Difference between revisions of "Module:Items"

From Melvor Idle
(Making GloveTable a module-level variable so I can move code to Items/SourceTables)
(Moving code over to Items/SourceTables (Will temporarily break stuff))
Line 194: Line 194:
 
   result = result..'\r\n|}'
 
   result = result..'\r\n|}'
 
   return result
 
   return result
end
 
 
function p._getCreationTable(item)
 
  local skill = ''
 
  local specialReq = nil
 
  local time = 0
 
  local maxTime = nil
 
  local lvl = 0
 
  local xp = 0
 
  local qty = nil
 
  local req = nil
 
  local result = ''
 
 
  local tables = {}
 
  --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
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
  end
 
  if item.craftingLevel ~= nil then
 
    skill = 'Crafting'
 
    lvl = item.craftingLevel
 
    xp = item.craftingXP
 
    req = item.craftReq
 
    qty = item.craftQty
 
    time = 3
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
  end
 
  if item.runecraftingLevel ~= nil then
 
    skill = 'Runecrafting'
 
    lvl = item.runecraftingLevel
 
    xp = item.runecraftingXP
 
    req = item.runecraftReq
 
    qty = item.runecraftQty
 
    time = 2
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
  end
 
  if item.fletchingLevel ~= nil then
 
    skill = 'Fletching'
 
    lvl = item.fletchingLevel
 
    xp = item.fletchingXP
 
    req = item.fletchReq
 
    qty = item.fletchQty
 
    time = 2
 
    if item.name == 'Arrow Shafts' then
 
      --Arrow Shafts get special (weird) treatment
 
      req = '1 of any [[Log]]'
 
      qty = '15 - 135'
 
    end
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
  end
 
  if 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
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
  end
 
  if item.miningID ~= nil then
 
    skill = 'Mining'
 
    lvl = SkillData.Mining[item.masteryID[2] + 1].level
 
    time = 3
 
    xp = item.miningXP
 
    if item.name == 'Dragonite Ore' then
 
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
 
    end
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, nil, specialReq))
 
  end
 
  if 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
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
  end
 
  if item.fishingLevel ~= nil then
 
    skill = 'Fishing'
 
    lvl = item.fishingLevel
 
    xp = item.fishingXP
 
    time = item.minFishingInterval/1000
 
    maxTime = item.maxFishingInterval/1000
 
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime))
 
  end
 
  if item.type == "Havest" or item.type == "Herb" or item.type == "Logs" then
 
    --Havest/Herb means farming
 
    --Logs might mean farming or might not. Depends on the logs
 
    --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)}}
 
        table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
        break
 
      end
 
    end
 
  end
 
  if 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
 
      table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
 
    end
 
  end
 
  --A couple special exceptions for Alt Magic
 
  --Not Gems or Bars though since those have their own separate thing
 
  if item.name == 'Rune Essence' then
 
    table.insert(tables, p.buildAltMagicTable('Just Learning'))
 
  elseif item.name == 'Bones' then
 
    table.insert(tables, p.buildAltMagicTable('Bone Offering')) 
 
  elseif item.name == 'Holy Dust' then
 
    table.insert(tables, p.buildAltMagicTable('Blessed Offering'))
 
  end
 
 
  if Shared.tableCount(tables) == 0 then
 
    return ""
 
  else
 
    return table.concat(tables, '\r\n')
 
  end
 
end
 
 
function p.buildAltMagicTable(spellName)
 
  local spell = Magic.getSpell(spellName, 'AltMagic')
 
  local result = '{|class="wikitable"\r\n|-'
 
  result = result..'\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'})
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements'
 
  result = result..'\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
 
  -- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere
 
  -- -1 means no item is needed, so hide this section
 
  if spell.selectItem == 1 then
 
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials'
 
    result = result..'\r\n|1 of any item'
 
  end
 
  --Add runes
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Runes\r\n|'
 
  for i, req in pairs(spell.runesRequired) do
 
    local rune = p.getItemByID(req.id)
 
    if i > 1 then result = result..', ' end
 
    result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
 
  end
 
  if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then
 
    result = result.."<br/>'''OR'''<br/>"
 
    for i, req in pairs(spell.runesRequiredAlt) do
 
      local rune = p.getItemByID(req.id)
 
      if i > 1 then result = result..', ' end
 
      result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
 
    end
 
  end
 
 
  --Now just need the output quantity, xp, and casting time (which is always 2)
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s'
 
  result = result..'\r\n|}'
 
  return result
 
end
 
 
function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
 
  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._SkillReq(skill, lvl)
 
