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Module:GameSkills: Difference between revisions

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Line 541: Line 541:
     addSectionHeader(root, "General")
     addSectionHeader(root, "General")


     -- Description is now in the hero row; don't repeat it here.
     -- Description now lives in the hero row.
     -- addRow(root, "Description", rec.Description)
     -- addRow(root, "Description", rec.Description)


Line 698: Line 698:


     return tostring(root)
     return tostring(root)
end
----------------------------------------------------------------------
-- Public: list all skills for a given user/class
----------------------------------------------------------------------
function p.listForUser(frame)
    local args = getArgs(frame)
    -- Prefer explicit param, then unnamed, then fall back to the current page name.
    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("spiritvale-skill-list")
    for _, rec in ipairs(matches) do
        root:wikitext(buildInfobox(rec))
    end
    return tostring(root)
end
----------------------------------------------------------------------
-- Public: single-skill or auto-list dispatcher
----------------------------------------------------------------------
function p.infobox(frame)
    local args = getArgs(frame)
    -- Allow three styles:
    --  {{Skill|Bash}}              -> args[1] = "Bash"  (Name)
    --  {{Skill|name=Bash}}        -> args.name = "Bash"
    --  {{Skill|id=Bash_Internal}}  -> args.id = "Bash_Internal"
    local raw1 = args[1]
    local name = args.name or raw1
    local id  = args.id
    local rec
    -- 1) Prefer display Name
    if name and name ~= "" then
        rec = findSkillByName(name)
    end
    -- 2) Fallback: internal ID
    if not rec and id and id ~= "" then
        rec = getSkillById(id)
    end
    -- 3) If still nothing, decide if this is "list mode" or truly unknown.
    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 == "")
        -- Case A: {{Skill}} with no parameters on a page → list for that page name.
        if noExplicitArgs then
            return p.listForUser(frame)
        end
        -- Case B: {{Skill|Acolyte}} on the "Acolyte" page and no id → treat as list.
        if name and name ~= "" and name == pageName and (not id or id == "") then
            return p.listForUser(frame)
        end
        -- Otherwise, genuinely unknown skill.
        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
    -- Normal single-skill behavior
    return buildInfobox(rec)
end
end


return p
return p

Latest revision as of 23:16, 12 December 2025

Module:GameSkills

Module:GameSkills renders skill data from Data:skills.json into a reusable infobox-style table.

It is intended to be used via a template (for example Template:Skill) so that skills can be embedded on any page without creating individual skill pages.

This module:

  • Loads data via Module:GameDataGameData.loadSkills().
  • Looks up skills primarily by display "Name" (what editors use), with "Internal Name" as a fallback.
  • Builds a table with only the fields that actually exist for that skill.

Data source

Skill data comes from Data:skills.json, which is a JSON page with this top-level structure (see Module:GameData/doc for full details):

{
  "version": "SpiritVale-0.8.2",
  "schema_version": 1,
  "generated_at": "2025-12-12T17:24:05.807675+00:00",
  "records": [
    {
      "Name": "Some Skill",
      "Internal Name": "SomeSkillInternalId",
      "...": "other fields specific to skills"
    }
  ]
}

Each record is a single skill. Important keys:

  • "Name" – the display name (what players and editors will usually see and use).
  • "Internal Name" – the stable ID used internally and available as an optional parameter for power users and tooling.

Output

For a given skill, the module renders a table with the CSS class spiritvale-skill-infobox.

Depending on what exists in the JSON record, the table may include:

  • Header row with skill name (and icon, if present).
  • Icon (from "Icon", as a file name like skill-example.webp).
  • Description.
  • Type information:
    • Damage Type
    • Element Type
    • Target Type
    • Cast Type
  • Max Level.
  • Users:
    • Classes
    • Summons
    • Monsters
    • Events
  • Requirements:
    • Required Skills (with required level)
    • Required Weapons
    • Required Stances
  • Mechanics:
    • Range
    • Cast Time / Cooldown / Duration
    • Mana Cost
  • Damage and scaling:
    • Main Damage (base and per-level, where present)
    • Scaling (stat-based contributions)
  • Status interactions:
    • Status Applications (status name, scope, basic duration/chance info)

Rows are only shown if the underlying field exists in the JSON for that skill.


