Module:Items: Difference between revisions

From Melvor Idle
(Fixed issue caused by changing over to ItemData.Items)
(Added more item creation/production tables)
Line 27: Line 27:
       --Make sure every item has an id, and account for Lua being 1-index
       --Make sure every item has an id, and account for Lua being 1-index
       result.id = i -1
       result.id = i -1
      break
     end
     end
   end
   end
Line 127: Line 128:


   local skill = ''
   local skill = ''
  local specialReq = nil
   local time = 0
   local time = 0
  local maxTime = nil
   local lvl = 0
   local lvl = 0
   local xp = 0
   local xp = 0
   local qty = nil
   local qty = nil
   local req = {}
   local req = nil
   --First figure out what skill is used to make this...
   --First figure out what skill is used to make this...
   if item.smithingLevel ~= nil then
   if item.smithingLevel ~= nil then
Line 170: Line 173:
     xp = potionData.herbloreXP
     xp = potionData.herbloreXP
     time = 2
     time = 2
  elseif item.miningLevel ~= nil then
    skill = 'Mining'
    lvl = item.miningLevel
    time = 3
    xp = item.miningXP
    if item.name == 'Dragonite Ore' then
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
    end
  elseif item.type == "Logs" then
    --Well this feels like cheating, but for as long as logs are the first items by ID it works
    local treeData = SkillData.Woodcutting[item.id + 1]
    skill = 'Woodcutting'
    lvl = treeData.level
    time = treeData.interval / 1000
    xp = treeData.xp
  elseif item.fishingLevel ~= nil then
    skill = 'Fishing'
    lvl = item.fishingLevel
    xp = item.fishingXP
    time = item.minFishingInterval/1000
    maxTime = item.maxFishingInterval/1000
  elseif item.type == "Havest" or type == "Herb" then
    --Havest/Herb means farming
    --Yes, Havest. The typos are coming from inside the source code
    for i, item2 in pairs(ItemData.Items) do
      if item2.grownItemID == item.id then
        skill = 'Farming'
        lvl = item2.farmingLevel
        xp = item2.farmingXP
        time = item2.timeToGrow
        qty = 5
        req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
        break
      end
    end
    if skill == '' then
      return "Failed to find source item for herb/fruit/vegetable"
    end
  elseif item.type == "Food" or item.type == "Cooked Fish" then
    --Food/Cooked Fish is Fishing, need to figure out source item
    for i, item2 in pairs(ItemData.Items) do
      if item2.burntItemID == item.id or item2.cookedItemID == item.id then
        skill = 'Cooking'
        lvl = item2.cookingLevel
        if item2.burntItemID == item.id then
          xp = 1
        else
          xp = item2.cookingXP
        end
        time = 3
        req = {{id = i - 1, qty = 1}}
        break
      end
    end
    if skill == '' then
      return "Failed to find source item for cooked/burnt fish"
    end
   else
   else
     return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
     return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
Line 176: Line 236:


   local result = '{|class="wikitable"'
   local result = '{|class="wikitable"'
   result = result..'\r\n!colspan="2"|Item Creation\r\n|-'
   if req ~= nil then
    result = result..'\r\n!colspan="2"|Item Creation'
  else
    result = result..'\r\n!colspan="2"|Item Production'
  end
   result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
   result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
   result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."'''"
   result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."''' [["..skill.."]]"
   result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
   if specialReq ~= nil then result = result..'<br/>'..specialReq end
  for i, mat in pairs(req) do
 
    if i > 1 then result = result..'<br/>' end
  if req ~= nil then
    local matItem = p.getItemByID(mat.id)
    result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
    if matItem == nil then
    for i, mat in pairs(req) do
      result = result..mat.qty..'x ?????'
      if i > 1 then result = result..'<br/>' end
    else
      local matItem = p.getItemByID(mat.id)
      result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
      if matItem == nil then
        result = result..mat.qty..'x ?????'
      else
        result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
      end
     end
     end
   end
   end
Line 194: Line 262:
   result = result..'\r\n|'..xp..' XP'
   result = result..'\r\n|'..xp..' XP'
   result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
   result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
   result = result..'\r\n|'..time..'.0 s'
   result = result..'\r\n|'..Shared.formatnum(Shared.round(time, 2, 1))..'s'
  if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 1))..'s' end
   result = result..'\r\n|}'
   result = result..'\r\n|}'



