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Join the Playtest on Steam Now: SpiritVale

Module:GameSkills: Difference between revisions

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Line 1: Line 1:
-- Module:GameSkills
-- Module:GameSkills
--
--
-- Upgrades:
-- Renders active skill data (Data:skills.json) into an infobox-style table,
--  - Adds a per-skill Level Select slider (client-side JS updates fields)
-- 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
--  - Default level = Max Level
--  - Adds .sv-skill-card + data-max-level / data-level hooks for JS
--  - .sv-skill-card + data-max-level / data-level hooks for JS
--  - Replaces large Lv1/Lv2/... lists with data-series dynamic spans
--  - Uses dynamic spans instead of long Lv1/Lv2/... lists
--  - Removes "General" + "Type" section bars and merges Level Select + Type into one unified top band
--  - Unified top band: Level Select (left) + Type/Element/Target/Cast (right)
--    (Level Select on the left; Type/Element/Target/Cast Type list on the right)
--  - List-mode: wraps all skills in one wrapper panel + stable .sv-skill-item divs
--  - NEW (list-mode): Wraps all skills in ONE wrapper panel and each skill in a stable .sv-skill-item
--    so CSS dividers work reliably under Citizen/table wrappers.
--
--
-- Requires the JS you installed in MediaWiki:Common.js.
-- NOTE: We add a small amount of inline styling on the top-band inner panels
-- Uses Common.css classes:
-- (Level Select + Type box) so light mode remains readable even if a skin/theme
--   .sv-topband-cell, .sv-topband-table, .sv-type-table, .sv-level-ui, .sv-level-title, .sv-level-label, .sv-level-slider
-- class selector isn’t reliable.
--   .sv-skill-collection, .sv-skill-item


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


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


Line 32: Line 32:
return skillsCache
return skillsCache
end
end
----------------------------------------------------------------------
-- Small utilities
----------------------------------------------------------------------


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


local function listToText(list, sep)
local function trim(s)
if type(list) ~= "table" or #list == 0 then
if type(s) ~= "string" then
return nil
return nil
end
end
return table.concat(list, sep or ", ")
end
local function addRow(tbl, label, value)
if value == nil or value == "" then
return
end
local row = tbl:tag("tr")
row:tag("th"):wikitext(label):done()
row:tag("td"):wikitext(value):done()
end
local function addSectionHeader(tbl, label)
local row = tbl:tag("tr")
local cell = row:tag("th")
cell:attr("colspan", 2)
cell:addClass("spiritvale-infobox-section-header")
cell:wikitext(label)
end
local function trim(s)
if type(s) ~= "string" then return nil end
s = mw.text.trim(s)
s = mw.text.trim(s)
if s == "" then return nil end
return (s ~= "" and s) or nil
return s
end
end


local function toNum(v)
local function toNum(v)
if type(v) == "number" then return v end
if type(v) == "number" then
if type(v) == "string" then return tonumber(v) end
return v
end
if type(v) == "string" then
return tonumber(v)
end
if type(v) == "table" and v.Value ~= nil then
if type(v) == "table" and v.Value ~= nil then
return toNum(v.Value)
return toNum(v.Value)
Line 82: Line 64:


local function clamp(n, lo, hi)
local function clamp(n, lo, hi)
if type(n) ~= "number" then return lo end
if type(n) ~= "number" then
return lo
end
if n < lo then return lo end
if n < lo then return lo end
if n > hi then return hi end
if n > hi then return hi end
Line 92: Line 76:
return (n ~= nil) and tostring(n) or nil
return (n ~= nil) and tostring(n) or nil
end
end
if math.abs(n - math.floor(n)) < 1e-9 then
if math.abs(n - math.floor(n)) < 1e-9 then
return tostring(math.floor(n))
return tostring(math.floor(n))
end
end
local s = string.format("%.4f", n)
local s = string.format("%.4f", n)
s = mw.ustring.gsub(s, "0+$", "")
s = mw.ustring.gsub(s, "0+$", "")
Line 101: Line 87:
end
end


