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Module:A: Difference between revisions

From Teriock
// via Wikitext Extension for VSCode
// via Wikitext Extension for VSCode
 
(182 intermediate revisions by the same user not shown)
Line 38: Line 38:
         },
         },
         executionTime = {
         executionTime = {
            'time',
             'executionTime',
             'executionTime',
             'et',
             'et',
Line 56: Line 55:
         --    'fr'
         --    'fr'
         -- },
         -- },
        flaw = {
            'flaw',
            'fl',
            'f'
        },
        special = {
            'special',
            'sp',
            's'
        },
         range = {
         range = {
             'range',
             'range',
Line 73: Line 82:
             'expansionRange',
             'expansionRange',
             'er'
             'er'
        },
        expansionCount = {
            'expansionCount',
            'ec'
        },
        expansionAttribute = {
            'expansionAttribute',
            'ea'
         },
         },
         sustained = {
         sustained = {
Line 138: Line 155:
             'magick pointsx',
             'magick pointsx',
             'magik pointsx',
             'magik pointsx',
        },
        gp = {
            'gp',
            'gold',
            'goldPieces',
            'gold pieces',
        },
        gpx = {
            'gpx',
            'goldx',
            'goldPiecesx',
            'gold piecesx',
         },
         },
         matx = {
         matx = {
             'matx',
             'matx',
             'materialx',
             'materialx',
        },
        class = {
            'class',
         },
         },
     },
     },
Line 322: Line 354:
             'ab',
             'ab',
             'ability'
             'ability'
            },
            spell = {
                'spl',
                'spell',
             },
             },
             other = {
             other = {
Line 343: Line 379:
                 '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 357: Line 440:
                 '4',
                 '4',
                 'inf',
                 'inf',
            },
            noLimit = {
                'noLimit',
                '1',
                'nl',
             },
             },
             whileUp = {
             whileUp = {
Line 411: Line 499:
             },
             },
             timeParse = {
             timeParse = {
                 '^%d+[mhdwy]$'
                 '^%d+[mhdwys]$'
             }
             }
         },
         },
Line 560: Line 648:
                 'SNK',
                 'SNK',
                 's'
                 's'
            }
        },
        expansion = {
            detonate = {
                'det',
                'detonate',
                'd'
             },
             },
             ripple = {
             unp = {
                 'rip',
                 'unp',
                 'ripple',
                 'UNP',
                 'r'
                 'u'
             },
             },
             cascade = {
        },
                 'cas',
        expansionAttribute = {
                 'cascade',
            int = {
                 'c'
                'int',
                'INT',
                'i'
            },
            str = {
                'str',
                'STR',
                's'
            },
            mov = {
                'mov',
                'MOV',
                'm'
            },
            per = {
                'per',
                'PER',
                'p'
            },
            snk = {
                'snk',
                'SNK',
                's'
            },
             unp = {
                 'unp',
                 'UNP',
                 'u'
             },
             },
            fork = {
                'for',
                'fork',
                'f'
            }
        },
        expansionRange = {
            distParse = {
                '^%d+[fm]$'
            }
        },
        sustained = {
            sustained = {
                'sus',
                'sustained',
                's',
                '1',
            }
         },
         },
         verbal = {
         expansion = {
             verbal = {
             detonate = {
                 'ver',
                 'det',
                 'verbal',
                 'detonate',
                 'v',
                 'd'
                 '1',
            },
             }
            ripple = {
                'rip',
                'ripple',
                'r'
            },
            cascade = {
                'cas',
                'cascade',
                'c'
            },
            fork = {
                'for',
                'fork',
                'f'
            }
        },
        expansionRange = {
            distParse = {
                '^%d+[fm]$'
            }
        },
        expansionCount = {
            expansionCount = {
                'expansionCount',
                 'ec',
             }
         },
         },
         somatic = {
         sustained = {
             somatic = {
             sustained = {
                 'som',
                 'sus',
                 'somatic',
                 'sustained',
                 's',
                 's',
                 '1',
                 '1',
             }
             }
         },
         },
         material = {
        verbal = {
             material = {
            verbal = {
                 'mat',
                'ver',
                 'material',
                'verbal',
                'v',
                '1',
            }
        },
        somatic = {
            somatic = {
                'som',
                'somatic',
                's',
                '1',
            }
        },
         material = {
             material = {
                 'mat',
                 'material',
                 'm',
                 'm',
                 '1',
                 '1',
Line 636: Line 767:
                 '1',
                 '1',
             }
             }
        }
    }
}
local tags = {
    verbal = {
        verbal = {
            text = 'Verbal',
            link = 'Verbal component abilities',
            symbol = '🗣️',
            color = '#f9f06b'
         },
         },
     },
        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 = {
         somatic = {
         somatic = {
Line 654: Line 833:
             link = 'Somatic component abilities',
             link = 'Somatic component abilities',
             symbol = '👐',
             symbol = '👐',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged somatic'
         },
         },
     },
     },
Line 662: Line 842:
             link = 'Material component abilities',
             link = 'Material component abilities',
             symbol = '💎',
             symbol = '💎',
             color = '#ff7800'
             color = '#ff7800',
            class = 'component-tagged material'
         },
         },
     },
     },
Line 670: Line 851:
             link = 'Magelore component abilities',
             link = 'Magelore component abilities',
             symbol = '🔮',
             symbol = '🔮',
             color = '#f9f06b'
             color = '#f9f06b',
            class = 'component-tagged magelore'
         },
         },
     },
     },
Line 676: 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'
        },
    },
    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 = {
         storm = {
Line 692: Line 912:
             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 704: Line 933:
             link = 'Flame element abilities',
             link = 'Flame element abilities',
             symbol = '🔥',
             symbol = '🔥',
             color = '#e01b24'
             color = '#e01b24',
            class = 'element-tagged flame'
         },
         },
         nature = {
         nature = {
Line 710: 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'
         },
         },
         magic = {
         due = {
             text = 'Magical',
             text = 'Duelist',
             link = 'Magically powered abilities',
             link = 'Duelist class abilities',
             symbol = '',
             symbol = '🤺',
             color = '#9141ac'
             class = 'class-tagged duelist'
         },
         },
         spirit = {
         vet = {
             text = 'Spiritual',
             text = 'Veteran',
             link = 'Spiritually powered abilities',
             link = 'Veteran class abilities',
             symbol = '🪭',
             symbol = '🪖',
             color = '#9a9996'
             class = 'class-tagged veteran'
         },
         },
         martial = {
         kni = {
             text = 'Martial',
             text = 'Knight',
             link = 'Martially powered abilities',
             link = 'Knight class abilities',
             symbol = '💪',
             symbol = '⚔️',
             color = '#ff7800'
             class = 'class-tagged knight'
        },
        pal = {
            text = 'Paladin',
            link = 'Paladin class abilities',
            symbol = '🛡️',
            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'
         },
         },
         alchemy = {
         ran = {
             text = 'Alchemical',
             text = 'Ranger',
             link = 'Alchemically powered abilities',
             link = 'Ranger class abilities',
             symbol = '🧪',
             symbol = '🐾',
             color = '#33d17a'
             class = 'class-tagged ranger'
         },
         },
    },
         fla = {
    category = {
             text = 'Flame Mage',
         skill = {
             link = 'Flame Mage class abilities',
             text = 'Skill',
             symbol = '🧙',
             link = 'Skills',
            class = 'class-tagged flameMage'
             symbol = '🤹'
         },
         },
         spell = {
         sto = {
             text = 'Spell',
             text = 'Storm Mage',
             link = 'Spells',
             link = 'Storm Mage class abilities',
             symbol = ''
             symbol = '🧙',
            class = 'class-tagged stormMage'
         },
         },
         semblant = {
         lif = {
             text = 'Semblant',
             text = 'Life Mage',
             link = 'Semblant skills',
             link = 'Life Mage class abilities',
             symbol = '🎭'
             symbol = '🧙',
            class = 'class-tagged lifeMage'
         },
         },
         conjure = {
         nec = {
             text = 'Conjured',
             text = 'Necromancer',
             link = 'Conjured spells',
             link = 'Necromancer class abilities',
             symbol = '🔮'
             symbol = '🧙',
            class = 'class-tagged necromancer'
         },
         },
         standard = {
         nat = {
             text = 'Standard',
             text = 'Nature Mage',
             link = 'Standard abilities',
             link = 'Nature Mage class abilities',
             symbol = '🏁'
             symbol = '🧙',
            class = 'class-tagged natureMage'
         },
         },
     },
     },
     effects = {
     gm = {
         mental = {
         warr = {
             text = 'Mental',
             text = 'Warrior',
             link = 'Mental effects',
             link = 'Warrior guildmaster abilities',
             symbol = '🧠'
             symbol = '⚔️',
            class = 'archetype-tagged warrior'
         },
         },
         truth = {
         semi = {
             text = 'Truth',
             text = 'Semi',
             link = 'Truth detecting 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'
         },
         },
         duelMod = {
         magic = {
             text = 'Duel mod',
             text = 'Magical',
             link = 'Duel modifying effects',
             link = 'Magically powered abilities',
             symbol = '🤺'
             symbol = '✨',
            color = '#9141ac',
            class = 'power-tagged magical'
         },
         },
         movement = {
         spirit = {
             text = 'Movement',
             text = 'Spiritual',
             link = 'Movement effects',
             link = 'Spiritually powered abilities',
             symbol = '👣'
             symbol = '🪭',
            color = '#9a9996',
            class = 'power-tagged spiritual'
         },
         },
         displacement = {
         martial = {
             text = 'Displacement',
             text = 'Martial',
             link = 'Displacement effects',
             link = 'Martially powered abilities',
             symbol = '🌀'
             symbol = '💪',
            color = '#ff7800',
            class = 'power-tagged martial'
         },
         },
         transformation = {
         psionic = {
             text = 'Transformation',
             text = 'Psionic',
             link = 'Transformation effects',
             link = 'Psionically powered abilities',
             symbol = '🌳'
             symbol = '🤯',
            color = '#3584e4',
            class = 'power-tagged psionic'
         },
         },
         control = {
         primal = {
             text = 'Control',
             text = 'Primal',
             link = 'Control effects',
             link = 'Primally powered abilities',
             symbol = '⛓️'
             symbol = '⛰️',
            color = '#986a44',
            class = 'power-tagged primal'
         },
         },
         resist = {
         techno = {
             text = 'Resistance',
             text = 'Technological',
             link = 'Resistance effects',
             link = 'Technologically powered abilities',
             symbol = '🚫'
             symbol = '⚙️',
            color = '#e01b24',
            class = 'power-tagged technological'
         },
         },
         immune = {
         finance = {
             text = 'Immunity',
             text = 'Financial',
             link = 'Immunity effects',
             link = 'Financially powered abilities',
             symbol = '🚫'
             symbol = '🪙',
            color = '#fcc200',
            class = 'power-tagged financial'
         },
         },
         long = {
         alchemy = {
             text = 'Long range',
             text = 'Alchemical',
             link = 'Long range effects',
             link = 'Alchemically powered abilities',
             symbol = '📏'
             symbol = '🧪',
            color = '#33d17a',
            class = 'power-tagged alchemical'
         },
         },
         sense = {
         unknown = {
             text = 'Sensory',
             text = 'Unknown',
             link = 'Sensory effects',
             link = 'Unknown powered abilities',
             symbol = '👁️'
             symbol = '❓',
            color = '#77767b',
            class = 'power-tagged unknown'
         },
         },
         revive = {
    },
             text = 'Revival',
    category = {
             link = 'Revival effects',
         skill = {
             symbol = '🤍'
             text = 'Skill',
             link = 'Skills',
             symbol = '🤹',
            class = 'skill'
         },
         },
         summon = {
         spell = {
             text = 'Summoning',
             text = 'Spell',
             link = 'Summoning effects',
             link = 'Spells',
             symbol = '🖤'
             symbol = '✨',
            class = 'spell'
         },
         },
         heal = {
         semblant = {
             text = 'Healing',
             text = 'Semblant',
             link = 'Healing effects',
             link = 'Semblant skills',
             symbol = '❤️'
             symbol = '🎭',
            class = 'standard-tagged semblant'
         },
         },
         reanimate = {
         conjure = {
             text = 'Reanimation',
             text = 'Conjured',
             link = 'Reanimation effects',
             link = 'Conjured spells',
             symbol = '🩶'
             symbol = '🔮',
            class = 'standard-tagged conjure'
         },
         },
         regenerate = {
         standard = {
             text = 'Regeneration',