Revision as of 19:50, 25 September 2020

Lua module for generating various item tables. Pulls data from Module:GameData/data


local p = {}

local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')

local Shared = require('Module:Shared')
local Icons = require('Module:Icons')

local EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
local OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}

function p.getItemByID(ID)
  local result = Shared.clone(ItemData.Items[ID + 1])
  if result ~= nil then
    result.id = ID
  end
  return result
end

function p.getItem(name)
  local result = nil
  for i, item in pairs(ItemData.Items) do
    if(item.name == name) then
      result = Shared.clone(item)
      --Make sure every item has an id, and account for Lua being 1-index
      result.id = i -1
      break
    end
  end
  return result
end

function p._getItemStat(item, StatName, ZeroIfNil)
  local result = item[StatName]
  --Special Overrides:
  if StatName == 'stabAttackBonus' then
    if item.attackBonus == nil then 
      result = nil
    else
      result = item.attackBonus[1]
    end
  elseif StatName == 'slashAttackBonus' then
    if item.attackBonus == nil then 
      result = nil
    else
      result = item.attackBonus[2]
    end
  elseif StatName == 'blockAttackBonus' then
    if item.attackBonus == nil then 
      result = nil
    else
      result = item.attackBonus[3]
    end
  elseif StatName == 'attackType' then
    result = p._getWeaponAttackType(item)
  end
  if result == nil and ZeroIfNil then result = 0 end
  return result
end

function p.getItemStat(frame)
  local args = frame.args ~= nil and frame.args or frame
  local ItemName = args[1]
  local StatName = args[2]
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
  local item = p.getItem(ItemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
  end
  return p._getItemStat(item, StatName, ZeroIfNil)
end

function p._getWeaponAttackType(item)
  if item.type == 'Weapon' then
    return Icons.Icon({'Melee', nolink='true'})
  elseif item.type == 'Ranged Weapon' then
    return Icons.Icon({'Ranged', type='skill', nolink='true'})
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
    return Icons.Icon({'Magic', type='skill', nolink='true'})
  else
    return "Invalid"
  end
end


function p.getWeaponAttackType(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
  end
  return p._getWeaponAttackType(item)
end

function p.getPotionTable(frame)
  local potionName = frame.args ~= nil and frame.args[1] or frame
  local tiers = {'I', 'II', 'III', 'IV'}

  local result = '{| class="wikitable"'
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'

  local tier1potion = p.getItem(potionName..' I')
  for i, tier in pairs(tiers) do
    local tierName = potionName..' '..tier
    local potion = p.getItemByID(tier1potion.id + i - 1)
    if potion == nil then
       mw.log("Failed to get tier "..tier)
    else
      result = result..'\r\n|-'
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
      result = result..'||'..'[['..tierName..'|'..tier..']]'
      result = result..'||'..potion.potionCharges..'||'..potion.description
    end
  end

