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Join the Playtest on Steam Now: SpiritVale

Module:GameSkills: Difference between revisions

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-- Module:GameSkills
-- Module:GameSkills
--
-- Renders SpiritVale skill infoboxes and class/user skill lists.
--
--
-- Phase 6.5+ (Plug-in Slot Architecture)
-- Phase 6.5+ (Plug-in Slot Architecture)
--
-- Layout:
-- Standard Hero 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 9: Line 10:
--
--
-- Requires Common.js:
-- Requires Common.js:
--  - updates .sv-dyn spans via data-series
--  - Updates .sv-dyn spans via data-series
--  - updates .sv-level-num + data-level on .sv-skill-card
--  - Updates .sv-level-num + data-level on .sv-skill-card
--  - binds to input.sv-level-range inside each card
--  - Binds to input.sv-level-range inside each card


local GameData = require("Module:GameData")
local GameData = require("Module:GameData")
Line 23: Line 24:
local skillsCache
local skillsCache


-- Load skills once per page parse (cached).
local function getSkills()
local function getSkills()
if not skillsCache then
if not skillsCache then
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Read template args from parent if present.
local function getArgs(frame)
local function getArgs(frame)
local parent = frame:getParent()
local parent = frame:getParent()
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end
end


-- Trim string, returning nil if empty/non-string.
local function trim(s)
local function trim(s)
if type(s) ~= "string" then
if type(s) ~= "string" then
Line 47: Line 51:
end
end


-- Coerce number-like values to a Lua number (supports { Value = ... }).
local function toNum(v)
local function toNum(v)
if type(v) == "number" then
if type(v) == "number" then
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end
end


-- Clamp numeric value 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
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end
end


-- Format numbers cleanly (integers without decimals, floats up to 4 dp).
local function fmtNum(n)
local function fmtNum(n)
if type(n) ~= "number" then
if type(n) ~= "number" then
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end
end


-- Join list to text, or nil if empty.
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
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end
end


-- Treat common “none-like” strings as empty.
local function isNoneLike(v)
local function isNoneLike(v)
if v == nil then return true end
if v == nil then return true end
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end
end


-- Add an infobox row (label/value). Skips nil/empty values.
local function addRow(tbl, label, value, rowClass, dataKey)
local function addRow(tbl, label, value, rowClass, dataKey)
if value == nil or value == "" then
if value == nil or value == "" then
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end
end


-- { Value, Unit } or scalar
-- Format either a scalar or { Value, Unit } pair to a display string.
local function formatUnitValue(v)
local function formatUnitValue(v)
if type(v) == "table" and v.Value ~= nil then
if type(v) == "table" and v.Value ~= nil then
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Build a .sv-dyn span that Common.js can update per selected level.
local function dynSpan(series, level)
local function dynSpan(series, level)
if type(series) ~= "table" or #series == 0 then
if type(series) ~= "table" or #series == 0 then
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end
end


-- True if list values are all identical (no need for a dyn span).
local function isFlatList(list)
local function isFlatList(list)
if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
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end
end


-- Treat value as present if not “zeroish”.
local function isNonZeroScalar(v)
local function isNonZeroScalar(v)
if v == nil then return false end
if v == nil then return false end
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end
end


-- Aggressive “is zero/empty” check used for hiding values.
local function isZeroish(v)
local function isZeroish(v)
if v == nil then return true end
if v == nil then return true end
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end
end


-- Render a Base/Per Level block as a single readable string (non-dynamic).
local function valuePairRawText(block)
local function valuePairRawText(block)
if type(block) ~= "table" then
if type(block) ~= "table" then
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end
end


-- Render only the value portion (dynamic if per-level series exists).
local function valuePairDynamicValueOnly(block, maxLevel, level)
local function valuePairDynamicValueOnly(block, maxLevel, level)
if type(block) ~= "table" then
if type(block) ~= "table" then
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Fetch skill record by internal ID.
local function getSkillById(id)
local function getSkillById(id)
id = trim(id)
id = trim(id)
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end
end


-- Find skill record by display/external/internal names.
local function findSkillByName(name)
local function findSkillByName(name)
name = trim(name)
name = trim(name)
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Decide label for legacy damage basis.
local function basisLabel(entry, isHealing)
local function basisLabel(entry, isHealing)
if isHealing then
if isHealing then
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end
end