             text = 'Standard',
             link = 'Regeneration effects',
             link = 'Standard abilities',
             symbol = '💚'
             symbol = '🏁',
            class = 'standard-tagged normal'
         },
         },
         kill = {
         rotator = {
             text = 'Killing',
             text = 'Rotator',
             link = 'Killing effects',
             link = 'Rotator abilities',
             symbol = '☠️'
             symbol = '🔄',
        },
             class = 'rotator'
        steal = {
             text = 'Stealing',
            link = 'Stealing effects',
            symbol = '💰'
         },
         },
        guildmaster = {
            text = 'Guildmaster',
            link = 'Guildmaster abilities',
            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'
         },
         },
         ball = {
         duelModifying = {
             text = 'Ball',
             text = 'Duel modifying',
             link = 'Ball delivery abilities',
             link = 'Duel modifying effects',
             symbol = '🔥'
             symbol = '🤺',
            class = 'effect-tagged duelModifying'
         },
         },
         aura = {
         movement = {
             text = 'Aura',
             text = 'Movement',
             link = 'Aura delivery abilities',
             link = 'Movement effects',
             symbol = '🌟'
             symbol = '👣',
            class = 'effect-tagged movement'
         },
         },
         ritual = {
         poison = {
             text = 'Ritual',
             text = 'Poison',
             link = 'Ritual delivery abilities',
             link = 'Poison effects',
             symbol = '🕯️'
             symbol = '☠️',
            class = 'effect-tagged poison'
         },
         },
         touch = {
         displacement = {
             text = 'Touch',
             text = 'Displacement',
             link = 'Touch delivery abilities',
             link = 'Displacement effects',
             symbol = '👉️'
             symbol = '🌀',
            class = 'effect-tagged displacement'
         },
         },
    },
         transformation = {
    maneuver = {
             text = 'Transformation',
         active = {
             link = 'Transformation effects',
             text = 'Active',
             symbol = '🌳',
             link = 'Active abilities',
            class = 'effect-tagged transformation'
             symbol = '➡️'
         },
         },
         reactive = {
         illusion = {
             text = 'Reactive',
             text = 'Illusion',
             link = 'Reactive abilities',
             link = 'Illusion effects',
             symbol = '↩️'
             symbol = '🫟',
            class = 'effect-tagged illusion'
         },
         },
         passive = {
         control = {
             text = 'Passive',
             text = 'Control',
             link = 'Passive abilities',
             link = 'Control effects',
             symbol = '🔁'
             symbol = '⛓️',
            class = 'effect-tagged control'
         },
         },
         slow = {
         resist = {
             text = 'Slow',
             text = 'Resistance',
             link = 'Slow abilities',
             link = 'Resistance effects',
             symbol = '🐢'
             symbol = '🚫',
            class = 'effect-tagged resistance'
         },
         },
    },
         hexproof = {
    interaction = {
             text = 'Hexproof',
         attack = {
             link = 'Hexproof effects',
             text = 'Attack',
             symbol = '🚫',
             link = 'Attack abilities',
             class = 'effect-tagged hexproof'
             symbol = '⚔️',
             color = '#ff7800'
         },
         },
         block = {
         awaken = {
             text = 'Block',
             text = 'Awakening',
             link = 'Block abilities',
             link = 'Awakening effects',
             symbol = '🛡️',
             symbol = '🌞',
             color = '#ff7800'
             class = 'effect-tagged awakening'
         },
         },
         manifest = {
         immune = {
             text = 'Manifest',
             text = 'Immunity',
             link = 'Manifest abilities',
             link = 'Immunity effects',
             symbol = '✳️',
             symbol = '🚫',
             color = '#ff7800'
             class = 'effect-tagged immunity'
         },
         },
         feat = {
         hexseal = {
             text = 'Feat',
             text = 'Hexseal',
             link = 'Feat abilities',
             link = 'Hexseal effects',
             symbol = '🎖️',
             symbol = '🚫',
             color = '#ff7800'
             class = 'effect-tagged hexseal'
        }
    },
    delivery = {
        self = {
            text = 'Self',
            link = 'Self delivery abilities',
            symbol = '🤲',
            color = '#f6d32d'
         },
         },
         missile = {
         long = {
             text = 'Missile',
             text = 'Long range',
             link = 'Missile delivery abilities',
             link = 'Long range effects',
             symbol = '🏹',
             symbol = '📏',
             color = '#f6d32d'
             class = 'effect-tagged longRange'
         },
         },
         hand = {
         sense = {
             text = 'Hand',
             text = 'Sensory',
             link = 'Hand delivery abilities',
             link = 'Sensory effects',
             symbol = '🤚',
             symbol = '👁️',
             color = '#f6d32d'
             class = 'effect-tagged sensory'
         },
         },
         bite = {
         revive = {
             text = 'Bite',
             text = 'Revival',
             link = 'Bite delivery abilities',
             link = 'Revival effects',
             symbol = '🦷',
             symbol = '🤍',
             color = '#f6d32d'
             class = 'effect-tagged revival'
         },
         },
         item = {
         summon = {
             text = 'Item',
             text = 'Summoning',
             link = 'Item delivery abilities',
             link = 'Summoning effects',
             symbol = '📦',
             symbol = '🖤',
             color = '#f6d32d'
             class = 'effect-tagged summoning'
         },
         },
         magelore = {
         heal = {
             text = 'Magelore',
             text = 'Healing',
             link = 'Magelore delivery abilities',
             link = 'Healing effects',
             symbol = '🔮',
             symbol = '❤️',
             color = '#f6d32d'
             class = 'effect-tagged healing'
         },
         },
         weapon = {
         reanimate = {
             text = 'Weapon',
             text = 'Reanimation',
             link = 'Weapon delivery abilities',
             link = 'Reanimation effects',
             symbol = '🗡️',
             symbol = '🩶',
             color = '#f6d32d'
             class = 'effect-tagged reanimation'
         },
         },
         shield = {
         regenerate = {
             text = 'Shield',
             text = 'Regeneration',
             link = 'Shield delivery abilities',
             link = 'Regeneration effects',
             symbol = '🛡️',
             symbol = '💚',
             color = '#f6d32d'
             class = 'effect-tagged regeneration'
         },
         },
         armor = {
         revitalize = {
             text = 'Armor',
             text = 'Revitalization',
             link = 'Armor delivery abilities',
             link = 'Revitalization effects',
             symbol = '🪖',
             symbol = '🩵',
             color = '#f6d32d'
             class = 'effect-tagged revitalization'
         },
         },
         sight = {
         kill = {
             text = 'Sight',
             text = 'Killing',
             link = 'Sight delivery abilities',
             link = 'Killing effects',
             symbol = '👁️',
             symbol = '☠️',
             color = '#f6d32d'
             class = 'effect-tagged killing'
         },
         },
         aura = {
         damage = {
             text = 'Aura',
             text = 'Damaging',
             link = 'Aura delivery abilities',
             link = 'Damaging effects',
             symbol = '🌟',
             symbol = '💢',
             color = '#f6d32d'
             class = 'effect-tagged damaging'
         },
         },
         cone = {
         drain = {
             text = 'Cone',
             text = 'Draining',
             link = 'Cone delivery abilities',
             link = 'Draining effects',
             symbol = '🐲',
             symbol = '🩸',
             color = '#f6d32d'
             class = 'effect-tagged draining'
         },
         },
         other = {
         destroy = {
             text = 'Other',
             text = 'Destruction',
             link = 'Other delivery abilities',
             link = 'Destruction effects',
             symbol = '',
             symbol = '💥',
             color = '#f6d32d'
             class = 'effect-tagged destruction'
        }
    },
    target = {
        self = {
            text = 'Self',
            link = 'Self target abilities',
            symbol = '🤲',
            color = '#f6d32d'
         },
         },
         creature = {
         contract = {
             text = 'Creature',
             text = 'Contract',
             link = 'Creature target abilities',
             link = 'Contract effects',
             symbol = '👤',
             symbol = '🤝',
             color = '#f6d32d'
             class = 'effect-tagged contract'
         },
         },
         body = {
         steal = {
             text = 'Body',
             text = 'Stealing',
             link = 'Body target abilities',
             link = 'Stealing effects',
             symbol = '🧍',
             symbol = '💰',
             color = '#f6d32d'
             class = 'effect-tagged stealing'
         },
         },
         vitals = {
         loud = {
             text = 'Vitals',
             text = 'Loud',
             link = 'Vitals target abilities',
             link = 'Loud effects',
             symbol = '🫀',
             symbol = '🔊',
             color = '#f6d32d'
             class = 'effect-tagged loud'
         },
         },
         limb = {
         knockout = {
             text = 'Limb',
             text = 'Knockout',
             link = 'Limb target abilities',
             link = 'Knockout effects',
             symbol = '🦾',
             symbol = '💤',
             color = '#f6d32d'
             class = 'effect-tagged knockout'
         },
         },
         arm = {
         time = {
             text = 'Arm',
             text = 'Temporal',
             link = 'Arm target abilities',
             link = 'Temporal effects',
             symbol = '💪',
             symbol = '🕰️',
             color = '#f6d32d'
             class = 'effect-tagged temporal'
         },
         },
         leg = {
         auto = {
             text = 'Leg',
             text = 'Automatic',
             link = 'Leg target abilities',
             link = 'Automatic effects',
             symbol = '🦵',
             symbol = '❗️',
             color = '#f6d32d'
             class = 'effect-tagged automatic'
         },
         },
         item = {
         lightning = {
             text = 'Item',
             text = 'Lightning',
             link = 'Item target abilities',
             link = 'Lightning effects',
             symbol = '📦',
             symbol = '⚡️',
             color = '#f6d32d'
             class = 'effect-tagged lightning'
         },
         },
         weapon = {
         disease = {
             text = 'Weapon',
             text = 'Disease',
             link = 'Weapon target abilities',
             link = 'Disease effects',
             symbol = '🗡️',
             symbol = '🦠',
             color = '#f6d32d'
             class = 'effect-tagged disease'
         },
         },
         shield = {
         vision = {
            text = 'Shield',
        text = 'Vision',
            link = 'Shield target abilities',
        link = 'Vision effects',
            symbol = '🛡️',
        symbol = '🥠',
            color = '#f6d32d'
        class = 'effect-tagged vision'
         },
         },
         armor = {
         morganti = {
            text = 'Armor',
        text = 'Morganti',
            link = 'Armor target abilities',
        link = 'Morganti effects',
            symbol = '🪖',
        symbol = '⚫️',
            color = '#f6d32d'
        class = 'effect-tagged morganti'
         },
         },
         ship = {
         construction = {
             text = 'Ship',
             text = 'Construction',
             link = 'Ship target abilities',
             link = 'Construction effects',
             symbol = '⛵️',
             symbol = '🔧',
             color = '#f6d32d'
             class = 'effect-tagged construction'
         },
         },
         attack = {
         weather = {
             text = 'Attack',
             text = 'Weather',
             link = 'Attack target abilities',
             link = 'Weather effects',
            symbol = '🌧️',
            class = 'effect-tagged weather'
        }
    },
    pre = {
        strike = {
            text = 'Strike',
            link = 'Strike delivery abilities',
             symbol = '⚔️',
             symbol = '⚔️',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged strike'
         },
         },
         ability = {
         ray = {
        text = 'Ability',
            text = 'Ray',
        link = 'Ability target abilities',
            link = 'Ray delivery abilities',
        symbol = '🅰',
            symbol = '⚡️',
        color = '#f6d32d'
            class = 'deliveryPackage-tagged ray'
         },
         },
         other = {
         ball = {
             text = 'Other',
             text = 'Ball',
             link = 'Other target abilities',
             link = 'Ball delivery abilities',
             symbol = '',
             symbol = '🔥',
             color = '#f6d32d'
             class = 'deliveryPackage-tagged ball'
         },
         },
         area = {
         aura = {
             text = 'Area',
             text = 'Aura',
             link = 'Area target abilities',
             link = 'Aura delivery abilities',
             symbol = '🏕️',
             symbol = '🌟',
             color = '#f6d32d',
             class = 'deliveryPackage-tagged aura'
         },
         },
         ci = {
         ritual = {
             tags = {
             text = 'Ritual',
                'creature',
            link = 'Ritual delivery abilities',
                'item'
            symbol = '🕯️',
             }
             class = 'deliveryPackage-tagged ritual'
         },
         },
         ai = {
         touch = {
             tags = {
             text = 'Touch',
                'attack',
            link = 'Touch delivery abilities',
                'item'
             symbol = '👉️',
            }
             class = 'deliveryPackage-tagged touch'
        }
    },
    upgrade = {
        warded = {
             text = 'Warded',
             link = 'Warded abilities',
         },
         },
        absolute = {
            text = 'Absolute',
            link = 'Absolute abilities',
        }
     },
     },
     executionTime = {
     maneuver = {
         freeAction = {
         active = {
             text = 'Free action',
             text = 'Active',
             symbol = '0️⃣',
            link = 'Active abilities',
             link = 'Free action abilities',
             symbol = '➡️',
             class = 'maneuver-tagged active'
         },
         },
         singleAction = {
         reactive = {
             text = 'Single action',
             text = 'Reactive',
             symbol = '1️⃣',
            link = 'Reactive abilities',
             link = 'Single action abilities',
             symbol = '↩️',
             class = 'maneuver-tagged reactive'
         },
         },
         doubleAction = {
         passive = {
             text = 'Double action',
             text = 'Passive',
             symbol = '2️⃣',
            link = 'Passive abilities',
             link = 'Double action abilities',
             symbol = '🔁',
             class = 'maneuver-tagged passive'
         },