  result = result..'\r\n|}'
  return result
end

function p.getCreationTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  local skill = ''
  local specialReq = nil
  local time = 0
  local maxTime = nil
  local lvl = 0
  local xp = 0
  local qty = nil
  local req = nil
  --First figure out what skill is used to make this...
  if item.smithingLevel ~= nil then
    skill = 'Smithing'
    lvl = item.smithingLevel
    xp = item.smithingXP
    req = item.smithReq
    qty = item.smithingQty
    time = 2
  elseif item.craftingLevel ~= nil then
    skill = 'Crafting'
    lvl = item.craftingLevel
    xp = item.craftingXP
    req = item.craftReq
    qty = item.craftQty
    time = 3
  elseif item.runecraftingLevel ~= nil then
    skill = 'Runecrafting'
    lvl = item.runecraftingLevel
    xp = item.runecraftingXP
    req = item.runecraftReq
    qty = item.runecraftQty
    time = 2
  elseif item.fletchingLevel ~= nil then
    skill = 'Fletching'
    lvl = item.fletchingLevel
    xp = item.fletchingXP
    req = item.fletchReq
    qty = item.fletchQty
    time = 2
  elseif item.herbloreReq ~= nil then
    skill = 'Herblore'
    req = item.herbloreReq
    --Currently using 'herbloreMasteryID' as shorthand to find details, could be a better method
    local potionID = item.herbloreMasteryID
    local potionData = SkillData.Herblore.ItemData[potionID + 1]
    lvl = potionData.herbloreLevel
    xp = potionData.herbloreXP
    time = 2
  elseif item.miningLevel ~= nil then
    skill = 'Mining'
    lvl = item.miningLevel
    time = 3
    xp = item.miningXP
    if item.name == 'Dragonite Ore' then
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
    end
  elseif item.type == "Logs" then
    --Well this feels like cheating, but for as long as logs are the first items by ID it works
    local treeData = SkillData.Woodcutting[item.id + 1]
    skill = 'Woodcutting'
    lvl = treeData.level
    time = treeData.interval / 1000
    xp = treeData.xp
  elseif item.fishingLevel ~= nil then
    skill = 'Fishing'
    lvl = item.fishingLevel
    xp = item.fishingXP
    time = item.minFishingInterval/1000
    maxTime = item.maxFishingInterval/1000
  elseif item.type == "Havest" or type == "Herb" then
    --Havest/Herb means farming
    --Yes, Havest. The typos are coming from inside the source code
    for i, item2 in pairs(ItemData.Items) do
      if item2.grownItemID == item.id then
        skill = 'Farming'
        lvl = item2.farmingLevel
        xp = item2.farmingXP
        time = item2.timeToGrow
        qty = 5
        req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
        break
      end
    end
    if skill == '' then
      return "Failed to find source item for herb/fruit/vegetable"
    end
  elseif item.type == "Food" or item.type == "Cooked Fish" then
    --Food/Cooked Fish is Fishing, need to figure out source item
    for i, item2 in pairs(ItemData.Items) do
      if item2.burntItemID == item.id or item2.cookedItemID == item.id then
        skill = 'Cooking'
        lvl = item2.cookingLevel
        if item2.burntItemID == item.id then
          xp = 1
        else
          xp = item2.cookingXP
        end
        time = 3
        req = {{id = i - 1, qty = 1}}
        break
      end
    end
    if skill == '' then
      return "Failed to find source item for cooked/burnt fish"
    end
  else
    return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
  end
  if qty == nil then qty = 1 end

  local result = '{|class="wikitable"'
  if req ~= nil then
    result = result..'\r\n!colspan="2"|Item Creation'
  else
    result = result..'\r\n!colspan="2"|Item Production'
  end
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
  result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."''' [["..skill.."]]"
  if specialReq ~= nil then result = result..'<br/>'..specialReq end

  if req ~= nil then 
    result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
    for i, mat in pairs(req) do
      if i > 1 then result = result..'<br/>' end
      local matItem = p.getItemByID(mat.id)
      if matItem == nil then
        result = result..mat.qty..'x ?????'
      else
        result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
      end
    end
  end
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
  result = result..'\r\n|'..qty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
  result = result..'\r\n|'..xp..' XP'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
  result = result..'\r\n|'..Shared.formatnum(Shared.round(time, 2, 1))..'s'
  if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 1))..'s' end
  result = result..'\r\n|}'

  return result
end

function p._getItemSources(item)
  local result = nil
  local lineArray = {}

  --Alright, time to go through all the ways you can get an item...
  --First up: Can we kill somebody and take theirs?
  local killStr = ''
  for i, monster in pairs(MonsterData.Monsters) do
    local isDrop = false
    if monster.bones == item.id then
      isDrop = true
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        if loot[1] == item.id then
          isDrop = true
        end
      end
    end
    if isDrop then
      if string.len(killStr) > 0 then
        killStr = killStr..','..Icons.Icon({monster.name, type="monster", notext="true"})
      else
        killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
      end
    end
  end
  if string.len(killStr) > 0 then table.insert(lineArray, killStr) end

  --Next: Can we find it in a box?
  --While we're here, check for upgrades, cooking, and growing
  local lootStr = ''
  local upgradeStr = ''
  local cookStr = ''
  local burnStr = ''
  local growStr = ''
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      for j, loot in pairs(item2.dropTable) do
        if loot[1] == item.id then
          if string.len(lootStr) > 0 then
            lootStr = lootStr..','..Icons.Icon({item2.name, type="item", notext="true"})
          else
            lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
          end
        end
      end
    end
    if item2.trimmedItemID == item.id then
        if string.len(upgradeStr) > 0 then
          upgradeStr = upgradeStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.cookedItemID == item.id then
        if string.len(cookStr) > 0 then
          cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.burntItemID == item.id then
        if string.len(burnStr) > 0 then
          burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.grownItemID == item.id then
        if string.len(growStr) > 0 then
          growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
  end
  if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
  if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
  if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
  if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
  if string.len(growStr) > 0 then table.insert(lineArray, growStr) end