-- Build dynamic legacy damage percent string for a single entry.
local function formatDamageEntry(entry, maxLevel, level)
local function formatDamageEntry(entry, maxLevel, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
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end
end


-- Render a list of legacy damage entries (stacked).
local function formatDamageList(list, maxLevel, level, includeTypePrefix)
local function formatDamageList(list, maxLevel, level, includeTypePrefix)
if type(list) ~= "table" or #list == 0 then
if type(list) ~= "table" or #list == 0 then
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- True if a skill record belongs to a given user/class/summon/etc.
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
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Determine if current page is the skill’s own page (so we can hide Users rows).
local function isDirectSkillPage(rec)
local function isDirectSkillPage(rec)
if type(rec) ~= "table" then
if type(rec) ~= "table" then
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Render a hero-bar slot wrapper.
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")
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end
end


-- Render a hero-module slot wrapper (2x2 grid tiles).
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")
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----------------------------------------------------------------------
----------------------------------------------------------------------


-- Format scaling list into “X% Stat” compact lines.
local function formatScalingCompactLines(scaling)
local function formatScalingCompactLines(scaling)
if type(scaling) ~= "table" then
if type(scaling) ~= "table" then
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end
end


-- Compute modifier word from ATK/MATK flags (used in SourceType module).
local function basisWordFromFlags(atkFlag, matkFlag)
local function basisWordFromFlags(atkFlag, matkFlag)
if atkFlag and matkFlag then
if atkFlag and matkFlag then
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end
end


-- Legacy damage percent at a given level.
local function legacyPercentAtLevel(entry, level)
local function legacyPercentAtLevel(entry, level)
if type(entry) ~= "table" then
if type(entry) ~= "table" then
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end
end


-- Expand a Base/Per Level block into a per-level display series.
local function seriesFromValuePair(block, maxLevel)
local function seriesFromValuePair(block, maxLevel)
if type(block) ~= "table" then
if type(block) ~= "table" then
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end
end


-- Convert a per-level series into a display value (flat -> plain text, else dyn span).
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
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end
end


-- Format Area Size block into a human display string.
local function formatAreaSize(area)
local function formatAreaSize(area)
if type(area) ~= "table" then
if type(area) ~= "table" then
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end
end


-- True if any non-empty damage/source exists for this skill (used for hiding Damage/Element/Hits).
local function skillHasAnyDamage(rec, maxLevel)
local function skillHasAnyDamage(rec, maxLevel)
if type(rec.Source) == "table" then
if type(rec.Source) == "table" then
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end
end


-- Promote first status-application duration into QuickStats if Duration is otherwise empty (non-damaging only).
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
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end
end


-- Reserved placeholder (kept for future)
-- Hero Bar Slot 2: Skill Type (Damage/Element/Hits/Target/Cast/Combo)
function PLUGINS.ReservedInfo(rec, ctx)
function PLUGINS.SkillType(rec, ctx)
local wrap = mw.html.create("div")
wrap:addClass("sv-herobar-2-wrap")
return {
inner = tostring(wrap),
classes = "module-herobar-2",
}
end
 
-- Module: Level Selector
function PLUGINS.LevelSelector(rec, ctx)
local level = ctx.level or 1
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 typeBlock = (type(rec.Type) == "table") and rec.Type or {}
inner:addClass("sv-level-ui")
local mech = (type(rec.Mechanics) == "table") and rec.Mechanics or {}


inner:tag("div")
-- Rule: If Damage is none/non-damaging -> hide Damage, Element, Hits.
:addClass("sv-level-label")
local hideDamageElementHits = (ctx.nonDamaging == true)
:wikitext("Level <span class=\"sv-level-num\">" .. tostring(level) .. "</span> / " .. tostring(maxLevel))


local slider = inner:tag("div"):addClass("sv-level-slider")
-- Extract a friendly display string from common { Name/ID/Value } tables.
 
local function valName(x)
if tonumber(maxLevel) and tonumber(maxLevel) > 1 then
if x == nil then return nil end
slider:tag("input")
if type(x) == "table" then
:attr("type", "range")
if x.Name and x.Name ~= "" then return tostring(x.Name) end
:attr("min", "1")
if x.ID and x.ID ~= "" then return tostring(x.ID) end
: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)
 