Public interface

The module exposes a single entry point for templates:

GameSkills.infobox(frame)

This is usually called via #invoke from a template, not directly from pages.

It accepts the following parameters (either passed directly or via a wrapper template):

  • 1 – unnamed parameter; treated as the skill "Name".
  • name – explicit display "Name" of the skill (equivalent to 1).
  • id"Internal Name" of the skill (optional fallback / power use).

Lookup order:

  1. If name or the first unnamed parameter is provided and matches a record’s "Name", that record is used.
  2. Otherwise, if id is provided and matches an "Internal Name", that record is used.
  3. If nothing is found, a small error message is returned and the page is categorized for tracking.

Example direct usage (not recommended; normally use a template):

No skills found for: GameSkills

or:

No skills found for: GameSkills

Template:Skill

The recommended way to use this module is via a small wrapper template, for example:

Template:Skill
 No skills found for: GameSkills

Typical usage on any page:

Bash
Delivers a crushing blow with a chance to stun the target.
General
Max level10
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Requirements
Required skillsAxe Mastery (Lv.1)
Type
Damage typeMelee
ElementNeutral
TargetEnemy
Cast typeTarget
Mechanics
Autocast multiplier1
TimingEffect Cast Time: 0.24
Resource costMP: Base 3, 1 / Lv
ComboType: Ready, Duration: 4
Damage and scaling
Main damageDamage – Base 1%, 0.25% / Lv, ATK-based
ScalingStrength – 2%, ATK-based
Modifiers
FlagsSpecial: Self Centered
Status effects
AppliesTarget – Stun (Duration Base 3, Chance 0.03 / Lv)

or, explicitly:

Bash
Delivers a crushing blow with a chance to stun the target.
General
Max level10
ClassesWarrior, Weaver
MonstersAshrend, Goblin King
Requirements
Required skillsAxe Mastery (Lv.1)
Type
Damage typeMelee
ElementNeutral
TargetEnemy
Cast typeTarget
Mechanics
Autocast multiplier1
TimingEffect Cast Time: 0.24
Resource costMP: Base 3, 1 / Lv
ComboType: Ready, Duration: 4
Damage and scaling
Main damageDamage – Base 1%, 0.25% / Lv, ATK-based
ScalingStrength – 2%, ATK-based
Modifiers
FlagsSpecial: Self Centered
Status effects
AppliesTarget – Stun (Duration Base 3, Chance 0.03 / Lv)

Internal IDs can still be used when needed:

Unknown skill: Bash_InternalId

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


-- Module:GameSkills
--
-- Renders active skill data (from Data:skills.json) into an infobox-style table
-- and can also list all skills for a given user/class.
--
-- Usage (single skill):
--   {{Skill|Heal}}
--   {{Skill|name=Heal}}
--   {{Skill|id=Heal_InternalId}}
--
-- Usage (auto-list on class page, e.g. "Acolyte"):
--   {{Skill}}                  -> lists all Acolyte skills (page name)
--   {{Skill|Acolyte}}          -> same, if no skill literally called "Acolyte"

local GameData = require("Module:GameData")

local p = {}

----------------------------------------------------------------------
-- Internal helpers
----------------------------------------------------------------------

local skillsCache

local function getSkills()
    if not skillsCache then
        skillsCache = GameData.loadSkills()
    end
    return skillsCache
end

local function getArgs(frame)
    local parent = frame:getParent()
    if parent then
        return parent.args
    end
    return frame.args
end

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

local function addRow(tbl, label, value)
    if value == nil or value == "" then
        return
    end
    local row = tbl:tag("tr")
    row:tag("th"):wikitext(label):done()
    row:tag("td"):wikitext(value):done()
end

local function addSectionHeader(tbl, label)
    local row = tbl:tag("tr")
    local cell = row:tag("th")
    cell:attr("colspan", 2)
    cell:addClass("spiritvale-infobox-section-header")
    cell:wikitext(label)
end

