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Module:A: Difference between revisions

From Teriock
// via Wikitext Extension for VSCode
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(248 intermediate revisions by the same user not shown)
Line 38: Line 38:
         },
         },
         executionTime = {
         executionTime = {
            'time',
             'executionTime',
             'executionTime',
             'et',
             'et',
Line 56: Line 55:
         --    'fr'
         --    'fr'
         -- },
         -- },
        flaw = {
            'flaw',
            'fl',
            'f'
        },
        special = {
            'special',
            'sp',
            's'
        },
         range = {
         range = {
             'range',
             'range',
Line 73: Line 82:
             'expansionRange',
             'expansionRange',
             'er'
             'er'
        },
        expansionCount = {
            'expansionCount',
            'ec'
        },
        expansionAttribute = {
            'expansionAttribute',
            'ea'
         },
         },
         sustained = {
         sustained = {
Line 138: Line 155:
             'magick pointsx',
             'magick pointsx',
             'magik pointsx',
             'magik pointsx',
        },
        gp = {
            'gp',
            'gold',
            'goldPieces',
            'gold pieces',
        },
        gpx = {
            'gpx',
            'goldx',
            'goldPiecesx',
            'gold piecesx',
         },
         },
         matx = {
         matx = {
             'matx',
             'matx',
             'materialx',
             'materialx',
        },
        class = {
            'class',
         },
         },
     },
     },
Line 310: Line 342:
                 'armor',
                 'armor',
                 'r'
                 'r'
            },
            ship = {
                'ship',
             },
             },
             attack = {
             attack = {
Line 315: Line 350:
                 'attack',
                 'attack',
                 'a'
                 'a'
            },
            ability = {
            'ab',
            'ability'
            },
            spell = {
                'spl',
                'spell',
             },
             },
             other = {
             other = {
Line 320: Line 363:
                 'other',
                 'other',
                 'o'
                 'o'
            },
            ci = {
                'ci',
                'creatureItem',
                'itemCreature',
                'ic'
            },
            ai = {
                'ai',
                'attackItem',
                'itemAttack',
                'ia'
            },
            area = {
                'area',
                'ar'
            },
            as = {
            'areaSpell'
            },
            aci = {
                'cia',
                'iac',
                'aci',
                'ica',
                'cai',
                'aic',
                'creatureItemArea',
                'itemCreatureArea',
                'AreaCreatureItem',
                'itemAreaCreature',
                'creatureAreaItem',
                'AreaItemCreature',
            },
            ac = {
                'ac',
                'ca',
                'areaCreature',
                'creatureArea',
            },
            al = {
            'al',
            'la',
            'armLeg',
            'legArm',
            },
            cs = {
                'cs',
                'sc',
                'creatureSelf',
                'selfCreature',
            },
            ari = {
                'ari',
                'areaItem',
                'itemArea',
            },
            arse = {
            'areaSelf'
            },
            si = {
            'selfItem',
            'itemSelf'
             }
             }
         },
         },
Line 330: Line 436:
             },
             },
             always = {
             always = {
                'al',
                 'always',
                 'always',
                 'a'
                 'forever',
                '4',
                'inf',
            },
            noLimit = {
                'noLimit',
                '1',
                'nl',
             },
             },
             whileUp = {
             whileUp = {
Line 387: Line 499:
             },
             },
             timeParse = {
             timeParse = {
                 '^%d+[mhdwy]$'
                 '^%d+[mhdwys]$'
             }
             }
         },
         },
Line 536: Line 648:
                 'SNK',
                 'SNK',
                 's'
                 's'
             }
             },
            unp = {
                'unp',
                'UNP',
                'u'
            },
        },
        expansionAttribute = {
            int = {
                'int',
                'INT',
                'i'
            },
            str = {
                'str',
                'STR',
                's'
            },
            mov = {
                'mov',
                'MOV',
                'm'
            },
            per = {
                'per',
                'PER',
                'p'
            },
            snk = {
                'snk',
                'SNK',
                's'
            },
            unp = {
                'unp',
                'UNP',
                'u'
            },
         },
         },
         expansion = {
         expansion = {
Line 563: Line 712:
             distParse = {
             distParse = {
                 '^%d+[fm]$'
                 '^%d+[fm]$'
            }
        },
        expansionCount = {
            expansionCount = {
                'expansionCount',
                'ec',
             }
             }
         },
         },
Line 612: Line 767:
                 '1',
                 '1',
             }
             }
        },
        class = {
            ber = {
                'ber',
            },
            due = {
                'due',
            },
            vet = {
                'vet',
            },
            kni = {
                'kni',
            },
            pal = {
                'pal',
            },
            ass = {
                'ass',
            },
            cor = {
                'cor',
            },
            arc = {
                'arc',
            },
            thi = {
                'thi',
            },
            ran = {
                'ran',
            },
            fla = {
                'fla',
            },
            sto = {
                'sto',
            },
            lif = {
                'lif',
            },
            nec = {
                'nec',
            },
            nat = {
                'nat',
            },
         }
         }
     }
     }
Line 622: Line 824:
             link = 'Verbal component abilities',
             link = 'Verbal component abilities',
             symbol = '🗣️',
             symbol = '🗣️',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged verbal'
         },
         },
     },
     },
Line 630: Line 833:
             link = 'Somatic component abilities',
             link = 'Somatic component abilities',
             symbol = '👐',
             symbol = '👐',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged somatic'
         },
         },
     },
     },
Line 637: Line 841:
             text = 'Material',
             text = 'Material',
             link = 'Material component abilities',
             link = 'Material component abilities',
             symbol = '🪙',
             symbol = '💎',
             color = '#ff7800'
             color = '#ff7800',
            class = 'component-tagged material'
         },
         },
     },
     },
Line 646: Line 851:
             link = 'Magelore component abilities',
             link = 'Magelore component abilities',
             symbol = '🔮',
             symbol = '🔮',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged magelore'
         },
         },
     },
     },
Line 652: Line 858:
         invoked = {
         invoked = {
             text = 'Invoked',
             text = 'Invoked',
             link = 'Invoked component abilities',
             link = 'Invoked abilities',
             symbol = '🪄',
             symbol = '🪄',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged invoked'
        },
    },
    flaw = {
        flaw = {
            text = 'Flaw',
            link = 'Flaw abilities',
            symbol = '❌',
            color = '#e01b24',
            class = 'flaw-tagged flaw'
        },
    },
    special = {
        special = {
            text = 'Special',
            link = 'Special abilities',
            symbol = '✴️',
            color = '#9141AC',
            class = 'special-tagged special'
        },
    },
    es = {
        es = {
            text = 'Elder Sorcery',
            link = 'Elder Sorcery abilities',
            symbol = '🌌',
            color = '#9141AC',
            class = 'elderSorcery-tagged elderSorcery'
        },
    },
    warded = {
        warded = {
            text = 'Warded',
            link = 'Warded abilities',
            symbol = '🏮',
            color = '#f9f06b',
            class = 'warded-tagged warded'
         },
         },
     },
     },
Line 662: Line 905:
             link = 'Life element abilities',
             link = 'Life element abilities',
             symbol = '☀️',
             symbol = '☀️',
             color = '#ffffff'
             color = '#ffffff',
            class = 'element-tagged life'
         },
         },
         storm = {
         storm = {
Line 668: Line 912:
             link = 'Storm element abilities',
             link = 'Storm element abilities',
             symbol = '💧',
             symbol = '💧',
             color = '#3584e4'
             color = '#3584e4',
            class = 'element-tagged storm'
         },
         },
         necro = {
         necromancy = {
             text = 'Necro',
             text = 'Necromancy',
             link = 'Necromancy element abilities',
             link = 'Necromancy element abilities',
             symbol = '💀',
             symbol = '💀',
             color = '#3d3846'
             color = '#3d3846',
            class = 'element-tagged necromancy'
        },
        necro = {
            text = 'Necromancy',
            link = 'Necromancy element abilities',
            symbol = '💀',
            color = '#3d3846',
            class = 'element-tagged necromancy'
         },
         },
         flame = {
         flame = {
Line 680: Line 933:
             link = 'Flame element abilities',
             link = 'Flame element abilities',
             symbol = '🔥',
             symbol = '🔥',
             color = '#e01b24'
             color = '#e01b24',
            class = 'element-tagged flame'
         },
         },
         nature = {
         nature = {
Line 686: Line 940:
             link = 'Nature element abilities',
             link = 'Nature element abilities',
             symbol = '🌱',
             symbol = '🌱',
             color = '#33d17a'
             color = '#33d17a',
            class = 'element-tagged nature'
        },
    },
    class = {
        ber = {
            text = 'Berserker',
            link = 'Berserker class abilities',
            symbol = '🪓',
            class = 'class-tagged berserker'
        },
        due = {
            text = 'Duelist',
            link = 'Duelist class abilities',
            symbol = '🤺',
            class = 'class-tagged duelist'
        },
        vet = {
            text = 'Veteran',
            link = 'Veteran class abilities',
            symbol = '🪖',
            class = 'class-tagged veteran'
        },
        kni = {
            text = 'Knight',
            link = 'Knight class abilities',
            symbol = '⚔️',
            class = 'class-tagged knight'
        },
        pal = {
            text = 'Paladin',
            link = 'Paladin class abilities',
            symbol = '🛡️',
            class = 'class-tagged paladin'
        },
        ass = {
            text = 'Assassin',
            link = 'Assassin class abilities',
            symbol = '🗡️',
            class = 'class-tagged assassin'
        },
        cor = {
            text = 'Corsair',
            link = 'Corsair class abilities',
            symbol = '🏴‍☠️',
            class = 'class-tagged corsair'
        },
        arc = {
            text = 'Archer',
            link = 'Archer class abilities',
            symbol = '🏹',
            class = 'class-tagged archer'
        },
        thi = {
            text = 'Thief',
            link = 'Thief class abilities',
            symbol = '💰️',
            class = 'class-tagged thief'
        },
        ran = {
            text = 'Ranger',
            link = 'Ranger class abilities',
            symbol = '🐾',
            class = 'class-tagged ranger'
        },
        fla = {
            text = 'Flame Mage',
            link = 'Flame Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged flameMage'
        },
        sto = {
            text = 'Storm Mage',
            link = 'Storm Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged stormMage'
        },
        lif = {
            text = 'Life Mage',
            link = 'Life Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged lifeMage'
        },
        nec = {
            text = 'Necromancer',
            link = 'Necromancer class abilities',
            symbol = '🧙',
            class = 'class-tagged necromancer'
        },
        nat = {
            text = 'Nature Mage',
            link = 'Nature Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged natureMage'
         },
         },
    },
    gm = {
        warr = {
            text = 'Warrior',
            link = 'Warrior guildmaster abilities',
            symbol = '⚔️',
            class = 'archetype-tagged warrior'
        },
        semi = {
            text = 'Semi',
            link = 'Semi guildmaster abilities',
            symbol = '🤹',
            class = 'archetype-tagged semi'
        }
     },
     },
     power = {
     power = {
Line 694: Line 1,055:
             link = 'Divinely powered abilities',
             link = 'Divinely powered abilities',
             symbol = '🪽',
             symbol = '🪽',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'power-tagged divine'
         },
         },
         magic = {
         magic = {
Line 700: Line 1,062:
             link = 'Magically powered abilities',
             link = 'Magically powered abilities',
             symbol = '✨',
             symbol = '✨',
             color = '#9141ac'
             color = '#9141ac',
            class = 'power-tagged magical'
         },
         },
         spirit = {
         spirit = {
             text = 'Spirit',
             text = 'Spiritual',
             link = 'Spiritually powered abilities',
             link = 'Spiritually powered abilities',
             symbol = '🪭',
             symbol = '🪭',
             color = '#9a9996'
             color = '#9a9996',
            class = 'power-tagged spiritual'
         },
         },
         martial = {
         martial = {
Line 712: Line 1,076:
             link = 'Martially powered abilities',
             link = 'Martially powered abilities',
             symbol = '💪',
             symbol = '💪',
             color = '#ff7800'
             color = '#ff7800',
            class = 'power-tagged martial'
         },
         },
         psionic = {
         psionic = {
Line 718: Line 1,083:
             link = 'Psionically powered abilities',
             link = 'Psionically powered abilities',
             symbol = '🤯',
             symbol = '🤯',
             color = '#3584e4'
             color = '#3584e4',
            class = 'power-tagged psionic'
         },
         },
         primal = {
         primal = {
Line 724: Line 1,090:
             link = 'Primally powered abilities',
             link = 'Primally powered abilities',
             symbol = '⛰️',
             symbol = '⛰️',
             color = '#986a44'
             color = '#986a44',
            class = 'power-tagged primal'
         },
         },
         techo = {
         techno = {
             text = 'Techno',
             text = 'Technological',
             link = 'Technologically powered abilities',
             link = 'Technologically powered abilities',
             symbol = '⚙️',
             symbol = '⚙️',
             color = '#e01b24'
             color = '#e01b24',
            class = 'power-tagged technological'
        },
        finance = {
            text = 'Financial',
            link = 'Financially powered abilities',
            symbol = '🪙',
            color = '#fcc200',
            class = 'power-tagged financial'
        },
        alchemy = {
            text = 'Alchemical',
            link = 'Alchemically powered abilities',
            symbol = '🧪',
            color = '#33d17a',
            class = 'power-tagged alchemical'
        },
        unknown = {
            text = 'Unknown',
            link = 'Unknown powered abilities',
            symbol = '❓',
            color = '#77767b',
            class = 'power-tagged unknown'
         },
         },
     },
     },
Line 737: Line 1,126:
             text = 'Skill',
             text = 'Skill',
             link = 'Skills',
             link = 'Skills',
             symbol = '🤹'
             symbol = '🤹',
            class = 'skill'
         },
         },
         spell = {
         spell = {
             text = 'Spell',
             text = 'Spell',
             link = 'Spells',
             link = 'Spells',
             symbol = '✨'
             symbol = '✨',
            class = 'spell'
         },
         },
         semblant = {
         semblant = {
             text = 'Semblant',
             text = 'Semblant',
             link = 'Semblant skills',
             link = 'Semblant skills',
             symbol = '🎭'
             symbol = '🎭',
            class = 'standard-tagged semblant'
         },
         },
         conjure = {
         conjure = {
             text = 'Conjure',
             text = 'Conjured',
             link = 'Conjured spells',
             link = 'Conjured spells',
             symbol = '🔮'
             symbol = '🔮',
            class = 'standard-tagged conjure'
         },
         },
         standard = {
         standard = {
             text = 'Standard',
             text = 'Standard',
             link = 'Standard abilities',
             link = 'Standard abilities',
             symbol = '🏁'
             symbol = '🏁',
            class = 'standard-tagged normal'
        },
        rotator = {
            text = 'Rotator',
            link = 'Rotator abilities',
            symbol = '🔄',
            class = 'rotator'
         },
         },
        guildmaster = {
            text = 'Guildmaster',
            link = 'Guildmaster abilities',
            symbol = '🏅',
            class = 'guildmaster'
        }
     },
     },
     effects = {
     effects = {
Line 764: Line 1,170:
             text = 'Mental',
             text = 'Mental',
             link = 'Mental effects',
             link = 'Mental effects',
             symbol = '🧠'
             symbol = '🧠',
            class = 'effect-tagged mental'
         },
         },
         truth = {
         truth = {
             text = 'Truth',
             text = 'Truth detecting',
             link = 'Truth detecting effects',
             link = 'Truth detecting effects',
             symbol = '⚖️'
             symbol = '⚖️',
            class = 'effect-tagged truthDetecting'
         },
         },
         duelMod = {
         duelModifying = {
             text = 'Duel',
             text = 'Duel modifying',
             link = 'Duel modifying effects',
             link = 'Duel modifying effects',
             symbol = '🤺'
             symbol = '🤺',
            class = 'effect-tagged duelModifying'
         },
         },
         movement = {
         movement = {
             text = 'Movement',
             text = 'Movement',
             link = 'Movement effects',
             link = 'Movement effects',
             symbol = '👣'
             symbol = '👣',
            class = 'effect-tagged movement'
        },
        poison = {
            text = 'Poison',
            link = 'Poison effects',
            symbol = '☠️',
            class = 'effect-tagged poison'
         },
         },
         displacement = {
         displacement = {
             text = 'Displacement',
             text = 'Displacement',
             link = 'Displacement effects',
             link = 'Displacement effects',
             symbol = '🌀'
             symbol = '🌀',
            class = 'effect-tagged displacement'
         },
         },
         transformation = {
         transformation = {
             text = 'Transformation',
             text = 'Transformation',
             link = 'Transformation effects',
             link = 'Transformation effects',
             symbol = '🌳'
             symbol = '🌳',
            class = 'effect-tagged transformation'
        },
        illusion = {
            text = 'Illusion',
            link = 'Illusion effects',
            symbol = '🫟',
            class = 'effect-tagged illusion'
         },
         },
         control = {
         control = {
             text = 'Control',
             text = 'Control',
             link = 'Control effects',
             link = 'Control effects',
             symbol = '⛓️'
             symbol = '⛓️',
            class = 'effect-tagged control'
         },
         },
         resist = {
         resist = {
             text = 'Resistance',
             text = 'Resistance',
             link = 'Resistance effects',
             link = 'Resistance effects',
             symbol = '🚫'
             symbol = '🚫',
            class = 'effect-tagged resistance'
        },
        hexproof = {
            text = 'Hexproof',
            link = 'Hexproof effects',
            symbol = '🚫',
            class = 'effect-tagged hexproof'
        },
        awaken = {
            text = 'Awakening',
            link = 'Awakening effects',
            symbol = '🌞',
            class = 'effect-tagged awakening'
         },
         },
         immune = {
         immune = {
             text = 'Immunity',
             text = 'Immunity',
             link = 'Immunity effects',
             link = 'Immunity effects',
             symbol = '🚫'
             symbol = '🚫',
            class = 'effect-tagged immunity'
        },
        hexseal = {
            text = 'Hexseal',
            link = 'Hexseal effects',
            symbol = '🚫',
            class = 'effect-tagged hexseal'
         },
         },
         long = {
         long = {
             text = 'Long range',
             text = 'Long range',
             link = 'Long range effects',
             link = 'Long range effects',
             symbol = '📏'
             symbol = '📏',
            class = 'effect-tagged longRange'
         },
         },
         sense = {
         sense = {
             text = 'Sensory',
             text = 'Sensory',
             link = 'Sensory effects',
             link = 'Sensory effects',
             symbol = '👁️'
             symbol = '👁️',
            class = 'effect-tagged sensory'
         },
         },
         revive = {
         revive = {
             text = 'Revival',
             text = 'Revival',
             link = 'Revival effects',
             link = 'Revival effects',
             symbol = '🤍'
             symbol = '🤍',
            class = 'effect-tagged revival'
         },
         },
         summon = {
         summon = {
             text = 'Summoning',
             text = 'Summoning',
             link = 'Summoning effects',
             link = 'Summoning effects',
             symbol = '🖤'
             symbol = '🖤',
            class = 'effect-tagged summoning'
         },
         },
         heal = {
         heal = {
             text = 'Healing',
             text = 'Healing',
             link = 'Healing effects',
             link = 'Healing effects',
             symbol = '❤️'
             symbol = '❤️',
         }
            class = 'effect-tagged healing'
    },
         },
    pre = {
         reanimate = {
         strike = {
             text = 'Reanimation',
             text = 'Strike',
             link = 'Reanimation effects',
             link = 'Strike delivery abilities',
             symbol = '🩶',
             symbol = '⚔️'
            class = 'effect-tagged reanimation'
         },
         },
         ray = {
         regenerate = {
             text = 'Ray',
             text = 'Regeneration',
             link = 'Ray delivery abilities',
             link = 'Regeneration effects',
             symbol = '⚡️'
             symbol = '💚',
            class = 'effect-tagged regeneration'
         },
         },
         ball = {
         revitalize = {
             text = 'Ball',
             text = 'Revitalization',
             link = 'Ball delivery abilities',
             link = 'Revitalization effects',
             symbol = '🔥'
             symbol = '🩵',
            class = 'effect-tagged revitalization'
         },
         },
         aura = {
         kill = {
             text = 'Aura',
             text = 'Killing',
             link = 'Aura delivery abilities',
             link = 'Killing effects',
             symbol = '🌟'
             symbol = '☠️',
            class = 'effect-tagged killing'
         },
         },
         ritual = {
         damage = {
             text = 'Ritual',
             text = 'Damaging',
             link = 'Ritual delivery abilities',
             link = 'Damaging effects',
             symbol = '🕯️'
             symbol = '💢',
            class = 'effect-tagged damaging'
        },
        drain = {
            text = 'Draining',
            link = 'Draining effects',
            symbol = '🩸',
            class = 'effect-tagged draining'
        },
        destroy = {
            text = 'Destruction',
            link = 'Destruction effects',
            symbol = '💥',
            class = 'effect-tagged destruction'
         },
         },
         touch = {
         contract = {
             text = 'Touch',
             text = 'Contract',
             link = 'Touch delivery abilities',
             link = 'Contract effects',
             symbol = '👉️'
             symbol = '🤝',
            class = 'effect-tagged contract'
         },
         },
    },
         steal = {
    maneuver = {
             text = 'Stealing',
         active = {
             link = 'Stealing effects',
             text = 'Active',
             symbol = '💰',
             link = 'Active abilities',
            class = 'effect-tagged stealing'
             symbol = '➡️'
         },
         },
         reactive = {
         loud = {
             text = 'Reactive',
             text = 'Loud',
             link = 'Reactive abilities',
             link = 'Loud effects',
             symbol = '↩️'
             symbol = '🔊',
            class = 'effect-tagged loud'
         },
         },
         passive = {
         knockout = {
             text = 'Passive',
             text = 'Knockout',
             link = 'Passive abilities',
             link = 'Knockout effects',
             symbol = '🔁'
             symbol = '💤',
            class = 'effect-tagged knockout'
         },
         },
         slow = {
         time = {
             text = 'Slow',
             text = 'Temporal',
             link = 'Slow abilities',
             link = 'Temporal effects',
             symbol = '🐢'
             symbol = '🕰️',
            class = 'effect-tagged temporal'
         },
         },
    },
         auto = {
    interaction = {
             text = 'Automatic',
         attack = {
             link = 'Automatic effects',
             text = 'Attack',
             symbol = '❗️',
             link = 'Attack abilities',
             class = 'effect-tagged automatic'
             symbol = '⚔️',
             color = '#ff7800'
         },
         },
         block = {
         lightning = {
             text = 'Block',
             text = 'Lightning',
             link = 'Block abilities',
             link = 'Lightning effects',
             symbol = '🛡️',
             symbol = '⚡️',
             color = '#ff7800'
             class = 'effect-tagged lightning'
        },
        disease = {
            text = 'Disease',
            link = 'Disease effects',
            symbol = '🦠',
            class = 'effect-tagged disease'
        },
        vision = {
        text = 'Vision',
        link = 'Vision effects',
        symbol = '🥠',
        class = 'effect-tagged vision'
        },
        morganti = {
        text = 'Morganti',
        link = 'Morganti effects',
        symbol = '⚫️',
        class = 'effect-tagged morganti'
         },
         },
         manifest = {
         construction = {
             text = 'Manifest',
             text = 'Construction',
             link = 'Manifest abilities',
             link = 'Construction effects',
             symbol = '✳️',
             symbol = '🔧',
             color = '#ff7800'
             class = 'effect-tagged construction'
         },
         },
         feat = {
         weather = {
             text = 'Feat',
             text = 'Weather',
             link = 'Feat abilities',
             link = 'Weather effects',
             symbol = '🎖️',
             symbol = '🌧️',
             color = '#ff7800'
             class = 'effect-tagged weather'
         }
         }
     },
     },
     delivery = {
     pre = {
         self = {
         strike = {
             text = 'Self',
             text = 'Strike',
             link = 'Self delivery abilities',
             link = 'Strike delivery abilities',
             symbol = '🤲',
             symbol = '⚔️',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged strike'
         },
         },
         missile = {
         ray = {
             text = 'Missile',
             text = 'Ray',
             link = 'Missile delivery abilities',
             link = 'Ray delivery abilities',
             symbol = '🏹',
             symbol = '⚡️',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged ray'
         },
         },
         hand = {
         ball = {
             text = 'Hand',
             text = 'Ball',
             link = 'Hand delivery abilities',
             link = 'Ball delivery abilities',
             symbol = '🤚',
             symbol = '🔥',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged ball'
         },
         },
         bite = {
         aura = {
             text = 'Bite',
             text = 'Aura',
             link = 'Bite delivery abilities',
             link = 'Aura delivery abilities',
             symbol = '🦷',
             symbol = '🌟',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged aura'
         },
         },
         item = {
         ritual = {
             text = 'Item',
             text = 'Ritual',
             link = 'Item delivery abilities',
             link = 'Ritual delivery abilities',
             symbol = '📦',
             symbol = '🕯️',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged ritual'
         },
         },
         magelore = {
         touch = {
             text = 'Magelore',
             text = 'Touch',
             link = 'Magelore delivery abilities',
             link = 'Touch delivery abilities',
             symbol = '🔮',
             symbol = '👉️',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged touch'
         },
         },
         weapon = {
    },
             text = 'Weapon',
    maneuver = {
             link = 'Weapon delivery abilities',
         active = {
             symbol = '🗡️',
             text = 'Active',
             color = '#f6d32d'
             link = 'Active abilities',
             symbol = '➡️',
             class = 'maneuver-tagged active'
         },
         },
         shield = {
         reactive = {
             text = 'Shield',
             text = 'Reactive',
             link = 'Shield delivery abilities',
             link = 'Reactive abilities',
             symbol = '🛡️',
             symbol = '↩️',
             color = '#f6d32d'
             class = 'maneuver-tagged reactive'
         },
         },
         armor = {
         passive = {
             text = 'Armor',
             text = 'Passive',
             link = 'Armor delivery abilities',
             link = 'Passive abilities',
             symbol = '🪖',
             symbol = '🔁',
             color = '#f6d32d'
             class = 'maneuver-tagged passive'
         },
         },
         sight = {
         slow = {
             text = 'Sight',
             text = 'Slow',
             link = 'Sight delivery abilities',
             link = 'Slow abilities',
             symbol = '👁️',
             symbol = '🐢',
             color = '#f6d32d'
             class = 'maneuver-tagged slow'
         },
         },
         aura = {
    },
             text = 'Aura',
    interaction = {
             link = 'Aura delivery abilities',
         attack = {
             symbol = '🌟',
             text = 'Attack',
             color = '#f6d32d'
             link = 'Attack abilities',
             symbol = '⚔️',
             color = '#ff7800',
            class = 'interaction-tagged attack'
         },
         },
         cone = {
         block = {
             text = 'Cone',
             text = 'Block',
             link = 'Cone delivery abilities',
             link = 'Block abilities',
             symbol = '🐲',
             symbol = '🛡️',
             color = '#f6d32d'
             color = '#ff7800',
            class = 'interaction-tagged block'
         },
         },
         other = {
         manifest = {
             text = 'Other',
             text = 'Manifest',
             link = 'Other delivery abilities',
             link = 'Manifest abilities',
             symbol = '',
            symbol = '✳️',
             color = '#f6d32d'
            color = '#ff7800',
         }
            class = 'interaction-tagged manifest'
     },
        },
     target = {
        feat = {
            text = 'Feat',
            link = 'Feat abilities',
             symbol = '🎖️',
             color = '#ff7800',
            class = 'interaction-tagged feat'
         }
     },
     delivery = {
         self = {
         self = {
             text = 'Self',
             text = 'Self',
             link = 'Self target abilities',
             link = 'Self delivery abilities',
             symbol = '🤲',
             symbol = '🤲',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged self'
         },
         },
         creature = {
         missile = {
             text = 'Creature',
             text = 'Missile',
             link = 'Creature target abilities',
             link = 'Missile delivery abilities',
             symbol = '👤',
             symbol = '🏹',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged missile'
         },
         },
         body = {
         hand = {
             text = 'Body',
             text = 'Hand',
             link = 'Body target abilities',
             link = 'Hand delivery abilities',
             symbol = '🧍',
             symbol = '🤚',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged hand'
         },
         },
         vitals = {
         bite = {
             text = 'Vitals',
             text = 'Bite',
             link = 'Vitals target abilities',
             link = 'Bite delivery abilities',
             symbol = '🫀',
             symbol = '🦷',
             color = '#f6d32d'
             color = '#f6d32d',
        },
             class = 'delivery-tagged bite'
        limb = {
            text = 'Limb',
            link = 'Limb target abilities',
            symbol = '🦾',
             color = '#f6d32d'
        },
        arm = {
            text = 'Arm',
            link = 'Arm target abilities',
            symbol = '💪',
            color = '#f6d32d'
        },
        leg = {
            text = 'Leg',
            link = 'Leg target abilities',
            symbol = '🦵',
            color = '#f6d32d'
         },
         },
         item = {
         item = {
             text = 'Item',
             text = 'Item',
             link = 'Item target abilities',
             link = 'Item delivery abilities',
             symbol = '📦',
             symbol = '📦',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged item'
        },
        magelore = {
            text = 'Magelore',
            link = 'Magelore delivery abilities',
            symbol = '🔮',
            color = '#f6d32d',
            class = 'delivery-tagged magelore'
         },
         },
         weapon = {
         weapon = {
             text = 'Weapon',
             text = 'Weapon',
             link = 'Weapon target abilities',
             link = 'Weapon delivery abilities',
             symbol = '🗡️',
             symbol = '🗡️',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged weapon'
         },
         },
         shield = {
         shield = {
             text = 'Shield',
             text = 'Shield',
             link = 'Shield target abilities',
             link = 'Shield delivery abilities',
             symbol = '🛡️',
             symbol = '🛡️',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged shield'
         },
         },
         armor = {
         armor = {
             text = 'Armor',
             text = 'Armor',
             link = 'Armor target abilities',
             link = 'Armor delivery abilities',
             symbol = '🪖',
             symbol = '🪖',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged armor'
         },
         },
         attack = {
         sight = {
             text = 'Attack',
             text = 'Sight',
             link = 'Attack target abilities',
             link = 'Sight delivery abilities',
             symbol = '⚔️',
             symbol = '👁️',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged sight'
        },
        aura = {
            text = 'Aura',
            link = 'Aura delivery abilities',
            symbol = '🌟',
            color = '#f6d32d',
            class = 'delivery-tagged aura'
        },
        cone = {
            text = 'Cone',
            link = 'Cone delivery abilities',
            symbol = '🐲',
            color = '#f6d32d',
            class = 'delivery-tagged cone'
         },
         },
         other = {
         other = {
             text = 'Other',
             text = 'Other',
             link = 'Other target abilities',
             link = 'Other delivery abilities',
             symbol = '❓',
             symbol = '❓',
             color = '#f6d32d'
             color = '#f6d32d',
            class = 'delivery-tagged other'
         }
         }
     },
     },
     upgrade = {
     target = {
         warded = {
         self = {
             text = 'Warded',
             text = 'Self',
             link = 'Warded abilities',
             link = 'Self target abilities',
            symbol = '🤲',
            color = '#f6d32d',
            class = 'target-tagged self'
         },
         },
         absolute = {
         creature = {
             text = 'Absolute',
             text = 'Creature',
             link = 'Absolute abilities',
             link = 'Creature target abilities',
        }
             symbol = '👤',
    },
             color = '#f6d32d',
    executionTime = {
             class = 'target-tagged creature'
        freeAction = {
             text = 'Free action',
             symbol = '0️⃣',
             link = 'Free action abilities',
         },
         },
         singleAction = {
         body = {
             text = 'Single action',
             text = 'Body',
             symbol = '1️⃣',
            link = 'Body target abilities',
             link = 'Single action abilities',
             symbol = '🧍',
             color = '#f6d32d',
            class = 'target-tagged body'
         },
         },
         doubleAction = {
         vitals = {
             text = 'Double action',
             text = 'Vitals',
             symbol = '2️⃣',
            link = 'Vitals target abilities',
             link = 'Double action abilities',
             symbol = '🫀',
             color = '#f6d32d',
            class = 'target-tagged vitals'
         },
         },
         tripleAction = {
         limb = {
             text = 'Triple action',
             text = 'Limb',
             symbol = '3️⃣',
            link = 'Limb target abilities',
             link = 'Triple action abilities',
             symbol = '🦾',
             color = '#f6d32d',
            class = 'target-tagged limb'
         },
         },
         freeReaction = {
         arm = {
             text = 'Free reaction',
             text = 'Arm',
             symbol = '0️⃣',
            link = 'Arm target abilities',
             link = 'Free reaction abilities',
             symbol = '💪',
             color = '#f6d32d',
            class = 'target-tagged arm'
         },
         },
         reaction = {
         leg = {
             text = 'Reaction',
             text = 'Leg',
             symbol = '1️⃣',
            link = 'Leg target abilities',
             link = 'Reaction abilities',
             symbol = '🦵',
             color = '#f6d32d',
            class = 'target-tagged leg'
         },
         },
         shortRest = {
         item = {
             text = 'Short rest',
             text = 'Item',
             symbol = '🌙',
            link = 'Item target abilities',
             link = 'Short rest abilities',
             symbol = '📦',
            color = '#f6d32d',
            class = 'target-tagged item'
        },
        weapon = {
            text = 'Weapon',
             link = 'Weapon target abilities',
            symbol = '🗡️',
            color = '#f6d32d',
            class = 'target-tagged weapon'
         },
         },
         longRest = {
         shield = {
             text = 'Long rest',
             text = 'Shield',
            symbol = '🌙',
             link = 'Shield target abilities',
             link = 'Long rest abilities',
             symbol = '🛡️',
        }
             color = '#f6d32d',
    },
             class = 'target-tagged shield'
    piercing = {
        av0 = {
            text = 'AV0',
             symbol = '🎯',
             link = 'AV0 abilities',
             color = '#33d17a'
         },
         },
         unblockable = {
         armor = {
             text = 'UB',
             text = 'Armor',
             symbol = '🪨',
             link = 'Armor target abilities',
             link = 'UB abilities',
             symbol = '🪖',
             color = '#33d17a'
             color = '#f6d32d',
        }
             class = 'target-tagged armor'
    },
    duration = {
        instant = {
             text = 'Instant',
            link = 'Instant abilities',
            no = true
         },
         },
         always = {
         ship = {
             text = 'Always active',
             text = 'Ship',
             link = 'Always active abilities',
             link = 'Ship target abilities',
             no = true
             symbol = '⛵️',
            color = '#f6d32d',
            class = 'target-tagged ship'
         },
         },
         whileUp = {
         attack = {
             text = 'While up',
             text = 'Attack',
             link = 'While up abilities',
             link = 'Attack target abilities',
             no = true
             symbol = '⚔️',
            color = '#f6d32d',
            class = 'target-tagged attack'
         },
         },
         whileDown = {
         ability = {
            text = 'While down',
        text = 'Ability',
            link = 'While down abilities',
        link = 'Ability target abilities',
             no = true
        symbol = '🅰',
        color = '#f6d32d',
             class = 'target-tagged ability'
         },
         },
         whileAlive = {
         spell = {
             text = 'While alive',
             text = 'Spell',
             link = 'While alive abilities',
             link = 'Spell target abilities',
             no = true
             symbol = '💫',
            color = '#f6d32d',
            class = 'target-tagged spell'
         },
         },
         whileDead = {
         other = {
             text = 'While dead',
             text = 'Other',
             link = 'While dead abilities',
             link = 'Other target abilities',
             no = true
             symbol = '❓',
            color = '#f6d32d',
            class = 'target-tagged other'
        },
        area = {
            text = 'Area',
            link = 'Area target abilities',
            symbol = '🏕️',
            color = '#f6d32d',
            class = 'target-tagged area'
         },
         },
         endOfTurn = {
         ci = {
             text = 'Until the end of the turn',
             tags = {
            link = 'Until end of turn abilities',
                'creature',
             no = true
                'item'
             }
         },
         },
         dawn = {
         ai = {
             text = 'Until dawn',
             tags = {
            link = 'Until dawn abilities',
                'attack',
             no = true
                'item'
             }
         },
         },
         startOfTargetNextTurn = {
         ari = {
             text = 'Until the start of target\'s next turn',
             tags = {
            link = 'Until start of target\'s next turn abilities',
                'area',
             no = true
                'item'
             }
         },
         },
         endOfTargetNextTurn = {
         as = {
            text = 'Until the end of target\'s next turn',
        tags = {
            link = 'Until end of target\'s next turn abilities',
        'area',
            no = true
        'spell',
        }
         },
         },
         startOfYourNextTurn = {
         arse = {
            text = 'Until the start of your next turn',
        tags = {
            link = 'Until start of your next turn abilities',
        'area',
            no = true
        'self',
        }
         },
         },
         endOfYourNextTurn = {
         si = {
            text = 'Until the end of your next turn',
        tags = {
            link = 'Until end of your next turn abilities',
        'item',
            no = true
        'self'
        }
         },
         },
         endOfCombat = {
         aci = {
             text = 'Until the end of combat',
             tags = {
            link = 'Until end of combat abilities',
                'area',
            no = true
                'creature',
        }
                'item',
    },
             }
    range = {
        melee = {
            text = 'Your melee reach',
            -- link = 'Melee abilities',
             no = true
         },
         },
         weapon = {
         ac = {
             text = 'Your weapon\'s reach',
             tags = {
            -- link = 'Weapon reach abilities',
                'area',
             no = true
                'creature',
             }
         },
         },
         hand = {
         al = {
            text = 'Your hand\'s reach',
        tags = {
            -- link = 'Hand reach abilities',
        'arm',
            no = true
        'leg',
        }
         },
         },
         bite = {
         cs = {
             text = 'Your bite\'s reach',
             tags = {
            -- link = 'Bite reach abilities',
                'creature',
             no = true
                'self',
             }
         },
         },
         item = {
    },
             text = 'Your item\'s reach',
    upgrade = {
             -- link = 'Item reach abilities',
         warded = {
             no = true
             text = 'Warded',
             link = 'Warded abilities',
             class = 'upgrade-tagged warded'
         },
         },
         shield = {
         absolute = {
             text = 'Your shield\'s reach',
             text = 'Absolute',
             -- link = 'Shield reach abilities',
            link = 'Absolute abilities',
             no = true
             class = 'upgrade-tagged absolute'
        }
    },
    executionTime = {
        freeAction = {
            text = 'Free action',
            symbol = '0️⃣',
            link = 'Free action abilities',
             class = 'executionTime-tagged a0'
         },
         },
         armor = {
         singleAction = {
             text = 'Your armor\'s reach',
             text = 'Single action',
             -- link = 'Armor reach abilities',
            symbol = '1️⃣',
             no = true
             link = 'Single action abilities',
             class = 'executionTime-tagged a1'
         },
         },
    },
         doubleAction = {
    attribute = {
             text = 'Double action',
         int = {
             symbol = '2️⃣',
             text = 'Intelligence',
             link = 'Double action abilities',
             symbol = 'INT',
            class = 'executionTime-tagged a2'
             link = 'INT save abilities',
         },
         },
         str = {
         tripleAction = {
             text = 'Strength',
             text = 'Triple action',
             symbol = 'STR',
             symbol = '3️⃣',
             link = 'STR save abilities',
             link = 'Triple action abilities',
            class = 'executionTime-tagged a3'
         },
         },
         mov = {
         freeReaction = {
             text = 'Movement',
             text = 'Free reaction',
             symbol = 'MOV',
             symbol = '0️⃣',
             link = 'MOV save abilities',
             link = 'Free reaction abilities',
            class = 'executionTime-tagged r0'
        },
        reaction = {
            text = 'Reaction',
            symbol = '1️⃣',
            link = 'Reaction abilities',
            class = 'executionTime-tagged r1'
         },
         },
         per = {
         shortRest = {
             text = 'Perception',
             text = 'Short rest',
             symbol = 'PER',
             symbol = '🌙',
             link = 'PER save abilities',
             link = 'Short rest abilities',
            class = 'executionTime-tagged shortRest'
        },
        longRest = {
            text = 'Long rest',
            symbol = '🌙',
            link = 'Long rest abilities',
            class = 'executionTime-tagged longRest'
         },
         },
        snk = {
            text = 'Sneak',
            symbol = 'SNK',
            link = 'SNK save abilities',
        }
     },
     },
     expansion = {
     piercing = {
         detonate = {
         av0 = {
             text = 'Detonate',
             text = 'AV0',
             symbol = '💥',
             symbol = '🎯',
             link = 'Detonate abilities',
             link = 'AV0 abilities',
            color = '#33d17a',
            class = 'piercing-tagged av0'
         },
         },
         ripple = {
         unblockable = {
             text = 'Ripple',
             text = 'UB',
             symbol = '🌊',
             symbol = '🪨',
             link = 'Ripple abilities',
             link = 'UB abilities',
        },
             color = '#33d17a',
        cascade = {
             class = 'piercing-tagged ub'
            text = 'Cascade',
             symbol = '⚡️',
             link = 'Cascade abilities',
        },
        fork = {
            text = 'Fork',
            symbol = '🔱',
            link = 'Fork abilities',
         }
         }
     },
     },
     sustained = {
     duration = {
         sustained = {
         instant = {
             text = 'Sustained',
             text = 'Instant',
             symbol = '⏳️',
             link = 'Instant duration abilities',
             link = 'Sustained abilities',
             no = true
         }
         },
    }
        always = {
}
            text = 'Always active',
 
