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Module:A: Difference between revisions

From Teriock
// via Wikitext Extension for VSCode
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(212 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 82: Line 99:
             'requirement',
             'requirement',
             'rq'
             'rq'
        },
        shatter = {
            'shat',
            'shatter',
         },
         },
         verbal = {
         verbal = {
Line 142: 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 314: Line 342:
                 'armor',
                 'armor',
                 'r'
                 'r'
            },
            ship = {
                'ship',
             },
             },
             attack = {
             attack = {
Line 321: Line 352:
             },
             },
             ability = {
             ability = {
                 'ab',
            'ab',
                 'ability'
            'ability'
            },
            spell = {
                 'spl',
                 'spell',
             },
             },
             other = {
             other = {
Line 334: Line 369:
                 'itemCreature',
                 'itemCreature',
                 'ic'
                 'ic'
            },
            ai = {
                'ai',
                'attackItem',
                'itemAttack',
                'ia'
             },
             },
             area = {
             area = {
                 'area',
                 'area',
                 'ar'
                 '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 352: Line 440:
                 '4',
                 '4',
                 'inf',
                 'inf',
            },
            noLimit = {
                'noLimit',
                '1',
                'nl',
             },
             },
             whileUp = {
             whileUp = {
Line 406: Line 499:
             },
             },
             timeParse = {
             timeParse = {
                 '^%d+[mhdwy]$'
                 '^%d+[mhdwys]$'
             }
             }
         },
         },
Line 555: Line 648:
                 'SNK',
                 'SNK',
                 's'
                 's'
             }
             },
            unp = {
                'unp',
                'UNP',
                'u'
            },
         },
         },
         expansion = {
        expansionAttribute = {
             detonate = {
            int = {
                 'det',
                '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',
                 'detonate',
                 'd'
                 'd'
Line 582: Line 712:
             distParse = {
             distParse = {
                 '^%d+[fm]$'
                 '^%d+[fm]$'
            }
        },
        expansionCount = {
            expansionCount = {
                'expansionCount',
                'ec',
             }
             }
         },
         },
Line 588: Line 724:
                 'sus',
                 'sus',
                 'sustained',
                 'sustained',
                's',
                '1',
            }
        },
        shatter = {
            shatter = {
                'shat',
                'shatter',
                 's',
                 's',
                 '1',
                 '1',
Line 639: 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 644: Line 819:


local tags = {
local tags = {
    shatter = {
        shatter = {
            text = 'Shatter',
            link = 'Shatter cost abilities',
            symbol = '💥',
            color = '#f9f06b'
        },
    },
     verbal = {
     verbal = {
         verbal = {
         verbal = {
Line 657: Line 824:
             link = 'Verbal component abilities',
             link = 'Verbal component abilities',
             symbol = '🗣️',
             symbol = '🗣️',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged verbal'
         },
         },
     },
     },
Line 665: Line 833:
             link = 'Somatic component abilities',
             link = 'Somatic component abilities',
             symbol = '👐',
             symbol = '👐',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged somatic'
         },
         },
     },
     },
Line 673: Line 842:
             link = 'Material component abilities',
             link = 'Material component abilities',
             symbol = '💎',
             symbol = '💎',
             color = '#ff7800'
             color = '#ff7800',
            class = 'component-tagged material'
         },
         },
     },
     },
Line 681: Line 851:
             link = 'Magelore component abilities',
             link = 'Magelore component abilities',
             symbol = '🔮',
             symbol = '🔮',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged magelore'
         },
         },
     },
     },
Line 687: 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'
         },
         },
     },
     },
     elements = {
     flaw = {
         life = {
         flaw = {
             text = 'Life',
             text = 'Flaw',
             link = 'Life element abilities',
             link = 'Flaw abilities',
             symbol = '☀️',
             symbol = '',
             color = '#ffffff'
             color = '#e01b24',
            class = 'flaw-tagged flaw'
         },
         },
         storm = {
    },
    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',
             text = 'Storm',
             link = 'Storm element abilities',
             link = 'Storm element abilities',
             symbol = '💧',
             symbol = '💧',
             color = '#3584e4'
             color = '#3584e4',
            class = 'element-tagged storm'
        },
        necromancy = {
            text = 'Necromancy',
            link = 'Necromancy element abilities',
            symbol = '💀',
            color = '#3d3846',
            class = 'element-tagged necromancy'
         },
         },
         necro = {
         necro = {
             text = 'Necro',
             text = 'Necromancy',
             link = 'Necromancy element abilities',
             link = 'Necromancy element abilities',
             symbol = '💀',
             symbol = '💀',
             color = '#3d3846'
             color = '#3d3846',
            class = 'element-tagged necromancy'
         },
         },
         flame = {
         flame = {
Line 715: Line 933:
             link = 'Flame element abilities',
             link = 'Flame element abilities',
             symbol = '🔥',
             symbol = '🔥',
             color = '#e01b24'
             color = '#e01b24',
            class = 'element-tagged flame'
         },
         },
         nature = {
         nature = {
Line 721: Line 940:
             link = 'Nature element abilities',
             link = 'Nature element abilities',
             symbol = '🌱',
             symbol = '🌱',
             color = '#33d17a'
             color = '#33d17a',
            class = 'element-tagged nature'
         },
         },
     },
     },
     power = {
     class = {
         divine = {
         ber = {
             text = 'Divine',
             text = 'Berserker',
             link = 'Divinely powered abilities',
             link = 'Berserker class abilities',
             symbol = '🪽',
             symbol = '🪓',
             color = '#f9f06b'
             class = 'class-tagged berserker'
        },
        due = {
            text = 'Duelist',
            link = 'Duelist class abilities',
            symbol = '🤺',
            class = 'class-tagged duelist'
         },
         },
         magic = {
         vet = {
             text = 'Magical',
             text = 'Veteran',
             link = 'Magically powered abilities',
             link = 'Veteran class abilities',
             symbol = '',
             symbol = '🪖',
             color = '#9141ac'
             class = 'class-tagged veteran'
         },
         },
         spirit = {
         kni = {
             text = 'Spiritual',
             text = 'Knight',
             link = 'Spiritually powered abilities',
             link = 'Knight class abilities',
             symbol = '🪭',
             symbol = '⚔️',
             color = '#9a9996'
             class = 'class-tagged knight'
         },
         },
         martial = {
         pal = {
             text = 'Martial',
             text = 'Paladin',
             link = 'Martially powered abilities',
             link = 'Paladin class abilities',
             symbol = '💪',
             symbol = '🛡️',
             color = '#ff7800'
             class = 'class-tagged paladin'
         },
         },
         psionic = {
         ass = {
             text = 'Psionic',
             text = 'Assassin',
             link = 'Psionically powered abilities',
             link = 'Assassin class abilities',
             symbol = '🤯',
             symbol = '🗡️',
             color = '#3584e4'
             class = 'class-tagged assassin'
         },
         },
         primal = {
         cor = {
             text = 'Primal',
             text = 'Corsair',
             link = 'Primally powered abilities',
             link = 'Corsair class abilities',
             symbol = '⛰️',
             symbol = '🏴‍☠️',
             color = '#986a44'
             class = 'class-tagged corsair'
         },
         },
         techo = {
         arc = {
             text = 'Techno',
             text = 'Archer',
             link = 'Technologically powered abilities',
             link = 'Archer class abilities',
             symbol = '⚙️',
             symbol = '🏹',
             color = '#e01b24'
             class = 'class-tagged archer'
         },
         },
         finance = {
         thi = {
             text = 'Financial',
             text = 'Thief',
             link = 'Financially powered abilities',
             link = 'Thief class abilities',
             symbol = '🪙',
             symbol = '💰️',
             color = '#fcc200'
             class = 'class-tagged thief'
        }
    },
    category = {
        skill = {
            text = 'Skill',
            link = 'Skills',
            symbol = '🤹'
         },
         },
         spell = {
         ran = {
             text = 'Spell',
             text = 'Ranger',
             link = 'Spells',
             link = 'Ranger class abilities',
             symbol = ''
             symbol = '🐾',
            class = 'class-tagged ranger'
         },
         },
         semblant = {
         fla = {
             text = 'Semblant',
             text = 'Flame Mage',
             link = 'Semblant skills',
             link = 'Flame Mage class abilities',
             symbol = '🎭'
             symbol = '🧙',
            class = 'class-tagged flameMage'
         },
         },
         conjure = {
         sto = {
             text = 'Conjure',
             text = 'Storm Mage',
             link = 'Conjured spells',
             link = 'Storm Mage class abilities',
             symbol = '🔮'
             symbol = '🧙',
            class = 'class-tagged stormMage'
         },
         },
         standard = {
         lif = {
             text = 'Standard',
             text = 'Life Mage',
             link = 'Standard abilities',
             link = 'Life Mage class abilities',
             symbol = '🏁'
             symbol = '🧙',
            class = 'class-tagged lifeMage'
         },
         },
    },
         nec = {
    effects = {
             text = 'Necromancer',
         mental = {
             link = 'Necromancer class abilities',
             text = 'Mental',
             symbol = '🧙',
             link = 'Mental effects',
            class = 'class-tagged necromancer'
             symbol = '🧠'
         },
         },
         truth = {
         nat = {
             text = 'Truth',
             text = 'Nature Mage',
             link = 'Truth detecting effects',
             link = 'Nature Mage class abilities',
             symbol = '⚖️'
             symbol = '🧙',
            class = 'class-tagged natureMage'
         },
         },
         duelMod = {
    },
             text = 'Duel mod',
    gm = {
             link = 'Duel modifying effects',
         warr = {
             symbol = '🤺'
             text = 'Warrior',
             link = 'Warrior guildmaster abilities',
             symbol = '⚔️',
            class = 'archetype-tagged warrior'
         },
         },
         movement = {
         semi = {
             text = 'Movement',
             text = 'Semi',
             link = 'Movement effects',
             link = 'Semi guildmaster abilities',
             symbol = '👣'
             symbol = '🤹',
            class = 'archetype-tagged semi'
        }
    },
    power = {
        divine = {
            text = 'Divine',
            link = 'Divinely powered abilities',
            symbol = '🪽',
            color = '#f9f06b',
            class = 'power-tagged divine'
         },
         },
         displacement = {
         magic = {
             text = 'Displacement',
             text = 'Magical',
             link = 'Displacement effects',
             link = 'Magically powered abilities',
             symbol = '🌀'
             symbol = '✨',
            color = '#9141ac',
            class = 'power-tagged magical'
         },
         },
         transformation = {
         spirit = {
             text = 'Transformation',
             text = 'Spiritual',
             link = 'Transformation effects',
             link = 'Spiritually powered abilities',
             symbol = '🌳'
             symbol = '🪭',
            color = '#9a9996',
            class = 'power-tagged spiritual'
         },
         },
         control = {
         martial = {
             text = 'Control',
             text = 'Martial',
             link = 'Control effects',
             link = 'Martially powered abilities',
             symbol = '⛓️'
             symbol = '💪',
            color = '#ff7800',
            class = 'power-tagged martial'
         },
         },
         resist = {
         psionic = {
             text = 'Resistance',
             text = 'Psionic',
             link = 'Resistance effects',
             link = 'Psionically powered abilities',
             symbol = '🚫'
             symbol = '🤯',
            color = '#3584e4',
            class = 'power-tagged psionic'
         },
         },
         immune = {
         primal = {
             text = 'Immunity',
             text = 'Primal',
             link = 'Immunity effects',
             link = 'Primally powered abilities',
             symbol = '🚫'
             symbol = '⛰️',
            color = '#986a44',
            class = 'power-tagged primal'
         },
         },
         long = {
         techno = {
             text = 'Long range',
             text = 'Technological',
             link = 'Long range effects',
             link = 'Technologically powered abilities',
             symbol = '📏'
             symbol = '⚙️',
            color = '#e01b24',
            class = 'power-tagged technological'
         },
         },
         sense = {
         finance = {
             text = 'Sensory',
             text = 'Financial',
             link = 'Sensory effects',
             link = 'Financially powered abilities',
             symbol = '👁️'
             symbol = '🪙',
            color = '#fcc200',
            class = 'power-tagged financial'
         },
         },
         revive = {
         alchemy = {
             text = 'Revival',
             text = 'Alchemical',
             link = 'Revival effects',
             link = 'Alchemically powered abilities',
             symbol = '🤍'
             symbol = '🧪',
            color = '#33d17a',
            class = 'power-tagged alchemical'
         },
         },
         summon = {
         unknown = {
             text = 'Summoning',
             text = 'Unknown',
             link = 'Summoning effects',
             link = 'Unknown powered abilities',
             symbol = '🖤'
             symbol = '❓',
            color = '#77767b',
            class = 'power-tagged unknown'
         },
         },
         heal = {
    },
             text = 'Healing',
    category = {
             link = 'Healing effects',
         skill = {
             symbol = '❤️'
             text = 'Skill',
             link = 'Skills',
             symbol = '🤹',
            class = 'skill'
         },
         },
         reanimate = {
         spell = {
             text = 'Reanimation',
             text = 'Spell',
             link = 'Reanimation effects',
             link = 'Spells',
             symbol = '🩶'
             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'
         },
         },
         regenerate = {
         guildmaster = {
             text = 'Regeneration',
             text = 'Guildmaster',
             link = 'Regeneration effects',
             link = 'Guildmaster abilities',
             symbol = '💚'
             symbol = '🏅',
            class = 'guildmaster'
         }
         }
     },
     },
     pre = {
     effects = {
         strike = {
         mental = {
             text = 'Strike',
             text = 'Mental',
             link = 'Strike delivery abilities',
             link = 'Mental effects',
             symbol = '⚔️'
             symbol = '🧠',
            class = 'effect-tagged mental'
         },
         },
         ray = {
         truth = {
             text = 'Ray',
             text = 'Truth detecting',
             link = 'Ray delivery abilities',
             link = 'Truth detecting effects',
             symbol = '⚡️'
             symbol = '⚖️',
            class = 'effect-tagged truthDetecting'
        },
        duelModifying = {
            text = 'Duel modifying',
            link = 'Duel modifying effects',
            symbol = '🤺',
            class = 'effect-tagged duelModifying'
         },
         },
         ball = {
         movement = {
             text = 'Ball',
             text = 'Movement',
             link = 'Ball delivery abilities',
             link = 'Movement effects',
             symbol = '🔥'
             symbol = '👣',
            class = 'effect-tagged movement'
         },
         },
         aura = {
         poison = {
             text = 'Aura',
             text = 'Poison',
             link = 'Aura delivery abilities',
             link = 'Poison effects',
             symbol = '🌟'
             symbol = '☠️',
            class = 'effect-tagged poison'
         },
         },
         ritual = {
         displacement = {
             text = 'Ritual',
             text = 'Displacement',
             link = 'Ritual delivery abilities',
             link = 'Displacement effects',
             symbol = '🕯️'
             symbol = '🌀',
            class = 'effect-tagged displacement'
         },
         },
         touch = {
         transformation = {
             text = 'Touch',
             text = 'Transformation',
             link = 'Touch delivery abilities',
             link = 'Transformation effects',
             symbol = '👉️'
             symbol = '🌳',
            class = 'effect-tagged transformation'
         },
         },
    },
        illusion = {
    maneuver = {
            text = 'Illusion',
         active = {
            link = 'Illusion effects',
             text = 'Active',
            symbol = '🫟',
             link = 'Active abilities',
            class = 'effect-tagged illusion'
             symbol = '➡️'
        },
         control = {
             text = 'Control',
             link = 'Control effects',
             symbol = '⛓️',
            class = 'effect-tagged control'
         },
         },
         reactive = {
         resist = {
             text = 'Reactive',
             text = 'Resistance',
             link = 'Reactive abilities',
             link = 'Resistance effects',
             symbol = '↩️'
             symbol = '🚫',
            class = 'effect-tagged resistance'
         },
         },
         passive = {
         hexproof = {
             text = 'Passive',
             text = 'Hexproof',
             link = 'Passive abilities',
             link = 'Hexproof effects',
             symbol = '🔁'
             symbol = '🚫',
            class = 'effect-tagged hexproof'
         },
         },
         slow = {
         awaken = {
             text = 'Slow',
             text = 'Awakening',
             link = 'Slow abilities',
             link = 'Awakening effects',
             symbol = '🐢'
             symbol = '🌞',
            class = 'effect-tagged awakening'
         },
         },
    },
         immune = {
    interaction = {
             text = 'Immunity',
         attack = {
             link = 'Immunity effects',
             text = 'Attack',
             symbol = '🚫',
             link = 'Attack abilities',
             class = 'effect-tagged immunity'
             symbol = '⚔️',
             color = '#ff7800'
         },
         },
         block = {
         hexseal = {
             text = 'Block',
             text = 'Hexseal',
             link = 'Block abilities',
             link = 'Hexseal effects',
             symbol = '🛡️',
             symbol = '🚫',
             color = '#ff7800'
             class = 'effect-tagged hexseal'
         },
         },
         manifest = {
         long = {
             text = 'Manifest',
             text = 'Long range',
             link = 'Manifest abilities',
             link = 'Long range effects',
             symbol = '✳️',
             symbol = '📏',
             color = '#ff7800'
             class = 'effect-tagged longRange'
         },
         },
         feat = {
         sense = {
             text = 'Feat',
             text = 'Sensory',
             link = 'Feat abilities',
             link = 'Sensory effects',
             symbol = '🎖️',
             symbol = '👁️',
             color = '#ff7800'
             class = 'effect-tagged sensory'
        }
    },
    delivery = {
        self = {
            text = 'Self',
            link = 'Self delivery abilities',
            symbol = '🤲',
            color = '#f6d32d'
         },
         },
         missile = {
         revive = {
             text = 'Missile',
             text = 'Revival',
             link = 'Missile delivery abilities',
             link = 'Revival effects',
             symbol = '🏹',
             symbol = '🤍',
             color = '#f6d32d'
             class = 'effect-tagged revival'
         },
         },
         hand = {
         summon = {
             text = 'Hand',
             text = 'Summoning',
             link = 'Hand delivery abilities',
             link = 'Summoning effects',
             symbol = '🤚',
             symbol = '🖤',
             color = '#f6d32d'
             class = 'effect-tagged summoning'
        },
        heal = {
            text = 'Healing',
            link = 'Healing effects',
            symbol = '❤️',
            class = 'effect-tagged healing'
         },
         },
         bite = {
         reanimate = {
             text = 'Bite',
             text = 'Reanimation',
             link = 'Bite delivery abilities',
             link = 'Reanimation effects',
             symbol = '🦷',
             symbol = '🩶',
             color = '#f6d32d'
             class = 'effect-tagged reanimation'
         },
         },
         item = {
         regenerate = {
             text = 'Item',
             text = 'Regeneration',
             link = 'Item delivery abilities',
             link = 'Regeneration effects',
             symbol = '📦',
             symbol = '💚',
             color = '#f6d32d'
             class = 'effect-tagged regeneration'
         },
         },
         magelore = {
         revitalize = {
             text = 'Magelore',
             text = 'Revitalization',
             link = 'Magelore delivery abilities',
             link = 'Revitalization effects',
             symbol = '🔮',
             symbol = '🩵',
             color = '#f6d32d'
             class = 'effect-tagged revitalization'
         },
         },
         weapon = {
         kill = {
             text = 'Weapon',
             text = 'Killing',
             link = 'Weapon delivery abilities',
             link = 'Killing effects',
             symbol = '🗡️',
             symbol = '☠️',
             color = '#f6d32d'
             class = 'effect-tagged killing'
         },
         },
         shield = {
         damage = {
             text = 'Shield',
             text = 'Damaging',