-- Lookup by Internal Name
local function getSkillById(id)
    if not id or id == "" then
        return nil
    end
    local dataset = getSkills()
    local byId = dataset.byId or {}
    return byId[id]
end

-- Lookup by display Name (for editors)
local function findSkillByName(name)
    if not name or name == "" then
        return nil
    end
    local dataset = getSkills()
    for _, rec in ipairs(dataset.records or {}) do
        if rec["Name"] == name then
            return rec
        end
    end
    return nil
end

----------------------------------------------------------------------
-- Formatting helpers
----------------------------------------------------------------------

local function formatBasePer(block)
    if type(block) ~= "table" then
        return nil
    end
    local parts = {}
    if block.Base ~= nil then
        table.insert(parts, string.format("Base %s", tostring(block.Base)))
    end
    if block["Per Level"] ~= nil then
        table.insert(parts, string.format("%s / Lv", tostring(block["Per Level"])))
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, ", ")
end

local function formatMainDamage(list)
    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 kind = d.Type or "Damage"
            local base = d["Base %"]
            local per  = d["Per Level %"]
            local seg  = kind
            local detail = {}
            if base ~= nil then
                table.insert(detail, string.format("Base %s%%", tostring(base)))
            end
            if per ~= nil then
                table.insert(detail, string.format("%s%% / Lv", tostring(per)))
            end
            if d["ATK-Based"] then
                table.insert(detail, "ATK-based")
            end
            if d["MATK-Based"] then
                table.insert(detail, "MATK-based")
            end
            if #detail > 0 then
                seg = seg .. " – " .. table.concat(detail, ", ")
            end
            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatReflectDamage(list)
    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 base = d["Base %"]
            local per  = d["Per Level %"]
            local seg  = "Reflect"
            local detail = {}
            if base ~= nil then
                table.insert(detail, string.format("Base %s%%", tostring(base)))
            end
            if per ~= nil then
                table.insert(detail, string.format("%s%% / Lv", tostring(per)))
            end
            if #detail > 0 then
                seg = seg .. " – " .. table.concat(detail, ", ")
            end
            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatScaling(list)
    if type(list) ~= "table" or #list == 0 then
        return nil
    end
    local parts = {}
    for _, s in ipairs(list) do
        if type(s) == "table" then
            local name = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
            local pct  = s.Percent
            local seg  = name
            local detail = {}
            if pct ~= nil then
                table.insert(detail, string.format("%s%%", tostring(pct)))
            end
            if s["ATK-Based"] then
                table.insert(detail, "ATK-based")
            end
            if s["MATK-Based"] then
                table.insert(detail, "MATK-based")
            end
            if #detail > 0 then
                seg = seg .. " – " .. table.concat(detail, ", ")
            end
            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatArea(area)
    if type(area) ~= "table" then
        return nil
    end
    local parts = {}
    local size = area["Area Size"]
    if size and size ~= "" then
        table.insert(parts, "Size: " .. tostring(size))
    end
    local dist = area["Area Distance"]
    local eff  = area["Effective Distance"]
    local distText = formatBasePer(dist)
    if distText then
        table.insert(parts, "Distance: " .. distText)
    end
    if eff ~= nil then
        table.insert(parts, string.format("Effective: %s", tostring(eff)))
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatTimingBlock(bt)
    if type(bt) ~= "table" then
        return nil
    end
    local parts = {}

    local function add(name, key)
        local block = bt[key]
        local txt = formatBasePer(block)
        if txt then
            table.insert(parts, name .. ": " .. txt)
        end
    end

    add("Cast Time", "Cast Time")
    add("Cooldown", "Cooldown")
    add("Duration", "Duration")

    if bt["Effect Cast Time"] ~= nil then
        table.insert(parts, "Effect Cast Time: " .. tostring(bt["Effect Cast Time"]))
    end
    if bt["Damage Delay"] ~= nil then
        table.insert(parts, "Damage Delay: " .. tostring(bt["Damage Delay"]))
    end
    if bt["Effect Remove Delay"] ~= nil then
        table.insert(parts, "Effect Remove Delay: " .. tostring(bt["Effect Remove Delay"]))
    end

