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Module:Items: Difference between revisions

From Melvor Idle
Add gem link to gem equipment slot
(Added nolink qualifier to getWeaponAttackType)
(Add gem link to gem equipment slot)
(219 intermediate revisions by 8 users not shown)
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--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
--Other functions moved to Module:Items/ComparisonTables
local p = {}
local p = {}


local ItemData = mw.loadData('Module:Items/data')
local GameData = require('Module:GameData')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = require('Module:Constants')
 
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon', 'Easter Egg',
'Abnormal Log', 'Red Herring', 'Cool Glasses'}
p.EventItems = {'Christmas Cracker', 'Christmas Coal', 'Christmas Sweater',
'Christmas Wreath', 'Candy Cane', 'Santa Hat',
'Friendship Bracelet', 'Event Clue 1', 'Event Clue 2',
'Event Clue 3', 'Event Clue 4', 'Candle', 'Cake Base',
'Magical Flavouring', 'Magical Icing', 'Birthday Cake',
'Purple Party Hat', 'Birthday Token', 'Christmas Present (Yellow)',
'Christmas Present (Blue)', 'Christmas Present (Green)', 'Christmas Present (White)',
'Christmas Present (Purple)', 'Christmas Present (Standard)', 'Event Token - Holiday 2021',
'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
'Locked Chest', 'Locked Chest Key', 'Event Token (Holiday 2021)'}


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


function p.getItem(name)
function p.getItem(name)
  local result = nil
name = string.gsub(name, "%%27", "'")
  for i, item in pairs(ItemData) do
name = string.gsub(name, "'", "'")
    if(item.name == name) then
return GameData.getEntityByName('items', name)
      result = Shared.clone(item)
end
      --Make sure every item has an id, and account for Lua being 1-index
 
      result.id = i -1
function p.getItems(checkFunc)
    end
return GameData.getEntities('items', checkFunc)
  end
end
  return result
 
function p._canItemUseSlot(item, equipSlot)
--Function to easily check if an item can fit in a given equipment slot
--Ex: p._canItemUseSlot({Bronze Platebody}, 'Platebody') returns true
if type(item) == 'string' then
item = p.getItem(item)
end
return item.validSlots ~= nil and Shared.contains(item.validSlots, equipSlot)
end
 
function p._getItemEquipSlot(item)
--Function to return the (non-Passive) equipment slot that an item occupies
if type(item) == 'string' then
item = p.getItem(item)
end
if item == nil or item.validSlots == nil then
return 'Invalid'
end
for i, slot in pairs(item.validSlots) do
if slot ~= 'Passive' then
return slot
end
end
end
end


function p._getItemStat(item, StatName, ZeroIfNil)
function p._getItemStat(item, StatName, ZeroIfNil)
  local result = item[StatName]
local result = item[StatName]
  --Special Overrides:
--Special Overrides:
  if StatName == 'stabAttackBonus' then
-- Equipment stats first
    if item.attacBonus == nil then  
if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
      result = nil
result = item.equipmentStats[StatName]
    else
elseif StatName == 'attackSpeed' and item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon') then
      result = item.attackBonus[1]
-- Item can be equipped as a weapon but has no attack speed, so use default of 4000ms
    end
result = 4000
  elseif StatName == 'slashAttackBonus' then
elseif StatName == 'isTwoHanded' then
    if item.attackBonus == nil then  
if item.validSlots ~= nil and item.occupiesSlots ~= nil then
      result = nil
result = Shared.contains(item.validSlots, 'Weapon') and Shared.contains(item.occupiesSlots, 'Shield')
    else
else
      result = item.attackBonus[2]
result = false
    end
end
  elseif StatName == 'blockAttackBonus' then
elseif string.find(StatName, '^(.+)LevelRequired$') ~= nil and item.equipRequirements ~= nil then
    if item.attackBonus == nil then  
local skillName = Shared.titleCase(string.match(StatName, '^(.+)LevelRequired$'))
      result = nil
if skillName ~= nil then
    else
local skillID = Constants.getSkillID(skillName)
      result = item.attackBonus[3]
if skillID ~= nil then
    end
for i, requirement in ipairs(item.equipRequirements) do
  elseif StatName == 'attackType' then
if requirement.type == "SkillLevel" and requirement.skillID == skillID then
    result = p._getWeaponAttackType(item)
result = requirement.level
  end
break
  if result == nil and ZeroIfNil then result = 0 end
end
  return result
end
end
end
elseif StatName == 'attackType' then
result = p._getWeaponAttackType(item)
elseif StatName == 'description' then
result = item.customDescription
if result == nil or result == '' then result = 'No Description' end
elseif StatName == 'completionReq' then
if item.ignoreCompletion == nil or not item.ignoreCompletion then
result = 'Yes'
else
result = 'No'
end
elseif StatName == 'slayerBonusXP' then
return p._getItemModifier(item, 'increasedSkillXP', 'Slayer', false)
elseif StatName == 'hasCombatStats' then
return tostring(p.hasCombatStats(item) or p._hasLevelRequirements(item))
elseif StatName == 'category' then
-- Some categories have a namespace for some reason, remove it
local _, localID = GameData.getLocalID(result)
return localID
end
if result == nil and ZeroIfNil then result = 0 end
return result
end
 