            link = 'Always active duration abilities',
local premades = {
            no = true
    strike = {
         },
        maneuver = 'active',
         noLimit = {
         executionTime = '1a',
            text = 'No limit',
         interaction = 'attack',
            link = 'No limit duration abilities',
        delivery = 'weapon',
            no = true
         target = 'creature',
         },
         duration = 'instant',
         whileUp = {
        range = 'weapon',
            text = 'While up',
    },
            link = 'While up duration abilities',
    ray = {
            no = true
        maneuver = 'active',
        },
        executionTime = '1a',
        whileDown = {
         interaction = 'attack',
            text = 'While down',
         delivery = 'missile',
            link = 'While down duration abilities',
        target = 'creature',
            no = true
         duration = 'instant',
         },
         range = '60f',
         whileAlive = {
        piercing = 'av0',
            text = 'While alive',
    },
            link = 'While alive duration abilities',
    ball = {
            no = true
        maneuver = 'active',
         },
        executionTime = '1a',
         whileDead = {
         interaction = 'attack',
            text = 'While dead',
         delivery = 'missile',
            link = 'While dead duration abilities',
        target = 'creature',
            no = true
         duration = 'instant',
        },
         range = '30f',
        endOfTurn = {
        piercing = 'ub',
            text = 'Until the end of the turn',
    },
            link = 'Until end of turn duration abilities',
    aura = {
            no = true
        skip = true,
         },
        maneuver = 'active',
         dawn = {
         executionTime = '1a',
            text = 'Until dawn',
        interaction = 'feat',
            link = 'Until dawn duration abilities',
         delivery = 'aura',
            no = true
        target = 'creature',
         },
         duration = 'instant',
         startOfTargetNextTurn = {
         range = '10f',
            text = 'Until the start of target\'s next turn',
        attribute = 'mov',
            link = 'Until start of target\'s next turn duration abilities',
            no = true
        },
        endOfTargetNextTurn = {
            text = 'Until the end of target\'s next turn',
            link = 'Until end of target\'s next turn duration abilities',
            no = true
         },
        startOfYourNextTurn = {
            text = 'Until the start of your next turn',
            link = 'Until start of your next turn duration abilities',
            no = true
        },
         endOfYourNextTurn = {
            text = 'Until the end of your next turn',
            link = 'Until end of your next turn duration abilities',
            no = true
         },
         endOfCombat = {
            text = 'Until the end of combat',
            link = 'Until end of combat duration abilities',
            no = true
        }
     },
     },
     ritual = {
     range = {
         maneuver = 'slow',
         melee = {
         executionTime = '10m',
            text = 'Your melee range',
         interaction = 'manifest',
            -- link = 'Melee abilities',
         delivery = 'sight',
            no = true
         target = 'creature',
        },
         duration = 'instant',
         weapon = {
         range = '5f',
            text = 'Your [[:Category:Weapons|weapon\'s]] range',
            -- link = 'Weapon range abilities',
            no = true
         },
        hand = {
            text = 'Your [[:Category:Handy equipment|hand\'s]] range',
            -- link = 'Hand range abilities',
            no = true
         },
        bite = {
            text = 'Your [[:Category:Biting equipment|bite\'s]] range',
            -- link = 'Bite range abilities',
            no = true
        },
         item = {
            text = 'Your [[:Category:Items|item\'s]] range',
            -- link = 'Item range abilities',
            no = true
        },
         shield = {
            text = 'Your [[:Category:Shields|shield\'s]] range',
            -- link = 'Shield range abilities',
            no = true
         },
        armor = {
            text = 'Your [[:Category:Armor|armor\'s]] range',
            -- link = 'Armor range abilities',
            no = true
        },
     },
     },
     touch = {
     attribute = {
         maneuver = 'active',
         int = {
         executionTime = '1a',
            text = 'Intelligence',
         interaction = 'attack',
            symbol = 'INT',
         delivery = 'hand',
            link = 'INT save abilities',
         target = 'creature',
            class = 'saveAttribute-tagged int'
         duration = 'instant',
        },
        range = 'hand',
         str = {
        piercing = 'ub',
            text = 'Strength',
            symbol = 'STR',
            link = 'STR save abilities',
            class = 'saveAttribute-tagged str'
        },
         mov = {
            text = 'Movement',
            symbol = 'MOV',
            link = 'MOV save abilities',
            class = 'saveAttribute-tagged mov'
        },
         per = {
            text = 'Perception',
            symbol = 'PER',
            link = 'PER save abilities',
            class = 'saveAttribute-tagged per'
        },
         snk = {
            text = 'Sneak',
            symbol = 'SNK',
            link = 'SNK save abilities',
            class = 'saveAttribute-tagged snk'
        },
         unp = {
            text = 'Unused Presence',
            symbol = 'UNP',
            link = 'UNP save abilities',
            class = 'saveAttribute-tagged unp'
        },
     },
     },
     triumph = {
     expansionAttribute = {
         skip = true,
         int = {
         maneuver = 'reactive',
            text = 'Intelligence',
         executionTime = '0r',
            symbol = 'INT',
         interaction = 'manifest',
            link = 'INT save abilities',
         delivery = 'self',
            class = 'expansionAttribute-tagged int'
         target = 'self',
        },
        duration = 'instant',
         str = {
        range = 'self',
            text = 'Strength',
            symbol = 'STR',
            link = 'STR save abilities',
            class = 'expansionAttribute-tagged str'
         },
        mov = {
            text = 'Movement',
            symbol = 'MOV',
            link = 'MOV save abilities',
            class = 'expansionAttribute-tagged mov'
        },
         per = {
            text = 'Perception',
            symbol = 'PER',
            link = 'PER save abilities',
            class = 'expansionAttribute-tagged per'
        },
         snk = {
            text = 'Sneak',
            symbol = 'SNK',
            link = 'SNK save abilities',
            class = 'expansionAttribute-tagged snk'
        },
         unp = {
            text = 'Unused Presence',
            symbol = 'UNP',
            link = 'UNP save abilities',
            class = 'expansionAttribute-tagged unp'
        },
     },
     },
     self = {
     expansion = {
         skip = true,
         detonate = {
         maneuver = 'active',
            text = 'Detonate',
         executionTime = '1a',
            symbol = '💥',
         interaction = 'man',
            link = 'Detonate expansion abilities',
        delivery = 'self',
            class = 'expansion-tagged detonate'
         target = 'self',
        },
        duration = 'instant',
         ripple = {
        range = 'self',
            text = 'Ripple',
            symbol = '🌊',
            link = 'Ripple expansion abilities',
            class = 'expansion-tagged ripple'
         },
        cascade = {
            text = 'Cascade',
            symbol = '➰',
            link = 'Cascade expansion abilities',
            class = 'expansion-tagged cascade'
         },
        fork = {
            text = 'Fork',
            symbol = '🔱',
            link = 'Fork expansion abilities',
            class = 'expansion-tagged fork'
        }
    },
    sustained = {
         sustained = {
            text = 'Sustained',
            symbol = '⏳️',
            link = 'Sustained abilities',
            class = 'sustained'
        }
     }
     }
}
}


local function addCategory(category, key, val, skill, spell, addCats, noLower)
local premades = {
     if addCats then
     strike = {
         if not noLower then
         maneuver = 'active',
            category = category:lower()
        executionTime = '1a',
         end
         interaction = 'attack',
         if tags[key] and tags[key][val] then
         delivery = 'weapon',
            category = tags[key][val].link
        target = 'creature',
         end
         duration = 'instant',
         if skill then
         range = 'weapon',
            skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
    },
            skillCategory = skillCategory:gsub("^%l", string.upper)
    ray = {
         end
        maneuver = 'active',
         if spell then
        executionTime = '1a',
            spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
        interaction = 'attack',
            spellCategory = spellCategory:gsub("^%l", string.upper)
        delivery = 'missile',
         end
        target = 'creature',
         category = category:gsub("^%l", string.upper)
         duration = 'instant',
          
         range = '60f',
         local c = '[[Category:' .. tostring(category) .. ']]'
        piercing = 'av0',
         if skill then
    },
            c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
    ball = {
         end
        maneuver = 'active',
         if spell then
        executionTime = '1a',
            c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
        interaction = 'attack',
         end
         delivery = 'missile',
         return c
         target = 'creature',
     else
         duration = 'instant',
         return ''
         range = '30f',
    end
        piercing = 'ub',
end
    },
 
    aura = {
local function makeTag(frame, key, value, makeCat, transparent)
         skip = true,
     if not tags[key] or not tags[key][value] then
        maneuver = 'active',
         if value then
        executionTime = '1a',
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
         interaction = 'feat',
            if not ('.' == out:sub(-1)) then
         delivery = 'aura',
                out = out .. '.'
        target = 'creature',
            end
        duration = 'instant',
            return out
         range = '10f',
         else
         attribute = 'mov',
            return ''
     },
         end
    ritual = {
     end
         maneuver = 'slow',
     local tag = tags[key][value]
        executionTime = '10m',
    if tag.no then
        interaction = 'manifest',
         local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
        delivery = 'sight',
         if not ('.' == out:sub(-1)) then
        target = 'creature',
            out = out .. '.'
        duration = 'instant',
         end
        range = '5f',
         return out
    },
     end
     touch = {
     local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
         maneuver = 'active',
    if tag.symbol then
        executionTime = '1a',
         tagText = tagText .. "|" .. tag.symbol
        interaction = 'attack',
    end
        delivery = 'hand',
    if tag.link then
        target = 'creature',
         tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
        duration = 'instant',
    end
         range = 'hand',
    if tag.color then
         piercing = 'ub',
         tagText = tagText .. "|c=" .. tag.color
     },
     end
     triumph = {
     if transparent then
        skip = true,
         tagText = tagText .. "|o=1"
         maneuver = 'reactive',
    end
         executionTime = '0r',
    tagText = tagText .. "}}"
        interaction = 'manifest',
    -- out = frame:preprocess(tagText)
        delivery = 'self',
    out = tagText
        target = 'self',
    return out
         duration = 'instant',
end
         range = 'self',
 