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
if x.Value ~= nil then return tostring(x.Value) end
end
end
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end
end


local grid = mw.html.create("div")
-- Build “Combo” display text (Type + optional percent/duration).
grid:addClass("sv-type-grid")
local function formatComboText(combo)
grid:addClass("sv-compact-root")
if combo == nil then return nil end


local added = false
-- Sometimes data may store combo as a simple string.
local function addChunk(label, rawVal)
if type(combo) == "string" then
local v = valName(rawVal)
local s = trim(combo)
if not v or v == "" then return end
return (s and not isNoneLike(s)) and mw.text.nowiki(s) or nil
added = true
end
 
if type(combo) ~= "table" then
return nil
end
 
local typ = trim(combo.Type)
if not typ or isNoneLike(typ) then
return nil
end
 
local details = {}
 
local pct = formatUnitValue(combo.Percent)
if pct and not isZeroish(pct) then
table.insert(details, mw.text.nowiki(pct))
end


local chunk = grid:tag("div"):addClass("sv-type-chunk")
local dur = formatUnitValue(combo.Duration)
chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
if dur and not isZeroish(dur) then
chunk:tag("div"):addClass("sv-type-value"):wikitext(mw.text.nowiki(v))
table.insert(details, mw.text.nowiki(dur))
end
end


if not hideDamageAndElement then
if #details > 0 then
addChunk("Damage", typeBlock.Damage  or typeBlock["Damage Type"])
return mw.text.nowiki(typ) .. " (" .. table.concat(details, ", ") .. ")"
addChunk("Element", typeBlock.Element or typeBlock["Element Type"])
end
return mw.text.nowiki(typ)
end
end


addChunk("Target", typeBlock.Target or typeBlock["Target Type"])
-- Compute “Hits” display (supports Base/Per Level blocks and scalars).
addChunk("Cast",  typeBlock.Cast  or typeBlock["Cast Type"])
local function formatHitsValue(rawHits)
if rawHits == nil or isNoneLike(rawHits) or isZeroish(rawHits) then
return nil
end


return {
if type(rawHits) == "table" then
inner = added and tostring(grid) or "",
-- If it looks like a value-pair block, prefer series rendering.
classes = "module-skill-type",
local s = seriesFromValuePair(rawHits, maxLevel)
}
local disp = displayFromSeries(s, level)
end
if disp then return disp end


-- Module: SourceType (Modifier + Source + Scaling)
-- Fallback: raw rendering.
function PLUGINS.SourceType(rec, ctx)
local txt = valuePairDynamicValueOnly(rawHits, maxLevel, level)
local level = ctx.level or 1
return txt
local maxLevel = ctx.maxLevel or 1
 
local basisWord = nil
local sourceKind = nil
local sourceVal  = nil
local scaling    = nil
 
local function sourceValueForLevel(src)
if type(src) ~= "table" then
return nil
end
end


local per = src["Per Level"]
return mw.text.nowiki(tostring(rawHits))
if type(per) == "table" and #per > 0 then
end
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 = {}
local hitsVal = nil
for _, v in ipairs(per) do
if not hideDamageElementHits then
table.insert(series, formatUnitValue(v) or tostring(v))
hitsVal = formatHitsValue(mech.Hits or mech["Hits"])
end
end
return dynSpan(series, level)
end


return valuePairDynamicValueOnly(src, maxLevel, level)
local comboVal = formatComboText(mech.Combo or mech["Combo"])
end


if type(rec.Source) == "table" then
local grid = mw.html.create("div")
local src = rec.Source
grid:addClass("sv-type-grid")
local atkFlag  = (src["ATK-Based"] == true)
grid:addClass("sv-compact-root")
local matkFlag = (src["MATK-Based"] == true)
 
basisWord = basisWordFromFlags(atkFlag, matkFlag)
local added = false
 
-- Add a grid “chunk” cell. If isHtml=true, value is already safe wikitext/HTML.
local function addChunk(label, value, chunkClass, isHtml)
if value == nil or value == "" then return end
added = true
 
local chunk = grid:tag("div"):addClass("sv-type-chunk")
if chunkClass then chunk:addClass(chunkClass) end
 
chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))
 
local v = chunk:tag("div"):addClass("sv-type-value")
if isHtml then
v:wikitext(value)
else
v:wikitext(mw.text.nowiki(tostring(value)))
end
end
 
