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Join the Playtest on Steam Now: SpiritVale

Module:GameSkills: Difference between revisions

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-- Phase 6.5+ (Plug-in Slot Architecture)
-- Phase 6.5+ (Plug-in Slot Architecture)
--
--
-- Standard Hero Layout (reused across the wiki):
-- Layout:
--  1) hero-title-bar        (TOP BAR, 2 slots: herobar 1..2)
--  Row 1: Slot 1 + Slot 2 (Icon + SkillType)
--        - Herobar 1: Icon + Skill Name (left)
--   Row 2: Slot 3 + Slot 4 (Description + Placeholder)
--       - Herobar 2: Reserved for compact info (right)
--  Row 3: Slot 5 + Slot 6 (SourceType + QuickStats)
--  2) hero-description-bar  (description strip)  [special-cased for now]
--   Row 4: Slot 7 + Slot 8 (SpecialMechanics + LevelSelector)
--  3) hero-modules row      (4 slots: hero-module-1..4)
--        - Slot 1: Level Selector
--        - Slot 2: Skill Type
--        - Slot 3: SourceType (Modifier + Source + Scaling) OR blank
--       - Slot 4: Quick Stats (Range/Area/Cost/Cast/Cooldown/Duration)
--
--
-- Requires Common.js logic that updates:
-- Requires Common.js:
--  - .sv-dyn spans via data-series
--  - updates .sv-dyn spans via data-series
--  - .sv-level-num + data-level on .sv-skill-card
--  - updates .sv-level-num + data-level on .sv-skill-card
--  - binds to input.sv-level-range inside each card
--  - binds to input.sv-level-range inside each card


Line 28: Line 23:


local skillsCache
local skillsCache
local eventsCache


-- getSkills: lazy-load + cache skill dataset from GameData.
local function getSkills()
local function getSkills()
if not skillsCache then
        if not skillsCache then
skillsCache = GameData.loadSkills()
                skillsCache = GameData.loadSkills()
end
        end
return skillsCache
        return skillsCache
end
 
local function getEvents()
        if eventsCache == nil then
                if type(GameData.loadEvents) == "function" then
                        eventsCache = GameData.loadEvents()
                else
                        eventsCache = false
                end
        end
 
        return eventsCache
end
end


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----------------------------------------------------------------------
----------------------------------------------------------------------


-- getArgs: read args from parent frame when invoked from a template.
local function getArgs(frame)
local function getArgs(frame)
local parent = frame:getParent()
local parent = frame:getParent()
Line 45: Line 55:
end
end


-- trim: normalize strings (nil if empty).
local function trim(s)
local function trim(s)
if type(s) ~= "string" then
if type(s) ~= "string" then
Line 53: Line 64:
end
end


-- toNum: convert common scalar/table forms to a Lua number.
local function toNum(v)
local function toNum(v)
if type(v) == "number" then
if type(v) == "number" then
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end
end


-- clamp: clamp a number into [lo, hi].
local function clamp(n, lo, hi)
local function clamp(n, lo, hi)
if type(n) ~= "number" then
if type(n) ~= "number" then
Line 75: Line 88:
end
end


-- fmtNum: consistent number formatting (trim trailing zeros).
local function fmtNum(n)
local function fmtNum(n)
if type(n) ~= "number" then
if type(n) ~= "number" then
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end
end


-- listToText: join an array into a readable string.
local function listToText(list, sep)
local function listToText(list, sep)
if type(list) ~= "table" or #list == 0 then
        if type(list) ~= "table" or #list == 0 then
return nil
                return nil
end
        end
return table.concat(list, sep or ", ")
        return table.concat(list, sep or ", ")
end
 
local function resolveDisplayName(v, kind)
        if v == nil then return nil end
 
        local function firstString(keys, source)
                for _, key in ipairs(keys) do
                        local candidate = source[key]
                        if type(candidate) == "string" and candidate ~= "" then
                                return candidate
                        end
                end
                return nil
        end
 
        if type(v) == "table" then
                local primaryKeys = { "External Name", "Display Name", "Name" }
                local extendedKeys = { "Skill External Name", "Status External Name" }
                local internalKeys = { "Internal Name", "Internal ID", "ID", "InternalID", "Skill Internal Name", "InternalID" }
 
                return firstString(primaryKeys, v)
                        or firstString(extendedKeys, v)
                        or firstString(internalKeys, v)
        end
 
        if type(v) == "string" then
                if kind == "event" then
                        local events = getEvents()
                        if events and events.byId and events.byId[v] then
                                local mapped = resolveDisplayName(events.byId[v], "event")
                                if mapped then
                                        return mapped
                                end
                        end
                end
 
                return v
        end
 
        return tostring(v)
end
 
local function resolveEventName(v)
        local resolved = resolveDisplayName(v, "event")
        if type(resolved) == "string" then
                return resolved
        end
        return (resolved ~= nil) and tostring(resolved) or nil
end
 
local function resolveSkillNameFromEvent(ev)
        if type(ev) ~= "table" then
                return resolveDisplayName(ev, "skill") or "Unknown skill"
        end
 
        local displayKeys = {
                "Skill External Name",
                "External Name",
                "Display Name",
                "Name",
                "Skill Name",
        }
 
        for _, key in ipairs(displayKeys) do
                local candidate = resolveDisplayName(ev[key], "skill")
                if candidate then
                        return candidate
                end
        end
 
        local internalKeys = {
                "Skill Internal Name",
                "Skill ID",
                "Internal Name",
                "Internal ID",
                "ID",
        }
 
        for _, key in ipairs(internalKeys) do
                local candidate = ev[key]
                if type(candidate) == "string" and candidate ~= "" then
                        return candidate
                end
        end
 
        return "Unknown skill"
end
end


-- isNoneLike: treat common "none" spellings as empty.
local function isNoneLike(v)
local function isNoneLike(v)
if v == nil then return true end
if v == nil then return true end
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end
end


-- Add a labeled infobox row (with optional hooks for future)
-- addRow: add a standard <tr><th>Label</th><td>Value</td></tr> row.
local function addRow(tbl, label, value, rowClass, dataKey)
local function addRow(tbl, label, value, rowClass, dataKey)
if value == nil or value == "" then
if value == nil or value == "" then
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local row = tbl:tag("tr")
local row = tbl:tag("tr")
row:addClass("sv-row")
row:addClass("sv-row")
if rowClass then
if rowClass then row:addClass(rowClass) end
row:addClass(rowClass)
if dataKey then row:attr("data-field", dataKey) end
end
if dataKey then
row:attr("data-field", dataKey)
end


row:tag("th"):wikitext(label):done()
row:tag("th"):wikitext(label):done()
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end
end


-- Handles either a scalar OR { Value = ..., Unit = ... }
-- formatUnitValue: format {Value, Unit} blocks (or scalar) for display.
-- 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
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- dynSpan: render a JS-updated span for a level series.
local function dynSpan(series, level)
local function dynSpan(series, level)
if type(series) ~= "table" or #series == 0 then
if type(series) ~= "table" or #series == 0 then
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end
end


-- isFlatList: true if all values in list are identical.
local function isFlatList(list)
local function isFlatList(list)
if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
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end
end


-- isNonZeroScalar: detect if a value is present and not effectively zero.
local function isNonZeroScalar(v)
local function isNonZeroScalar(v)
if v == nil then
if v == nil then return false end
return false
if type(v) == "number" then return v ~= 0 end
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)
if n == nil then
if n == nil then return v ~= "" end
return v ~= ""
end
return n ~= 0
return n ~= 0
end
end
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end
end


