	end

	local val = valuePairDynamicValueOnly(src, maxLevel, level)
	if not val then
		return nil
	end

	local out = mw.text.nowiki(tostring(kind)) .. ": " .. val
	if basis then
		out = out .. " " .. mw.text.nowiki(tostring(basis))
	end

	return out
end

-- BACKCOMPAT: old damage list formatter (safe to remove once migrated)
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, false)

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

	if perN == nil or perN == 0 or not maxLevel or maxLevel <= 0 then
		return baseText and mw.text.nowiki(baseText .. " " .. basis) or nil
	end

	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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
end

-- Scaling supports either:
--  - single dict: {Percent=..., Scaling ID/Name...}
--  - list of dicts: [{...},{...}]
local function formatScaling(scaling, basisOverride)
	if type(scaling) ~= "table" then
		return nil
	end

	local list = scaling
	if #list == 0 then
		if scaling.Percent ~= nil or scaling["Scaling ID"] or scaling["Scaling Name"] then
			list = { scaling }
		else
			return nil
		end
	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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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

	return (#parts > 0) and table.concat(parts, ", ") or nil
end

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 txt = valuePairRawText(block)
		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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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 (#parts > 0) and table.concat(parts, "<br />") or nil
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 typ  = s.Type or s.Scope or "Target"
			local name = s["Status External Name"] or s["Status Internal Name"] or "Unknown status"

			local seg = tostring(typ) .. " – " .. 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 #detail > 0 then
				seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
			end

			table.insert(parts, seg)
		end
	end

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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
			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)
				amt = amt and mw.text.nowiki(amt) or nil
			end

			local seg = mw.text.nowiki(label)
			if amt then
				seg = seg .. " – " .. amt
			end
			table.insert(parts, seg)
		end
	end

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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

	return (#parts > 0) and table.concat(parts, "<br />") or nil
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

	return listHas(users.Classes) or listHas(users.Summons) or listHas(users.Monsters) or listHas(users.Events)
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"])

	return (ext and mw.ustring.lower(ext) == pageName) or (internal and mw.ustring.lower(internal) == pageName) or false
end

----------------------------------------------------------------------
-- Top band UI
----------------------------------------------------------------------

local function buildLevelSelectUI(level, maxLevel)
	local wrap = mw.html.create("div")
	wrap:addClass("sv-level-ui")

	-- Inline “light-mode-safe” panel styling (works in both modes)
	wrap:css("background", "rgba(90, 78, 124, 0.18)")
	wrap:css("border", "1px solid rgba(55, 43, 84, 0.22)")
	wrap:css("border-radius", "10px")

	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")

	-- Inline “light-mode-safe” panel styling (works in both modes)
	wrap:css("background", "rgba(90, 78, 124, 0.18)")
	wrap:css("border", "1px solid rgba(55, 43, 84, 0.22)")
	wrap:css("border-radius", "10px")

	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

	-- NEW keys (with fallback to old keys)
	addChunk("Damage",  typeBlock.Damage  or typeBlock["Damage Type"])
	addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
	addChunk("Target",  typeBlock.Target  or typeBlock["Target Type"])
	addChunk("Cast",    typeBlock.Cast    or 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")

	-- Keep nested table (your CSS targets it)
	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

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

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
	local level = clamp(maxLevel, 1, maxLevel)

	local root = mw.html.create("table")
	root:addClass("spiritvale-skill-infobox")
	root:addClass("sv-skill-card")
	root:attr("data-max-level", tostring(maxLevel))
	root:attr("data-level", tostring(level))

	if opts.inList then
		root:addClass("sv-skill-inlist")
	end

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

	local 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")

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

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

	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
	addTopBand(
		root,
		buildLevelSelectUI(level, maxLevel),
		buildTypeTableUI(rec.Type or {})
	)

	-- Users
	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

	-- Source (new) + Scaling, with backcompat for old Damage
	if type(rec.Source) == "table" then
		addRow(root, "Source", formatSource(rec.Source, maxLevel, level))

		local basisOverride =
			(rec.Source.Type == "Healing" or rec.Source.Healing == true) and "Healing" or nil

		addRow(root, "Scaling", formatScaling(rec.Source.Scaling, basisOverride))
	else
		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
	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

	local root = mw.html.create("div")
	root:addClass("sv-skill-collection")

	for _, rec in ipairs(matches) do
		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