         },
         tripleAction = {
         slow = {
             text = 'Triple action',
             text = 'Slow',
             symbol = '3️⃣',
            link = 'Slow abilities',
             link = 'Triple action abilities',
             symbol = '🐢',
             class = 'maneuver-tagged slow'
         },
         },
         freeReaction = {
    },
             text = 'Free reaction',
    interaction = {
             symbol = '0️⃣',
         attack = {
             link = 'Free reaction abilities',
             text = 'Attack',
            link = 'Attack abilities',
             symbol = '⚔️',
             color = '#ff7800',
            class = 'interaction-tagged attack'
         },
         },
         reaction = {
         block = {
             text = 'Reaction',
             text = 'Block',
             symbol = '1️⃣',
            link = 'Block abilities',
             link = 'Reaction abilities',
             symbol = '🛡️',
             color = '#ff7800',
            class = 'interaction-tagged block'
         },
         },
         shortRest = {
         manifest = {
             text = 'Short rest',
             text = 'Manifest',
             symbol = '🌙',
            link = 'Manifest abilities',
             link = 'Short rest abilities',
             symbol = '✳️',
             color = '#ff7800',
            class = 'interaction-tagged manifest'
         },
         },
         longRest = {
         feat = {
             text = 'Long rest',
             text = 'Feat',
             symbol = '🌙',
            link = 'Feat abilities',
             link = 'Long rest abilities',
             symbol = '🎖️',
             color = '#ff7800',
            class = 'interaction-tagged feat'
         }
         }
     },
     },
     piercing = {
     delivery = {
         av0 = {
         self = {
             text = 'AV0',
             text = 'Self',
             symbol = '🎯',
             link = 'Self delivery abilities',
             link = 'AV0 abilities',
             symbol = '🤲',
             color = '#33d17a'
             color = '#f6d32d',
            class = 'delivery-tagged self'
         },
         },
         unblockable = {
         missile = {
             text = 'UB',
             text = 'Missile',
             symbol = '🪨',
             link = 'Missile delivery abilities',
             link = 'UB abilities',
             symbol = '🏹',
             color = '#33d17a'
             color = '#f6d32d',
        }
             class = 'delivery-tagged missile'
    },
    duration = {
        instant = {
             text = 'Instant',
            link = 'Instant duration abilities',
            no = true
         },
         },
         always = {
         hand = {
             text = 'Always active',
             text = 'Hand',
             link = 'Always active duration abilities',
             link = 'Hand delivery abilities',
             no = true
             symbol = '🤚',
            color = '#f6d32d',
            class = 'delivery-tagged hand'
         },
         },
         whileUp = {
         bite = {
             text = 'While up',
             text = 'Bite',
             link = 'While up duration abilities',
             link = 'Bite delivery abilities',
             no = true
             symbol = '🦷',
            color = '#f6d32d',
            class = 'delivery-tagged bite'
         },
         },
         whileDown = {
         item = {
             text = 'While down',
             text = 'Item',
             link = 'While down duration abilities',
             link = 'Item delivery abilities',
             no = true
             symbol = '📦',
            color = '#f6d32d',
            class = 'delivery-tagged item'
         },
         },
         whileAlive = {
         magelore = {
             text = 'While alive',
             text = 'Magelore',
             link = 'While alive duration abilities',
             link = 'Magelore delivery abilities',
             no = true
             symbol = '🔮',
            color = '#f6d32d',
            class = 'delivery-tagged magelore'
         },
         },
         whileDead = {
         weapon = {
             text = 'While dead',
             text = 'Weapon',
             link = 'While dead duration abilities',
             link = 'Weapon delivery abilities',
             no = true
             symbol = '🗡️',
            color = '#f6d32d',
            class = 'delivery-tagged weapon'
         },
         },
         endOfTurn = {
         shield = {
             text = 'Until the end of the turn',
             text = 'Shield',
             link = 'Until end of turn duration abilities',
             link = 'Shield delivery abilities',
             no = true
             symbol = '🛡️',
            color = '#f6d32d',
            class = 'delivery-tagged shield'
         },
         },
         dawn = {
         armor = {
             text = 'Until dawn',
             text = 'Armor',
             link = 'Until dawn duration abilities',
             link = 'Armor delivery abilities',
             no = true
             symbol = '🪖',
            color = '#f6d32d',
            class = 'delivery-tagged armor'
         },
         },
         startOfTargetNextTurn = {
         sight = {
             text = 'Until the start of target\'s next turn',
             text = 'Sight',
             link = 'Until start of target\'s next turn duration abilities',
            link = 'Sight delivery abilities',
             no = true
             symbol = '👁️',
            color = '#f6d32d',
             class = 'delivery-tagged sight'
         },
         },
         endOfTargetNextTurn = {
         aura = {
             text = 'Until the end of target\'s next turn',
             text = 'Aura',
             link = 'Until end of target\'s next turn duration abilities',
            link = 'Aura delivery abilities',
             no = true
             symbol = '🌟',
            color = '#f6d32d',
             class = 'delivery-tagged aura'
         },
         },
         startOfYourNextTurn = {
         cone = {
             text = 'Until the start of your next turn',
             text = 'Cone',
             link = 'Until start of your next turn duration abilities',
             link = 'Cone delivery abilities',
             no = true
             symbol = '🐲',
            color = '#f6d32d',
            class = 'delivery-tagged cone'
         },
         },
         endOfYourNextTurn = {
         other = {
             text = 'Until the end of your next turn',
             text = 'Other',
             link = 'Until end of your next turn duration abilities',
             link = 'Other delivery abilities',
             no = true
             symbol = '❓',
        },
             color = '#f6d32d',
        endOfCombat = {
             class = 'delivery-tagged other'
             text = 'Until the end of combat',
             link = 'Until end of combat duration abilities',
            no = true
         }
         }
     },
     },
     range = {
     target = {
         melee = {
         self = {
             text = 'Your melee range',
             text = 'Self',
             -- link = 'Melee abilities',
             link = 'Self target abilities',
             no = true
             symbol = '🤲',
            color = '#f6d32d',
            class = 'target-tagged self'
         },
         },
         weapon = {
         creature = {
             text = 'Your weapon\'s range',
             text = 'Creature',
             -- link = 'Weapon range abilities',
             link = 'Creature target abilities',
             no = true
             symbol = '👤',
            color = '#f6d32d',
            class = 'target-tagged creature'
         },
         },
         hand = {
         body = {
             text = 'Your hand\'s range',
             text = 'Body',
             -- link = 'Hand range abilities',
             link = 'Body target abilities',
             no = true
             symbol = '🧍',
            color = '#f6d32d',
            class = 'target-tagged body'
         },
         },
         bite = {
         vitals = {
             text = 'Your bite\'s range',
             text = 'Vitals',
             -- link = 'Bite range abilities',
             link = 'Vitals target abilities',
             no = true
             symbol = '🫀',
            color = '#f6d32d',
            class = 'target-tagged vitals'
         },
         },
         item = {
         limb = {
             text = 'Your item\'s range',
             text = 'Limb',
             -- link = 'Item range abilities',
             link = 'Limb target abilities',
             no = true
             symbol = '🦾',
            color = '#f6d32d',
            class = 'target-tagged limb'
         },
         },
         shield = {
         arm = {
             text = 'Your shield\'s range',
             text = 'Arm',
             -- link = 'Shield range abilities',
             link = 'Arm target abilities',
             no = true
             symbol = '💪',
            color = '#f6d32d',
            class = 'target-tagged arm'
         },
         },
         armor = {
         leg = {
             text = 'Your armor\'s range',
             text = 'Leg',
             -- link = 'Armor range abilities',
             link = 'Leg target abilities',
             no = true
             symbol = '🦵',
            color = '#f6d32d',
            class = 'target-tagged leg'
         },
         },
    },
        item = {
    attribute = {
            text = 'Item',
        int = {
             link = 'Item target abilities',
             text = 'Intelligence',
             symbol = '📦',
             symbol = 'INT',
             color = '#f6d32d',
             link = 'INT save abilities',
            class = 'target-tagged item'
         },
         },
         str = {
         weapon = {
             text = 'Strength',
             text = 'Weapon',
             symbol = 'STR',
            link = 'Weapon target abilities',
             link = 'STR save abilities',
             symbol = '🗡️',
             color = '#f6d32d',
            class = 'target-tagged weapon'
         },
         },
         mov = {
         shield = {
             text = 'Movement',
             text = 'Shield',
             symbol = 'MOV',
            link = 'Shield target abilities',
             link = 'MOV save abilities',
             symbol = '🛡️',
             color = '#f6d32d',
            class = 'target-tagged shield'
         },
         },
         per = {
         armor = {
             text = 'Perception',
             text = 'Armor',
             symbol = 'PER',
            link = 'Armor target abilities',
             link = 'PER save abilities',
             symbol = '🪖',
             color = '#f6d32d',
            class = 'target-tagged armor'
         },
         },
         snk = {
         ship = {
             text = 'Sneak',
             text = 'Ship',
            symbol = 'SNK',
             link = 'Ship target abilities',
             link = 'SNK save abilities',
             symbol = '⛵️',
        }
             color = '#f6d32d',
    },
             class = 'target-tagged ship'
    expansion = {
        detonate = {
             text = 'Detonate',
             symbol = '💥',
             link = 'Detonate abilities',
         },
         },
         ripple = {
         attack = {
             text = 'Ripple',
             text = 'Attack',
             symbol = '🌊',
            link = 'Attack target abilities',
             link = 'Ripple abilities',
             symbol = '⚔️',
             color = '#f6d32d',
            class = 'target-tagged attack'
        },
        ability = {
        text = 'Ability',
        link = 'Ability target abilities',
        symbol = '🅰',
        color = '#f6d32d',
            class = 'target-tagged ability'
         },
         },
         cascade = {
         spell = {
             text = 'Cascade',
             text = 'Spell',
             symbol = '⚡️',
            link = 'Spell target abilities',
             link = 'Cascade 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',
            }
         },
         },
        fork = {
            text = 'Fork',
            symbol = '🔱',
            link = 'Fork abilities',
        }
    },
    sustained = {
        sustained = {
            text = 'Sustained',
            symbol = '⏳️',
            link = 'Sustained abilities',
        }
    }
}
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 = {
     upgrade = {
         skip = true,
         warded = {
        maneuver = 'active',
            text = 'Warded',
        executionTime = '1a',
            link = 'Warded abilities',
        interaction = 'feat',
            class = 'upgrade-tagged warded'
         delivery = 'aura',
        },
        target = 'creature',
         absolute = {
        duration = 'instant',
            text = 'Absolute',
        range = '10f',
            link = 'Absolute abilities',
         attribute = 'mov',
            class = 'upgrade-tagged absolute'
         }
     },
     },
     ritual = {
     executionTime = {
         maneuver = 'slow',
         freeAction = {
         executionTime = '10m',
            text = 'Free action',
         interaction = 'manifest',
            symbol = '0️⃣',
         delivery = 'sight',
            link = 'Free action abilities',
         target = 'creature',
            class = 'executionTime-tagged a0'
        duration = 'instant',
         },
        range = '5f',
        singleAction = {
    },
            text = 'Single action',
    touch = {
            symbol = '1️⃣',
        maneuver = 'active',
            link = 'Single action abilities',
        executionTime = '1a',
            class = 'executionTime-tagged a1'
        interaction = 'attack',
        },
        delivery = 'hand',
        doubleAction = {
         target = 'creature',
            text = 'Double action',
        duration = 'instant',
            symbol = '2️⃣',
        range = 'hand',
            link = 'Double action abilities',
        piercing = 'ub',
            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'
        },
     },
     },
     triumph = {
     piercing = {
         skip = true,
         av0 = {
        maneuver = 'reactive',
            text = 'AV0',
        executionTime = '0r',
            symbol = '🎯',
        interaction = 'manifest',
            link = 'AV0 abilities',
         delivery = 'self',
            color = '#33d17a',
        target = 'self',
            class = 'piercing-tagged av0'
        duration = 'instant',
         },
        range = 'self',
        unblockable = {
            text = 'UB',
            symbol = '🪨',
            link = 'UB abilities',
            color = '#33d17a',
            class = 'piercing-tagged ub'
        }
     },
     },
     self = {
     duration = {
         skip = true,
         instant = {
        maneuver = 'active',
            text = 'Instant',
        executionTime = '1a',
            link = 'Instant duration abilities',
         interaction = 'man',
            no = true
        delivery = 'self',
         },
         target = 'self',
        always = {
         duration = 'instant',
            text = 'Always active',
        range = 'self',
            link = 'Always active duration abilities',
    },
            no = true
    passive = {
         },
        skip = true,
         noLimit = {
        maneuver = 'passive',
            text = 'No limit',
         interaction = 'man',
            link = 'No limit duration abilities',
        delivery = 'self',
            no = true
         target = 'self',
        },
         duration = '4',
        whileUp = {
        range = 'self',
            text = 'While up',
    },
            link = 'While up duration abilities',
    crown = {
            no = true
        skip = true,
        },
        maneuver = 'active',
         whileDown = {
         executionTime = '1a',
            text = 'While down',
         interaction = 'man',
            link = 'While down duration abilities',
        delivery = 'self',
            no = true
         target = 'self',
         },
         duration = '8h',
         whileAlive = {
        range = 'self',
            text = 'While alive',
        sustained = 'sus',
            link = 'While alive duration abilities',
    }
            no = true
}
        },
 