  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|'
 
    if type(req) == 'table' then
 
      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
 
    else
 
    result = result..req
 
    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|'..Shared.formatnum(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, 0))..'s'
 
  if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 0))..'s' 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
 
 
 
  return p._getCreationTable(item)
 
 
end
 
end
  
Line 435: Line 203:
 
   end
 
   end
 
   return 'Invalid'
 
   return 'Invalid'
end
 
 
function p._getOtherItemBoxText(item)
 
  result = ''
 
  --For equipment, show the slot they go in
 
  if item.equipmentSlot ~= nil then
 
    result = result..'\r\n|-\r\n|Equipment Slot: '..p.getEquipmentSlotName(item.equipmentSlot)
 
  end
 
  --For weapons with a special attack, show the details
 
  if item.hasSpecialAttack then
 
    local spAtt = p.getSpecialAttackByID(item.specialAttackID)
 
    result = result..'\r\n|-\r\n|Special Attack:'
 
    result = result..'\r\n* '..spAtt.chance..'% chance for '..spAtt.name..':'
 
    result = result..'\r\n** '..spAtt.description
 
  end
 
  --For potions, show the number of charges
 
  if item.potionCharges ~= nil then
 
    result = result..'\r\n|-\r\n|Charges: '..item.potionCharges
 
  end
 
  --For food, show how much it heals for
 
  if item.healsFor ~= nil then
 
    result = result..'\r\n|-\r\n|Heals for: '..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10)
 
  end
 
  --For Prayer Points, show how many you get
 
  if item.prayerPoints ~= nil then
 
    result = result..'\r\n|-\r\n|'..Icons.Icon({'Prayer', type='skill'})..' Points: '..item.prayerPoints
 
  end
 
  return result
 
end
 
 
function p.getOtherItemBoxText(frame)
 
  local itemName = frame.args ~= nil and frame.args[1] or frame
 
  local item = p.getItem(itemName)
 
  local asList = false
 
  if frame.args ~= nil then
 
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
 
  end
 
  if item == nil then
 
    return "ERROR: No item named "..itemName.." exists in the data module"
 
  end
 
 
  return p._getOtherItemBoxText(item, asList)
 
end
 
 
function p._getItemSources(item, asList, addCategories)
 
  local result = nil
 
  local lineArray = {}
 
  local categoryArray = {}
 
 
  --Alright, time to go through all the ways you can get an item...
 
  --First up: Can we kill somebody and take theirs?
 
  local killStr = ''
 
  local dungeonStr = ''
 
  local count1 = 0
 
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
 
    local isDrop = false
 
    if monster.bones == item.id and ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, "Shard")) 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 monster.isBoss then
 
        local areaList = Areas.getMonsterAreas(i - 1)
 
        --If this is a boss then we actually are completing dungeons for this and need to figure out which one
 
        for j, dung in pairs(areaList) do
 
          if string.len(dungeonStr) > 0 then
 
            dungeonStr = dungeonStr..','
 
          else
 
            dungeonStr = 'Completing: '
 
          end
 
          dungeonStr = dungeonStr..Icons.Icon({dung.name, type="dungeon", notext=true})
 
        end
 
      else
 
        count1 = count1 + 1
 
        if string.len(killStr) > 0 then
 
          killStr = killStr..','
 
          if count1 % 3 == 1 and count1 > 1 then killStr = killStr..'<br/>' end
 
          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
 
  end
 
  --Add the Fire Cape's special exception:
 