             link = 'Shield delivery abilities',
             link = 'Damaging effects',
             symbol = '🛡️',
             symbol = '💢',
             color = '#f6d32d'
             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'
         },
         },
         armor = {
         loud = {
             text = 'Armor',
             text = 'Loud',
             link = 'Armor delivery abilities',
             link = 'Loud effects',
             symbol = '🪖',
             symbol = '🔊',
             color = '#f6d32d'
             class = 'effect-tagged loud'
         },
         },
         sight = {
         knockout = {
             text = 'Sight',
             text = 'Knockout',
             link = 'Sight delivery abilities',
             link = 'Knockout effects',
             symbol = '👁️',
             symbol = '💤',
             color = '#f6d32d'
             class = 'effect-tagged knockout'
         },
         },
         aura = {
         time = {
             text = 'Aura',
             text = 'Temporal',
             link = 'Aura delivery abilities',
             link = 'Temporal effects',
             symbol = '🌟',
             symbol = '🕰️',
             color = '#f6d32d'
             class = 'effect-tagged temporal'
         },
         },
         cone = {
         auto = {
             text = 'Cone',
             text = 'Automatic',
             link = 'Cone delivery abilities',
             link = 'Automatic effects',
             symbol = '🐲',
             symbol = '❗️',
             color = '#f6d32d'
             class = 'effect-tagged automatic'
         },
         },
         other = {
         lightning = {
             text = 'Other',
             text = 'Lightning',
             link = 'Other delivery abilities',
             link = 'Lightning effects',
             symbol = '',
             symbol = '⚡️',
             color = '#f6d32d'
             class = 'effect-tagged lightning'
        }
    },
    target = {
        self = {
            text = 'Self',
            link = 'Self target abilities',
            symbol = '🤲',
            color = '#f6d32d'
         },
         },
         creature = {
         disease = {
             text = 'Creature',
             text = 'Disease',
             link = 'Creature target abilities',
             link = 'Disease effects',
             symbol = '👤',
             symbol = '🦠',
             color = '#f6d32d'
             class = 'effect-tagged disease'
         },
         },
         body = {
         vision = {
            text = 'Body',
        text = 'Vision',
            link = 'Body target abilities',
        link = 'Vision effects',
            symbol = '🧍',
        symbol = '🥠',
            color = '#f6d32d'
        class = 'effect-tagged vision'
         },
         },
         vitals = {
         morganti = {
            text = 'Vitals',
        text = 'Morganti',
            link = 'Vitals target abilities',
        link = 'Morganti effects',
            symbol = '🫀',
        symbol = '⚫️',
            color = '#f6d32d'
        class = 'effect-tagged morganti'
         },
         },
         limb = {
         construction = {
             text = 'Limb',
             text = 'Construction',
             link = 'Limb target abilities',
             link = 'Construction effects',
             symbol = '🦾',
             symbol = '🔧',
             color = '#f6d32d'
             class = 'effect-tagged construction'
         },
         },
         arm = {
         weather = {
             text = 'Arm',
             text = 'Weather',
             link = 'Arm target abilities',
             link = 'Weather effects',
             symbol = '💪',
            symbol = '🌧️',
             color = '#f6d32d'
            class = 'effect-tagged weather'
        }
    },
    pre = {
        strike = {
            text = 'Strike',
            link = 'Strike delivery abilities',
             symbol = '⚔️',
             class = 'deliveryPackage-tagged strike'
         },
         },
         leg = {
         ray = {
             text = 'Leg',
             text = 'Ray',
             link = 'Leg target abilities',
             link = 'Ray delivery abilities',
             symbol = '🦵',
             symbol = '⚡️',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged ray'
         },
         },
         item = {
         ball = {
             text = 'Item',
             text = 'Ball',
             link = 'Item target abilities',
             link = 'Ball delivery abilities',
             symbol = '📦',
             symbol = '🔥',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged ball'
         },
         },
         weapon = {
         aura = {
             text = 'Weapon',
             text = 'Aura',
             link = 'Weapon target abilities',
             link = 'Aura delivery abilities',
             symbol = '🗡️',
             symbol = '🌟',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged aura'
         },
         },
         shield = {
         ritual = {
             text = 'Shield',
             text = 'Ritual',
             link = 'Shield target abilities',
             link = 'Ritual delivery abilities',
             symbol = '🛡️',
             symbol = '🕯️',
             color = '#f6d32d'
             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'
         },
         },
         armor = {
         slow = {
             text = 'Armor',
             text = 'Slow',
             link = 'Armor target abilities',
             link = 'Slow abilities',
             symbol = '🪖',
             symbol = '🐢',
             color = '#f6d32d'
             class = 'maneuver-tagged slow'
         },
         },
    },
    interaction = {
         attack = {
         attack = {
             text = 'Attack',
             text = 'Attack',
             link = 'Attack target abilities',
             link = 'Attack abilities',
             symbol = '⚔️',
             symbol = '⚔️',
             color = '#f6d32d'
             color = '#ff7800',
            class = 'interaction-tagged attack'
         },
         },
         ability = {
         block = {
             text = 'Ability',
             text = 'Block',
             link = 'Ability target abilities',
             link = 'Block abilities',
             symbol = '🅰️',
             symbol = '🛡️',
             color = '#f6d32d'
             color = '#ff7800',
            class = 'interaction-tagged block'
         },
         },
         other = {
         manifest = {
             text = 'Other',
             text = 'Manifest',
             link = 'Other target abilities',
             link = 'Manifest abilities',
             symbol = '',
             symbol = '✳️',
             color = '#f6d32d'
             color = '#ff7800',
            class = 'interaction-tagged manifest'
         },
         },
         area = {
         feat = {
             text = 'Area',
             text = 'Feat',
             link = 'Area target abilities',
             link = 'Feat abilities',
             symbol = '🏕️',
             symbol = '🎖️',
            color = '#ff7800',
            class = 'interaction-tagged feat'
        }
    },
    delivery = {
        self = {
            text = 'Self',
            link = 'Self delivery abilities',
            symbol = '🤲',
             color = '#f6d32d',
             color = '#f6d32d',
            class = 'delivery-tagged self'
         },
         },
         ci = {
         missile = {
             tags = {
             text = 'Missile',
                'creature',
            link = 'Missile delivery abilities',
                'item'
            symbol = '🏹',
             }
            color = '#f6d32d',
            class = 'delivery-tagged missile'
        },
        hand = {
            text = 'Hand',
            link = 'Hand delivery abilities',
            symbol = '🤚',
            color = '#f6d32d',
             class = 'delivery-tagged hand'
         },
         },
    },
         bite = {
    upgrade = {
             text = 'Bite',
         warded = {
             link = 'Bite delivery abilities',
             text = 'Warded',
            symbol = '🦷',
             link = 'Warded abilities',
            color = '#f6d32d',
            class = 'delivery-tagged bite'
         },
         },
         absolute = {
         item = {
             text = 'Absolute',
             text = 'Item',
             link = 'Absolute abilities',
             link = 'Item delivery abilities',
        }
             symbol = '📦',
    },
             color = '#f6d32d',
    executionTime = {
             class = 'delivery-tagged item'
        freeAction = {
             text = 'Free action',
             symbol = '0️⃣',
             link = 'Free action abilities',
         },
         },
         singleAction = {
         magelore = {
             text = 'Single action',
             text = 'Magelore',
             symbol = '1️⃣',
            link = 'Magelore delivery abilities',
             link = 'Single action abilities',
             symbol = '🔮',
             color = '#f6d32d',
            class = 'delivery-tagged magelore'
         },
         },
         doubleAction = {
         weapon = {
             text = 'Double action',
             text = 'Weapon',
             symbol = '2️⃣',
            link = 'Weapon delivery abilities',
             link = 'Double action abilities',
             symbol = '🗡️',
             color = '#f6d32d',
            class = 'delivery-tagged weapon'
         },
         },
         tripleAction = {
         shield = {
             text = 'Triple action',
             text = 'Shield',
             symbol = '3️⃣',
            link = 'Shield delivery abilities',
             link = 'Triple action abilities',
             symbol = '🛡️',
             color = '#f6d32d',
            class = 'delivery-tagged shield'
         },
         },
         freeReaction = {
         armor = {
             text = 'Free reaction',
             text = 'Armor',
             symbol = '0️⃣',
            link = 'Armor delivery abilities',
             link = 'Free reaction abilities',
             symbol = '🪖',
             color = '#f6d32d',
            class = 'delivery-tagged armor'
         },
         },
         reaction = {
         sight = {
             text = 'Reaction',
             text = 'Sight',
             symbol = '1️⃣',
            link = 'Sight delivery abilities',
             link = 'Reaction abilities',
             symbol = '👁️',
             color = '#f6d32d',
            class = 'delivery-tagged sight'
         },
         },
         shortRest = {
         aura = {
             text = 'Short rest',
             text = 'Aura',
             symbol = '🌙',
            link = 'Aura delivery abilities',
             link = 'Short rest abilities',
             symbol = '🌟',
             color = '#f6d32d',
            class = 'delivery-tagged aura'
         },
         },
         longRest = {
         cone = {
             text = 'Long rest',
             text = 'Cone',
             symbol = '🌙',
            link = 'Cone delivery abilities',
             link = 'Long rest abilities',
             symbol = '🐲',
            color = '#f6d32d',
            class = 'delivery-tagged cone'
        },
        other = {
            text = 'Other',
             link = 'Other delivery abilities',
            symbol = '❓',
            color = '#f6d32d',
            class = 'delivery-tagged other'
         }
         }
     },
     },
     piercing = {
     target = {
         av0 = {
         self = {
             text = 'AV0',
             text = 'Self',
             symbol = '🎯',
             link = 'Self target abilities',
             link = 'AV0 abilities',
             symbol = '🤲',
             color = '#33d17a'
             color = '#f6d32d',
            class = 'target-tagged self'
         },
         },
         unblockable = {
         creature = {
             text = 'UB',
             text = 'Creature',
             symbol = '🪨',
             link = 'Creature target abilities',
             link = 'UB abilities',
             symbol = '👤',
             color = '#33d17a'
             color = '#f6d32d',
        }
             class = 'target-tagged creature'
    },
    duration = {
        instant = {
             text = 'Instant',
            link = 'Instant duration abilities',
            no = true
         },
         },
         always = {
         body = {
             text = 'Always active',
             text = 'Body',
             link = 'Always active duration abilities',
             link = 'Body target abilities',
             no = true
             symbol = '🧍',
            color = '#f6d32d',
            class = 'target-tagged body'
         },
         },
         whileUp = {
         vitals = {
             text = 'While up',
             text = 'Vitals',
             link = 'While up duration abilities',
             link = 'Vitals target abilities',
             no = true
             symbol = '🫀',
            color = '#f6d32d',
            class = 'target-tagged vitals'
         },
         },
         whileDown = {
         limb = {
             text = 'While down',
             text = 'Limb',
             link = 'While down duration abilities',
             link = 'Limb target abilities',
             no = true
             symbol = '🦾',
            color = '#f6d32d',
            class = 'target-tagged limb'
         },
         },
         whileAlive = {
         arm = {
             text = 'While alive',
             text = 'Arm',
             link = 'While alive duration abilities',
             link = 'Arm target abilities',
             no = true
             symbol = '💪',
            color = '#f6d32d',
            class = 'target-tagged arm'
         },
         },
         whileDead = {
         leg = {
             text = 'While dead',
             text = 'Leg',
             link = 'While dead duration abilities',
             link = 'Leg target abilities',
             no = true
             symbol = '🦵',
            color = '#f6d32d',
            class = 'target-tagged leg'
         },
         },
         endOfTurn = {
         item = {
             text = 'Until the end of the turn',
             text = 'Item',
             link = 'Until end of turn duration abilities',
             link = 'Item target abilities',
             no = true
             symbol = '📦',
            color = '#f6d32d',
            class = 'target-tagged item'
         },
         },
         dawn = {
         weapon = {
             text = 'Until dawn',
             text = 'Weapon',
             link = 'Until dawn duration abilities',
             link = 'Weapon target abilities',
             no = true
             symbol = '🗡️',
            color = '#f6d32d',
            class = 'target-tagged weapon'
         },
         },
         startOfTargetNextTurn = {
         shield = {
             text = 'Until the start of target\'s next turn',
             text = 'Shield',
             link = 'Until start of target\'s next turn duration abilities',
             link = 'Shield target abilities',
             no = true
            symbol = '🛡️',
            color = '#f6d32d',
             class = 'target-tagged shield'
         },
         },
         endOfTargetNextTurn = {
         armor = {
             text = 'Until the end of target\'s next turn',
             text = 'Armor',
             link = 'Until end of target\'s next turn duration abilities',
             link = 'Armor target abilities',
             no = true
            symbol = '🪖',
            color = '#f6d32d',
             class = 'target-tagged armor'
         },
         },
         startOfYourNextTurn = {
         ship = {
             text = 'Until the start of your next turn',
             text = 'Ship',
             link = 'Until start of your next turn duration abilities',
             link = 'Ship target abilities',
             no = true
             symbol = '⛵️',
            color = '#f6d32d',
            class = 'target-tagged ship'
         },
         },
         endOfYourNextTurn = {
         attack = {
             text = 'Until the end of your next turn',
             text = 'Attack',
             link = 'Until end of your next turn duration abilities',
             link = 'Attack target abilities',
             no = true
             symbol = '⚔️',
            color = '#f6d32d',
            class = 'target-tagged attack'
         },
         },
         endOfCombat = {
         ability = {
            text = 'Until the end of combat',
        text = 'Ability',
            link = 'Until end of combat duration abilities',
        link = 'Ability target abilities',
            no = true
        symbol = '🅰',
        }
        color = '#f6d32d',
    },
             class = 'target-tagged ability'
    range = {
        melee = {
            text = 'Your melee reach',
             -- link = 'Melee abilities',
            no = true
         },
         },
         weapon = {
         spell = {
             text = 'Your weapon\'s reach',
             text = 'Spell',
             -- link = 'Weapon reach abilities',
             link = 'Spell target abilities',
             no = true
             symbol = '💫',
            color = '#f6d32d',
            class = 'target-tagged spell'
         },
         },
         hand = {
         other = {
             text = 'Your hand\'s reach',
             text = 'Other',
             -- link = 'Hand reach 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'
         },
         },
         bite = {
         ci = {
             text = 'Your bite\'s reach',
             tags = {
            -- link = 'Bite reach abilities',
                'creature',
             no = true
                'item'
             }
         },
         },
         item = {
         ai = {
             text = 'Your item\'s reach',
             tags = {
            -- link = 'Item reach abilities',
                'attack',
             no = true
                'item'
             }
         },
         },
         shield = {
         ari = {
             text = 'Your shield\'s reach',
             tags = {
            -- link = 'Shield reach abilities',
                'area',
             no = true
                'item'
             }
         },
         },
         armor = {
         as = {
            text = 'Your armor\'s reach',
        tags = {
            -- link = 'Armor reach abilities',
        'area',
            no = true
        'spell',
        }
         },
         },
    },
        arse = {
    attribute = {
        tags = {
        int = {
        'area',
            text = 'Intelligence',
        'self',
            symbol = 'INT',
        }
            link = 'INT save abilities',
        },
        si = {
        tags = {
        'item',
        'self'
        }
         },
         },
         str = {
         aci = {
             text = 'Strength',
             tags = {
            symbol = 'STR',
                'area',
            link = 'STR save abilities',
                'creature',
                'item',
            }
         },
         },
         mov = {
         ac = {
             text = 'Movement',
             tags = {
            symbol = 'MOV',
                'area',
             link = 'MOV save abilities',
                'creature',
             }
         },
         },
         per = {
         al = {
            text = 'Perception',
        tags = {
             symbol = 'PER',
        'arm',
            link = 'PER save abilities',
        'leg',
        }
        },
        cs = {
             tags = {
                'creature',
                'self',
            }
         },
         },
        snk = {
            text = 'Sneak',
            symbol = 'SNK',
            link = 'SNK save abilities',
        }
     },
     },
     expansion = {
     upgrade = {
         detonate = {
         warded = {
             text = 'Detonate',
             text = 'Warded',
             symbol = '💥',
             link = 'Warded abilities',
             link = 'Detonate abilities',
             class = 'upgrade-tagged warded'
         },
         },
         ripple = {
         absolute = {
             text = 'Ripple',
             text = 'Absolute',
            symbol = '🌊',
             link = 'Absolute abilities',
             link = 'Ripple abilities',
             class = 'upgrade-tagged absolute'
        },
        cascade = {
             text = 'Cascade',
            symbol = '⚡️',
            link = 'Cascade abilities',
        },
        fork = {
            text = 'Fork',
            symbol = '🔱',
            link = 'Fork abilities',
         }
         }
     },
     },
     sustained = {
     executionTime = {
         sustained = {
         freeAction = {
             text = 'Sustained',
             text = 'Free action',
             symbol = '⏳️',
             symbol = '0️⃣',
             link = 'Sustained abilities',
             link = 'Free action abilities',
         }
            class = 'executionTime-tagged a0'
    }
         },
}
        singleAction = {
 