-- Desktop order (row-major 4 columns):
-- Damage, Element, Hits, Target / Cast, Combo
if not hideDamageElementHits then
addChunk("Damage",  valName(typeBlock.Damage  or typeBlock["Damage Type"]),  "sv-type-chunk--damage",  false)
addChunk("Element", valName(typeBlock.Element or typeBlock["Element Type"]), "sv-type-chunk--element", false)
addChunk("Hits",    hitsVal,                                              "sv-type-chunk--hits",    true)
end
 
addChunk("Target", valName(typeBlock.Target or typeBlock["Target Type"]), "sv-type-chunk--target", false)
addChunk("Cast",  valName(typeBlock.Cast  or typeBlock["Cast Type"]),  "sv-type-chunk--cast",  false)
addChunk("Combo",  comboVal,                                              "sv-type-chunk--combo",  true)
 
return {
inner = added and tostring(grid) or "",
classes = "module-skill-type",
}
end
 
-- Module Tile: Level Selector (hero-module-4)
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
 
-- Module Tile: SourceType (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
 
-- Render Source value at selected level (supports per-level series).
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 = src.Type or ((src.Healing == true) and "Healing") or "Damage"
sourceKind = "Flat"
sourceVal  = sourceValueForLevel(src)
sourceVal  = legacyPercentAtLevel(pick, level)
scaling    = src.Scaling
end
end
end


-- Fallback to legacy Damage lists if Source absent
local scalingLines = formatScalingCompactLines(scaling)
if (sourceVal == nil or sourceVal == "") and type(rec.Damage) == "table" then
local hasSource    = (sourceVal ~= nil and tostring(sourceVal) ~= "")
local dmg = rec.Damage
local hasScaling  = (type(scalingLines) == "table" and #scalingLines > 0)
scaling = scaling or dmg.Scaling


local main = dmg["Main Damage"]
if (not hasSource) and (not hasScaling) then
local refl = dmg["Reflect Damage"]
return nil
local flat = dmg["Flat Damage"]
end


if type(main) == "table" and #main > 0 then
local hasMod = (basisWord ~= nil and tostring(basisWord) ~= "")
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 extra = { "skill-source-module" }
local atkFlag  = (pick["ATK-Based"] == true)
table.insert(extra, hasMod and "sv-has-mod" or "sv-no-mod")
local matkFlag = (pick["MATK-Based"] == true)
basisWord = basisWord or basisWordFromFlags(atkFlag, matkFlag)


sourceKind = (pick.Type == "Healing") and "Healing" or "Damage"
if hasSource and (not hasScaling) then
sourceVal  = legacyPercentAtLevel(pick, level)
table.insert(extra, "sv-only-source")
end
elseif hasScaling and (not hasSource) then
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")
table.insert(extra, "sv-only-scaling")
end
end
Line 1,072: Line 1,180:
end
end


-- Module: Quick Stats (3x2)
-- Module Tile: Quick Stats (Range/Area/Cost/Cast/CD/Duration)
function PLUGINS.QuickStats(rec, ctx)
function PLUGINS.QuickStats(rec, ctx)
local level = ctx.level or 1
local level = ctx.level or 1
Line 1,084: Line 1,192:
local function dash() return "—" end
local function dash() return "—" end


-- Range (0 => —)
-- Range: hide if 0/none-like.
local rangeVal = nil
local rangeVal = nil
if mech.Range ~= nil and not isNoneLike(mech.Range) then
if mech.Range ~= nil and not isNoneLike(mech.Range) then
Line 1,100: Line 1,208:
end
end


-- Area
-- Area (friendly formatting)
local areaVal = formatAreaSize(mech.Area)
local areaVal = formatAreaSize(mech.Area)


Line 1,108: Line 1,216:
local durVal  = displayFromSeries(seriesFromValuePair(bt["Duration"],  maxLevel), level)
local durVal  = displayFromSeries(seriesFromValuePair(bt["Duration"],  maxLevel), level)


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


-- Cost: MP + HP
-- Cost: MP + HP (combined)
local function labeledSeries(block, label)
local function labeledSeries(block, label)
local s = seriesFromValuePair(block, maxLevel)
local s = seriesFromValuePair(block, maxLevel)
Line 1,154: Line 1,262:
grid:addClass("sv-compact-root")
grid:addClass("sv-compact-root")


-- Add one QuickStats cell.
local function addCell(label, val)
local function addCell(label, val)
local cell = grid:tag("div"):addClass("sv-m4-cell")
local cell = grid:tag("div"):addClass("sv-m4-cell")
Line 1,173: Line 1,282:
end
end


