Module:Items: Difference between revisions

From Melvor Idle
(Added unified 'getItemSources' function)
(Add gem link to gem equipment slot)
(185 intermediate revisions by 8 users not shown)
Line 1: Line 1:
--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 Constants = mw.loadData('Module:Constants/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',
local OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
'Abnormal Log', 'Red Herring', 'Cool Glasses'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
p.EventItems = {'Christmas Cracker', 'Christmas Coal', 'Christmas Sweater',
local GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},  
'Christmas Wreath', 'Candy Cane', 'Santa Hat',
                  ["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},  
'Friendship Bracelet', 'Event Clue 1', 'Event Clue 2',
                  ["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},  
'Event Clue 3', 'Event Clue 4', 'Candle', 'Cake Base',
                  ["Emerald"] = {name = "Emerald", id = 131, chance = 10},  
'Magical Flavouring', 'Magical Icing', 'Birthday Cake',
                  ["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
'Purple Party Hat', 'Birthday Token', 'Christmas Present (Yellow)',
--The base chance to receive a gem while mining
'Christmas Present (Blue)', 'Christmas Present (Green)', 'Christmas Present (White)',
local GemChance = .01
'Christmas Present (Purple)', 'Christmas Present (Standard)', 'Event Token - Holiday 2021',
--The number of different fishing junk items
'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
local junkCount = 8
'Locked Chest', 'Locked Chest Key', 'Event Token (Holiday 2021)'}
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}


function p.getItemByID(ID)
return GameData.getEntityByID('items', ID)
end


local specialFishWt = 6721
function p.getItem(name)
local specialFishLoot = {{129, 2000}, {130, 1600}, {131, 1400}, {132, 1000}, {133, 400}, {668, 10}, {669, 10}, {671, 1}, {670, 50}, {121, 250}}
name = string.gsub(name, "%%27", "'")
 
name = string.gsub(name, "'", "'")
function p.buildSpecialFishingTable()
return GameData.getEntityByName('items', name)
  --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..', '..item.fishingCatchWeight..'}')
    end
  end
 
  local result = 'local specialFishWt = '..totalWt..'\r\n'
  result = result..'local specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
  return result
end
end


function p.getSpecialAttackByID(ID)
function p.getItems(checkFunc)
  local result = Shared.clone(ItemData.SpecialAttacks[ID + 1])
return GameData.getEntities('items', checkFunc)
  if result ~= nil then
    result.id = ID
  end
  return result
end
end


function p.getItemByID(ID)
function p._canItemUseSlot(item, equipSlot)
  local result = Shared.clone(ItemData.Items[ID + 1])
--Function to easily check if an item can fit in a given equipment slot
  if result ~= nil then
--Ex: p._canItemUseSlot({Bronze Platebody}, 'Platebody') returns true
    result.id = ID
if type(item) == 'string' then
  end
item = p.getItem(item)
  return result
end
return item.validSlots ~= nil and Shared.contains(item.validSlots, equipSlot)
end
end


function p.getItem(name)
function p._getItemEquipSlot(item)
  local result = nil
--Function to return the (non-Passive) equipment slot that an item occupies
  name = string.gsub(name, "'", "'")
if type(item) == 'string' then
  for i, item in pairs(ItemData.Items) do
item = p.getItem(item)
    if(item.name == name) then
end
      result = Shared.clone(item)
if item == nil or item.validSlots == nil then
      --Make sure every item has an id, and account for Lua being 1-index
return 'Invalid'
      result.id = i -1
end
      break
for i, slot in pairs(item.validSlots) do
    end
if slot ~= 'Passive' then
  end
return slot
  return result
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.attackBonus == 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
  elseif StatName == 'description' then
break
    result = item.description
end
    if result == nil or result == '' then result = 'No Description' end
end
  end
end
  if result == nil and ZeroIfNil then result = 0 end
end
  return result
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
end


function p.getItemStat(frame)
function p.getItemValue(item)
  local args = frame.args ~= nil and frame.args or frame
if type(item) == 'string' then
  local ItemName = args[1]
-- Specific check if the item is GP (value of 1)
  local StatName = args[2]
if Shared.compareString('GP', item, true)  
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
or Shared.compareString('Gold Pieces', item, true) then
  local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
return 1
  local item = p.getItem(ItemName)
end
  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)
item = p.getItem(item)
  if item.type == 'Weapon' then
end
    return Icons.Icon({'Melee', nolink='true'})
  elseif item.type == 'Ranged Weapon' then
if item then
    return Icons.Icon({'Ranged', type='skill', nolink='true'})
return item.sellsFor
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
end
    return Icons.Icon({'Magic', type='skill', nolink='true'})
  else
return nil
    return "Invalid"
  end
end
end