            text = 'Single action',
local premades = {
            symbol = '1️⃣',
    strike = {
            link = 'Single action abilities',
         maneuver = 'active',
            class = 'executionTime-tagged a1'
        executionTime = '1a',
        },
        interaction = 'attack',
        doubleAction = {
         delivery = 'weapon',
            text = 'Double action',
        target = 'creature',
            symbol = '2️⃣',
        duration = 'instant',
            link = 'Double action abilities',
        range = 'weapon',
            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'
        },
     },
     },
     ray = {
     piercing = {
         maneuver = 'active',
         av0 = {
        executionTime = '1a',
            text = 'AV0',
        interaction = 'attack',
            symbol = '🎯',
        delivery = 'missile',
            link = 'AV0 abilities',
         target = 'creature',
            color = '#33d17a',
        duration = 'instant',
            class = 'piercing-tagged av0'
        range = '60f',
        },
        piercing = 'av0',
         unblockable = {
            text = 'UB',
            symbol = '🪨',
            link = 'UB abilities',
            color = '#33d17a',
            class = 'piercing-tagged ub'
        }
     },
     },
     ball = {
     duration = {
         maneuver = 'active',
         instant = {
        executionTime = '1a',
            text = 'Instant',
         interaction = 'attack',
            link = 'Instant duration abilities',
        delivery = 'missile',
            no = true
         target = 'creature',
        },
        duration = 'instant',
         always = {
         range = '30f',
            text = 'Always active',
        piercing = 'ub',
            link = 'Always active duration abilities',
    },
            no = true
    aura = {
        },
        skip = true,
         noLimit = {
        maneuver = 'active',
            text = 'No limit',
         executionTime = '1a',
            link = 'No limit duration abilities',
        interaction = 'feat',
            no = true
         delivery = 'aura',
         },
        target = 'creature',
        whileUp = {
         duration = 'instant',
            text = 'While up',
         range = '10f',
            link = 'While up duration abilities',
        attribute = 'mov',
            no = true
    },
        },
    ritual = {
        whileDown = {
        maneuver = 'slow',
            text = 'While down',
        executionTime = '10m',
            link = 'While down duration abilities',
         interaction = 'manifest',
            no = true
        delivery = 'sight',
         },
         target = 'creature',
        whileAlive = {
         duration = 'instant',
            text = 'While alive',
        range = '5f',
            link = 'While alive duration abilities',
    },
            no = true
    touch = {
        },
        maneuver = 'active',
         whileDead = {
        executionTime = '1a',
            text = 'While dead',
         interaction = 'attack',
            link = 'While dead duration abilities',
         delivery = 'hand',
            no = true
        target = 'creature',
         },
         duration = 'instant',
         endOfTurn = {
         range = 'hand',
            text = 'Until the end of the turn',
        piercing = 'ub',
            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
        }
     },
     },
     triumph = {
     range = {
         skip = true,
         melee = {
         maneuver = 'reactive',
            text = 'Your melee range',
         executionTime = '0r',
            -- link = 'Melee abilities',
         interaction = 'manifest',
            no = true
         delivery = 'self',
        },
         target = 'self',
         weapon = {
        duration = 'instant',
            text = 'Your [[:Category:Weapons|weapon\'s]] range',
         range = 'self',
            -- 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
        },
     },
     },
     self = {
     attribute = {
         skip = true,
         int = {
        maneuver = 'active',
            text = 'Intelligence',
        executionTime = '1a',
            symbol = 'INT',
        interaction = 'man',
            link = 'INT save abilities',
         delivery = 'self',
            class = 'saveAttribute-tagged int'
        target = 'self',
        },
        duration = 'instant',
         str = {
        range = 'self',
            text = 'Strength',
    },
            symbol = 'STR',
    passive = {
            link = 'STR save abilities',
        skip = true,
            class = 'saveAttribute-tagged str'
        maneuver = 'passive',
        },
        interaction = 'man',
        mov = {
        delivery = 'self',
            text = 'Movement',
         target = 'self',
            symbol = 'MOV',
        duration = '4',
            link = 'MOV save abilities',
        range = 'self',
            class = 'saveAttribute-tagged mov'
    }
        },
}
         per = {
 