-- Module: Special Mechanics (Flags + Special Mechanics + Combo)
-- Module Tile: Special Mechanics (Flags + Special Effects)
-- NOTE: Hybrid/Self-centered/Bond/Combo/Hits are intentionally excluded here.
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 1,290:
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
-- Case-insensitive omit list for mechanics/flags we are not showing in this module.
local OMIT = {
["hybrid"] = true,
["self centered"] = true,
["self-centered"] = true,
["bond"] = true,
["combo"] = true,
["hits"] = true,
}
-- True if a name should be omitted from this module.
local function shouldOmit(name)
if not name then return false end
local s = mw.ustring.lower(mw.text.trim(tostring(name)))
return (s ~= "" and OMIT[s] == true) or false
end


------------------------------------------------------------------
------------------------------------------------------------------
Line 1,188: Line 1,314:
local flagSet = {}
local flagSet = {}


-- Add boolean flags from a sub-table into a set.
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 not shouldOmit(k) then
flagSet[tostring(k)] = true
flagSet[tostring(k)] = true
end
end
Line 1,202: Line 1,329:
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 not shouldOmit(k) then
flagSet[tostring(k)] = true
flagSet[tostring(k)] = true
end
end
Line 1,208: Line 1,335:
end
end


local flags = {}
local flags = {}
for k, _ in pairs(flagSet) do table.insert(flags, k) end
for k, _ in pairs(flagSet) do table.insert(flags, k) end
table.sort(flags)
table.sort(flags)
 
 
------------------------------------------------------------------
------------------------------------------------------------------
-- Special mechanics (name => value)
-- Special effects (name => value)
------------------------------------------------------------------
------------------------------------------------------------------
local mechItems = {}
local mechItems = {}
 
 
if effects then
if effects then
local keys = {}
local keys = {}
for k, _ in pairs(effects) do table.insert(keys, k) end
for k, _ in pairs(effects) do
if not shouldOmit(k) then
table.insert(keys, k)
end
end
table.sort(keys)
table.sort(keys)


Line 1,230: Line 1,361:
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
Line 1,242: Line 1,373:
table.insert(mechItems, { label = tostring(name), value = value })
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 1,379:
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 1,395:
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:
-- Desktop:
--  1 group => centered
--  1 group => centered
--  2 groups => 2 columns (separate)
--  2 groups => 2 columns (flags | mechanics)
--  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 1,309: Line 1,406:
layout:addClass("sv-sm-count-" .. tostring(count))
layout:addClass("sv-sm-count-" .. tostring(count))


-- Column 1: Flags
-- Column: Flags
if hasFlags then
if hasFlags then
local fcol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-flags")
local fcol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-flags")
Line 1,317: Line 1,414:
end
end


-- Column 2: Special Mechanics (stacked)
-- Column: Special Effects (stacked)
if hasMech then
if hasMech then
local mcol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-mech")
local mcol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-mech")
Line 1,325: Line 1,422:
one:tag("div"):addClass("sv-sm-value"):wikitext(it.value or "—")
one:tag("div"):addClass("sv-sm-value"):wikitext(it.value or "—")
end
end
end
-- Column 3: Combo (always its own column when present on desktop)
if hasCombo then
local ccol = layout:tag("div"):addClass("sv-sm-col"):addClass("sv-sm-col-combo")
local one = ccol:tag("div"):addClass("sv-sm-mech"):addClass("sv-sm-combo")
one:tag("div"):addClass("sv-sm-label"):wikitext("Combo")
one:tag("div"):addClass("sv-sm-value"):wikitext(comboText or "—")
end
end


Line 1,345: Line 1,434:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- Normalize plugin return into { inner = string, classes = string|table|nil }.
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 1,450:
end
end


-- Safe plugin call (pcall) to prevent infobox from breaking the page.
local function safeCallPlugin(name, rec, ctx)
local function safeCallPlugin(name, rec, ctx)
local fn = PLUGINS[name]
local fn = PLUGINS[name]
Line 1,372: Line 1,463:
end
end


-- Render one hero-bar slot via assignment table.
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 1,478:
end
end


-- Render one hero-module tile via assignment table.
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 1,497:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- Build the hero title 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 1,506:
end
end


-- Build the 2x2 hero-module grid (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 1,516:
end
end


