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
 
(6 intermediate revisions by the same user not shown)
Line 3: Line 3:
-- Phase 6.5+ (Plug-in Slot Architecture)
-- Phase 6.5+ (Plug-in Slot Architecture)
--
--
-- Standard Hero Layout:
-- Layout:
--  1) hero-title-bar        (TOP BAR, 2 slots: herobar 1..2)
--  1) hero-title-bar        (TOP BAR, 2 slots: herobar 1..2)
--  2) hero-description-bar  (description strip)
--  2) hero-description-bar  (description strip)
Line 23: Line 23:
local skillsCache
local skillsCache


-- getSkills: lazy-load + cache skill dataset from GameData.
local function getSkills()
local function getSkills()
if not skillsCache then
if not skillsCache then
Line 34: Line 35:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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 39: Line 41:
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 47: Line 50:
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
Line 60: Line 64:
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 69: Line 74:
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
Line 84: Line 90:
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
Line 91: Line 98:
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
Line 99: Line 107:
end
end


-- 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
Line 113: Line 122:
end
end


-- { Value, Unit } or scalar
-- formatUnitValue: format {Value, Unit} blocks (or scalar) for display.
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
Line 141: Line 150:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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
Line 156: Line 166:
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
Line 169: Line 180:
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 return false end
if v == nil then return false end
Line 183: Line 195:
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
Line 201: Line 214:
end
end


-- valuePairRawText: render Base/Per Level blocks into readable text (fallback).
local function valuePairRawText(block)
local function valuePairRawText(block)
if type(block) ~= "table" then
if type(block) ~= "table" then
Line 234: Line 248:
end
end


-- 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
Line 269: Line 284:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- getSkillById: locate a skill by internal ID.
local function getSkillById(id)
local function getSkillById(id)
id = trim(id)
id = trim(id)
Line 276: Line 292:
end
end


-- findSkillByName: locate a skill by external/display name.
local function findSkillByName(name)
local function findSkillByName(name)
name = trim(name)
name = trim(name)
Line 302: Line 319:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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
Line 321: Line 339:
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
Line 372: Line 391:
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
Line 398: Line 418:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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 429: Line 450:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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 455: Line 477:
local HERO_BAR_SLOT_ASSIGNMENT = {
local HERO_BAR_SLOT_ASSIGNMENT = {
[1] = "IconName",
[1] = "IconName",
[2] = "SkillType",
[2] = "SkillType", -- Damage/Element/Hits/Target/Cast/Combo strip
}
}


Line 469: Line 491:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- heroBarBox: wrapper for hero-bar slot modules.
local function heroBarBox(slot, extraClasses, innerHtml, isEmpty)
local function heroBarBox(slot, extraClasses, innerHtml, isEmpty)
local box = mw.html.create("div")
local box = mw.html.create("div")
Line 499: Line 522:
end
end


-- moduleBox: wrapper for hero-module (2x2 grid) slot modules.
local function moduleBox(slot, extraClasses, innerHtml, isEmpty)
local function moduleBox(slot, extraClasses, innerHtml, isEmpty)
local box = mw.html.create("div")
local box = mw.html.create("div")
Line 529: Line 553:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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 561: Line 586:
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 572: Line 598:
end
end


-- legacyPercentAtLevel: compute “Base% + PerLevel%*level” for legacy entries.
local function legacyPercentAtLevel(entry, level)
local function legacyPercentAtLevel(entry, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
Line 597: Line 624:
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 677: Line 705:
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 699: Line 728:
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
 
sizeName = sizeName and mw.text.trim(tostring(sizeName)) or nil
if not sizeName or sizeName == "" or isNoneLike(sizeName) then
return nil
end


if type(raw) == "table" then
-- 2) Find the numeric “exact number” to append
name = raw.Name or raw.ID or raw.Value
-- Prefer the explicit Area Distance block, then fall back to other known numeric keys.
num = raw.Value
local num = nil
if raw.Name or raw.ID then
 
name = raw.Name or raw.ID
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 771: Line 849:
end
end


-- computeDurationPromotion: promote status-duration into QuickStats when a skill is non-damaging.
local function computeDurationPromotion(rec, maxLevel)
local function computeDurationPromotion(rec, maxLevel)
if type(rec) ~= "table" then return nil end
if type(rec) ~= "table" then return nil end
Line 817: Line 896:
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
Line 841: Line 920:
end
end