-- Handles either a scalar OR {Value=..., Unit=...}
local function listToText(list, sep)
-- IMPORTANT: do NOT convert percent_decimal/percent_whole; just format around stored values.
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)
local function formatUnitValue(v)
if type(v) == "table" and v.Value ~= nil then
if type(v) == "table" and v.Value ~= nil then
local unit = v.Unit
local unit = v.Unit
local val = v.Value
local val = v.Value


if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
if unit == "percent_decimal" or unit == "percent_whole" or unit == "percent" then
Line 123: Line 125:
end
end


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


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


Line 137: Line 136:
return nil
return nil
end
end
level = clamp(level or #series, 1, #series)
level = clamp(level or #series, 1, #series)


Line 161: Line 161:


local function isNonZeroScalar(v)
local function isNonZeroScalar(v)
if v == nil then return false end
if v == nil then
if type(v) == "number" then return v ~= 0 end
return false
end
if type(v) == "number" then
return v ~= 0
end
if type(v) == "string" then
if type(v) == "string" then
local n = tonumber(v)
local n = tonumber(v)
Line 176: Line 180:
end
end


-- Like your old valuePairLines/valuePairText, but:
-- Base/Per Level renderer:
-- - if Per Level is a list, render a dynamic span instead of "v1 / v2 / ..."
-- - Per Level list -> dynamic span (or single value if flat)
-- - scalar Per Level stays as the old "Base" + "Per Level" lines (still short)
-- - Per Level scalar -> "Base" + "Per Level" lines
local function valuePairDynamicLines(name, block, maxLevel, level)
local function valuePairDynamicLines(name, block, maxLevel, level)
if type(block) ~= "table" then
if type(block) ~= "table" then
Line 187: Line 191:
local per  = block["Per Level"]
local per  = block["Per Level"]


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


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


-- dynamic series
local series = {}
local series = {}
for _, v in ipairs(per) do
for _, v in ipairs(per) do
Line 216: Line 211:


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


-- scalar Per Level (keep old style)
-- scalar Per Level
local lines = {}
local lines = {}
local baseText = formatUnitValue(base)
local baseText = formatUnitValue(base)
Line 239: Line 231:
local function valuePairDynamicText(name, block, maxLevel, level, sep)
local function valuePairDynamicText(name, block, maxLevel, level, sep)
local lines = valuePairDynamicLines(name, block, maxLevel, level)
local lines = valuePairDynamicLines(name, block, maxLevel, level)
if #lines == 0 then return nil end
return (#lines > 0) and table.concat(lines, sep or "<br />") or nil
return table.concat(lines, sep or "<br />")
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
end


Line 249: Line 274:
local function getSkillById(id)
local function getSkillById(id)
id = trim(id)
id = trim(id)
if not id then return nil end
if not id then
return nil
end
local dataset = getSkills()
local dataset = getSkills()
local byId = dataset.byId or {}
return (dataset.byId or {})[id]
return byId[id]
end
end


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


local byName = dataset.byName or {}
if byName[name] then
if byName[name] then
return byName[name]
return byName[name]
Line 272: Line 301:
end
end
end
end
return nil
return nil
end
end
Line 283: Line 313:
return "Healing"
return "Healing"
end
end
local atk = entry and entry["ATK-Based"]
 
local atk = entry and entry["ATK-Based"]
local matk = entry and entry["MATK-Based"]
local matk = entry and entry["MATK-Based"]
if atk and matk then
if atk and matk then
return "Attack/Magic Attack"
return "Attack/Magic Attack"
Line 292: Line 324:
return "Magic Attack"
return "Magic Attack"
end
end
return "Damage"
return "Damage"
end
end