        whileDead = {
function noPlural(word)
            text = 'While dead',
    -- Common irregular plural forms
            link = 'While dead duration abilities',
    local irregulars = {
            no = true
        ["children"] = "child",
         },
        ["men"] = "man",
         endOfTurn = {
         ["women"] = "woman",
            text = 'Until the end of the turn',
         ["feet"] = "foot",
            link = 'Until end of turn duration abilities',
        ["teeth"] = "tooth",
            no = true
        ["mice"] = "mouse",
         },
        ["geese"] = "goose"
         dawn = {
    }
            text = 'Until dawn',
 
            link = 'Until dawn duration abilities',
    -- Check for irregular forms
            no = true
    if irregulars[word] then
        },
         return irregulars[word]
        startOfTargetNextTurn = {
    end
            text = 'Until the start of target\'s next turn',
 
            link = 'Until start of target\'s next turn duration abilities',
    -- Regular pluralization rules
            no = true
    if word:match("ies$") then
         },
        -- Change words ending in 'ies' to 'y' (e.g., "parties" -> "party")
         endOfTargetNextTurn = {
         return word:sub(1, -4) .. "y"
            text = 'Until the end of target\'s next turn',
    elseif word:match("ves$") then
            link = 'Until end of target\'s next turn duration abilities',
        -- Change words ending in 'ves' to 'f' or 'fe' (e.g., "wolves" -> "wolf")
            no = true
         return word:sub(1, -4) .. "f"
        },
    elseif word:match("s$") and not word:match("ss$") then
         startOfYourNextTurn = {
        -- Remove trailing 's' (e.g., "cats" -> "cat", but keep "boss")
            text = 'Until the start of your next turn',
        return word:sub(1, -2)
            link = 'Until start of your next turn duration abilities',
    else
            no = true
        -- Return the word unchanged if no pluralization rule applies
         },
         return word
        endOfYourNextTurn = {
     end
            text = 'Until the end of your next turn',
end
            link = 'Until end of your next turn duration abilities',
 
            no = true
local function addCategory(category, key, val, skill, spell, addCats, noLower)
         },
     if addCats then
        endOfCombat = {
         if not noLower then
            text = 'Until the end of combat',
             category = category:lower()
            link = 'Until end of combat duration abilities',
        end
            no = true
        if tags[key] and tags[key][val] then
         }
             if tags[key][val].tags then
     },
                out = ''
     range = {
                for _, t in ipairs(tags[key][val].tags) do
         melee = {
                    out = out .. addCategory(category, key, t, skill, spell, addCats, true)
             text = 'Your melee range',
                end
             -- link = 'Melee abilities',
                return out
            no = true
             else
        },
                category = tags[key][val].link
        weapon = {
             end
             text = 'Your [[:Category:Weapons|weapon\'s]] range',
         end
            -- link = 'Weapon range abilities',
         if skill then
             no = true
             skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
         },
             skillCategory = skillCategory:gsub("^%l", string.upper)
         hand = {
         end
             text = 'Your [[:Category:Handy equipment|hand\'s]] range',
         if spell then
            -- link = 'Hand range abilities',
             spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
             no = true
             spellCategory = spellCategory:gsub("^%l", string.upper)
         },
         end
         bite = {
         category = category:gsub("^%l", string.upper)
             text = 'Your [[:Category:Biting equipment|bite\'s]] range',
       
            -- link = 'Bite range abilities',
        local c = '[[Category:' .. tostring(category) .. ']]'
             no = true
         if skill then
         },
             c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
         item = {
         end
            text = 'Your [[:Category:Items|item\'s]] range',
         if spell then
            -- link = 'Item range abilities',
             c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
            no = true
        end
         },
         return c
        shield = {
     else
             text = 'Your [[:Category:Shields|shield\'s]] range',
         return ''
            -- link = 'Shield range abilities',
    end
            no = true
end
         },
 
         armor = {
local function makeTag(frame, key, value, makeCat, transparent)
             text = 'Your [[:Category:Armor|armor\'s]] range',
    if not tags[key] or not tags[key][value] then
            -- link = 'Armor range abilities',
         if value then
            no = true
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
         },
             if not ('.' == out:sub(-1)) then
     },
                out = out .. '.'
    attribute = {
             end
         int = {
            return out
            text = 'Intelligence',
         else
            symbol = 'INT',
             return ''
            link = 'INT save abilities',
        end
            class = 'saveAttribute-tagged int'
    end
        },
    local tag = tags[key][value]
        str = {
    if tag.no then
            text = 'Strength',
         local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
            symbol = 'STR',
        if not ('.' == out:sub(-1)) then
            link = 'STR save abilities',
             out = out .. '.'
            class = 'saveAttribute-tagged str'
         end
         },
         return out
        mov = {
    end
             text = 'Movement',
    if tag.tags then
            symbol = 'MOV',
        local out = ''
            link = 'MOV save abilities',
        for _, t in ipairs(tag.tags) do
             class = 'saveAttribute-tagged mov'
             out = out .. makeTag(frame, key, t, makeCat, transparent)
        },
        end
         per = {
         return out
             text = 'Perception',
     end
            symbol = 'PER',
     local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
            link = 'PER save abilities',
    if tag.symbol then
            class = 'saveAttribute-tagged per'
        tagText = tagText .. "|" .. tag.symbol
        },
    end
         snk = {
    if tag.link then
            text = 'Sneak',
         tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
            symbol = 'SNK',
    end
            link = 'SNK save abilities',
    if tag.color then
             class = 'saveAttribute-tagged snk'
        tagText = tagText .. "|c=" .. tag.color
         },
    end
         unp = {
    if transparent then
            text = 'Unused Presence',
        tagText = tagText .. "|o=1"
            symbol = 'UNP',
    end
             link = 'UNP save abilities',
    tagText = tagText .. "}}"
            class = 'saveAttribute-tagged unp'
    -- out = frame:preprocess(tagText)
         },
    out = tagText
     },
    return out
     expansionAttribute = {
end
        int = {
 
