Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Join the Playtest on Steam Now: SpiritVale

Module:GameSkills: Difference between revisions

From SpiritVale Wiki
No edit summary
No edit summary
 
(7 intermediate revisions by the same user not shown)
Line 4: Line 4:
-- and can also list all skills for a given user/class (page name).
-- and can also list all skills for a given user/class (page name).
--
--
-- Features:
-- Standard Hero Layout (reused across the wiki):
-- - Per-skill Level Select slider (client-side JS updates .sv-dyn spans)
--   1) hero-title-bar        (icon + name)
--  - Default level = Max Level
--   2) hero-description-bar (description strip)
-- - .sv-skill-card + data-max-level / data-level hooks for JS
--   3) hero-modules row      (4 slots: hero-module-1..4)
-- - Uses dynamic spans instead of long Lv1/Lv2/... lists
--       - Slot 1: module-level-selector
-- - Unified top band: Level Select (left) + Type/Element/Target/Cast (right)
--       - Slot 2: module-skill-type
-- - List-mode: wraps all skills in one wrapper panel + stable .sv-skill-item divs
--       - Slot 3: skill-source-module (Basis + Source + Scaling) OR blank
--       - Slot 4: empty (reserved)
--
--
-- NOTE: We add a small amount of inline styling on the top-band inner panels
-- Requires Common.js logic that updates:
-- (Level Select + Type box) so light mode remains readable even if a skin/theme
--  - .sv-dyn spans via data-series
-- class selector isn’t reliable.
--   - .sv-level-num + data-level on .sv-skill-card
--   - binds to input.sv-level-range inside each card


local GameData = require("Module:GameData")
local GameData = require("Module:GameData")
Line 94: Line 96:
end
end


local function addRow(tbl, label, value)
-- Add a labeled infobox row (with optional hooks for future)
local function addRow(tbl, label, value, rowClass, dataKey)
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:addClass("sv-row")
if rowClass then
row:addClass(rowClass)
end
if dataKey then
row:attr("data-field", dataKey)
end
row:tag("th"):wikitext(label):done()
row:tag("th"):wikitext(label):done()
row:tag("td"):wikitext(value):done()
row:tag("td"):wikitext(value):done()
Line 234: Line 246:
end
end


-- Raw text for a Base/Per Level block (used by Special Mechanics & Source fallbacks)
local function valuePairRawText(block)
local function valuePairRawText(block)
if type(block) ~= "table" then
if type(block) ~= "table" then
Line 296: Line 307:
for _, rec in ipairs(dataset.records or {}) do
for _, rec in ipairs(dataset.records or {}) do
if type(rec) == "table" then
if type(rec) == "table" then
if rec["External Name"] == name or rec["Name"] == name or rec["Display Name"] == name then
if rec["External Name"] == name or rec.Name == name or rec["Display Name"] == name then
return rec
return rec
end
end
Line 328: Line 339:
end
end


-- Build a value-only output for a Base/Per Level block, using dyn spans when needed
local function valuePairDynamicValueOnly(block, maxLevel, level)
local function valuePairDynamicValueOnly(block, maxLevel, level)
if type(block) ~= "table" then
if type(block) ~= "table" then
Line 360: Line 370:
end
end


-- Source (new unified Damage/Flat/Reflect/Healing) formatter
-- Source (new unified Damage/Flat/Reflect/Healing) formatter (for infobox rows)
local function formatSource(src, maxLevel, level)
local function formatSource(src, maxLevel, level)
if type(src) ~= "table" then
if type(src) ~= "table" then
Line 387: Line 397:
end
end


-- BACKCOMPAT: old damage list formatter (safe to remove once migrated)
-- BACKCOMPAT: old damage list formatter (for infobox rows)
local function formatDamageEntry(entry, maxLevel, level)
local function formatDamageEntry(entry, maxLevel, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
Line 461: Line 471:
end
end


-- Scaling supports either:
-- Scaling supports either a single dict or a list (for infobox rows)
--  - single dict: {Percent=..., Scaling ID/Name...}
--  - list of dicts: [{...},{...}]
local function formatScaling(scaling, basisOverride)
local function formatScaling(scaling, basisOverride)
if type(scaling) ~= "table" then
if type(scaling) ~= "table" then
Line 832: Line 840:
pageName = mw.ustring.lower(pageName)
pageName = mw.ustring.lower(pageName)


local ext = trim(rec["External Name"] or rec["Name"] or rec["Display Name"])
local ext = trim(rec["External Name"] or rec.Name or rec["Display Name"])
local internal = trim(rec["Internal Name"] or rec["InternalName"] or rec["InternalID"])
local internal = trim(rec["Internal Name"] or rec.InternalName or rec.InternalID)


return (ext and mw.ustring.lower(ext) == pageName) or (internal and mw.ustring.lower(internal) == pageName) or false
return (ext and mw.ustring.lower(ext) == pageName) or (internal and mw.ustring.lower(internal) == pageName) or false
Line 839: Line 847:


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Top band UI
-- Hero modules (4-slot scaffold)
----------------------------------------------------------------------
----------------------------------------------------------------------


local function buildLevelSelectUI(level, maxLevel)
local function moduleBox(slot, extraClasses, innerHtml, isEmpty)
local wrap = mw.html.create("div")
local box = mw.html.create("div")
wrap:addClass("sv-level-ui")
box:addClass("hero-module")
box:addClass("hero-module-" .. tostring(slot))
box:attr("data-hero-module", tostring(slot))
 
if extraClasses then
if type(extraClasses) == "string" then
box:addClass(extraClasses)
elseif type(extraClasses) == "table" then
for _, c in ipairs(extraClasses) do
box:addClass(c)
end
end
end
 
if isEmpty then
box:addClass("hero-module-empty")
end
 
local body = box:tag("div"):addClass("hero-module-body")
if innerHtml and innerHtml ~= "" then
body:wikitext(innerHtml)
end
 
return tostring(box)
end
 
-- Helper: render an intentionally-empty hero module slot (keeps the 2x2 grid stable)
local function buildEmptyModule(slot)
return moduleBox(slot, nil, "", true)
end


-- Inline “light-mode-safe” panel styling (works in both modes)
-- ------------------------------------------------------------
wrap:css("background", "rgba(90, 78, 124, 0.18)")
-- Module 1 – Level Selector
wrap:css("border", "1px solid rgba(55, 43, 84, 0.22)")
-- FIX: If maxLevel == 1, do NOT emit a range input (prevents JS edge-cases)
wrap:css("border-radius", "10px")
-- ------------------------------------------------------------
local function buildModuleLevelSelector(level, maxLevel)
local inner = mw.html.create("div")
inner:addClass("sv-level-ui")


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


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


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


return tostring(wrap)
if tonumber(maxLevel) and tonumber(maxLevel) > 1 then
end
slider:tag("input")
 
:attr("type", "range")
local function buildTypeTableUI(typeBlock)
:attr("min", "1")
if type(typeBlock) ~= "table" or next(typeBlock) == nil then
:attr("max", tostring(maxLevel))
return nil
:attr("value", tostring(level))
:addClass("sv-level-range")
:attr("aria-label", "Skill level select")
else
-- single-level skills: keep layout but no <input>
inner:addClass("sv-level-ui-single")
slider:addClass("sv-level-slider-single")
end
end


local wrap = mw.html.create("div")
return moduleBox(1, "module-level-selector", tostring(inner), false)
wrap:addClass("sv-type-grid")
end


-- Inline “light-mode-safe” panel styling (works in both modes)
-- ------------------------------------------------------------
wrap:css("background", "rgba(90, 78, 124, 0.18)")
-- Module 2 – Skill Type
wrap:css("border", "1px solid rgba(55, 43, 84, 0.22)")
-- ------------------------------------------------------------
wrap:css("border-radius", "10px")
local function buildModuleSkillType(typeBlock)
 
typeBlock = (type(typeBlock) == "table") and typeBlock or {}
local added = false


local function valName(x)
local function valName(x)
Line 893: Line 938:
end
end


local grid = mw.html.create("div")
grid:addClass("sv-type-grid")
local added = false
local function addChunk(label, rawVal)
local function addChunk(label, rawVal)
local v = valName(rawVal)
local v = valName(rawVal)
Line 900: Line 949:
added = true
added = true


local chunk = wrap:tag("div"):addClass("sv-type-chunk")
local chunk = grid:tag("div"):addClass("sv-type-chunk")
chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
end
end


-- NEW keys (with fallback to old keys)
addChunk("Damage",  typeBlock.Damage  or typeBlock["Damage Type"])
addChunk("Damage",  typeBlock.Damage  or typeBlock["Damage Type"])
addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
Line 911: Line 959:
addChunk("Cast",    typeBlock.Cast    or typeBlock["Cast Type"])
addChunk("Cast",    typeBlock.Cast    or typeBlock["Cast Type"])


if not added then
local body = added and tostring(grid) or ""
return moduleBox(2, "module-skill-type", body, false)
end
 