-- Add the modules grid row (single cell spanning infobox width).
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 1,535:
----------------------------------------------------------------------
----------------------------------------------------------------------


-- Build a single skill infobox table.
local function buildInfobox(rec, opts)
local function buildInfobox(rec, opts)
opts = opts or {}
opts = opts or {}
Line 1,454: Line 1,551:
}
}


-- Non-damaging hides Damage/Element in SkillType
-- Determine “non-damaging” for hiding Damage/Element/Hits in SkillType.
do
do
local dmgVal = nil
local dmgVal = nil
Line 1,466: Line 1,563:
end
end


-- Duration promotion into QuickStats (non-damaging only).
ctx.promo = computeDurationPromotion(rec, maxLevel)
ctx.promo = computeDurationPromotion(rec, maxLevel)


Line 1,518: Line 1,616:
addHeroModulesRow(root, buildHeroModulesUI(rec, ctx))
addHeroModulesRow(root, buildHeroModulesUI(rec, ctx))


-- Users (hide on direct skill page)
-- Users (optionally hidden on direct skill pages)
if showUsers then
if showUsers then
local users = rec.Users or {}
local users = rec.Users or {}
Line 1,553: Line 1,651:
end
end


-- Mechanics (keep small extras only)
-- Mechanics (keep only small extras here; most are in hero tiles)
local mech = rec.Mechanics or {}
local mech = rec.Mechanics or {}
if next(mech) ~= nil then
if next(mech) ~= nil then
Line 1,586: Line 1,684:


-- Status rows
-- Status rows
-- Format Status Applications list into display text.
local function formatStatusApplications(list, suppressDurationIndex)
local function formatStatusApplications(list, suppressDurationIndex)
if type(list) ~= "table" or #list == 0 then return nil end
if type(list) ~= "table" or #list == 0 then return nil end
Line 1,618: Line 1,717:
end
end


-- Format Status Removal list into display text.
local function formatStatusRemoval(list)
local function formatStatusRemoval(list)
if type(list) ~= "table" or #list == 0 then return nil end
if type(list) ~= "table" or #list == 0 then return nil end
Line 1,658: Line 1,758:


-- Events
-- Events
-- Format event triggers list into display text.
local function formatEvents(list)
local function formatEvents(list)
if type(list) ~= "table" or #list == 0 then return nil end
if type(list) ~= "table" or #list == 0 then return nil end

Revision as of 05:19, 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
--
-- Renders SpiritVale skill infoboxes and class/user skill lists.
--
-- 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

-- Load skills once per page parse (cached).
local function getSkills()
	if not skillsCache then
		skillsCache = GameData.loadSkills()
	end
	return skillsCache
end

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

-- Read template args from parent if present.
local function getArgs(frame)
	local parent = frame:getParent()
	return (parent and parent.args) or frame.args
end

-- Trim string, returning nil if empty/non-string.
local function trim(s)
	if type(s) ~= "string" then
		return nil
	end
	s = mw.text.trim(s)
	return (s ~= "" and s) or nil
end

-- Coerce number-like values to a Lua number (supports { Value = ... }).
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 numeric value 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

-- Format numbers cleanly (integers without decimals, floats up to 4 dp).
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

-- Join list to text, or nil if empty.
local function listToText(list, sep)
	if type(list) ~= "table" or #list == 0 then
		return nil
	end
	return table.concat(list, sep or ", ")
end

-- Treat common “none-like” strings 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

-- Add an infobox row (label/value). Skips nil/empty values.
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

-- Format either a scalar or { Value, Unit } pair to a display string.
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)
----------------------------------------------------------------------

-- Build a .sv-dyn span that Common.js can update per selected level.
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

-- True if list values are all identical (no need for a dyn span).
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

-- Treat value as present if not “zeroish”.
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

-- Aggressive “is zero/empty” check used for hiding values.
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

-- Render a Base/Per Level block as a single readable string (non-dynamic).
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

-- Render only the value portion (dynamic if per-level series exists).
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
----------------------------------------------------------------------

-- Fetch skill record 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

-- Find skill record by display/external/internal names.
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
----------------------------------------------------------------------

-- Decide label for legacy damage basis.
local function basisLabel(entry, isHealing)
	if isHealing then
		return "Healing"
	end

	local atk  = entry and entry["ATK-Based"]
	local matk = entry and entry["MATK-Based"]

	if atk and matk then
		return "Attack/Magic Attack"
	elseif atk then
		return "Attack"
	elseif matk then
		return "Magic Attack"
	end

	return "Damage"
end

-- Build dynamic legacy damage percent string for a single entry.
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