-- Reserved placeholder (kept for future)
-- PLUGIN: SkillType (Hero Bar Slot 2) - 2 rows x 3 cells (desktop + mobile).
function PLUGINS.ReservedInfo(rec, ctx)
-- Rules:
local wrap = mw.html.create("div")
--  - If skill is non-damaging, hide Damage/Element/Hits.
wrap:addClass("sv-herobar-2-wrap")
--  - If Hits is empty, hide Hits.
return {
--  - If Combo is empty, hide Combo.
inner = tostring(wrap),
-- Ordering:
classes = "module-herobar-2",
--  - Desktop: Damage, Element, Hits, Target, Cast, Combo
}
--  - Mobile:  Damage, Element, Target, Cast, Hits, Combo (CSS reorder)
end
function PLUGINS.SkillType(rec, ctx)
local typeBlock = (type(rec.Type) == "table") and rec.Type or {}
local mech      = (type(rec.Mechanics) == "table") and rec.Mechanics or {}


-- Module: Level Selector
local level   = ctx.level or 1
function PLUGINS.LevelSelector(rec, ctx)
local level = ctx.level or 1
local maxLevel = ctx.maxLevel or 1
local maxLevel = ctx.maxLevel or 1


local inner = mw.html.create("div")
local hideDamageBundle = (ctx.nonDamaging == true)
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
 
-- Module: Skill Type
function PLUGINS.SkillType(rec, ctx)
local typeBlock = (type(rec.Type) == "table") and rec.Type or {}
local hideDamageAndElement = (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 895: Line 945:
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 900: Line 953:
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


Line 907: Line 1,045:


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
end


if not hideDamageAndElement then
-- Damage + Element + Hits bundle (hidden when non-damaging)
addChunk("Damage",  typeBlock.Damage or typeBlock["Damage Type"])
if not hideDamageBundle then
addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
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
end


addChunk("Target", typeBlock.Target or typeBlock["Target Type"])
-- Target + Cast
addChunk("Cast",  typeBlock.Cast  or typeBlock["Cast Type"])
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
 
-- Combo
local combo = comboDisplay()
if combo then
addChunk("combo", "Combo", combo)
end


return {
return {
Line 931: Line 1,105:
end
end


-- Module: SourceType (Modifier + Source + Scaling)
-- 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 941: Line 1,115:
local scaling    = nil
local scaling    = nil


-- sourceValueForLevel: dynamic formatting for structured Source blocks.
local function sourceValueForLevel(src)
local function sourceValueForLevel(src)
if type(src) ~= "table" then
if type(src) ~= "table" then
Line 1,072: Line 1,247:
end
end


-- Module: 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 1,101: Line 1,277:


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


-- Timings
-- Timings
Line 1,173: Line 1,349:
end
end


-- Module: Special Mechanics (Flags + Special Mechanics + Combo)
-- 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)
function PLUGINS.SpecialMechanics(rec, ctx)
local level = ctx.level or 1
local level = ctx.level or 1
Line 1,180: Line 1,360:
local mech    = (type(rec) == "table" and type(rec.Mechanics) == "table") and rec.Mechanics or {}
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 effects = (type(mech.Effects) == "table") and mech.Effects or nil
local combo  = (type(mech.Combo) == "table") and mech.Combo or nil
local mods    = (type(rec.Modifiers) == "table") and rec.Modifiers 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


------------------------------------------------------------------
------------------------------------------------------------------
Line 1,187: Line 1,382:
------------------------------------------------------------------
------------------------------------------------------------------
local flagSet = {}
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)
local function addFlags(sub)
if type(sub) ~= "table" then return end
if type(sub) ~= "table" then return end
for k, v in pairs(sub) do
for k, v in pairs(sub) do
if v then
if v and allowFlag(k) then
flagSet[tostring(k)] = true
flagSet[tostring(k)] = true
end
end
Line 1,202: Line 1,421:
addFlags(mods["Special Modifiers"])
addFlags(mods["Special Modifiers"])
for k, v in pairs(mods) do
for k, v in pairs(mods) do
if type(v) == "boolean" and v then
if type(v) == "boolean" and v and allowFlag(k) then
flagSet[tostring(k)] = true
flagSet[tostring(k)] = true
end
end
Line 1,223: Line 1,442:


for _, name in ipairs(keys) do
for _, name in ipairs(keys) do
local block = effects[name]
-- Skip Hits completely (it belongs in SkillType)
if type(block) == "table" then
if not isHitsKey(name) then
local disp = displayFromSeries(seriesFromValuePair(block, maxLevel), level)
local block = effects[name]
local t = trim(block.Type)
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
local value = disp