-- ============================================================
-- Module 3 – Skill Source (Modifier + Source + Scaling)
-- - Modifier column (optional): "Modifier" pill + Attack/Magic Attack/Hybrid
-- - Source column: Kind pill + big % value
-- - Scaling column: "Scaling" pill + compact lines
--
-- RULE: If BOTH Source and Scaling are missing -> return nil (slot stays blank)
-- - Supports BOTH new (rec.Source) and legacy (rec.Damage) formats.
-- ============================================================
 
local function formatScalingCompactLines(scaling)
if type(scaling) ~= "table" then
return {}
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 {}
end
end
 
local out = {}
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)
 
if pctN ~= nil and pctN ~= 0 then
table.insert(out, string.format("%s%% %s", fmtNum(pctN), stat))
elseif pct ~= nil and tostring(pct) ~= "" and tostring(pct) ~= "0" then
table.insert(out, string.format("%s%% %s", tostring(pct), stat))
end
end
end
 
return out
end
 
local function basisWordFromFlags(atkFlag, matkFlag)
if atkFlag and matkFlag then
return "Hybrid"
elseif atkFlag then
return "Attack"
elseif matkFlag then
return "Magic Attack"
end
return nil
end
 
-- Prefer the “current level value” (dynSpan when we have a series list)
local function sourceValueForLevel(src, maxLevel, level)
if type(src) ~= "table" then
return nil
end
 
local base = src.Base
local per  = src["Per Level"]
 
-- Preferred: expanded series list (wikiprep)
if type(per) == "table" and #per > 0 then
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
 
-- Fallback: may show "X (Per Level: Y)" if not expanded
return valuePairDynamicValueOnly(src, maxLevel, level)
end
 
-- Legacy (pre-Source) damage entry: compute a simple % at the current level
local function legacyPercentAtLevel(entry, level)
if type(entry) ~= "table" then
return nil
return nil
end
end


return tostring(wrap)
local baseRaw = entry["Base %"]
local perRaw  = entry["Per Level %"]
local baseN  = toNum(baseRaw)
local perN    = toNum(perRaw)
 
-- If Per Level exists, level 1 shows at least per*1 even when base is 0/missing.
if perN ~= nil and perN ~= 0 then
local total = (baseN or 0) + (perN * level)
return fmtNum(total) .. "%"
end
 
if baseN ~= nil then
return fmtNum(baseN) .. "%"
end
if baseRaw ~= nil and tostring(baseRaw) ~= "" then
return tostring(baseRaw) .. "%"
end
 
return nil
end
end


local function addTopBand(tbl, levelUI, typeUI)
local function buildModuleSkillSource(rec, level, maxLevel)
if not levelUI and not typeUI then
local basisWord = nil
local sourceKind = nil
local sourceVal  = nil
local scaling    = nil
 
-- Preferred: new unified Source block
if type(rec.Source) == "table" then
local src = rec.Source
 
local atkFlag  = (src["ATK-Based"] == true)
local matkFlag = (src["MATK-Based"] == true)
basisWord = basisWordFromFlags(atkFlag, matkFlag)
 
sourceKind = src.Type or ((src.Healing == true) and "Healing") or "Damage"
sourceVal  = sourceValueForLevel(src, maxLevel, level)
scaling    = src.Scaling
end
 
-- Backcompat: legacy Damage block
if (sourceVal == nil or sourceVal == "") and type(rec.Damage) == "table" then
local dmg = rec.Damage
scaling = scaling or dmg.Scaling
 
local main = dmg["Main Damage"]
local refl = dmg["Reflect Damage"]
local flat = dmg["Flat Damage"]
 
-- priority: Main Damage > Reflect > Flat
if type(main) == "table" and #main > 0 then
local pick = nil
for _, d in ipairs(main) do
if type(d) == "table" and d.Type ~= "Healing" then
pick = d
break
end
end
pick = pick or main[1]
 
if type(pick) == "table" then
local atkFlag  = (pick["ATK-Based"] == true)
local matkFlag = (pick["MATK-Based"] == true)
basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)
 
sourceKind = (pick.Type == "Healing") and "Healing" or "Damage"
sourceVal  = legacyPercentAtLevel(pick, level)
end
elseif type(refl) == "table" and #refl > 0 and type(refl[1]) == "table" then
local pick = refl[1]
local atkFlag  = (pick["ATK-Based"] == true)
local matkFlag = (pick["MATK-Based"] == true)
basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)
 
sourceKind = "Reflect"
sourceVal  = legacyPercentAtLevel(pick, level)
elseif type(flat) == "table" and #flat > 0 and type(flat[1]) == "table" then
local pick = flat[1]
local atkFlag  = (pick["ATK-Based"] == true)
local matkFlag = (pick["MATK-Based"] == true)
basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)
 
sourceKind = "Flat"
sourceVal  = legacyPercentAtLevel(pick, level)
end
end
 
local scalingLines = formatScalingCompactLines(scaling)
local hasSource    = (sourceVal ~= nil and tostring(sourceVal) ~= "")
local hasScaling  = (type(scalingLines) == "table" and #scalingLines > 0)
 
