Módulo:Character
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A documentação para este módulo pode ser criada em Módulo:Character/doc
local p = {}
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-- Utils
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local function trim(s)
return (tostring(s or ""):gsub("^%s+", ""):gsub("%s+$", ""))
end
-- Gera URL pública de arquivo (tenta "Special:" e "Especial:" por compat)
local function fileURL(name)
name = trim(name or "")
if name == "" then
return ""
end
name = name:gsub("^Arquivo:", ""):gsub("^File:", "")
local t1 = mw.title.new("Special:FilePath/" .. name)
if t1 then
local u = t1:fullUrl()
if u and u ~= "" then
return u
end
end
local t2 = mw.title.new("Especial:FilePath/" .. name)
if t2 then
local u = t2:fullUrl()
if u and u ~= "" then
return u
end
end
return ""
end
-- Carrega o módulo do personagem (Módulo:<Nome>/Modulo/Module)
local function requireCharModule(char)
char = trim(char or "")
if char == "" then
return nil
end
local ok, data
ok, data = pcall(function()
return require("Módulo:" .. char)
end)
if ok and type(data) == "table" then
return data
end
ok, data = pcall(function()
return require("Modulo:" .. char)
end)
if ok and type(data) == "table" then
return data
end
ok, data = pcall(function()
return require("Module:" .. char)
end)
if ok and type(data) == "table" then
return data
end
return nil
end
-- Separa uma sequência de {} (JSONs colados) em uma tabela de chunks
local function collectJsonObjects(s)
s = tostring(s or "")
local out = {}
for chunk in s:gmatch("%b{}") do
table.insert(out, chunk)
end
return out
end
--------------------------------------------------------------------------------
-- I18N: rótulos de atributos + "Nível"
--------------------------------------------------------------------------------
local ATTR_I18N = {
pt = {
cooldown = "Recarga:",
energy_gain = "Ganho de Energia:",
energy_cost = "Custo de Energia:",
power = "Poder:",
power_pvp = "Poder PvP:",
level = "Nível:"
},
en = {
cooldown = "Cooldown:",
energy_gain = "Energy Gain:",
energy_cost = "Energy Cost:",
power = "Power:",
power_pvp = "PvP Power:",
level = "Level:"
},
es = {
cooldown = "Enfriamiento:",
energy_gain = "Ganancia de Energía:",
energy_cost = "Costo Energético:",
power = "Poder:",
power_pvp = "Poder PvP:",
level = "Nivel:"
},
pl = {
cooldown = "Czas Odnowienia:",
energy_gain = "Odzyskanle Energii:",
energy_cost = "Koszt energii:",
power = "Moc:",
power_pvp = "Moc PvP:",
level = "Poziom:"
}
}
--------------------------------------------------------------------------------
-- I18N: rótulos das abas
--------------------------------------------------------------------------------
local TAB_I18N = {
pt = {
skills = "Habilidades",
skins = "Skins",
skins_title = "SKINS & SPOTLIGHTS",
weapon = "Arma",
weapon_notice = "As habilidades disponíveis abaixo são as habilidades afetadas quando equipado com esta arma."
},
en = {
skills = "Skills",
skins = "Skins",
skins_title = "SKINS & SPOTLIGHTS",
weapon = "Weapon",
weapon_notice = "The skills available below are the skills affected when equipped with this weapon."
},
es = {
skills = "Habilidades",
skins = "Aspectos",
skins_title = "ASPECTOS Y DESTACADOS",
weapon = "Arma",
weapon_notice =
"Las habilidades disponibles a continuación son las habilidades afectadas cuando se equipa con esta arma."
},
pl = {
skills = "Umiejętności",
skins = "Skórki",
skins_title = "SKÓRKI I PREZENTACJE",
weapon = "Broń",
weapon_notice = "Poniższe umiejętności są umiejętnościami, na które wpływa wyposażenie tej broni."