  if item.name == 'Fire Cape' then
 
    if string.len(dungeonStr) > 0 then
 
      dungeonStr = dungeonStr..','
 
    else
 
      dungeonStr = 'Completing: '
 
    end
 
    dungeonStr = dungeonStr..Icons.Icon({"Volcanic Cave", type="dungeon", notext=true})
 
  end
 
 
  if string.len(dungeonStr) > 0 then table.insert(lineArray, dungeonStr) 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 = ''
 
  local count2 = 0
 
  count1 = 0
 
  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
 
          count1 = count1 + 1
 
          if string.len(lootStr) > 0 then
 
            lootStr = lootStr..','
 
            if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
 
            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
 
          count2 = count2 + 1
 
        if string.len(upgradeStr) > 0 then
 
          upgradeStr = upgradeStr..','
 
          if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
 
          upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
 
        else
 
          table.insert(categoryArray, '[[Category:Upgraded Items]]')
 
          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
 
          table.insert(categoryArray, '[[Category:Cooked Items]]')
 
          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
 
          table.insert(categoryArray, '[[Category:Burnt Items]]')
 
          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
 
          table.insert(categoryArray, '[[Category:Harvestable Items]]')
 
          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.miningID ~= nil then
 
    table.insert(lineArray, Icons._SkillReq("Mining", SkillData.Mining[item.masteryID[2] + 1].level))
 
  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
 
 
  --WoodcuttingCheck
 
  if item.type == 'Logs' then
 
    local treeData = SkillData.Woodcutting[item.id + 1]
 
    local lvl = treeData.level
 
    table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl))
 
  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 mining, fishing, and alt. magic
 
  if item.type == 'Gem' then
 
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
 
    table.insert(lineArray, Icons._SkillReq("Mining", 1))
 
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
 
  end
 
 
  --Bars and some other stuff can also be acquired via Alt. Magic
 
  if type == 'Bar' or Shared.contains(AltMagicProducts, item.name) then
 
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
 
  end
 
 
  --Chapeau Noir & Bobby's Pocket are special Thieving items
 
  if item.name == "Chapeau Noir" or item.name == "Bobby&apos;s Pocket" then
 
    table.insert(lineArray, Icons._SkillReq("Thieving", 1))
 
  end
 
 
  --Rhaelyx pieces are also special
 
  if item.name == 'Jewel of Rhaelyx' then
 
    local rhaStr = 'Any action in: '
 
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
 
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
 
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})
 
    table.insert(lineArray, rhaStr)
 
  elseif item.name == 'Circlet of Rhaelyx' then
 
    local rhaStr = 'Any action in: '
 
    rhaStr = rhaStr..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..', '..Icons.Icon({'Mining', type = 'skill', notext = true})..',<br/>'
 
    rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
 
    table.insert(lineArray, rhaStr)
 
  elseif item.name == 'Mysterious Stone' then
 
    local rhaStr = 'Any action in: '
 
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
 
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
 
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})..', '..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..',<br/>'
 
    rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill', notext = true})..', '..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
 
    rhaStr = rhaStr..'<br/>after finding '..Icons.Icon({'Crown of Rhaelyx', type='item'})
 
    table.insert(lineArray, rhaStr)
 
  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
 
 
  local result = ''
 
  if asList then
 
    result = '* '..table.concat(lineArray, "\r\n* ")
 
  else
 
    result = table.concat(lineArray, "<br/>")
 
    result = '<div style="max-width:180px;text-align:right">'..result..'</div>'
 
  end
 
  if addCategories then result = result..table.concat(categoryArray, '') end
 
  return result
 
end
 
 
 
function p.getItemSources(frame)
 
  local itemName = frame.args ~= nil and frame.args[1] or frame
 
  local item = p.getItem(itemName)
 
  local asList = false
 
  local addCategories = false
 
  if frame.args ~= nil then
 
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
 
    addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
 
  end
 
  if item == nil then
 
    return "ERROR: No item named "..itemName.." exists in the data module"
 
  end
 
 
  return p._getItemSources(item, asList, addCategories)
 