-- If Type exists and is distinct, prefix it (keeps your prior intent)
-- 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 t and not isNoneLike(t) and mw.ustring.lower(t) ~= mw.ustring.lower(tostring(name)) then
if value then
if value then
value = mw.text.nowiki(t) .. ": " .. value
value = mw.text.nowiki(t) .. ": " .. value
else
else
value = mw.text.nowiki(t)
value = mw.text.nowiki(t)
end
end
 
if value then
table.insert(mechItems, { label = tostring(name), value = value })
end
end
end
end
if value then
table.insert(mechItems, { label = tostring(name), value = value })
end
end
end
end
end
------------------------------------------------------------------
-- Combo (its own group, NOT merged into mechanics)
------------------------------------------------------------------
local comboText = nil
if combo then
local typ = trim(combo.Type)
if typ and not isNoneLike(typ) then
local details = {}
local pct = formatUnitValue(combo.Percent)
if pct and not isZeroish(pct) then
table.insert(details, mw.text.nowiki(pct))
end
local dur = formatUnitValue(combo.Duration)
if dur and not isZeroish(dur) then
table.insert(details, mw.text.nowiki(dur))
end
if #details > 0 then
comboText = mw.text.nowiki(typ) .. " (" .. table.concat(details, ", ") .. ")"
else
comboText = mw.text.nowiki(typ)
end
end
end
end
Line 1,275: Line 1,473:
local hasFlags = (#flags > 0)
local hasFlags = (#flags > 0)
local hasMech  = (#mechItems > 0)
local hasMech  = (#mechItems > 0)
local hasCombo = (comboText ~= nil and comboText ~= "")


if (not hasFlags) and (not hasMech) and (not hasCombo) then
if (not hasFlags) and (not hasMech) then
local root = mw.html.create("div")
local root = mw.html.create("div")
root:addClass("sv-sm-root")
root:addClass("sv-sm-root")
Line 1,292: Line 1,489:
if hasFlags then count = count + 1 end
if hasFlags then count = count + 1 end
if hasMech  then count = count + 1 end
if hasMech  then count = count + 1 end
if hasCombo then count = count + 1 end


------------------------------------------------------------------
-- Layout:
-- Desktop:
--  1 group => centered
--  2 groups => 2 columns (separate)
--  3 groups => 3 columns (flags | mechanics | combo)
-- Mobile CSS collapses per your rules.
------------------------------------------------------------------
local root = mw.html.create("div")
local root = mw.html.create("div")
root:addClass("sv-sm-root")
root:addClass("sv-sm-root")
Line 1,327: Line 1,515:
end
end


-- Column 3: Combo (always its own column when present on desktop)
return {
if hasCombo then
inner = tostring(root),
local ccol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-combo")
classes = "module-special-mechanics",
local one = ccol:tag("div"):addClass("sv-sm-mech"):addClass("sv-sm-combo")
}
one:tag("div"):addClass("sv-sm-label"):wikitext("Combo")
end
one:tag("div"):addClass("sv-sm-value"):wikitext(comboText or "—")
 
-- 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
end


return {
return {
inner = tostring(root),
inner = tostring(inner),
classes = "module-special-mechanics",
classes = "module-level-selector",
}
}
end
end
Line 1,345: Line 1,558:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- 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 1,360: Line 1,574:
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]
Line 1,372: Line 1,587:
end
end


-- renderHeroBarSlot: render a hero-bar slot by plugin assignment.
local function renderHeroBarSlot(slotIndex, rec, ctx)
local function renderHeroBarSlot(slotIndex, rec, ctx)
local pluginName = HERO_BAR_SLOT_ASSIGNMENT[slotIndex]
local pluginName = HERO_BAR_SLOT_ASSIGNMENT[slotIndex]
Line 1,386: Line 1,602:
end
end