}
}
--------------------------------------------------------------------------------
-- AUTO-I18N (tier + tags) – completa i18n quando o módulo do char não traz
--------------------------------------------------------------------------------
-- tiers canônicos + sinônimos (case-insensitive)
local TIER_CANON = {
gold = {
pt = "Ouro",
en = "Gold",
es = "Oro",
pl = "Złoto"
},
silver = {
pt = "Prata",
en = "Silver",
es = "Plata",
pl = "Srebro"
},
bronze = {
pt = "Bronze",
en = "Bronze",
es = "Bronce",
pl = "Brąz"
},
diamond = {
pt = "Diamante",
en = "Diamond",
es = "Diamante",
pl = "Diament"
}
}
local TIER_SYNONYM = (function()
local m = {
["ouro"] = "gold",
["gold"] = "gold",
["oro"] = "gold",
["złoto"] = "gold",
["zloto"] = "gold",
["prata"] = "silver",
["silver"] = "silver",
["plata"] = "silver",
["srebro"] = "silver",
["bronze"] = "bronze",
["bronce"] = "bronze",
["brąz"] = "bronze",
["braz"] = "bronze",
["diamante"] = "diamond",
["diamond"] = "diamond",
["diament"] = "diamond"
}
return setmetatable(m, {
__index = function()
return nil
end
})
end)()
local function tierPackFrom(raw)
raw = mw.ustring.lower((raw or ""):gsub("^%s+", ""):gsub("%s+$", ""))
local canon = TIER_SYNONYM[raw]
if canon and TIER_CANON[canon] then
return TIER_CANON[canon]
end
-- desconhecido: replica o mesmo texto em todos
raw = (raw ~= "" and raw) or ""
return {
pt = raw,
en = raw,
es = raw,
pl = raw
}
end
-- tags canônicas + sinônimos (amplie à vontade)
local TAGS_CANON = {
dps = {
pt = "DPS",
en = "DPS",
es = "DPS",
pl = "DPS"
},
fighter = {
pt = "Lutador",
en = "Fighter",
es = "Luchador",
pl = "Wojownik"
},
devilfruit = {
pt = "Fruta do Diabo",
en = "Devil Fruit",
es = "Fruta del Diablo",
pl = "Owoc Diabła"
},
tank = {
pt = "Tanque",
en = "Tank",
es = "Tanque",
pl = "Tank"
},
support = {
pt = "Suporte",
en = "Support",
es = "Soporte",
pl = "Wsparcie"
},
mage = {
pt = "Mago",
en = "Mage",
es = "Mago",
pl = "Mag"
},
assassin = {
pt = "Assassino",
en = "Assassin",
es = "Asesino",
pl = "Zabójca"
},
marksman = {
pt = "Atirador",
en = "Marksman",
es = "Tirador",
pl = "Strzelec"
},
healer = {
pt = "Curandeiro",
en = "Healer",
es = "Sanador",
pl = "Uzdrowiciel"
},
control = {
pt = "Controle",
en = "Control",
es = "Control",
pl = "Kontrola"
}
}
local TAGS_SYNONYM = (function()
local m = {
["dps"] = "dps",
["lutador"] = "fighter",
["fighter"] = "fighter",
["luchador"] = "fighter",
["wojownik"] = "fighter",
["fruta do diabo"] = "devilfruit",
["devil fruit"] = "devilfruit",
["fruta del diablo"] = "devilfruit",
["owoc diabła"] = "devilfruit",
["owoc diabla"] = "devilfruit",
["tanque"] = "tank",
["tank"] = "tank",
["suporte"] = "support",
["support"] = "support",
["soporte"] = "support",
["wsparcie"] = "support",
["mago"] = "mage",
["mage"] = "mage",
["mag"] = "mage",
["assassino"] = "assassin",
["assassin"] = "assassin",
["asesino"] = "assassin",
["zabójca"] = "assassin",
["zabojca"] = "assassin",
["atirador"] = "marksman",
["marksman"] = "marksman",
["tirador"] = "marksman",
["strzelec"] = "marksman",
["curandeiro"] = "healer",
["healer"] = "healer",
["sanador"] = "healer",
["uzdrowiciel"] = "healer",
["controle"] = "control",
["control"] = "control"
}
return setmetatable(m, {
__index = function()
return nil
end
})
end)()
local function tagsPackFrom(list)
local pack = {
pt = {},
en = {},
es = {},
pl = {}
}
for _, t in ipairs(list or {}) do
local key = TAGS_SYNONYM[mw.ustring.lower((t or ""):gsub("^%s+", ""):gsub("%s+$", ""))]
if key and TAGS_CANON[key] then
local m = TAGS_CANON[key]
table.insert(pack.pt, m.pt);
table.insert(pack.en, m.en)
table.insert(pack.es, m.es);