-- isZeroish: aggressively treat common “zero” text forms as zero.
local function isZeroish(v)
local function isZeroish(v)
if v == nil then return true end
if v == nil then return true end
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return isZeroish(v.Value)
return isZeroish(v.Value)
end
end
local s = mw.text.trim(tostring(v))
local s = mw.text.trim(tostring(v))
if s == "" then return true end
if s == "" then return true end
-- common “0” shapes once wikiprep has stringified
if s == "0" or s == "0.0" or s == "0.00" then return true end
if s == "0" or s == "0.0" or s == "0.00" then return true end
if s == "0s" or s == "0 s" then return true end
if s == "0s" or s == "0 s" then return true end
if s == "0m" or s == "0 m" then return true end
if s == "0m" or s == "0 m" then return true end
if s == "0%" or s == "0 %" then return true end
if s == "0%" or s == "0 %" then return true end
-- numeric-with-unit like "0.0000s"
 
local n = tonumber((mw.ustring.gsub(s, "[^0-9%.%-]", "")))
local n = tonumber((mw.ustring.gsub(s, "[^0-9%.%-]", "")))
return (n ~= nil and n == 0)
return (n ~= nil and n == 0)
end
end


-- Base/Per Level renderer:
-- valuePairRawText: render Base/Per Level blocks into readable text (fallback).
-- - 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)
local function valuePairRawText(block)
if type(block) ~= "table" then
if type(block) ~= "table" then
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end
end


-- Prefer “value only” (dynSpan when series list exists)
-- valuePairDynamicValueOnly: render Base/Per Level blocks using dyn spans where possible.
local function valuePairDynamicValueOnly(block, maxLevel, level)
local function valuePairDynamicValueOnly(block, maxLevel, level)
if type(block) ~= "table" then
if type(block) ~= "table" then
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- getSkillById: locate a skill by internal ID.
local function getSkillById(id)
local function getSkillById(id)
id = trim(id)
id = trim(id)
if not id then
if not id then return nil end
return nil
end
local dataset = getSkills()
local dataset = getSkills()
return (dataset.byId or {})[id]
return (dataset.byId or {})[id]
end
end


-- findSkillByName: locate a skill by external/display name.
local function findSkillByName(name)
local function findSkillByName(name)
name = trim(name)
name = trim(name)
if not name then
if not name then return nil end
return nil
end


local dataset = getSkills()
local dataset = getSkills()
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----------------------------------------------------------------------
----------------------------------------------------------------------
-- Formatting helpers (legacy + mechanics/status/etc.)
-- Legacy damage helpers
----------------------------------------------------------------------
----------------------------------------------------------------------


-- basisLabel: label ATK/MATK basis in legacy damage blocks.
local function basisLabel(entry, isHealing)
local function basisLabel(entry, isHealing)
if isHealing then
if isHealing then
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end
end


-- formatDamageEntry: legacy percent damage formatting (dynamic by level).
local function formatDamageEntry(entry, maxLevel, level)
local function formatDamageEntry(entry, maxLevel, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
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end
end


-- formatDamageList: render a list of legacy damage entries into <br/> blocks.
local function formatDamageList(list, maxLevel, level, includeTypePrefix)
local function formatDamageList(list, maxLevel, level, includeTypePrefix)
if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
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end
end
end
end
end
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, suppressDurationIndex)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for idx, 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 = {}
-- Duration (optionally suppressed if QuickStats promoted it)
if idx ~= suppressDurationIndex and 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
end
end
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----------------------------------------------------------------------
----------------------------------------------------------------------
-- User matching (for auto lists on class pages)
-- Users matching
----------------------------------------------------------------------
----------------------------------------------------------------------


-- skillMatchesUser: check if a skill is used by a specific class/monster/summon/event.
local function skillMatchesUser(rec, userName)
local function skillMatchesUser(rec, userName)
if type(rec) ~= "table" or not userName or userName == "" then
if type(rec) ~= "table" or not userName or userName == "" then
Line 714: Line 547:


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Direct page detection (hide Users on the skill's own page)
-- Hide Users on direct skill pages
----------------------------------------------------------------------
----------------------------------------------------------------------


-- isDirectSkillPage: hide Users rows when viewing the skill page itself.
local function isDirectSkillPage(rec)
local function isDirectSkillPage(rec)
if type(rec) ~= "table" then
if type(rec) ~= "table" then
Line 738: Line 572:


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Plug-in slot config (EDIT THESE TABLES ONLY to rearrange layout)
-- Slot config (edit these tables only to rearrange layout)
----------------------------------------------------------------------
----------------------------------------------------------------------


-- Hero bar: 2 slots
local HERO_SLOT_ASSIGNMENT = {
local HERO_BAR_SLOT_ASSIGNMENT = {
[1] = "IconName",
[1] = "SourceType",
[2] = "Description",
[2] = "ReservedInfo", -- set to nil to blank the slot entirely
[3] = "LevelSelector",
}
[4] = "SkillType",
 
[5] = "SourceType",
-- Modules row: 4 slots
[6] = "QuickStats",
local HERO_MODULE_SLOT_ASSIGNMENT = {
[7] = "SpecialMechanics",
[1] = "LevelSelector",
[8] = "Placeholder",
[2] = "SkillType",
[3] = "IconName", -- returns nil/"" when not applicable -> becomes blank slot
[4] = "QuickStats",
}
}


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Slot scaffolds (stable containers; plug-ins provide inner content)
-- Slot scaffolds
----------------------------------------------------------------------
----------------------------------------------------------------------


local function heroBarBox(slot, extraClasses, innerHtml, isEmpty)
-- slotBox: standardized wrapper for all hero card slots.
local function slotBox(slot, extraClasses, innerHtml, opts)
opts = opts or {}
 
local box = mw.html.create("div")
local box = mw.html.create("div")
box:addClass("hero-bar-module")
box:addClass("sv-slot")
box:addClass("hero-bar-module-" .. tostring(slot))
box:addClass("sv-slot--" .. tostring(slot))
box:attr("data-hero-bar-module", tostring(slot))
box:attr("data-hero-slot", tostring(slot))


if extraClasses then
if opts.isFull then
if type(extraClasses) == "string" then
box:addClass("sv-slot--full")
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-bar-module-empty")
end
 
local body = box:tag("div"):addClass("hero-bar-module-body")
if innerHtml and innerHtml ~= "" then
body:wikitext(innerHtml)
end
end
return tostring(box)
end
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 extraClasses then
Line 797: Line 607:
box:addClass(extraClasses)
box:addClass(extraClasses)
elseif type(extraClasses) == "table" then
elseif type(extraClasses) == "table" then
for _, c in ipairs(extraClasses) do
for _, c in ipairs(extraClasses) do box:addClass(c) end
box:addClass(c)
end
end
end
end
end


if isEmpty then
if opts.isEmpty then
box:addClass("hero-module-empty")
box:addClass("sv-slot--empty")
end
end


local body = box:tag("div"):addClass("hero-module-body")
local body = box:tag("div"):addClass("sv-slot__body")
if innerHtml and innerHtml ~= "" then
if innerHtml and innerHtml ~= "" then
body:wikitext(innerHtml)
body:wikitext(innerHtml)
Line 816: Line 624:


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Shared helpers used by plug-ins (Source + QuickStats)
-- Shared helpers (Source + QuickStats + SpecialMechanics)
----------------------------------------------------------------------
----------------------------------------------------------------------


-- formatScalingCompactLines: build compact “Scaling” lines for SourceType.
local function formatScalingCompactLines(scaling)
local function formatScalingCompactLines(scaling)
if type(scaling) ~= "table" then
if type(scaling) ~= "table" then
Line 851: Line 660:
end
end


