Module:Items: Difference between revisions

Add gem link to gem equipment slot
(Added function for compiling item sources. (Somewhat incomplete right now))
(Add gem link to gem equipment slot)
(218 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 MonsterData = mw.loadData('Module:Monsters/data')
local GameData = require('Module:GameData')
local ItemData = mw.loadData('Module:Items/data')
local Constants = require('Module:Constants')
local SkillData = mw.loadData('Module:Skills/data')
 
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')


local EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
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
 
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
 
local statChangeDefs = {
{
stat = 'stabAttackBonus',
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Stab Bonus'
},
{
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
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.getWeaponAttackType(frame)
function p.getOtherItemBoxText(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
local item = p.getItem(itemName)
  if item == nil then
if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  end
end
  return p._getWeaponAttackType(item)
 
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
end


function p.getPotionTable(frame)
function p.getItemCategories(frame)
  local potionName = frame.args ~= nil and frame.args[1] or frame
local itemName = frame.args ~= nil and frame.args[1] or frame
  local tiers = {'I', 'II', 'III', 'IV'}
local item = p.getItem(itemName)
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end


  local result = '{| class="wikitable"'
return p._getItemCategories(item)
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
end


  local tier1potion = p.getItem(potionName..' I')
function p.getItemGrid(frame)
  for i, tier in pairs(tiers) do
local resultPart = {}
    local tierName = potionName..' '..tier
table.insert(resultPart, '{|')
    local potion = p.getItemByID(tier1potion.id + i - 1)
for i, item in ipairs(GameData.rawData.items) do
    if potion == nil then
if i % 17 == 1 then
      mw.log("Failed to get tier "..tier)
table.insert(resultPart, '\r\n|-\r\n|')
    else
else
      result = result..'\r\n|-'
table.insert(resultPart, '||')
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
end
      result = result..'||'..'[['..tierName..'|'..tier..']]'
table.insert(resultPart, 'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'}))
      result = result..'||'..potion.potionCharges..'||'..potion.description
end
    end
table.insert(resultPart, '\r\n|}')
  end
return table.concat(resultPart)
end


  result = result..'\r\n|}'
function p.getEquipRequirementRow(req)
  return result
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
end


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


  local skill = ''
local ico = {
  local time = 0
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
  local lvl = 0
["Combat"] = Icons.Icon({'Combat', notext=true}),
  local xp = 0
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
  local qty = nil
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
  local req = {}
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
  --First figure out what skill is used to make this...
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
  if item.smithingLevel ~= nil then
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true})
    skill = 'Smithing'
}
    lvl = item.smithingLevel
    xp = item.smithingXP
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
    req = item.smithReq
local emptyRow = '\r\n!colspan="2"|'
    qty = item.smithingQty
    time = 2
local resultPart = {}
  elseif item.craftingLevel ~= nil then
table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Weapon Stats')
    skill = 'Crafting'
table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
    lvl = item.craftingLevel
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')
    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"'
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
  result = result..'\r\n!colspan="2"|Item Creation\r\n|-'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Shared.round(p._getItemStat(item, 'attackSpeed', true) / 1000, 3, 1) .. 's')
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
  result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."'''"
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))
  result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
  for i, mat in pairs(req) do
    if i > 1 then result = result..'<br/>' end
    local matItem = p.getItemByID(mat.id)
    if matItem == nil then
      result = result..mat.qty..'x ?????'
    else
      result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
    end
  end
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
  result = result..'\r\n|'..qty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
  result = result..'\r\n|'..xp..' XP'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
  result = result..'\r\n|'..time..'.0 s'
  result = result..'\r\n|}'


  return result
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
end


function p._getItemSources(item)
function p.getArmourStatsBox(frame)
  local result = ''
local itemName = frame.args ~= nil and frame.args[1] or frame
  --Alright, time to go through all the ways you can get an item...
local item = p.getItem(itemName)
  --First up: Can we kill somebody and take theirs?
if item == nil then
  local killFound = false
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  for i, monster in pairs(MonsterData.Monsters) do
end
    if monster.lootTable ~= nil then
 
      for j, loot in pairs(monster.lootTable) do
local ico = {
        if loot[1] == item.id then
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
          if killFound then
["Combat"] = Icons.Icon({'Combat', notext=true}),
            result = result..','..Icons.Icon({monster.name, type="monster", notext="true"})
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
          else
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
            result = result..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
            killFound = true
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
          end
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true})
        end
}
      end
    end
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
  end
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