            text = 'Perception',
function noPlural(word)
            symbol = 'PER',
    -- Common irregular plural forms
            link = 'PER save abilities',
    local irregulars = {
            class = 'saveAttribute-tagged per'
        ["children"] = "child",
        },
         ["men"] = "man",
        snk = {
         ["women"] = "woman",
            text = 'Sneak',
        ["feet"] = "foot",
            symbol = 'SNK',
        ["teeth"] = "tooth",
            link = 'SNK save abilities',
        ["mice"] = "mouse",
            class = 'saveAttribute-tagged snk'
        ["geese"] = "goose"
         },
    }
         unp = {
 
            text = 'Unused Presence',
     -- Check for irregular forms
            symbol = 'UNP',
     if irregulars[word] then
            link = 'UNP save abilities',
         return irregulars[word]
            class = 'saveAttribute-tagged unp'
    end
        },
 
     },
    -- Regular pluralization rules
     expansionAttribute = {
    if word:match("ies$") then
         int = {
         -- Change words ending in 'ies' to 'y' (e.g., "parties" -> "party")
            text = 'Intelligence',
         return word:sub(1, -4) .. "y"
            symbol = 'INT',
    elseif word:match("ves$") then
            link = 'INT save abilities',
        -- Change words ending in 'ves' to 'f' or 'fe' (e.g., "wolves" -> "wolf")
            class = 'expansionAttribute-tagged int'
         return word:sub(1, -4) .. "f"
        },
    elseif word:match("s$") and not word:match("ss$") then
         str = {
        -- Remove trailing 's' (e.g., "cats" -> "cat", but keep "boss")
            text = 'Strength',
        return word:sub(1, -2)
            symbol = 'STR',
    else
            link = 'STR save abilities',
         -- Return the word unchanged if no pluralization rule applies
            class = 'expansionAttribute-tagged str'
         return word
         },
    end
        mov = {
end
            text = 'Movement',
 
            symbol = 'MOV',
local function addCategory(category, key, val, skill, spell, addCats, noLower)
            link = 'MOV save abilities',
    if addCats then
            class = 'expansionAttribute-tagged mov'
        if not noLower then
         },
             category = category:lower()
        per = {
         end
            text = 'Perception',
         if tags[key] and tags[key][val] then
            symbol = 'PER',
             if tags[key][val].tags then
            link = 'PER save abilities',
                out = ''
            class = 'expansionAttribute-tagged per'
                for _, t in ipairs(tags[key][val].tags) do
         },
                    out = out .. addCategory(category, key, t, skill, spell, addCats, true)
         snk = {
                end
            text = 'Sneak',
                return out
            symbol = 'SNK',
             else
            link = 'SNK save abilities',
                category = tags[key][val].link
             class = 'expansionAttribute-tagged snk'
             end
         },
         end
         unp = {
         if skill then
             text = 'Unused Presence',
             skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
            symbol = 'UNP',
             skillCategory = skillCategory:gsub("^%l", string.upper)
            link = 'UNP save abilities',
         end
            class = 'expansionAttribute-tagged unp'
         if spell then
        },
             spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
    },
            spellCategory = spellCategory:gsub("^%l", string.upper)
    expansion = {
         end
        detonate = {
        category = category:gsub("^%l", string.upper)
             text = 'Detonate',
       
            symbol = '💥',
        local c = '[[Category:' .. tostring(category) .. ']]'
            link = 'Detonate expansion abilities',
         if skill then
             class = 'expansion-tagged detonate'
             c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
         },
        end
         ripple = {
        if spell then
             text = 'Ripple',
             c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
            symbol = '🌊',
         end
            link = 'Ripple expansion abilities',
        return c
             class = 'expansion-tagged ripple'
     else
         },
         return ''
         cascade = {
    end
             text = 'Cascade',
end
            symbol = '',
 
            link = 'Cascade expansion abilities',
local function makeTag(frame, key, value, makeCat, transparent)
            class = 'expansion-tagged cascade'
     if not tags[key] or not tags[key][value] then
        },
         if value then
         fork = {
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
            text = 'Fork',
            if not ('.' == out:sub(-1)) then
            symbol = '🔱',
                out = out .. '.'
            link = 'Fork expansion abilities',
            end
            class = 'expansion-tagged fork'
            return out
         }
         else
    },
            return ''
    sustained = {
         end
        sustained = {
     end
             text = 'Sustained',
     local tag = tags[key][value]
            symbol = '⏳️',
    if tag.no then
             link = 'Sustained abilities',
         local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
            class = 'sustained'
         if not ('.' == out:sub(-1)) then
         }
            out = out .. '.'
    }
         end
}
         return out
 
     end
local premades = {
     if tag.tags then
     strike = {
         local out = ''
         maneuver = 'active',
         for _, t in ipairs(tag.tags) do
        executionTime = '1a',
            out = out .. makeTag(frame, key, t, makeCat, transparent)
        interaction = 'attack',
         end
        delivery = 'weapon',
         return out
        target = 'creature',
     end
        duration = 'instant',
     local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
        range = 'weapon',
    if tag.symbol then
    },
         tagText = tagText .. "|" .. tag.symbol
     ray = {
    end
         maneuver = 'active',
    if tag.link then
        executionTime = '1a',
         tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
        interaction = 'attack',
     end
        delivery = 'missile',
    if tag.color then
        target = 'creature',
         tagText = tagText .. "|c=" .. tag.color
        duration = 'instant',
    end
         range = '60f',
    if transparent then
         piercing = 'av0',
         tagText = tagText .. "|o=1"
     },
    end
     ball = {
     tagText = tagText .. "}}"
        maneuver = 'active',
     -- out = frame:preprocess(tagText)
         executionTime = '1a',
    out = tagText
         interaction = 'attack',
    return out
        delivery = 'missile',
end
        target = 'creature',
 