-- Dynamic damage entry:
-- Build a value-only output for a Base/Per Level block, using dyn spans when needed
-- Build a series for Lv1..LvMax, and show only the selected one.
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)
local function formatDamageEntry(entry, maxLevel, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
Line 303: Line 394:


local isHealing = (entry.Type == "Healing")
local isHealing = (entry.Type == "Healing")
local basis = isHealing and "Healing" or basisLabel(entry)
local basis = isHealing and "Healing" or basisLabel(entry, false)


local baseRaw = entry["Base %"]
local baseRaw = entry["Base %"]
Line 322: Line 413:
end
end


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


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


-- Build series strings for each level
local series = {}
local series = {}
for lv = 1, maxLevel do
for lv = 1, maxLevel do
Line 373: Line 458:
end
end


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


local function formatScaling(list, basisOverride)
local list = scaling
if type(list) ~= "table" or #list == 0 then
if #list == 0 then
return nil
if scaling.Percent ~= nil or scaling["Scaling ID"] or scaling["Scaling Name"] then
list = { scaling }
else
return nil
end
end
end


Line 401: Line 495:
end
end


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


Line 411: Line 502:
return nil
return nil
end
end
local parts = {}
local parts = {}


Line 423: Line 515:
end
end


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


Line 433: Line 522:
return nil
return nil
end
end
local parts = {}
local parts = {}


Line 447: Line 537:


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


if bt["Effect Cast Time"] ~= nil then
if bt["Effect Cast Time"] ~= nil then
Line 460: Line 550:
end
end


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


Line 470: Line 557:
return nil
return nil
end
end
local parts = {}
local parts = {}


Line 482: Line 570:
end
end


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


Line 492: Line 577:
return nil
return nil
end
end
local parts = {}
local parts = {}


Line 510: Line 596:
end
end


if #parts == 0 then
return (#parts > 0) and table.concat(parts, ", ") or nil
return nil
end
return table.concat(parts, ", ")
end
 
local function valuePairRawText(block)
if type(block) ~= "table" then
return nil
end
 
local base = block.Base
local per  = block["Per Level"]
 
if type(per) == "table" then
if #per == 0 then
return formatUnitValue(base)
end
if isFlatList(per) then
return formatUnitValue(base) or tostring(per[1])
end
local vals = {}
for _, v in ipairs(per) do
table.insert(vals, formatUnitValue(v) or tostring(v))
end
return (#vals > 0) and table.concat(vals, " / ") or nil
end
 
local baseText = formatUnitValue(base)
local perText  = formatUnitValue(per)
 
if baseText and perText and isNonZeroScalar(per) then
return string.format("%s (Per Level: %s)", baseText, perText)
end
return baseText or perText
end
end


-- Special Mechanics supports dynamic Per Level lists
local function formatMechanicEffects(effects, maxLevel, level)
local function formatMechanicEffects(effects, maxLevel, level)
if type(effects) ~= "table" then
if type(effects) ~= "table" then
Line 567: Line 618:


local per = block["Per Level"]
local per = block["Per Level"]
if type(per) == "table" and #per > 0 then
if type(per) == "table" and #per > 0 then
if isFlatList(per) then
if isFlatList(per) then
Line 579: Line 629:
end
end


local pair = { Base = block.Base, ["Per Level"] = block["Per Level"] }
local txt = valuePairRawText(block)
local txt = valuePairRawText(pair)
return txt and mw.text.nowiki(txt) or nil
return txt and mw.text.nowiki(txt) or nil
end
end
Line 605: Line 654:
end
end


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


Line 615: Line 661:
return nil
return nil
end
end
local parts = {}
local parts = {}


Line 621: Line 668:
return
return
end
end
local flags = {}
local flags = {}
for k, v in pairs(sub) do
for k, v in pairs(sub) do
Line 628: Line 676:
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 637: Line 686:
collect("Special",  mods["Special Modifiers"])
collect("Special",  mods["Special Modifiers"])