            text = 'Intelligence',
local function makeContent(frame, table, keys, makeCat)
            symbol = 'INT',
    local content = ''
            link = 'INT save abilities',
    local subContent = ''
            class = 'expansionAttribute-tagged int'
    local hasPre = false
        },
    for _, key in ipairs(keys) do
         str = {
         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
            text = 'Strength',
             hasPre = true
            symbol = 'STR',
             content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
            link = 'STR save abilities',
         else
            class = 'expansionAttribute-tagged str'
             if hasPre then
        },
                subContent = subContent .. makeTag(frame, key, table[key], makeCat)
        mov = {
             else
            text = 'Movement',
                content = content .. frame:preprocess(makeTag(frame, key, table[key], makeCat))
            symbol = 'MOV',
             end
            link = 'MOV save abilities',
         end
            class = 'expansionAttribute-tagged mov'
    end
        },
    if hasPre then
        per = {
        content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
            text = 'Perception',
        -- content = content .. '{{TagSub|' .. subContent .. '}}'
            symbol = 'PER',
     end
            link = 'PER save abilities',
     if content == '' then
            class = 'expansionAttribute-tagged per'
        for _, key in ipairs(keys) do
        },
             if table[key] then
        snk = {
                content = frame:preprocess('{{ucfirst:' .. content .. table[key] .. '}}')
            text = 'Sneak',
             end
            symbol = 'SNK',
         end
            link = 'SNK save abilities',
     end
            class = 'expansionAttribute-tagged snk'
    return content
        },
end
         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 function makeBar(frame, title, content, makeCat)
local premades = {
     if content == '' then
     strike = {
         return ''
        maneuver = 'active',
    end
         executionTime = '1a',
    local barTitle = mw.html.create('span')
        interaction = 'attack',
    barTitle
         delivery = 'weapon',
         :addClass('ability-bar-title')
         target = 'creature',
         :wikitext(frame:preprocess("{{ucfirst:" .. title .. "}}:"))
         duration = 'instant',
         :css('font-weight', 'bold')
        range = 'weapon',
         :css('margin-right', '0.5em')
    },
    local barContent = mw.html.create('span')
    ray = {
    barContent
         maneuver = 'active',
         :addClass('ability-bar-content')
        executionTime = '1a',
         :wikitext(content)
        interaction = 'attack',
    local output = mw.html.create('div')
         delivery = 'missile',
    output
         target = 'creature',
         :addClass('ability-bar')
         duration = 'instant',
         :node(barTitle)
         range = '60f',
         :node(barContent)
         piercing = 'av0',
     return tostring(output)
     },
end
     ball = {
 
        maneuver = 'active',
local function resolveAlias(args, aliases)
        executionTime = '1a',
     local resolved = {}
        interaction = 'attack',
 
         delivery = 'missile',
    -- Resolve keys
        target = 'creature',
    for canonicalKey, keyAliasList in pairs(aliases.keys) do
        duration = 'instant',
         for _, alias in ipairs(keyAliasList) do
        range = '30f',
            if args[alias] then
         piercing = 'ub',
                resolved[canonicalKey] = args[alias]
     },
                break
     aura = {
            end
        skip = true,
         end
         maneuver = 'active',
     end
        executionTime = '1a',
 
         interaction = 'feat',
     -- Resolve values
        delivery = 'aura',
    for canonicalKey, canonicalValueTable in pairs(aliases.values) do
        target = 'creature',
         local rawValue = resolved[canonicalKey]
        duration = 'instant',
 
        range = '10f',
         if rawValue then
        attribute = 'mov',
            for canonicalValue, valueAliasList in pairs(canonicalValueTable) do
    },
                for _, alias in ipairs(valueAliasList) do
    ritual = {
                    if rawValue == '' then
        maneuver = 'slow',
                        resolved[canonicalKey] = false
        executionTime = '10m',
                        break
        interaction = 'manifest',
                    elseif rawValue == alias then
        delivery = 'sight',
                        resolved[canonicalKey] = canonicalValue
        target = 'creature',
                        break
        duration = 'instant',
                    -- Handle patterns like timeParse or distParse
        range = '5f',
                    elseif rawValue and type(valueAliasList) == "table" and valueAliasList[1] and rawValue:match(valueAliasList[1]) then
    },
                        if canonicalKey == "duration" or canonicalKey == "executionTime" then
    touch = {
                            -- Parse time duration (e.g., 5d -> "5 days")
        maneuver = 'active',
                            local num = tonumber(rawValue:match("^(%d+)"))
        executionTime = '1a',
                            local unit = rawValue:match("[%a]+$")
        interaction = 'attack',
                            local unitMap = {m = "minute", h = "hour", d = "day", w = "week", y = "year"}
        delivery = 'hand',
                            local parsedValue = num .. " " .. (unitMap[unit] or "unit") .. (num > 1 and "s" or "")
        target = 'creature',
                            resolved[canonicalKey] = parsedValue
        duration = 'instant',
                        elseif canonicalKey == "range" or canonicalKey == "expansionRange" then
        range = 'hand',
                            -- Parse distance (e.g., 30f -> "30 feet")
        piercing = 'ub',
                            local num = tonumber(rawValue:match("^(%d+)"))
    },
                            local unit = rawValue:match("[%a]+$")
    triumph = {
                            local unitMap = {f = "feet", m = "miles"}
        skip = true,
                            local parsedValue = num .. " " .. (unitMap[unit] or "unit")
        maneuver = 'reactive',
                            resolved[canonicalKey] = parsedValue
        executionTime = '0r',
                        end
        interaction = 'manifest',
                    end
        delivery = 'self',
                end
        target = 'self',
            end
        duration = 'instant',
         end
        range = 'self',
    end
    },
 
    self = {
    return resolved
         skip = true,
end
        maneuver = 'active',
 
        executionTime = '1a',
local classFixes = {
        interaction = 'man',
    bar = 'ber',
        delivery = 'self',
    sam = 'due',
        target = 'self',
    ama = 'cor'
        duration = 'instant',
}
        range = 'self',
 
    },
local classArchetypes = {
    passive = {
    ber = 'warr',
        skip = true,
    due = 'warr',
        maneuver = 'passive',
    vet = 'warr',
        interaction = 'man',
    kni = 'warr',
        delivery = 'self',
    pal = 'warr',
        target = 'self',
    ass = 'semi',
        duration = '4',
     cor = 'semi',
        range = 'self',
    arc = 'semi',
     },
    thi = 'semi',
    crown = {
    ran = 'semi',
        skip = true,
    fla = 'mage',
        maneuver = 'active',
    sto = 'mage',
        executionTime = '1a',
    lif = 'mage',
        interaction = 'man',
    nec = 'mage',
        delivery = 'self',
     nat = 'mage'
        target = 'self',
        duration = '8h',
        range = 'self',
        sustained = 'sus',
     }
}
}


local className = {
function noPlural(word)
     ber = 'Berserker',
     -- Common irregular plural forms
     due = 'Duelist',
     local irregulars = {
    vet = 'Veteran',
        ["children"] = "child",
    kni = 'Knight',
        ["men"] = "man",
    pal = 'Paladin',
        ["women"] = "woman",
    ass = 'Assassin',
        ["feet"] = "foot",
    cor = 'Corsair',
        ["teeth"] = "tooth",
    arc = 'Archer',
        ["mice"] = "mouse",
    thi = 'Thief',
        ["geese"] = "goose"
    ran = 'Ranger',
     }
     fla = 'Flame Mage',
    sto = 'Storm Mage',
    lif = 'Life Mage',
    nec = 'Necromancer',
    nat = 'Nature Mage',
}


local archetypeName = {
    -- Check for irregular forms
     warr = 'Warrior',
     if irregulars[word] then
    semi = 'Semi',
        return irregulars[word]
     mage = 'Mage',
     end
}


function p.a ( frame )
     -- Regular pluralization rules
 
     if word:match("ies$") then
    makeCat = true
         -- Change words ending in 'ies' to 'y' (e.g., "parties" -> "party")
 
         return word:sub(1, -4) .. "y"
     -- Figure out all the default values
    elseif word:match("ves$") then
    local args = frame.args
        -- Change words ending in 'ves' to 'f' or 'fe' (e.g., "wolves" -> "wolf")
    local resolved = {}
         return word:sub(1, -4) .. "f"
     if args['pre'] then
     elseif word:match("s$") and not word:match("ss$") then
         local toResolve = resolveAlias(premades[args['pre']], aliases)
        -- Remove trailing 's' (e.g., "cats" -> "cat", but keep "boss")
         for k, v in pairs(toResolve) do
        return word:sub(1, -2)
            resolved[k] = v
     else
         end
        -- Return the word unchanged if no pluralization rule applies
     end
         return word
    local userResolve = resolveAlias(args, aliases)
    for k, v in pairs(userResolve) do
        resolved[k] = v
     end
    if resolved['pre'] and premades[args['pre']]['skip'] then
         resolved['pre'] = nil
     end
     end
end


     if resolved['interaction'] == 'attack' then
local function addCategory(category, key, val, skill, spell, addCats, noLower)
        local dc = "Hit target's AC"
     if addCats then
         if resolved['target'] == 'limb' then
         if not noLower then
             dc = dc .. ' + 2'
             category = category:lower()
         end
         end
         if resolved['target'] == 'arm' then
         if tags[key] and tags[key][val] then
             dc = dc .. ' + 2'
            if tags[key][val].tags then
                out = ''
                for _, t in ipairs(tags[key][val].tags) do
                    out = out .. addCategory(category, key, t, skill, spell, addCats, true)
                end
                return out
             else
                category = tags[key][val].link
            end
         end
         end
         if resolved['target'] == 'leg' then
         if skill then
             dc = dc .. ' + 2'
            skillCategory = category:gsub('ability', 'skill'):gsub('abilities', 'skills')
             skillCategory = skillCategory:gsub("^%l", string.upper)
         end
         end
         if resolved['target'] == 'vitals' then
         if spell then
             dc = dc .. ' + 5'
            spellCategory = category:gsub('ability', 'spell'):gsub('abilities', 'spells')
             spellCategory = spellCategory:gsub("^%l", string.upper)
         end
         end
         if resolved['target'] == 'item' then
         category = category:gsub("^%l", string.upper)
             dc = "Hit user's AC - target's BV"
       
        local c = '[[Category:' .. tostring(category) .. ']]'
        if skill then
             c = c .. '[[Category:' .. tostring(skillCategory) .. ']]'
         end
         end
         if resolved['target'] == 'shield' then
         if spell then
             dc = "Hit user's AC - target's BV"
             c = c .. '[[Category:' .. tostring(spellCategory) .. ']]'
         end
         end
         if resolved['target'] == 'armor' then
         return c
            dc = "Hit user's AC - target's AV"
    else
        end
         return ''
        if resolved['target'] == 'weapon' then
            dc = "Hit user's AC - target's BV"
        end
         resolved['hitDC'] = dc
     end
     end
end


     if resolved['invoked'] then
local function makeTag(frame, key, value, makeCat, transparent)
         resolved['verbal'] = 'verbal'
     if not tags[key] or not tags[key][value] then
         resolved['somatic'] = 'somatic'
         if value then
         resolved['mage'] = 'magelore'
            local out = frame:preprocess("{{ucfirst:" .. tostring(value) .. "}}")
            if not ('.' == out:sub(-1)) then
                out = out .. '.'
            end
            return out
         else
            return ''
         end
     end
     end
 
     local tag = tags[key][value]
     local skill = false
     if tag.no then
     local spell = false
        local out = frame:preprocess("{{ucfirst:" .. tag.text .. "}}")
    local standard = false
        if not ('.' == out:sub(-1)) then
 