-- basisWordFromFlags: compute “Attack/Magic/Hybrid” from ATK/MATK booleans.
local function basisWordFromFlags(atkFlag, matkFlag)
local function basisWordFromFlags(atkFlag, matkFlag)
if atkFlag and matkFlag then
if atkFlag and matkFlag then
Line 862: Line 672:
end
end


local function sourceValueForLevel(src, maxLevel, level)
-- legacyPercentAtLevel: compute “Base% + PerLevel%*level” for legacy entries.
if type(src) ~= "table" then
return nil
end
 
local per = src["Per Level"]
if type(per) == "table" and #per > 0 then
if isFlatList(per) then
local one  = formatUnitValue(per[1]) or tostring(per[1])
local show = formatUnitValue(src.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
 
return valuePairDynamicValueOnly(src, maxLevel, level)
end
 
local function legacyPercentAtLevel(entry, level)
local function legacyPercentAtLevel(entry, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
Line 910: Line 698:
end
end


-- seriesFromValuePair: normalize Base/Per Level blocks into a level-indexed series.
local function seriesFromValuePair(block, maxLevel)
local function seriesFromValuePair(block, maxLevel)
if type(block) ~= "table" then
if type(block) ~= "table" then
Line 933: Line 722:
local series = {}
local series = {}


-- Preferred: expanded series (wikiprep)
-- Expanded per-level series (wikiprep)
if type(per) == "table" and #per > 0 then
if type(per) == "table" and #per > 0 then
for lv = 1, maxLevel do
for lv = 1, maxLevel do
Line 990: Line 779:
end
end


-- displayFromSeries: render a series as fixed text or dynSpan (nil if all “—”).
local function displayFromSeries(series, level)
local function displayFromSeries(series, level)
if type(series) ~= "table" or #series == 0 then
if type(series) ~= "table" or #series == 0 then
Line 1,012: Line 802:
end
end


local function formatAreaSize(area)
-- formatAreaSize: human readable area sizing for QuickStats.
-- Shows: "<Area Size> (<number>)" e.g. "Medium (4)"
local function formatAreaSize(area, maxLevel, level)
if type(area) ~= "table" then
if type(area) ~= "table" then
return nil
return nil
end
end


local raw = area["Area Size"]
-- Helper: pull a number from scalar/unit/valuepair-ish things.
if raw == nil then
local function extractNumber(v)
if v == nil then return nil end
 
-- Unit block {Value, Unit}
if type(v) == "table" and v.Value ~= nil then
local n = toNum(v.Value)
return n
end
 
-- ValuePair {Base, Per Level} -> prefer Base at current level if series exists
if type(v) == "table" and (v.Base ~= nil or v["Per Level"] ~= nil) then
local s = seriesFromValuePair(v, maxLevel or 1)
if type(s) == "table" and #s > 0 then
local idx = clamp(level or 1, 1, #s)
local txt = s[idx]
if txt and txt ~= "—" then
-- try parse numeric from string (e.g. "4 tiles" -> 4)
local num = tonumber((mw.ustring.gsub(tostring(txt), "[^0-9%.%-]", "")))
return num
end
end
return nil
end
 
-- Plain scalar
if type(v) == "number" then return v end
if type(v) == "string" then
local num = tonumber((mw.ustring.gsub(mw.text.trim(v), "[^0-9%.%-]", "")))
return num
end
 
return nil
end
 
-- 1) Read Area Size label/name
local rawSize = area["Area Size"]
if rawSize == nil then
return nil
return nil
end
end


local name, num
local sizeName = nil
if type(rawSize) == "table" then
sizeName = rawSize.Name or rawSize.ID or rawSize.Value
elseif type(rawSize) == "string" then
sizeName = rawSize
elseif type(rawSize) == "number" then
-- uncommon; treat as numeric-only label
sizeName = tostring(rawSize)
end


if type(raw) == "table" then
sizeName = sizeName and mw.text.trim(tostring(sizeName)) or nil
name = raw.Name or raw.ID or raw.Value
if not sizeName or sizeName == "" or isNoneLike(sizeName) then
num = raw.Value
return nil
if raw.Name or raw.ID then
end
name = raw.Name or raw.ID
 
-- 2) Find the numeric “exact number” to append
-- Prefer the explicit Area Distance block, then fall back to other known numeric keys.
local num = nil
 
local dist = area["Area Distance"]
if type(dist) == "table" then
-- Prefer Effective Distance if present and non-zero, else Base
num = extractNumber(dist["Effective Distance"]) or extractNumber(dist.Effective) or extractNumber(dist["Effective"])
if not num or num == 0 then
num = extractNumber(dist.Base) or extractNumber(dist["Base"])
end
end
elseif type(raw) == "string" then
name = raw
elseif type(raw) == "number" then
num = raw
end
end


if num == nil then
if not num or num == 0 then
num = toNum(area["Area Value"]) or toNum(area["Area Size Value"]) or toNum(area["Area Number"]) or toNum(area["Area Radius"])
num =
extractNumber(area["Area Value"]) or
extractNumber(area["Area Size Value"]) or
extractNumber(area["Area Number"]) or
extractNumber(area["Area Radius"])
end
end


if name ~= nil then
-- 3) Render
local s = mw.text.trim(tostring(name))
-- If size already contains parentheses, assume it already includes the numeric.
if s == "" or isNoneLike(s) then
if mw.ustring.find(sizeName, "%(") then
return nil
return mw.text.nowiki(sizeName)
end
if mw.ustring.find(s, "%(") then
return mw.text.nowiki(s)
end
if num ~= nil and num ~= 0 then
return mw.text.nowiki(string.format("%s (%s)", s, fmtNum(num)))
end
return mw.text.nowiki(s)
end
end


if num ~= nil and num ~= 0 then
if num and num ~= 0 then
return mw.text.nowiki(string.format("(%s)", fmtNum(num)))
return mw.text.nowiki(string.format("%s (%s)", sizeName, fmtNum(num)))
end
end


return nil
return mw.text.nowiki(sizeName)
end
end


-- skillHasAnyDamage: determine if a skill has any meaningful damage (for non-damaging rules).
local function skillHasAnyDamage(rec, maxLevel)
local function skillHasAnyDamage(rec, maxLevel)
if type(rec.Source) == "table" then
if type(rec.Source) == "table" then
Line 1,084: Line 923:
end
end


-- computeDurationPromotion: promote status-duration into QuickStats when a skill is non-damaging.
local function computeDurationPromotion(rec, maxLevel)
local function computeDurationPromotion(rec, maxLevel)
-- Only:
-- - non-damaging skills
-- - AND missing/blank Duration in Basic Timings
-- - AND a Status Application has a Duration block
-- Then: promote that status duration into QuickStats and suppress it in Applies row.
if type(rec) ~= "table" then return nil end
if type(rec) ~= "table" then return nil end
if skillHasAnyDamage(rec, maxLevel) then return nil end
if skillHasAnyDamage(rec, maxLevel) then return nil end
Line 1,106: Line 941:
end
end
end
end
-- if durS is nil OR all "—", allow promotion


local apps = rec["Status Applications"]
local apps = rec["Status Applications"]
Line 1,131: Line 965:


----------------------------------------------------------------------
----------------------------------------------------------------------
-- Plug-ins (name -> { inner = "...", classes = "..."/{...} } OR nil/"")
-- Plug-ins
----------------------------------------------------------------------
----------------------------------------------------------------------


local PLUGINS = {}
local PLUGINS = {}


-- Hero Bar Slot 1: Icon + Name
-- PLUGIN: IconName (Hero Bar Slot 1) - icon + name.
function PLUGINS.IconName(rec, ctx)
function PLUGINS.IconName(rec, ctx)
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 notesList = {}
if type(rec.Notes) == "table" then
for _, note in ipairs(rec.Notes) do
local n = trim(note)
if n then
table.insert(notesList, mw.text.nowiki(n))
end
end
elseif type(rec.Notes) == "string" then
local n = trim(rec.Notes)
if n then
notesList = { mw.text.nowiki(n) }
end
end
local req = rec.Requirements or {}
local reqSkillsRaw = (type(req["Required Skills"]) == "table") and req["Required Skills"] or {}
local reqWeaponsRaw = (type(req["Required Weapons"]) == "table") and req["Required Weapons"] or {}
local reqStancesRaw = (type(req["Required Stances"]) == "table") and req["Required Stances"] or {}
local reqSkills = {}
for _, rs in ipairs(reqSkillsRaw) do
if type(rs) == "table" then
local nameReq = rs["Skill External Name"] or rs["Skill Internal Name"] or "Unknown"
local lvlReq  = rs["Required Level"]
if lvlReq then
table.insert(reqSkills, string.format("%s (Lv.%s)", mw.text.nowiki(nameReq), mw.text.nowiki(tostring(lvlReq))))
else
table.insert(reqSkills, mw.text.nowiki(nameReq))
end
end
end
local reqWeapons = {}
for _, w in ipairs(reqWeaponsRaw) do
local wn = trim(w)
if wn then table.insert(reqWeapons, mw.text.nowiki(wn)) end
end
local reqStances = {}
for _, s in ipairs(reqStancesRaw) do
local sn = trim(s)
if sn then table.insert(reqStances, mw.text.nowiki(sn)) end
end
local hasNotes = (#notesList > 0)
local hasReq = (#reqSkills > 0) or (#reqWeapons > 0) or (#reqStances > 0)


local wrap = mw.html.create("div")
local wrap = mw.html.create("div")
wrap:addClass("sv-herobar-1-wrap")
wrap:addClass("sv-herobar-1-wrap")
wrap:addClass("sv-tip-scope")
local iconBox = wrap:tag("div")
iconBox:addClass("sv-herobar-icon")


if icon and icon ~= "" then
if icon and icon ~= "" then
wrap:tag("div")
iconBox:wikitext(string.format("[[File:%s|80px|link=]]", icon))
:addClass("sv-herobar-icon")
:wikitext(string.format("[[File:%s|80px|link=]]", icon))
end
end


wrap:tag("div")
local textBox = wrap:tag("div")
:addClass("spiritvale-infobox-title")
textBox:addClass("sv-herobar-text")
:wikitext(title)
 
local titleRow = textBox:tag("div")
titleRow:addClass("sv-herobar-title-row")
 
local titleBox = titleRow:tag("div")
titleBox:addClass("spiritvale-infobox-title")
titleBox:wikitext(title)


return {
if hasNotes then
inner = tostring(wrap),
local notesBtn = mw.html.create("span")
classes = "module-herobar-1",
notesBtn:addClass("sv-tip-btn sv-tip-btn--notes")
}
notesBtn:attr("role", "button")
end
notesBtn:attr("tabindex", "0")
notesBtn:attr("data-sv-tip", "notes")
notesBtn:attr("aria-label", "Notes")
notesBtn:attr("aria-expanded", "false")
notesBtn:tag("span"):addClass("sv-ico sv-ico--info"):attr("aria-hidden", "true"):wikitext("i")
titleRow:node(notesBtn)
end


-- Hero Bar Slot 2: Reserved container (kept wired for future use)
if hasReq then
function PLUGINS.ReservedInfo(rec, ctx)
local pillRow = wrap:tag("div")
local wrap = mw.html.create("div")
pillRow:addClass("sv-pill-row")
wrap:addClass("sv-herobar-2-wrap")
pillRow:addClass("sv-pill-row--req")
return {
local pill = pillRow:tag("span")
inner = tostring(wrap),
pill:addClass("sv-pill sv-pill--req sv-tip-btn")
classes = "module-herobar-2",
pill:attr("role", "button")
}
pill:attr("tabindex", "0")
end
pill:attr("data-sv-tip", "req")
pill:attr("aria-label", "Requirements")
pill:attr("aria-expanded", "false")
pill:wikitext("Requirements")
end


-- Module Slot 1: Level Selector
if hasNotes then
function PLUGINS.LevelSelector(rec, ctx)
local notesContent = wrap:tag("div")
local level = ctx.level or 1
notesContent:addClass("sv-tip-content")
local maxLevel = ctx.maxLevel or 1
notesContent:attr("data-sv-tip-content", "notes")
notesContent:tag("div"):addClass("sv-tip-title"):wikitext("Notes")
notesContent:tag("div"):wikitext(table.concat(notesList, "<br />"))
end


local inner = mw.html.create("div")
if hasReq then
inner:addClass("sv-level-ui")
local reqContent = wrap:tag("div")
reqContent:addClass("sv-tip-content")
reqContent:attr("data-sv-tip-content", "req")


inner:tag("div")
if #reqSkills > 0 then
:addClass("sv-level-label")
local section = reqContent:tag("div")
:wikitext("Level <span class=\"sv-level-num\">" .. tostring(level) .. "</span> / " .. tostring(maxLevel))
section:addClass("sv-tip-section")
section:tag("span"):addClass("sv-tip-label"):wikitext("Required Skills")
section:tag("div"):wikitext(table.concat(reqSkills, "<br />"))
end


local slider = inner:tag("div"):addClass("sv-level-slider")
if #reqWeapons > 0 then
local section = reqContent:tag("div")
section:addClass("sv-tip-section")
section:tag("span"):addClass("sv-tip-label"):wikitext("Required Weapons")
section:tag("div"):wikitext(table.concat(reqWeapons, ", "))
end


if tonumber(maxLevel) and tonumber(maxLevel) > 1 then
if #reqStances > 0 then
slider:tag("input")
local section = reqContent:tag("div")
:attr("type", "range")
section:addClass("sv-tip-section")
:attr("min", "1")
section:tag("span"):addClass("sv-tip-label"):wikitext("Required Stances")
:attr("max", tostring(maxLevel))
section:tag("div"):wikitext(table.concat(reqStances, ", "))
:attr("value", tostring(level))
end
:addClass("sv-level-range")
:attr("aria-label", "Skill level select")
else
inner:addClass("sv-level-ui-single")
slider:addClass("sv-level-slider-single")
end
end


return {
return {
inner = tostring(inner),
inner = tostring(wrap),
classes = "module-level-selector",
classes = "module-icon-name",
}
}
end
end