        duration = 'instant',
local function makeContent(frame, table, keys, makeCat)
         range = '30f',
    local content = ''
         piercing = 'ub',
    local subContent = ''
     },
     local hasPre = false
     aura = {
    for _, key in ipairs(keys) do
        skip = true,
         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
         maneuver = 'active',
            hasPre = true
         executionTime = '1a',
            content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
        interaction = 'feat',
         else
        delivery = 'aura',
            if hasPre then
        target = 'creature',
                subContent = subContent .. makeTag(frame, key, table[key], makeCat)
        duration = 'instant',
            else
         range = '10f',
                content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
         attribute = 'mov',
            end
     },
         end
     ritual = {
    end
        maneuver = 'slow',
    if hasPre then
        executionTime = '10m',
         content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
         interaction = 'manifest',
         -- content = content .. '{{TagSub|' .. subContent .. '}}'
        delivery = 'sight',
     end
        target = 'creature',
     if content == '' then
         duration = 'instant',
         for _, key in ipairs(keys) do
        range = '5f',
            if table[key] then
    },
                content = frame:preprocess('{{ucfirst:' .. content .. table[key] .. '}}')
     touch = {
            end
        maneuver = 'active',
         end
         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
     end
    return content
end


local function makeBar(frame, title, content, makeCat)
    -- Regular pluralization rules
     if content == '' then
     if word:match("ies$") then
         return ''
         -- Change words ending in 'ies' to 'y' (e.g., "parties" -> "party")
    end
         return word:sub(1, -4) .. "y"
    local barTitle = mw.html.create('span')
    elseif word:match("ves$") then
    barTitle
         -- Change words ending in 'ves' to 'f' or 'fe' (e.g., "wolves" -> "wolf")
         :addClass('ability-bar-title')
         return word:sub(1, -4) .. "f"
        :wikitext(frame:preprocess("{{ucfirst:" .. title .. "}}:"))
     elseif word:match("s$") and not word:match("ss$") then
         :css('font-weight', 'bold')
        -- Remove trailing 's' (e.g., "cats" -> "cat", but keep "boss")
         :css('margin-right', '0.5em')
         return word:sub(1, -2)
    local barContent = mw.html.create('span')
    else
     barContent
         -- Return the word unchanged if no pluralization rule applies
        :addClass('ability-bar-content')
         return word
        :wikitext(content)
     end
    local output = mw.html.create('div')
    output
         :addClass('ability-bar')
         :node(barTitle)
         :node(barContent)
     return tostring(output)
end
end


local function resolveAlias(args, aliases)
local function addCategory(category, key, val, skill, spell, addCats, noLower)
     local resolved = {}
     if addCats then
 
        if not noLower then
    -- Resolve keys
            category = category:lower()
    for canonicalKey, keyAliasList in pairs(aliases.keys) do
        end
        for _, alias in ipairs(keyAliasList) do
        if tags[key] and tags[key][val] then
             if args[alias] then
            if tags[key][val].tags then
                 resolved[canonicalKey] = args[alias]
                out = ''
                break
                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
 
             skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
    -- Resolve values
            skillCategory = skillCategory:gsub("^%l", string.upper)
    for canonicalKey, canonicalValueTable in pairs(aliases.values) do
        end
        local rawValue = resolved[canonicalKey]
        if spell then
 
            spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
         if rawValue then
            spellCategory = spellCategory:gsub("^%l", string.upper)
             for canonicalValue, valueAliasList in pairs(canonicalValueTable) do
        end
                for _, alias in ipairs(valueAliasList) do
        category = category:gsub("^%l", string.upper)
                    if rawValue == '' then
       
                        resolved[canonicalKey] = false
        local c = '[[Category:' .. tostring(category) .. ']]'
                        break
        if skill then
                    elseif rawValue == alias then
            c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
                        resolved[canonicalKey] = canonicalValue
        end
                        break
        if spell then
                    -- Handle patterns like timeParse or distParse
            c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
                    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
         end
        return c
    else
        return ''
     end
     end
    return resolved
end
end


local classFixes = {
local function makeTag(frame, key, value, makeCat, transparent)
    bar = 'ber',
     if not tags[key] or not tags[key][value] then
    sam = 'due',
        if value then
     ama = 'cor'
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
}
            if not ('.' == out:sub(-1)) then
 
                out = out .. '.'
local classArchetypes = {
            end
    ber = 'warr',
            return out
    due = 'warr',
        else
    vet = 'warr',
            return ''
     kni = 'warr',
        end
     pal = 'warr',
     end
     ass = 'semi',
     local tag = tags[key][value]
    cor = 'semi',
     if tag.no then
     arc = 'semi',
        local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
     thi = 'semi',
        if not ('.' == out:sub(-1)) then
    ran = 'semi',
            out = out .. '.'
    fla = 'mage',
        end
    sto = 'mage',
        return out
    lif = 'mage',
     end
    nec = 'mage',
     if tag.tags then
    nat = 'mage'
        local out = ''
}
        for _, t in ipairs(tag.tags) do
 
            out = out .. makeTag(frame, key, t, makeCat, transparent)
local className = {
        end
     ber = 'Berserker',
        return out
     due = 'Duelist',
    end
     vet = 'Veteran',
    local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
     kni = 'Knight',
     if tag.symbol then
     pal = 'Paladin',
        tagText = tagText .. "|" .. tag.symbol
     ass = 'Assassin',
     end
     cor = 'Corsair',
     if tag.link then
     arc = 'Archer',
        tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
     thi = 'Thief',
     end
    ran = 'Ranger',
     if tag.color then
     fla = 'Flame Mage',
        tagText = tagText .. "|c=" .. tag.color
     sto = 'Storm Mage',
     end
     lif = 'Life Mage',
     if tag.class then
     nec = 'Necromancer',
        tagText = tagText .. "|class=" .. tag.class
     nat = 'Nature Mage',
     end
}
     if transparent then
        tagText = tagText .. "|o=1"
     end
     tagText = tagText .. "}}"
     -- out = frame:preprocess(tagText)
     out = tagText
     return out
end


local archetypeName = {
local function makeContent(frame, table, keys, makeCat)
     warr = 'Warrior',
     local content = ''
     semi = 'Semi',
     local subContent = ''
     mage = 'Mage',
     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
function p.a ( frame )
            hasPre = true
 
            content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
    makeCat = true
         else
 
            if hasPre then
    -- Figure out all the default values
                subContent = subContent .. makeTag(frame, key, table[key], makeCat)
    local args = frame.args
             else
    local resolved = {}
                content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
    if args['pre'] then
            end
        local toResolve = resolveAlias(premades[args['pre']], aliases)
         for k, v in pairs(toResolve) do
             resolved[k] = v
         end
         end
     end
     end
     local userResolve = resolveAlias(args, aliases)
     if hasPre then
    for k, v in pairs(userResolve) do
        content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
         resolved[k] = v
         -- content = content .. '{{TagSub|' .. subContent .. '}}'
     end
     end
     if resolved['pre'] and premades[args['pre']]['skip'] then
     if content == '' then
         resolved['pre'] = nil
        for _, key in ipairs(keys) do
            if table[key] then
                content = frame:preprocess('{{ucfirst:' .. content .. table[key] .. '}}')
            end
         end
     end
     end
    return content
end


    if resolved['interaction'] == 'attack' then
local function makeBar(frame, title, content, link, flags, bottom)
        local dc = "Hit target's AC"
    if content == '' then
        if resolved['target'] == 'limb' then
         return ''
            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
     end
 
    local barSpace = mw.html.create('span')
     if resolved['invoked'] then
    barSpace
         resolved['verbal'] = 'verbal'
        :wikitext(frame:preprocess(' '))
         resolved['somatic'] = 'somatic'
        :css('display', 'none')
         resolved['mage'] = 'magelore'
    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
     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 skill = false
local function resolveAlias(args, aliases)
    local spell = false
     local resolved = {}
     local standard = false


     local class = nil
     -- Resolve keys
    local classFull = nil
     for canonicalKey, keyAliasList in pairs(aliases.keys) do
    local archetype = nil
         for _, alias in ipairs(keyAliasList) do
    local archetypeFull = nil
             if args[alias] then
     local rank = nil
                resolved[canonicalKey] = args[alias]
    if args['class'] then
                break
         class = args['class']
             end
        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
     end
     end
     if args['rank'] then
 
        rank = args['rank']
    -- 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
     end


     local costMP = nil
     return resolved
    local costHP = nil
end
    if args['skill'] then
 
        skill = true
local function exists(arg)
        if args['skill'] == '0' or args['skill'] == 'false' then
     return arg ~= nil and arg ~= '' and arg ~= false
            skill = false
end
        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'] then
        costMP = args['mp']
    end
    if args['hp'] then
        costHP = args['hp']
    end


    local basic = false
local classFixes = {
     local journeyman = false
     bar = 'ber',
     if args['basic'] then
     sam = 'due',
        basic = true
    ama = 'cor'
    end
}
    if args['journeyman'] or args['jm'] then
        journeyman = true
    end