            out = out .. '.'
    local class = nil
         end
    local classFull = nil
         return out
    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 args['class'] or args['arch'] then
     if tag.tags then
        archetype = classArchetypes[class]
         local out = ''
        if args['arch'] then
         for _, t in ipairs(tag.tags) do
            archetype = args['arch']
             out = out .. makeTag(frame, key, t, makeCat, transparent)
        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
        return out
     end
     end
     local costMP = nil
     local tagText = "{{Tag|{{ucfirst:" .. tag.text .. "}}"
    local costHP = nil
     if tag.symbol then
     if args['pre'] == 'crown' then
         tagText = tagText .. "|" .. tag.symbol
         spell = true
        costMP = '1'
        rank = '2'
     end
     end
     if args['rank'] then
     if tag.link then
         rank = args['rank']
         tagText = tagText .. "|l=:Category:{{ucfirst:" .. tag.link .. "}}"
     end
     end
   
     if tag.color then
     if args['skill'] then
         tagText = tagText .. "|c=" .. tag.color
         skill = true
        if args['skill'] == '0' or args['skill'] == 'false' then
            skill = false
        end
     end
     end
     if args['spell'] then
     if tag.class then
         spell = true
         tagText = tagText .. "|class=" .. tag.class
        if args['spell'] == '0' or args['spell'] == 'false' then
            spell = false
        end
     end
     end
     if args['standard'] then
     if transparent then
         standard = true
         tagText = tagText .. "|o=1"
        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
     end
    tagText = tagText .. "}}"
    -- out = frame:preprocess(tagText)
    out = tagText
    return out
end


     local basic = false
local function makeContent(frame, table, keys, makeCat)
     local journeyman = false
    local content = ''
     if args['basic'] then
     local subContent = ''
         basic = true
     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
     end
     if args['journeyman'] or args['jm'] then
     if hasPre then
         journeyman = true
        content = content .. frame:preprocess('{{TagSub|' .. subContent .. '}}')
         -- content = content .. '{{TagSub|' .. subContent .. '}}'
     end
     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


    -- Category string
local function makeBar(frame, title, content, link, flags, bottom)
    local c = ''
     if content == '' then
 
         return ''
    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 journeyman then
     local barSpace = mw.html.create('span')
         c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
    barSpace
        :wikitext(frame:preprocess(' '))
         :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
     end
     if standard then
     barText = barText .. ":"
        c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
    barTitle
         if skill then
        :addClass('ability-bar-title')
            c = c .. addCategory('Semblant skills', nil, nil, skill, spell, addCats)
         :wikitext(frame:preprocess(barText))
         end
        :css('font-weight', 'bold')
        if spell then
         :css('margin-right', '0.5em')
            c = c .. addCategory('Conjured spells', nil, nil, skill, spell, addCats)
    local barContent = mw.html.create('span')
        end
     barContent
     end
        :addClass('ability-bar-content')
    if args['ethereal'] then
         :wikitext(content)
         c = c .. addCategory('Ethereal abilities', nil, nil, skill, spell, addCats)
    local output = mw.html.create('div')
    end
     if bottom then
     if (archetype and archetypeFull) then
         output = mw.html.create('span')
         c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
     end
     end
     if (class and classFull) then
     if not flags then
         c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
         flags = {}
     end
     end
     if (rank and (class and classFull)) then
     for k, v in pairs(flags) do
         if rank == '3' then
         if type(v) == 'string' then
             rank = '3+'
             output:addClass('flag-' .. k .. '-' .. v)
         end
         end
        c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
     end
     end
     if resolved['pre'] then
     output
         c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], skill, spell, addCats)
        :addClass('ability-bar')
     end
         :addClass('ability-bar-' .. barTitleClass)
     if resolved['interaction'] then
        :attr(flags)
        c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
        :attr('test', 'out')
    end
        :node(barSpace)
    if resolved['delivery'] then
        :node(barTitle)
        c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
        :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
     end
     if resolved['target'] then
 
         c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
    -- Resolve values
    end
     for canonicalKey, canonicalValueTable in pairs(aliases.values) do
    if resolved['duration'] then
         local rawValue = resolved[canonicalKey]
        c = c .. addCategory(noPlural(resolved['duration']) .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
 
    end
        if rawValue then
    -- if resolved['range'] then
            for canonicalValue, valueAliasList in pairs(canonicalValueTable) do
    --    c = c .. addCategory(resolved['range'] .. ' range abilities', 'range', resolved['range'], skill, spell, addCats)
                for _, alias in ipairs(valueAliasList) do
    -- end
                    if rawValue == '' then
    if resolved['expansion'] then
                        resolved[canonicalKey] = false
        c = c .. addCategory(resolved['expansion'] .. ' expansion abilities', 'expansion', resolved['expansion'], skill, spell, addCats)
                        break
    end
                    elseif rawValue == alias then
    -- if resolved['expansionRange'] then
                        resolved[canonicalKey] = canonicalValue
    --     c = c .. addCategory(resolved['expansionRange'] .. ' expansion range abilities', 'expansionRange', resolved['expansionRange'], skill, spell, addCats)
                        break
    -- end
                    -- Handle patterns like timeParse or distParse
    if resolved['attribute'] then
                    elseif rawValue and type(valueAliasList) == "table" and valueAliasList[1] and rawValue:match(valueAliasList[1]) then
        c = c .. addCategory(resolved['attribute'] .. ' save abilities', 'attribute', resolved['attribute'], skill, spell, addCats)
                        if canonicalKey == "duration" or canonicalKey == "executionTime" then
    end
                            -- Parse time duration (e.g., 5d -> "5 days")
    if resolved['piercing'] then
                            local num = tonumber(rawValue:match("^(%d+)"))
        c = c .. addCategory(resolved['piercing'] .. ' abilities', 'piercing', resolved['piercing'], skill, spell, addCats)
                            local unit = rawValue:match("[%a]+$")
    end
                            local unitMap = {m = "minute", h = "hour", d = "day", w = "week", y = "year", r = "round", s = "second"}
    if resolved['sustained'] then
                            if unitMap[unit] then
        c = c .. addCategory('Sustained abilities', 'sustained', resolved['sustained'], skill, spell, addCats)
                                local parsedValue = num .. " " .. unitMap[unit] .. (num > 1 and "s" or "")
    end
                                resolved[canonicalKey] = parsedValue
    if resolved['upgrade'] then
                            else
        c = c .. addCategory(resolved['upgrade'] .. ' abilities', 'upgrade', resolved['upgrade'], skill, spell, addCats)
                                resolved[canonicalKey] = rawValue
    end
                            end
    if resolved['executionTime'] then
                        elseif canonicalKey == "range" or canonicalKey == "expansionRange" then
        c = c .. addCategory(noPlural(resolved['executionTime']) .. ' execution time abilities', 'executionTime', resolved['executionTime'], skill, spell, addCats)
                            -- Parse distance (e.g., 30f -> "30 feet")
    end
                            local num = tonumber(rawValue:match("^(%d+)"))
    if resolved['maneuver'] then
                            local unit = rawValue:match("[%a]+$")
        c = c .. addCategory(resolved['maneuver'] .. ' abilities', 'maneuver', resolved['maneuver'], skill, spell, addCats)
                            local unitMap = {f = "feet", m = "miles"}
    end
                            if unitMap[unit] then
    if resolved['verbal'] then
                                local parsedValue = num .. " " .. unitMap[unit]
        c = c .. addCategory('Verbal component abilities', 'verbal', resolved['verbal'], skill, spell, addCats)
                                resolved[canonicalKey] = parsedValue
    end
                            else
    if resolved['somatic'] then
                                resolved[canonicalKey] = rawValue
        c = c .. addCategory('Somatic component abilities', 'somatic', resolved['somatic'], skill, spell, addCats)
                            end
    end
                        end
    if resolved['material'] then
                    end
        c = c .. addCategory('Material component abilities', 'material', resolved['material'], skill, spell, addCats)
                end
    end
            end
    if resolved['magelore'] then
         end
        c = c .. addCategory('Magelore component abilities', 'magelore', resolved['magelore'], skill, spell, addCats)
    end
    if resolved['invoked'] then
         c = c .. addCategory('Invoke component abilities', 'invoked', resolved['invoked'], skill, spell, addCats)
     end
     end


     local elementContent = ''
     return resolved
    if args['life'] then
end
        elementContent = elementContent .. makeTag(frame, 'elements', 'life', makeCat)
 
        c = c .. addCategory('Life element abilities', 'elements', 'life', skill, spell, addCats)
local function exists(arg)
     end
     return arg ~= nil and arg ~= '' and arg ~= false
    if args['storm'] then
end
        elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
 
        c = c .. addCategory('Storm element abilities', 'elements', 'storm', skill, spell, addCats)
local classFixes = {
    end
    bar = 'ber',
    if args['necro'] then
     sam = 'due',
        elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
     ama = 'cor'
        c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
}
     end
    if args['flame'] then
        elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
        c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
     end
    if args['nature'] then
        elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
        c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
    end


    local powerContent = ''
local classArchetypes = {
     if args['magic'] then
     ber = 'warr',
        powerContent = powerContent .. makeTag(frame, 'power', 'magic', makeCat)
    due = 'warr',
        c = c .. addCategory('Magically powered abilities', 'power', 'magic', skill, spell, addCats) .. addCategory('Magical effects', nil, nil, false, false, addCats)
    vet = 'warr',
     end
    kni = 'warr',
    if args['divine'] then
    pal = 'warr',
        powerContent = powerContent .. makeTag(frame, 'power', 'divine', makeCat)
    ass = 'semi',
        c = c .. addCategory('Divinely powered abilities', 'power', 'divine', skill, spell, addCats) .. addCategory('Divine effects', nil, nil, false, false, addCats)
    cor = 'semi',
    end
     arc = 'semi',
     if args['spirit'] then
    thi = 'semi',
        powerContent = powerContent .. makeTag(frame, 'power', 'spirit', makeCat)
    ran = 'semi',
        c = c .. addCategory('Spiritually powered abilities', 'power', 'spirit', skill, spell, addCats) .. addCategory('Spiritual effects', nil, nil, false, false, addCats)
    fla = 'mage',
    end
    sto = 'mage',
    if args['primal'] then
    lif = 'mage',
        powerContent = powerContent .. makeTag(frame, 'power', 'primal', makeCat)
     nec = 'mage',
        c = c .. addCategory('Primally powered abilities', 'power', 'primal', skill, spell, addCats) .. addCategory('Primal effects', nil, nil, false, false, addCats)
    nat = 'mage'
    end
}
     if args['martial'] then
 
        powerContent = powerContent .. makeTag(frame, 'power', 'martial', makeCat)
local className = {
        c = c .. addCategory('Martially powered abilities', 'power', 'martial', skill, spell, addCats)
    ber = 'Berserker',
     end
     due = 'Duelist',
    if args['psionic'] then
    vet = 'Veteran',
        powerContent = powerContent .. makeTag(frame, 'power', 'psionic', makeCat)
     kni = 'Knight',
        c = c .. addCategory('Psionically powered abilities', 'power', 'psionic', skill, spell, addCats) .. addCategory('Mental effects', nil, nil, false, false, addCats)
    pal = 'Paladin',
    end
     ass = 'Assassin',
     if args['techo'] then
    cor = 'Corsair',
        powerContent = powerContent .. makeTag(frame, 'power', 'techo', makeCat)
     arc = 'Archer',
        c = c .. addCategory('Technologically powered abilities', 'power', 'techo', skill, spell, addCats) .. addCategory('Technological effects', nil, nil, false, false, addCats)
    thi = 'Thief',
     end
     ran = 'Ranger',
    if args['finance'] then
    fla = 'Flame Mage',
        powerContent = powerContent .. makeTag(frame, 'power', 'finance', makeCat)
     sto = 'Storm Mage',
        c = c .. addCategory('Financially powered abilities', 'power', 'finance', skill, spell, addCats) .. addCategory('Financial effects', nil, nil, false, false, addCats)
     lif = 'Life Mage',
    end
     nec = 'Necromancer',
     if args['alchemy'] then
     nat = 'Nature Mage',
        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 standard and skill then
        powerContent = powerContent .. makeTag(frame, 'category', 'semblant', makeCat)
    end
     if skill then
        powerContent = powerContent .. makeTag(frame, 'category', 'skill', makeCat)
     end
    if standard and spell then
        powerContent = powerContent .. makeTag(frame, 'category', 'conjure', makeCat)
     end
    if spell then
        powerContent = powerContent .. makeTag(frame, 'category', 'spell', makeCat)
    end