-- Render a list of legacy damage entries (stacked).
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
----------------------------------------------------------------------

-- True if a skill record belongs to a given user/class/summon/etc.
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
----------------------------------------------------------------------

-- Determine if current page is the skill’s own page (so we can hide Users rows).
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",
}

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

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

-- Render a hero-bar slot wrapper.
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

-- Render a hero-module slot wrapper (2x2 grid tiles).
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)
----------------------------------------------------------------------

-- Format scaling list into “X% Stat” compact lines.
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

-- Compute modifier word from ATK/MATK flags (used in SourceType module).
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

-- Legacy damage percent at a given level.
local function legacyPercentAtLevel(entry, level)
	if type(entry) ~= "table" then
		return nil
	end

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

	if 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

-- Expand a Base/Per Level block into a per-level display 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

-- Convert a per-level series into a display value (flat -> plain text, else dyn span).
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

-- Format Area Size block into a human display string.
local function formatAreaSize(area)
	if type(area) ~= "table" then
		return nil
	end

	local raw = area["Area Size"]
	if raw == nil then
		return nil
	end

	local name, num

	if type(raw) == "table" then
		name = raw.Name or raw.ID or raw.Value
		num  = raw.Value
		if raw.Name or raw.ID then
			name = raw.Name or raw.ID
		end
	elseif type(raw) == "string" then
		name = raw
	elseif type(raw) == "number" then
		num = raw
	end

	if num == nil then
		num = toNum(area["Area Value"]) or toNum(area["Area Size Value"]) or toNum(area["Area Number"]) or toNum(area["Area Radius"])
	end

	if name ~= nil then
		local s = mw.text.trim(tostring(name))
		if s == "" or isNoneLike(s) then
			return nil
		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

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

	return nil
end

-- True if any non-empty damage/source exists for this skill (used for hiding Damage/Element/Hits).
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

-- Promote first status-application duration into QuickStats if Duration is otherwise empty (non-damaging only).
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 = {}

-- 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

-- Hero Bar Slot 2: Skill Type (Damage/Element/Hits/Target/Cast/Combo)
function PLUGINS.SkillType(rec, ctx)
	local level = ctx.level or 1
	local maxLevel = ctx.maxLevel or 1

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

	-- Rule: If Damage is none/non-damaging -> hide Damage, Element, Hits.
	local hideDamageElementHits = (ctx.nonDamaging == true)

	-- Extract a friendly display string from common { Name/ID/Value } tables.
	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) == "string" and x ~= "" then
			return x
		end
		return nil
	end

	-- Build “Combo” display text (Type + optional percent/duration).
	local function formatComboText(combo)
		if combo == nil then return nil end

		-- Sometimes data may store combo as a simple string.
		if type(combo) == "string" then
			local s = trim(combo)
			return (s and not isNoneLike(s)) and mw.text.nowiki(s) or nil
		end

		if type(combo) ~= "table" then
			return nil
		end

		local typ = trim(combo.Type)
		if not typ or isNoneLike(typ) then
			return nil
		end

		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
			return mw.text.nowiki(typ) .. " (" .. table.concat(details, ", ") .. ")"
		end
		return mw.text.nowiki(typ)
	end

	-- Compute “Hits” display (supports Base/Per Level blocks and scalars).
	local function formatHitsValue(rawHits)
		if rawHits == nil or isNoneLike(rawHits) or isZeroish(rawHits) then
			return nil
		end

		if type(rawHits) == "table" then
			-- If it looks like a value-pair block, prefer series rendering.
			local s = seriesFromValuePair(rawHits, maxLevel)
			local disp = displayFromSeries(s, level)
			if disp then return disp end

			-- Fallback: raw rendering.
			local txt = valuePairDynamicValueOnly(rawHits, maxLevel, level)
			return txt
		end

		return mw.text.nowiki(tostring(rawHits))
	end

	local hitsVal = nil
	if not hideDamageElementHits then
		hitsVal = formatHitsValue(mech.Hits or mech["Hits"])
	end

	local comboVal = formatComboText(mech.Combo or mech["Combo"])