     -- Category string
local classArchetypes = {
     local c = ''
     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 name = args['name']
local className = {
     local page = mw.title.getCurrentTitle().text
     ber = 'Berserker',
     local namespace = frame:preprocess('{{NAMESPACE}}')
     due = 'Duelist',
     local addCats = ((namespace == 'Ability') and (page == name))
     vet = 'Veteran',
     c = c .. addCategory('Abilities', nil, nil, skill, spell, addCats)
     kni = 'Knight',
     if basic then
    pal = 'Paladin',
        c = c .. addCategory('Basic abilities', 'basic', nil, skill, spell, addCats)
    ass = 'Assassin',
     end
    cor = 'Corsair',
     if journeyman then
     arc = 'Archer',
        c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
     thi = 'Thief',
     end
    ran = 'Ranger',
     if standard then
     fla = 'Flame Mage',
        c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
     sto = 'Storm Mage',
        if skill then
    lif = 'Life Mage',
            c = c .. addCategory('Semblant skills', nil, nil, skill, spell, addCats)
     nec = 'Necromancer',
        end
     nat = 'Nature Mage',
        if spell then
}
            c = c .. addCategory('Conjured spells', nil, nil, skill, spell, addCats)
 
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
     end
     end
     if (archetype and archetypeFull) then
     local userResolve = resolveAlias(args, aliases)
         c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
    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 (class and classFull) then
     if not resolved['duration'] then
         c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
         resolved['duration'] = 'instant'
     end
     end
     if (rank and (class and classFull)) then
 
         if rank == '3' then
     if resolved['interaction'] == 'attack' then
             rank = '3+'
        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
         end
         c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
         resolved['hitDC'] = dc
     end
     end
     if resolved['pre'] then
 
         c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], 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 resolved['interaction'] then
 
         c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
     if resolved['invoked'] then
         resolved['verbal'] = 'verbal'
        resolved['somatic'] = 'somatic'
        resolved['mage'] = 'magelore'
     end
     end
     if resolved['delivery'] then
 
         c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
    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
     end
     if resolved['target'] then
     if args['class'] or args['arch'] then
         c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
         archetype = classArchetypes[class]
    end
        if args['arch'] then
    if resolved['duration'] then
            archetype = args['arch']
        c = c .. addCategory(noPlural(resolved['duration']) .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
        end
    end
        classFull = className[class]
    -- if resolved['range'] then
        archetypeFull = archetypeName[archetype]
    --    c = c .. addCategory(resolved['range'] .. ' range abilities', 'range', resolved['range'], skill, spell, addCats)
        standard = true
    -- end
        if archetype == 'warr' or archetype == 'semi' then
    if resolved['expansion'] then
            skill = true
         c = c .. addCategory(resolved['expansion'] .. ' expansion abilities', 'expansion', resolved['expansion'], skill, spell, addCats)
        end
        if archetype == 'mage' then
            spell = true
         end
     end
     end
     -- if resolved['expansionRange'] then
     local costMP = nil
     --    c = c .. addCategory(resolved['expansionRange'] .. ' expansion range abilities', 'expansionRange', resolved['expansionRange'], skill, spell, addCats)
     local costHP = nil
     -- end
     local costGP = nil
     if resolved['attribute'] then
     if args['pre'] == 'crown' then
         c = c .. addCategory(resolved['attribute'] .. ' save abilities', 'attribute', resolved['attribute'], skill, spell, addCats)
         spell = true
        costMP = '1'
        rank = '2'
     end
     end
     if resolved['piercing'] then
     if args['rank'] then
         c = c .. addCategory(resolved['piercing'] .. ' abilities', 'piercing', resolved['piercing'], skill, spell, addCats)
         rank = args['rank']
     end
     end
     if resolved['sustained'] then
   
         c = c .. addCategory('Sustained abilities', 'sustained', resolved['sustained'], 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['upgrade'] then
     if args['spell'] then
         c = c .. addCategory(resolved['upgrade'] .. ' abilities', 'upgrade', resolved['upgrade'], skill, spell, addCats)
         spell = true
        if args['spell'] == '0' or args['spell'] == 'false' then
            spell = false
        end
     end
     end
     if resolved['executionTime'] then
     if args['standard'] then
         c = c .. addCategory(noPlural(resolved['executionTime']) .. ' execution time abilities', 'executionTime', resolved['executionTime'], skill, spell, addCats)
         standard = true
        if args['standard'] == '0' or args['standard'] == 'false' then
            standard = false
        end
     end
     end
     if resolved['maneuver'] then
     if args['mp'] and args['mp']:len() > 0 then
         c = c .. addCategory(resolved['maneuver'] .. ' abilities', 'maneuver', resolved['maneuver'], skill, spell, addCats)
         costMP = args['mp']
     end
     end
     if resolved['shatter'] then
     if args['hp'] and args['hp']:len() > 0 then
         c = c .. addCategory('Shatter cost abilities', 'shatter', resolved['shatter'], skill, spell, addCats)
         costHP = args['hp']
     end
     end
     if resolved['verbal'] then
     if args['gp'] and args['gp']:len() > 0 then
         c = c .. addCategory('Verbal component abilities', 'verbal', resolved['verbal'], skill, spell, addCats)
         costGP = args['gp']
     end
     end
     if resolved['somatic'] then
     if exists(args['shatter']) then
        c = c .. addCategory('Somatic component abilities', 'somatic', resolved['somatic'], skill, spell, addCats)
    costShatter = args['shatter']
     end
     end
     if resolved['material'] then
 
         c = c .. addCategory('Material component abilities', 'material', resolved['material'], skill, spell, addCats)
    local basic = false
    local journeyman = false
     if args['basic'] then
         basic = true
     end
     end
     if resolved['magelore'] then
     if args['journeyman'] or args['jm'] then
        c = c .. addCategory('Magelore component abilities', 'magelore', resolved['magelore'], skill, spell, addCats)
         journeyman = true
    end
    if resolved['invoked'] then
         c = c .. addCategory('Invoke component abilities', 'invoked', resolved['invoked'], skill, spell, addCats)
     end
     end


     local elementContent = ''
    -- Category string
     if args['life'] then
     local c = ''
        elementContent = elementContent .. makeTag(frame, 'elements', 'life', makeCat)
 
         c = c .. addCategory('Life element abilities', 'elements', 'life', skill, spell, addCats)
     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 args['storm'] then
     if journeyman then
        elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
         c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
         c = c .. addCategory('Storm element abilities', 'elements', 'storm', skill, spell, addCats)
     end
     end
     if args['necro'] then
    local esContent = ''
         elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
     if args['es'] and args['es']:len() > 0 then
         c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
         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 args['flame'] then
     if standard then
         elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
         c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
         c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
         if skill then
    end
            c = c .. addCategory('Semblant skills', nil, nil, skill, spell, addCats)
    if args['nature'] then
        end
        elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
        if spell then
         c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
            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 powerContent = ''
         c = c .. addCategory('Ethereal abilities', nil, nil, 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) .. addCategory('Magical effects', nil, nil, false, false, addCats)
     end
     end
     if args['divine'] then
     if args['av'] then
        powerContent = powerContent .. makeTag(frame, 'power', 'divine', makeCat)
    c = c .. addCategory('AV granting abilities', nil, nil, skill, spell, addCats, true)
        c = c .. addCategory('Divinely powered abilities', 'power', 'divine', skill, spell, addCats) .. addCategory('Divine effects', nil, nil, false, false, addCats)
    c = c .. addCategory('AV' .. args['av'] .. ' granting abilities', nil, nil, skill, spell, addCats, true)
     end
     end
     if args['spirit'] then
     if (archetype and archetypeFull) then
        powerContent = powerContent .. makeTag(frame, 'power', 'spirit', makeCat)
         c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
         c = c .. addCategory('Spiritually powered abilities', 'power', 'spirit', skill, spell, addCats) .. addCategory('Spiritual effects', nil, nil, false, false, addCats)
     end
     end
     if args['primal'] then
     if (class and classFull) then
        powerContent = powerContent .. makeTag(frame, 'power', 'primal', makeCat)
         c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
         c = c .. addCategory('Primally powered abilities', 'power', 'primal', skill, spell, addCats) .. addCategory('Primal effects', nil, nil, false, false, addCats)
     end
     end
     if args['martial'] then
     if (rank and (class and classFull)) then
         powerContent = powerContent .. makeTag(frame, 'power', 'martial', makeCat)
         if rank == '3' then
         c = c .. addCategory('Martially powered abilities', 'power', 'martial', skill, spell, addCats)
            rank = '3+'
        end
         c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
     end
     end
     if args['psionic'] then
     if resolved['pre'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'psionic', makeCat)
         c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], skill, spell, addCats)
        c = c .. addCategory('Psionically powered abilities', 'power', 'psionic', skill, spell, addCats)
     end
     end
     if args['techo'] then
     if resolved['interaction'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'techo', makeCat)
         c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
        c = c .. addCategory('Technologically powered abilities', 'power', 'techo', skill, spell, addCats) .. addCategory('Technological effects', nil, nil, false, false, addCats)
     end
     end
     if args['finance'] then
     if resolved['delivery'] then
         powerContent = powerContent .. makeTag(frame, 'power', 'finance', makeCat)
         c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
        c = c .. addCategory('Financially powered abilities', 'power', 'finance', skill, spell, addCats) .. addCategory('Financial effects', nil, nil, false, false, addCats)
     end
     end
     if standard and skill then
     if resolved['target'] then
         powerContent = powerContent .. makeTag(frame, 'category', 'semblant', makeCat)
         c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
     end
     end
     if skill then
     if resolved['duration'] then
         powerContent = powerContent .. makeTag(frame, 'category', 'skill', makeCat)
         c = c .. addCategory(noPlural(resolved['duration']) .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
     end
     end
     if standard and spell then
     -- if resolved['range'] then
         powerContent = powerContent .. makeTag(frame, 'category', 'conjured', makeCat)
    --    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
     end
     if spell then
     -- if resolved['expansionRange'] then
         powerContent = powerContent .. makeTag(frame, 'category', 'spell', makeCat)
    --    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
     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
 