table.insert(pack.pl, m.pl)
else
local txt = (t or ""):gsub("^%s+", ""):gsub("%s+$", "")
if txt ~= "" then
table.insert(pack.pt, txt);
table.insert(pack.en, txt)
table.insert(pack.es, txt);
table.insert(pack.pl, txt)
end
end
end
return pack
end
--------------------------------------------------------------------------------
-- Serializer de weapon (para {{Weapon}})
--------------------------------------------------------------------------------
function p.weapon(frame)
local a = frame.args
local function nz(s)
s = mw.text.trim(tostring(s or ""))
return (s ~= "" and s or nil)
end
-- i18n para nome e descrição
local name_i18n = {
pt = nz(a.name_pt or a.nome_pt),
en = nz(a.name_en or a.nome_en),
es = nz(a.name_es or a.nome_es),
pl = nz(a.name_pl or a.nome_pl)
}
local desc_i18n = {
pt = nz(a.desc_pt),
en = nz(a.desc_en),
es = nz(a.desc_es),
pl = nz(a.desc_pl)
}
local obj = {
name = a.name or a.nome or '',
sprite = a.sprite or a.icon or '',
desc = a.desc or '',
skills = a.skills or ''
}
-- Adiciona i18n se houver
if name_i18n.pt or name_i18n.en or name_i18n.es or name_i18n.pl then
obj.name_i18n = name_i18n
end
if desc_i18n.pt or desc_i18n.en or desc_i18n.es or desc_i18n.pl then
obj.desc_i18n = desc_i18n
end
return mw.text.jsonEncode(obj)
end
--------------------------------------------------------------------------------
-- Serializer de skin (para {{Skin}})
--------------------------------------------------------------------------------
function p.skin(frame)
local a = frame.args
local function nz(s)
s = mw.text.trim(tostring(s or ""))
return (s ~= "" and s or nil)
end
-- i18n para tooltip (mantém legado)
local pack = {
pt = nz(a.tooltip_pt),
en = nz(a.tooltip_en),
es = nz(a.tooltip_es),
pl = nz(a.tooltip_pl)
}
local tooltip
if pack.pt or pack.en or pack.es or pack.pl then
tooltip = mw.text.jsonEncode(pack)
else
tooltip = a.tooltip or ''
end
-- normaliza w/h: "90" -> "90%". Se já vier com unidade (%/px/rem), mantém.
local function pct(x)
x = mw.text.trim(tostring(x or ""))
if x == "" then
return nil
end
if x:match("%%$") then
return x
end
if x:match("^%d+%.?%d*$") then
return x .. "%"
end
return x
end
local obj = {
sprite = a.sprite or '',
background = a.background or '',
tooltip = tooltip,
youtube = a.youtube or '',
source = a.source or '',
name = a.name or a.nome or '',
w = pct(a.w or a.width), -- << NOVO
h = pct(a.h or a.height) -- << NOVO
}
return mw.text.jsonEncode(obj)
end
--------------------------------------------------------------------------------
-- Componente principal
--------------------------------------------------------------------------------
function p.generate(frame)
local parent = frame:getParent() or frame
local args = parent.args or {}
local html = mw.html.create('div')
local box = html:tag('div'):addClass('character-box')
----------------------------------------------------------------------------
-- Background (suporta |background= ou |banner= como fallback)
----------------------------------------------------------------------------
do
local bgParam = trim(frame:preprocess(args.background or ""))
if bgParam == "" then
bgParam = trim(frame:preprocess(args.banner or "")) -- opcional compat
end
if bgParam ~= "" then
box:attr('data-bg-file', bgParam)
local url = fileURL(bgParam)
if url and url ~= "" then
box:attr('data-bg-url', url)
-- fallback inline para certos temas
local style = string.format("--character-bg: url('%s'); background-image: url('%s');", url, url)
local old = box:getAttr('style')
box:attr('style', old and (old .. " " .. style) or style)
end
end
end
----------------------------------------------------------------------------