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

	local added = false

	-- Add a grid “chunk” cell. If isHtml=true, value is already safe wikitext/HTML.
	local function addChunk(label, value, chunkClass, isHtml)
		if value == nil or value == "" then return end
		added = true

		local chunk = grid:tag("div"):addClass("sv-type-chunk")
		if chunkClass then chunk:addClass(chunkClass) end

		chunk:tag("div"):addClass("sv-type-label"):wikitext(mw.text.nowiki(label))

		local v = chunk:tag("div"):addClass("sv-type-value")
		if isHtml then
			v:wikitext(value)
		else
			v:wikitext(mw.text.nowiki(tostring(value)))
		end
	end

	-- Desktop order (row-major 4 columns):
	-- Damage, Element, Hits, Target / Cast, Combo
	if not hideDamageElementHits then
		addChunk("Damage",  valName(typeBlock.Damage  or typeBlock["Damage Type"]),  "sv-type-chunk--damage",  false)
		addChunk("Element", valName(typeBlock.Element or typeBlock["Element Type"]), "sv-type-chunk--element", false)
		addChunk("Hits",    hitsVal,                                               "sv-type-chunk--hits",    true)
	end

	addChunk("Target", valName(typeBlock.Target or typeBlock["Target Type"]), "sv-type-chunk--target", false)
	addChunk("Cast",   valName(typeBlock.Cast   or typeBlock["Cast Type"]),   "sv-type-chunk--cast",   false)
	addChunk("Combo",  comboVal,                                              "sv-type-chunk--combo",  true)

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

-- Module Tile: Level Selector (hero-module-4)
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

-- Module Tile: SourceType (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

	-- Render Source value at selected level (supports per-level series).
	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

-- Module Tile: Quick Stats (Range/Area/Cost/Cast/CD/Duration)
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: hide if 0/none-like.
	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 (friendly formatting)
	local areaVal = formatAreaSize(mech.Area)

	-- 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 into QuickStats when 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 (combined)
	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")

	-- Add one QuickStats cell.
	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

-- Module Tile: Special Mechanics (Flags + Special Effects)
-- NOTE: Hybrid/Self-centered/Bond/Combo/Hits are intentionally excluded here.
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

	-- Case-insensitive omit list for mechanics/flags we are not showing in this module.
	local OMIT = {
		["hybrid"] = true,
		["self centered"] = true,
		["self-centered"] = true,
		["bond"] = true,
		["combo"] = true,
		["hits"] = true,
	}

	-- True if a name should be omitted from this module.
	local function shouldOmit(name)
		if not name then return false end
		local s = mw.ustring.lower(mw.text.trim(tostring(name)))
		return (s ~= "" and OMIT[s] == true) or false
	end

	------------------------------------------------------------------
	-- Flags (flat, de-duped)
	------------------------------------------------------------------
	local flagSet = {}

	-- Add boolean flags from a sub-table into a set.
	local function addFlags(sub)
		if type(sub) ~= "table" then return end
		for k, v in pairs(sub) do
			if v and not shouldOmit(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 not shouldOmit(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 effects (name => value)
	------------------------------------------------------------------
	local mechItems = {}

	if effects then
		local keys = {}
		for k, _ in pairs(effects) do
			if not shouldOmit(k) then
				table.insert(keys, k)
			end
		end
		table.sort(keys)

		for _, name in ipairs(keys) do
			local block = effects[name]
			if type(block) == "table" 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

	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

	-- Desktop:
	--   1 group => centered
	--   2 groups => 2 columns (flags | mechanics)
	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: 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: Special Effects (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

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

-- Normalize plugin return into { inner = string, classes = string|table|nil }.
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

-- Safe plugin call (pcall) to prevent infobox from breaking the page.
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

-- Render one hero-bar slot via assignment table.
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

-- Render one hero-module tile via assignment table.
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
----------------------------------------------------------------------

-- Build the hero title 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

-- Build the 2x2 hero-module grid (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

-- Add the modules grid row (single cell spanning infobox width).
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
----------------------------------------------------------------------

-- Build a single skill infobox table.
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,
	}

	-- Determine “non-damaging” for hiding 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

	-- Duration promotion into QuickStats (non-damaging only).
	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 (optionally hidden on direct skill pages)
	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 only small extras here; most are in hero tiles)
	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
	-- Format Status Applications list into display text.
	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

	-- Format Status Removal list into display text.
	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
	-- Format event triggers list into display text.
	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