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)
 
    if minqty == nil then minqty = 1 end
 
    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
 
      --If we're dealing with a boss, this is a Dungeon row instead
 
      if monster.isBoss and not Shared.contains(item.name, 'Shard') then
 
        local dung = Areas.getMonsterAreas(i - 1)[1]
 
        local sourceTxt = Icons.Icon({dung.name, type="dungeon", notext=true})
 
        table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = minqty, qty = qty, chance = chance})
 
      else
 
        local sourceTxt = Icons.Icon({monster.name, type='monster'})
 
        table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
 
      end
 
    end
 
  end
 
 
  --Special exception for the Fire Cape as a bonus dungeon drop
 
  if item.name == 'Fire Cape' then
 
      local sourceTxt = Icons.Icon({"Volcanic Cave", type="dungeon", notext=true})
 
      table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100})
 
  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
 
 
  --Bonus overtime: Special Fishing table & mining gem table. Also Rags to Riches
 
  if item.type == 'Gem' then
 
    local mineType = Icons.Icon({'Mining', type='skill'})
 
    local thisGemChance = GemTable[item.name].chance
 
    table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance})
 
    local magicType = Icons.Icon({'Magic', type = 'skill'})
 
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
 
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
 
  end
 
 
  if item.fishingCatchWeight ~= nil then
 
    local fishSource = '[[Fishing#Special|Special]]'
 
    local fishType = Icons.Icon({'Fishing', type='skill'})
 
    local thisChance = (item.fishingCatchWeight / p.specialFishWt) * 100
 
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
 
  end
 
 
  if item.type == 'Junk' then
 
    local fishSource = '[[Fishing#Junk|Junk]]'
 
    local fishType = Icons.Icon({'Fishing', type='skill'})
 
    local thisChance = 100 / junkCount
 
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
 
  end
 
 
  --Make sure to return nothing if there are no drop sources 
 
  if Shared.tableCount(dropRows) == 0 then return '' end
 
 
  table.sort(dropRows, function(a, b) return a.chance > 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._getItemShopTable(item)
 
  local result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Shop]] Purchase'
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cost\r\n|'
 
  local cost = {}
 
  local qty = '1'
 
  if item.buysFor ~= nil then
 
    if item.buysFor > 0 then table.insert(cost, Icons.GP(item.buysFor)) end
 
  elseif item.slayerCost ~= nil then
 
    table.insert(cost, Icons.SC(item.slayerCost))
 
  elseif p.GloveTable[item.name] ~= nil then
 
    table.insert(cost, Icons.GP(p.GloveTable[item.name].cost))
 
    qty = ' +'..Shared.formatnum(p.GloveTable[item.name].charges)..' Charges'
 
  end
 
  if item.buysForLeather ~= nil then
 
    table.insert(cost, Icons.Icon({'Leather', type='item', qty=item.buysForLeather}))
 
  end
 
  if item.buysForItems ~= nil then
 
    for i, row in pairs(item.buysForItems) do
 
      local mat = p.getItemByID(row[1])
 
      table.insert(cost, Icons.Icon({mat.name, type='item', qty=row[2]}))
 
    end
 
  end
 
  if Shared.tableCount(cost) == 0 then
 
    --If no cost is set, return an empty string
 
    return ''
 
  else
 
    result = result..table.concat(cost, '<br/>')
 
  end
 
 
  --For right now, only have requirements on Skillcapes
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements\r\n|'
 
  if item.name == 'Cape of Completion' then
 
    result = result..'100% Completion Log'
 
  elseif item.name == 'Max Skillcape' then
 
    result = result..'Level 99 in all [[Skills]]'
 
  elseif Shared.contains(item.name, 'Skillcape') then
 
    local skillName = Shared.splitString(item.name)[1]
 
    result = result..Icons._SkillReq(skillName, 99)
 
  else
 
    result = result..'None'
 
  end
 
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Quantity\r\n|'..qty
 
  result = result..'\r\n|}'
 
  return result
 
end
 
 
function p.getItemShopTable(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._getItemShopTable(item)
 
end
 
 
function p._getItemUpgradeTable(item)
 
  local result = ''
 
  if item.itemsRequired ~= nil then
 
    --First, get details on all the required materials
 
    local upgradeFrom = {}
 
    local materials = {}
 
    for i, row in pairs(item.itemsRequired) do
 
      local mat = p.getItemByID(row[1])
 