     },
local function makeContent(frame, table, keys, makeCat)
     self = {
    local content = ''
        skip = true,
    local subContent = ''
         maneuver = 'active',
     local hasPre = false
        executionTime = '1a',
    for _, key in ipairs(keys) do
        interaction = 'man',
         if ('pre' == key and table['pre']) or ('executionTime' == key and table['executionTime']) or ('target' == key) or ('duration' == key) or ('invoked' == key and table['invoked']) then
         delivery = 'self',
            hasPre = true
        target = 'self',
            content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
        duration = 'instant',
         else
         range = 'self',
            if hasPre then
     },
                subContent = subContent .. makeTag(frame, key, table[key], makeCat)
     passive = {
            else
         skip = true,
                content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
        maneuver = 'passive',
            end
        interaction = 'man',
         end
        delivery = 'self',
        target = 'self',
        duration = '4',
        range = 'self',
    },
     crown = {
        skip = true,
         maneuver = 'active',
        executionTime = '1a',
        interaction = 'man',
        delivery = 'self',
        target = 'self',
        duration = '8h',
        range = 'self',
        sustained = 'sus',
    }
}
 
function noPlural(word)
    -- Common irregular plural forms
    local irregulars = {
        ["children"] = "child",
        ["men"] = "man",
        ["women"] = "woman",
         ["feet"] = "foot",
        ["teeth"] = "tooth",
        ["mice"] = "mouse",
        ["geese"] = "goose"
    }
 
    -- Check for irregular forms
    if irregulars[word] then
         return irregulars[word]
     end
     end
     if hasPre then
 
         content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
    -- Regular pluralization rules
         -- content = content .. '{{TagSub|' .. subContent .. '}}'
     if word:match("ies$") then
         -- Change words ending in 'ies' to 'y' (e.g., "parties" -> "party")
        return word:sub(1, -4) .. "y"
    elseif word:match("ves$") then
        -- Change words ending in 'ves' to 'f' or 'fe' (e.g., "wolves" -> "wolf")
        return word:sub(1, -4) .. "f"
    elseif word:match("s$") and not word:match("ss$") then
         -- Remove trailing 's' (e.g., "cats" -> "cat", but keep "boss")
        return word:sub(1, -2)
    else
        -- Return the word unchanged if no pluralization rule applies
        return word
     end
     end
     if content == '' then
end
         for _, key in ipairs(keys) do
 
             if table[key] then
local function addCategory(category, key, val, skill, spell, addCats, noLower)
                 content = frame:preprocess('{{ucfirst:' .. content .. table[key] .. '}}')
     if addCats then
         if not noLower then
            category = category:lower()
        end
        if tags[key] and tags[key][val] then
             if tags[key][val].tags then
                 out = ''
                for _, t in ipairs(tags[key][val].tags) do
                    out = out .. addCategory(category, key, t, skill, spell, addCats, true)
                end
                return out
            else
                category = tags[key][val].link
             end
             end
         end
         end
    end
        if skill then
    return content
            skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
end
            skillCategory = skillCategory:gsub("^%l", string.upper)
 
local function makeBar(frame, title, content, makeCat)
    if content == '' then
        return ''
    end
    local barTitle = mw.html.create('span')
    barTitle
        :addClass('ability-bar-title')
        :wikitext(frame:preprocess("{{ucfirst:" .. title .. "}}:"))
        :css('font-weight', 'bold')
        :css('margin-right', '0.5em')
    local barContent = mw.html.create('span')
    barContent
        :addClass('ability-bar-content')
        :wikitext(content)
    local output = mw.html.create('div')
    output
        :addClass('ability-bar')
        :node(barTitle)
        :node(barContent)
    return tostring(output)
end
 
local function resolveAlias(args, aliases)
    local resolved = {}
 
    -- Resolve keys
    for canonicalKey, keyAliasList in pairs(aliases.keys) do
        for _, alias in ipairs(keyAliasList) do
            if args[alias] then
                resolved[canonicalKey] = args[alias]
                break
            end
         end
         end
    end
        if spell then
 
            spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
    -- Resolve values
            spellCategory = spellCategory:gsub("^%l", string.upper)
    for canonicalKey, canonicalValueTable in pairs(aliases.values) do
        end
         local rawValue = resolved[canonicalKey]
        category = category:gsub("^%l", string.upper)
       
        local c = '[[Category:' .. tostring(category) .. ']]'
        if skill then
            c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
         end
        if spell then
            c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
        end
        return c
    else
        return ''
    end
end


        if rawValue then
local function makeTag(frame, key, value, makeCat, transparent)
            for canonicalValue, valueAliasList in pairs(canonicalValueTable) do
    if not tags[key] or not tags[key][value] then
                for _, alias in ipairs(valueAliasList) do
        if value then
                    if rawValue == alias then
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
                        resolved[canonicalKey] = canonicalValue
            if not ('.' == out:sub(-1)) then
                        break
                out = out .. '.'
                    -- Handle patterns like timeParse or distParse
                    elseif rawValue and type(valueAliasList) == "table" and valueAliasList[1] and rawValue:match(valueAliasList[1]) then
                        if canonicalKey == "duration" or canonicalKey == "executionTime" then
                            -- Parse time duration (e.g., 5d -> "5 days")
                            local num = tonumber(rawValue:match("^(%d+)"))
                            local unit = rawValue:match("[%a]+$")
                            local unitMap = {m = "minute", h = "hour", d = "day", w = "week", y = "year"}
                            local parsedValue = num .. " " .. (unitMap[unit] or "unit") .. (num > 1 and "s" or "")
                            resolved[canonicalKey] = parsedValue
                        elseif canonicalKey == "range" or canonicalKey == "expansionRange" then
                            -- Parse distance (e.g., 30f -> "30 feet")
                            local num = tonumber(rawValue:match("^(%d+)"))
                            local unit = rawValue:match("[%a]+$")
                            local unitMap = {f = "feet", m = "miles"}
                            local parsedValue = num .. " " .. (unitMap[unit] or "unit")
                            resolved[canonicalKey] = parsedValue
                        end
                    end
                end
             end
             end
            return out
        else
            return ''
         end
         end
     end
     end
    local tag = tags[key][value]
    if tag.no then
        local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
        if not ('.' == out:sub(-1)) then
            out = out .. '.'
        end
        return out
    end
    if tag.tags then
        local out = ''
        for _, t in ipairs(tag.tags) do
            out = out .. makeTag(frame, key, t, makeCat, transparent)
        end
        return out
    end
    local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
    if tag.symbol then
        tagText = tagText .. "|" .. tag.symbol
    end
    if tag.link then
        tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
    end
    if tag.color then
        tagText = tagText .. "|c=" .. tag.color
    end
    if tag.class then
        tagText = tagText .. "|class=" .. tag.class
    end
    if transparent then
        tagText = tagText .. "|o=1"
    end
    tagText = tagText .. "}}"
    -- out = frame:preprocess(tagText)
    out = tagText
    return out
end


    return resolved
local function makeContent(frame, table, keys, makeCat)
end
     local content = ''
 
     local subContent = ''
local classFixes = {
     local hasPre = false
     bar = 'ber',
    for _, key in ipairs(keys) do
     sam = 'due',
        if ('pre' == key and table['pre']) or ('executionTime' == key and table['executionTime']) or ('target' == key) or ('duration' == key) or ('invoked' == key and table['invoked']) then
     ama = 'cor'
            hasPre = true
}
            content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
 
        else
local classArchetypes = {
            if hasPre then
    ber = 'warr',
                subContent = subContent .. makeTag(frame, key, table[key], makeCat)
    due = 'warr',
            else
    vet = 'warr',
                content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
    kni = 'warr',
            end
    pal = 'warr',
        end
    ass = 'semi',
    end
    cor = 'semi',
     if hasPre then
     arc = 'semi',
        content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
    thi = 'semi',
        -- content = content .. '{{TagSub|' .. subContent .. '}}'
     ran = 'semi',
     end
     fla = 'mage',
     if content == '' then
    sto = 'mage',
        for _, key in ipairs(keys) do
    lif = 'mage',
            if table[key] then
     nec = 'mage',
                content = frame:preprocess('{{ucfirst:' .. content .. table[key] .. '}}')
     nat = 'mage'
            end
}
        end
     end
     return content
end


local className = {
local function makeBar(frame, title, content, link, flags, bottom)
     ber = 'Berserker',
    if content == '' then
     due = 'Duelist',
        return ''
     vet = 'Veteran',
    end
     kni = 'Knight',
     local barSpace = mw.html.create('span')
     pal = 'Paladin',
     barSpace
     ass = 'Assassin',
        :wikitext(frame:preprocess(' '))
     cor = 'Corsair',
        :css('display', 'none')
    arc = 'Archer',
     local barTitle = mw.html.create('span')
     thi = 'Thief',
    local barTitleClass = title:lower()
     ran = 'Ranger',
     barTitleClass = barTitleClass:gsub(' ', '-')
     fla = 'Flame Mage',
     barTitleClass = barTitleClass:gsub('\'', '')
     sto = 'Storm Mage',
     barTitleClass = barTitleClass:gsub('\"', '')
    lif = 'Life Mage',
    local barText = "{{ucfirst:" .. title .. "}}"
     nec = 'Necromancer',
     if link then
    nat = 'Nature Mage',
        barText = "[[" .. link .. "|" .. barText .. "]]"
}
    end
    barText = barText .. ":"
    barTitle
        :addClass('ability-bar-title')
        :wikitext(frame:preprocess(barText))
        :css('font-weight', 'bold')
        :css('margin-right', '0.5em')
     local barContent = mw.html.create('span')
     barContent
        :addClass('ability-bar-content')
        :wikitext(content)
     local output = mw.html.create('div')
     if bottom then
        output = mw.html.create('span')
    end
    if not flags then
        flags = {}
    end
    for k, v in pairs(flags) do
        if type(v) == 'string' then
            output:addClass('flag-' .. k .. '-' .. v)
        end
    end
     output
        :addClass('ability-bar')
        :addClass('ability-bar-' .. barTitleClass)
        :attr(flags)
        :attr('test', 'out')
        :node(barSpace)
        :node(barTitle)
        :node(barSpace)
        :node(barContent)
        :css('display', 'block')
    -- if flags then
        -- for k, v in ipairs(flags) do
        --    output:attr(k, v)
        -- end
    -- end
    return tostring(output)
end


local archetypeName = {
local function resolveAlias(args, aliases)
    warr = 'Warrior',
     local resolved = {}
     semi = 'Semi',
    mage = 'Mage',
}


function p.a ( frame )
     -- Resolve keys
 
     for canonicalKey, keyAliasList in pairs(aliases.keys) do
    makeCat = true
         for _, alias in ipairs(keyAliasList) do
 
             if args[alias] then
     -- Figure out all the default values
                resolved[canonicalKey] = args[alias]
     local args = frame.args
                break
    local resolved = {}
            end
    if args['pre'] then
        local toResolve = resolveAlias(premades[args['pre']], aliases)
         for k, v in pairs(toResolve) do
             resolved[k] = v
         end
         end
    end
    local userResolve = resolveAlias(args, aliases)
    for k, v in pairs(userResolve) do
        resolved[k] = v
    end
    if resolved['pre'] and premades[args['pre']]['skip'] then
        resolved['pre'] = nil
     end
     end


     if resolved['interaction'] == 'attack' then
     -- Resolve values
        local dc = "Hit target's AC"
    for canonicalKey, canonicalValueTable in pairs(aliases.values) do
        if resolved['target'] == 'limb' then
         local rawValue = resolved[canonicalKey]
            dc = dc .. ' + 2'
        end
        if resolved['target'] == 'arm' then
            dc = dc .. ' + 2'
        end
        if resolved['target'] == 'leg' then
            dc = dc .. ' + 2'
        end
        if resolved['target'] == 'vitals' then
            dc = dc .. ' + 5'
        end
        if resolved['target'] == 'item' then
            dc = "Hit user's AC - target's BV"
        end
        if resolved['target'] == 'shield' then
            dc = "Hit user's AC - target's BV"
        end
         if resolved['target'] == 'armor' then
            dc = "Hit user's AC - target's AV"
        end
        if resolved['target'] == 'weapon' then
            dc = "Hit user's AC - target's BV"
        end
        resolved['hitDC'] = dc
    end


    if resolved['invoked'] then
        if rawValue then
        resolved['verbal'] = 'verbal'
            for canonicalValue, valueAliasList in pairs(canonicalValueTable) do
        resolved['somatic'] = 'somatic'
                for _, alias in ipairs(valueAliasList) do
        resolved['mage'] = 'magelore'
                    if rawValue == '' then
                        resolved[canonicalKey] = false
                        break
                    elseif rawValue == alias then
                        resolved[canonicalKey] = canonicalValue
                        break
                    -- Handle patterns like timeParse or distParse
                    elseif rawValue and type(valueAliasList) == "table" and valueAliasList[1] and rawValue:match(valueAliasList[1]) then
                        if canonicalKey == "duration" or canonicalKey == "executionTime" then
                            -- Parse time duration (e.g., 5d -> "5 days")
                            local num = tonumber(rawValue:match("^(%d+)"))
                            local unit = rawValue:match("[%a]+$")
                            local unitMap = {m = "minute", h = "hour", d = "day", w = "week", y = "year", r = "round", s = "second"}
                            if unitMap[unit] then
                                local parsedValue = num .. " " .. unitMap[unit] .. (num > 1 and "s" or "")
                                resolved[canonicalKey] = parsedValue
                            else
                                resolved[canonicalKey] = rawValue
                            end
                        elseif canonicalKey == "range" or canonicalKey == "expansionRange" then
                            -- Parse distance (e.g., 30f -> "30 feet")
                            local num = tonumber(rawValue:match("^(%d+)"))
                            local unit = rawValue:match("[%a]+$")
                            local unitMap = {f = "feet", m = "miles"}
                            if unitMap[unit] then
                                local parsedValue = num .. " " .. unitMap[unit]
                                resolved[canonicalKey] = parsedValue
                            else
                                resolved[canonicalKey] = rawValue
                            end
                        end
                    end
                end
            end
        end
     end
     end


     local skill = false
     return resolved
     local spell = false
end
    local standard = false
 
local function exists(arg)
     return arg ~= nil and arg ~= '' and arg ~= false
end


    local class = nil
local classFixes = {
     local classFull = nil
     bar = 'ber',
    local archetype = nil
    sam = 'due',
    local archetypeFull = nil
     ama = 'cor'
    local rank = nil
}
    if args['class'] then
        class = args['class']
        if classFixes[class] then
            class = classFixes[class]
        end
        archetype = classArchetypes[class]
        if args['arch'] then
            archetype = args['arch']
        end
        classFull = className[class]
        archetypeFull = archetypeName[archetype]
        standard = true
        if archetype == 'warr' or archetype == 'semi' then
            skill = true
        end
        if archetype == 'mage' then
            spell = true
        end
    end
     if args['rank'] then
        rank = args['rank']
    end


    local costMP = nil
local classArchetypes = {
     local costHP = nil
     ber = 'warr',
     if args['skill'] then
     due = 'warr',
        skill = true
    vet = 'warr',
        if args['skill'] == '0' or args['skill'] == 'false' then
    kni = 'warr',
            skill = false
    pal = 'warr',
        end
    ass = 'semi',
     end
    cor = 'semi',
     if args['spell'] then
    arc = 'semi',
        spell = true
    thi = 'semi',
        if args['spell'] == '0' or args['spell'] == 'false' then
    ran = 'semi',
            spell = false
     fla = 'mage',
        end
     sto = 'mage',
     end
    lif = 'mage',
     if args['standard'] then
    nec = 'mage',
        standard = true
    nat = 'mage'
        if args['standard'] == '0' or args['standard'] == 'false' then
}
            standard = false
 
        end
local className = {
     end
    ber = 'Berserker',
     if args['mp'] then
    due = 'Duelist',
        costMP = args['mp']
     vet = 'Veteran',
     end
     kni = 'Knight',
     if args['hp'] then
    pal = 'Paladin',
        costHP = args['hp']
    ass = 'Assassin',
    end
    cor = 'Corsair',
    arc = 'Archer',
    thi = 'Thief',
     ran = 'Ranger',
     fla = 'Flame Mage',
    sto = 'Storm Mage',
     lif = 'Life Mage',
     nec = 'Necromancer',
    nat = 'Nature Mage',
}


    local basic = false
local archetypeName = {
     local journeyman = false
     warr = 'Warrior',
     if args['basic'] then
     semi = 'Semi',
        basic = true
    mage = 'Mage',
    end
}
    if args['journeyman'] or args['jm'] then
 
        journeyman = true
function p.a ( frame )
    end


     -- Category string
     makeCat = true
    local c = ''


     local name = args['name']
     -- Figure out all the default values
     local page = mw.title.getCurrentTitle().text
     local args = frame.args
     local namespace = frame:preprocess('{{NAMESPACE}}')
     local resolved = {}
     local addCats = ((namespace == 'Ability') and (page == name))
     if args['pre'] then
    c = c .. addCategory('Abilities', nil, nil, skill, spell, addCats)
        local toResolve = resolveAlias(premades[args['pre']], aliases)
    if basic then
        for k, v in pairs(toResolve) do
         c = c .. addCategory('Basic abilities', 'basic', nil, skill, spell, addCats)
            resolved[k] = v
         end
     end
     end
     if journeyman then
     local userResolve = resolveAlias(args, aliases)
        c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
    for k, v in pairs(userResolve) do
        resolved[k] = v
     end
     end
     if standard then
     if resolved['pre'] and premades[args['pre']]['skip'] then
         c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
        resolved['pre'] = nil
         if skill then
    end
             c = c .. addCategory('Semblant skills', nil, nil, skill, spell, addCats)
    if not resolved['duration'] then
        resolved['duration'] = 'instant'
    end
 
    if resolved['interaction'] == 'attack' then
        local dc = "Hit target's {{AC}}"
        if resolved['target'] == 'limb' then
            dc = "Hit target's {{Var:ACLimb}}"
        end
        if resolved['target'] == 'al' then
        dc = "Hit target's {{Var:ACLimb}}"
    end
         if resolved['target'] == 'arm' then
            dc = "Hit target's {{Var:ACLimb}}"
        end
        if resolved['target'] == 'leg' then
            dc = "Hit target's {{Var:ACLimb}}"
        end
        if resolved['target'] == 'vitals' then
            dc = "Hit target's {{Var:ACVitals}}"
        end
        if resolved['target'] == 'item' or resolved['target'] == 'ari' then
            dc = "Hit {{DC}} [[Core:Item Target|depends on item]]"
        end
         if resolved['target'] == 'shield' then
             dc = "Hit user's {{Var:ACWielded}}"
        end
        if resolved['target'] == 'armor' then
            dc = "Hit user's {{Var:ACWorn}}"
         end
         end
         if spell then
         if resolved['target'] == 'weapon' then
             c = c .. addCategory('Conjured spells', nil, nil, skill, spell, addCats)
             dc = "Hit user's {{Var:ACWielded}}"
         end
         end
        resolved['hitDC'] = dc
     end
     end
     if (archetype and archetypeFull) then
 
         c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
     if resolved['expansionCount'] then
         if resolved['expansionCount'] == '1' then
            resolved['expansionCount'] = '{{Space}}' .. resolved['expansionCount'] .. ' extra execution.'
        else
            resolved['expansionCount'] = '{{Space}}' .. resolved['expansionCount'] .. ' extra executions.'
        end
     end
     end
     if (class and classFull) then
 
         c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
     if resolved['invoked'] then
         resolved['verbal'] = 'verbal'
        resolved['somatic'] = 'somatic'
        resolved['mage'] = 'magelore'
     end
     end
     if (rank and (class and classFull)) then
 
         if rank == '3' then
    local skill = false
             rank = '3+'
    local spell = false
    local standard = false
 
    local class = nil
    local classFull = nil
    local archetype = nil
    local archetypeFull = nil
    local rank = nil
     if args['class'] then
         class = args['class']
        if classFixes[class] then
             class = classFixes[class]
         end
         end
        c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
     end
     end
     if resolved['pre'] then
     if args['class'] or args['arch'] then
         c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], skill, spell, addCats)
         archetype = classArchetypes[class]
    end
        if args['arch'] then
    if resolved['interaction'] then
            archetype = args['arch']
         c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
        end
        classFull = className[class]
         archetypeFull = archetypeName[archetype]
        standard = true
        if archetype == 'warr' or archetype == 'semi' then
            skill = true
        end
        if archetype == 'mage' then
            spell = true
        end
     end
     end
     if resolved['delivery'] then
    local costMP = nil
         c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
    local costHP = nil
    local costGP = nil
     if args['pre'] == 'crown' then
         spell = true
        costMP = '1'
        rank = '2'
     end
     end
     if resolved['target'] then
     if args['rank'] then
         c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
         rank = args['rank']
     end
     end
     if resolved['duration'] then
   
         c = c .. addCategory(resolved['duration'] .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
     if args['skill'] then
         skill = true
        if args['skill'] == '0' or args['skill'] == 'false' then
            skill = false
        end
     end
     end
     -- if resolved['range'] then
     if args['spell'] then
    --    c = c .. addCategory(resolved['range'] .. ' range abilities', 'range', resolved['range'], skill, spell, addCats)
        spell = true
    -- end
        if args['spell'] == '0' or args['spell'] == 'false' then
    if resolved['expansion'] then
            spell = false
         c = c .. addCategory(resolved['expansion'] .. ' expansion abilities', 'expansion', resolved['expansion'], skill, spell, addCats)
         end
     end
     end
     -- if resolved['expansionRange'] then
     if args['standard'] then
    --    c = c .. addCategory(resolved['expansionRange'] .. ' expansion range abilities', 'expansionRange', resolved['expansionRange'], skill, spell, addCats)
        standard = true
    -- end
        if args['standard'] == '0' or args['standard'] == 'false' then
    if resolved['attribute'] then
            standard = false
         c = c .. addCategory(resolved['attribute'] .. ' save abilities', 'attribute', resolved['attribute'], skill, spell, addCats)
         end
     end
     end
     if resolved['piercing'] then
     if args['mp'] and args['mp']:len() > 0 then
         c = c .. addCategory(resolved['piercing'] .. ' abilities', 'piercing', resolved['piercing'], skill, spell, addCats)
         costMP = args['mp']
     end
     end
     if resolved['sustained'] then
     if args['hp'] and args['hp']:len() > 0 then
         c = c .. addCategory('Sustained abilities', 'sustained', resolved['sustained'], skill, spell, addCats)
         costHP = args['hp']
     end
     end
     if resolved['upgrade'] then
     if args['gp'] and args['gp']:len() > 0 then
         c = c .. addCategory(resolved['upgrade'] .. ' abilities', 'upgrade', resolved['upgrade'], skill, spell, addCats)
         costGP = args['gp']
     end
     end
     if resolved['executionTime'] then
     if exists(args['shatter']) then
        c = c .. addCategory(resolved['executionTime'] .. ' abilities', 'executionTime', resolved['executionTime'], skill, spell, addCats)
    costShatter = args['shatter']
     end
     end
     if resolved['maneuver'] then
 
         c = c .. addCategory(resolved['maneuver'] .. ' abilities', 'maneuver', resolved['maneuver'], skill, spell, addCats)
    local basic = false
    local journeyman = false
     if args['basic'] then
         basic = true
     end
     end
     if resolved['verbal'] then
     if args['journeyman'] or args['jm'] then
         c = c .. addCategory('Verbal component abilities', 'verbal', resolved['verbal'], skill, spell, addCats)
         journeyman = true
     end
     end
     if resolved['somatic'] then
 
         c = c .. addCategory('Somatic component abilities', 'somatic', resolved['somatic'], skill, spell, addCats)
    -- Category string
     local c = ''
 
    local name = args['name']
    local page = mw.title.getCurrentTitle().text
    local namespace = frame:preprocess('{{NAMESPACE}}')
    local addCats = ((namespace == 'Ability') and (page == name))
    c = c .. addCategory('Abilities', nil, nil, skill, spell, addCats)
    if basic then
         c = c .. addCategory('Basic abilities', 'basic', nil, skill, spell, addCats)
     end
     end
     if resolved['material'] then
     if journeyman then
         c = c .. addCategory('Material component abilities', 'material', resolved['material'], skill, spell, addCats)
         c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
     end
     end
     if resolved['magelore'] then
    local esContent = ''
         c = c .. addCategory('Magelore component abilities', 'magelore', resolved['magelore'], skill, spell, addCats)
     if args['es'] and args['es']:len() > 0 then
        esContent = esContent .. makeTag(frame, 'es', 'es', makeCat)
         c = c .. addCategory('Elder Sorcery abilities', 'es', 'es', skill, spell, addCats)
    else
    if spell then
    standard = '1'
end
     end
     end
     if resolved['invoked'] then
     if standard then
        c = c .. addCategory('Invoke component abilities', 'invoked', resolved['invoked'], skill, spell, addCats)
        c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
        if skill then
            c = c .. addCategory('Semblant skills', nil, nil, skill, spell, addCats)
        end
        if spell then
            c = c .. addCategory('Conjured spells', nil, nil, skill, spell, addCats)
        end
    else
        c = c .. addCategory('Nonstandard abilities', nil, nil, skill, spell, addCats)
     end
     end
 
     if args['ethereal'] then
    local elementContent = ''
         c = c .. addCategory('Ethereal abilities', nil, nil, skill, spell, addCats)
     if args['life'] then
        elementContent = elementContent .. makeTag(frame, 'elements', 'life', makeCat)
         c = c .. addCategory('Life element abilities', 'elements', 'life', skill, spell, addCats)
     end
     end
     if args['storm'] then
     if args['av'] then
        elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
    c = c .. addCategory('AV granting abilities', nil, nil, skill, spell, addCats, true)
        c = c .. addCategory('Storm element abilities', 'elements', 'storm', skill, spell, addCats)
    c = c .. addCategory('AV' .. args['av'] .. ' granting abilities', nil, nil, skill, spell, addCats, true)
     end
     end
     if args['necro'] then
     if (archetype and archetypeFull) then
        elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
         c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
         c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
     end
     end
     if args['flame'] then
     if (class and classFull) then
        elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
         c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
         c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
     end
     end
     if args['nature'] then
     if (rank and (class and classFull)) then
         elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
         if rank == '3' then
         c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
            rank = '3+'
        end
         c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
     end
     end
 