     local effectContent = ''
local archetypeName = {
     if args['mental'] then
    warr = 'Warrior',
         effectContent = effectContent .. makeTag(frame, 'effects', 'mental', makeCat)
    semi = 'Semi',
         c = c .. addCategory('Mental effects', 'effect', 'mental', skill, spell, addCats)
     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
     if args['truth'] then
     local userResolve = resolveAlias(args, aliases)
        effectContent = effectContent .. makeTag(frame, 'effects', 'truth', makeCat)
    for k, v in pairs(userResolve) do
         c = c .. addCategory('Truth detecting effects', 'effect', 'truth', skill, spell, addCats)
         resolved[k] = v
     end
     end
     if args['duelMod'] then
     if resolved['pre'] and premades[args['pre']]['skip'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'duelMod', makeCat)
         resolved['pre'] = nil
        c = c .. addCategory('Duel modifying effects', 'effect', 'duelMod', skill, spell, addCats)
    end
    if args['movement'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'movement', makeCat)
        c = c .. addCategory('Movement effects', 'effect', 'movement', skill, spell, addCats)
     end
     end
     if args['displacement'] then
     if not resolved['duration'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'displacement', makeCat)
         resolved['duration'] = 'instant'
        c = c .. addCategory('Displacement effects', 'effect', 'displacement', skill, spell, addCats)
     end
     end
     if args['transformation'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'transformation', makeCat)
     if resolved['interaction'] == 'attack' then
         c = c .. addCategory('Transformation effects', 'effect', 'transformation', skill, spell, addCats)
         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
     end
     if args['control'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'control', makeCat)
     if resolved['expansionCount'] then
         c = c .. addCategory('Control effects', 'effect', 'control', skill, spell, addCats)
         if resolved['expansionCount'] == '1' then
            resolved['expansionCount'] = '{{Space}}' .. resolved['expansionCount'] .. ' extra execution.'
         else
            resolved['expansionCount'] = '{{Space}}' .. resolved['expansionCount'] .. ' extra executions.'
        end
     end
     end
     if args['resist'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'resist', makeCat)
     if resolved['invoked'] then
         c = c .. addCategory('Resistance effects', 'effect', 'resist', skill, spell, addCats)
         resolved['verbal'] = 'verbal'
         resolved['somatic'] = 'somatic'
        resolved['mage'] = 'magelore'
     end
     end
     if args['immune'] then
 
         effectContent = effectContent .. makeTag(frame, 'effects', 'immune', makeCat)
    local skill = false
         c = c .. addCategory('Immunity effects', 'effect', 'immune', skill, spell, addCats)
    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 args['long'] then
     if args['class'] or args['arch'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'long', makeCat)
         archetype = classArchetypes[class]
         c = c .. addCategory('Long range effects', 'effect', 'long', skill, spell, addCats)
        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
     if args['sense'] then
    local costMP = nil
         effectContent = effectContent .. makeTag(frame, 'effects', 'sense', makeCat)
    local costHP = nil
         c = c .. addCategory('Sensory effects', 'effect', 'sense', skill, spell, addCats)
    local costGP = nil
     if args['pre'] == 'crown' then
         spell = true
        costMP = '1'
         rank = '2'
     end
     end
     if args['revive'] or args['rev'] then
     if args['rank'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'revive', makeCat)
         rank = args['rank']
        c = c .. addCategory('Reviving effects', 'effect', 'revive', skill, spell, addCats)
     end
     end
     if args['summon'] then
   
         effectContent = effectContent .. makeTag(frame, 'effects', 'summon', makeCat)
     if args['skill'] then
        c = c .. addCategory('Summoning effects', 'effect', 'summon', skill, spell, addCats)
         skill = true
        if args['skill'] == '0' or args['skill'] == 'false' then
            skill = false
        end
     end
     end
     if args['heal'] then
     if args['spell'] then
         effectContent = effectContent .. makeTag(frame, 'effects', 'heal', makeCat)
         spell = true
        c = c .. addCategory('Healing effects', 'effect', 'heal', skill, spell, addCats)
        if args['spell'] == '0' or args['spell'] == 'false' then
            spell = false
        end
     end
     end
     if args['reanimate'] or args['rean'] then
     if args['standard'] then
        effectContent = effectContent .. makeTag(frame, 'effects', 'reanimate', makeCat)
        standard = true
        c = c .. addCategory('Reanimation effects', 'effect', 'reanimate', skill, spell, addCats)
        if args['standard'] == '0' or args['standard'] == 'false' then
            standard = false
        end
     end
     end
     if args['regenerate'] or args['regen'] then
     if args['mp'] and args['mp']:len() > 0 then
         effectContent = effectContent .. makeTag(frame, 'effects', 'regenerate', makeCat)
         costMP = args['mp']
         c = c .. addCategory('Regeneration effects', 'effect', 'regenerate', skill, spell, addCats)
    end
    if args['hp'] and args['hp']:len() > 0 then
         costHP = args['hp']
     end
     end
     if args['kill'] then
     if args['gp'] and args['gp']:len() > 0 then
        effectContent = effectContent .. makeTag(frame, 'effects', 'kill', makeCat)
         costGP = args['gp']
         c = c .. addCategory('Killing effects', 'effect', 'kill', skill, spell, addCats)
     end
     end
     if args['steal'] then
     if exists(args['shatter']) then
        effectContent = effectContent .. makeTag(frame, 'effects', 'steal', makeCat)
    costShatter = args['shatter']
        c = c .. addCategory('Stealing effects', 'effect', 'steal', skill, spell, addCats)
     end
     end


     local costContent = ''
     local basic = false
     if costMP then
     local journeyman = false
        c = c .. addCategory('MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
    if args['basic'] then
        if costMP == 'x' then
         basic = true
            costContent = costContent .. frame:preprocess("{{Tag|X MP|🩵|l=:Category:MP cost abilities|c=#3584e4}}")
            c = c .. addCategory('Variable MP cost abilities', 'costMP', 'x', skill, spell, addCats, true)
         else
            costContent = costContent .. frame:preprocess("{{Tag|" .. costMP .. " MP|🩵|l=:Category:MP cost abilities|c=#3584e4}}")
            c = c .. addCategory(costMP .. ' MP cost abilities', 'costMP', costMP, skill, spell, addCats, true)
        end
     end
     end
     if costHP then
     if args['journeyman'] or args['jm'] then
        c = c .. addCategory('HP cost abilities', 'costHP', costHP, skill, spell, addCats, true)
         journeyman = true
        if costHP == 'x' then
            costContent = costContent .. frame:preprocess("{{Tag|X HP|❤️|l=:Category:HP cost abilities|c=#e01b24}}")
            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
    if args['cost'] then
         costContent = costContent .. frame:preprocess(args['cost'])
     end
     end


     local executionTimeTitle = 'Execution time'
     -- Category string
     if spell then
     local c = ''
        executionTimeTitle = 'Casting time'
    end


     local heightenedContent = ''
     local name = args['name']
    if args['heightened'] then
    local page = mw.title.getCurrentTitle().text
        heightenedContent = heightenedContent .. 'For each additional {{L|Core|MP}} spent, ' .. args['heightened'] .. ' 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.'
    local namespace = frame:preprocess('{{NAMESPACE}}')
         c = c .. addCategory('Heightened abilities', 'heightened', args['heightened'], skill, spell, addCats, true)
    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 journeyman then
    local proficiencyContent = ''
         c = c .. addCategory('Journeyman abilities', 'journeyman', nil, skill, spell, addCats)
     if args['pro'] then
         proficiencyContent = proficiencyContent .. frame:preprocess(args['pro'])
     end
     end
 
     local esContent = ''
     local fluencyContent = ''
     if args['es'] and args['es']:len() > 0 then
     if args['flu'] then
         esContent = esContent .. makeTag(frame, 'es', 'es', makeCat)
         fluencyContent = fluencyContent .. frame:preprocess(args['flu'])
        c = c .. addCategory('Elder Sorcery abilities', 'es', 'es', skill, spell, addCats)
    else
    if spell then
    standard = '1'
end
     end
     end
 
    if standard then
     local restrictionContent = ''
        c = c .. addCategory('Standard abilities', nil, nil, false, false, addCats)
     if args['restrict'] then
        if skill then
         restrictionContent = restrictionContent .. frame:preprocess(args['restrict'])
            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
     end
 
     if args['av'] then
    local statValContent = ''
    c = c .. addCategory('AV granting abilities', nil, nil, skill, spell, addCats, true)
    local statFeatContent = ''
    c = c .. addCategory('AV' .. args['av'] .. ' granting abilities', nil, nil, skill, spell, addCats, true)
     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
     end
     if args['fstat'] and (args['flu'] or args['pro']) then
     if (archetype and archetypeFull) then
        local f = 'Proficiency'
         c = c .. addCategory(archetypeFull .. ' archetype abilities', 'archetype', archetype, skill, spell, addCats)
        local fstat = frame:preprocess("{{uc:" .. args['fstat'] .. "}}")
        if args['flu'] then
            f = 'Fluency'
        end
        statFeatContent = 'This ability gives {{' .. f .. '}} in {{L|Core|' .. fstat .. '}} {{L|Core|Feat Interaction|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 and classFull) then
     -- Remove range from self targeted abilities
        c = c .. addCategory(classFull .. ' class abilities', 'class', class, skill, spell, addCats, true)
    if resolved['target'] == 'self' or resolved['range'] == 'self' then
        resolved['range'] = nil
     end
     end
 