function p.getItemValue(item)
if type(item) == 'string' then
-- Specific check if the item is GP (value of 1)
if Shared.compareString('GP', item, true)
or Shared.compareString('Gold Pieces', item, true) then
return 1
end
 
item = p.getItem(item)
end
if item then
return item.sellsFor
end
return nil
end
end


function p.getItemStat(frame)
function p.getItemStat(frame)
  local args = frame.args ~= nil and frame.args or frame
local args = frame.args ~= nil and frame.args or frame
  local ItemName = args[1]
local ItemName = args[1]
  local StatName = args[2]
local StatName = args[2]
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
  local item = p.getItem(ItemName)
local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
  if item == nil then
local item = p.getItem(ItemName)
    return "ERROR: No item named "..ItemName.." exists in the data module"
if item == nil then
  end
return Shared.printError('No item named "' .. ItemName .. '" exists in the data module')
  return p._getItemStat(item, StatName, ZeroIfNil)
end
local result = p._getItemStat(item, StatName, ZeroIfNil)
if formatNum then result = Shared.formatnum(result) end
return result
end
 
--Gets the value of a given modifier for a given itemg
--asString is false by default, when true it writes the full bonus text
function p._getItemModifier(item, modifier, skillID, asString)
if asString == nil then asString = false end
if skillID == '' then
skillID = nil
elseif string.find(skillID, ':') == nil then
-- Try to find a skill ID if it looks like a skill name has been passed
skillID = Constants.getSkillID(skillID)
end
 
local result = 0
 
if item.modifiers ~= nil and item.modifiers[modifier] ~= nil then
if type(item.modifiers[modifier]) == 'table' then
for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
if subVal[1] == skillID then
result = subVal[2]
break
end
end
else
result = item.modifiers[modifier]
end
end
 
if asString then
if skillID ~= nil then
return Constants._getModifierText(modifier, {skillID, result})
else
return Constants._getModifierText(modifier, result)
end
else
return result
end
end
 
function p.hasCombatStats(item)
-- Checks if the combat stat is a valid, non-zero combat stat
-- Ensure that, only in the case where the item is a Familar AND
-- the checked stat is summoningMaxhit, the result is ignored.
function isNonZeroStat(statName, statVal)
if statName == 'summoningMaxhit' and (p._canItemUseSlot(item, 'Summon1') or p._canItemUseSlot(item, 'Summon2')) then
return false
end
return statVal ~= 0
end
 
if item.equipmentStats ~= nil then
-- Ensure at least one stat has a non-zero value
for statName, statVal in pairs(item.equipmentStats) do
if isNonZeroStat(statName, statVal) then
return true
end
end
end
 
return false
end
 
function p._hasLevelRequirements(item)
--Function true if an item has at least one level requirement to equip
if item.equipRequirements ~= nil then
for idx, requirement in ipairs(item.equipRequirements) do
if requirement.type == 'SkillLevel' and requirement.level > 1 then
return true
end
end
end
return false
end
 