     if resolved['pre'] then
    local powerContent = ''
         c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], skill, spell, addCats)
     if args['magic'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'magic', makeCat)
        c = c .. addCategory('Magically powered abilities', 'power', 'magic', skill, spell, addCats)
     end
     end
     if args['divine'] then
     if resolved['interaction'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'divine', makeCat)
         c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
        c = c .. addCategory('Divinely powered abilities', 'power', 'divine', skill, spell, addCats)
     end
     end
     if args['spirit'] then
     if resolved['delivery'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'spirit', makeCat)
         c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
        c = c .. addCategory('Spiritually powered abilities', 'power', 'spirit', skill, spell, addCats)
     end
     end
     if args['primal'] then
     if resolved['target'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'primal', makeCat)
         c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
        c = c .. addCategory('Primally powered abilities', 'power', 'primal', skill, spell, addCats)
     end
     end
     if args['martial'] then
     if resolved['duration'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'martial', makeCat)
         c = c .. addCategory(noPlural(resolved['duration']) .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
        c = c .. addCategory('Martially powered abilities', 'power', 'martial', skill, spell, addCats)
     end
     end
     if args['psionic'] then
     -- if resolved['range'] then
        powerContent = powerContent .. makeTag(frame, 'power', 'psionic', makeCat)
    --    c = c .. addCategory(resolved['range'] .. ' range abilities', 'range', resolved['range'], skill, spell, addCats)
         c = c .. addCategory('Psionically powered abilities', 'power', 'psionic', skill, spell, addCats)
    -- end
    if resolved['expansion'] then
         c = c .. addCategory(resolved['expansion'] .. ' expansion abilities', 'expansion', resolved['expansion'], skill, spell, addCats)
     end
     end
     if args['techo'] then
     -- if resolved['expansionRange'] then
        powerContent = powerContent .. makeTag(frame, 'power', 'techo', makeCat)
    --    c = c .. addCategory(resolved['expansionRange'] .. ' expansion range abilities', 'expansionRange', resolved['expansionRange'], skill, spell, addCats)
         c = c .. addCategory('Technologically powered abilities', 'power', 'techo', skill, spell, addCats)
    -- end
    if resolved['attribute'] then
         c = c .. addCategory(resolved['attribute'] .. ' save abilities', 'attribute', resolved['attribute'], skill, spell, addCats)
     end
     end
 
     if resolved['piercing'] then
    local effectContent = ''
         c = c .. addCategory(resolved['piercing'] .. ' abilities', 'piercing', resolved['piercing'], skill, spell, addCats)
     if args['mental'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'mental', makeCat)
        c = c .. addCategory('Mental effects', 'effect', 'mental', skill, spell, addCats)
     end
     end
     if args['truth'] then
     if resolved['sustained'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'truth', makeCat)
         c = c .. addCategory('Sustained abilities', 'sustained', resolved['sustained'], skill, spell, addCats)
         c = c .. addCategory('Truth detecting effects', 'effect', 'truth', skill, spell, addCats)
     end
     end
     if args['duelMod'] then
     if resolved['upgrade'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'duelMod', makeCat)
         c = c .. addCategory(resolved['upgrade'] .. ' abilities', 'upgrade', resolved['upgrade'], skill, spell, addCats)
        c = c .. addCategory('Duel modifying effects', 'effect', 'duelMod', skill, spell, addCats)
     end
     end
     if args['movement'] then
     if resolved['executionTime'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'movement', makeCat)
         c = c .. addCategory(noPlural(resolved['executionTime']) .. ' execution time abilities', 'executionTime', resolved['executionTime'], skill, spell, addCats)
        c = c .. addCategory('Movement effects', 'effect', 'movement', skill, spell, addCats)
     end
     end
     if args['displacement'] then
     if resolved['maneuver'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'displacement', makeCat)
         c = c .. addCategory(resolved['maneuver'] .. ' abilities', 'maneuver', resolved['maneuver'], skill, spell, addCats)
        c = c .. addCategory('Displacement effects', 'effect', 'displacement', skill, spell, addCats)
     end
     end
     if args['transformation'] then
     if resolved['verbal'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'transformation', makeCat)
         c = c .. addCategory('Verbal component abilities', 'verbal', resolved['verbal'], skill, spell, addCats)
         c = c .. addCategory('Transformation effects', 'effect', 'transformation', skill, spell, addCats)
     end
     end
     if args['control'] then
     if resolved['somatic'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'control', makeCat)
         c = c .. addCategory('Somatic component abilities', 'somatic', resolved['somatic'], skill, spell, addCats)
         c = c .. addCategory('Control effects', 'effect', 'control', skill, spell, addCats)
     end
     end
     if args['resist'] then
     if resolved['material'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'resist', makeCat)
         c = c .. addCategory('Material component abilities', 'material', resolved['material'], skill, spell, addCats)
         c = c .. addCategory('Resistance effects', 'effect', 'resist', skill, spell, addCats)
     end
     end
     if args['immune'] then
     if resolved['magelore'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'immune', makeCat)
         c = c .. addCategory('Magelore component abilities', 'magelore', resolved['magelore'], skill, spell, addCats)
         c = c .. addCategory('Immunity effects', 'effect', 'immune', skill, spell, addCats)
     end
     end
     if args['long'] then
     if resolved['invoked'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'long', makeCat)
         c = c .. addCategory('Invoke abilities', 'invoked', resolved['invoked'], skill, spell, addCats)
         c = c .. addCategory('Long range effects', 'effect', 'long', skill, spell, addCats)
     end
     end
     if args['sense'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'sense', makeCat)
    local flawContent = ''
         c = c .. addCategory('Sensory effects', 'effect', 'sense', skill, spell, addCats)
     if args['flaw'] or args['f'] or args['fl'] then
         flawContent = flawContent .. makeTag(frame, 'flaw', 'flaw', makeCat)
         c = c .. addCategory('Flaw abilities', 'flaw', 'flaw', skill, spell, addCats)
     end
     end
     if args['revive'] then
    local specialContent = ''
         effectContent = effectContent .. makeTag(frame, 'effects', 'revive', makeCat)
     if args['special'] or args['s'] or args['sp'] and ((args['special']:len() > 0) or (args['s']:len() > 0) or (args['sp']:len() > 0)) then
         c = c .. addCategory('Reviving effects', 'effect', 'revive', skill, spell, addCats)
         specialContent = specialContent .. makeTag(frame, 'special', 'special', makeCat)
         c = c .. addCategory('Special abilities', 'special', 'special', skill, spell, addCats)
     end
     end
     if args['summon'] then
    local wardedContent = ''
         effectContent = effectContent .. makeTag(frame, 'effects', 'summon', makeCat)
     if args['warded'] and args['warded']:len() > 0 then
         c = c .. addCategory('Summoning effects', 'effect', 'summon', skill, spell, addCats)
         wardedContent = wardedContent .. makeTag(frame, 'warded', 'warded', makeCat)
         c = c .. addCategory('Warded abilities', 'warded', 'warded', skill, spell, addCats)
     end
     end
     if args['heal'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'heal', makeCat)
    local elementContent = ''
         c = c .. addCategory('Healing effects', 'effect', 'heal', skill, spell, addCats)
     if args['life'] and args['life']:len() > 0 then
         elementContent = elementContent .. makeTag(frame, 'elements', 'life', makeCat)
         c = c .. addCategory('Life element abilities', 'elements', 'life', skill, spell, addCats)
     end
     end
 
     if args['storm'] and args['storm']:len() > 0 then
    local costContent = ''
        elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
     if costMP then
         c = c .. addCategory('Storm element abilities', 'elements', 'storm', skill, spell, addCats)
        c = c .. addCategory('MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        if costMP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X MP|🩵|l=MP cost abilities|c=#3584e4}}")
            c = c .. addCategory('Variable MP cost abilities', 'costMP', 'x', skill, spell, addCats, true)
         else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costMP .. " MP|🩵|l=MP cost abilities|c=#3584e4}}")
            c = c .. addCategory(costMP .. ' MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        end
     end
     end
     if costHP then
     if (args['necro'] and args['necro']:len() > 0) or (args['necromancy'] and args['necromancy']:len() > 0) then
         c = c .. addCategory('HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
         elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
         if costHP == 'x' then
         c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
            costContent = costContent .. frame:preprocess("{{Tag|X HP|❤️|l=HP cost abilities|c=#e01b24}}")
    end
            c = c .. addCategory('Variable HP cost abilities', 'costHP', 'x', skill, spell, addCats, true)
    if args['flame'] and args['flame']:len() > 0 then
         else
         elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
            costContent = costContent .. frame:preprocess("{{Tag|" .. costHP .. " HP|❤️|l=HP cost abilities|c=#e01b24}}")
        c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
            c = c .. addCategory(costHP .. ' HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
        end
     end
     end
 
    if args['nature'] and args['nature']:len() > 0 then
    local executionTimeTitle = 'Execution time'
        elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
    if spell then
         c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
         executionTimeTitle = 'Casting time'
     end
     end


     local statValContent = ''
     local powerContent = ''
     local statFeatContent = ''
     local martial = true
     if args['vstat'] and args['val'] then
     if args['magic'] and args['magic']:len() > 0 then
         local vstat = frame:preprocess("{{uc:" .. args['vstat'] .. "}}")
         martial = false
         statValContent = 'This ability sets your [[' .. vstat .. ']]' .. ' score to a minimum of ' .. args['val'] .. '.'
         powerContent = powerContent .. makeTag(frame, 'power', 'magic', makeCat)
         c = c .. addCategory('Attribute setting abilities', 'val', args['val'], skill, spell, addCats, true)
         c = c .. addCategory('Magically powered abilities', 'power', 'magic', skill, spell, addCats) .. addCategory('Magical effects', nil, nil, false, false, addCats)
        c = c .. addCategory(vstat .. ' setting abilities', 'vstat', args['vstat'], skill, spell, addCats, true)
     end
     end
     if args['fstat'] and (args['flu'] or args['pro']) then
     if args['divine'] and args['divine']:len() > 0 then
        local f = 'Proficiency'
         martial = false
        local fstat = frame:preprocess("{{uc:" .. args['fstat'] .. "}}")
         powerContent = powerContent .. makeTag(frame, 'power', 'divine', makeCat)
        if args['flu'] then
         c = c .. addCategory('Divinely powered abilities', 'power', 'divine', skill, spell, addCats) .. addCategory('Divine effects', nil, nil, false, false, addCats)
            f = 'Fluency'
        end
         statFeatContent = 'This ability gives [[' .. f .. ']] in [[' .. fstat .. ']] [[Feat Saves]].'
         c = c .. addCategory('Feat Save improvement abilities', 'flu', args['flu'], skill, spell, addCats)
         c = c .. addCategory('Feat Save ' .. f .. ' granting abilities', 'fstat', args['fstat'], skill, spell, addCats, true)
        c = c .. addCategory(fstat .. ' Feat Save ' .. f .. ' granting abilities', 'fstat', args['fstat'], skill, spell, addCats, true)
     end
     end
 
    if args['spirit'] and args['spirit']:len() > 0 then
     -- Remove range from self targeted abilities
        martial = false
     if resolved['target'] == 'self' or resolved['range'] == 'self' then
        powerContent = powerContent .. makeTag(frame, 'power', 'spirit', makeCat)
         resolved['range'] = nil
        c = c .. addCategory('Spiritually powered abilities', 'power', 'spirit', skill, spell, addCats) .. addCategory('Spiritual effects', nil, nil, false, false, addCats)
    end
    if args['primal'] and args['primal']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'primal', makeCat)
        c = c .. addCategory('Primally powered abilities', 'power', 'primal', skill, spell, addCats) .. addCategory('Primal effects', nil, nil, false, false, addCats)
    end
    if args['psionic'] and args['psionic']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'psionic', makeCat)
        c = c .. addCategory('Psionically powered abilities', 'power', 'psionic', skill, spell, addCats) .. addCategory('Mental effects', nil, nil, false, false, addCats)
    end
    if args['techo'] and args['techo']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'techo', makeCat)
        c = c .. addCategory('Technologically powered abilities', 'power', 'techo', skill, spell, addCats) .. addCategory('Technological effects', nil, nil, false, false, addCats)
     end
    if args['finance'] and args['finance']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'finance', makeCat)
        c = c .. addCategory('Financially powered abilities', 'power', 'finance', skill, spell, addCats) .. addCategory('Financial effects', nil, nil, false, false, addCats)
    end
    if args['alchemy'] and args['alchemy']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'alchemy', makeCat)
        c = c .. addCategory('Alchemically powered abilities', 'power', 'alchemy', skill, spell, addCats) .. addCategory('Alchemical effects', nil, nil, false, false, addCats)
    end
     if args['unknown'] and args['unknown']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'unknown', makeCat)
        c = c .. addCategory('Unknown powered abilities', 'power', 'unknown', skill, spell, addCats)
    end
    if args['martial'] and args['martial']:len() > 0 then
        martial = true
    end
    if martial then
        powerContent = powerContent .. makeTag(frame, 'power', 'martial', makeCat)
        c = c .. addCategory('Martially powered abilities', 'power', 'martial', skill, spell, addCats)
    end
    if class then
         classContent = makeContent(frame, resolved, {'class'}, makeCat)
        powerContent = powerContent .. classContent
    end
    if args['rotator'] and args['rotator']:len() > 0 then
        powerContent = powerContent .. makeTag(frame, 'category', 'rotator', makeCat)
    end
    if args['gm'] and args['gm']:len() > 0 then
        powerContent = powerContent .. makeTag(frame, 'gm', args['gm'], makeCat)
    end
    if args['guildmaster'] and args['guildmaster']:len() > 0 then
        powerContent = powerContent .. makeTag(frame, 'category', 'guildmaster', makeCat)
    end
    powerContent = powerContent .. elementContent
    if skill then
        powerContent = powerContent .. makeTag(frame, 'category', 'skill', makeCat)
    end
    if spell then
        powerContent = powerContent .. makeTag(frame, 'category', 'spell', makeCat)
    end
 
    local deliveryContent = ''
    if standard and skill then
        deliveryContent = deliveryContent .. makeTag(frame, 'category', 'semblant', makeCat)
    end
    if standard and spell then
        deliveryContent = deliveryContent .. makeTag(frame, 'category', 'conjure', makeCat)
     end
     end


     local barsTop = {
     local effectContent = ''
        {
    if exists(args['mental']) then
            title = 'elements',
         effectContent = effectContent .. makeTag(frame, 'effects', 'mental', makeCat)
            content = frame:preprocess(elementContent)
         c = c .. addCategory('Mental effects', 'effect', 'mental', skill, spell, addCats)
         },
    end
         {
    if exists(args['truth']) then
            title = 'power sources',
         effectContent = effectContent .. makeTag(frame, 'effects', 'truth', makeCat)
            content = frame:preprocess(powerContent)
         c = c .. addCategory('Truth detecting effects', 'effect', 'truthDetecting', skill, spell, addCats)
         },
    end
        {
    if exists(args['duelMod']) then
            title = 'effect types',
        effectContent = effectContent .. makeTag(frame, 'effects', 'duelModifying', makeCat)
            content = frame:preprocess(effectContent)
         c = c .. addCategory('Duel modifying effects', 'effect', 'duelModifying', skill, spell, addCats)
         },
    end
        {
    if exists(args['movement']) then
            title = 'delivery',
         effectContent = effectContent .. makeTag(frame, 'effects', 'movement', makeCat)
            content = makeContent(frame, resolved, {'pre', 'upgrade', 'piercing', 'delivery', 'interaction'}, makeCat)
         c = c .. addCategory('Movement effects', 'effect', 'movement', skill, spell, addCats)
        },
    end
        {
    if exists(args['poison']) then
            title = 'saving feature',
         effectContent = effectContent .. makeTag(frame, 'effects', 'poison', makeCat)
            content = makeContent(frame, resolved, {'attribute'}, makeCat)
        c = c .. addCategory('Poison effects', 'effect', 'poison', skill, spell, addCats)
         },
    end
        {
    if exists(args['illusion']) then
            title = 'target',
        effectContent = effectContent .. makeTag(frame, 'effects', 'illusion', makeCat)
            content = makeContent(frame, resolved, {'target', 'hitDC'}, makeCat)
         c = c .. addCategory('Illusion effects', 'effect', 'illusion', skill, spell, addCats)
        },
    end
         {
    if exists(args['displacement']) then
            title = executionTimeTitle,
         effectContent = effectContent .. makeTag(frame, 'effects', 'displacement', makeCat)
            content = makeContent(frame, resolved, {'executionTime', 'maneuver'}, makeCat)
         c = c .. addCategory('Displacement effects', 'effect', 'displacement', skill, spell, addCats)
         },
    end
        {
    if exists(args['transformation']) then
            title = 'trigger',
         effectContent = effectContent .. makeTag(frame, 'effects', 'transformation', makeCat)
            content = args['trigger'] or ''
         c = c .. addCategory('Transformation effects', 'effect', 'transformation', skill, spell, addCats)
         },
    end
        {
    if exists(args['control']) then
            title = 'cost and components',
        effectContent = effectContent .. makeTag(frame, 'effects', 'control', makeCat)
            content = frame:preprocess(costContent) .. makeContent(frame, resolved, {'material', 'invoked', 'verbal', 'somatic', 'magelore'}, makeCat)
         c = c .. addCategory('Control effects', 'effect', 'control', skill, spell, addCats)
        },
     end
        {
     if exists(args['resist']) then
            title = 'Mana cost',
         effectContent = effectContent .. makeTag(frame, 'effects', 'resist', makeCat)
            content = args['mpx'] or ''
         c = c .. addCategory('Resistance effects', 'effect', 'resist', skill, spell, addCats)
        },
    end
         {
    if exists(args['hexproof']) then
            title = 'Hit cost',
        effectContent = effectContent .. makeTag(frame, 'effects', 'hexproof', makeCat)
            content = args['hpx'] or ''
         c = c .. addCategory('Hexproof effects', 'effect', 'hexproof', skill, spell, addCats)
         },
    end
        {
    if exists(args['awaken']) then
            title = 'Material cost',
        effectContent = effectContent .. makeTag(frame, 'effects', 'awaken', makeCat)
            content = makeContent(frame, resolved, {'matx'}, makeCat)
         c = c .. addCategory('Awakening effects', 'effect', 'awaken', skill, spell, addCats)
         },
    end
        {
    if exists(args['immune']) then
            title = 'duration',
        effectContent = effectContent .. makeTag(frame, 'effects', 'immune', makeCat)
            content = makeContent(frame, resolved, {'duration', 'sustained'}, makeCat)
        c = c .. addCategory('Immunity effects', 'effect', 'immune', skill, spell, addCats)
         },
    end
        {
    if exists(args['hexseal']) then
            title = 'range',
        effectContent = effectContent .. makeTag(frame, 'effects', 'hexseal', makeCat)
            content = makeContent(frame, resolved, {'range'}, makeCat)
        c = c .. addCategory('Hexseal effects', 'effect', 'hexseal', skill, spell, addCats)
         },
    end
        {
    if exists(args['long']) then
            title = 'expansion',
        effectContent = effectContent .. makeTag(frame, 'effects', 'long', makeCat)
            content = makeContent(frame, resolved, {'expansion'}, makeCat)
        c = c .. addCategory('Long range effects', 'effect', 'long', skill, spell, addCats)
        },
    end
        {
    if exists(args['sense']) then
            title = 'expansion range',
        effectContent = effectContent .. makeTag(frame, 'effects', 'sense', makeCat)
            content = makeContent(frame, resolved, {'expansionRange'}, makeCat)
        c = c .. addCategory('Sensory effects', 'effect', 'sense', skill, spell, addCats)
         },
    end
     }
    if exists(args['revive'] or args['rev']) then
 
        effectContent = effectContent .. makeTag(frame, 'effects', 'revive', makeCat)
     local barsBottom = {
        c = c .. addCategory('Revival effects', 'effect', 'revive', skill, spell, addCats)
         {
    end
            title = 'Requirements',
    if exists(args['summon']) then
            content = makeContent(frame, resolved, {'requirement'}, makeCat)
        effectContent = effectContent .. makeTag(frame, 'effects', 'summon', makeCat)
         },
        c = c .. addCategory('Summoning effects', 'effect', 'summon', skill, spell, addCats)
        {
    end
            title = 'End condition',
    if exists(args['heal']) then
            content = args['end'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'heal', makeCat)
        },
        c = c .. addCategory('Healing effects', 'effect', 'heal', skill, spell, addCats)
        {
    end
            title = 'On critical hit',
    if exists(args['reanimate'] or args['rean']) then
            content = args['crithit'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'reanimate', makeCat)
        },
        c = c .. addCategory('Reanimation effects', 'effect', 'reanimate', skill, spell, addCats)
         {
    end
            title = 'On hit',
    if exists(args['regenerate'] or args['regen']) then
            content = args['hit'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'regenerate', makeCat)
        },
        c = c .. addCategory('Regeneration effects', 'effect', 'regenerate', skill, spell, addCats)
        {
    end
            title = 'On miss',
    if exists(args['revitalize'] or args['revit']) then
            content = args['miss'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'revitalize', makeCat)
        },
        c = c .. addCategory('Revitalization effects', 'effect', 'revitalize', skill, spell, addCats)
         {
    end
            title = 'On critically miss',
    if exists(args['kill']) then
            content = args['critmiss'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'kill', makeCat)
        },
        c = c .. addCategory('Killing effects', 'effect', 'kill', skill, spell, addCats)
        {
    end
            title = 'On critical fail',
    if exists(args['damage']) then
            content = args['critfail'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'damage', makeCat)
        c = c .. addCategory('Damaging effects', 'effect', 'damage', skill, spell, addCats)
    end
    if exists(args['drain']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'drain', makeCat)
        c = c .. addCategory('Draining effects', 'effect', 'drain', skill, spell, addCats)
    end
    if exists(args['destroy']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'destroy', makeCat)
        c = c .. addCategory('Destruction effects', 'effect', 'destroy', skill, spell, addCats)
    end
    if exists(args['contract']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'contract', makeCat)
        c = c .. addCategory('Contract effects', 'effect', 'contract', skill, spell, addCats)
    end
    if exists(args['steal']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'steal', makeCat)
        c = c .. addCategory('Stealing effects', 'effect', 'steal', skill, spell, addCats)
    end
    if exists(args['loud']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'loud', makeCat)
        c = c .. addCategory('Loud effects', 'effect', 'loud', skill, spell, addCats)
    end
    if exists(args['knockout']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'knockout', makeCat)
        c = c .. addCategory('Knockout effects', 'effect', 'knockout', skill, spell, addCats)
    end
    if exists(args['time']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'time', makeCat)
        c = c .. addCategory('Temporal effects', 'effect', 'time', skill, spell, addCats)
    end
    if exists(args['lightning']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'lightning', makeCat)
        c = c .. addCategory('Lightning effects', 'effect', 'lightning', skill, spell, addCats)
    end
    if exists(args['disease']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'disease', makeCat)
        c = c .. addCategory('Disease effects', 'effect', 'disease', skill, spell, addCats)
    end
    if exists(args['vision']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'vision', makeCat)
        c = c .. addCategory('Vision effects', 'effect', 'vision', skill, spell, addCats)
    end
    if exists(args['morganti']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'morganti', makeCat)
        c = c .. addCategory('Morganti effects', 'effect', 'morganti', skill, spell, addCats)
    end
    if exists(args['construction']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'construction', makeCat)
        c = c .. addCategory('Construction effects', 'effect', 'construction', skill, spell, addCats)
    end
    if exists(args['weather']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'weather', makeCat)
        c = c .. addCategory('Weather effects', 'effect', 'weather', skill, spell, addCats)
    end
 
    local autoContent = ''
    if exists(args['auto']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'auto', makeCat)
        c = c .. addCategory('Automatic effects', 'effect', 'auto', skill, spell, addCats)
        autoContent = autoContent .. ' This triggers automatically. You cannot choose to not use it if you are able to.'
    end
 
    local costContent = ''
    if costMP then
        c = c .. addCategory('MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        if costMP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X MP|🩵|l=:Category:MP cost abilities|c=#3584e4|class=cost-tagged mpx}}")
            c = c .. addCategory('Variable MP cost abilities', 'costMP', 'x', skill, spell, addCats, true)
        else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costMP .. " MP|🩵|l=:Category:MP cost abilities|c=#3584e4|class=cost-tagged mp" .. costMP .. "}}")
            c = c .. addCategory(costMP .. ' MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        end
    end
    if costHP then
        c = c .. addCategory('HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
        if costHP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X HP|❤️|l=:Category:HP cost abilities|c=#e01b24|class=cost-tagged hpx}}")
            c = c .. addCategory('Variable HP cost abilities', 'costHP', 'x', skill, spell, addCats, true)
        else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costHP .. " HP|❤️|l=:Category:HP cost abilities|c=#e01b24|class=cost-tagged hp" .. costHP .. "}}")
            c = c .. addCategory(costHP .. ' HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
        end
    end
    if costGP then
        c = c .. addCategory('GP cost abilities', 'costGP', costGP, skill, spell, addCats, true)
        if costGP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X GP|🪙|l=:Category:GP cost abilities|c=#F6D32D|class=cost-tagged gpx}}")
            c = c .. addCategory('Variable GP cost abilities', 'costGP', 'x', skill, spell, addCats, true)
        else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costGP .. " GP|🪙|l=:Category:GP cost abilities|c=#F6D32D|class=cost-tagged gp" .. costGP .. "}}")
            c = c .. addCategory(costGP .. ' GP cost abilities', 'costGP', costGP, skill, spell, addCats, true)
        end
    end
    if costShatter then
        c = c .. addCategory('Shatter cost abilities', 'costShatter', costShatter, skill, spell, addCats)
        costContent = costContent .. frame:preprocess("{{Tag|Shatter|💥|l=:Category:Shatter cost abilities|class=cost-tagged shatter}}")
    end
    if args['cost'] then
        costContent = costContent .. frame:preprocess(args['cost'])
    end
 