  --Next: Can we find it in a box?
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
  local boxFound = false
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicAttackBonus', true))
  for i, chest in pairs(ItemData) do
if reqCount > 1 then
    if chest.dropTable ~= nil then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
      for j, loot in pairs(chest.dropTable) do
else
        if loot[1] == item.id then
table.insert(resultPart, emptyRow)
          if boxFound then
end
            result = result..','..Icons.Icon({chest.name, type="item", notext="true"})
          else
            if string.len(result) > 0 then result = result..'\r\n<br/>' end
            result = result..'Opening: '..Icons.Icon({chest.name, type="item", notext="true"})
            boxFound = true
          end
        end
      end
    end
  end


  --Next: Can we take it from somebody else -without- killing them?
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
  for i, npc in pairs(SkillData.Thieving) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
    if npc.lootTable ~= nil then
if reqCount > 2 then
      for j, loot in pairs(npc.lootTable) do
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
        if loot[1] == item.id then
else
          if string.len(result) > 0 then result = result..'\r\n<br/>' end
table.insert(resultPart, emptyRow)
          result = result..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
end
          boxFound = true
        end
--Add extra rows at the end for items that have more than 3 different requirements
      end
if reqCount > 3 then
    end
for i = 4, reqCount, 1 do
  end
table.insert(resultPart, "\r\n|-")
table.insert(resultPart, emptyRow)
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
end
end


  --Next: Can we get to it via upgrading?
table.insert(resultPart, '\r\n|}')
  local upgradeFound = false
return table.concat(resultPart)
  if item.itemsRequired ~= nil then
end
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
    result = result..'Upgrading: '
    for i, req in pairs(item.itemsRequired) do
      local reqItem = p.getItemByID(req[1])
      if reqItem.canUpgrade then
        if upgradeFound then result = result..', ' else upgradeFound = true end
        result = result..Icons.Icon({reqItem.name, type='item', notext='true'})
      end
    end
  end


  --If all else fails, I guess we should check if we can make it ourselves
function p.getItemDataExport(frame)
  --SmithCheck:
local resultTable = mw.html.create('table')
  if item.smithingLevel ~= nil then
resultTable:addClass('wikitable')
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
resultTable:tag('tr'):addClass('headerRow-0')
    result = result..Icons._SkillReq("Smithing", item.smithingLevel)
:tag('th'):wikitext('ItemID'):done()
  end
:tag('th'):wikitext('ItemName'):done()
:tag('th'):wikitext('GPValue'):done()


  --CraftCheck:
for i, item in ipairs(GameData.rawData.items) do
  if item.craftingLevel ~= nil then
resultTable:tag('tr')
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
:tag('td'):wikitext(item.id):done()
    result = result..Icons._SkillReq("Crafting", item.craftingLevel)
:tag('td'):wikitext(item.name):done()
  end
:tag('td'):wikitext(item.sellsFor):done()
end
return tostring(resultTable)
end


  --FletchCheck:
--Returns the expansion icon for the item if it has one
  if item.fletchingLevel ~= nil then
function p.getExpansionIcon(frame)
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
local itemName = frame.args ~= nil and frame.args[1] or frame
    result = result..Icons._SkillReq("Fletching", item.fletchingLevel)
local item = p.getItem(itemName)
  end
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end


  --RunecraftCheck:
return Icons.getExpansionIcon(item.id)
  if item.runecraftingLevel ~= nil then
end
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
    result = result..Icons._SkillReq("Runecrafting", item.runecraftingLevel)
  end