      --Check to see if the source item can trigger the upgrade
 
      if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then
 
        table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'}))
 
      end
 
      table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]}))
 
    end
 
    if item.trimmedGPCost ~= nil then
 
      table.insert(materials, Icons.GP(item.trimmedGPCost))
 
    end
 
    result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Upgrading Items|Item Upgrade]]'
 
    --[[result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|'
 
    result = result..table.concat(upgradeFrom, '<br/>')--]]
 
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials\r\n|'
 
    result = result..table.concat(materials, '<br/>')
 
    result = result..'\r\n|}'
 
  end
 
  return result
 
end
 
 
function p.getItemUpgradeTable(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._getItemUpgradeTable(item)
 
end
 
 
function p._getItemSuperheatTable(item)
 
  --Manually build the Superheat Item table
 
  local oreString = ''
 
  local coalString = ''
 
  for i, mat in pairs(item.smithReq) do
 
    local thisMat = p.getItemByID(mat.id)
 
    if thisMat.name == 'Coal Ore' then
 
      coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
 
    else
 
      if string.len(oreString) > 0 then oreString = oreString..', ' end
 
      oreString =  oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
 
    end
 
  end
 
  --Set up the header
 
  local superheatTable = '{|class="wikitable"\r\n!colspan="2"|Spell'
 
  superheatTable = superheatTable..'!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level'
 
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level'
 
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP'
 
  superheatTable = superheatTable..'!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars'
 
  superheatTable = superheatTable..'!!Ore!!Runes'
 
  --Loop through all the variants
 
  local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'}
 
  for i, sName in pairs(spellNames) do
 
    local spell = Magic.getSpell(sName, 'AltMagic')
 
    local rowTxt = '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50})
 
    rowTxt = rowTxt..'||[['..spell.name..']]||'..item.smithingLevel
 
    rowTxt = rowTxt..'||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty
 
    rowTxt = rowTxt..'||'..oreString
 
    if spell.ignoreCoal ~= nil and not spell.ignoreCoal then rowTxt = rowTxt..coalString end
 
    rowTxt = rowTxt..'||style="text-align:center"|'
 
    for i, req in pairs(spell.runesRequired) do
 
      local rune = p.getItemByID(req.id)
 
      if i > 1 then rowTxt = rowTxt..', ' end
 
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
 
    end
 
    rowTxt = rowTxt.."<br/>'''OR'''<br/>"
 
    for i, req in pairs(spell.runesRequiredAlt) do
 
      local rune = p.getItemByID(req.id)
 
      if i > 1 then rowTxt = rowTxt..', ' end
 
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
 
    end
 
    superheatTable = superheatTable..rowTxt
 
  end
 
  --Add the table end and add the table to the result string
 
  superheatTable = superheatTable..'\r\n|}'
 
  return superheatTable
 
end
 
 
function p.getItemSuperheatTable(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._getItemSuperheatTable(item)
 
end
 
 
function p._getItemSourceTables(item)
 
  local result = ''
 
  local shopTable = p._getItemShopTable(item)
 
  if string.len(shopTable) > 0 then
 
    result = result..'===Shop===\r\n'..shopTable
 
  end
 
 
  local creationTable = p._getCreationTable(item)
 
  if string.len(creationTable) > 0 then
 
    if string.len(result) > 0 then result = result..'\r\n' end
 
    result = result..'===Creation===\r\n'..creationTable
 
  end
 
 
  local upgradeTable = p._getItemUpgradeTable(item)
 