    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
     end
     if args['sense'] then
    local wardedContent = ''
         effectContent = effectContent .. makeTag(frame, 'effects', 'sense', makeCat)
     if args['warded'] and args['warded']:len() > 0 then
         c = c .. addCategory('Sensory effects', 'effect', 'sense', skill, spell, addCats)
         wardedContent = wardedContent .. makeTag(frame, 'warded', 'warded', makeCat)
         c = c .. addCategory('Warded abilities', 'warded', 'warded', skill, spell, addCats)
     end
     end
     if args['revive'] or args['rev'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'revive', makeCat)
    local elementContent = ''
         c = c .. addCategory('Reviving effects', 'effect', 'revive', 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['summon'] then
     if args['storm'] and args['storm']:len() > 0 then
         effectContent = effectContent .. makeTag(frame, 'effects', 'summon', makeCat)
         elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
         c = c .. addCategory('Summoning effects', 'effect', 'summon', skill, spell, addCats)
         c = c .. addCategory('Storm element abilities', 'elements', 'storm', skill, spell, addCats)
     end
     end
     if args['heal'] then
     if (args['necro'] and args['necro']:len() > 0) or (args['necromancy'] and args['necromancy']:len() > 0) then
         effectContent = effectContent .. makeTag(frame, 'effects', 'heal', makeCat)
         elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
         c = c .. addCategory('Healing effects', 'effect', 'heal', skill, spell, addCats)
         c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
     end
     end
     if args['reanimate'] or args['rean'] then
     if args['flame'] and args['flame']:len() > 0 then
         effectContent = effectContent .. makeTag(frame, 'effects', 'reanimate', makeCat)
         elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
         c = c .. addCategory('Reanimation effects', 'effect', 'reanimate', skill, spell, addCats)
         c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
     end
     end
     if args['regenerate'] or args['regen'] then
     if args['nature'] and args['nature']:len() > 0 then
         effectContent = effectContent .. makeTag(frame, 'effects', 'regenerate', makeCat)
         elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
         c = c .. addCategory('Regeneration effects', 'effect', 'regenerate', skill, spell, addCats)
         c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
     end
     end


     local costContent = ''
     local powerContent = ''
     if costMP then
    local martial = true
         c = c .. addCategory('MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
     if args['magic'] and args['magic']:len() > 0 then
        if costMP == 'x' then
        martial = false
            costContent = costContent .. frame:preprocess("{{Tag|X MP|🩵|l=:Category:MP cost abilities|c=#3584e4}}")
        powerContent = powerContent .. makeTag(frame, 'power', 'magic', makeCat)
            c = c .. addCategory('Variable MP cost abilities', 'costMP', 'x', skill, spell, addCats, true)
         c = c .. addCategory('Magically powered abilities', 'power', 'magic', skill, spell, addCats) .. addCategory('Magical effects', nil, nil, false, false, addCats)
        else
    end
            costContent = costContent .. frame:preprocess("{{Tag|" .. costMP .. " MP|🩵|l=:Category:MP cost abilities|c=#3584e4}}")
    if args['divine'] and args['divine']:len() > 0 then
            c = c .. addCategory(costMP .. ' MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        martial = false
        end
        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
     end
     if costHP then
     if args['spirit'] and args['spirit']:len() > 0 then
         c = c .. addCategory('HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
         martial = false
         if costHP == 'x' then
        powerContent = powerContent .. makeTag(frame, 'power', 'spirit', makeCat)
            costContent = costContent .. frame:preprocess("{{Tag|X HP|❤️|l=:Category:HP cost abilities|c=#e01b24}}")
         c = c .. addCategory('Spiritually powered abilities', 'power', 'spirit', skill, spell, addCats) .. addCategory('Spiritual effects', nil, nil, false, false, addCats)
            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}}")
            c = c .. addCategory(costHP .. ' HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
        end
     end
     end
     if args['cost'] then
     if args['primal'] and args['primal']:len() > 0 then
         costContent = costContent .. frame:preprocess(args['cost'])
         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
     end
 
    if args['psionic'] and args['psionic']:len() > 0 then
    local executionTimeTitle = 'Execution time'
        martial = false
    if spell then
        powerContent = powerContent .. makeTag(frame, 'power', 'psionic', makeCat)
         executionTimeTitle = 'Casting time'
         c = c .. addCategory('Psionically powered abilities', 'power', 'psionic', skill, spell, addCats) .. addCategory('Mental effects', nil, nil, false, false, addCats)
     end
     end
 
    if args['techo'] and args['techo']:len() > 0 then
    local proficiencyContent = ''
        martial = false
     if args['pro'] then
        powerContent = powerContent .. makeTag(frame, 'power', 'techo', makeCat)
         proficiencyContent = proficiencyContent .. frame:preprocess(args['pro'])
        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
     end
 
     if args['alchemy'] and args['alchemy']:len() > 0 then
     local fluencyContent = ''
         martial = false
    if args['flu'] then
        powerContent = powerContent .. makeTag(frame, 'power', 'alchemy', makeCat)
         fluencyContent = fluencyContent .. frame:preprocess(args['flu'])
        c = c .. addCategory('Alchemically powered abilities', 'power', 'alchemy', skill, spell, addCats) .. addCategory('Alchemical effects', nil, nil, false, false, addCats)
     end
     end
 
     if args['unknown'] and args['unknown']:len() > 0 then
     local restrictionContent = ''
         martial = false
    if args['restrict'] then
        powerContent = powerContent .. makeTag(frame, 'power', 'unknown', makeCat)
         restrictionContent = restrictionContent .. frame:preprocess(args['restrict'])
        c = c .. addCategory('Unknown powered abilities', 'power', 'unknown', skill, spell, addCats)
     end
     end
 
     if args['martial'] and args['martial']:len() > 0 then
    local statValContent = ''
         martial = true
    local statFeatContent = ''
     if args['vstat'] and args['val'] then
        local vstat = frame:preprocess("{{uc:" .. args['vstat'] .. "}}")
        statValContent = 'This ability sets your [[' .. 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)
     end
     end
     if args['fstat'] and (args['flu'] or args['pro']) then
     if martial then
        local f = 'Proficiency'
         powerContent = powerContent .. makeTag(frame, 'power', 'martial', makeCat)
        local fstat = frame:preprocess("{{uc:" .. args['fstat'] .. "}}")
         c = c .. addCategory('Martially powered abilities', 'power', 'martial', skill, spell, addCats)
        if args['flu'] then
            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 class then
     -- Remove range from self targeted abilities
        classContent = makeContent(frame, resolved, {'class'}, makeCat)
     if resolved['target'] == 'self' or resolved['range'] == 'self' then
        powerContent = powerContent .. classContent
         resolved['range'] = nil
     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, {'shatter', '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
             title = 'On fail',
    if exists(args['drain']) then
             content = args['fail'] or ''
        effectContent = effectContent .. makeTag(frame, 'effects', 'drain', makeCat)
         },
        c = c .. addCategory('Draining effects', 'effect', 'drain', skill, spell, addCats)
         {
    end
             title = 'On success',
    if exists(args['destroy']) then
             content = args['success'] or ''
        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',
             title = 'On critical success',
             content = args['critsuccess'] or ''
             content = args['critsuccess'] or ''
         },
        },
         {
        {
             title = 'If proficient',
            title = 'Heightened',
             content = proficiencyContent
            content = frame:preprocess(heightenedContent),
         },
            link = ':Category:Heightened abilities'
         {
         },
             title = 'If fluent',
         {
             content = fluencyContent
             title = 'If proficient',
         },
             content = proficiencyContent,
         {
            link = 'Core:Proficiency Bonus'
             title = 'Attribute improvement',
         },
             content = frame:preprocess(statValContent)
         {
         },
             title = 'If fluent',
         {
             content = fluencyContent,
             title = 'Feat save improvement',
            link = 'Core:Fluency Bonus'
             content = frame:preprocess(statFeatContent)
         },
         }
         {
     }
             title = 'Attribute improvement',
 
             content = frame:preprocess(statValContent),
     local outputTop = ''
            link = 'Core:Attributes',
     for _, bar in ipairs(barsTop) do
            flags = {
         outputTop = outputTop .. makeBar(frame, bar['title'], bar['content'])
                attribute = args['vstat'] and frame:preprocess('{{lc:' .. args['vstat'] .. '}}') or "",
     end
                value = args['val']
     local outputBottom = ''
            }
 
         },
     for _, bar in ipairs(barsBottom) do
         {
         outputBottom = outputBottom .. makeBar(frame, bar['title'], bar['content'])
             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 2,313: 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