  --Next: Can we take it from somebody else -without- killing them?
  local thiefStr = ''
  for i, npc in pairs(SkillData.Thieving) do
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        if loot[1] == item.id then
          if string.len(thiefStr) > 0 then
            thiefStr = thiefStr..','..Icons.Icon({npc.name, type="thieving", notext="true"})
          else
            thiefStr = thiefStr..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
          end
        end
      end
    end
  end
  if string.len(thiefStr) > 0 then table.insert(lineArray, thiefStr) end

  --If all else fails, I guess we should check if we can make it ourselves
  --SmithCheck:
  if item.smithingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
  end

  --CraftCheck:
  if item.craftingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
  end

  --FletchCheck:
  if item.fletchingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel))
  end

  --RunecraftCheck:
  if item.runecraftingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
  end

  --MineCheck:
  if item.miningLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Mining", item.miningLevel))
  end

  --FishCheck:
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
  elseif item.fishingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
  end

  --HerbCheck:
  if item.herbloreMasteryID ~= nil then
    local potionData = SkillData.Herblore.ItemData[item.herbloreMasteryID + 1].herbloreLevel
    table.insert(lineArray, Icons._SkillReq("Herblore", potionData))
  end

  --Finally there are some weird exceptions:
  --Coal can be acquired via firemaking
  if item.name == "Coal Ore" then
    table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
  end

  --Gems can be acquired from both mining & fishing
  if item.type == 'Gem' then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
    table.insert(lineArray, Icons._SkillReq("Mining", 1))
  end

  --Tokens are from the appropriate skill
  if item.isToken then
    for skill, id in pairs(Constants.skill) do
      if id == item.skill then
        table.insert(lineArray, Icons._SkillReq(skill, 1))
      end
    end
  end

  --Shop items (including special items like gloves that aren't otherwise listed)
  if item.slayerCost ~= nil or item.buysFor ~= nil or Shared.contains(OtherShopItems, item.name) then
    table.insert(lineArray, '[[Shop]]')
  end

  --Easter Eggs (manual list 'cause don't have a better way to do that)
  if Shared.contains(EasterEggs, item.name) then
    table.insert(lineArray, '[[Easter Eggs]]')
  end

  return table.concat(lineArray, "<br/>")
end


function p.getItemSources(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSources(item)
end

function p._getItemLootSourceTable(item)
  local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Source!!Source Type!!Quantity!!Chance'

  --Set up function for adding rows
  local buildRow = function(source, type, minqty, qty, chance)
    local rowTxt = '\r\n|-'
    rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
    rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type

    rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|'..minqty
    if qty ~= minqty then rowTxt = rowTxt..' - '..qty end
    rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
    return rowTxt
  end
  local dropRows = {}
  
  --Alright, time to go through a few ways to get the item
  --First up: Can we kill somebody and take theirs?
  for i, monster in pairs(MonsterData.Monsters) do
    local minqty = 1
    local qty = 1
    local chance = 0
    local wt = 0
    local totalWt = 0
    --Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
    --... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
    if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
      qty = monster.boneQty ~= nil and monster.boneQty or 1
      minqty = qty
      chance = 100
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          qty = loot[3]
        end
      end
      if wt > 0 then
        local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
        chance = ((wt * lootChance) / (totalWt * 100)) * 100
      end
    end
    if chance > 0 then
      local sourceTxt = Icons.Icon({monster.name, type='monster'})
      table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
    end
  end

  --Next: Can we find it by rummaging around in another item?
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      local qty = 1
      local chance = 0
      local wt = 0
      local totalWt = 0
      for j, loot in pairs(item2.dropTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          if item2.dropQty ~= nil then qty = item2.dropQty[j] end
        end
      end

      if wt > 0 then
        chance = (wt / totalWt) * 100
        local sourceTxt = Icons.Icon({item2.name, type='item'})
        table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
      end
    end
  end

  --Finally, let's try just stealing it
  local thiefType = Icons.Icon({"Thieving", type='skill'})
  for i, npc in pairs(SkillData.Thieving) do
    local qty = 1
    local chance = 0
    local wt = 0
    local totalWt = 0
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
        end
      end
      if wt > 0 then
        chance = (wt / totalWt) * 75
        local sourceTxt = Icons.Icon({npc.name, type='thieving'})
        table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, chance = chance})
      end
    end
  end
  
  table.sort(dropRows, function(a, b) return a.qty * a.chance > b.qty * b.chance end)
  for i, data in pairs(dropRows) do
    result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
  end

  result = result..'\r\n|}'
  return result
end

function p.getItemLootSourceTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemLootSourceTable(item)
end

function p.getEquipmentTable(frame)
  local args = frame.args ~= nil and frame.args or frame
  local type = args.type
  local tier = args.tier
  local slotStr = args.slot
  local ammoTypeStr = args.ammoType
  local category = args.category ~= nil and args.category or 'Combat'