-- renderModuleSlot: render a hero-module slot by plugin assignment.
local function renderModuleSlot(slotIndex, rec, ctx)
local function renderModuleSlot(slotIndex, rec, ctx)
local pluginName = HERO_MODULE_SLOT_ASSIGNMENT[slotIndex]
local pluginName = HERO_MODULE_SLOT_ASSIGNMENT[slotIndex]
Line 1,404: Line 1,621:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- buildHeroBarUI: build the top hero bar (2 slots).
local function buildHeroBarUI(rec, ctx)
local function buildHeroBarUI(rec, ctx)
local bar = mw.html.create("div")
local bar = mw.html.create("div")
Line 1,412: Line 1,630:
end
end


-- buildHeroModulesUI: build the 2x2 module grid row (4 slots).
local function buildHeroModulesUI(rec, ctx)
local function buildHeroModulesUI(rec, ctx)
local grid = mw.html.create("div")
local grid = mw.html.create("div")
Line 1,421: Line 1,640:
end
end


-- addHeroModulesRow: add the hero-modules row into the infobox table.
local function addHeroModulesRow(tbl, modulesUI)
local function addHeroModulesRow(tbl, modulesUI)
if not modulesUI or modulesUI == "" then
if not modulesUI or modulesUI == "" then
Line 1,439: Line 1,659:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- buildInfobox: render a single skill infobox.
local function buildInfobox(rec, opts)
local function buildInfobox(rec, opts)
opts = opts or {}
opts = opts or {}
Line 1,454: Line 1,675:
}
}


-- Non-damaging hides Damage/Element in SkillType
-- Non-damaging hides Damage/Element/Hits in SkillType
do
do
local dmgVal = nil
local dmgVal = nil

Latest revision as of 19:23, 18 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
Damage
Melee
Element
Neutral
Target
Enemy
Cast
Target
Combo
Ready (4s)
Delivers a crushing blow with a chance to stun the target.
Modifier
Attack
Damage
325%
Scaling
2% Strength
Range
Area
Cost
12 MP
Cast Time
Cooldown
Duration
No Special Mechanics
Level 10 / 10
<input type="range" min="1" max="10" value="10" class="sv-level-range" aria-label="Skill level select" />
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
AppliesTarget – Stun (Duration: 3s, Chance: 30%)

or, explicitly:

Bash
Damage
Melee
Element
Neutral
Target
Enemy
Cast
Target
Combo
Ready (4s)
Delivers a crushing blow with a chance to stun the target.
Modifier
Attack
Damage
325%
Scaling
2% Strength
Range
Area
Cost
12 MP
Cast Time
Cooldown
Duration
No Special Mechanics
Level 10 / 10
<input type="range" min="1" max="10" value="10" class="sv-level-range" aria-label="Skill level select" />
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Required SkillsAxe Mastery (Lv.1)
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
--
-- Phase 6.5+ (Plug-in Slot Architecture)
--
-- Layout:
--   1) hero-title-bar        (TOP BAR, 2 slots: herobar 1..2)
--   2) hero-description-bar  (description strip)
--   3) hero-modules row      (4 slots: hero-module-1..4)
--
-- Requires Common.js:
--   - updates .sv-dyn spans via data-series
--   - updates .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

-- getSkills: lazy-load + cache skill dataset from GameData.
local function getSkills()
	if not skillsCache then
		skillsCache = GameData.loadSkills()
	end
	return skillsCache
end

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

-- getArgs: read args from parent frame when invoked from a template.
local function getArgs(frame)
	local parent = frame:getParent()
	return (parent and parent.args) or frame.args
end

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

-- toNum: convert common scalar/table forms to a Lua number.
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

-- clamp: clamp a number into [lo, hi].
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

-- fmtNum: consistent number formatting (trim trailing zeros).
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

-- listToText: join an array into a readable string.
local function listToText(list, sep)
	if type(list) ~= "table" or #list == 0 then
		return nil
	end
	return table.concat(list, sep or ", ")
end