    local executionTimeTitle = 'Execution time'
    if spell then
        executionTimeTitle = 'Casting time'
    end
 
    local expansionContent = 'TEST'
    -- if args['ec'] or args['expCount'] or args['expansionCount'] then
    --    -- local ec = args['ec'] or args['expCount'] or args['expansionCount']
    --    -- ec = tostring(ec)
    --    local ec = '1'
    --    expansionContent = 'This ability expands ' .. ec .. ' time' .. (tonumber(ec) > 1 and 's' or '') .. '.'
    -- end
 
    local heightenedContent = ''
    if args['heightened'] and args['heightened']:len() > 0 then
        heightenedContent = heightenedContent .. 'For each additional {{MP}} spent, ' .. args['heightened']
        -- heightenedContent = heightenedContent .. ' You can only {{L|Core|Heightening|Heighten}} if you are {{L|Core|Proficiency Bonus|Proficient}} or {{L|Core|Fluency Bonus|Fluent}} in ' .. args['name'] .. ' and only up to the corresponding bonus.'
        c = c .. addCategory('Heightened abilities', 'heightened', args['heightened'], skill, spell, addCats, true)
    end
 
    local proficiencyContent = ''
    if args['pro'] then
        proficiencyContent = proficiencyContent .. frame:preprocess(args['pro'])
    end
 
    local fluencyContent = ''
    if args['flu'] then
        fluencyContent = fluencyContent .. frame:preprocess(args['flu'])
    end
 
    local restrictionContent = ''
    if args['restrict'] then
        restrictionContent = restrictionContent .. frame:preprocess(args['restrict'])
    end
 
    local statValContent = ''
    local statFeatContent = ''
    if args['vstat'] and args['val'] then
        local vstat = frame:preprocess("{{uc:" .. args['vstat'] .. "}}")
        statValContent = 'This ability sets your {{L|Core|' .. vstat .. '}}' .. ' score to a minimum of ' .. args['val'] .. '.'
        c = c .. addCategory('Attribute setting abilities', 'val', args['val'], skill, spell, addCats, true)
        c = c .. addCategory(vstat .. ' setting abilities', 'vstat', args['vstat'], skill, spell, addCats, true)
        c = c .. addCategory(vstat .. ' value of ' .. args['val'] .. ' setting abilities', 'val', args['val'], skill, spell, addCats, true)
    end
    local f = 'proficiency'
    if args['fflu'] then
        f = 'fluency'
    end
    if args['fstat'] and (args['fflu'] or args['fpro']) then
        local fstat = frame:preprocess("{{uc:" .. args['fstat'] .. "}}")
        statFeatContent = 'This ability gives {{L|Core|' .. f .. ' Bonus|' .. f .. '}} in {{L|Core|' .. fstat .. '}} {{L|Core|Feat Interaction|Feat Saves}}.'
        c = c .. addCategory('Feat save improvement abilities', 'flu', args['fflu'], skill, spell, addCats)
        c = c .. addCategory('Feat save ' .. f .. ' granting abilities', 'fstat', args['fstat'], skill, spell, addCats, true)
        c = c .. addCategory(fstat .. ' feat save ' .. f .. ' granting abilities', 'fstat', args['fstat'], skill, spell, addCats, true)
    end
    if args['rotator'] and args['rotator']:len() > 0 then
        c = c .. addCategory('Rotator abilities', 'rotator', args['rotator'], skill, spell, addCats)
    end
    if args['gm'] then
        c = c .. addCategory(tags['gm'][args['gm']]['link'], 'gm', args['gm'], skill, spell, addCats)
    end
    if args['guildmaster'] then
        c = c .. addCategory('Guildmaster abilities', 'guildmaster', args['guildmaster'], skill, spell, addCats)
    end
    if args['style'] then
        c = c .. addCategory('Casting style abilities', 'style', args['style'], skill, spell, addCats)
    end
    if args['weapon'] then
        c = c .. addCategory('Weapon fighting style abilities', 'weapon', args['weapon'], skill, spell, addCats)
    end
 
    -- Remove range from self targeted abilities
    if resolved['target'] == 'self' or resolved['range'] == 'self' then
        resolved['range'] = nil
    end
 
    local barsTop = {
        -- {
        --    title = 'elements',
        --    content = frame:preprocess(elementContent)
        -- },
        {
            title = 'power sources',
            content = frame:preprocess(esContent .. powerContent),
            link = ':Category:Powered abilities'
        },
        {
            title = 'effect types',
            content = frame:preprocess(flawContent .. specialContent .. effectContent),
            link = ':Category:Effects'
        },
        {
            title = 'delivery',
            content = frame:preprocess(wardedContent .. deliveryContent) .. makeContent(frame, resolved, {'expansion', 'pre', 'upgrade', 'piercing', 'delivery', 'interaction'}, makeCat),
            link = ':Category:Delivery abilities'
        },
        {
            title = 'save attribute',
            content = makeContent(frame, resolved, {'attribute'}, makeCat),
            link = 'Core:Feat Interaction'
        },
        {
            title = 'expansion save attribute',
            content = makeContent(frame, resolved, {'expansionAttribute'}, makeCat),
         },
         },
         {
         {
             title = 'On fail',
            title = 'target',
             content = args['fail'] or ''
            content = makeContent(frame, resolved, {'target', 'hitDC'}, makeCat),
         },
            link = ':Category:Target abilities'
         {
        },
             title = 'On save',
        {
             content = args['save'] or ''
            title = executionTimeTitle,
         },
            content = makeContent(frame, resolved, {'executionTime', 'maneuver'}, makeCat),
         {
            link = 'Core:Maneuvers'
             title = 'On critical save',
        },
             content = args['critsave'] or ''
        {
         },
            title = 'trigger',
         {
            content = (args['trigger'] or '') .. autoContent,
             title = 'Attribute improvement',
            link = 'Core:Reactive Maneuvers'
             content = frame:preprocess(statValContent)
        },
         },
        {
         {
            title = 'cost and components',
             title = 'Feat save improvement',
            content = frame:preprocess(costContent) .. makeContent(frame, resolved, {'material', 'invoked', 'verbal', 'somatic', 'magelore'}, makeCat),
             content = frame:preprocess(statFeatContent)
            link = ':Category:Cost abilities'
         }
        },
     }
        {
 
            title = 'Mana cost',
     local outputTop = ''
            content = args['mpx'] or '',
     for _, bar in ipairs(barsTop) do
            link = ':Category:MP cost abilities'
         outputTop = outputTop .. makeBar(frame, bar['title'], bar['content'])
        },
     end
        {
     local outputBottom = ''
            title = 'Hit cost',
 
            content = args['hpx'] or '',
     for _, bar in ipairs(barsBottom) do
            link = ':Category:HP cost abilities'
         outputBottom = outputBottom .. makeBar(frame, bar['title'], bar['content'])
        },
        {
            title = 'Gold cost',
            content = args['gpx'] or '',
            link = ':Category:GP cost abilities'
        },
        {
            title = 'Material cost',
            content = makeContent(frame, resolved, {'matx'}, makeCat),
            link = ':Category:Material component abilities'
        },
        {
            title = 'duration',
            content = makeContent(frame, resolved, {'duration', 'sustained'}, makeCat),
            link = ':Category:Duration abilities'
        },
        {
            title = 'range',
            content = makeContent(frame, resolved, {'range'}, makeCat),
            link = 'Core:Range'
        },
        -- {
        --    title = 'expansion',
        --    content = makeContent(frame, resolved, {'expansion'}, makeCat)
        -- },
        {
            title = 'expansion range',
            content = makeContent(frame, resolved, {'expansionRange'}, makeCat),
            link = 'Core:Expansions'
        },
        {
            title = 'expansion cap',
            content = makeContent(frame, resolved, {'expansionCount'}, makeCat),
            link = 'Core:Expansions'
        },
        {
            title = 'Requirements',
            content = makeContent(frame, resolved, {'requirement'}, makeCat)
        },
    }
 
    local barsBottom = {
        {
            title = 'End condition',
            content = args['end'] or ''
        },
        {
            title = 'On critical hit',
            content = args['crithit'] or ''
        },
        {
            title = 'On hit',
            content = args['hit'] or ''
        },
        {
            title = 'On miss',
            content = args['miss'] or ''
        },
        {
            title = 'On critically miss',
            content = args['critmiss'] or ''
        },
        {
            title = 'On critical fail',
            content = args['critfail'] or ''
        },
        {
             title = 'On fail',
             content = args['fail'] or ''
         },
         {
             title = 'On success',
             content = args['success'] or ''
         },
         {
             title = 'On critical success',
             content = args['critsuccess'] or ''
        },
        {
            title = 'Heightened',
            content = frame:preprocess(heightenedContent),
            link = ':Category:Heightened abilities'
        },
        {
            title = 'If proficient',
            content = proficiencyContent,
            link = 'Core:Proficiency Bonus'
        },
        {
            title = 'If fluent',
            content = fluencyContent,
            link = 'Core:Fluency Bonus'
         },
         {
             title = 'Attribute improvement',
             content = frame:preprocess(statValContent),
            link = 'Core:Attributes',
            flags = {
                attribute = args['vstat'] and frame:preprocess('{{lc:' .. args['vstat'] .. '}}') or "",
                value = args['val']
            }
         },
         {
             title = 'Feat save improvement',
             content = frame:preprocess(statFeatContent),
            link = 'Core:Feat Interaction',
            flags = {
                attribute = args['fstat'] and frame:preprocess('{{lc:' .. args['fstat'] .. '}}'),
                value = f
            }
         },
     }
 
     local outputTop = ''
     for _, bar in ipairs(barsTop) do
         outputTop = outputTop .. makeBar(frame, bar['title'], bar['content'], bar['link'], bar['flags'], false)
     end
     local outputBottom = ''
 
     for _, bar in ipairs(barsBottom) do
         outputBottom = outputBottom .. makeBar(frame, bar['title'], bar['content'], bar['link'], bar['flags'], true)
    end
 
    local outputMiddle = ''
    if args['e'] then
        outputMiddle = frame:preprocess(args['e'])
    end
 
    local output = mw.html.create('span')
    output
        :addClass('ability-variables')
    if args['basic'] then
        output
            :addClass('ability-basic')
     end
     end
 
     output:wikitext(outputTop)
    local outputMiddle = ''
    if args['e'] then
        outputMiddle = frame:preprocess(args['e'])
    end
 
    local output = mw.html.create('div')
     output
        :addClass('ability-variables')
        :wikitext(outputTop)
      
      
     if outputMiddle ~= '' then
     if outputMiddle ~= '' then
         output
         output
             :wikitext('<hr>')
             :wikitext('<hr>')
             :wikitext(outputMiddle)
             :wikitext('<span class="ability-overview-base">' .. outputMiddle .. '</span>')
     end
     end


Line 2,131: Line 3,350:


     output = tostring(output) .. c
     output = tostring(output) .. c
    output = output .. frame:preprocess('<templatestyles src="Template:Ability/styles.css" />')
     if not name then
     if not name then
         output = output .. '<span style="color: red;>NO NAME PROVIDED VERY BAD EVERY ABILITY NEEDS A NAME OKAY</span>'
         output = output .. '<span style="color: red;>NO NAME PROVIDED VERY BAD EVERY ABILITY NEEDS A NAME OKAY</span>'

Latest revision as of 00:13, 8 August 2026

Module:A Parameter Documentation

This page details all the parameters and their aliases accepted by the Module:A Scribunto module for formatting TTRPG abilities. Call the module using:

{{#invoke:A|a|name=Example Ability|<other parameters>}}

Core Parameters

Basic Information

  • name - The name of the ability (required)
  • e - The effect/description of the ability
  • trigger - What triggers the ability to activate

Type Flags

  • skill - Flag to mark this as a skill ability
    • Setting a warrior or semi class will automatically set this flag to true. This can be overridden by setting it to 0 or false.
  • spell - Flag to mark this as a spell ability
    • Setting a mage class will automatically set this flag to true. This can be overridden by setting it to 0 or false.
  • standard - Flag to mark this as a standard ability
    • Setting a class will automatically set this flag to true. This can be overridden by setting it to 0 or false.
    • Note that abilities that are provided by other class abilities are not always considered standard abilities nor abilities of that class. The main exceptions are crowns and other mage rotators.

Class Information

  • class - The class this ability belongs to
    Supported values:
    • bar/ber (Berserker)
    • sam/due (Duelist)
    • vet (Veteran)
    • kni (Knight)
    • pal (Paladin)
    • ass (Assassin)
    • ama/cor (Corsair)
    • arc (Archer)
    • thi (Thief)
    • ran (Ranger)
    • fla (Flame Mage)
    • sto (Storm Mage)
    • lif (Life Mage)
    • nec (Necromancer)
    • nat (Nature Mage)
  • arch - Override the default archetype for a class
    Supported values:
    • warr (Warrior)
    • semi (Semi)
    • mage (Mage)
  • rank - The rank requirement for the ability
    Supported values:
    • 1 (Rank 1)
    • 2 (Rank 2)
    • 3 (Rank 3+)

Ability Properties

Maneuver Type (maneuver/man/m)

  • active/ac/a - Active maneuver
  • reactive/re/r - Reactive maneuver
  • passive/ps/p - Passive maneuver
  • slow/sl/s - Slow maneuver
Execution Time (executionTime/time/et/x)
  • 0a/freeAction/fa - Free action
  • 1a/a/singleAction/sa - Single action
  • 2a/doubleAction/da - Double action
  • 3a/tripleAction/ta - Triple action
  • 0r/freeReaction/fr - Free reaction
  • 1r/reaction/r - Reaction
  • sr/shortRest/s - Short rest
  • lr/longRest/l - Long rest
  • Time duration format: XmXhXdXwXy (minutes, hours, days, weeks, years)

Interaction Type (interaction/int/i)

  • attack/atk/a - Attack interaction
  • block/blk/b - Block interaction
  • manifest/man/m - Manifest interaction
  • feat/fea/f - Feat interaction

Delivery Method (delivery/del/d)

  • self/sel/s - Self delivery
  • missile/mis/m - Missile delivery
  • hand/han/h/claw - Hand delivery
  • bite/bit/b/mouth - Bite delivery
  • item/itm/i - Item delivery
  • magelore/mag/ml - Magelore delivery
  • weapon/wep/w - Weapon delivery
  • shield/shl/sh - Shield delivery
  • armor/rmr/r - Armor delivery
  • sight/sit/eye/e - Sight delivery
  • aura/aur/a - Aura delivery
  • cone/con/c - Cone delivery
  • other/oth/o - Other delivery

Target Type (target/tar/t)

  • self/sel/s - Self target
  • creature/cre/c - Creature target
  • body/bod/b - Body target
  • vitals/vit/v - Vitals target
  • limb/lim/l - Limb target
  • arm - Arm target
  • leg - Leg target
  • item/itm/i - Item target
  • weapon/wep/w - Weapon target
  • shield/shl/sh - Shield target
  • armor/rmr/r - Armor target
  • attack/atk/a - Attack target
  • other/oth/o - Other target

Duration (duration/dur/dr)

  • instant/in/i/0 - Instant duration
  • always/forever/4/inf - Always active
    • Note: Use one of the aliases. Entering always is currently bugged.
  • whileUp/up/u - While up
  • whileDown/dn/d - While down
  • whileAlive/al/a - While alive
  • whileDead/dd - While dead
  • endOfTurn/end/e - Until end of turn
  • dawn/d - Until dawn
  • startOfTargetNextTurn/tStart/ts - Until start of target's next turn
  • endOfTargetNextTurn/tEnd/te - Until end of target's next turn
  • startOfYourNextTurn/uStart/us - Until start of your next turn
  • endOfYourNextTurn/uEnd/ue - Until end of your next turn
  • endOfCombat/ec - Until end of combat
  • Time duration format: XmXhXdXwXy (minutes, hours, days, weeks, years)
Sustained Flag
  • sustained/sus/s - Ability is sustained

Range (range/rng/r)

  • melee/m - Melee range
  • weapon/w - Weapon range
  • hand/h - Hand range
  • bite/b - Bite range
  • item/i - Item range
  • shield/sh - Shield range
  • armor/a - Armor range
  • sight/eye/e - Sight range
  • self/s - Self range
  • Distance format: Xf or Xm (feet or miles)

Attribute Saves (attribute/attr/a)

  • int/INT/i - Intelligence save
  • str/STR/s - Strength save
  • mov/MOV/m - Movement save
  • per/PER/p - Perception save
  • snk/SNK/s - Sneak save

Expansion Type (expansion/exp)

  • detonate/det/d - Detonate expansion
  • ripple/rip/r - Ripple expansion
  • cascade/cas/c - Cascade expansion
  • fork/for/f - Fork expansion

Piercing (piercing/prc/p)

  • av0/a - AV0 piercing
  • unblockable/ub/u - Unblockable

Component Flags

  • verbal/ver/v - Verbal component
  • somatic/som/s - Somatic component
  • material/mat/m - Material component
  • magelore/mag/ml - Magelore component
  • invoked/inv/i - Invoked component

Resource Costs

  • mp - Mana point cost
  • mpx - Variable mana point cost description
  • hp - Hit point cost
  • hpx - Variable hit point cost description
  • matx - Material component cost description

Element Flags

  • life - Life element
  • storm - Storm element
  • necro - Necro element
  • flame - Flame element
  • nature - Nature element

Power Source Flags

  • magic - Magical power source
  • divine - Divine power source
  • spirit - Spirit power source
  • primal - Primal power source
  • martial - Martial power source
  • psionic - Psionic power source
  • techo - Techno power source

Effect Type Flags

  • mental - Mental effect
  • truth - Truth detection effect
  • duelMod - Duel modification effect
  • movement - Movement effect
  • displacement - Displacement effect
  • transformation - Transformation effect
  • control - Control effect
  • resist - Resistance effect
  • immune - Immunity effect
  • long - Long range effect
  • sense - Sensory effect
  • revive - Revival effect
  • summon - Summoning effect
  • heal - Healing effect

State Parameters

  • end - The condition under which the ability ends

Results Parameters

  • crithit - Critical hit effect
  • hit - Hit effect
  • miss - Miss effect
  • critmiss - Critical miss effect
  • critfail - Critical fail effect
  • fail - Fail effect
  • save - Save effect
  • critsave - Critical save effect

Attribute Modification

  • vstat - Attribute to modify
  • val - New minimum value for the attribute
  • fstat - Feat save attribute to modify
  • flu - Flag for fluency in feat save
  • pro - Flag for proficiency in feat save

Premade Templates

The module includes several premade templates that can be used as a base for abilities:

Strike Template (pre=strike)

{
    maneuver = 'active',
    executionTime = '1a',
    interaction = 'attack',
    delivery = 'weapon',
    target = 'creature',
    duration = 'instant',
    range = 'weapon',
}

Ray Template (pre=ray)

{
    maneuver = 'active',
    executionTime = '1a',
    interaction = 'attack',
    delivery = 'missile',
    target = 'creature',
    duration = 'instant',
    range = '60f',
    piercing = 'av0',
}

Ball Template (pre=ball)

{
    maneuver = 'active',
    executionTime = '1a',
    interaction = 'attack',
    delivery = 'missile',
    target = 'creature',
    duration = 'instant',
    range = '30f',
    piercing = 'ub',
}

Touch Template (pre=touch)

{
    maneuver = 'active',
    executionTime = '1a',
    interaction = 'attack',
    delivery = 'hand',
    target = 'creature',
    duration = 'instant',
    range = 'hand',
    piercing = 'ub',
}

Ritual Template (pre=ritual)

{
    maneuver = 'slow',
    executionTime = '10m',
    interaction = 'manifest',
    delivery = 'sight',
    target = 'creature',
    duration = 'instant',
    range = '5f',
}

Additional Features

The module automatically handles:

  • Adding AC modifiers for limb (+2), vitals (+5), and other specific targets
  • Managing item interaction DCs
  • Handling class archetypes and their hierarchies
  • Processing time and distance formats
  • Managing component requirements for invoked abilities