function p.getItemModifier(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame[1]
local modName = frame.args ~= nil and frame.args[2] or frame[2]
local skillName = frame.args ~= nil and frame.args[3] or frame[3]
local asString = frame.args ~= nil and frame.args[4] or frame[4]
if asString ~= nil then
asString = (string.upper(asString) ~= 'FALSE')
end
 
local item = p.getItem(itemName)
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
 
return p._getItemModifier(item, modName, skillName, asString)
end
end


function p._getWeaponAttackType(item)
function p._getWeaponAttackType(item)
  if item.type == 'Weapon' then
if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
    return Icons.Icon({'Melee', nolink='true'})
(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
  elseif item.type == 'Ranged Weapon' then
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
    return Icons.Icon({'Ranged', type='skill', nolink='true'})
local iconType = item.attackType ~= 'melee' and 'skill' or nil
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
return Icons.Icon({Shared.titleCase(item.attackType), type=iconType, nolink='true'})
    return Icons.Icon({'Magic', type='skill', nolink='true'})
end
  else
end
    return "Invalid"
return 'Invalid'
  end
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 Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
return p._getWeaponAttackType(item)
end


function p.getWeaponAttackType(frame)
local statChangeDefs = {
  local itemName = frame.args ~= nil and frame.args[1] or frame
{
  local item = p.getItem(itemName)
stat = 'stabAttackBonus',
  if item == nil then
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Stab Bonus'
    return "ERROR: No item named "..ItemName.." exists in the data module"
},
  end
{
  return p._getWeaponAttackType(item)
stat = 'slashAttackBonus',
suffix =  ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Slash Bonus'
},
{
stat = 'blockAttackBonus',
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Block Bonus'
},
{
stat = 'meleeStrengthBonus',
suffix = ' ' .. Icons.Icon({'Strength', type='skill', notext=true}) .. ' Strength Bonus'
},
{
stat = 'rangedStrengthBonus',
suffix =  ' ' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Strength Bonus'
},
{
stat = 'magicStrengthBonus',
suffix = '% ' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Damage Bonus'
},
{
stat = 'meleeDefenceBonus',
suffix = ' ' .. Icons.Icon({'Defence', type='skill', notext=true}) .. ' Defence Bonus' },
{
stat = 'rangedDefenceBonus',
suffix = ' ' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Defence Bonus'
},
{
stat = 'magicDefenceBonus',
suffix = ' ' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Defence Bonus'
},
{
stat = 'damageReduction',
suffix = '% Damage Reduction'
},
{
stat = 'levelRequired',
suffix = ' Level Required'
}
}
 
-- Produces a list of stat & modifier changes between two items of equipmednt
function p.getStatChangeString(item1, item2)
local changeArray = {}
 
local equipStats = {
type(item1.equipmentStats) == 'table' and item1.equipmentStats or {},
type(item2.equipmentStats) == 'table' and item2.equipmentStats or {}
}
for i, statDef in ipairs(statChangeDefs) do
local val1, val2 = 0, 0
if statDef.stat == 'levelRequired' then
-- Iterate over equipment stats for both items, determining level requirements
local levelReqs = {}
for itemNum, item in ipairs({item1, item2}) do
levelReqs[itemNum] = {}
if item.equipRequirements ~= nil then
for j, req in ipairs(item.equipRequirements) do
if req.type == 'SkillLevel' then
levelReqs[itemNum][req.skillID] = req.level
end
end
end
end
-- Iterate over all skills, checking if there are requirements for these in either skill
for j, skillData in ipairs(GameData.rawData.skillData) do
local skillID = skillData.skillID
val1, val2 = levelReqs[1][skillID] or 0, levelReqs[2][skillID] or 0
if val1 ~= val2 then
table.insert(changeArray, Shared.numStrWithSign(val1 - val2) .. ' ' .. Icons.Icon({skillData.data.name, type='skill', notext=true}) .. (statDef.suffix or ''))
end
end
else
-- Equipment stats
val1, val2 = equipStats[1][statDef.stat] or 0, equipStats[2][statDef.stat] or 0
if val1 ~= val2 then
table.insert(changeArray, Shared.numStrWithSign(val1 - val2) .. (statDef.suffix or ''))
end
end
end
 