-- RULE: if neither exists, leave module 3 blank
if (not hasSource) and (not hasScaling) then
return nil
end
 
local hasMod = (basisWord ~= nil and tostring(basisWord) ~= "")
 
-- Classes drive grid layout in CSS
local extra = { "skill-source-module" }
table.insert(extra, hasMod and "sv-has-mod" or "sv-no-mod")
 
if hasSource and (not hasScaling) then
table.insert(extra, "sv-only-source")
elseif hasScaling and (not hasSource) then
table.insert(extra, "sv-only-scaling")
end
 
local wrap = mw.html.create("div")
wrap:addClass("sv-source-grid")
 
-- Column 1: Modifier (optional)
if hasMod then
local modCol = wrap:tag("div"):addClass("sv-source-col"):addClass("sv-source-modifier")
modCol:tag("div")
:addClass("sv-source-pill")
:wikitext("Modifier")
modCol:tag("div")
:addClass("sv-modifier-value")
:wikitext(mw.text.nowiki(basisWord))
end
 
-- Column 2: Source (optional)
if hasSource then
local sourceCol = wrap:tag("div"):addClass("sv-source-col"):addClass("sv-source-main")
sourceCol:tag("div")
:addClass("sv-source-pill")
:wikitext(mw.text.nowiki(sourceKind or "Source"))
sourceCol:tag("div")
:addClass("sv-source-value")
:wikitext(sourceVal)
end
 
-- Column 3: Scaling (optional)
if hasScaling then
local scalingCol = wrap:tag("div"):addClass("sv-source-col"):addClass("sv-source-scaling")
scalingCol:tag("div")
:addClass("sv-source-pill")
:wikitext("Scaling")
 
local list = scalingCol:tag("div"):addClass("sv-scaling-list")
for _, line in ipairs(scalingLines) do
list:tag("div")
:addClass("sv-scaling-item")
:wikitext(mw.text.nowiki(line))
end
end
 
return moduleBox(3, extra, tostring(wrap), false)
end
 
local function buildHeroModulesUI(rec, level, maxLevel)
local grid = mw.html.create("div")
grid:addClass("hero-modules-grid")
 
grid:wikitext(buildModuleLevelSelector(level, maxLevel))
grid:wikitext(buildModuleSkillType(rec.Type or {}))
 
local m3 = buildModuleSkillSource(rec, level, maxLevel)
grid:wikitext(m3 or buildEmptyModule(3))
 
grid:wikitext(buildEmptyModule(4))
 
return tostring(grid)
end
 
local function addHeroModulesRow(tbl, modulesUI)
if not modulesUI or modulesUI == "" then
return
return
end
end


local row = tbl:tag("tr")
local row = tbl:tag("tr")
row:addClass("hero-modules-row")
local cell = row:tag("td")
local cell = row:tag("td")
cell:attr("colspan", 2)
cell:attr("colspan", 2)
cell:addClass("sv-topband-cell")
cell:addClass("hero-modules-cell")
 
cell:wikitext(modulesUI)
-- 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 966: Line 1,252:
end
end


-- Hero rows
local internalId = trim(rec["Internal Name"] or rec.InternalID or rec.ID)
if internalId then
root:attr("data-skill-id", internalId)
end
 
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"
Line 974: Line 1,264:
heroRow:addClass("spiritvale-infobox-main")
heroRow:addClass("spiritvale-infobox-main")
heroRow:addClass("sv-hero-title-row")
heroRow:addClass("sv-hero-title-row")
heroRow:addClass("hero-title-bar")


local heroCell = heroRow:tag("th")
local heroCell = heroRow:tag("th")
Line 994: Line 1,285:
descRow:addClass("spiritvale-infobox-main")
descRow:addClass("spiritvale-infobox-main")
descRow:addClass("sv-hero-desc-row")
descRow:addClass("sv-hero-desc-row")
descRow:addClass("hero-description-bar")


local descCell = descRow:tag("td")
local descCell = descRow:tag("td")
Line 1,007: Line 1,299:
end
end


-- Unified top band
addHeroModulesRow(root, buildHeroModulesUI(rec, level, maxLevel))
addTopBand(
root,
buildLevelSelectUI(level, maxLevel),
buildTypeTableUI(rec.Type or {})
)


-- Users
if showUsers then
if showUsers then
local users = rec.Users or {}
local users = rec.Users or {}
addRow(root, "Classes",  listToText(users.Classes))
addRow(root, "Classes",  listToText(users.Classes),  "sv-row-users", "Users.Classes")
addRow(root, "Summons",  listToText(users.Summons))
addRow(root, "Summons",  listToText(users.Summons),  "sv-row-users", "Users.Summons")
addRow(root, "Monsters", listToText(users.Monsters))
addRow(root, "Monsters", listToText(users.Monsters), "sv-row-users", "Users.Monsters")
addRow(root, "Events",  listToText(users.Events))
addRow(root, "Events",  listToText(users.Events),  "sv-row-users", "Users.Events")
end
end