-- Header
----------------------------------------------------------------------------
local header = box:tag('div'):addClass('character-header')
-- topbar (avatar + nome + tags)
local topbar = header:tag('div'):addClass('character-topbar')
local nameBox = topbar:tag('div'):addClass('character-name-box')
local avatarImg = trim(args.avatar or "Franky_ts_medal.png")
nameBox:wikitext(string.format('[[Arquivo:%s|class=topbar-icon|link=|alt=Avatar]]', avatarImg))
local nameGroup = nameBox:tag('div'):addClass('character-name-group')
nameGroup:tag('div'):addClass('character-name'):wikitext(args.nome or "")
-- Class tags (TIER + TAGS, com i18n injetada)
local classTags = nameGroup:tag('div'):addClass('class-tags')
-- Resolve Tier/Tags em PT (render inicial)
local nomeChar = trim(args.nome or "")
local charData = requireCharModule(nomeChar) or {}
local rawTier = trim(frame:preprocess(args.tier or ""))
local rawClasse = trim(frame:preprocess(args.classe or ""))
-- Se vier tokens tipo "tier*", resolve via módulo
if rawTier ~= "" and mw.ustring.lower(rawTier):sub(1, 4) == "tier" then
rawTier = (charData.tier_i18n and charData.tier_i18n.pt) or charData.tier or rawTier
end
if rawClasse ~= "" and mw.ustring.lower(rawClasse):sub(1, 5) == "class" then
local arr = (charData.tags_i18n and charData.tags_i18n.pt) or charData.tags
if type(arr) == "table" then
rawClasse = table.concat(arr, " / ")
end
end
-- Se continuar vazio, puxa do módulo do personagem
if rawTier == "" then
rawTier = (charData.tier_i18n and charData.tier_i18n.pt) or charData.tier or ""
end
if rawClasse == "" then
local arr = (charData.tags_i18n and charData.tags_i18n.pt) or charData.tags
if type(arr) == "table" then
rawClasse = table.concat(arr, " / ")
else
rawClasse = arr or ""
end
end
-- Chip de TIER
local tierDiv
if rawTier ~= "" then
tierDiv = classTags:tag('div'):addClass('class-tag tier'):wikitext(rawTier)
end
-- Injeta i18n do TIER como data-*
do
local tI = charData.tier_i18n
if type(tI) ~= "table" then
-- deduz do texto já resolvido (rawTier) ou do charData.tier
tI = tierPackFrom(rawTier ~= "" and rawTier or (charData.tier or ""))
else
-- completa faltantes usando um seed
local seed = tI.pt or tI.en or tI.es or tI.pl or rawTier or charData.tier or ""
local base = tierPackFrom(seed)
tI = {
pt = tI.pt or base.pt,
en = tI.en or base.en,
es = tI.es or base.es,
pl = tI.pl or base.pl
}
end
if tierDiv then
tierDiv:attr('data-tier-pt', tI.pt or rawTier):attr('data-tier-en', tI.en or tI.pt or rawTier):attr(
'data-tier-es', tI.es or tI.pt or rawTier):attr('data-tier-pl', tI.pl or tI.pt or rawTier)
end
end
-- Injeta i18n das TAGS em JSON no container
do
local tagsI = nil
if type(charData.tags_i18n) == "table" then
-- já tem i18n no módulo → só completa faltantes
local basis = tagsPackFrom(charData.tags_i18n.pt or charData.tags_i18n.en or charData.tags_i18n.es or
charData.tags_i18n.pl or {})
tagsI = {
pt = charData.tags_i18n.pt or basis.pt,
en = charData.tags_i18n.en or basis.en,
es = charData.tags_i18n.es or basis.es,
pl = charData.tags_i18n.pl or basis.pl
}
else
-- constrói i18n a partir da lista simples (pt ou en que o editor já colocou)
local baseList = {}
if type(charData.tags) == "table" then
baseList = charData.tags
elseif type(charData.tags) == "string" then
for entry in mw.text.gsplit(charData.tags, '/', true) do
local t = mw.text.trim(entry or '')
if t ~= '' then
table.insert(baseList, t)
end
end
end
tagsI = tagsPackFrom(baseList)
end
classTags:attr('data-tags-i18n', mw.text.jsonEncode(tagsI))
end
-- Render inicial das TAGS (PT)
do
for entry in mw.text.gsplit(rawClasse, '/', true) do