    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatResourceCost(rc)
    if type(rc) ~= "table" then
        return nil
    end
    local parts = {}
    local mana = rc["Mana Cost"]
    local hp   = rc["Health Cost"]

    local manaTxt = formatBasePer(mana)
    if manaTxt then
        table.insert(parts, "MP: " .. manaTxt)
    end

    local hpTxt = formatBasePer(hp)
    if hpTxt then
        table.insert(parts, "HP: " .. hpTxt)
    end

    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatCombo(combo)
    if type(combo) ~= "table" then
        return nil
    end
    local parts = {}
    if combo.Type then
        table.insert(parts, "Type: " .. tostring(combo.Type))
    end
    if combo.Duration ~= nil then
        table.insert(parts, "Duration: " .. tostring(combo.Duration))
    end
    if combo.Percent ~= nil then
        table.insert(parts, string.format("Bonus: %s%%", tostring(combo.Percent * 100)))
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, ", ")
end

local function formatMechanicEffects(effects)
    if type(effects) ~= "table" then
        return nil
    end
    local parts = {}
    for name, block in pairs(effects) do
        if type(block) == "table" then
            local bp = formatBasePer(block)
            local seg = name
            if bp then
                seg = seg .. " – " .. bp
            end
            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatModifiers(mods)
    if type(mods) ~= "table" then
        return nil
    end
    local parts = {}

    local function collect(label, sub)
        if type(sub) ~= "table" then
            return
        end
        local flags = {}
        for k, v in pairs(sub) do
            if v then
                table.insert(flags, k)
            end
        end
        table.sort(flags)
        if #flags > 0 then
            table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
        end
    end

    collect("Movement", mods["Movement Modifiers"])
    collect("Combat",   mods["Combat Modifiers"])
    collect("Special",  mods["Special Modifiers"])

    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatStatusApplications(list)
    if type(list) ~= "table" or #list == 0 then
        return nil
    end
    local parts = {}
    for _, s in ipairs(list) do
        if type(s) == "table" then
            local scope = s.Scope or "Target"
            local name  = s["Status Name"] or s["Status ID"] or "Unknown status"

            local seg = scope .. " – " .. name
            local detail = {}

            local dur = s.Duration
            if type(dur) == "table" then
                local t = formatBasePer(dur)
                if t then
                    table.insert(detail, "Duration " .. t)
                end
            end

            local ch = s.Chance
            if type(ch) == "table" then
                local t = formatBasePer(ch)
                if t then
                    table.insert(detail, "Chance " .. t)
                end
            end

            if s["Fixed Duration"] then
                table.insert(detail, "Fixed duration")
            end

            if #detail > 0 then
                seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
            end

            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatStatusRemoval(list)
    if type(list) ~= "table" or #list == 0 then
        return nil
    end
    local parts = {}
    for _, r in ipairs(list) do
        if type(r) == "table" then
            local names = r["Status Name"]
            local label
            if type(names) == "table" then
                label = table.concat(names, ", ")
            elseif type(names) == "string" then
                label = names
            else
                label = "Status"
            end
            local bp = formatBasePer(r)
            local seg = label
            if bp then
                seg = seg .. " – " .. bp
            end
            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

local function formatEvents(list)
    if type(list) ~= "table" or #list == 0 then
        return nil
    end
    local parts = {}
    for _, ev in ipairs(list) do
        if type(ev) == "table" then
            local action = ev.Action or "On event"
            local name   = ev["Skill Name"] or ev["Skill ID"] or "Unknown skill"
            local seg    = string.format("%s → %s", action, name)
            table.insert(parts, seg)
        end
    end
    if #parts == 0 then
        return nil
    end
    return table.concat(parts, "<br />")
end