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


if hasReq then
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
local skillParts = {}
local skillParts = {}
Line 1,040: Line 1,327:
end
end
end
end
addRow(root, "Required Skills", table.concat(skillParts, ", "))
addRow(root, "Required Skills", table.concat(skillParts, ", "), "sv-row-req", "Requirements.Required Skills")
end
end


addRow(root, "Required Weapons", listToText(req["Required Weapons"]))
addRow(root, "Required Weapons", listToText(req["Required Weapons"]), "sv-row-req", "Requirements.Required Weapons")
addRow(root, "Required Stances", listToText(req["Required Stances"]))
addRow(root, "Required Stances", listToText(req["Required Stances"]), "sv-row-req", "Requirements.Required Stances")
end
end


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


if mech["Autocast Multiplier"] ~= nil then
if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]))
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]), "sv-row-mech", "Mechanics.Autocast Multiplier")
end
end


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


-- Source (new) + Scaling, with backcompat for old Damage
-- Source + Scaling are displayed in Module 3 now, so we do NOT repeat them as body rows.
if type(rec.Source) == "table" then
-- Keep the detailed legacy damage breakdown rows only (Main/Flat/Reflect/Healing).
addRow(root, "Source", formatSource(rec.Source, maxLevel, level))
if type(rec.Source) ~= "table" then
local dmg = rec.Damage or {}
if next(dmg) ~= nil then
local main = dmg["Main Damage"]
local mainNonHeal, healOnly = {}, {}


local basisOverride =
if type(main) == "table" then
(rec.Source.Type == "Healing" or rec.Source.Healing == true) and "Healing" or nil
for _, d in ipairs(main) do
 
if type(d) == "table" and d.Type == "Healing" then
addRow(root, "Scaling", formatScaling(rec.Source.Scaling, basisOverride))
table.insert(healOnly, d)
else
else
local dmg = rec.Damage or {}
table.insert(mainNonHeal, d)
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
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)
addRow(root, "Main Damage",    formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)), "sv-row-source", "Damage.Main Damage")
local reflHas = (type(reflList) == "table" and #reflList > 0)
addRow(root, "Flat Damage",    formatDamageList(flatList, maxLevel, level, false), "sv-row-source", "Damage.Flat Damage")
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false), "sv-row-source", "Damage.Reflect Damage")
addRow(root, "Healing",        formatDamageList(healOnly, maxLevel, level, false), "sv-row-source", "Damage.Healing")
end
end


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


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


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


-- Notes
if type(rec.Notes) == "table" and #rec.Notes > 0 then
if type(rec.Notes) == "table" and #rec.Notes > 0 then
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
addRow(root, "Notes", table.concat(rec.Notes, "<br />"), "sv-row-meta", "Notes")
end
end


Line 1,158: Line 1,428:


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



Latest revision as of 20:10, 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
<input type="range" min="1" max="10" value="10" class="sv-level-range" aria-label="Skill level select" />
Damage
Melee
Element
Neutral
Target
Enemy
Cast
Target
Modifier
Attack
Damage
325%
Scaling
2% Strength
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
Range0
AreaDistance: 0
Size: None
TimingCast Time: 0s
Cooldown: 0s
Duration: 0s
Resource CostMP: 12
HP: 0
ComboType: Ready, Duration: 4s
Special MechanicsBackslide: 0
Chains: 0
Clone: 0
Hit Limit: 0
Hits: 0
Instances: 0
Knockback: 0
Leech: 0%
Leech MP: 0%
Max Instances: 0
Mount: 0
Pull: 0
Revive: 0%
Spell Copy: 0
Summon: 0
Wall: 0
FlagsSpecial: Self Centered
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

or, explicitly:

Bash
Delivers a crushing blow with a chance to stun the target.
Level Select
Level 10 / 10
<input type="range" min="1" max="10" value="10" class="sv-level-range" aria-label="Skill level select" />
Damage
Melee
Element
Neutral
Target
Enemy
Cast
Target
Modifier
Attack
Damage
325%
Scaling
2% Strength
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
Range0
AreaDistance: 0
Size: None
TimingCast Time: 0s
Cooldown: 0s
Duration: 0s
Resource CostMP: 12
HP: 0
ComboType: Ready, Duration: 4s
Special MechanicsBackslide: 0
Chains: 0
Clone: 0
Hit Limit: 0
Hits: 0
Instances: 0
Knockback: 0
Leech: 0%
Leech MP: 0%
Max Instances: 0
Mount: 0
Pull: 0
Revive: 0%
Spell Copy: 0
Summon: 0
Wall: 0
FlagsSpecial: Self Centered
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