local clean = mw.text.trim(entry or '')
if clean ~= '' then
classTags:tag('div'):addClass('class-tag'):wikitext(clean)
end
end
end
-- Descrição geral (se houver)
header:tag('div'):addClass('topbar-description'):wikitext(args.desc or "")
----------------------------------------------------------------------------
-- Idioma para tabs (PT padrão + aceita pt-br,en-US,... via |lang=)
----------------------------------------------------------------------------
local rawLang = trim(args.lang or "pt")
rawLang = mw.ustring.lower(rawLang)
local baseLang = rawLang:match("^([a-z][a-z])") or rawLang
-- fallback caso TAB_I18N não exista
local TAB_MAP = TAB_I18N or {
pt = {
skills = "Habilidades",
skins = "Skins",
skins_title = "SKINS & SPOTLIGHTS"
},
en = {
skills = "Skills",
skins = "Skins",
skins_title = "SKINS & SPOTLIGHTS"
},
es = {
skills = "Habilidades",
skins = "Aspectos",
skins_title = "ASPECTOS Y DESTACADOS"
},
pl = {
skills = "Umiejętności",
skins = "Skórki",
skins_title = "SKÓRKI I PREZENTACJE"
}
}
local TAB = TAB_MAP[rawLang] or TAB_MAP[baseLang] or TAB_MAP.pt
----------------------------------------------------------------------------
-- Abas (tabs)
----------------------------------------------------------------------------
local tabs = header:tag('div'):addClass('character-tabs')
tabs:tag('div'):addClass('tab-btn active'):attr('data-tab', 'skills'):wikitext(TAB.skills)
-- Só mostra aba de weapon se houver weapon definido
local hasWeapon = trim(args.weapon or "") ~= ""
if hasWeapon then
tabs:tag('div'):addClass('tab-btn'):attr('data-tab', 'weapon'):wikitext(TAB.weapon)
end
tabs:tag('div'):addClass('tab-btn'):attr('data-tab', 'skins'):wikitext(TAB.skins)
----------------------------------------------------------------------------
-- Aba: Skills
----------------------------------------------------------------------------
local skillsTab = box:tag('div'):addClass('tab-content active'):attr('id', 'skills')
local iconBar = skillsTab:tag('div'):addClass('icon-bar')
local skillsContainer = skillsTab:tag('div'):addClass('skills-container')
local details = skillsContainer:tag('div'):addClass('skills-details')
local descBox = details:tag('div'):addClass('desc-box')
skillsContainer:tag('div'):addClass('video-container'):done()
skillsTab:attr('data-i18n-attrs', mw.text.jsonEncode(ATTR_I18N))
if args.lang and trim(args.lang) ~= "" then
skillsTab:attr('data-i18n-default', baseLang)
end
-- Monta ícones de skill a partir de |skills= (sequência de {} JSON)
local skillsPacked = args.skills or ""
local idx = 0
for _, chunk in ipairs(collectJsonObjects(skillsPacked)) do
local ok, sk = pcall(mw.text.jsonDecode, chunk)
if ok and type(sk) == "table" then
local name = trim(sk.name or sk.nome or "")
local icon = trim(sk.icon or "")
local desc = trim(sk.desc or "")
local level = trim(tostring(sk.level or ""))
local pve = trim(sk.powerpve or "")
local pvp = trim(sk.powerpvp or "")
local energy = trim(sk.energy or "")
local cd = trim(sk.cooldown or "")
local video = trim(sk.video or "")
if icon ~= "" then
idx = idx + 1
local attrs = table.concat({ pve ~= "" and pve or "-", pvp ~= "" and pvp or "-",
energy ~= "" and energy or "-", cd ~= "" and cd or "-" }, ", ")
local iconWrap = iconBar:tag('div'):addClass('skill-icon'):attr('data-index', idx):attr('data-nome',
name):attr('data-desc', desc):attr('data-atr', attrs):attr('data-video',
(video ~= "" and fileURL(video) or "")):attr('data-video-preload', 'auto')
-- Level (para "Nível X" no JS)
if level ~= "" and mw.ustring.upper(level) ~= "NIVEL" then
iconWrap:attr('data-level', level)
end
-- Descrições i18n (quando vierem do Info)