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


Line 647: Line 693:
return nil
return nil
end
end
local parts = {}
local parts = {}
for _, s in ipairs(list) do
for _, s in ipairs(list) do
if type(s) == "table" then
if type(s) == "table" then
local scope = s.Scope or "Target"
local typ  = s.Type or s.Scope or "Target"
local name = s["Status External Name"] or s["Status Internal Name"] or "Unknown status"
local name = s["Status External Name"] or s["Status Internal Name"] or "Unknown status"


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


Line 664: Line 711:
local t = valuePairDynamicText("Chance", s.Chance, maxLevel, level, "; ")
local t = valuePairDynamicText("Chance", s.Chance, maxLevel, level, "; ")
if t then table.insert(detail, t) end
if t then table.insert(detail, t) end
end
if s["Fixed Duration"] then
table.insert(detail, "Fixed duration")
end
end


Line 677: Line 720:
end
end
end
end
if #parts == 0 then
 
return nil
return (#parts > 0) and table.concat(parts, "<br />") or nil
end
return table.concat(parts, "<br />")
end
end


Line 687: Line 728:
return nil
return nil
end
end
local parts = {}
local parts = {}
for _, r in ipairs(list) do
for _, r in ipairs(list) do
Line 692: Line 734:
local names = r["Status External Name"]
local names = r["Status External Name"]
local label
local label
if type(names) == "table" then
if type(names) == "table" then
label = table.concat(names, ", ")
label = table.concat(names, ", ")
Line 700: Line 743:
end
end


local amt = nil
local amt
if type(r["Per Level"]) == "table" and #r["Per Level"] > 0 and not isFlatList(r["Per Level"]) then
if type(r["Per Level"]) == "table" and #r["Per Level"] > 0 and not isFlatList(r["Per Level"]) then
local series = {}
local series = {}
Line 709: Line 752:
else
else
amt = valuePairRawText(r)
amt = valuePairRawText(r)
if amt then amt = mw.text.nowiki(amt) end
amt = amt and mw.text.nowiki(amt) or nil
end
end


Line 719: Line 762:
end
end
end
end
if #parts == 0 then
 
return nil
return (#parts > 0) and table.concat(parts, "<br />") or nil
end
return table.concat(parts, "<br />")
end
end


Line 729: Line 770:
return nil
return nil
end
end
local parts = {}
local parts = {}
for _, ev in ipairs(list) do
for _, ev in ipairs(list) do
Line 737: Line 779:
end
end
end
end
if #parts == 0 then
 
return nil
return (#parts > 0) and table.concat(parts, "<br />") or nil
end
return table.concat(parts, "<br />")
end
end


Line 771: Line 811:
end
end


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


Line 789: Line 824:


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


Line 799: Line 835:
local internal = trim(rec["Internal Name"] or rec["InternalName"] or rec["InternalID"])
local internal = trim(rec["Internal Name"] or rec["InternalName"] or rec["InternalID"])


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


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


local function buildLevelSelectUI(level, maxLevel)
local function buildLevelSelectUI(level, maxLevel)
-- JS expectations:
--  .sv-level-slider placeholder for the <input type="range">
--  .sv-level-num span for updating the number
local wrap = mw.html.create("div")
local wrap = mw.html.create("div")
wrap:addClass("sv-level-ui")
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")
wrap:tag("div")
Line 837: Line 869:
end
end


local t = mw.html.create("table")
local wrap = mw.html.create("div")
t:addClass("sv-type-table")
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 added = false


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


local function addRowKV(k, v)
local function addChunk(label, rawVal)
if not v or v == "" then return end
local v = valName(rawVal)
if not v or v == "" then
return
end
added = true
added = true
local r = t:tag("tr")
 
r:tag("th"):wikitext(mw.text.nowiki(k)):done()
local chunk = wrap:tag("div"):addClass("sv-type-chunk")
r:tag("td"):wikitext(mw.text.nowiki(v)):done()
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
end