-- Module Slot 2: Skill Type
-- PLUGIN: SkillType (Hero Bar Slot 2) - 2 rows x 3 cells (desktop + mobile).
-- Rules:
--  - If skill is non-damaging, hide Damage/Element/Hits.
--  - If Hits is empty, hide Hits.
--  - If Combo is empty, hide Combo.
-- Ordering:
--  - Desktop: Damage, Element, Hits, Target, Cast, Combo
--  - Mobile: Damage, Element, Target, Cast, Hits, Combo (CSS reorder)
function PLUGINS.SkillType(rec, ctx)
function PLUGINS.SkillType(rec, ctx)
local typeBlock = (type(rec.Type) == "table") and rec.Type or {}
local typeBlock = (type(rec.Type) == "table") and rec.Type or {}
local hideDamageAndElement = (ctx.nonDamaging == true)
local mech      = (type(rec.Mechanics) == "table") and rec.Mechanics or {}
 
local level    = ctx.level or 1
local maxLevel = ctx.maxLevel or 1


local hideDamageBundle = (ctx.nonDamaging == true)
-- valName: extract a display string from typical {Name/ID/Value} objects.
-- NOTE: Includes number support so Hits=2 (number) doesn't get dropped.
local function valName(x)
local function valName(x)
if x == nil then return nil end
if x == nil then return nil end
Line 1,214: Line 1,137:
if x.ID and x.ID ~= "" then return tostring(x.ID) end
if x.ID and x.ID ~= "" then return tostring(x.ID) end
if x.Value ~= nil then return tostring(x.Value) end
if x.Value ~= nil then return tostring(x.Value) end
end
if type(x) == "number" then
return tostring(x)
end
end
if type(x) == "string" and x ~= "" then
if type(x) == "string" and x ~= "" then
Line 1,219: Line 1,145:
end
end
return nil
return nil
end
-- hitsDisplay: find + render Hits from multiple possible structured locations.
local function hitsDisplay()
local effects = (type(mech.Effects) == "table") and mech.Effects or {}
local h =
typeBlock.Hits or typeBlock["Hits"] or typeBlock["Hit Count"] or typeBlock["Hits Count"] or
mech.Hits or mech["Hits"] or mech["Hit Count"] or mech["Hits Count"] or
effects.Hits or effects["Hits"] or effects["Hit Count"] or effects["Hits Count"] or
rec.Hits or rec["Hits"]
if h == nil or isNoneLike(h) then
return nil
end
-- ValuePair-style table (Base/Per Level) => dynamic series
if type(h) == "table" then
if h.Base ~= nil or h["Per Level"] ~= nil or type(h["Per Level"]) == "table" then
return displayFromSeries(seriesFromValuePair(h, maxLevel), level)
end
-- Unit block {Value, Unit}
if h.Value ~= nil then
local t = formatUnitValue(h)
return t and mw.text.nowiki(t) or nil
end
-- Fallback name extraction
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
if x.Value ~= nil then return tostring(x.Value) end
end
if type(x) == "number" then return tostring(x) end
if type(x) == "string" and x ~= "" then return x end
return nil
end
local vn = valName(h)
if vn and not isNoneLike(vn) then
return mw.text.nowiki(vn)
end
end
-- Scalar number/string
if type(h) == "number" then
return mw.text.nowiki(fmtNum(h))
end
if type(h) == "string" then
local t = trim(h)
return (t and not isNoneLike(t)) and mw.text.nowiki(t) or nil
end
return nil
end
-- comboDisplay: render Combo as a compact text block (Type (+ details)).
local function comboDisplay()
local c = (type(mech.Combo) == "table") and mech.Combo or nil
if not c then return nil end
local typ = trim(c.Type)
if not typ or isNoneLike(typ) then
return nil
end
local details = {}
local pct = formatUnitValue(c.Percent)
if pct and not isZeroish(pct) then
table.insert(details, mw.text.nowiki(pct))
end
local dur = formatUnitValue(c.Duration)
if dur and not isZeroish(dur) then
table.insert(details, mw.text.nowiki(dur))
end
if #details > 0 then
return mw.text.nowiki(typ) .. " (" .. table.concat(details, ", ") .. ")"
end
return mw.text.nowiki(typ)
end
end


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


local added = false
local added = false
local function addChunk(label, rawVal)
 
local v = valName(rawVal)
-- addChunk: add one labeled value cell (key drives CSS ordering).
if not v or v == "" then return end
local function addChunk(key, label, valueHtml)
if valueHtml == nil or valueHtml == "" then return end
added = true
added = true


local chunk = grid:tag("div"):addClass("sv-type-chunk")
local chunk = grid:tag("div")
chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
:addClass("sv-type-chunk")
chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
:addClass("sv-type-" .. tostring(key))
:attr("data-type-key", tostring(key))
 
chunk:tag("div")
:addClass("sv-type-label")
:wikitext(mw.text.nowiki(label))
 
chunk:tag("div")
:addClass("sv-type-value")
:wikitext(valueHtml)
end
 
-- Damage + Element + Hits bundle (hidden when non-damaging)
if not hideDamageBundle then
local dmg  = valName(typeBlock.Damage or typeBlock["Damage Type"])
local ele  = valName(typeBlock.Element or typeBlock["Element Type"])
local hits = hitsDisplay()
 
if dmg and not isNoneLike(dmg) then
addChunk("damage", "Damage", mw.text.nowiki(dmg))
end
if ele and not isNoneLike(ele) then
addChunk("element", "Element", mw.text.nowiki(ele))
end
if hits then
addChunk("hits", "Hits", hits)
end
end
 
-- Target + Cast
local tgt = valName(typeBlock.Target or typeBlock["Target Type"])
local cst = valName(typeBlock.Cast  or typeBlock["Cast Type"])
 
if tgt and not isNoneLike(tgt) then
addChunk("target", "Target", mw.text.nowiki(tgt))
end
if cst and not isNoneLike(cst) then
addChunk("cast", "Cast", mw.text.nowiki(cst))
end
end


if not hideDamageAndElement then
-- Combo
addChunk("Damage", typeBlock.Damage  or typeBlock["Damage Type"])
local combo = comboDisplay()
addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
if combo then
addChunk("combo", "Combo", combo)
end
end


addChunk("Target", typeBlock.Target or typeBlock["Target Type"])
        return {
addChunk("Cast",  typeBlock.Cast  or typeBlock["Cast Type"])
                inner = added and tostring(grid) or "",
                classes = "module-skill-type",
        }
end
 
-- PLUGIN: Description (Hero Slot 3) - primary description text.
function PLUGINS.Description(rec)
        local desc = trim(rec.Description)
        if not desc then
                return nil
        end
 
        local body = mw.html.create("div")
        body:addClass("sv-description")
        body:wikitext(string.format("''%s''", desc))


return {
        return {
inner = added and tostring(grid) or "",
                inner = tostring(body),
classes = "module-skill-type",
                classes = "module-description",
}
        }
end
 
-- PLUGIN: Placeholder (Hero Slot 4) - reserved/blank.
function PLUGINS.Placeholder()
        return nil
end
end


-- Module Slot 3: SourceType (Modifier + Source + Scaling) OR nil for blank
 
-- PLUGIN: SourceType (Hero Module Slot 1) - Modifier + Source + Scaling.
function PLUGINS.SourceType(rec, ctx)
function PLUGINS.SourceType(rec, ctx)
local level = ctx.level or 1
local level = ctx.level or 1
Line 1,258: Line 1,329:
local sourceVal  = nil
local sourceVal  = nil
local scaling    = nil
local scaling    = nil
-- sourceValueForLevel: dynamic formatting for structured Source blocks.
local function sourceValueForLevel(src)
if type(src) ~= "table" then
return nil
end
local per = src["Per Level"]
if type(per) == "table" and #per > 0 then
if isFlatList(per) then
local one  = formatUnitValue(per[1]) or tostring(per[1])
local show = formatUnitValue(src.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
return valuePairDynamicValueOnly(src, maxLevel, level)
end


if type(rec.Source) == "table" then
if type(rec.Source) == "table" then
Line 1,266: Line 1,361:


sourceKind = src.Type or ((src.Healing == true) and "Healing") or "Damage"
sourceKind = src.Type or ((src.Healing == true) and "Healing") or "Damage"
sourceVal  = sourceValueForLevel(src, maxLevel, level)
sourceVal  = sourceValueForLevel(src)
scaling    = src.Scaling
scaling    = src.Scaling
end
end
Line 1,326: Line 1,421:
local hasMod = (basisWord ~= nil and tostring(basisWord) ~= "")
local hasMod = (basisWord ~= nil and tostring(basisWord) ~= "")


local extra = { "skill-source-module" }
local extra = { "skill-source-module", "module-source-type" }
table.insert(extra, hasMod and "sv-has-mod" or "sv-no-mod")
table.insert(extra, hasMod and "sv-has-mod" or "sv-no-mod")