-- Include differences in modifiers
local modDiff = Constants.getModifiersText(Constants.getModifiersDifference(item2.modifiers, item1.modifiers))
if modDiff ~= nil and modDiff ~= '' then
table.insert(changeArray, modDiff)
end
 
return table.concat(changeArray, '<br/>')
end
 
function p._getOtherItemBoxText(item)
local resultPart = {}
--For equipment, show the slot they go in
local isPassive = false
if item.validSlots ~= nil then
local slotLinkMap = {
["Helmet"] = 'Helmets',
["Platebody"] = 'Platebodies',
["Platelegs"] = 'Platelegs',
["Boots"] = 'Boots',
["Weapon"] = 'Weapons',
["Shield"] = 'Shields',
["Amulet"] = 'Amulets',
["Ring"] = 'Rings',
["Gloves"] = 'Gloves',
["Quiver"] = 'Ammunition',
["Cape"] = 'Capes',
["Consumable"] = 'Consumables',
["Passive"] = 'Combat Passive Slot',
["Summon1"] = 'Summoning',
["Summon2"] = 'Summoning',
["Gem"] = "Gems_(Equipment)"
}
local slotText = {}
for i, slot in ipairs(item.validSlots) do
local slotLink = slotLinkMap[slot]
if slotLink == nil then
table.insert(slotText, slot)
else
table.insert(slotText, '[[' .. slotLink .. '|' .. slot .. ']]')
end
if slot == 'Passive' then
isPassive = true
end
end
table.insert(resultPart, "\r\n|-\r\n|'''Equipment Slot:''' "..table.concat(slotText, ', '))
end
--For weapons with a special attack, show the details
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
if spAtt ~= nil then
local spAttChance = spAtt.defaultChance
if type(item.overrideSpecialChances) == 'table' and item.overrideSpecialChances[i] ~= nil then
spAttChance = item.overrideSpecialChances[i]
end
local spAttDesc = string.gsub(spAtt.description, '<Attack> ', '')
table.insert(resultPart, '\r\n* ' .. spAttChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(resultPart, '\r\n** ' .. spAttDesc)
end
end
end
-- For Summoning combat familiars, show the max hit
if item.equipmentStats ~= nil and item.equipmentStats.summoningMaxhit ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Max Hit:''' " .. Shared.formatnum(item.equipmentStats.summoningMaxhit * 10))
end
--For potions, show the number of charges
if item.charges ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Charges:''' "..item.charges)
end
--For food, show how much it heals for
if item.healsFor ~= nil then
table.insert(resultPart, "\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
table.insert(resultPart, "\r\n|-\r\n|'''"..Icons.Icon({'Prayer', type='skill'}).." Points:''' "..item.prayerPoints)
end
--For items that provide runes, show which runes are provided
if item.providedRunes ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Runes Provided:''' ")
local runeLines = {}
local sortVal = ''
for j, runePair in pairs(item.providedRunes) do
local runeID = runePair.id
local qty = runePair.quantity
local rune = p.getItemByID(runeID)
sortVal = sortVal..rune.name..qty
table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
end
table.insert(resultPart, table.concat(runeLines, ', '))
end
--For items with modifiers, show what those are
if item.modifiers ~= nil and not Shared.tableIsEmpty(item.modifiers) then
table.insert(resultPart, "\r\n|-\r\n|'''Modifiers:'''\r\n")
if isPassive then
table.insert(resultPart, '<span style="color:green">Passive:</span><br/>')
end
table.insert(resultPart, Constants.getModifiersText(item.modifiers, true, false, 10))
end
return table.concat(resultPart)
end
 
function p.getOtherItemBoxText(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
 