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


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


Line 881: Line 928:
cell:addClass("sv-topband-cell")
cell:addClass("sv-topband-cell")


-- Nested table (what Common.css targets)
-- Keep nested table (your CSS targets it)
local inner = cell:tag("table")
local inner = cell:tag("table")
inner:addClass("sv-topband-table")
inner:addClass("sv-topband-table")
Line 896: Line 943:
end
end
end
end
----------------------------------------------------------------------
-- Infobox builder
----------------------------------------------------------------------


local function buildInfobox(rec, opts)
local function buildInfobox(rec, opts)
Line 903: Line 954:
local maxLevel = tonumber(rec["Max Level"]) or 1
local maxLevel = tonumber(rec["Max Level"]) or 1
if maxLevel < 1 then maxLevel = 1 end
if maxLevel < 1 then maxLevel = 1 end
-- Always default to max level
local level = clamp(maxLevel, 1, maxLevel)
local level = clamp(maxLevel, 1, maxLevel)


local root = mw.html.create("table")
local root = mw.html.create("table")
root:addClass("wikitable spiritvale-skill-infobox")
root:addClass("spiritvale-skill-infobox")
 
-- JS hook: treat the table itself as the "card"
root:addClass("sv-skill-card")
root:addClass("sv-skill-card")
root:attr("data-max-level", tostring(maxLevel))
root:attr("data-max-level", tostring(maxLevel))
root:attr("data-level", tostring(level))
root:attr("data-level", tostring(level))


-- Top "hero" row
if opts.inList then
root:addClass("sv-skill-inlist")
end
 
-- Hero rows
local icon  = rec.Icon
local icon  = rec.Icon
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc  = rec.Description or ""
local desc  = rec.Description or ""


local headerRow = root:tag("tr")
local heroRow = root:tag("tr")
headerRow:addClass("spiritvale-infobox-main")
heroRow:addClass("spiritvale-infobox-main")
heroRow:addClass("sv-hero-title-row")


local leftCell = headerRow:tag("th")
local heroCell = heroRow:tag("th")
leftCell:addClass("spiritvale-infobox-main-left")
heroCell:attr("colspan", 2)
heroCell:addClass("sv-hero-title-cell")


local leftInner = leftCell:tag("div")
local heroInner = heroCell:tag("div")
leftInner:addClass("spiritvale-infobox-main-left-inner")
heroInner:addClass("spiritvale-infobox-main-left-inner")


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


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


local rightCell = headerRow:tag("td")
if desc ~= "" then
rightCell:addClass("spiritvale-infobox-main-right")
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 rightInner = rightCell:tag("div")
local descInner = descCell:tag("div")
rightInner:addClass("spiritvale-infobox-main-right-inner")
descInner:addClass("spiritvale-infobox-main-right-inner")


if desc ~= "" then
descInner:tag("div")
rightInner:tag("div")
:addClass("spiritvale-infobox-description")
:addClass("spiritvale-infobox-description")
:wikitext(string.format("''%s''", desc))
:wikitext(string.format("''%s''", desc))
end
end


------------------------------------------------------------------
-- Unified top band
-- Unified top band (Level Select left, Type list right)
addTopBand(
------------------------------------------------------------------
root,
local levelUI = buildLevelSelectUI(level, maxLevel)
buildLevelSelectUI(level, maxLevel),
local typeUI  = buildTypeTableUI(rec.Type or {})
buildTypeTableUI(rec.Type or {})
addTopBand(root, levelUI, typeUI)
)


------------------------------------------------------------------
-- Users
-- Users (kept as rows; caller decides show/hide)
------------------------------------------------------------------
if showUsers then
if showUsers then
local users = rec.Users or {}
local users = rec.Users or {}
Line 967: Line 1,023:
end
end