-- isNoneLike: treat common "none" spellings as empty.
local function isNoneLike(v)
	if v == nil then return true end
	local s = mw.text.trim(tostring(v))
	if s == "" then return true end
	s = mw.ustring.lower(s)
	return (s == "none" or s == "no" or s == "n/a" or s == "na" or s == "null")
end

-- addRow: add a standard <tr><th>Label</th><td>Value</td></tr> row.
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

-- formatUnitValue: format {Value, Unit} blocks (or scalar) for display.
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)
----------------------------------------------------------------------

-- dynSpan: render a JS-updated span for a level series.
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

-- isFlatList: true if all values in list are identical.
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

-- isNonZeroScalar: detect if a value is present and not effectively zero.
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

-- isZeroish: aggressively treat common “zero” text forms as zero.
local function isZeroish(v)
	if v == nil then return true end
	if type(v) == "number" then return v == 0 end
	if type(v) == "table" and v.Value ~= nil then
		return isZeroish(v.Value)
	end

	local s = mw.text.trim(tostring(v))
	if s == "" 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 == "0m" or s == "0 m" then return true end
	if s == "0%" or s == "0 %" then return true end

	local n = tonumber((mw.ustring.gsub(s, "[^0-9%.%-]", "")))
	return (n ~= nil and n == 0)
end

-- valuePairRawText: render Base/Per Level blocks into readable text (fallback).
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

-- valuePairDynamicValueOnly: render Base/Per Level blocks using dyn spans where possible.
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

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

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

-- findSkillByName: locate a skill by external/display name.
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

----------------------------------------------------------------------
-- Legacy damage helpers
----------------------------------------------------------------------

-- basisLabel: label ATK/MATK basis in legacy damage blocks.
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

-- formatDamageEntry: legacy percent damage formatting (dynamic by level).
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

-- formatDamageList: render a list of legacy damage entries into <br/> blocks.
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

----------------------------------------------------------------------
-- Users matching
----------------------------------------------------------------------

-- skillMatchesUser: check if a skill is used by a specific class/monster/summon/event.
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

----------------------------------------------------------------------
-- Hide Users on direct skill pages
----------------------------------------------------------------------

-- isDirectSkillPage: hide Users rows when viewing the skill page itself.
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

----------------------------------------------------------------------
-- Slot config (edit these tables only to rearrange layout)
----------------------------------------------------------------------

local HERO_BAR_SLOT_ASSIGNMENT = {
	[1] = "IconName",
	[2] = "SkillType", -- Damage/Element/Hits/Target/Cast/Combo strip
}

local HERO_MODULE_SLOT_ASSIGNMENT = {
	[1] = "SourceType",
	[2] = "QuickStats",
	[3] = "SpecialMechanics",
	[4] = "LevelSelector",
}

----------------------------------------------------------------------
-- Slot scaffolds
----------------------------------------------------------------------

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

	if slot == 2 then
		box:addClass("sv-herobar-compact")
	end

	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-bar-module-empty")
	end

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

	return tostring(box)
end

-- moduleBox: wrapper for hero-module (2x2 grid) slot modules.
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

----------------------------------------------------------------------
-- Shared helpers (Source + QuickStats + SpecialMechanics)
----------------------------------------------------------------------

-- formatScalingCompactLines: build compact “Scaling” lines for SourceType.
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

-- basisWordFromFlags: compute “Attack/Magic/Hybrid” from ATK/MATK booleans.
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

-- legacyPercentAtLevel: compute “Base% + PerLevel%*level” for legacy entries.
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 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

-- seriesFromValuePair: normalize Base/Per Level blocks into a level-indexed series.
local function seriesFromValuePair(block, maxLevel)
	if type(block) ~= "table" then
		return nil
	end

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

	local function pickUnit(v)
		if type(v) == "table" and v.Unit and v.Unit ~= "" then
			return v.Unit
		end
		return nil
	end
	local unit = pickUnit(base) or pickUnit(per)

	local function fmtAny(v)
		local t = formatUnitValue(v)
		return t and tostring(t) or (v ~= nil and tostring(v) or nil)
	end

	local series = {}

	-- Expanded per-level series (wikiprep)
	if type(per) == "table" and #per > 0 then
		for lv = 1, maxLevel do
			local raw = per[lv] or per[#per]
			local one = fmtAny(raw)
			if one == nil or isZeroish(raw) or isZeroish(one) then
				one = "—"
			end
			series[lv] = one
		end
		return series
	end