  if string.len(upgradeTable) > 0 then
 
    if string.len(result) > 0 then result = result..'\r\n' end
 
    if string.len(creationTable) == 0 then result = result..'===Creation===\r\n' end
 
    result = result..upgradeTable
 
  end
 
 
  if item.type == 'Bar' then
 
    result = result..'\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item)
 
  end
 
 
  local lootTable = p._getItemLootSourceTable(item)
 
  if string.len(lootTable) > 0 then
 
    if string.len(result) > 0 then result = result..'\r\n' end
 
    result = result..'===Loot===\r\n'..lootTable
 
  end
 
  return result
 
end
 
 
function p.getItemSourceTables(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._getItemSourceTables(item)
 
 
end
 
end
  

Revision as of 20:46, 17 November 2020

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


--This module contains all sorts of functions for getting data on items
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables

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 Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
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'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
local GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50}, 
                  ["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5}, 
                  ["Ruby"] = {name = "Ruby", id = 130, chance = 17.5}, 
                  ["Emerald"] = {name = "Emerald", id = 131, chance = 10}, 
                  ["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
local GemChance = .01
--The number of different fishing junk items
local junkCount = 8
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}
--The kinds of gloves with cost & charges
p.GloveTable = {['Cooking Gloves'] = {cost=50000, charges=500},
                    ['Mining Gloves'] = {cost=75000, charges=500},
                    ['Smithing Gloves'] = {cost=100000, charges=500},
                    ['Thieving Gloves'] = {cost=100000, charges=500},
                    ['Gem Gloves'] = {cost=500000, charges=2000}}


p.specialFishWt = 6722
p.specialFishLoot = {{128, 2000}, {129, 1600}, {130, 1400}, {131, 1000}, {132, 400}, {667, 10}, {668, 10}, {902, 1}, {670, 1}, {669, 50}, {120, 250}}

function p.buildSpecialFishingTable()
  --This shouldn't ever be included in a page
  --This is for generating the above 'specialFishLoot' variable if it ever needs to change
  --To re-run, edit the module, type in "console.log(p.buildSpecialFishingTable())" and copy+paste the result as the new value of the variable
  --Also gives you the total fishing weight for saving time later
  local lootArray = {}
  local totalWt = 0

  for i, item in pairs(ItemData.Items) do
    if item.fishingCatchWeight ~= nil then
      totalWt = totalWt + item.fishingCatchWeight
      table.insert(lootArray, '{'..(i - 1)..', '..item.fishingCatchWeight..'}')
    end
  end

  local result = 'p.specialFishWt = '..totalWt..'\r\n'
  result = result..'p.specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
  return result
end

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

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
  name = string.gsub(name, "%%27", "&apos;")
  name = string.gsub(name, "'", "&apos;")
  name = string.gsub(name, "&#39;", "&apos;")
  for i, item in pairs(ItemData.Items) do
    local itemName = string.gsub(item.name, '#', '')
    if(name == itemName) 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.getItems(checkFunc)
  local result = {}
  for i, item in pairs(ItemData.Items) do
    if checkFunc(item) then
      local newItem = Shared.clone(item)
      newItem.id = i - 1
      table.insert(result, newItem)
    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)
  elseif StatName == 'description' then
    result = item.description
    if result == nil or result == '' then result = 'No Description' end
  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 formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
  local item = p.getItem(ItemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
  end
  local result = p._getItemStat(item, StatName, ZeroIfNil)
  if formatNum then result = Shared.formatnum(result) end
  return result
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
      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.getEquipmentSlotName(id)
  for slotName, i in Shared.skpairs(Constants.equipmentSlot) do
    if i == id then
      return slotName
    end
  end
  return 'Invalid'
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
  

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

  local isWeaponType = Shared.contains(weaponTypes, type)

  --Now we need to figure out which items are in this list
  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

  --Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
  local ignoreColumns = Shared.clone(statColumns)
  for i, item in pairs(itemList) do
    local ndx = 1
    while Shared.tableCount(ignoreColumns) >= ndx do
      if p._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
        table.remove(ignoreColumns, ndx)
      else
        ndx = ndx + 1
      end
    end
  end