local p = {}

local aliases = {
    keys = {
        pre = {
            'pre',
            'premade',
        },
        maneuver = {
            'man',
            'maneuver',
            'm'
        },
        interaction = {
            'int',
            'interaction',
            'i'
        },
        delivery = {
            'del',
            'delivery',
            'd'
        },
        target = {
            'tar',
            'target',
            't'
        },
        duration = {
            'dur',
            'duration',
            'dr'
        },
        upgrade = {
            'upg',
            'upgrade',
            'u'
        },
        executionTime = {
            'executionTime',
            'et',
            'x'
        },
        piercing = {
            'prc',
            'piercing',
            'p'
        },
        -- nearRange = {
        --     'nearRange',
        --     'nr'
        -- },
        -- farRange = {
        --     'farRange',
        --     'fr'
        -- },
        flaw = {
            'flaw',
            'fl',
            'f'
        },
        special = {
            'special',
            'sp',
            's'
        },
        range = {
            'range',
            'rng',
            'r'
        },
        attribute = {
            'attribute',
            'attr',
            'a'
        },
        expansion = {
            'expansion',
            'exp',
        },
        expansionRange = {
            'expansionRange',
            'er'
        },
        expansionCount = {
            'expansionCount',
            'ec'
        },
        expansionAttribute = {
            'expansionAttribute',
            'ea'
        },
        sustained = {
            'sustained',
            'sus'
        },
        requirement = {
            'req',
            'requirement',
            'rq'
        },
        verbal = {
            'ver',
            'verbal',
        },
        somatic = {
            'som',
            'somatic',
        },
        material = {
            'mat',
            'material',
        },
        magelore = {
            'mag',
            'magelore',
            'ml'
        },
        invoked = {
            'inv',
            'invoked',
            'invoke',
        },
        hp = {
            'hp',
            'health',
            'hitpoints',
            'hitPoints',
            'hit points',
        },
        hpx = {
            'hpx',
            'healthx',
            'hitpointsx',
            'hitPointsx',
            'hit pointsx',
        },
        mp = {
            'mp',
            'mana',
            'magic',
            'magick',
            'magik',
            'mana points',
            'magic points',
            'magick points',
            'magik points',
        },
        mpx = {
            'mpx',
            'manax',
            'manapointsx',
            'mana pointsx',
            'magic pointsx',
            'magick pointsx',
            'magik pointsx',
        },
        gp = {
            'gp',
            'gold',
            'goldPieces',
            'gold pieces',
        },
        gpx = {
            'gpx',
            'goldx',
            'goldPiecesx',
            'gold piecesx',
        },
        matx = {
            'matx',
            'materialx',
        },
        class = {
            'class',
        },
    },
    values = {
        maneuver = {
            active = {
                'ac',
                'active',
                'a'
            },
            reactive = {
                're',
                'reaction',
                'r'
            },
            passive = {
                'ps',
                'passive',
                'p'
            },
            slow = {
                'sl',
                'slow',
                's'
            }
        },
        interaction = {
            attack = {
                'atk',
                'attack',
                'a'
            },
            block = {
                'blk',
                'block',
                'b'
            },
            manifest = {
                'man',
                'manifest',
                'm'
            },
            feat = {
                'fea',
                'feat',
                'f'
            }
        },
        delivery = {
            self = {
                'sel',
                'self',
                's'
            },
            missile = {
                'mis',
                'missile',
                'm'
            },
            hand = {
                'han',
                'hand',
                'h',
                'claw'
            },
            bite = {
                'bit',
                'bite',
                'b',
                'mouth'
            },
            item = {
                'itm',
                'item',
                'i'
            },
            magelore = {
                'mag',
                'magelore',
                'ml'
            },
            weapon = {
                'wep',
                'weapon',
                'w'
            },
            shield = {
                'shl',
                'shield',
                'sh'
            },
            armor = {
                'rmr',
                'armor',
                'r'
            },
            sight = {
                'sit',
                'sight',
                'eye',
                'e'
            },
            aura = {
                'aur',
                'aura',
                'a'
            },
            cone = {
                'con',
                'cone',
                'c'
            },
            other = {
                'oth',
                'other',
                'o'
            }
        },
        target = {
            self = {
                'sel',
                'self',
                's'
            },
            creature = {
                'cre',
                'creature',
                'c'
            },
            body = {
                'bod',
                'body',
                'b'
            },
            vitals = {
                'vit',
                'vitals',
                'v'
            },
            limb = {
                'lim',
                'limb',
                'l'
            },
            arm = {
                'arm',
            },
            leg = {
                'leg',
            },
            item = {
                'itm',
                'item',
                'i'
            },
            weapon = {
                'wep',
                'weapon',
                'w'
            },
            shield = {
                'shl',
                'shield',
                'sh'
            },
            armor = {
                'rmr',
                'armor',
                'r'
            },
            ship = {
                'ship',
            },
            attack = {
                'atk',
                'attack',
                'a'
            },
            ability = {
            	'ab',
            	'ability'
            },
            spell = {
                'spl',
                'spell',
            },
            other = {
                'oth',
                'other',
                'o'
            },
            ci = {
                'ci',
                'creatureItem',
                'itemCreature',
                'ic'
            },
            ai = {
                'ai',
                'attackItem',
                'itemAttack',
                'ia'
            },
            area = {
                'area',
                'ar'
            },
            as = {
            	'areaSpell'
            },
            aci = {
                'cia',
                'iac',
                'aci',
                'ica',
                'cai',
                'aic',
                'creatureItemArea',
                'itemCreatureArea',
                'AreaCreatureItem',
                'itemAreaCreature',
                'creatureAreaItem',
                'AreaItemCreature',
            },
            ac = {
                'ac',
                'ca',
                'areaCreature',
                'creatureArea',
            },
            al = {
            	'al',
            	'la',
            	'armLeg',
            	'legArm',
            },
            cs = {
                'cs',
                'sc',
                'creatureSelf',
                'selfCreature',
            },
            ari = {
                'ari',
                'areaItem',
                'itemArea',
            },
            arse = {
            	'areaSelf'
            },
            si = {
            	'selfItem',
            	'itemSelf'
            }
        },
        duration = {
            instant = {
                '0',
                'in',
                'instant',
                'i'
            },
            always = {
                'always',
                'forever',
                '4',
                'inf',
            },
            noLimit = {
                'noLimit',
                '1',
                'nl',
            },
            whileUp = {
                'up',
                'whileUp',
                'u'
            },
            whileDown = {
                'dn',
                'whileDown',
                'd'
            },
            whileAlive = {
                'al',
                'whileAlive',
                'a'
            },
            whileDead = {
                'dd',
                'whileDead',
            },
            endOfTurn = {
                'end',
                'endOfTurn',
                'e'
            },
            dawn = {
                'dawn',
                'd'
            },
            startOfTargetNextTurn = {
                'tStart',
                'startOfTargetNextTurn',
                'ts'
            },
            endOfTargetNextTurn = {
                'tEnd',
                'endOfTargetNextTurn',
                'te'
            },
            startOfYourNextTurn = {
                'uStart',
                'startOfYourNextTurn',
                'us'
            },
            endOfYourNextTurn = {
                'uEnd',
                'endOfYourNextTurn',
                'ue'
            },
            endOfCombat = {
                'endOfCombat',
                'ec'
            },
            timeParse = {
                '^%d+[mhdwys]$'
            }
        },
        upgrade = {
            warded = {
                'wrd',
                'warded',
                'w'
            },
            absolute = {
                'abs',
                'absolute',
                'a'
            }
        },
        executionTime = {
            freeAction = {
                '0a',
                'freeAction',
                'fa'
            },
            singleAction = {
                '1a',
                'a',
                'singleAction',
                'sa',
            },
            doubleAction = {
                '2a',
                'doubleAction',
                'da'
            },
            tripleAction = {
                '3a',
                'tripleAction',
                'ta'
            },
            freeReaction = {
                '0r',
                'freeReaction',
                'fr'
            },
            reaction = {
                '1r',
                'reaction',
                'r'
            },
            shortRest = {
                'sr',
                'shortRest',
                's'
            },
            longRest = {
                'lr',
                'longRest',
                'l'
            },
            timeParse = {
                '^%d+[mhdwy]$'
            }
        },
        piercing = {
            av0 = {
                'av0',
                'a'
            },
            unblockable = {
                'ub',
                'u'
            }
        },
        range = {
            melee = {
                'melee',
                'm'
            },
            weapon = {
                'weapon',
                'weaponReach',
                'w'
            },
            hand = {
                'hand',
                'handReach',
                'h'
            },
            bite = {
                'bite',
                'biteReach',
                'b'
            },
            item = {
                'item',
                'itemReach',
                'i'
            },
            shield = {
                'shield',
                'shieldReach',
                'sh'
            },
            armor = {
                'armor',
                'armorReach',
                'r'
            },
            sight = {
                'sight',
                'sightReach',
                'eye',
                'e'
            },
            self = {
                'self',
                's'
            },
            distParse = {
                '^%d+[fm]$'
            },
            other = {
                'other',
                'o'
            }
        },
        attribute = {
            int = {
                'int',
                'INT',
                'i'
            },
            str = {
                'str',
                'STR',
                's'
            },
            mov = {
                'mov',
                'MOV',
                'm'
            },
            per = {
                'per',
                'PER',
                'p'
            },
            snk = {
                'snk',
                'SNK',
                's'
            },
            unp = {
                'unp',
                'UNP',
                'u'
            },
        },
        expansionAttribute = {
            int = {
                'int',
                'INT',
                'i'
            },
            str = {
                'str',
                'STR',
                's'
            },
            mov = {
                'mov',
                'MOV',
                'm'
            },
            per = {
                'per',
                'PER',
                'p'
            },
            snk = {
                'snk',
                'SNK',
                's'
            },
            unp = {
                'unp',
                'UNP',
                'u'
            },
        },
        expansion = {
            detonate = {
                'det',
                'detonate',
                'd'
            },
            ripple = {
                'rip',
                'ripple',
                'r'
            },
            cascade = {
                'cas',
                'cascade',
                'c'
            },
            fork = {
                'for',
                'fork',
                'f'
            }
        },
        expansionRange = {
            distParse = {
                '^%d+[fm]$'
            }
        },
        expansionCount = {
            expansionCount = {
                'expansionCount',
                'ec',
            }
        },
        sustained = {
            sustained = {
                'sus',
                'sustained',
                's',
                '1',
            }
        },
        verbal = {
            verbal = {
                'ver',
                'verbal',
                'v',
                '1',
            }
        },
        somatic = {
            somatic = {
                'som',
                'somatic',
                's',
                '1',
            }
        },
        material = {
            material = {
                'mat',
                'material',
                'm',
                '1',
            }
        },
        magelore = {
            magelore = {
                'mag',
                'magelore',
                'ml',
                '1',
            }
        },
        invoked = {
            invoked = {
                'inv',
                'invoked',
                'i',
                '1',
            }
        },
        class = {
            ber = {
                'ber',
            },
            due = {
                'due',
            },
            vet = {
                'vet',
            },
            kni = {
                'kni',
            },
            pal = {
                'pal',
            },
            ass = {
                'ass',
            },
            cor = {
                'cor',
            },
            arc = {
                'arc',
            },
            thi = {
                'thi',
            },
            ran = {
                'ran',
            },
            fla = {
                'fla',
            },
            sto = {
                'sto',
            },
            lif = {
                'lif',
            },
            nec = {
                'nec',
            },
            nat = {
                'nat',
            },
        }
    }
}

local tags = {
    verbal = {
        verbal = {
            text = 'Verbal',
            link = 'Verbal component abilities',
            symbol = '🗣️',
            color = '#f9f06b',
            class = 'component-tagged verbal'
        },
    },
    somatic = {
        somatic = {
            text = 'Somatic',
            link = 'Somatic component abilities',
            symbol = '👐',
            color = '#f9f06b',
            class = 'component-tagged somatic'
        },
    },
    material = {
        material = {
            text = 'Material',
            link = 'Material component abilities',
            symbol = '💎',
            color = '#ff7800',
            class = 'component-tagged material'
        },
    },
    magelore = {
        magelore = {
            text = 'Magelore',
            link = 'Magelore component abilities',
            symbol = '🔮',
            color = '#f9f06b',
            class = 'component-tagged magelore'
        },
    },
    invoked = {
        invoked = {
            text = 'Invoked',
            link = 'Invoked abilities',
            symbol = '🪄',
            color = '#f9f06b',
            class = 'component-tagged invoked'
        },
    },
    flaw = {
        flaw = {
            text = 'Flaw',
            link = 'Flaw abilities',
            symbol = '❌',
            color = '#e01b24',
            class = 'flaw-tagged flaw'
        },
    },
    special = {
        special = {
            text = 'Special',
            link = 'Special abilities',
            symbol = '✴️',
            color = '#9141AC',
            class = 'special-tagged special'
        },
    },
    es = {
        es = {
            text = 'Elder Sorcery',
            link = 'Elder Sorcery abilities',
            symbol = '🌌',
            color = '#9141AC',
            class = 'elderSorcery-tagged elderSorcery'
        },
    },
    warded = {
        warded = {
            text = 'Warded',
            link = 'Warded abilities',
            symbol = '🏮',
            color = '#f9f06b',
            class = 'warded-tagged warded'
        },
    },
    elements = {
        life = {
            text = 'Life',
            link = 'Life element abilities',
            symbol = '☀️',
            color = '#ffffff',
            class = 'element-tagged life'
        },
        storm = {
            text = 'Storm',
            link = 'Storm element abilities',
            symbol = '💧',
            color = '#3584e4',
            class = 'element-tagged storm'
        },
        necromancy = {
            text = 'Necromancy',
            link = 'Necromancy element abilities',
            symbol = '💀',
            color = '#3d3846',
            class = 'element-tagged necromancy'
        },
        necro = {
            text = 'Necromancy',
            link = 'Necromancy element abilities',
            symbol = '💀',
            color = '#3d3846',
            class = 'element-tagged necromancy'
        },
        flame = {
            text = 'Flame',
            link = 'Flame element abilities',
            symbol = '🔥',
            color = '#e01b24',
            class = 'element-tagged flame'
        },
        nature = {
            text = 'Nature',
            link = 'Nature element abilities',
            symbol = '🌱',
            color = '#33d17a',
            class = 'element-tagged nature'
        },
    },
    class = {
        ber = {
            text = 'Berserker',
            link = 'Berserker class abilities',
            symbol = '🪓',
            class = 'class-tagged berserker'
        },
        due = {
            text = 'Duelist',
            link = 'Duelist class abilities',
            symbol = '🤺',
            class = 'class-tagged duelist'
        },
        vet = {
            text = 'Veteran',
            link = 'Veteran class abilities',
            symbol = '🪖',
            class = 'class-tagged veteran'
        },
        kni = {
            text = 'Knight',
            link = 'Knight class abilities',
            symbol = '⚔️',
            class = 'class-tagged knight'
        },
        pal = {
            text = 'Paladin',
            link = 'Paladin class abilities',
            symbol = '🛡️',
            class = 'class-tagged paladin'
        },
        ass = {
            text = 'Assassin',
            link = 'Assassin class abilities',
            symbol = '🗡️',
            class = 'class-tagged assassin'
        },
        cor = {
            text = 'Corsair',
            link = 'Corsair class abilities',
            symbol = '🏴‍☠️',
            class = 'class-tagged corsair'
        },
        arc = {
            text = 'Archer',
            link = 'Archer class abilities',
            symbol = '🏹',
            class = 'class-tagged archer'
        },
        thi = {
            text = 'Thief',
            link = 'Thief class abilities',
            symbol = '💰️',
            class = 'class-tagged thief'
        },
        ran = {
            text = 'Ranger',
            link = 'Ranger class abilities',
            symbol = '🐾',
            class = 'class-tagged ranger'
        },
        fla = {
            text = 'Flame Mage',
            link = 'Flame Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged flameMage'
        },
        sto = {
            text = 'Storm Mage',
            link = 'Storm Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged stormMage'
        },
        lif = {
            text = 'Life Mage',
            link = 'Life Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged lifeMage'
        },
        nec = {
            text = 'Necromancer',
            link = 'Necromancer class abilities',
            symbol = '🧙',
            class = 'class-tagged necromancer'
        },
        nat = {
            text = 'Nature Mage',
            link = 'Nature Mage class abilities',
            symbol = '🧙',
            class = 'class-tagged natureMage'
        },
    },
    gm = {
        warr = {
            text = 'Warrior',
            link = 'Warrior guildmaster abilities',
            symbol = '⚔️',
            class = 'archetype-tagged warrior'
        },
        semi = {
            text = 'Semi',
            link = 'Semi guildmaster abilities',
            symbol = '🤹',
            class = 'archetype-tagged semi'
        }
    },
    power = {
        divine = {
            text = 'Divine',
            link = 'Divinely powered abilities',
            symbol = '🪽',
            color = '#f9f06b',
            class = 'power-tagged divine'
        },
        magic = {
            text = 'Magical',
            link = 'Magically powered abilities',
            symbol = '✨',
            color = '#9141ac',
            class = 'power-tagged magical'
        },
        spirit = {
            text = 'Spiritual',
            link = 'Spiritually powered abilities',
            symbol = '🪭',
            color = '#9a9996',
            class = 'power-tagged spiritual'
        },
        martial = {
            text = 'Martial',
            link = 'Martially powered abilities',
            symbol = '💪',
            color = '#ff7800',
            class = 'power-tagged martial'
        },
        psionic = {
            text = 'Psionic',
            link = 'Psionically powered abilities',
            symbol = '🤯',
            color = '#3584e4',
            class = 'power-tagged psionic'
        },
        primal = {
            text = 'Primal',
            link = 'Primally powered abilities',
            symbol = '⛰️',
            color = '#986a44',
            class = 'power-tagged primal'
        },
        techno = {
            text = 'Technological',
            link = 'Technologically powered abilities',
            symbol = '⚙️',
            color = '#e01b24',
            class = 'power-tagged technological'
        },
        finance = {
            text = 'Financial',
            link = 'Financially powered abilities',
            symbol = '🪙',
            color = '#fcc200',
            class = 'power-tagged financial'
        },
        alchemy = {
            text = 'Alchemical',
            link = 'Alchemically powered abilities',
            symbol = '🧪',
            color = '#33d17a',
            class = 'power-tagged alchemical'
        },
        unknown = {
            text = 'Unknown',
            link = 'Unknown powered abilities',
            symbol = '❓',
            color = '#77767b',
            class = 'power-tagged unknown'
        },
    },
    category = {
        skill = {
            text = 'Skill',
            link = 'Skills',
            symbol = '🤹',
            class = 'skill'
        },
        spell = {
            text = 'Spell',
            link = 'Spells',
            symbol = '✨',
            class = 'spell'
        },
        semblant = {
            text = 'Semblant',
            link = 'Semblant skills',
            symbol = '🎭',
            class = 'standard-tagged semblant'
        },
        conjure = {
            text = 'Conjured',
            link = 'Conjured spells',
            symbol = '🔮',
            class = 'standard-tagged conjure'
        },
        standard = {
            text = 'Standard',
            link = 'Standard abilities',
            symbol = '🏁',
            class = 'standard-tagged normal'
        },
        rotator = {
            text = 'Rotator',
            link = 'Rotator abilities',
            symbol = '🔄',
            class = 'rotator'
        },
        guildmaster = {
            text = 'Guildmaster',
            link = 'Guildmaster abilities',
            symbol = '🏅',
            class = 'guildmaster'
        }
    },
    effects = {
        mental = {
            text = 'Mental',
            link = 'Mental effects',
            symbol = '🧠',
            class = 'effect-tagged mental'
        },
        truth = {
            text = 'Truth detecting',
            link = 'Truth detecting effects',
            symbol = '⚖️',
            class = 'effect-tagged truthDetecting'
        },
        duelModifying = {
            text = 'Duel modifying',
            link = 'Duel modifying effects',
            symbol = '🤺',
            class = 'effect-tagged duelModifying'
        },
        movement = {
            text = 'Movement',
            link = 'Movement effects',
            symbol = '👣',
            class = 'effect-tagged movement'
        },
        poison = {
            text = 'Poison',
            link = 'Poison effects',
            symbol = '☠️',
            class = 'effect-tagged poison'
        },
        displacement = {
            text = 'Displacement',
            link = 'Displacement effects',
            symbol = '🌀',
            class = 'effect-tagged displacement'
        },
        transformation = {
            text = 'Transformation',
            link = 'Transformation effects',
            symbol = '🌳',
            class = 'effect-tagged transformation'
        },
        illusion = {
            text = 'Illusion',
            link = 'Illusion effects',
            symbol = '🫟',
            class = 'effect-tagged illusion'
        },
        control = {
            text = 'Control',
            link = 'Control effects',
            symbol = '⛓️',
            class = 'effect-tagged control'
        },
        resist = {
            text = 'Resistance',
            link = 'Resistance effects',
            symbol = '🚫',
            class = 'effect-tagged resistance'
        },
        hexproof = {
            text = 'Hexproof',
            link = 'Hexproof effects',
            symbol = '🚫',
            class = 'effect-tagged hexproof'
        },
        awaken = {
            text = 'Awakening',
            link = 'Awakening effects',
            symbol = '🌞',
            class = 'effect-tagged awakening'
        },
        immune = {
            text = 'Immunity',
            link = 'Immunity effects',
            symbol = '🚫',
            class = 'effect-tagged immunity'
        },
        hexseal = {
            text = 'Hexseal',
            link = 'Hexseal effects',
            symbol = '🚫',
            class = 'effect-tagged hexseal'
        },
        long = {
            text = 'Long range',
            link = 'Long range effects',
            symbol = '📏',
            class = 'effect-tagged longRange'
        },
        sense = {
            text = 'Sensory',
            link = 'Sensory effects',
            symbol = '👁️',
            class = 'effect-tagged sensory'
        },
        revive = {
            text = 'Revival',
            link = 'Revival effects',
            symbol = '🤍',
            class = 'effect-tagged revival'
        },
        summon = {
            text = 'Summoning',
            link = 'Summoning effects',
            symbol = '🖤',
            class = 'effect-tagged summoning'
        },
        heal = {
            text = 'Healing',
            link = 'Healing effects',
            symbol = '❤️',
            class = 'effect-tagged healing'
        },
        reanimate = {
            text = 'Reanimation',
            link = 'Reanimation effects',
            symbol = '🩶',
            class = 'effect-tagged reanimation'
        },
        regenerate = {
            text = 'Regeneration',
            link = 'Regeneration effects',
            symbol = '💚',
            class = 'effect-tagged regeneration'
        },
        revitalize = {
            text = 'Revitalization',
            link = 'Revitalization effects',
            symbol = '🩵',
            class = 'effect-tagged revitalization'
        },
        kill = {
            text = 'Killing',
            link = 'Killing effects',
            symbol = '☠️',
            class = 'effect-tagged killing'
        },
        damage = {
            text = 'Damaging',
            link = 'Damaging effects',
            symbol = '💢',
            class = 'effect-tagged damaging'
        },
        drain = {
            text = 'Draining',
            link = 'Draining effects',
            symbol = '🩸',
            class = 'effect-tagged draining'
        },
        destroy = {
            text = 'Destruction',
            link = 'Destruction effects',
            symbol = '💥',
            class = 'effect-tagged destruction'
        },
        contract = {
            text = 'Contract',
            link = 'Contract effects',
            symbol = '🤝',
            class = 'effect-tagged contract'
        },
        steal = {
            text = 'Stealing',
            link = 'Stealing effects',
            symbol = '💰',
            class = 'effect-tagged stealing'
        },
        loud = {
            text = 'Loud',
            link = 'Loud effects',
            symbol = '🔊',
            class = 'effect-tagged loud'
        },
        knockout = {
            text = 'Knockout',
            link = 'Knockout effects',
            symbol = '💤',
            class = 'effect-tagged knockout'
        },
        time = {
            text = 'Temporal',
            link = 'Temporal effects',
            symbol = '🕰️',
            class = 'effect-tagged temporal'
        },
        auto = {
            text = 'Automatic',
            link = 'Automatic effects',
            symbol = '❗️',
            class = 'effect-tagged automatic'
        },
        lightning = {
            text = 'Lightning',
            link = 'Lightning effects',
            symbol = '⚡️',
            class = 'effect-tagged lightning'
        },
        disease = {
            text = 'Disease',
            link = 'Disease effects',
            symbol = '🦠',
            class = 'effect-tagged disease'
        },
        vision = {
        	text = 'Vision',
        	link = 'Vision effects',
        	symbol = '🥠',
        	class = 'effect-tagged vision'
        },
        morganti = {
        	text = 'Morganti',
        	link = 'Morganti effects',
        	symbol = '⚫️',
        	class = 'effect-tagged morganti'
        },
        construction = {
            text = 'Construction',
            link = 'Construction effects',
            symbol = '🔧',
            class = 'effect-tagged construction'
        },
        weather = {
            text = 'Weather',
            link = 'Weather effects',
            symbol = '🌧️',
            class = 'effect-tagged weather'
        }
    },
    pre = {
        strike = {
            text = 'Strike',
            link = 'Strike delivery abilities',
            symbol = '⚔️',
            class = 'deliveryPackage-tagged strike'
        },
        ray = {
            text = 'Ray',
            link = 'Ray delivery abilities',
            symbol = '⚡️',
            class = 'deliveryPackage-tagged ray'
        },
        ball = {
            text = 'Ball',
            link = 'Ball delivery abilities',
            symbol = '🔥',
            class = 'deliveryPackage-tagged ball'
        },
        aura = {
            text = 'Aura',
            link = 'Aura delivery abilities',
            symbol = '🌟',
            class = 'deliveryPackage-tagged aura'
        },
        ritual = {
            text = 'Ritual',
            link = 'Ritual delivery abilities',
            symbol = '🕯️',
            class = 'deliveryPackage-tagged ritual'
        },
        touch = {
            text = 'Touch',
            link = 'Touch delivery abilities',
            symbol = '👉️',
            class = 'deliveryPackage-tagged touch'
        },
    },
    maneuver = {
        active = {
            text = 'Active',
            link = 'Active abilities',
            symbol = '➡️',
            class = 'maneuver-tagged active'
        },
        reactive = {
            text = 'Reactive',
            link = 'Reactive abilities',
            symbol = '↩️',
            class = 'maneuver-tagged reactive'
        },
        passive = {
            text = 'Passive',
            link = 'Passive abilities',
            symbol = '🔁',
            class = 'maneuver-tagged passive'
        },
        slow = {
            text = 'Slow',
            link = 'Slow abilities',
            symbol = '🐢',
            class = 'maneuver-tagged slow'
        },
    },
    interaction = {
        attack = {
            text = 'Attack',
            link = 'Attack abilities',
            symbol = '⚔️',
            color = '#ff7800',
            class = 'interaction-tagged attack'
        },
        block = {
            text = 'Block',
            link = 'Block abilities',
            symbol = '🛡️',
            color = '#ff7800',
            class = 'interaction-tagged block'
        },
        manifest = {
            text = 'Manifest',
            link = 'Manifest abilities',
            symbol = '✳️',
            color = '#ff7800',
            class = 'interaction-tagged manifest'
        },
        feat = {
            text = 'Feat',
            link = 'Feat abilities',
            symbol = '🎖️',
            color = '#ff7800',
            class = 'interaction-tagged feat'
        }
    },
    delivery = {
        self = {
            text = 'Self',
            link = 'Self delivery abilities',
            symbol = '🤲',
            color = '#f6d32d',
            class = 'delivery-tagged self'
        },
        missile = {
            text = 'Missile',
            link = 'Missile delivery abilities',
            symbol = '🏹',
            color = '#f6d32d',
            class = 'delivery-tagged missile'
        },
        hand = {
            text = 'Hand',
            link = 'Hand delivery abilities',
            symbol = '🤚',
            color = '#f6d32d',
            class = 'delivery-tagged hand'
        },
        bite = {
            text = 'Bite',
            link = 'Bite delivery abilities',
            symbol = '🦷',
            color = '#f6d32d',
            class = 'delivery-tagged bite'
        },
        item = {
            text = 'Item',
            link = 'Item delivery abilities',
            symbol = '📦',
            color = '#f6d32d',
            class = 'delivery-tagged item'
        },
        magelore = {
            text = 'Magelore',
            link = 'Magelore delivery abilities',
            symbol = '🔮',
            color = '#f6d32d',
            class = 'delivery-tagged magelore'
        },
        weapon = {
            text = 'Weapon',
            link = 'Weapon delivery abilities',
            symbol = '🗡️',
            color = '#f6d32d',
            class = 'delivery-tagged weapon'
        },
        shield = {
            text = 'Shield',
            link = 'Shield delivery abilities',
            symbol = '🛡️',
            color = '#f6d32d',
            class = 'delivery-tagged shield'
        },
        armor = {
            text = 'Armor',
            link = 'Armor delivery abilities',
            symbol = '🪖',
            color = '#f6d32d',
            class = 'delivery-tagged armor'
        },
        sight = {
            text = 'Sight',
            link = 'Sight delivery abilities',
            symbol = '👁️',
            color = '#f6d32d',
            class = 'delivery-tagged sight'
        },
        aura = {
            text = 'Aura',
            link = 'Aura delivery abilities',
            symbol = '🌟',
            color = '#f6d32d',
            class = 'delivery-tagged aura'
        },
        cone = {
            text = 'Cone',
            link = 'Cone delivery abilities',
            symbol = '🐲',
            color = '#f6d32d',
            class = 'delivery-tagged cone'
        },
        other = {
            text = 'Other',
            link = 'Other delivery abilities',
            symbol = '❓',
            color = '#f6d32d',
            class = 'delivery-tagged other'
        }
    },
    target = {
        self = {
            text = 'Self',
            link = 'Self target abilities',
            symbol = '🤲',
            color = '#f6d32d',
            class = 'target-tagged self'
        },
        creature = {
            text = 'Creature',
            link = 'Creature target abilities',
            symbol = '👤',
            color = '#f6d32d',
            class = 'target-tagged creature'
        },
        body = {
            text = 'Body',
            link = 'Body target abilities',
            symbol = '🧍',
            color = '#f6d32d',
            class = 'target-tagged body'
        },
        vitals = {
            text = 'Vitals',
            link = 'Vitals target abilities',
            symbol = '🫀',
            color = '#f6d32d',
            class = 'target-tagged vitals'
        },
        limb = {
            text = 'Limb',
            link = 'Limb target abilities',
            symbol = '🦾',
            color = '#f6d32d',
            class = 'target-tagged limb'
        },
        arm = {
            text = 'Arm',
            link = 'Arm target abilities',
            symbol = '💪',
            color = '#f6d32d',
            class = 'target-tagged arm'
        },
        leg = {
            text = 'Leg',
            link = 'Leg target abilities',
            symbol = '🦵',
            color = '#f6d32d',
            class = 'target-tagged leg'
        },
        item = {
            text = 'Item',
            link = 'Item target abilities',
            symbol = '📦',
            color = '#f6d32d',
            class = 'target-tagged item'
        },
        weapon = {
            text = 'Weapon',
            link = 'Weapon target abilities',
            symbol = '🗡️',
            color = '#f6d32d',
            class = 'target-tagged weapon'
        },
        shield = {
            text = 'Shield',
            link = 'Shield target abilities',
            symbol = '🛡️',
            color = '#f6d32d',
            class = 'target-tagged shield'
        },
        armor = {
            text = 'Armor',
            link = 'Armor target abilities',
            symbol = '🪖',
            color = '#f6d32d',
            class = 'target-tagged armor'
        },
        ship = {
            text = 'Ship',
            link = 'Ship target abilities',
            symbol = '⛵️',
            color = '#f6d32d',
            class = 'target-tagged ship'
        },
        attack = {
            text = 'Attack',
            link = 'Attack target abilities',
            symbol = '⚔️',
            color = '#f6d32d',
            class = 'target-tagged attack'
        },
        ability = {
        	text = 'Ability',
        	link = 'Ability target abilities',
        	symbol = '🅰',
        	color = '#f6d32d',
            class = 'target-tagged ability'
        },
        spell = {
            text = 'Spell',
            link = 'Spell target abilities',
            symbol = '💫',
            color = '#f6d32d',
            class = 'target-tagged spell'
        },
        other = {
            text = 'Other',
            link = 'Other target abilities',
            symbol = '❓',
            color = '#f6d32d',
            class = 'target-tagged other'
        },
        area = {
            text = 'Area',
            link = 'Area target abilities',
            symbol = '🏕️',
            color = '#f6d32d',
            class = 'target-tagged area'
        },
        ci = {
            tags = {
                'creature',
                'item'
            }
        },
        ai = {
            tags = {
                'attack',
                'item'
            }
        },
        ari = {
            tags = {
                'area',
                'item'
            }
        },
        as = {
        	tags = {
        		'area',
        		'spell',
        	}
        },
        arse = {
        	tags = {
        		'area',
        		'self',
        	}
        },
        si = {
        	tags = {
        		'item',
        		'self'
        	}
        },
        aci = {
            tags = {
                'area',
                'creature',
                'item',
            }
        },
        ac = {
            tags = {
                'area',
                'creature',
            }
        },
        al = {
        	tags = {
        		'arm',
        		'leg',
        	}
        },
        cs = {
            tags = {
                'creature',
                'self',
            }
        },
    },
    upgrade = {
        warded = {
            text = 'Warded',
            link = 'Warded abilities',
            class = 'upgrade-tagged warded'
        },
        absolute = {
            text = 'Absolute',
            link = 'Absolute abilities',
            class = 'upgrade-tagged absolute'
        }
    },
    executionTime = {
        freeAction = {
            text = 'Free action',
            symbol = '0️⃣',
            link = 'Free action abilities',
            class = 'executionTime-tagged a0'
        },
        singleAction = {
            text = 'Single action',
            symbol = '1️⃣',
            link = 'Single action abilities',
            class = 'executionTime-tagged a1'
        },
        doubleAction = {
            text = 'Double action',
            symbol = '2️⃣',
            link = 'Double action abilities',
            class = 'executionTime-tagged a2'
        },
        tripleAction = {
            text = 'Triple action',
            symbol = '3️⃣',
            link = 'Triple action abilities',
            class = 'executionTime-tagged a3'
        },
        freeReaction = {
            text = 'Free reaction',
            symbol = '0️⃣',
            link = 'Free reaction abilities',
            class = 'executionTime-tagged r0'
        },
        reaction = {
            text = 'Reaction',
            symbol = '1️⃣',
            link = 'Reaction abilities',
            class = 'executionTime-tagged r1'
        },
        shortRest = {
            text = 'Short rest',
            symbol = '🌙',
            link = 'Short rest abilities',
            class = 'executionTime-tagged shortRest'
        },
        longRest = {
            text = 'Long rest',
            symbol = '🌙',
            link = 'Long rest abilities',
            class = 'executionTime-tagged longRest'
        },
    },
    piercing = {
        av0 = {
            text = 'AV0',
            symbol = '🎯',
            link = 'AV0 abilities',
            color = '#33d17a',
            class = 'piercing-tagged av0'
        },
        unblockable = {
            text = 'UB',
            symbol = '🪨',
            link = 'UB abilities',
            color = '#33d17a',
            class = 'piercing-tagged ub'
        }
    },
    duration = {
        instant = {
            text = 'Instant',
            link = 'Instant duration abilities',
            no = true
        },
        always = {
            text = 'Always active',
            link = 'Always active duration abilities',
            no = true
        },
        noLimit = {
            text = 'No limit',
            link = 'No limit duration abilities',
            no = true
        },
        whileUp = {
            text = 'While up',
            link = 'While up duration abilities',
            no = true
        },
        whileDown = {
            text = 'While down',
            link = 'While down duration abilities',
            no = true
        },
        whileAlive = {
            text = 'While alive',
            link = 'While alive duration abilities',
            no = true
        },
        whileDead = {
            text = 'While dead',
            link = 'While dead duration abilities',
            no = true
        },
        endOfTurn = {
            text = 'Until the end of the turn',
            link = 'Until end of turn duration abilities',
            no = true
        },
        dawn = {
            text = 'Until dawn',
            link = 'Until dawn duration abilities',
            no = true
        },
        startOfTargetNextTurn = {
            text = 'Until the start of target\'s next turn',
            link = 'Until start of target\'s next turn duration abilities',
            no = true
        },
        endOfTargetNextTurn = {
            text = 'Until the end of target\'s next turn',
            link = 'Until end of target\'s next turn duration abilities',
            no = true
        },
        startOfYourNextTurn = {
            text = 'Until the start of your next turn',
            link = 'Until start of your next turn duration abilities',
            no = true
        },
        endOfYourNextTurn = {
            text = 'Until the end of your next turn',
            link = 'Until end of your next turn duration abilities',
            no = true
        },
        endOfCombat = {
            text = 'Until the end of combat',
            link = 'Until end of combat duration abilities',
            no = true
        }
    },
    range = {
        melee = {
            text = 'Your melee range',
            -- link = 'Melee abilities',
            no = true
        },
        weapon = {
            text = 'Your [[:Category:Weapons|weapon\'s]] range',
            -- link = 'Weapon range abilities',
            no = true
        },
        hand = {
            text = 'Your [[:Category:Handy equipment|hand\'s]] range',
            -- link = 'Hand range abilities',
            no = true
        },
        bite = {
            text = 'Your [[:Category:Biting equipment|bite\'s]] range',
            -- link = 'Bite range abilities',
            no = true
        },
        item = {
            text = 'Your [[:Category:Items|item\'s]] range',
            -- link = 'Item range abilities',
            no = true
        },
        shield = {
            text = 'Your [[:Category:Shields|shield\'s]] range',
            -- link = 'Shield range abilities',
            no = true
        },
        armor = {
            text = 'Your [[:Category:Armor|armor\'s]] range',
            -- link = 'Armor range abilities',
            no = true
        },
    },
    attribute = {
        int = {
            text = 'Intelligence',
            symbol = 'INT',
            link = 'INT save abilities',
            class = 'saveAttribute-tagged int'
        },
        str = {
            text = 'Strength',
            symbol = 'STR',
            link = 'STR save abilities',
            class = 'saveAttribute-tagged str'
        },
        mov = {
            text = 'Movement',
            symbol = 'MOV',
            link = 'MOV save abilities',
            class = 'saveAttribute-tagged mov'
        },
        per = {
            text = 'Perception',
            symbol = 'PER',
            link = 'PER save abilities',
            class = 'saveAttribute-tagged per'
        },
        snk = {
            text = 'Sneak',
            symbol = 'SNK',
            link = 'SNK save abilities',
            class = 'saveAttribute-tagged snk'
        },
        unp = {
            text = 'Unused Presence',
            symbol = 'UNP',
            link = 'UNP save abilities',
            class = 'saveAttribute-tagged unp'
        },
    },
    expansionAttribute = {
        int = {
            text = 'Intelligence',
            symbol = 'INT',
            link = 'INT save abilities',
            class = 'expansionAttribute-tagged int'
        },
        str = {
            text = 'Strength',
            symbol = 'STR',
            link = 'STR save abilities',
            class = 'expansionAttribute-tagged str'
        },
        mov = {
            text = 'Movement',
            symbol = 'MOV',
            link = 'MOV save abilities',
            class = 'expansionAttribute-tagged mov'
        },
        per = {
            text = 'Perception',
            symbol = 'PER',
            link = 'PER save abilities',
            class = 'expansionAttribute-tagged per'
        },
        snk = {
            text = 'Sneak',
            symbol = 'SNK',
            link = 'SNK save abilities',
            class = 'expansionAttribute-tagged snk'
        },
        unp = {
            text = 'Unused Presence',
            symbol = 'UNP',
            link = 'UNP save abilities',
            class = 'expansionAttribute-tagged unp'
        },
    },
    expansion = {
        detonate = {
            text = 'Detonate',
            symbol = '💥',
            link = 'Detonate expansion abilities',
            class = 'expansion-tagged detonate'
        },
        ripple = {
            text = 'Ripple',
            symbol = '🌊',
            link = 'Ripple expansion abilities',
            class = 'expansion-tagged ripple'
        },
        cascade = {
            text = 'Cascade',
            symbol = '➰',
            link = 'Cascade expansion abilities',
            class = 'expansion-tagged cascade'
        },
        fork = {
            text = 'Fork',
            symbol = '🔱',
            link = 'Fork expansion abilities',
            class = 'expansion-tagged fork'
        }
    },
    sustained = {
        sustained = {
            text = 'Sustained',
            symbol = '⏳️',
            link = 'Sustained abilities',
            class = 'sustained'
        }
    }
}