	-- Empty per-list -> base only
	if type(per) == "table" and #per == 0 then
		local one = fmtAny(base)
		if one == nil or isZeroish(base) or isZeroish(one) then
			one = "—"
		end
		for lv = 1, maxLevel do
			series[lv] = one
		end
		return series
	end

	-- Scalar per -> compute base + per*level (fallback)
	local baseN = toNum(base) or 0
	local perN  = toNum(per)

	if perN ~= nil then
		for lv = 1, maxLevel do
			local total = baseN + (perN * lv)
			local v = unit and { Value = total, Unit = unit } or total
			local one = fmtAny(v)
			if one == nil or total == 0 or isZeroish(one) then
				one = "—"
			end
			series[lv] = one
		end
		return series
	end

	-- Base-only scalar
	local raw = (base ~= nil) and base or per
	local one = fmtAny(raw)
	if one == nil then
		return nil
	end
	if isZeroish(raw) or isZeroish(one) then
		one = "—"
	end
	for lv = 1, maxLevel do
		series[lv] = one
	end
	return series
end

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

	local any = false
	for _, v in ipairs(series) do
		if v ~= "—" then
			any = true
			break
		end
	end
	if not any then
		return nil
	end

	if isFlatList(series) then
		return mw.text.nowiki(series[1])
	end
	return dynSpan(series, level)
end

-- 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
		return nil
	end

	-- Helper: pull a number from scalar/unit/valuepair-ish things.
	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
	end

	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

	sizeName = sizeName and mw.text.trim(tostring(sizeName)) or nil
	if not sizeName or sizeName == "" or isNoneLike(sizeName) then
		return nil
	end

	-- 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

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

	-- 3) Render
	-- If size already contains parentheses, assume it already includes the numeric.
	if mw.ustring.find(sizeName, "%(") then
		return mw.text.nowiki(sizeName)
	end

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

	return mw.text.nowiki(sizeName)
end

-- skillHasAnyDamage: determine if a skill has any meaningful damage (for non-damaging rules).
local function skillHasAnyDamage(rec, maxLevel)
	if type(rec.Source) == "table" then
		local s = seriesFromValuePair(rec.Source, maxLevel)
		if s then
			for _, v in ipairs(s) do
				if v ~= "—" then return true end
			end
		end
	end

	if type(rec.Damage) == "table" then
		local dmg = rec.Damage
		for _, key in ipairs({ "Main Damage", "Flat Damage", "Reflect Damage" }) do
			local lst = dmg[key]
			if type(lst) == "table" and #lst > 0 then
				return true
			end
		end
	end

	return false
end

-- computeDurationPromotion: promote status-duration into QuickStats when a skill is non-damaging.
local function computeDurationPromotion(rec, maxLevel)
	if type(rec) ~= "table" then return nil end
	if skillHasAnyDamage(rec, maxLevel) then return nil end

	local mech = (type(rec.Mechanics) == "table") and rec.Mechanics or {}
	local bt   = (type(mech["Basic Timings"]) == "table") and mech["Basic Timings"] or {}
	local durS = seriesFromValuePair(bt["Duration"], maxLevel)

	if durS ~= nil then
		local any = false
		for _, v in ipairs(durS) do
			if v ~= "—" then any = true break end
		end
		if any then
			return nil
		end
	end

	local apps = rec["Status Applications"]
	if type(apps) ~= "table" then return nil end

	for idx, app in ipairs(apps) do
		if type(app) == "table" and type(app.Duration) == "table" then
			local s = seriesFromValuePair(app.Duration, maxLevel)
			if s then
				for _, v in ipairs(s) do
					if v ~= "—" then
						return {
							durationBlock = app.Duration,
							suppressDurationIndex = idx,
						}
					end
				end
			end
		end
	end

	return nil
end

----------------------------------------------------------------------
-- Plug-ins
----------------------------------------------------------------------

local PLUGINS = {}

-- PLUGIN: IconName (Hero Bar Slot 1) - icon + name.
function PLUGINS.IconName(rec, ctx)
	local icon  = rec.Icon
	local title = rec["External Name"] or rec.Name or rec["Internal Name"] or "Unknown Skill"

	local wrap = mw.html.create("div")
	wrap:addClass("sv-herobar-1-wrap")