  --Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
  local attBonusCols = 5
  local strBonusCols = 2
  local defBonusCols = 3
  local lvlReqCols = 4
  local ndx = 1
  while Shared.tableCount(statColumns) >= ndx do
    local colName = statColumns[ndx]
    if Shared.contains(ignoreColumns, colName) then
      if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
      if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
      if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
      if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
      table.remove(statColumns, ndx)
    else
      ndx = ndx + 1
    end
  end
  
  
  --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 extra columns here for Attack Speed and "Two Handed?"
    result = result..'\r\n!colspan="4"|'
  else
    result = result..'\r\n!colspan="2"|'
  end
  if attBonusCols > 0 then
    result = result..'\r\n!colspan="'..attBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
  end
  if strBonusCols > 0 then
    result = result..'\r\n!colspan="'..strBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
  end
  if Shared.contains(statColumns, 'magicDamageBonus') then
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
  end
  if defBonusCols > 0 then
    result = result..'\r\n!colspan="'..defBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
  end
  if Shared.contains(statColumns, 'damageReduction') then
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
  end
  if lvlReqCols > 0 then
    result = result..'\r\n!colspan="'..lvlReqCols..'"style="padding:0 0.5em 0 0.5em;"|Levels Required'
  end
  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'
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
  end
  --Attack bonuses
  if Shared.contains(statColumns, 'slashAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'stabAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'blockAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicAttackBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  --Strength bonuses
  if Shared.contains(statColumns, 'strengthBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedStrengthBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicDamageBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  --Defence bonuses
  if Shared.contains(statColumns, 'defenceBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedDefenceBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicDefenceBonus') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'damageReduction') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  --Level requirements
  if Shared.contains(statColumns, 'attackLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'defenceLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'rangedLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  end
  if Shared.contains(statColumns, 'magicLevelRequired') then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  end
  --And finally Sources
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'

  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)
      --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
      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 not Shared.contains(statName, 'LevelRequired') 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)
    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
      --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

function p._getItemCategories(item)
  local result = ''
  if item.category ~= nil then result = result..'[[Category:'..item.category..']]' end
  if item.type ~= nil then result = result..'[[Category:'..item.type..']]' end
  return result
end

function p.getItemCategories(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._getItemCategories(item)
end

function p.getSkillcapeTable(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
  local cape = p.getItem(skillName..' Skillcape')
  local result = '{| class="wikitable"\r\n'
  result = result..'!Skillcape!!Name!!Effect'
  result = result..'\r\n|-\r\n|'..Icons.Icon({cape.name, type='item', size='60', notext=true})
  result = result..'||[['..cape.name..']]||'..cape.description
  result = result..'\r\n|}'
  return result
end

function p.getShopSkillcapeTable()
  local result = ''

  local capeList = {}
  for i, item in pairs(ItemData.Items) do
    if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then
      table.insert(capeList, item)
    end
  end

  result = result..'\r\n{|class="wikitable sortable"'
  result = result..'\r\n!colspan="2" style="width:200px"|Cape'
  result = result..'!!Description!!style="width:120px"|Price'

  --Sort the table by cost and then name
  table.sort(capeList, function(a, b) 
                         if a.buysFor == b.buysFor then
                           return a.name < b.name
                         else
                           return a.sellsFor < b.buysFor
                         end
                       end)
  for i, thisItem in pairs(capeList) do
    result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item', size='50', notext=true})
    result = result..'||[['..thisItem.name..']]'
    result = result..'\r\n||'..thisItem.description
    result = result..'||style="text-align:left" data-sort-value="'..thisItem.buysFor..'"'
    result = result..'|'..Icons.GP(thisItem.buysFor)
  end
  result = result..'\r\n|}'

  return result
end

function p.getItemGrid(frame)
  result = '{|'
  for i, item in Shared.skpairs(ItemData.Items) do
    if i % 17 == 1 then
      result = result..'\r\n|-\r\n|'
    else
      result = result..'||'
    end
    result = result..'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'})
  end
  result = result..'\r\n|}'
  return result
end

return p