  --FishCheck:
function p.buildSmithableArmourNav(frame)
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) or item.category == "Gem" then
local resultPart = {}
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
table.insert(resultPart, '{| class="wikitable mw-collapsible navigation-not-searchable" style="margin:auto; clear:both; width: 100%"')
    result = result..Icons._SkillReq("Fishing", 1)
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
  elseif item.category == 'Fishing' then
table.insert(resultPart, Icons.Icon({'Smithing', type='skill', notext=true}))
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
table.insert(resultPart, ' Smithable Armour Sets')
    result = result..Icons._SkillReq("Fishing", item.fishingLevel)
  end


  --Finally there are some weird exceptions:
local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
  --Shop items
{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
  if item.slayerCost ~= nil or item.buysFor ~= nil then
local pieces = {"Helmet", "Platebody", "Platelegs", "Boots", "Shield"}
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
for i, metal in ipairs(metalTypes) do
    result = result..'[[Shop]]'
local metalName, barName
  end
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|")


  --Easter Eggs (manual list 'cause don't have a better way to do that)
for j, piece in ipairs(pieces) do
  if Shared.contains(EasterEggs, item.name) then
if j > 1 then
    if string.len(result) > 0 then result = result..'\r\n<br/>' end
table.insert(resultPart, ' • ')
    result = result..'[[Easter Eggs]]'
end
  end
table.insert(resultPart, '<span style="display:inline-block">')
table.insert(resultPart, Icons.Icon({metalName..' '..piece, piece, type='item'}))
if isTotH then
table.insert(resultPart, ' '..Icons.Icon({'(I) '..metalName..' '..piece, '(I)', type='item'}))
table.insert(resultPart, ' '..Icons.Icon({'(P) '..metalName..' '..piece, '(P)', type='item'}))
else
table.insert(resultPart, ' '..Icons.Icon({'(S) '..metalName..' '..piece, '(S)', type='item'}))
table.insert(resultPart, ' '..Icons.Icon({'(G) '..metalName..' '..piece, '(G)', type='item'}))
end
table.insert(resultPart, '</span>')
end
end


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


function p.getItemSources(frame)
function p.buildCraftableArmourNav(frame)
  local itemName = frame.args ~= nil and frame[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 leatherTypes = {'Leather', 'Hard Leather'}
local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
table.insert(resultPart, '\r\n|-\r\n!')
table.insert(resultPart, Icons.Icon({'Leather', type='item', notext=true}))
table.insert(resultPart, ' Leather')
for i, material in pairs(leatherTypes) do
if i > 1 then table.insert(resultPart, '\r\n|-\r\n!Hard Leather') end
table.insert(resultPart, '\r\n|')
for j, piece in ipairs(leatherPieces) do
if j > 1 then
table.insert(resultPart, ' • ')
end
table.insert(resultPart, Icons.Icon({material..' '..piece, piece, type='item'}))
end
end
 
local materialTypes = {{'Green D-hide', 'Green Dragonhide'}, {'Blue D-hide', 'Blue Dragonhide'}, {'Red D-hide', 'Red Dragonhide'}, {'Black D-hide', 'Black Dragonhide'},
{'Elderwood', 'Elderwood Logs', TotH = true}, {'Revenant', 'Revenant Logs', TotH = true}, {'Carrion', 'Carrion Logs', TotH = true}}
local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
for i, material in ipairs(materialTypes) do
local isTotH = false
local craftName = material[1]
local matName = material[2]
isTotH = material.TotH ~= nil and material.TotH
table.insert(resultPart, '\r\n|-\r\n!')
if isTotH then
table.insert(resultPart, Icons.TotH())
end
table.insert(resultPart, Icons.Icon({matName, type="item", notext=true}))
table.insert(resultPart, " "..craftName)
table.insert(resultPart, "\r\n|")
 
for j, piece in ipairs(pieces) do
if j > 1 then
table.insert(resultPart, ' • ')
end
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 p._getItemSources(item)
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
915

edits