if type(sk.desc_i18n) == "table" then
iconWrap:attr('data-desc-pt', sk.desc_i18n.pt or ""):attr('data-desc-en', sk.desc_i18n.en or "")
:attr('data-desc-es', sk.desc_i18n.es or ""):attr('data-desc-pl', sk.desc_i18n.pl or "")
elseif desc and desc ~= "" then
-- Pelo menos PT
iconWrap:attr('data-desc-pt', desc)
end
-- Subskills: injeta dados no HTML pro Widget ler
if type(sk.subs) == "table" and #sk.subs > 0 then
iconWrap:attr('data-subs', mw.text.jsonEncode(sk.subs))
end
if type(sk.suborder) == "table" and #sk.suborder > 0 then
iconWrap:attr('data-suborder', mw.text.jsonEncode(sk.suborder))
end
-- noback flag (para transformações permanentes)
if sk.noback == true then
iconWrap:attr('data-noback', 'true')
end
-- Imagem do ícone
iconWrap:wikitext(string.format('[[Arquivo:%s|class=skill-icon-img|link=]]', icon))
-- Slot de descrição indexado (o JS usa para sincronizar)
descBox:tag('div'):addClass('skill-desc'):attr('data-index', idx)
end
end
end
----------------------------------------------------------------------------
-- Aba: Weapon (arma) - ESTRUTURA IGUAL À DE SKILLS
----------------------------------------------------------------------------
if hasWeapon then
local weaponTab = box:tag('div'):addClass('tab-content'):attr('id', 'weapon')
-- Parse weapon data
local weaponPacked = args.weapon or ""
for _, chunk in ipairs(collectJsonObjects(weaponPacked)) do
local ok, wp = pcall(mw.text.jsonDecode, chunk)
if ok and type(wp) == "table" then
-- Header com sprite e nome da arma
local weaponHeader = weaponTab:tag('div'):addClass('weapon-header')
-- Sprite da arma
local spriteFile = trim(wp.sprite or "")
if spriteFile ~= "" then
weaponHeader:tag('div'):addClass('weapon-sprite')
:wikitext(string.format('[[Arquivo:%s|link=|150px]]', spriteFile))
end
-- Info da arma (nome + descrição)
local weaponInfo = weaponHeader:tag('div'):addClass('weapon-info')
-- Nome da arma (com i18n)
local weaponName = trim(wp.name or "")
if type(wp.name_i18n) == "table" then
local nameI18n = wp.name_i18n
weaponName = nameI18n[baseLang] or nameI18n.pt or nameI18n.en or weaponName
end
if weaponName ~= "" then
weaponInfo:tag('h2'):addClass('weapon-name'):wikitext(weaponName)
end
-- Descrição/aviso
local weaponDesc = trim(wp.desc or "")
if weaponDesc == "" then
weaponDesc = TAB.weapon_notice
elseif type(wp.desc_i18n) == "table" then
local descI18n = wp.desc_i18n
weaponDesc = descI18n[baseLang] or descI18n.pt or descI18n.en or weaponDesc
end
weaponInfo:tag('p'):addClass('weapon-notice'):wikitext(weaponDesc)
-- Top rail com icon bar (IGUAL AO SKILLS)
local weaponRail = weaponTab:tag('div'):addClass('top-rail weapon-rail')
local weaponIconBar = weaponRail:tag('div'):addClass('icon-bar')
-- Content card com grid (IGUAL AO SKILLS)
local weaponCard = weaponTab:tag('div'):addClass('content-card skills-grid')
local weaponDetails = weaponCard:tag('div'):addClass('skills-details')
local weaponDescBox = weaponDetails:tag('div'):addClass('desc-box')
weaponCard:tag('div'):addClass('video-container')
weaponTab:attr('data-i18n-attrs', mw.text.jsonEncode(ATTR_I18N))
if args.lang and trim(args.lang) ~= "" then
weaponTab:attr('data-i18n-default', baseLang)
end
-- Processa skills da arma (IGUAL AO SKILLS)
local weaponSkillsPacked = wp.skills or ""
local wpIdx = 0
for _, skillChunk in ipairs(collectJsonObjects(weaponSkillsPacked)) do
local okSk, sk = pcall(mw.text.jsonDecode, skillChunk)
if okSk and type(sk) == "table" then
local name = trim(sk.name or sk.nome or "")
local icon = trim(sk.icon or "")
local desc = trim(sk.desc or "")
local level = trim(tostring(sk.level or ""))
