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Created page with "{{Documentation}} == Module:GameData == '''Module:GameData''' is the central JSON loader for SpiritVale’s game data. It reads four JSON pages: * Data:skills.json * Data:passives.json * Data:summons.json * Data:effects.json and turns each one into a Lua dataset that other modules (like Module:GameSkills, Module:GamePassives, Module:GameSummons, and Module:GameEffects) can use. This module is **not** meant to be called directly from..." |
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== Module:GameData == | == Module:GameData == | ||
Revision as of 19:05, 12 December 2025
Module:GameData
Module:GameData is the central JSON loader for SpiritVale’s game data.
It reads four JSON pages:
and turns each one into a Lua dataset that other modules (like Module:GameSkills, Module:GamePassives, Module:GameSummons, and Module:GameEffects) can use.
This module is **not** meant to be called directly from templates with #invoke.
Instead, other Lua modules should require it and use the load* helper functions described below.
JSON format
Each JSON page is expected to have the following top-level structure:
<syntaxhighlight lang="json"> {
"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 this type"
},
{
"Name": "Another Skill",
"Internal Name": "AnotherSkill",
"...": "more data"
}
]
} </syntaxhighlight>
Key points:
version– game / patch version string.schema_version– version number for the JSON schema.generated_at– timestamp when the file was generated by the external tool.records– array of objects (skills, passives, summons, effects, etc.).- Each record must have an
"Internal Name"field, used as the stable ID.
The exact fields inside each record depend on the data type and are handled by the type-specific modules (GameSkills, GamePassives, GameSummons, GameEffects).
Return value
Every load* function returns the same dataset structure:
<syntaxhighlight lang="lua"> local dataset = {
meta = {
version = "SpiritVale-0.8.2",
schema_version = 1,
generated_at = "2025-12-12T17:24:05.807675+00:00",
},
records = { ... }, -- array of all records from the JSON
byId = { -- lookup table by "Internal Name"
["SomeSkillInternalId"] = { ...record... },
["AnotherSkill"] = { ...record... },
-- etc.
},
} </syntaxhighlight>
This makes it easy to either:
- Iterate over all records via
dataset.records, or - Grab a single record by its internal ID via
dataset.byId["Internal Name"].
Public functions
loadSkills()
Reads Data:skills.json and returns a dataset for all active skills.
<syntaxhighlight lang="lua"> local GameData = require("Module:GameData") local skills = GameData.loadSkills()
-- Access metadata local meta = skills.meta
-- Iterate all skills for _, skill in ipairs(skills.records) do
-- do something
end
-- Lookup by Internal Name local bash = skills.byId["Bash"] </syntaxhighlight>
loadPassives()
Reads Data:passives.json and returns a dataset for all passive skills.
<syntaxhighlight lang="lua"> local GameData = require("Module:GameData") local passives = GameData.loadPassives() </syntaxhighlight>
loadSummons()
Reads Data:summons.json and returns a dataset for all summons.
<syntaxhighlight lang="lua"> local GameData = require("Module:GameData") local summons = GameData.loadSummons() </syntaxhighlight>
loadEffects()
Reads Data:effects.json and returns a dataset for all status effects / effects.
<syntaxhighlight lang="lua"> local GameData = require("Module:GameData") local effects = GameData.loadEffects() </syntaxhighlight>
Usage pattern
Other modules should:
require("Module:GameData").- Call the appropriate
load*function. - Use
.byIdfor fast lookups by internal ID. - Use
.recordswhen they need to iterate over all entries.
Example (skills):
<syntaxhighlight lang="lua"> local GameData = require("Module:GameData")
local p = {}
function p.infobox(frame)
local id = frame.args.id local skills = GameData.loadSkills() local rec = skills.byId[id]
-- build and return HTML using 'rec'
end
return p </syntaxhighlight>
This keeps all JSON loading and parsing logic in one place, and makes it easy to update the data files each patch without changing the Lua code.