return p._getOtherItemBoxText(item)
end
 
function p._getItemCategories(item)
local resultPart = {}
local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
local category = p._getItemStat(item, 'category', false)
if category ~= nil and category ~= 'Skills' then
table.insert(resultPart, '[[Category:'..category..']]')
end
if item.type ~= nil then
table.insert(resultPart, '[[Category:'..item.type..']]')
end
if isEquipment and item.tier ~= nil then
table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
end
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(resultPart, '[[Category:Items With Special Attacks]]')
end
if item.validSlots ~= nil then
local slotRemap = {
['Passive'] = 'Passive Items',
['Summon1'] = 'Summoning Familiars',
['Summon2'] = ''
}
for i, slotName in ipairs(item.validSlots) do
local slotRemapName = slotName
if slotRemap[slotName] ~= nil then slotRemapName = slotRemap[slotName] end
if slotRemapName ~= '' then table.insert(resultPart, '[[Category:' .. slotRemapName .. ']]') end
end
end
if item.modifiers ~= nil then
local modsDL = {
'increasedChanceToDoubleLootCombat',
'decreasedChanceToDoubleLootCombat',
'increasedChanceToDoubleLootThieving',
'decreasedChanceToDoubleLootThieving',
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal'
}
for modName, val in pairs(item.modifiers) do
if Shared.contains(modsDL, modName) then
table.insert(resultPart, '[[Category:Double Loot Chance Items]]')
break
end
end
end
return table.concat(resultPart)
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 Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
 
return p._getItemCategories(item)
end
 
function p.getItemGrid(frame)
local resultPart = {}
table.insert(resultPart, '{|')
for i, item in ipairs(GameData.rawData.items) do
if i % 17 == 1 then
table.insert(resultPart, '\r\n|-\r\n|')
else
table.insert(resultPart, '||')
end
table.insert(resultPart, 'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'}))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
 
function p.getEquipRequirementRow(req)
local result = ""
if req.type == "SkillLevel" then
local skillName = Constants.getSkillName(req.skillID)
local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
result = '\r\n!style="text-align:right;"| '..skillIcon..' Level Required'
result = result..'\r\n|style="text-align:right;"| '..req.level
elseif req.type == "DungeonCompletion" then
local dungeonName = GameData.getEntityByID("dungeons", req.dungeonID).name
local dungeonIcon = Icons.Icon({dungeonName, type="dungeon", notext=true})
result = '\r\n!style="text-align:right;"| '..dungeonIcon..' Completions'
result = result..'\r\n|style="text-align:right;"| '..req.count
elseif req.type == "Completion" then
local ns = GameData.getEntityByName('namespaces', req.namespace)
if ns == nil then
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid namespace for completion requirement "' .. req.namespace .. '"')
else
result = '\r\n!style="text-align:right;"| ' .. ns.displayName .. ' Completion'
result = result .. '\r\n|style="text-align:right;"| ' .. req.percent .. '%'
end
else
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid equip requirement type "' .. req.type .. '"')
end
return result
end
 
function p.getWeaponStatsBox(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
 
local ico = {
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
["Combat"] = Icons.Icon({'Combat', notext=true}),
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true})
}
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
local emptyRow = '\r\n!colspan="2"|'
local resultPart = {}
table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Weapon Stats')
table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Shared.round(p._getItemStat(item, 'attackSpeed', true) / 1000, 3, 1) .. 's')
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Type')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'attackType'))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Damage Reduction')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'damageReduction', true) .. '%')
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeStrengthBonus', true))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedDefenceBonus', true))
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'stabAttackBonus', true))
table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'slashAttackBonus', true))
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'blockAttackBonus', true))
if reqCount > 0 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
else
table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
end
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedAttackBonus', true))
if reqCount > 1 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
else
table.insert(resultPart, emptyRow)
end
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedStrengthBonus', true))
if reqCount > 2 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
else
table.insert(resultPart, emptyRow)
end
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicAttackBonus', true))
if reqCount > 3 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[4]))
else
table.insert(resultPart, emptyRow)
end
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
if reqCount > 4 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[5]))
else
table.insert(resultPart, emptyRow)
end
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Two Handed?')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. (p._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No'))
if reqCount > 5 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[6]))
else
table.insert(resultPart, emptyRow)
end
--Add extra rows at the end for items that have more than 3 different requirements
if reqCount > 6 then
for i = 7, reqCount, 1 do
table.insert(resultPart,"\r\n|-")
table.insert(resultPart, emptyRow)
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
end
end
 