local pve = trim(sk.powerpve or "")
local pvp = trim(sk.powerpvp or "")
local energy = trim(sk.energy or "")
local cd = trim(sk.cooldown or "")
local video = trim(sk.video or "")
if icon ~= "" then
wpIdx = wpIdx + 1
local attrs = table.concat({
pve ~= "" and pve or "-",
pvp ~= "" and pvp or "-",
energy ~= "" and energy or "-",
cd ~= "" and cd or "-"
}, ", ")
local iconWrap = weaponIconBar:tag('div'):addClass('skill-icon')
:attr('data-index', 'w' .. wpIdx)
:attr('data-nome', name)
:attr('data-desc', desc)
:attr('data-atr', attrs)
:attr('data-video', video ~= "" and fileURL(video) or "")
:attr('data-video-preload', 'auto')
-- Level
if level ~= "" and mw.ustring.upper(level) ~= "NIVEL" then
iconWrap:attr('data-level', level)
end
-- Descrições i18n (igual skills normais)
if type(sk.desc_i18n) == "table" then
iconWrap:attr('data-desc-pt', sk.desc_i18n.pt or "")
:attr('data-desc-en', sk.desc_i18n.en or "")
:attr('data-desc-es', sk.desc_i18n.es or "")
:attr('data-desc-pl', sk.desc_i18n.pl or "")
elseif desc and desc ~= "" then
iconWrap:attr('data-desc-pt', desc)
end
-- Imagem do ícone
iconWrap:wikitext(string.format('[[Arquivo:%s|class=skill-icon-img|link=]]', icon))
end
end
end
end
end
end
----------------------------------------------------------------------------
-- Aba: Skins (carrossel)
----------------------------------------------------------------------------
local skinsTab = box:tag('div'):addClass('tab-content'):attr('id', 'skins')
local cardSkins = skinsTab:tag('div'):addClass('card-skins')
cardSkins:tag('span'):addClass('card-skins-title'):wikitext(TAB.skins_title)
local wrapper = cardSkins:tag('div'):addClass('skins-carousel-wrapper')
wrapper:tag('div'):addClass('skins-arrow left'):wikitext('«')
local carousel = wrapper:tag('div'):addClass('skins-carousel')
local skinsPacked = args.skins or ""
for _, chunk in ipairs(collectJsonObjects(skinsPacked)) do
local ok, sk = pcall(mw.text.jsonDecode, chunk)
if ok and type(sk) == "table" then
-- ... dentro do loop das skins:
local bannerFile = trim(sk.background or "")
local imageFile = trim(sk.sprite or "")
local tooltipRaw = trim(sk.tooltip or "")
-- Título: vem 100% do editor (|name=); não forçamos maiúsculas e não juntamos com nome do personagem
local skinTitle = mw.text.trim(sk.name or "")
-- PT (ou fallback) para render inicial; preserva i18n p/ trocar no JS
local tipPack, chosen = nil, ""
if tooltipRaw:match("^%s*{") then
local ok2, obj2 = pcall(mw.text.jsonDecode, tooltipRaw)
if ok2 and type(obj2) == "table" then
tipPack = obj2
chosen = mw.text.trim(obj2.pt or obj2.en or obj2.es or obj2.pl or "")
end
end
if chosen == "" then
chosen = tooltipRaw
end
-- HTML final do tooltip:
-- 1) Título sem <br>, sem margem (pra não abrir um “buraco”)
local titleHtml = skinTitle ~= "" and
('<div class="skin-tooltip-title" style="margin:0">' .. skinTitle .. '</div>') or ""
-- 2) Descrição com '''bold''' respeitado e TODA a linha em <b> (onde obtém)
local bodyHtml = chosen:gsub("'''([^']+)'''", "<b>%1</b>"):gsub("\n", "<br>")
bodyHtml = bodyHtml ~= "" and ('<b>' .. bodyHtml .. '</b>') or ""
local tooltipHtml = titleHtml .. bodyHtml
local skinCard = carousel:tag('div'):addClass('skin-card'):attr('data-skin-tooltip', tooltipHtml)
-- Spotlight do YouTube (parametro |youtube= na Predefinição:Skin)
local yt = trim(sk.youtube or "")
if yt ~= "" then
-- normaliza ID curto pra URL completa (ex.: "dQw4w9WgXcQ" -> "https://youtu.be/dQw4w9WgXcQ")
if not yt:match("^https?://") then
if yt:match("^[%w%-%_]+$") then
yt = "https://youtu.be/" .. yt
else
yt = "https://" .. yt -- fallback besta se vier "www.youtube.com/..."