Internal IDs can still be used when needed:

Unknown Skill: Bash_InternalId

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


-- Module:GameSkills
--
-- 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).
--
-- Standard Hero Layout (reused across the wiki):
--   1) hero-title-bar        (icon + name)
--   2) hero-description-bar  (description strip)
--   3) hero-modules row      (4 slots: hero-module-1..4)
--        - Slot 1: module-level-selector
--        - Slot 2: module-skill-type
--        - Slot 3: skill-source-module (Basis + Source + Scaling) OR blank
--        - Slot 4: empty (reserved)
--
-- Requires Common.js logic that updates:
--   - .sv-dyn spans via data-series
--   - .sv-level-num + data-level on .sv-skill-card
--   - binds to input.sv-level-range inside each card

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

-- Add a labeled infobox row (with optional hooks for future)
local function addRow(tbl, label, value, rowClass, dataKey)
	if value == nil or value == "" then
		return
	end

	local row = tbl:tag("tr")
	row:addClass("sv-row")
	if rowClass then
		row:addClass(rowClass)
	end
	if dataKey then
		row:attr("data-field", dataKey)
	end

	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

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

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 (for infobox rows)
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 (for infobox rows)
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 a single dict or a list (for infobox rows)
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

----------------------------------------------------------------------
-- Hero modules (4-slot scaffold)
----------------------------------------------------------------------

local function moduleBox(slot, extraClasses, innerHtml, isEmpty)
	local box = mw.html.create("div")
	box:addClass("hero-module")
	box:addClass("hero-module-" .. tostring(slot))
	box:attr("data-hero-module", tostring(slot))

	if extraClasses then
		if type(extraClasses) == "string" then
			box:addClass(extraClasses)
		elseif type(extraClasses) == "table" then
			for _, c in ipairs(extraClasses) do
				box:addClass(c)
			end
		end
	end

	if isEmpty then
		box:addClass("hero-module-empty")
	end

	local body = box:tag("div"):addClass("hero-module-body")
	if innerHtml and innerHtml ~= "" then
		body:wikitext(innerHtml)
	end

	return tostring(box)
end

-- Helper: render an intentionally-empty hero module slot (keeps the 2x2 grid stable)
local function buildEmptyModule(slot)
	return moduleBox(slot, nil, "", true)
end

-- ------------------------------------------------------------
-- Module 1 – Level Selector
-- FIX: If maxLevel == 1, do NOT emit a range input (prevents JS edge-cases)
-- ------------------------------------------------------------
local function buildModuleLevelSelector(level, maxLevel)
	local inner = mw.html.create("div")
	inner:addClass("sv-level-ui")

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

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

	local slider = inner:tag("div"):addClass("sv-level-slider")

	if tonumber(maxLevel) and tonumber(maxLevel) > 1 then
		slider:tag("input")
			:attr("type", "range")
			:attr("min", "1")
			:attr("max", tostring(maxLevel))
			:attr("value", tostring(level))
			:addClass("sv-level-range")
			:attr("aria-label", "Skill level select")
	else
		-- single-level skills: keep layout but no <input>
		inner:addClass("sv-level-ui-single")
		slider:addClass("sv-level-slider-single")
	end

	return moduleBox(1, "module-level-selector", tostring(inner), false)
end

-- ------------------------------------------------------------
-- Module 2 – Skill Type
-- ------------------------------------------------------------
local function buildModuleSkillType(typeBlock)
	typeBlock = (type(typeBlock) == "table") and typeBlock or {}

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

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

		local chunk = grid:tag("div"):addClass("sv-type-chunk")
		chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
		chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
	end

	addChunk("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"])

	local body = added and tostring(grid) or ""
	return moduleBox(2, "module-skill-type", body, false)
end

-- ============================================================
-- Module 3 – Skill Source (Modifier + Source + Scaling)
-- - Modifier column (optional): "Modifier" pill + Attack/Magic Attack/Hybrid
-- - Source column: Kind pill + big % value
-- - Scaling column: "Scaling" pill + compact lines
--
-- RULE: If BOTH Source and Scaling are missing -> return nil (slot stays blank)
-- - Supports BOTH new (rec.Source) and legacy (rec.Damage) formats.
-- ============================================================

local function formatScalingCompactLines(scaling)
	if type(scaling) ~= "table" then
		return {}
	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 {}
		end
	end

	local out = {}
	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)

			if pctN ~= nil and pctN ~= 0 then
				table.insert(out, string.format("%s%% %s", fmtNum(pctN), stat))
			elseif pct ~= nil and tostring(pct) ~= "" and tostring(pct) ~= "0" then
				table.insert(out, string.format("%s%% %s", tostring(pct), stat))
			end
		end
	end

	return out
end

local function basisWordFromFlags(atkFlag, matkFlag)
	if atkFlag and matkFlag then
		return "Hybrid"
	elseif atkFlag then
		return "Attack"
	elseif matkFlag then
		return "Magic Attack"
	end
	return nil
end