Line 1,337: Line 1,432:
local wrap = mw.html.create("div")
local wrap = mw.html.create("div")
wrap:addClass("sv-source-grid")
wrap:addClass("sv-source-grid")
wrap:addClass("sv-compact-root")


if hasMod then
if hasMod then
Line 1,366: Line 1,462:
end
end


-- Module Slot 4: Quick Stats (3x2)
-- PLUGIN: QuickStats (Hero Module Slot 2) - 3x2 grid (range/area/cost/cast/cd/duration).
-- NOTE: Hits does NOT live here (it lives in SkillType).
function PLUGINS.QuickStats(rec, ctx)
function PLUGINS.QuickStats(rec, ctx)
local level = ctx.level or 1
local level = ctx.level or 1
Line 1,395: Line 1,492:


-- Area
-- Area
local areaVal = formatAreaSize(mech.Area)
local areaVal = formatAreaSize(mech.Area, maxLevel, level)


-- Timings
-- Timings
local castSeries = seriesFromValuePair(bt["Cast Time"], maxLevel)
local castVal = displayFromSeries(seriesFromValuePair(bt["Cast Time"], maxLevel), level)
local cdSeries   = seriesFromValuePair(bt["Cooldown"],  maxLevel)
local cdVal   = displayFromSeries(seriesFromValuePair(bt["Cooldown"],  maxLevel), level)
local durSeries = seriesFromValuePair(bt["Duration"],  maxLevel)
local durVal = displayFromSeries(seriesFromValuePair(bt["Duration"],  maxLevel), level)
 
local castVal = displayFromSeries(castSeries, level)
local cdVal  = displayFromSeries(cdSeries, level)
local durVal  = displayFromSeries(durSeries, level)


-- Promote status duration if needed
-- Promote status duration if needed
if (durVal == nil) and type(promo) == "table" and type(promo.durationBlock) == "table" then
if (durVal == nil) and type(promo) == "table" and type(promo.durationBlock) == "table" then
durSeries = seriesFromValuePair(promo.durationBlock, maxLevel)
durVal = displayFromSeries(seriesFromValuePair(promo.durationBlock, maxLevel), level)
durVal = displayFromSeries(durSeries, level)
end
end


-- Cost: combine MP + HP; never show "0 HP" (seriesFromValuePair already turns 0 into "—")
-- Cost: MP + HP
local function labeledSeries(block, label)
local function labeledSeries(block, label)
local s = seriesFromValuePair(block, maxLevel)
local s = seriesFromValuePair(block, maxLevel)
Line 1,451: Line 1,543:
local grid = mw.html.create("div")
local grid = mw.html.create("div")
grid:addClass("sv-m4-grid")
grid:addClass("sv-m4-grid")
grid:addClass("sv-compact-root")


local function addCell(label, val)
local function addCell(label, val)
Line 1,468: Line 1,561:
inner = tostring(grid),
inner = tostring(grid),
classes = "module-quick-stats",
classes = "module-quick-stats",
}
end
-- PLUGIN: SpecialMechanics (Hero Module Slot 3)
-- Shows:
--  - Flags (deduped)
--  - Special mechanics (mech.Effects)
-- NOTE: Combo lives in SkillType (Hero Bar Slot 2).
function PLUGINS.SpecialMechanics(rec, ctx)
local level = ctx.level or 1
local maxLevel = ctx.maxLevel or 1
local mech    = (type(rec) == "table" and type(rec.Mechanics) == "table") and rec.Mechanics or {}
local effects = (type(mech.Effects) == "table") and mech.Effects or nil
local mods    = (type(rec.Modifiers) == "table") and rec.Modifiers or nil
------------------------------------------------------------------
-- Hits guard (we want Hits ONLY in SkillType)
------------------------------------------------------------------
local function isHitsKey(name)
if not name then return false end
local k = mw.ustring.lower(mw.text.trim(tostring(name)))
return (
k == "hit" or
k == "hits" or
k == "hit count" or
k == "hits count" or
k == "hitcount" or
k == "hitscount"
)
end
------------------------------------------------------------------
-- Flags (flat, de-duped)
------------------------------------------------------------------
local flagSet = {}
local denyFlags = {
["self centered"] = true,
["self-centred"] = true,
["bond"] = true,
["combo"] = true,
        ["hybrid"] = true,
-- hits variants
["hit"] = true,
["hits"] = true,
["hit count"] = true,
["hits count"] = true,
["hitcount"] = true,
["hitscount"] = true,
}
local function allowFlag(name)
if not name then return false end
local k = mw.ustring.lower(mw.text.trim(tostring(name)))
if k == "" then return false end
if denyFlags[k] then return false end
return true
end
local function addFlags(sub)
if type(sub) ~= "table" then return end
for k, v in pairs(sub) do
if v and allowFlag(k) then
flagSet[tostring(k)] = true
end
end
end
if mods then
addFlags(mods["Movement Modifiers"])
addFlags(mods["Combat Modifiers"])
addFlags(mods["Special Modifiers"])
for k, v in pairs(mods) do
if type(v) == "boolean" and v and allowFlag(k) then
flagSet[tostring(k)] = true
end
end
end
local flags = {}
for k, _ in pairs(flagSet) do table.insert(flags, k) end
table.sort(flags)
------------------------------------------------------------------
-- Special mechanics (name => value)
------------------------------------------------------------------
local mechItems = {}
if effects then
local keys = {}
for k, _ in pairs(effects) do table.insert(keys, k) end
table.sort(keys)
for _, name in ipairs(keys) do
-- Skip Hits completely (it belongs in SkillType)
if not isHitsKey(name) then
local block = effects[name]
if type(block) == "table" then
-- Also skip if the block's Type is "Hits" (some data may encode it that way)
if not isHitsKey(block.Type) then
local disp = displayFromSeries(seriesFromValuePair(block, maxLevel), level)
local t = trim(block.Type)
local value = disp
-- If Type exists and is distinct, prefix it.
if t and not isNoneLike(t) and mw.ustring.lower(t) ~= mw.ustring.lower(tostring(name)) then
if value then
value = mw.text.nowiki(t) .. ": " .. value
else
value = mw.text.nowiki(t)
end
end
if value then
table.insert(mechItems, { label = tostring(name), value = value })
end
end
end
end
end
end
local hasFlags = (#flags > 0)
local hasMech  = (#mechItems > 0)
if (not hasFlags) and (not hasMech) then
local root = mw.html.create("div")
root:addClass("sv-sm-root")
root:addClass("sv-compact-root")
root:tag("div"):addClass("sv-sm-empty"):wikitext("No Special Mechanics")
return {
inner = tostring(root),
classes = "module-special-mechanics",
}
end
local count = 0
if hasFlags then count = count + 1 end
if hasMech  then count = count + 1 end
local root = mw.html.create("div")
root:addClass("sv-sm-root")
root:addClass("sv-compact-root")
local layout = root:tag("div"):addClass("sv-sm-layout")
layout:addClass("sv-sm-count-" .. tostring(count))
-- Column 1: Flags
if hasFlags then
local fcol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-flags")
for _, f in ipairs(flags) do
fcol:tag("div"):addClass("sv-sm-flag"):wikitext(mw.text.nowiki(f))
end
end
-- Column 2: Special Mechanics (stacked)
if hasMech then
local mcol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-mech")
for _, it in ipairs(mechItems) do
local one = mcol:tag("div"):addClass("sv-sm-mech")
one:tag("div"):addClass("sv-sm-label"):wikitext(mw.text.nowiki(it.label))
one:tag("div"):addClass("sv-sm-value"):wikitext(it.value or "—")
end
end
return {
inner = tostring(root),
classes = "module-special-mechanics",
}
end
-- PLUGIN: LevelSelector (Hero Module Slot 4) - JS level slider.
function PLUGINS.LevelSelector(rec, ctx)
local level = ctx.level or 1
local maxLevel = ctx.maxLevel or 1
local inner = mw.html.create("div")
inner:addClass("sv-level-ui")
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
inner:addClass("sv-level-ui-single")
slider:addClass("sv-level-slider-single")
end
return {
inner = tostring(inner),
classes = "module-level-selector",
}
}
end
end
Line 1,475: Line 1,773:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- normalizeResult: normalize plugin return values into {inner, classes}.
local function normalizeResult(res)
local function normalizeResult(res)
if res == nil then return nil end
if res == nil then return nil end
Line 1,490: Line 1,789:
end
end