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

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

	return {
		inner = tostring(wrap),
		classes = "module-herobar-1",
	}
end

-- 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)
	local typeBlock = (type(rec.Type) == "table") and rec.Type or {}
	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)
		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

	-- 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

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

	local added = false

	-- addChunk: add one labeled value cell (key drives CSS ordering).
	local function addChunk(key, label, valueHtml)
		if valueHtml == nil or valueHtml == "" then return end
		added = true

		local chunk = grid:tag("div")
			:addClass("sv-type-chunk")
			: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

	-- Combo
	local combo = comboDisplay()
	if combo then
		addChunk("combo", "Combo", combo)
	end

	return {
		inner = added and tostring(grid) or "",
		classes = "module-skill-type",
	}
end

-- PLUGIN: SourceType (Hero Module Slot 1) - Modifier + Source + Scaling.
function PLUGINS.SourceType(rec, ctx)
	local level = ctx.level or 1
	local maxLevel = ctx.maxLevel or 1

	local basisWord = nil
	local sourceKind = nil
	local sourceVal  = 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
		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)
		scaling    = src.Scaling
	end

	-- Fallback to legacy Damage lists if Source absent
	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"]

		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)

	if (not hasSource) and (not hasScaling) then
		return nil
	end

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

	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")
	wrap:addClass("sv-compact-root")

	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

	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

	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 {
		inner = tostring(wrap),
		classes = extra,
	}
end

-- 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)
	local level = ctx.level or 1
	local maxLevel = ctx.maxLevel or 1
	local promo = ctx.promo

	local mech = (type(rec) == "table" and type(rec.Mechanics) == "table") and rec.Mechanics or {}
	local bt   = (type(mech["Basic Timings"]) == "table") and mech["Basic Timings"] or {}
	local rc   = (type(mech["Resource Cost"]) == "table") and mech["Resource Cost"] or {}

	local function dash() return "—" end

	-- Range (0 => —)
	local rangeVal = nil
	if mech.Range ~= nil and not isNoneLike(mech.Range) then
		local n = toNum(mech.Range)
		if n ~= nil then
			if n ~= 0 then
				rangeVal = mw.text.nowiki(formatUnitValue(mech.Range) or tostring(mech.Range))
			end
		else
			local t = mw.text.trim(tostring(mech.Range))
			if t ~= "" and not isNoneLike(t) then
				rangeVal = mw.text.nowiki(t)
			end
		end
	end

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

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

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

	-- Cost: MP + HP
	local function labeledSeries(block, label)
		local s = seriesFromValuePair(block, maxLevel)
		if not s then return nil end
		local any = false
		for i, v in ipairs(s) do
			if v ~= "—" then
				s[i] = tostring(v) .. " " .. label
				any = true
			else
				s[i] = "—"
			end
		end
		return any and s or nil
	end

	local mpS = labeledSeries(rc["Mana Cost"], "MP")
	local hpS = labeledSeries(rc["Health Cost"], "HP")

	local costSeries = {}
	for lv = 1, maxLevel do
		local mp = mpS and mpS[lv] or "—"
		local hp = hpS and hpS[lv] or "—"

		if mp ~= "—" and hp ~= "—" then
			costSeries[lv] = mp .. " + " .. hp
		elseif mp ~= "—" then
			costSeries[lv] = mp
		elseif hp ~= "—" then
			costSeries[lv] = hp
		else
			costSeries[lv] = "—"
		end
	end

	local costVal = displayFromSeries(costSeries, level)

	local grid = mw.html.create("div")
	grid:addClass("sv-m4-grid")
	grid:addClass("sv-compact-root")

	local function addCell(label, val)
		local cell = grid:tag("div"):addClass("sv-m4-cell")
		cell:tag("div"):addClass("sv-m4-label"):wikitext(mw.text.nowiki(label))
		cell:tag("div"):addClass("sv-m4-value"):wikitext(val or dash())
	end

	addCell("Range",     rangeVal)
	addCell("Area",      areaVal)
	addCell("Cost",      costVal)
	addCell("Cast Time", castVal)
	addCell("Cooldown",  cdVal)
	addCell("Duration",  durVal)

	return {
		inner = tostring(grid),
		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