   --Find out what Ammo Type we're working with
  local ammoType = nil
  if ammoTypeStr ~= nil then
    if ammoTypeStr == "Arrows" then
      ammoType = 0
    elseif ammoTypeStr == 'Bolts' then
      ammoType = 1
    elseif ammoTypeStr == 'Javelins' then
      ammoType = 2
    elseif ammoTypeStr == 'Throwing Knives' then
      ammoType = 3
    end
  end

  --Find out what slot we're working with
  local slot = nil
  if slotStr ~= nil then
    slot = Constants.equipmentSlot[slotStr]
  end
  mw.log("Type = "..(type ~= nil and type or '')..", Slot = "..(slot ~= nil and slot or '')..", AmmoType = "..(ammoType ~= nil and ammoType or ''))
  

  --Getting some lists set up here that will be used later
  --First, the list of columns used by both weapons & armour
  local statColumns = {'slashAttackBonus', 'stabAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus'}
  --Then the lists for just weapons/just armour
  local weaponStatColumns = {'attackLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'} 
  local armourStatColumns = {'damageReduction', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
  --Then the list of weapon types
  local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}

  local isWeaponType = Shared.contains(weaponTypes, type)
  
  --Alright, let's start the table by building the shared header
  local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
  if isWeaponType then
    --Weapons have an extra column here for Attack Speed
    result = result..'\r\n!colspan="3"|'
  else
    result = result..'\r\n!colspan="2"|'
  end
  result = result..'\r\n!colspan="5"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
  result = result..'\r\n!colspan="2"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
  result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
  if isWeaponType then
    --Weapons have an extra columns here for "Two Handed?"
    result = result..'\r\n!colspan="1"|'
  else
    --Only armour pieces have DR right now, so ignore that column for weapons
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
  end
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Levels Required'
  result = result..'\r\n!colspan="1"|'
  --One header row down, one to go
  result = result..'\r\n|-class="headerRow-1"'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
  --Weapons have Attack Speed here
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
  end
  --Attack bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Strength bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Defence bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Damage Reduction/Defence Req for armour, 2-handed/Attack Req for weapons
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  else
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  --Then Ranged/Magic requirements
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --And finally Sources
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'

  --And with all the header out of the way, finally time to actually build the table itself.
  local itemList = {}
  for i, itemBase in pairs(ItemData.Items) do
    local item = Shared.clone(itemBase)
    item.id = i - 1
    local listItem = false
    if isWeaponType then
    listItem = item.type == type and item.category == category
      if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
    else
      --Now for handling armour
      if type == "Armour" or type == "Melee" then
        listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
      elseif type == "Ranged Armour" or type == "Ranged" then
        listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
      elseif type == "Magic Armour" or type == "Magic" then
        listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
      else
        listItem = item.type == type and item.category ~= 'Combat'
      end
      if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
      if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
    end
    if listItem then
      table.insert(itemList, item)
    end
  end

  table.sort(itemList, function(a, b) return a.id < b.id end)
  for i, item in pairs(itemList) do
    if isWeaponType then
      --Building rows for weapons
      result = result..'\r\n|-'
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
      result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
      for j, statName in pairs(statColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if statValue > 0 then
          result = result..'background-color:lightgreen;'
        elseif statValue < 0 then
          result = result..'background-color:lightpink;'
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --That's the first list out of the way, now for 2-Handed
      result = result..'\r\n| style ="text-align: right;"|'
      if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
      --Now the weapon exclusive columns
      for j, statName in pairs(weaponStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    else
      --Building rows for armour
      result = result..'\r\n|-'
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
      for j, statName in pairs(statColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if statValue > 0 then
          result = result..'background-color:lightgreen;'
        elseif statValue < 0 then
          result = result..'background-color:lightpink;'
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --That's the first list out of the way, now for armour specific things
      for j, statName in pairs(armourStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if j == 1 then
          if statValue > 0 then
            result = result..'background-color:lightgreen;'
          elseif statValue < 0 then
            result = result..'background-color:lightpink;'
          end
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    end
  end

  result = result..'\r\n|}'
  return result
end

return p