local premades = {
    strike = {
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'attack',
        delivery = 'weapon',
        target = 'creature',
        duration = 'instant',
        range = 'weapon',
    },
    ray = {
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'attack',
        delivery = 'missile',
        target = 'creature',
        duration = 'instant',
        range = '60f',
        piercing = 'av0',
    },
    ball = {
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'attack',
        delivery = 'missile',
        target = 'creature',
        duration = 'instant',
        range = '30f',
        piercing = 'ub',
    },
    aura = {
        skip = true,
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'feat',
        delivery = 'aura',
        target = 'creature',
        duration = 'instant',
        range = '10f',
        attribute = 'mov',
    },
    ritual = {
        maneuver = 'slow',
        executionTime = '10m',
        interaction = 'manifest',
        delivery = 'sight',
        target = 'creature',
        duration = 'instant',
        range = '5f',
    },
    touch = {
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'attack',
        delivery = 'hand',
        target = 'creature',
        duration = 'instant',
        range = 'hand',
        piercing = 'ub',
    },
    triumph = {
        skip = true,
        maneuver = 'reactive',
        executionTime = '0r',
        interaction = 'manifest',
        delivery = 'self',
        target = 'self',
        duration = 'instant',
        range = 'self',
    },
    self = {
        skip = true,
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'man',
        delivery = 'self',
        target = 'self',
        duration = 'instant',
        range = 'self',
    },
    passive = {
        skip = true,
        maneuver = 'passive',
        interaction = 'man',
        delivery = 'self',
        target = 'self',
        duration = '4',
        range = 'self',
    },
    crown = {
        skip = true,
        maneuver = 'active',
        executionTime = '1a',
        interaction = 'man',
        delivery = 'self',
        target = 'self',
        duration = '8h',
        range = 'self',
        sustained = 'sus',
    }
}

function noPlural(word)
    -- Common irregular plural forms
    local irregulars = {
        ["children"] = "child",
        ["men"] = "man",
        ["women"] = "woman",
        ["feet"] = "foot",
        ["teeth"] = "tooth",
        ["mice"] = "mouse",
        ["geese"] = "goose"
    }

    -- Check for irregular forms
    if irregulars[word] then
        return irregulars[word]
    end

    -- Regular pluralization rules
    if word:match("ies$") then
        -- Change words ending in 'ies' to 'y' (e.g., "parties" -> "party")
        return word:sub(1, -4) .. "y"
    elseif word:match("ves$") then
        -- Change words ending in 'ves' to 'f' or 'fe' (e.g., "wolves" -> "wolf")
        return word:sub(1, -4) .. "f"
    elseif word:match("s$") and not word:match("ss$") then
        -- Remove trailing 's' (e.g., "cats" -> "cat", but keep "boss")
        return word:sub(1, -2)
    else
        -- Return the word unchanged if no pluralization rule applies
        return word
    end
end

local function addCategory(category, key, val, skill, spell, addCats, noLower)
    if addCats then
        if not noLower then
            category = category:lower()
        end
        if tags[key] and tags[key][val] then
            if tags[key][val].tags then
                out = ''
                for _, t in ipairs(tags[key][val].tags) do
                    out = out .. addCategory(category, key, t, skill, spell, addCats, true)
                end
                return out
            else
                category = tags[key][val].link
            end
        end
        if skill then
            skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
            skillCategory = skillCategory:gsub("^%l", string.upper)
        end
        if spell then
            spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
            spellCategory = spellCategory:gsub("^%l", string.upper)
        end
        category = category:gsub("^%l", string.upper)
        
        local c = '[[Category:' .. tostring(category) .. ']]'
        if skill then
            c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
        end
        if spell then
            c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
        end
        return c
    else
        return ''
    end
end

local function makeTag(frame, key, value, makeCat, transparent)
    if not tags[key] or not tags[key][value] then
        if value then
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
            if not ('.' == out:sub(-1)) then
                out = out .. '.'
            end
            return out
        else
            return ''
        end
    end
    local tag = tags[key][value]
    if tag.no then
        local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
        if not ('.' == out:sub(-1)) then
            out = out .. '.'
        end
        return out
    end
    if tag.tags then
        local out = ''
        for _, t in ipairs(tag.tags) do
            out = out .. makeTag(frame, key, t, makeCat, transparent)
        end
        return out
    end
    local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
    if tag.symbol then
        tagText = tagText .. "|" .. tag.symbol
    end
    if tag.link then
        tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
    end
    if tag.color then
        tagText = tagText .. "|c=" .. tag.color
    end
    if tag.class then
        tagText = tagText .. "|class=" .. tag.class
    end
    if transparent then
        tagText = tagText .. "|o=1"
    end
    tagText = tagText .. "}}"
    -- out = frame:preprocess(tagText)
    out = tagText
    return out
end

local function makeContent(frame, table, keys, makeCat)
    local content = ''
    local subContent = ''
    local hasPre = false
    for _, key in ipairs(keys) do
        if ('pre' == key and table['pre']) or ('executionTime' == key and table['executionTime']) or ('target' == key) or ('duration' == key) or ('invoked' == key and table['invoked']) then
            hasPre = true
            content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
        else
            if hasPre then
                subContent = subContent .. makeTag(frame, key, table[key], makeCat)
            else
                content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
            end
        end
    end
    if hasPre then
        content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
        -- content = content .. '{{TagSub|' .. subContent .. '}}'
    end
    if content == '' then
        for _, key in ipairs(keys) do
            if table[key] then
                content = frame:preprocess('{{ucfirst:' .. content .. table[key] .. '}}')
            end
        end
    end
    return content
end

local function makeBar(frame, title, content, link, flags, bottom)
    if content == '' then
        return ''
    end
    local barSpace = mw.html.create('span')
    barSpace
        :wikitext(frame:preprocess('&nbsp;'))
        :css('display', 'none')
    local barTitle = mw.html.create('span')
    local barTitleClass = title:lower()
    barTitleClass = barTitleClass:gsub(' ', '-')
    barTitleClass = barTitleClass:gsub('\'', '')
    barTitleClass = barTitleClass:gsub('\"', '')
    local barText = "{{ucfirst:" .. title .. "}}"
    if link then
        barText = "[[" .. link .. "|" .. barText .. "]]"
    end
    barText = barText .. ":"
    barTitle
        :addClass('ability-bar-title')
        :wikitext(frame:preprocess(barText))
        :css('font-weight', 'bold')
        :css('margin-right', '0.5em')
    local barContent = mw.html.create('span')
    barContent
        :addClass('ability-bar-content')
        :wikitext(content)
    local output = mw.html.create('div')
    if bottom then
        output = mw.html.create('span')
    end
    if not flags then
        flags = {}
    end
    for k, v in pairs(flags) do
        if type(v) == 'string' then
            output:addClass('flag-' .. k .. '-' .. v)
        end
    end
    output
        :addClass('ability-bar')
        :addClass('ability-bar-' .. barTitleClass)
        :attr(flags)
        :attr('test', 'out')
        :node(barSpace)
        :node(barTitle)
        :node(barSpace)
        :node(barContent)
        :css('display', 'block')
    -- if flags then
        -- for k, v in ipairs(flags) do
        --     output:attr(k, v)
        -- end
    -- end
    return tostring(output)
end

local function resolveAlias(args, aliases)
    local resolved = {}

    -- Resolve keys
    for canonicalKey, keyAliasList in pairs(aliases.keys) do
        for _, alias in ipairs(keyAliasList) do
            if args[alias] then
                resolved[canonicalKey] = args[alias]
                break
            end
        end
    end

    -- Resolve values
    for canonicalKey, canonicalValueTable in pairs(aliases.values) do
        local rawValue = resolved[canonicalKey]

        if rawValue then
            for canonicalValue, valueAliasList in pairs(canonicalValueTable) do
                for _, alias in ipairs(valueAliasList) do
                    if rawValue == '' then
                        resolved[canonicalKey] = false
                        break
                    elseif rawValue == alias then
                        resolved[canonicalKey] = canonicalValue
                        break
                    -- Handle patterns like timeParse or distParse
                    elseif rawValue and type(valueAliasList) == "table" and valueAliasList[1] and rawValue:match(valueAliasList[1]) then
                        if canonicalKey == "duration" or canonicalKey == "executionTime" then
                            -- Parse time duration (e.g., 5d -> "5 days")
                            local num = tonumber(rawValue:match("^(%d+)"))
                            local unit = rawValue:match("[%a]+$")
                            local unitMap = {m = "minute", h = "hour", d = "day", w = "week", y = "year", r = "round", s = "second"}
                            if unitMap[unit] then
                                local parsedValue = num .. " " .. unitMap[unit] .. (num > 1 and "s" or "")
                                resolved[canonicalKey] = parsedValue
                            else
                                resolved[canonicalKey] = rawValue
                            end
                        elseif canonicalKey == "range" or canonicalKey == "expansionRange" then
                            -- Parse distance (e.g., 30f -> "30 feet")
                            local num = tonumber(rawValue:match("^(%d+)"))
                            local unit = rawValue:match("[%a]+$")
                            local unitMap = {f = "feet", m = "miles"}
                            if unitMap[unit] then
                                local parsedValue = num .. " " .. unitMap[unit]
                                resolved[canonicalKey] = parsedValue
                            else
                                resolved[canonicalKey] = rawValue
                            end
                        end
                    end
                end
            end
        end
    end

    return resolved
end

local function exists(arg)
    return arg ~= nil and arg ~= '' and arg ~= false
end

local classFixes = {
    bar = 'ber',
    sam = 'due',
    ama = 'cor'
}

local classArchetypes = {
    ber = 'warr',
    due = 'warr',
    vet = 'warr',
    kni = 'warr',
    pal = 'warr',
    ass = 'semi',
    cor = 'semi',
    arc = 'semi',
    thi = 'semi',
    ran = 'semi',
    fla = 'mage',
    sto = 'mage',
    lif = 'mage',
    nec = 'mage',
    nat = 'mage'
}

local className = {
    ber = 'Berserker',
    due = 'Duelist',
    vet = 'Veteran',
    kni = 'Knight',
    pal = 'Paladin',
    ass = 'Assassin',
    cor = 'Corsair',
    arc = 'Archer',
    thi = 'Thief',
    ran = 'Ranger',
    fla = 'Flame Mage',
    sto = 'Storm Mage',
    lif = 'Life Mage',
    nec = 'Necromancer',
    nat = 'Nature Mage',
}

local archetypeName = {
    warr = 'Warrior',
    semi = 'Semi',
    mage = 'Mage',
}

function p.a ( frame )

    makeCat = true

    -- Figure out all the default values
    local args = frame.args
    local resolved = {}
    if args['pre'] then
        local toResolve = resolveAlias(premades[args['pre']], aliases)
        for k, v in pairs(toResolve) do
            resolved[k] = v
        end
    end
    local userResolve = resolveAlias(args, aliases)
    for k, v in pairs(userResolve) do
        resolved[k] = v
    end
    if resolved['pre'] and premades[args['pre']]['skip'] then
        resolved['pre'] = nil
    end
    if not resolved['duration'] then
        resolved['duration'] = 'instant'
    end

    if resolved['interaction'] == 'attack' then
        local dc = "Hit target's {{AC}}"
        if resolved['target'] == 'limb' then
            dc = "Hit target's {{Var:ACLimb}}"
        end
        if resolved['target'] == 'al' then
        	dc = "Hit target's {{Var:ACLimb}}"
    	end
        if resolved['target'] == 'arm' then
            dc = "Hit target's {{Var:ACLimb}}"
        end
        if resolved['target'] == 'leg' then
            dc = "Hit target's {{Var:ACLimb}}"
        end
        if resolved['target'] == 'vitals' then
            dc = "Hit target's {{Var:ACVitals}}"
        end
        if resolved['target'] == 'item' or resolved['target'] == 'ari' then
            dc = "Hit {{DC}} [[Core:Item Target|depends on item]]"
        end
        if resolved['target'] == 'shield' then
            dc = "Hit user's {{Var:ACWielded}}"
        end
        if resolved['target'] == 'armor' then
            dc = "Hit user's {{Var:ACWorn}}"
        end
        if resolved['target'] == 'weapon' then
            dc = "Hit user's {{Var:ACWielded}}"
        end
        resolved['hitDC'] = dc
    end

    if resolved['expansionCount'] then
        if resolved['expansionCount'] == '1' then
            resolved['expansionCount'] = '{{Space}}' .. resolved['expansionCount'] .. ' extra execution.'
        else
            resolved['expansionCount'] = '{{Space}}' .. resolved['expansionCount'] .. ' extra executions.'
        end
    end

    if resolved['invoked'] then
        resolved['verbal'] = 'verbal'
        resolved['somatic'] = 'somatic'
        resolved['mage'] = 'magelore'
    end

    local skill = false
    local spell = false
    local standard = false

    local class = nil
    local classFull = nil
    local archetype = nil
    local archetypeFull = nil
    local rank = nil
    if args['class'] then
        class = args['class']
        if classFixes[class] then
            class = classFixes[class]
        end
    end
    if args['class'] or args['arch'] then
        archetype = classArchetypes[class]
        if args['arch'] then
            archetype = args['arch']
        end
        classFull = className[class]
        archetypeFull = archetypeName[archetype]
        standard = true
        if archetype == 'warr' or archetype == 'semi' then
            skill = true
        end
        if archetype == 'mage' then
            spell = true
        end
    end
    local costMP = nil
    local costHP = nil
    local costGP = nil
    if args['pre'] == 'crown' then
        spell = true
        costMP = '1'
        rank = '2'
    end
    if args['rank'] then
        rank = args['rank']
    end
    
    if args['skill'] then
        skill = true
        if args['skill'] == '0' or args['skill'] == 'false' then
            skill = false
        end
    end
    if args['spell'] then
        spell = true
        if args['spell'] == '0' or args['spell'] == 'false' then
            spell = false
        end
    end
    if args['standard'] then
        standard = true
        if args['standard'] == '0' or args['standard'] == 'false' then
            standard = false
        end
    end
    if args['mp'] and args['mp']:len() > 0 then
        costMP = args['mp']
    end
    if args['hp'] and args['hp']:len() > 0 then
        costHP = args['hp']
    end
    if args['gp'] and args['gp']:len() > 0 then
        costGP = args['gp']
    end
    if exists(args['shatter']) then
    	costShatter = args['shatter']
    end

    local basic = false
    local journeyman = false
    if args['basic'] then
        basic = true
    end
    if args['journeyman'] or args['jm'] then
        journeyman = true
    end