----------------------------------------------------------------------
-- Generic slot renderers
----------------------------------------------------------------------

-- normalizeResult: normalize plugin return values into {inner, classes}.
local function normalizeResult(res)
	if res == nil then return nil end
	if type(res) == "string" then
		return { inner = res, classes = nil }
	end
	if type(res) == "table" then
		local inner = res.inner
		if type(inner) ~= "string" then
			inner = (inner ~= nil) and tostring(inner) or ""
		end
		return { inner = inner, classes = res.classes }
	end
	return { inner = tostring(res), classes = nil }
end

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

-- renderHeroBarSlot: render a hero-bar slot by plugin assignment.
local function renderHeroBarSlot(slotIndex, rec, ctx)
	local pluginName = HERO_BAR_SLOT_ASSIGNMENT[slotIndex]
	if not pluginName then
		return heroBarBox(slotIndex, nil, "", true)
	end

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

	return heroBarBox(slotIndex, res.classes, res.inner, false)
end

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

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

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

----------------------------------------------------------------------
-- UI builders
----------------------------------------------------------------------

-- buildHeroBarUI: build the top hero bar (2 slots).
local function buildHeroBarUI(rec, ctx)
	local bar = mw.html.create("div")
	bar:addClass("hero-bar-grid")
	bar:wikitext(renderHeroBarSlot(1, rec, ctx))
	bar:wikitext(renderHeroBarSlot(2, rec, ctx))
	return tostring(bar)
end

-- buildHeroModulesUI: build the 2x2 module grid row (4 slots).
local function buildHeroModulesUI(rec, ctx)
	local grid = mw.html.create("div")
	grid:addClass("hero-modules-grid")
	for slot = 1, 4 do
		grid:wikitext(renderModuleSlot(slot, rec, ctx))
	end
	return tostring(grid)
end

-- addHeroModulesRow: add the hero-modules row into the infobox table.
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
----------------------------------------------------------------------

-- buildInfobox: render a single skill infobox.
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 ctx = {
		maxLevel = maxLevel,
		level = level,
		nonDamaging = false,
		promo = nil,
	}

	-- Non-damaging hides Damage/Element/Hits in SkillType
	do
		local dmgVal = nil
		if type(rec.Type) == "table" then
			dmgVal = rec.Type.Damage or rec.Type["Damage Type"]
			if type(dmgVal) == "table" then
				dmgVal = dmgVal.Name or dmgVal.ID or dmgVal.Value
			end
		end
		ctx.nonDamaging = isNoneLike(dmgVal) or (not skillHasAnyDamage(rec, maxLevel))
	end

	ctx.promo = computeDurationPromotion(rec, 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 desc  = rec.Description or ""

	-- 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
	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
	addHeroModulesRow(root, buildHeroModulesUI(rec, ctx))

	-- Users (hide on direct skill page)
	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

	-- Requirements
	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

	-- Mechanics (keep small extras only)
	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
	end

	-- Legacy damage breakdown (only when Source absent)
	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

			addRow(root, "Main Damage",    formatDamageList(mainNonHeal, maxLevel, level, (#mainNonHeal > 1)), "sv-row-source", "Damage.Main 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

		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 = {}

				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

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

	local function formatStatusRemoval(list)
		if type(list) ~= "table" or #list == 0 then return nil end

		local parts = {}
		for _, r in ipairs(list) do
			if type(r) == "table" then
				local names = r["Status 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

	local suppressIdx = (type(ctx.promo) == "table") and ctx.promo.suppressDurationIndex or nil
	local statusApps = formatStatusApplications(rec["Status Applications"], suppressIdx)
	local statusRem  = formatStatusRemoval(rec["Status Removal"])
	if statusApps or statusRem then
		addRow(root, "Applies", statusApps, "sv-row-status", "Status Applications")
		addRow(root, "Removes", statusRem,  "sv-row-status", "Status Removal")
	end

	-- 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 = 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

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

	-- Notes
	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