-- Prefer the “current level value” (dynSpan when we have a series list)
local function sourceValueForLevel(src, maxLevel, level)
	if type(src) ~= "table" then
		return nil
	end

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

	-- Preferred: expanded series list (wikiprep)
	if type(per) == "table" and #per > 0 then
		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

	-- Fallback: may show "X (Per Level: Y)" if not expanded
	return valuePairDynamicValueOnly(src, maxLevel, level)
end

-- Legacy (pre-Source) damage entry: compute a simple % at the current level
local function legacyPercentAtLevel(entry, level)
	if type(entry) ~= "table" then
		return nil
	end

	local baseRaw = entry["Base %"]
	local perRaw  = entry["Per Level %"]
	local baseN   = toNum(baseRaw)
	local perN    = toNum(perRaw)

	-- If Per Level exists, level 1 shows at least per*1 even when base is 0/missing.
	if perN ~= nil and perN ~= 0 then
		local total = (baseN or 0) + (perN * level)
		return fmtNum(total) .. "%"
	end

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

	return nil
end

local function buildModuleSkillSource(rec, level, maxLevel)
	local basisWord = nil
	local sourceKind = nil
	local sourceVal  = nil
	local scaling    = nil

	-- Preferred: new unified Source block
	if type(rec.Source) == "table" then
		local src = rec.Source

		local atkFlag  = (src["ATK-Based"] == true)
		local matkFlag = (src["MATK-Based"] == true)
		basisWord = basisWordFromFlags(atkFlag, matkFlag)

		sourceKind = src.Type or ((src.Healing == true) and "Healing") or "Damage"
		sourceVal  = sourceValueForLevel(src, maxLevel, level)
		scaling    = src.Scaling
	end

	-- Backcompat: legacy Damage block
	if (sourceVal == nil or sourceVal == "") and type(rec.Damage) == "table" then
		local dmg = rec.Damage
		scaling = scaling or dmg.Scaling

		local main = dmg["Main Damage"]
		local refl = dmg["Reflect Damage"]
		local flat = dmg["Flat Damage"]

		-- priority: Main Damage > Reflect > Flat
		if type(main) == "table" and #main > 0 then
			local pick = nil
			for _, d in ipairs(main) do
				if type(d) == "table" and d.Type ~= "Healing" then
					pick = d
					break
				end
			end
			pick = pick or main[1]

			if type(pick) == "table" then
				local atkFlag  = (pick["ATK-Based"] == true)
				local matkFlag = (pick["MATK-Based"] == true)
				basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)

				sourceKind = (pick.Type == "Healing") and "Healing" or "Damage"
				sourceVal  = legacyPercentAtLevel(pick, level)
			end
		elseif type(refl) == "table" and #refl > 0 and type(refl[1]) == "table" then
			local pick = refl[1]
			local atkFlag  = (pick["ATK-Based"] == true)
			local matkFlag = (pick["MATK-Based"] == true)
			basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)

			sourceKind = "Reflect"
			sourceVal  = legacyPercentAtLevel(pick, level)
		elseif type(flat) == "table" and #flat > 0 and type(flat[1]) == "table" then
			local pick = flat[1]
			local atkFlag  = (pick["ATK-Based"] == true)
			local matkFlag = (pick["MATK-Based"] == true)
			basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)

			sourceKind = "Flat"
			sourceVal  = legacyPercentAtLevel(pick, level)
		end
	end

	local scalingLines = formatScalingCompactLines(scaling)
	local hasSource    = (sourceVal ~= nil and tostring(sourceVal) ~= "")
	local hasScaling   = (type(scalingLines) == "table" and #scalingLines > 0)

	-- RULE: if neither exists, leave module 3 blank
	if (not hasSource) and (not hasScaling) then
		return nil
	end

	local hasMod = (basisWord ~= nil and tostring(basisWord) ~= "")

	-- Classes drive grid layout in CSS
	local extra = { "skill-source-module" }
	table.insert(extra, hasMod and "sv-has-mod" or "sv-no-mod")

	if hasSource and (not hasScaling) then
		table.insert(extra, "sv-only-source")
	elseif hasScaling and (not hasSource) then
		table.insert(extra, "sv-only-scaling")
	end