    -- Category string
    local c = ''

    local name = args['name']
    local page = mw.title.getCurrentTitle().text
    local namespace = frame:preprocess('{{NAMESPACE}}')
    local addCats = ((namespace == 'Ability') and (page == name))
    c = c .. addCategory('Abilities', nil, nil, skill, spell, addCats)
    if basic then
        c = c .. addCategory('Basic abilities', 'basic', nil, skill, spell, addCats)
    end
    if journeyman then
        c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
    end
    local esContent = ''
    if args['es'] and args['es']:len() > 0 then
        esContent = esContent .. makeTag(frame, 'es', 'es', makeCat)
        c = c .. addCategory('Elder Sorcery abilities', 'es', 'es', skill, spell, addCats)
    else
    	if spell then
    		standard = '1'
		end
    end
    if standard then
        c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
        if skill then
            c = c .. addCategory('Semblant skills', nil, nil, skill, spell, addCats)
        end
        if spell then
            c = c .. addCategory('Conjured spells', nil, nil, skill, spell, addCats)
        end
    else
        c = c .. addCategory('Nonstandard abilities', nil, nil, skill, spell, addCats)
    end
    if args['ethereal'] then
        c = c .. addCategory('Ethereal abilities', nil, nil, skill, spell, addCats)
    end
    if args['av'] then
    	c = c .. addCategory('AV granting abilities', nil, nil, skill, spell, addCats, true)
    	c = c .. addCategory('AV' .. args['av'] .. ' granting abilities', nil, nil, skill, spell, addCats, true)
    end
    if (archetype and archetypeFull) then
        c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
    end
    if (class and classFull) then
        c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
    end
    if (rank and (class and classFull)) then
        if rank == '3' then
            rank = '3+'
        end
        c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
    end
    if resolved['pre'] then
        c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], skill, spell, addCats)
    end
    if resolved['interaction'] then
        c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
    end
    if resolved['delivery'] then
        c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
    end
    if resolved['target'] then
        c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
    end
    if resolved['duration'] then
        c = c .. addCategory(noPlural(resolved['duration']) .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
    end
    -- if resolved['range'] then
    --     c = c .. addCategory(resolved['range'] .. ' range abilities', 'range', resolved['range'], skill, spell, addCats)
    -- end
    if resolved['expansion'] then
        c = c .. addCategory(resolved['expansion'] .. ' expansion abilities', 'expansion', resolved['expansion'], skill, spell, addCats)
    end
    -- if resolved['expansionRange'] then
    --     c = c .. addCategory(resolved['expansionRange'] .. ' expansion range abilities', 'expansionRange', resolved['expansionRange'], skill, spell, addCats)
    -- end
    if resolved['attribute'] then
        c = c .. addCategory(resolved['attribute'] .. ' save abilities', 'attribute', resolved['attribute'], skill, spell, addCats)
    end
    if resolved['piercing'] then
        c = c .. addCategory(resolved['piercing'] .. ' abilities', 'piercing', resolved['piercing'], skill, spell, addCats)
    end
    if resolved['sustained'] then
        c = c .. addCategory('Sustained abilities', 'sustained', resolved['sustained'], skill, spell, addCats)
    end
    if resolved['upgrade'] then
        c = c .. addCategory(resolved['upgrade'] .. ' abilities', 'upgrade', resolved['upgrade'], skill, spell, addCats)
    end
    if resolved['executionTime'] then
        c = c .. addCategory(noPlural(resolved['executionTime']) .. ' execution time abilities', 'executionTime', resolved['executionTime'], skill, spell, addCats)
    end
    if resolved['maneuver'] then
        c = c .. addCategory(resolved['maneuver'] .. ' abilities', 'maneuver', resolved['maneuver'], skill, spell, addCats)
    end
    if resolved['verbal'] then
        c = c .. addCategory('Verbal component abilities', 'verbal', resolved['verbal'], skill, spell, addCats)
    end
    if resolved['somatic'] then
        c = c .. addCategory('Somatic component abilities', 'somatic', resolved['somatic'], skill, spell, addCats)
    end
    if resolved['material'] then
        c = c .. addCategory('Material component abilities', 'material', resolved['material'], skill, spell, addCats)
    end
    if resolved['magelore'] then
        c = c .. addCategory('Magelore component abilities', 'magelore', resolved['magelore'], skill, spell, addCats)
    end
    if resolved['invoked'] then
        c = c .. addCategory('Invoke abilities', 'invoked', resolved['invoked'], skill, spell, addCats)
    end

    local flawContent = ''
    if args['flaw'] or args['f'] or args['fl'] then
        flawContent = flawContent .. makeTag(frame, 'flaw', 'flaw', makeCat)
        c = c .. addCategory('Flaw abilities', 'flaw', 'flaw', skill, spell, addCats)
    end
    local specialContent = ''
    if args['special'] or args['s'] or args['sp'] and ((args['special']:len() > 0) or (args['s']:len() > 0) or (args['sp']:len() > 0)) then
        specialContent = specialContent .. makeTag(frame, 'special', 'special', makeCat)
        c = c .. addCategory('Special abilities', 'special', 'special', skill, spell, addCats)
    end
    local wardedContent = ''
    if args['warded'] and args['warded']:len() > 0 then
        wardedContent = wardedContent .. makeTag(frame, 'warded', 'warded', makeCat)
        c = c .. addCategory('Warded abilities', 'warded', 'warded', skill, spell, addCats)
    end

    local elementContent = ''
    if args['life'] and args['life']:len() > 0 then
        elementContent = elementContent .. makeTag(frame, 'elements', 'life', makeCat)
        c = c .. addCategory('Life element abilities', 'elements', 'life', skill, spell, addCats)
    end
    if args['storm'] and args['storm']:len() > 0 then
        elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
        c = c .. addCategory('Storm element abilities', 'elements', 'storm', skill, spell, addCats)
    end
    if (args['necro'] and args['necro']:len() > 0) or (args['necromancy'] and args['necromancy']:len() > 0) then
        elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
        c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
    end
    if args['flame'] and args['flame']:len() > 0 then
        elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
        c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
    end
    if args['nature'] and args['nature']:len() > 0 then
        elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
        c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
    end

    local powerContent = ''
    local martial = true
    if args['magic'] and args['magic']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'magic', makeCat)
        c = c .. addCategory('Magically powered abilities', 'power', 'magic', skill, spell, addCats) .. addCategory('Magical effects', nil, nil, false, false, addCats)
    end
    if args['divine'] and args['divine']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'divine', makeCat)
        c = c .. addCategory('Divinely powered abilities', 'power', 'divine', skill, spell, addCats) .. addCategory('Divine effects', nil, nil, false, false, addCats)
    end
    if args['spirit'] and args['spirit']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'spirit', makeCat)
        c = c .. addCategory('Spiritually powered abilities', 'power', 'spirit', skill, spell, addCats) .. addCategory('Spiritual effects', nil, nil, false, false, addCats)
    end
    if args['primal'] and args['primal']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'primal', makeCat)
        c = c .. addCategory('Primally powered abilities', 'power', 'primal', skill, spell, addCats) .. addCategory('Primal effects', nil, nil, false, false, addCats)
    end
    if args['psionic'] and args['psionic']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'psionic', makeCat)
        c = c .. addCategory('Psionically powered abilities', 'power', 'psionic', skill, spell, addCats) .. addCategory('Mental effects', nil, nil, false, false, addCats)
    end
    if args['techo'] and args['techo']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'techo', makeCat)
        c = c .. addCategory('Technologically powered abilities', 'power', 'techo', skill, spell, addCats) .. addCategory('Technological effects', nil, nil, false, false, addCats)
    end
    if args['finance'] and args['finance']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'finance', makeCat)
        c = c .. addCategory('Financially powered abilities', 'power', 'finance', skill, spell, addCats) .. addCategory('Financial effects', nil, nil, false, false, addCats)
    end
    if args['alchemy'] and args['alchemy']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'alchemy', makeCat)
        c = c .. addCategory('Alchemically powered abilities', 'power', 'alchemy', skill, spell, addCats) .. addCategory('Alchemical effects', nil, nil, false, false, addCats)
    end
    if args['unknown'] and args['unknown']:len() > 0 then
        martial = false
        powerContent = powerContent .. makeTag(frame, 'power', 'unknown', makeCat)
        c = c .. addCategory('Unknown powered abilities', 'power', 'unknown', skill, spell, addCats)
    end
    if args['martial'] and args['martial']:len() > 0 then
        martial = true
    end
    if martial then
        powerContent = powerContent .. makeTag(frame, 'power', 'martial', makeCat)
        c = c .. addCategory('Martially powered abilities', 'power', 'martial', skill, spell, addCats)
    end
    if class then
        classContent = makeContent(frame, resolved, {'class'}, makeCat)
        powerContent = powerContent .. classContent
    end
    if args['rotator'] and args['rotator']:len() > 0 then
        powerContent = powerContent .. makeTag(frame, 'category', 'rotator', makeCat)
    end
    if args['gm'] and args['gm']:len() > 0 then
        powerContent = powerContent .. makeTag(frame, 'gm', args['gm'], makeCat)
    end
    if args['guildmaster'] and args['guildmaster']:len() > 0 then
        powerContent = powerContent .. makeTag(frame, 'category', 'guildmaster', makeCat)
    end
    powerContent = powerContent .. elementContent
    if skill then
        powerContent = powerContent .. makeTag(frame, 'category', 'skill', makeCat)
    end
    if spell then
        powerContent = powerContent .. makeTag(frame, 'category', 'spell', makeCat)
    end

    local deliveryContent = ''
    if standard and skill then
        deliveryContent = deliveryContent .. makeTag(frame, 'category', 'semblant', makeCat)
    end
    if standard and spell then
        deliveryContent = deliveryContent .. makeTag(frame, 'category', 'conjure', makeCat)
    end

    local effectContent = ''
    if exists(args['mental']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'mental', makeCat)
        c = c .. addCategory('Mental effects', 'effect', 'mental', skill, spell, addCats)
    end
    if exists(args['truth']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'truth', makeCat)
        c = c .. addCategory('Truth detecting effects', 'effect', 'truthDetecting', skill, spell, addCats)
    end
    if exists(args['duelMod']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'duelModifying', makeCat)
        c = c .. addCategory('Duel modifying effects', 'effect', 'duelModifying', skill, spell, addCats)
    end
    if exists(args['movement']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'movement', makeCat)
        c = c .. addCategory('Movement effects', 'effect', 'movement', skill, spell, addCats)
    end
    if exists(args['poison']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'poison', makeCat)
        c = c .. addCategory('Poison effects', 'effect', 'poison', skill, spell, addCats)
    end
    if exists(args['illusion']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'illusion', makeCat)
        c = c .. addCategory('Illusion effects', 'effect', 'illusion', skill, spell, addCats)
    end
    if exists(args['displacement']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'displacement', makeCat)
        c = c .. addCategory('Displacement effects', 'effect', 'displacement', skill, spell, addCats)
    end
    if exists(args['transformation']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'transformation', makeCat)
        c = c .. addCategory('Transformation effects', 'effect', 'transformation', skill, spell, addCats)
    end
    if exists(args['control']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'control', makeCat)
        c = c .. addCategory('Control effects', 'effect', 'control', skill, spell, addCats)
    end
    if exists(args['resist']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'resist', makeCat)
        c = c .. addCategory('Resistance effects', 'effect', 'resist', skill, spell, addCats)
    end
    if exists(args['hexproof']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'hexproof', makeCat)
        c = c .. addCategory('Hexproof effects', 'effect', 'hexproof', skill, spell, addCats)
    end
    if exists(args['awaken']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'awaken', makeCat)
        c = c .. addCategory('Awakening effects', 'effect', 'awaken', skill, spell, addCats)
    end
    if exists(args['immune']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'immune', makeCat)
        c = c .. addCategory('Immunity effects', 'effect', 'immune', skill, spell, addCats)
    end
    if exists(args['hexseal']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'hexseal', makeCat)
        c = c .. addCategory('Hexseal effects', 'effect', 'hexseal', skill, spell, addCats)
    end
    if exists(args['long']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'long', makeCat)
        c = c .. addCategory('Long range effects', 'effect', 'long', skill, spell, addCats)
    end
    if exists(args['sense']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'sense', makeCat)
        c = c .. addCategory('Sensory effects', 'effect', 'sense', skill, spell, addCats)
    end
    if exists(args['revive'] or args['rev']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'revive', makeCat)
        c = c .. addCategory('Revival effects', 'effect', 'revive', skill, spell, addCats)
    end
    if exists(args['summon']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'summon', makeCat)
        c = c .. addCategory('Summoning effects', 'effect', 'summon', skill, spell, addCats)
    end
    if exists(args['heal']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'heal', makeCat)
        c = c .. addCategory('Healing effects', 'effect', 'heal', skill, spell, addCats)
    end
    if exists(args['reanimate'] or args['rean']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'reanimate', makeCat)
        c = c .. addCategory('Reanimation effects', 'effect', 'reanimate', skill, spell, addCats)
    end
    if exists(args['regenerate'] or args['regen']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'regenerate', makeCat)
        c = c .. addCategory('Regeneration effects', 'effect', 'regenerate', skill, spell, addCats)
    end
    if exists(args['revitalize'] or args['revit']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'revitalize', makeCat)
        c = c .. addCategory('Revitalization effects', 'effect', 'revitalize', skill, spell, addCats)
    end
    if exists(args['kill']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'kill', makeCat)
        c = c .. addCategory('Killing effects', 'effect', 'kill', skill, spell, addCats)
    end
    if exists(args['damage']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'damage', makeCat)
        c = c .. addCategory('Damaging effects', 'effect', 'damage', skill, spell, addCats)
    end
    if exists(args['drain']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'drain', makeCat)
        c = c .. addCategory('Draining effects', 'effect', 'drain', skill, spell, addCats)
    end
    if exists(args['destroy']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'destroy', makeCat)
        c = c .. addCategory('Destruction effects', 'effect', 'destroy', skill, spell, addCats)
    end
    if exists(args['contract']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'contract', makeCat)
        c = c .. addCategory('Contract effects', 'effect', 'contract', skill, spell, addCats)
    end
    if exists(args['steal']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'steal', makeCat)
        c = c .. addCategory('Stealing effects', 'effect', 'steal', skill, spell, addCats)
    end
    if exists(args['loud']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'loud', makeCat)
        c = c .. addCategory('Loud effects', 'effect', 'loud', skill, spell, addCats)
    end
    if exists(args['knockout']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'knockout', makeCat)
        c = c .. addCategory('Knockout effects', 'effect', 'knockout', skill, spell, addCats)
    end
    if exists(args['time']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'time', makeCat)
        c = c .. addCategory('Temporal effects', 'effect', 'time', skill, spell, addCats)
    end
    if exists(args['lightning']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'lightning', makeCat)
        c = c .. addCategory('Lightning effects', 'effect', 'lightning', skill, spell, addCats)
    end
    if exists(args['disease']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'disease', makeCat)
        c = c .. addCategory('Disease effects', 'effect', 'disease', skill, spell, addCats)
    end
    if exists(args['vision']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'vision', makeCat)
        c = c .. addCategory('Vision effects', 'effect', 'vision', skill, spell, addCats)
    end
    if exists(args['morganti']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'morganti', makeCat)
        c = c .. addCategory('Morganti effects', 'effect', 'morganti', skill, spell, addCats)
    end
    if exists(args['construction']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'construction', makeCat)
        c = c .. addCategory('Construction effects', 'effect', 'construction', skill, spell, addCats)
    end
    if exists(args['weather']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'weather', makeCat)
        c = c .. addCategory('Weather effects', 'effect', 'weather', skill, spell, addCats)
    end

    local autoContent = ''
    if exists(args['auto']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'auto', makeCat)
        c = c .. addCategory('Automatic effects', 'effect', 'auto', skill, spell, addCats)
        autoContent = autoContent .. ' This triggers automatically. You cannot choose to not use it if you are able to.'
    end

    local costContent = ''
    if costMP then
        c = c .. addCategory('MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        if costMP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X MP|🩵|l=:Category:MP cost abilities|c=#3584e4|class=cost-tagged mpx}}")
            c = c .. addCategory('Variable MP cost abilities', 'costMP', 'x', skill, spell, addCats, true)
        else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costMP .. " MP|🩵|l=:Category:MP cost abilities|c=#3584e4|class=cost-tagged mp" .. costMP .. "}}")
            c = c .. addCategory(costMP .. ' MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        end
    end
    if costHP then
        c = c .. addCategory('HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
        if costHP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X HP|❤️|l=:Category:HP cost abilities|c=#e01b24|class=cost-tagged hpx}}")
            c = c .. addCategory('Variable HP cost abilities', 'costHP', 'x', skill, spell, addCats, true)
        else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costHP .. " HP|❤️|l=:Category:HP cost abilities|c=#e01b24|class=cost-tagged hp" .. costHP .. "}}")
            c = c .. addCategory(costHP .. ' HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
        end
    end
    if costGP then
        c = c .. addCategory('GP cost abilities', 'costGP', costGP, skill, spell, addCats, true)
        if costGP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X GP|🪙|l=:Category:GP cost abilities|c=#F6D32D|class=cost-tagged gpx}}")
            c = c .. addCategory('Variable GP cost abilities', 'costGP', 'x', skill, spell, addCats, true)
        else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costGP .. " GP|🪙|l=:Category:GP cost abilities|c=#F6D32D|class=cost-tagged gp" .. costGP .. "}}")
            c = c .. addCategory(costGP .. ' GP cost abilities', 'costGP', costGP, skill, spell, addCats, true)
        end
    end
    if costShatter then
        c = c .. addCategory('Shatter cost abilities', 'costShatter', costShatter, skill, spell, addCats)
        costContent = costContent .. frame:preprocess("{{Tag|Shatter|💥|l=:Category:Shatter cost abilities|class=cost-tagged shatter}}")
    end
    if args['cost'] then
        costContent = costContent .. frame:preprocess(args['cost'])
    end

    local executionTimeTitle = 'Execution time'
    if spell then
        executionTimeTitle = 'Casting time'
    end

    local expansionContent = 'TEST'
    -- if args['ec'] or args['expCount'] or args['expansionCount'] then
    --     -- local ec = args['ec'] or args['expCount'] or args['expansionCount']
    --     -- ec = tostring(ec)
    --     local ec = '1'
    --     expansionContent = 'This ability expands ' .. ec .. ' time' .. (tonumber(ec) > 1 and 's' or '') .. '.'
    -- end

    local heightenedContent = ''
    if args['heightened'] and args['heightened']:len() > 0 then
        heightenedContent = heightenedContent .. 'For each additional {{MP}} spent, ' .. args['heightened']
        -- heightenedContent = heightenedContent .. ' You can only {{L|Core|Heightening|Heighten}} if you are {{L|Core|Proficiency Bonus|Proficient}} or {{L|Core|Fluency Bonus|Fluent}} in ' .. args['name'] .. ' and only up to the corresponding bonus.'
        c = c .. addCategory('Heightened abilities', 'heightened', args['heightened'], skill, spell, addCats, true)
    end

    local proficiencyContent = ''
    if args['pro'] then
        proficiencyContent = proficiencyContent .. frame:preprocess(args['pro'])
    end

    local fluencyContent = ''
    if args['flu'] then
        fluencyContent = fluencyContent .. frame:preprocess(args['flu'])
    end

    local restrictionContent = ''
    if args['restrict'] then
        restrictionContent = restrictionContent .. frame:preprocess(args['restrict'])
    end

    local statValContent = ''
    local statFeatContent = ''
    if args['vstat'] and args['val'] then
        local vstat = frame:preprocess("{{uc:" .. args['vstat'] .. "}}")
        statValContent = 'This ability sets your {{L|Core|' .. vstat .. '}}' .. ' score to a minimum of ' .. args['val'] .. '.'
        c = c .. addCategory('Attribute setting abilities', 'val', args['val'], skill, spell, addCats, true)
        c = c .. addCategory(vstat .. ' setting abilities', 'vstat', args['vstat'], skill, spell, addCats, true)
        c = c .. addCategory(vstat .. ' value of ' .. args['val'] .. ' setting abilities', 'val', args['val'], skill, spell, addCats, true)
    end
    local f = 'proficiency'
    if args['fflu'] then
        f = 'fluency'
    end
    if args['fstat'] and (args['fflu'] or args['fpro']) then
        local fstat = frame:preprocess("{{uc:" .. args['fstat'] .. "}}")
        statFeatContent = 'This ability gives {{L|Core|' .. f .. ' Bonus|' .. f .. '}} in {{L|Core|' .. fstat .. '}} {{L|Core|Feat Interaction|Feat Saves}}.'
        c = c .. addCategory('Feat save improvement abilities', 'flu', args['fflu'], skill, spell, addCats)
        c = c .. addCategory('Feat save ' .. f .. ' granting abilities', 'fstat', args['fstat'], skill, spell, addCats, true)
        c = c .. addCategory(fstat .. ' feat save ' .. f .. ' granting abilities', 'fstat', args['fstat'], skill, spell, addCats, true)
    end
    if args['rotator'] and args['rotator']:len() > 0 then
        c = c .. addCategory('Rotator abilities', 'rotator', args['rotator'], skill, spell, addCats)
    end
    if args['gm'] then
        c = c .. addCategory(tags['gm'][args['gm']]['link'], 'gm', args['gm'], skill, spell, addCats)
    end
    if args['guildmaster'] then
        c = c .. addCategory('Guildmaster abilities', 'guildmaster', args['guildmaster'], skill, spell, addCats)
    end
    if args['style'] then
        c = c .. addCategory('Casting style abilities', 'style', args['style'], skill, spell, addCats)
    end
    if args['weapon'] then
        c = c .. addCategory('Weapon fighting style abilities', 'weapon', args['weapon'], skill, spell, addCats)
    end

    -- Remove range from self targeted abilities
    if resolved['target'] == 'self' or resolved['range'] == 'self' then
        resolved['range'] = nil
    end

    local barsTop = {
        -- {
        --     title = 'elements',
        --     content = frame:preprocess(elementContent)
        -- },
        {
            title = 'power sources',
            content = frame:preprocess(esContent .. powerContent),
            link = ':Category:Powered abilities'
        },
        {
            title = 'effect types',
            content = frame:preprocess(flawContent .. specialContent .. effectContent),
            link = ':Category:Effects'
        },
        {
            title = 'delivery',
            content = frame:preprocess(wardedContent .. deliveryContent) .. makeContent(frame, resolved, {'expansion', 'pre', 'upgrade', 'piercing', 'delivery', 'interaction'}, makeCat),
            link = ':Category:Delivery abilities'
        },
        {
            title = 'save attribute',
            content = makeContent(frame, resolved, {'attribute'}, makeCat),
            link = 'Core:Feat Interaction'
        },
        {
            title = 'expansion save attribute',
            content = makeContent(frame, resolved, {'expansionAttribute'}, makeCat),
        },
        {
            title = 'target',
            content = makeContent(frame, resolved, {'target', 'hitDC'}, makeCat),
            link = ':Category:Target abilities'
        },
        {
            title = executionTimeTitle,
            content = makeContent(frame, resolved, {'executionTime', 'maneuver'}, makeCat),
            link = 'Core:Maneuvers'
        },
        {
            title = 'trigger',
            content = (args['trigger'] or '') .. autoContent,
            link = 'Core:Reactive Maneuvers'
        },
        {
            title = 'cost and components',
            content = frame:preprocess(costContent) .. makeContent(frame, resolved, {'material', 'invoked', 'verbal', 'somatic', 'magelore'}, makeCat),
            link = ':Category:Cost abilities'
        },
        {
            title = 'Mana cost',
            content = args['mpx'] or '',
            link = ':Category:MP cost abilities'
        },
        {
            title = 'Hit cost',
            content = args['hpx'] or '',
            link = ':Category:HP cost abilities'
        },
        {
            title = 'Gold cost',
            content = args['gpx'] or '',
            link = ':Category:GP cost abilities'
        },
        {
            title = 'Material cost',
            content = makeContent(frame, resolved, {'matx'}, makeCat),
            link = ':Category:Material component abilities'
        },
        {
            title = 'duration',
            content = makeContent(frame, resolved, {'duration', 'sustained'}, makeCat),
            link = ':Category:Duration abilities'
        },
        {
            title = 'range',
            content = makeContent(frame, resolved, {'range'}, makeCat),
            link = 'Core:Range'
        },
        -- {
        --     title = 'expansion',
        --     content = makeContent(frame, resolved, {'expansion'}, makeCat)
        -- },
        {
            title = 'expansion range',
            content = makeContent(frame, resolved, {'expansionRange'}, makeCat),
            link = 'Core:Expansions'
        },
        {
            title = 'expansion cap',
            content = makeContent(frame, resolved, {'expansionCount'}, makeCat),
            link = 'Core:Expansions'
        },
        {
            title = 'Requirements',
            content = makeContent(frame, resolved, {'requirement'}, makeCat)
        },
    }

    local barsBottom = {
        {
            title = 'End condition',
            content = args['end'] or ''
        },
        {
            title = 'On critical hit',
            content = args['crithit'] or ''
        },
        {
            title = 'On hit',
            content = args['hit'] or ''
        },
        {
            title = 'On miss',
            content = args['miss'] or ''
        },
        {
            title = 'On critically miss',
            content = args['critmiss'] or ''
        },
        {
            title = 'On critical fail',
            content = args['critfail'] or ''
        },
        {
            title = 'On fail',
            content = args['fail'] or ''
        },
        {
            title = 'On success',
            content = args['success'] or ''
        },
        {
            title = 'On critical success',
            content = args['critsuccess'] or ''
        },
        {
            title = 'Heightened',
            content = frame:preprocess(heightenedContent),
            link = ':Category:Heightened abilities'
        },
        {
            title = 'If proficient',
            content = proficiencyContent,
            link = 'Core:Proficiency Bonus'
        },
        {
            title = 'If fluent',
            content = fluencyContent,
            link = 'Core:Fluency Bonus'
        },
        {
            title = 'Attribute improvement',
            content = frame:preprocess(statValContent),
            link = 'Core:Attributes',
            flags = {
                attribute = args['vstat'] and frame:preprocess('{{lc:' .. args['vstat'] .. '}}') or "",
                value = args['val']
            }
        },
        {
            title = 'Feat save improvement',
            content = frame:preprocess(statFeatContent),
            link = 'Core:Feat Interaction',
            flags = {
                attribute = args['fstat'] and frame:preprocess('{{lc:' .. args['fstat'] .. '}}'),
                value = f
            }
        },
    }

    local outputTop = ''
    for _, bar in ipairs(barsTop) do
        outputTop = outputTop .. makeBar(frame, bar['title'], bar['content'], bar['link'], bar['flags'], false)
    end
    local outputBottom = ''

    for _, bar in ipairs(barsBottom) do
        outputBottom = outputBottom .. makeBar(frame, bar['title'], bar['content'], bar['link'], bar['flags'], true)
    end

    local outputMiddle = ''
    if args['e'] then
        outputMiddle = frame:preprocess(args['e'])
    end

    local output = mw.html.create('span')
    output
        :addClass('ability-variables')
    if args['basic'] then
        output
            :addClass('ability-basic')
    end
    output:wikitext(outputTop)
    
    if outputMiddle ~= '' then
        output
            :wikitext('<hr>')
            :wikitext('<span class="ability-overview-base">' .. outputMiddle .. '</span>')
    end

    if outputBottom ~= '' then
        output
            :wikitext('<hr>')
            :wikitext(outputBottom)
    end

    output = tostring(output) .. c
    output = output .. frame:preprocess('<templatestyles src="Template:Ability/styles.css" />')
    if not name then
        output = output .. '<span style="color: red;>NO NAME PROVIDED VERY BAD EVERY ABILITY NEEDS A NAME OKAY</span>'
    end

    return output
end

return p