------------------------------------------------------------------
-- Requirements
-- Requirements
------------------------------------------------------------------
local req = rec.Requirements or {}
local req = rec.Requirements or {}
if (req["Required Skills"] and #req["Required Skills"] > 0)
if (req["Required Skills"] and #req["Required Skills"] > 0)
or (req["Required Weapons"] and #req["Required Weapons"] > 0)
or (req["Required Weapons"] and #req["Required Weapons"] > 0)
or (req["Required Stances"] and #req["Required Stances"] > 0) then
or (req["Required Stances"] and #req["Required Stances"] > 0) then
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 995: Line 1,047:
end
end


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


if mech["Autocast Multiplier"] ~= nil then
if mech["Autocast Multiplier"] ~= nil then
Line 1,009: Line 1,057:
end
end


addRow(root, "Timing", formatTimingBlock(mech["Basic Timings"], maxLevel, level))
addRow(root, "Timing",           formatTimingBlock(mech["Basic Timings"], maxLevel, level))
addRow(root, "Resource Cost", formatResourceCost(mech["Resource Cost"], maxLevel, level))
addRow(root, "Resource Cost",     formatResourceCost(mech["Resource Cost"], maxLevel, level))
addRow(root, "Combo", formatCombo(mech.Combo))
addRow(root, "Combo",             formatCombo(mech.Combo))
addRow(root, "Special Mechanics", formatMechanicEffects(mech.Effects, maxLevel, level))
addRow(root, "Special Mechanics", formatMechanicEffects(mech.Effects, maxLevel, level))
end
end


------------------------------------------------------------------
-- Source (new) + Scaling, with backcompat for old Damage
-- Damage & Scaling
if type(rec.Source) == "table" then
------------------------------------------------------------------
addRow(root, "Source", formatSource(rec.Source, maxLevel, level))
local dmg = rec.Damage or {}
 
if next(dmg) ~= nil then
local basisOverride =
addSectionHeader(root, "Damage and Scaling")
(rec.Source.Type == "Healing" or rec.Source.Healing == true) and "Healing" or nil


local main = dmg["Main Damage"]
addRow(root, "Scaling", formatScaling(rec.Source.Scaling, basisOverride))
local mainNonHeal, healOnly = {}, {}
else
local dmg = rec.Damage or {}
if next(dmg) ~= nil then
local main = dmg["Main Damage"]
local mainNonHeal, healOnly = {}, {}


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


local flatList = dmg["Flat Damage"]
local flatList = dmg["Flat Damage"]
local reflList = dmg["Reflect Damage"]
local reflList = dmg["Reflect Damage"]


local flatHas = (type(flatList) == "table" and #flatList > 0)
local flatHas = (type(flatList) == "table" and #flatList > 0)
local reflHas = (type(reflList) == "table" and #reflList > 0)
local reflHas = (type(reflList) == "table" and #reflList > 0)


local pureHealing = (#healOnly > 0) and (#mainNonHeal == 0) and (not flatHas) and (not reflHas)
local pureHealing = (#healOnly > 0) and (#mainNonHeal == 0) and (not flatHas) and (not reflHas)


addRow(root, "Main Damage", formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
addRow(root, "Main Damage",   formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)))
addRow(root, "Flat Damage", formatDamageList(flatList, maxLevel, level, false))
addRow(root, "Flat Damage",   formatDamageList(flatList, maxLevel, level, false))
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false))
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false))
addRow(root, "Healing", formatDamageList(healOnly, maxLevel, level, false))
addRow(root, "Healing",       formatDamageList(healOnly, maxLevel, level, false))


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


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


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


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


------------------------------------------------------------------
-- Notes
-- Notes
------------------------------------------------------------------
if type(rec.Notes) == "table" and #rec.Notes > 0 then
if type(rec.Notes) == "table" and #rec.Notes > 0 then
addSectionHeader(root, "Notes")
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
end
end
Line 1,123: Line 1,164:
end
end


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


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

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