-- safeCallPlugin: pcall wrapper to prevent infobox failure on plugin errors.
local function safeCallPlugin(name, rec, ctx)
local function safeCallPlugin(name, rec, ctx)
local fn = PLUGINS[name]
        local fn = PLUGINS[name]
if type(fn) ~= "function" then
        if type(fn) ~= "function" then
return nil
                return nil
end
        end
local ok, out = pcall(fn, rec, ctx)
        local ok, out = pcall(fn, rec, ctx)
if not ok then
        if not ok then
return nil
                return nil
end
        end
return normalizeResult(out)
        return normalizeResult(out)
end
end


local function renderHeroBarSlot(slotIndex, rec, ctx)
-- isEmptySlotContent: true when a slot has no meaningful content.
local pluginName = HERO_BAR_SLOT_ASSIGNMENT[slotIndex]
-- NOTE: JS placeholders (sv-dyn spans, slider markup) are considered content.
if not pluginName then
local function isEmptySlotContent(inner)
return heroBarBox(slotIndex, nil, "", true)
        if inner == nil then return true end
end
 
        local raw = tostring(inner)
 
        -- Guard rails for JS-injected regions.
        for _, pat in ipairs({ "sv%-dyn", "data%-series", "sv%-level%-range", "sv%-level%-slider", "sv%-level%-ui" }) do
                if mw.ustring.find(raw, pat) then
                        return false
                end
        end


local res = safeCallPlugin(pluginName, rec, ctx)
        local trimmed = mw.text.trim(raw)
if not res or not res.inner or res.inner == "" then
        if trimmed == "" or trimmed == "" then
return heroBarBox(slotIndex, nil, "", true)
                return true
end
        end


return heroBarBox(slotIndex, res.classes, res.inner, false)
        local withoutTags = mw.text.trim(mw.ustring.gsub(trimmed, "<[^>]+>", ""))
        return (withoutTags == "" or withoutTags == "—")
end
end


local function renderModuleSlot(slotIndex, rec, ctx)
-- renderHeroSlot: render a standardized hero slot by plugin assignment.
local pluginName = HERO_MODULE_SLOT_ASSIGNMENT[slotIndex]
local function renderHeroSlot(slotIndex, rec, ctx)
if not pluginName then
        local pluginName = HERO_SLOT_ASSIGNMENT[slotIndex]
return moduleBox(slotIndex, nil, "", true)
        if not pluginName then
end
                return nil
        end


local res = safeCallPlugin(pluginName, rec, ctx)
        local res = safeCallPlugin(pluginName, rec, ctx)
if not res or not res.inner or res.inner == "" then
        if not res or isEmptySlotContent(res.inner) then
return moduleBox(slotIndex, nil, "", true)
                return nil
end
        end


return moduleBox(slotIndex, res.classes, res.inner, false)
        return {
                inner = res.inner,
                classes = res.classes,
        }
end
end


----------------------------------------------------------------------
----------------------------------------------------------------------
-- UI builders (hero bar + modules grid)
-- UI builders
----------------------------------------------------------------------
----------------------------------------------------------------------


local function buildHeroBarUI(rec, ctx)
-- buildHeroSlotsUI: build the standardized 4-row slot grid (2 columns).
local bar = mw.html.create("div")
local function buildHeroSlotsUI(rec, ctx)
bar:addClass("hero-bar-grid")
        local grid = mw.html.create("div")
        grid:addClass("sv-slot-grid")


bar:wikitext(renderHeroBarSlot(1, rec, ctx))
        local slots = {}
bar:wikitext(renderHeroBarSlot(2, rec, ctx))
        for slot = 1, 8 do
                slots[slot] = renderHeroSlot(slot, rec, ctx)
        end


return tostring(bar)
        local hasSlots = false
end
        for _, pair in ipairs({ { 1, 2 }, { 3, 4 }, { 5, 6 }, { 7, 8 } }) do
                local left  = slots[pair[1]]
                local right = slots[pair[2]]
 
                if left or right then
                        hasSlots = true


local function buildHeroModulesUI(rec, ctx)
                        if left and right then
local grid = mw.html.create("div")
                                grid:wikitext(slotBox(pair[1], left.classes, left.inner, { isEmpty = false }))
grid:addClass("hero-modules-grid")
                                grid:wikitext(slotBox(pair[2], right.classes, right.inner, { isEmpty = false }))
                        elseif left then
                                grid:wikitext(slotBox(pair[1], left.classes, left.inner, { isFull = true }))
                        elseif right then
                                grid:wikitext(slotBox(pair[2], right.classes, right.inner, { isFull = true }))
                        end
                end
        end


for slot = 1, 4 do
        if not hasSlots then
grid:wikitext(renderModuleSlot(slot, rec, ctx))
                return ""
end
        end


return tostring(grid)
        return tostring(grid)
end
end


local function addHeroModulesRow(tbl, modulesUI)
-- addHeroSlotsRow: add the standardized slot grid into the infobox table.
if not modulesUI or modulesUI == "" then
local function addHeroSlotsRow(tbl, slotsUI)
return
        if not slotsUI or slotsUI == "" then
end
                return
        end


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


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


Line 1,573: Line 1,902:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- buildInfobox: render a single skill infobox.
local function buildInfobox(rec, opts)
local function buildInfobox(rec, opts)
opts = opts or {}
opts = opts or {}
Line 1,581: Line 1,911:
local level = clamp(maxLevel, 1, maxLevel)
local level = clamp(maxLevel, 1, maxLevel)


-- ctx passed to every plug-in (the only allowed “shared state”)
local ctx = {
local ctx = {
maxLevel = maxLevel,
maxLevel = maxLevel,
level = level,
level = level,
-- computed below:
nonDamaging = false,
nonDamaging = false,
promo = nil,
promo = nil,
}
}


-- Determine “non-damaging” for SkillType (hide Damage/Element)
-- Non-damaging hides Damage/Element/Hits in SkillType
do
do
local dmgVal = nil
local dmgVal = nil
Line 1,602: Line 1,930:
end
end


-- Duration promotion (for QuickStats + Applies suppression)
ctx.promo = computeDurationPromotion(rec, maxLevel)
ctx.promo = computeDurationPromotion(rec, maxLevel)