----------------------------------------------------------------------
-- User matching (for auto lists on class pages)
----------------------------------------------------------------------

local function skillMatchesUser(rec, userName)
    if type(rec) ~= "table" or not userName or userName == "" then
        return false
    end

    local users = rec.Users
    if type(users) ~= "table" then
        return false
    end

    local userLower = mw.ustring.lower(userName)

    local function listHas(list)
        if type(list) ~= "table" then
            return false
        end
        for _, v in ipairs(list) do
            if type(v) == "string" and mw.ustring.lower(v) == userLower then
                return true
            end
        end
        return false
    end

    if listHas(users.Classes)  then return true end
    if listHas(users.Summons)  then return true end
    if listHas(users.Monsters) then return true end
    if listHas(users.Events)   then return true end

    return false
end

----------------------------------------------------------------------
-- Infobox builder
----------------------------------------------------------------------

local function buildInfobox(rec)
    local root = mw.html.create("table")
    root:addClass("wikitable spiritvale-skill-infobox")

    -- ==========================================================
    -- Top "hero" row: icon + name (left), description (right)
    -- ==========================================================
    local icon  = rec.Icon
    local title = rec.Name or rec["Internal Name"] or "Unknown Skill"
    local desc  = rec.Description or ""

    local headerRow = root:tag("tr")
    headerRow:addClass("spiritvale-infobox-main")

    -- Left cell: icon + name
    local leftCell = headerRow:tag("th")
    leftCell:addClass("spiritvale-infobox-main-left")

    local leftInner = leftCell:tag("div")
    leftInner:addClass("spiritvale-infobox-main-left-inner")

    if icon and icon ~= "" then
        leftInner:wikitext(string.format("[[File:%s|80px|link=]]", icon))
    end

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

    -- Right cell: italic description
    local rightCell = headerRow:tag("td")
    rightCell:addClass("spiritvale-infobox-main-right")

    local rightInner = rightCell:tag("div")
    rightInner:addClass("spiritvale-infobox-main-right-inner")

    if desc ~= "" then
        rightInner:tag("div")
            :addClass("spiritvale-infobox-description")
            :wikitext(string.format("''%s''", desc))
    end

    ------------------------------------------------------------------
    -- General
    ------------------------------------------------------------------
    addSectionHeader(root, "General")

    -- Description now lives in the hero row.
    -- addRow(root, "Description", rec.Description)

    addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"]))

    local users = rec.Users or {}
    addRow(root, "Classes",  listToText(users.Classes))
    addRow(root, "Summons",  listToText(users.Summons))
    addRow(root, "Monsters", listToText(users.Monsters))
    addRow(root, "Events",   listToText(users.Events))

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

        addSectionHeader(root, "Requirements")

        if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
            local skillParts = {}
            for _, rs in ipairs(req["Required Skills"]) do
                local name  = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
                local level = rs["Required Level"]
                if level then
                    table.insert(skillParts, string.format("%s (Lv.%s)", name, level))
                else
                    table.insert(skillParts, name)
                end
            end
            addRow(root, "Required skills", table.concat(skillParts, ", "))
        end

        addRow(root, "Required weapons", listToText(req["Required Weapons"]))
        addRow(root, "Required stances", listToText(req["Required Stances"]))
    end

    ------------------------------------------------------------------
    -- Type
    ------------------------------------------------------------------
    local typeBlock = rec.Type or {}
    if next(typeBlock) ~= nil then
        addSectionHeader(root, "Type")

        local dt = typeBlock["Damage Type"]
        if type(dt) == "table" and dt.Name then
            addRow(root, "Damage type", dt.Name)
        end

        local et = typeBlock["Element Type"]
        if type(et) == "table" and et.Name then
            addRow(root, "Element", et.Name)
        end

        local tt = typeBlock["Target Type"]
        if type(tt) == "table" and tt.Name then
            addRow(root, "Target", tt.Name)
        end

        local ct = typeBlock["Cast Type"]
        if type(ct) == "table" and ct.Name then
            addRow(root, "Cast type", ct.Name)
        end
    end