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
 
function p.getArmourStatsBox(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
 
local ico = {
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
["Combat"] = Icons.Icon({'Combat', notext=true}),
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true})
}
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
local emptyRow = '\r\n!colspan="2"|'
local resultPart = {}
table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Armour Stats')
table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeStrengthBonus', true))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'stabAttackBonus', 0))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Damage Reduction')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'damageReduction', true) .. '%')
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'slashAttackBonus', true))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedDefenceBonus', true))
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'blockAttackBonus', true))
table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedAttackBonus', true))
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedStrengthBonus', true))
if reqCount > 0 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
else
table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
end
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicAttackBonus', true))
if reqCount > 1 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
else
table.insert(resultPart, emptyRow)
end
 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
if reqCount > 2 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
else
table.insert(resultPart, emptyRow)
end
--Add extra rows at the end for items that have more than 3 different requirements
if reqCount > 3 then
for i = 4, reqCount, 1 do
table.insert(resultPart, "\r\n|-")
table.insert(resultPart, emptyRow)
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
end
end
 
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
 
function p.getItemDataExport(frame)
local resultTable = mw.html.create('table')
resultTable:addClass('wikitable')
resultTable:tag('tr'):addClass('headerRow-0')
:tag('th'):wikitext('ItemID'):done()
:tag('th'):wikitext('ItemName'):done()
:tag('th'):wikitext('GPValue'):done()
 
for i, item in ipairs(GameData.rawData.items) do
resultTable:tag('tr')
:tag('td'):wikitext(item.id):done()
:tag('td'):wikitext(item.name):done()
:tag('td'):wikitext(item.sellsFor):done()
end
return tostring(resultTable)
end
 
--Returns the expansion icon for the item if it has one
function p.getExpansionIcon(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
 
return Icons.getExpansionIcon(item.id)
end
end


function p.getPotionTable(frame)
function p.buildSmithableArmourNav(frame)
  local potionName = frame.args ~= nil and frame.args[1] or frame
local resultPart = {}
  local tiers = {'I', 'II', 'III', 'IV'}
table.insert(resultPart, '{| class="wikitable mw-collapsible navigation-not-searchable" style="margin:auto; clear:both; width: 100%"')
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
table.insert(resultPart, Icons.Icon({'Smithing', type='skill', notext=true}))
table.insert(resultPart, ' Smithable Armour Sets')


  local result = '{| class="wikitable"'
local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
local pieces = {"Helmet", "Platebody", "Platelegs", "Boots", "Shield"}
for i, metal in ipairs(metalTypes) do
local metalName, barName
local isTotH = false
if type(metal) == 'table' then
metalName = metal[1]
barName = metal[2]..' Bar'
isTotH = metal.TotH ~= nil and metal.TotH
else
metalName = metal
barName = metal..' Bar'
end
table.insert(resultPart, '\r\n|-\r\n!')
if isTotH then
table.insert(resultPart, Icons.TotH())
end
table.insert(resultPart, Icons.Icon({barName, type="item", notext=true}))
table.insert(resultPart, " "..metalName)
table.insert(resultPart, "\r\n|")


  local tier1potion = p.getItem(potionName..' I')
for j, piece in ipairs(pieces) do
  for i, tier in pairs(tiers) do
if j > 1 then
    local tierName = potionName..' '..tier
table.insert(resultPart, ' • ')
    local potion = p.getItemByID(tier1potion.id + i - 1)
end
    if potion == nil then
table.insert(resultPart, '<span style="display:inline-block">')
      mw.log("Failed to get tier "..tier)
table.insert(resultPart, Icons.Icon({metalName..' '..piece, piece, type='item'}))
    else
if isTotH then
      result = result..'\r\n|-'
table.insert(resultPart, ' '..Icons.Icon({'(I) '..metalName..' '..piece, '(I)', type='item'}))
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
table.insert(resultPart, ' '..Icons.Icon({'(P) '..metalName..' '..piece, '(P)', type='item'}))
      result = result..'||'..'[['..tierName..'|'..tier..']]'
else
      result = result..'||'..potion.potionCharges..'||'..potion.description
table.insert(resultPart, ' '..Icons.Icon({'(S) '..metalName..' '..piece, '(S)', type='item'}))
    end
table.insert(resultPart, ' '..Icons.Icon({'(G) '..metalName..' '..piece, '(G)', type='item'}))
  end
end
table.insert(resultPart, '</span>')
end
end