     if (rank and (class and classFull)) then
     local barsTop = {
         if rank == '3' then
         {
             rank = '3+'
            title = 'elements',
         end
             content = frame:preprocess(elementContent)
         c = c .. addCategory('Rank ' .. rank .. ' ' .. classFull .. ' abilities', 'rank', rank, skill, spell, addCats, true)
         },
    end
         {
    if resolved['pre'] then
            title = 'power sources',
        c = c .. addCategory(resolved['pre'] .. 'abilities', 'pre', resolved['pre'], skill, spell, addCats)
            content = frame:preprocess(powerContent)
    end
        },
    if resolved['interaction'] then
        {
         c = c .. addCategory(resolved['interaction'] .. ' interaction abilities', 'interaction', resolved['interaction'], skill, spell, addCats)
            title = 'effect types',
    end
            content = frame:preprocess(effectContent)
    if resolved['delivery'] then
        },
        c = c .. addCategory(resolved['delivery'] .. ' delivery abilities', 'delivery', resolved['delivery'], skill, spell, addCats)
        {
    end
            title = 'delivery',
    if resolved['target'] then
            content = makeContent(frame, resolved, {'pre', 'upgrade', 'piercing', 'delivery', 'interaction'}, makeCat)
        c = c .. addCategory(resolved['target'] .. ' target abilities', 'target', resolved['target'], skill, spell, addCats)
         },
    end
        {
    if resolved['duration'] then
            title = 'saving feature',
        c = c .. addCategory(noPlural(resolved['duration']) .. ' duration abilities', 'duration', resolved['duration'], skill, spell, addCats)
            content = makeContent(frame, resolved, {'attribute'}, makeCat)
    end
        },
    -- if resolved['range'] then
        {
    --    c = c .. addCategory(resolved['range'] .. ' range abilities', 'range', resolved['range'], skill, spell, addCats)
            title = 'target',
    -- end
            content = makeContent(frame, resolved, {'target', 'hitDC'}, makeCat)
    if resolved['expansion'] then
        },
        c = c .. addCategory(resolved['expansion'] .. ' expansion abilities', 'expansion', resolved['expansion'], skill, spell, addCats)
        {
    end
            title = executionTimeTitle,
    -- if resolved['expansionRange'] then
            content = makeContent(frame, resolved, {'executionTime', 'maneuver'}, makeCat)
    --    c = c .. addCategory(resolved['expansionRange'] .. ' expansion range abilities', 'expansionRange', resolved['expansionRange'], skill, spell, addCats)
        },
    -- end
        {
    if resolved['attribute'] then
            title = 'trigger',
        c = c .. addCategory(resolved['attribute'] .. ' save abilities', 'attribute', resolved['attribute'], skill, spell, addCats)
            content = args['trigger'] or ''
     end
        },
     if resolved['piercing'] then
        {
         c = c .. addCategory(resolved['piercing'] .. ' abilities', 'piercing', resolved['piercing'], skill, spell, addCats)
            title = 'cost and components',
    end
            content = frame:preprocess(costContent) .. makeContent(frame, resolved, {'material', 'invoked', 'verbal', 'somatic', 'magelore'}, makeCat)
    if resolved['sustained'] then
        },
         c = c .. addCategory('Sustained abilities', 'sustained', resolved['sustained'], skill, spell, addCats)
        {
    end
            title = 'Mana cost',
    if resolved['upgrade'] then
            content = args['mpx'] or ''
        c = c .. addCategory(resolved['upgrade'] .. ' abilities', 'upgrade', resolved['upgrade'], skill, spell, addCats)
        },
    end
        {
    if resolved['executionTime'] then
            title = 'Hit cost',
         c = c .. addCategory(noPlural(resolved['executionTime']) .. ' execution time abilities', 'executionTime', resolved['executionTime'], skill, spell, addCats)
            content = args['hpx'] or ''
    end
        },
    if resolved['maneuver'] then
        {
        c = c .. addCategory(resolved['maneuver'] .. ' abilities', 'maneuver', resolved['maneuver'], skill, spell, addCats)
            title = 'Material cost',
    end
            content = makeContent(frame, resolved, {'matx'}, makeCat)
    if resolved['verbal'] then
        },
        c = c .. addCategory('Verbal component abilities', 'verbal', resolved['verbal'], skill, spell, addCats)
        {
    end
            title = 'duration',
    if resolved['somatic'] then
            content = makeContent(frame, resolved, {'duration', 'sustained'}, makeCat)
        c = c .. addCategory('Somatic component abilities', 'somatic', resolved['somatic'], skill, spell, addCats)
        },
    end
        {
    if resolved['material'] then
            title = 'range',
        c = c .. addCategory('Material component abilities', 'material', resolved['material'], skill, spell, addCats)
            content = makeContent(frame, resolved, {'range'}, makeCat)
    end
        },
    if resolved['magelore'] then
        {
        c = c .. addCategory('Magelore component abilities', 'magelore', resolved['magelore'], skill, spell, addCats)
            title = 'expansion',
    end
            content = makeContent(frame, resolved, {'expansion'}, makeCat)
    if resolved['invoked'] then
        },
        c = c .. addCategory('Invoke abilities', 'invoked', resolved['invoked'], skill, spell, addCats)
        {
    end
            title = 'expansion range',
 
            content = makeContent(frame, resolved, {'expansionRange'}, makeCat)
    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)
     local barsBottom = {
    end
         {
    local specialContent = ''
            title = 'Requirements',
    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
            content = makeContent(frame, resolved, {'requirement'}, makeCat)
        specialContent = specialContent .. makeTag(frame, 'special', 'special', makeCat)
        },
        c = c .. addCategory('Special abilities', 'special', 'special', skill, spell, addCats)
         {
    end
            title = 'End condition',
    local wardedContent = ''
            content = args['end'] or ''
    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)
            title = 'On critical hit',
    end
            content = args['crithit'] or ''
 
        },
    local elementContent = ''
        {
    if args['life'] and args['life']:len() > 0 then
            title = 'On hit',
        elementContent = elementContent .. makeTag(frame, 'elements', 'life', makeCat)
            content = args['hit'] or ''
        c = c .. addCategory('Life element abilities', 'elements', 'life', skill, spell, addCats)
         },
    end
        {
    if args['storm'] and args['storm']:len() > 0 then
            title = 'On miss',
        elementContent = elementContent .. makeTag(frame, 'elements', 'storm', makeCat)
            content = args['miss'] or ''
        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
            title = 'On critically miss',
        elementContent = elementContent .. makeTag(frame, 'elements', 'necro', makeCat)
            content = args['critmiss'] or ''
        c = c .. addCategory('Necromancy element abilities', 'elements', 'necro', skill, spell, addCats)
        },
    end
        {
    if args['flame'] and args['flame']:len() > 0 then
            title = 'On critical fail',
        elementContent = elementContent .. makeTag(frame, 'elements', 'flame', makeCat)
            content = args['critfail'] or ''
        c = c .. addCategory('Flame element abilities', 'elements', 'flame', skill, spell, addCats)
        },
    end
        {
    if args['nature'] and args['nature']:len() > 0 then
            title = 'On fail',
        elementContent = elementContent .. makeTag(frame, 'elements', 'nature', makeCat)
            content = args['fail'] or ''
        c = c .. addCategory('Nature element abilities', 'elements', 'nature', skill, spell, addCats)
        },
    end
        {
 
            title = 'On success',
    local powerContent = ''
            content = args['success'] or ''
    local martial = true
        },
    if args['magic'] and args['magic']:len() > 0 then
        {
        martial = false
            title = 'On critical success',
        powerContent = powerContent .. makeTag(frame, 'power', 'magic', makeCat)
            content = args['critsuccess'] or ''
        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 = 'Heightened',
            title = 'trigger',
             content = frame:preprocess(heightenedContent)
            content = (args['trigger'] or '') .. autoContent,
         },
            link = 'Core:Reactive Maneuvers'
         {
        },
             title = 'If proficient',
        {
             content = proficiencyContent
            title = 'cost and components',
         },
            content = frame:preprocess(costContent) .. makeContent(frame, resolved, {'material', 'invoked', 'verbal', 'somatic', 'magelore'}, makeCat),
         {
            link = ':Category:Cost abilities'
             title = 'If fluent',
        },
             content = fluencyContent
        {
         },
            title = 'Mana cost',
         {
            content = args['mpx'] or '',
             title = 'Attribute improvement',
            link = ':Category:MP cost abilities'
             content = frame:preprocess(statValContent)
        },
         },
        {
         {
            title = 'Hit cost',
             title = 'Feat save improvement',
            content = args['hpx'] or '',
             content = frame:preprocess(statFeatContent)
            link = ':Category:HP cost abilities'
         }
        },
     }
        {
 
            title = 'Gold cost',
     local outputTop = ''
            content = args['gpx'] or '',
     for _, bar in ipairs(barsTop) do
            link = ':Category:GP cost abilities'
         outputTop = outputTop .. makeBar(frame, bar['title'], bar['content'])
        },
     end
        {
     local outputBottom = ''
            title = 'Material cost',
 
            content = makeContent(frame, resolved, {'matx'}, makeCat),
     for _, bar in ipairs(barsBottom) do
            link = ':Category:Material component abilities'
         outputBottom = outputBottom .. makeBar(frame, bar['title'], bar['content'])
        },
     end
        {
 
            title = 'duration',
     local outputMiddle = ''
            content = makeContent(frame, resolved, {'duration', 'sustained'}, makeCat),
     if args['e'] then
            link = ':Category:Duration abilities'
         outputMiddle = frame:preprocess(args['e'])
        },
        {
            title = 'range',
            content = makeContent(frame, resolved, {'range'}, makeCat),
            link = 'Core:Range'
        },
        -- {
        --    title = 'expansion',
        --    content = makeContent(frame, resolved, {'expansion'}, makeCat)
        -- },
        {
            title = 'expansion range',
            content = makeContent(frame, resolved, {'expansionRange'}, makeCat),
            link = 'Core:Expansions'
        },
        {
            title = 'expansion cap',
            content = makeContent(frame, resolved, {'expansionCount'}, makeCat),
            link = 'Core:Expansions'
        },
        {
            title = 'Requirements',
            content = makeContent(frame, resolved, {'requirement'}, makeCat)
        },
    }
 
    local barsBottom = {
        {
            title = 'End condition',
            content = args['end'] or ''
        },
        {
            title = 'On critical hit',
            content = args['crithit'] or ''
        },
        {
            title = 'On hit',
            content = args['hit'] or ''
        },
        {
            title = 'On miss',
            content = args['miss'] or ''
        },
        {
            title = 'On critically miss',
            content = args['critmiss'] or ''
        },
        {
            title = 'On critical fail',
            content = args['critfail'] or ''
        },
        {
            title = 'On fail',
            content = args['fail'] or ''
        },
        {
            title = 'On success',
            content = args['success'] or ''
        },
        {
            title = 'On critical success',
            content = args['critsuccess'] or ''
        },
         {
             title = 'Heightened',
             content = frame:preprocess(heightenedContent),
            link = ':Category:Heightened abilities'
         },
         {
             title = 'If proficient',
             content = proficiencyContent,
            link = 'Core:Proficiency Bonus'
         },
         {
             title = 'If fluent',
             content = fluencyContent,
            link = 'Core:Fluency Bonus'
         },
         {
             title = 'Attribute improvement',
             content = frame:preprocess(statValContent),
            link = 'Core:Attributes',
            flags = {
                attribute = args['vstat'] and frame:preprocess('{{lc:' .. args['vstat'] .. '}}') or "",
                value = args['val']
            }
         },
         {
             title = 'Feat save improvement',
             content = frame:preprocess(statFeatContent),
            link = 'Core:Feat Interaction',
            flags = {
                attribute = args['fstat'] and frame:preprocess('{{lc:' .. args['fstat'] .. '}}'),
                value = f
            }
         },
     }
 
     local outputTop = ''
     for _, bar in ipairs(barsTop) do
         outputTop = outputTop .. makeBar(frame, bar['title'], bar['content'], bar['link'], bar['flags'], false)
     end
     local outputBottom = ''
 
     for _, bar in ipairs(barsBottom) do
         outputBottom = outputBottom .. makeBar(frame, bar['title'], bar['content'], bar['link'], bar['flags'], true)
     end
 
     local outputMiddle = ''
     if args['e'] then
         outputMiddle = frame:preprocess(args['e'])
    end
 
    local output = mw.html.create('span')
    output
        :addClass('ability-variables')
    if args['basic'] then
        output
            :addClass('ability-basic')
     end
     end
 
     output:wikitext(outputTop)
     local 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 2,371: 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