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

	-- Column 1: Modifier (optional)
	if hasMod then
		local modCol = wrap:tag("div"):addClass("sv-source-col"):addClass("sv-source-modifier")
		modCol:tag("div")
			:addClass("sv-source-pill")
			:wikitext("Modifier")
		modCol:tag("div")
			:addClass("sv-modifier-value")
			:wikitext(mw.text.nowiki(basisWord))
	end

	-- Column 2: Source (optional)
	if hasSource then
		local sourceCol = wrap:tag("div"):addClass("sv-source-col"):addClass("sv-source-main")
		sourceCol:tag("div")
			:addClass("sv-source-pill")
			:wikitext(mw.text.nowiki(sourceKind or "Source"))
		sourceCol:tag("div")
			:addClass("sv-source-value")
			:wikitext(sourceVal)
	end

	-- Column 3: Scaling (optional)
	if hasScaling then
		local scalingCol = wrap:tag("div"):addClass("sv-source-col"):addClass("sv-source-scaling")
		scalingCol:tag("div")
			:addClass("sv-source-pill")
			:wikitext("Scaling")

		local list = scalingCol:tag("div"):addClass("sv-scaling-list")
		for _, line in ipairs(scalingLines) do
			list:tag("div")
				:addClass("sv-scaling-item")
				:wikitext(mw.text.nowiki(line))
		end
	end

	return moduleBox(3, extra, tostring(wrap), false)
end

local function buildHeroModulesUI(rec, level, maxLevel)
	local grid = mw.html.create("div")
	grid:addClass("hero-modules-grid")

	grid:wikitext(buildModuleLevelSelector(level, maxLevel))
	grid:wikitext(buildModuleSkillType(rec.Type or {}))

	local m3 = buildModuleSkillSource(rec, level, maxLevel)
	grid:wikitext(m3 or buildEmptyModule(3))

	grid:wikitext(buildEmptyModule(4))

	return tostring(grid)
end

local function addHeroModulesRow(tbl, modulesUI)
	if not modulesUI or modulesUI == "" then
		return
	end

	local row = tbl:tag("tr")
	row:addClass("hero-modules-row")

	local cell = row:tag("td")
	cell:attr("colspan", 2)
	cell:addClass("hero-modules-cell")
	cell:wikitext(modulesUI)
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

	local internalId = trim(rec["Internal Name"] or rec.InternalID or rec.ID)
	if internalId then
		root:attr("data-skill-id", internalId)
	end

	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")
	heroRow:addClass("hero-title-bar")

	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")
		descRow:addClass("hero-description-bar")

		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

	addHeroModulesRow(root, buildHeroModulesUI(rec, level, maxLevel))

	if showUsers then
		local users = rec.Users or {}
		addRow(root, "Classes",  listToText(users.Classes),  "sv-row-users", "Users.Classes")
		addRow(root, "Summons",  listToText(users.Summons),  "sv-row-users", "Users.Summons")
		addRow(root, "Monsters", listToText(users.Monsters), "sv-row-users", "Users.Monsters")
		addRow(root, "Events",   listToText(users.Events),   "sv-row-users", "Users.Events")
	end

	local req = rec.Requirements or {}
	local hasReq =
		(type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0) or
		(type(req["Required Weapons"]) == "table" and #req["Required Weapons"] > 0) or
		(type(req["Required Stances"]) == "table" and #req["Required Stances"] > 0)

	if hasReq 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, ", "), "sv-row-req", "Requirements.Required Skills")
		end

		addRow(root, "Required Weapons", listToText(req["Required Weapons"]), "sv-row-req", "Requirements.Required Weapons")
		addRow(root, "Required Stances", listToText(req["Required Stances"]), "sv-row-req", "Requirements.Required Stances")
	end

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

		if mech["Autocast Multiplier"] ~= nil then
			addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]), "sv-row-mech", "Mechanics.Autocast Multiplier")
		end

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

-- Source + Scaling are displayed in Module 3 now, so we do NOT repeat them as body rows.
-- Keep the detailed legacy damage breakdown rows only (Main/Flat/Reflect/Healing).
if type(rec.Source) ~= "table" then
	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"]

		addRow(root, "Main Damage",    formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)), "sv-row-source", "Damage.Main Damage")
		addRow(root, "Flat Damage",    formatDamageList(flatList, maxLevel, level, false), "sv-row-source", "Damage.Flat Damage")
		addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false), "sv-row-source", "Damage.Reflect Damage")
		addRow(root, "Healing",        formatDamageList(healOnly, maxLevel, level, false), "sv-row-source", "Damage.Healing")
	end
end


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

	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, "sv-row-status", "Status Applications")
		addRow(root, "Removes", statusRem,  "sv-row-status", "Status Removal")
	end

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

	if type(rec.Notes) == "table" and #rec.Notes > 0 then
		addRow(root, "Notes", table.concat(rec.Notes, "<br />"), "sv-row-meta", "Notes")
	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