    ------------------------------------------------------------------
    -- Mechanics
    ------------------------------------------------------------------
    local mech = rec.Mechanics or {}
    if next(mech) ~= nil then
        addSectionHeader(root, "Mechanics")

        if mech.Range ~= nil then
            addRow(root, "Range", tostring(mech.Range))
        end

        local areaText = formatArea(mech.Area)
        addRow(root, "Area", areaText)

        if mech["Autocast Multiplier"] ~= nil then
            addRow(root, "Autocast multiplier", tostring(mech["Autocast Multiplier"]))
        end

        local btText = formatTimingBlock(mech["Basic Timings"])
        addRow(root, "Timing", btText)

        local rcText = formatResourceCost(mech["Resource Cost"])
        addRow(root, "Resource cost", rcText)

        local comboText = formatCombo(mech.Combo)
        addRow(root, "Combo", comboText)

        local effText = formatMechanicEffects(mech.Effects)
        addRow(root, "Special mechanics", effText)
    end

    ------------------------------------------------------------------
    -- Damage & Healing
    ------------------------------------------------------------------
    local dmg = rec.Damage or {}
    if next(dmg) ~= nil then
        addSectionHeader(root, "Damage and scaling")

        if dmg["Healing Present"] then
            addRow(root, "Healing", "Yes")
        end

        local mainText = formatMainDamage(dmg["Main Damage"])
        addRow(root, "Main damage", mainText)

        local reflText = formatReflectDamage(dmg["Reflect Damage"])
        addRow(root, "Reflect damage", reflText)

        local scaleText = formatScaling(dmg.Scaling)
        addRow(root, "Scaling", scaleText)
    end

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

    ------------------------------------------------------------------
    -- Status
    ------------------------------------------------------------------
    local statusApps = formatStatusApplications(rec["Status Applications"])
    local statusRem  = formatStatusRemoval(rec["Status Removal"])
    if statusApps or statusRem then
        addSectionHeader(root, "Status effects")
        addRow(root, "Applies", statusApps)
        addRow(root, "Removes", statusRem)
    end

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

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

    return tostring(root)
end

----------------------------------------------------------------------
-- Public: list all skills for a given user/class
----------------------------------------------------------------------

function p.listForUser(frame)
    local args = getArgs(frame)

    -- Prefer explicit param, then unnamed, then fall back to the current page name.
    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("spiritvale-skill-list")

    for _, rec in ipairs(matches) do
        root:wikitext(buildInfobox(rec))
    end

    return tostring(root)
end

----------------------------------------------------------------------
-- Public: single-skill or auto-list dispatcher
----------------------------------------------------------------------

function p.infobox(frame)
    local args = getArgs(frame)

    -- Allow three styles:
    --   {{Skill|Bash}}              -> args[1] = "Bash"  (Name)
    --   {{Skill|name=Bash}}         -> args.name = "Bash"
    --   {{Skill|id=Bash_Internal}}  -> args.id = "Bash_Internal"
    local raw1 = args[1]
    local name = args.name or raw1
    local id   = args.id

    local rec

    -- 1) Prefer display Name
    if name and name ~= "" then
        rec = findSkillByName(name)
    end

    -- 2) Fallback: internal ID
    if not rec and id and id ~= "" then
        rec = getSkillById(id)
    end

    -- 3) If still nothing, decide if this is "list mode" or truly unknown.
    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 == "")

        -- Case A: {{Skill}} with no parameters on a page → list for that page name.
        if noExplicitArgs then
            return p.listForUser(frame)
        end

        -- Case B: {{Skill|Acolyte}} on the "Acolyte" page and no id → treat as list.
        if name and name ~= "" and name == pageName and (not id or id == "") then
            return p.listForUser(frame)
        end

        -- Otherwise, genuinely unknown skill.
        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

    -- Normal single-skill behavior
    return buildInfobox(rec)
end

return p