end
end
skinCard:attr('data-youtube', yt):addClass('is-clickable') -- só pra cursor/estilo (opcional)
:attr('tabindex', '0') -- acessível no teclado
:attr('role', 'button'):attr('aria-label',
'YouTube: ' .. (mw.text.trim(sk.name or '') ~= '' and sk.name or 'skin'))
end
if skinTitle ~= "" then
skinCard:attr('data-skin-title', skinTitle)
end
if tipPack then
skinCard:attr('data-skin-tooltip-i18n', mw.text.jsonEncode(tipPack))
end
-- BANNER (mantém como já está)
local bannerDiv = skinCard:tag('div'):addClass('skin-banner')
if bannerFile ~= "" then
bannerDiv:attr('data-file', bannerFile):wikitext(string.format('[[Arquivo:%s|link=]]', bannerFile))
:attr('style', string.format("background-image:url('%s')", fileURL(bannerFile)))
else
bannerDiv:wikitext("")
end
-- SPRITE (respeita w/h se vierem)
local spriteDiv = skinCard:tag('div'):addClass('skin-sprite')
-- lê w/h que vieram no JSON (aceita w/h ou width/height)
local sw = mw.text.trim(tostring(sk.w or sk.width or ""))
local sh = mw.text.trim(tostring(sk.h or sk.height or ""))
-- normaliza: "90" -> "90%", mantém "px/rem/%" se vierem
local function norm(v)
v = mw.text.trim(tostring(v or ""))
if v == "" then
return nil
end
if v:match("%%$") then
return v
end
if v:match("^%d+%.?%d*$") then
return v .. "%"
end
return v
end
local swp = norm(sw)
local shp = norm(sh)
-- aplica como inline style no container (sem apagar estilos já existentes)
if swp or shp then
local inline = ""
if swp then
inline = inline .. " width:" .. swp .. ";"
end
if shp then
inline = inline .. " height:" .. shp .. ";"
end
local old = spriteDiv:getAttr('style')
spriteDiv:attr('style', old and (old .. " " .. inline) or inline)
if swp then
spriteDiv:attr('data-sprite-w', swp)
end
if shp then
spriteDiv:attr('data-sprite-h', shp)
end
end
if imageFile ~= "" then
spriteDiv:attr('data-file', imageFile):wikitext(string.format('[[Arquivo:%s|link=]]', imageFile))
else
spriteDiv:wikitext("")
end
end
end
wrapper:tag('div'):addClass('skins-arrow right'):wikitext('»')
----------------------------------------------------------------------------
-- Tier -> classe CSS (visual)
----------------------------------------------------------------------------
do
local key = mw.ustring.lower(rawTier or "")
local tierMap = {
bronze = "tier-bronze",
bronce = "tier-bronze",
silver = "tier-silver",
prata = "tier-silver",
gold = "tier-gold",
ouro = "tier-gold",
diamond = "tier-diamond",
diamante = "tier-diamond"
}
local tierClass = tierMap[key]
if tierClass and tierClass ~= "" then
box:addClass(tierClass)
end
end
----------------------------------------------------------------------------
-- Retorno
----------------------------------------------------------------------------
return tostring(html)
end
return p