  result = result..'\r\n|}'
table.insert(resultPart, '\r\n|}')
  return result
return table.concat(resultPart)
end
end


function p.getCreationTable(frame)
function p.buildCraftableArmourNav(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
local resultPart = {}
  local item = p.getItem(itemName)
table.insert(resultPart, '{| class="wikitable mw-collapsible"')
  if item == nil then
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
    return "ERROR: No item named "..itemName.." exists in the data module"
table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
  end
table.insert(resultPart, ' Craftable Armour Sets')


  local skill = ''
local leatherTypes = {'Leather', 'Hard Leather'}
  local time = 0
local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
  local lvl = 0
table.insert(resultPart, '\r\n|-\r\n!')
  local xp = 0
table.insert(resultPart, Icons.Icon({'Leather', type='item', notext=true}))
  local qty = nil
table.insert(resultPart, ' Leather')
  local req = {}
for i, material in pairs(leatherTypes) do
  --First figure out what skill is used to make this...
if i > 1 then table.insert(resultPart, '\r\n|-\r\n!Hard Leather') end
  if item.smithingLevel ~= nil then
table.insert(resultPart, '\r\n|')
    skill = 'Smithing'
for j, piece in ipairs(leatherPieces) do
    lvl = item.smithingLevel
if j > 1 then
    xp = item.smithingXP
table.insert(resultPart, ' ')
    req = item.smithReq
end
    qty = item.smithingQty
table.insert(resultPart, Icons.Icon({material..' '..piece, piece, type='item'}))
    time = 2
end
  elseif item.craftingLevel ~= nil then
end
    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
  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"'
local materialTypes = {{'Green D-hide', 'Green Dragonhide'}, {'Blue D-hide', 'Blue Dragonhide'}, {'Red D-hide', 'Red Dragonhide'}, {'Black D-hide', 'Black Dragonhide'},
  result = result..'\r\n!colspan="2"|Item Creation\r\n|-'
{'Elderwood', 'Elderwood Logs', TotH = true}, {'Revenant', 'Revenant Logs', TotH = true}, {'Carrion', 'Carrion Logs', TotH = true}}
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
  result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."'''"
for i, material in ipairs(materialTypes) do
  result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
local isTotH = false
  for i, mat in pairs(req) do
local craftName = material[1]
    if i > 1 then result = result..'<br/>' end
local matName = material[2]
    local matItem = p.getItemByID(mat.id)
isTotH = material.TotH ~= nil and material.TotH
    if matItem == nil then
table.insert(resultPart, '\r\n|-\r\n!')
      result = result..mat.qty..'x ?????'
if isTotH then
    else
table.insert(resultPart, Icons.TotH())
      result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
end
    end
table.insert(resultPart, Icons.Icon({matName, type="item", notext=true}))
  end
table.insert(resultPart, " "..craftName)
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
table.insert(resultPart, "\r\n|")
  result = result..'\r\n|'..qty
 
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
for j, piece in ipairs(pieces) do
  result = result..'\r\n|'..xp..' XP'
if j > 1 then
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
table.insert(resultPart, ' ')
  result = result..'\r\n|'..time..'.0 s'
end
  result = result..'\r\n|}'
table.insert(resultPart, '<span style="display:inline-block">')
table.insert(resultPart, Icons.Icon({craftName..' '..piece, piece, type='item'}))
table.insert(resultPart, ' '..Icons.Icon({'(U) '..craftName..' '..piece, '(U)', type='item'}))
table.insert(resultPart, '</span>')
end
end
 
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end


  return result
function p.getLifestealWeapons()
local items = p.getItems(function(item)
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
if spAtt ~= nil then
return spAtt.lifesteal > 0
end
end
end
return false
end)
for i, item in ipairs(items) do
mw.log(item.name)
end
end
end


return p
return p
914

edits