Line 1,620: Line 1,947:
end
end


local desc  = rec.Description or ""
-- Standardized slot grid
 
addHeroSlotsRow(root, buildHeroSlotsUI(rec, ctx))
-- Hero Title Bar
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")
heroCell:wikitext(buildHeroBarUI(rec, ctx))
 
-- Description Bar (special-cased for now)
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
 
-- Modules row
local modulesUI = buildHeroModulesUI(rec, ctx)
addHeroModulesRow(root, modulesUI)


-- Users (hide on direct skill page)
-- Users (hide on direct skill page)
if showUsers then
        if showUsers then
local users = rec.Users or {}
                local users = rec.Users or {}
addRow(root, "Classes",  listToText(users.Classes),  "sv-row-users", "Users.Classes")
                addRow(root, "Classes",  listToText(users.Classes),  "sv-row-users", "Users.Classes")
addRow(root, "Summons",  listToText(users.Summons),  "sv-row-users", "Users.Summons")
                addRow(root, "Summons",  listToText(users.Summons),  "sv-row-users", "Users.Summons")
addRow(root, "Monsters", listToText(users.Monsters), "sv-row-users", "Users.Monsters")
                addRow(root, "Monsters", listToText(users.Monsters), "sv-row-users", "Users.Monsters")
addRow(root, "Events",   listToText(users.Events),   "sv-row-users", "Users.Events")
                do
end
                        local eventsList = {}
                        if type(users.Events) == "table" then
                                for _, ev in ipairs(users.Events) do
                                        local name = resolveEventName(ev) or ev
                                        if name ~= nil then
                                                table.insert(eventsList, mw.text.nowiki(tostring(name)))
                                        end
                                end
                        end
                        addRow(root, "Events", listToText(eventsList), "sv-row-users", "Users.Events")
                end
        end


-- Requirements
        -- Mechanics (keep small extras only)
local req = rec.Requirements or {}
        local mech = rec.Mechanics or {}
local hasReq =
        if next(mech) ~= nil then
(type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0) or
                if mech["Autocast Multiplier"] ~= nil then
(type(req["Required Weapons"]) == "table" and #req["Required Weapons"] > 0) or
                        addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]), "sv-row-mech", "Mechanics.Autocast Multiplier")
(type(req["Required Stances"]) == "table" and #req["Required Stances"] > 0)
                end
        end


if hasReq then
-- Legacy damage breakdown (only when Source absent)
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
 
-- Mechanics (detailed rows still shown; Range/Area/Timings/Cost are in QuickStats)
local mech = rec.Mechanics or {}
if next(mech) ~= nil then
if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Autocast Multiplier", tostring(mech["Autocast Multiplier"]), "sv-row-mech", "Mechanics.Autocast Multiplier")
end
 
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 SourceType module now, so we do NOT repeat them as body rows.
-- Keep the detailed legacy damage breakdown rows only (Main/Flat/Reflect/Healing) when Source missing.
if type(rec.Source) ~= "table" then
if type(rec.Source) ~= "table" then
local dmg = rec.Damage or {}
local dmg = rec.Damage or {}
Line 1,720: Line 1,995:
end
end


local flatList = dmg["Flat Damage"]
addRow(root, "Main Damage",    formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)), "sv-row-source", "Damage.Main Damage")
local reflList = dmg["Reflect Damage"]
addRow(root, "Flat Damage",    formatDamageList(dmg["Flat Damage"], maxLevel, level, false),        "sv-row-source", "Damage.Flat Damage")
addRow(root, "Reflect Damage", formatDamageList(dmg["Reflect Damage"], maxLevel, level, false),    "sv-row-source", "Damage.Reflect Damage")
addRow(root, "Healing",        formatDamageList(healOnly, maxLevel, level, false),                  "sv-row-source", "Damage.Healing")
end
end
 
-- Status rows
local function formatStatusApplications(list, suppressDurationIndex)
if type(list) ~= "table" or #list == 0 then return nil end


addRow(root, "Main Damage",    formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)), "sv-row-source", "Damage.Main Damage")
local parts = {}
addRow(root, "Flat Damage",    formatDamageList(flatList, maxLevel, level, false), "sv-row-source", "Damage.Flat Damage")
for idx, s in ipairs(list) do
addRow(root, "Reflect Damage", formatDamageList(reflList, maxLevel, level, false), "sv-row-source", "Damage.Reflect Damage")
if type(s) == "table" then
addRow(root, "Healing",        formatDamageList(healOnly, maxLevel, level, false), "sv-row-source", "Damage.Healing")
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 idx ~= suppressDurationIndex and type(s.Duration) == "table" then
local t = valuePairDynamicValueOnly(s.Duration, maxLevel, level)
if t then table.insert(detail, "Duration: " .. t) end
end
 
if type(s.Chance) == "table" then
local t = valuePairDynamicValueOnly(s.Chance, maxLevel, level)
if t then table.insert(detail, "Chance: " .. t) end
end
 
if #detail > 0 then
seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
end
 
table.insert(parts, seg)
end
end
end
return (#parts > 0) and table.concat(parts, "<br />") or nil
end
end


-- Modifiers flags
local function formatStatusRemoval(list)
local modsText = formatModifiers(rec.Modifiers)
if type(list) ~= "table" or #list == 0 then return nil end
if modsText then
 
addRow(root, "Flags", modsText, "sv-row-meta", "Modifiers")
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 = valuePairRawText(r)
amt = amt and mw.text.nowiki(amt) or nil
 
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
end


-- Status (suppress promoted duration line if needed)
local suppressIdx = (type(ctx.promo) == "table") and ctx.promo.suppressDurationIndex or nil
local suppressIdx = (type(ctx.promo) == "table") and ctx.promo.suppressDurationIndex or nil
local statusApps = formatStatusApplications(rec["Status Applications"], maxLevel, level, suppressIdx)
local statusApps = formatStatusApplications(rec["Status Applications"], suppressIdx)
local statusRem  = formatStatusRemoval(rec["Status Removal"], maxLevel, level)
local statusRem  = formatStatusRemoval(rec["Status Removal"])
if statusApps or statusRem then
if statusApps or statusRem then
addRow(root, "Applies", statusApps, "sv-row-status", "Status Applications")
addRow(root, "Applies", statusApps, "sv-row-status", "Status Applications")
Line 1,745: Line 2,074:
end
end


-- Events
        -- Events
        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 = resolveDisplayName(ev.Action, "event") or ev.Action or "On event"
                                local name  = resolveSkillNameFromEvent(ev)
                                table.insert(parts, string.format("%s → %s", mw.text.nowiki(action), mw.text.nowiki(name)))
                        end
                end
                return (#parts > 0) and table.concat(parts, "<br />") or nil
        end
 
local eventsText = formatEvents(rec.Events)
local eventsText = formatEvents(rec.Events)
if eventsText then
if eventsText then
Line 1,751: Line 2,093:
end
end


-- Notes
return tostring(root)
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
end


Line 1,788: Line 2,125:
end
end


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


for _, rec in ipairs(matches) do
for _, rec in ipairs(matches) do
local item = root:tag("div"):addClass("sv-skill-item")
local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"
item:wikitext(buildInfobox(rec, { showUsers = false, inList = true }))
 
-- List mode: emit a raw H3 heading before each standalone card so TOC/anchors work.
table.insert(out, string.format("=== %s ===", title))
 
-- List mode cards are independent (no single wrapper container).
table.insert(out, buildInfobox(rec, { showUsers = false, inList = true }))
end
end


return tostring(root)
return table.concat(out, "\n")
end
end