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


function p.getPotionTable(frame)
--Gets the value of a given modifier for a given itemg
  local potionName = frame.args ~= nil and frame.args[1] or frame
--asString is false by default, when true it writes the full bonus text
  local tiers = {'I', 'II', 'III', 'IV'}
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 = '{| class="wikitable"'
local result = 0
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'


  local tier1potion = p.getItem(potionName..' I')
if item.modifiers ~= nil and item.modifiers[modifier] ~= nil then
  for i, tier in pairs(tiers) do
if type(item.modifiers[modifier]) == 'table' then
    local tierName = potionName..' '..tier
for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
    local potion = p.getItemByID(tier1potion.id + i - 1)
if subVal[1] == skillID then
    if potion == nil then
result = subVal[2]
      mw.log("Failed to get tier "..tier)
break
    else
end
      result = result..'\r\n|-'
end
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
else
      result = result..'||'..'[['..tierName..'|'..tier..']]'
result = item.modifiers[modifier]
      result = result..'||'..potion.potionCharges..'||'..potion.description
end
    end
end
  end


  result = result..'\r\n|}'
if asString then
  return result
if skillID ~= nil then
return Constants._getModifierText(modifier, {skillID, result})
else
return Constants._getModifierText(modifier, result)
end
else
return result
end
end
end


function p._getCreationTable(item)
function p.hasCombatStats(item)
  local skill = ''
-- Checks if the combat stat is a valid, non-zero combat stat
  local specialReq = nil
-- Ensure that, only in the case where the item is a Familar AND
  local time = 0
-- the checked stat is summoningMaxhit, the result is ignored.
  local maxTime = nil
function isNonZeroStat(statName, statVal)
  local lvl = 0
if statName == 'summoningMaxhit' and (p._canItemUseSlot(item, 'Summon1') or p._canItemUseSlot(item, 'Summon2')) then
  local xp = 0
return false
  local qty = nil
end
  local req = nil
return statVal ~= 0
  local result = ''
end


  local tables = {}
if item.equipmentStats ~= nil then
  --First figure out what skill is used to make this...
-- Ensure at least one stat has a non-zero value
  if item.smithingLevel ~= nil then
for statName, statVal in pairs(item.equipmentStats) do
    skill = 'Smithing'
if isNonZeroStat(statName, statVal) then
    lvl = item.smithingLevel
return true
    xp = item.smithingXP
end
    req = item.smithReq
end
    qty = item.smithingQty
end
    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
    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.miningLevel ~= nil then
    skill = 'Mining'
    lvl = item.miningLevel
    time = 3
    xp = item.miningXP
    if item.name == 'Dragonite Ore' then
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
    end
    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


  if Shared.tableCount(tables) == 0 then
return false
    return ""
  else
    return table.concat(tables, '\r\n<br/>')
  end
end
end


function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
function p._hasLevelRequirements(item)
  if qty == nil then qty = 1 end
--Function true if an item has at least one level requirement to equip
  local result = '{|class="wikitable"'
if item.equipRequirements ~= nil then
  if req ~= nil then
for idx, requirement in ipairs(item.equipRequirements) do
    result = result..'\r\n!colspan="2"|Item Creation'
if requirement.type == 'SkillLevel' and requirement.level > 1 then
  else
return true
    result = result..'\r\n!colspan="2"|Item Production'
end
  end
end
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
end
  result = result..'\r\n|'..Icons._SkillReq(skill, lvl, true)
return false
  if specialReq ~= nil then result = result..'<br/>'..specialReq end
end


  if req ~= nil then
function p.getItemModifier(frame)
    result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
local itemName = frame.args ~= nil and frame.args[1] or frame[1]
    for i, mat in pairs(req) do
local modName = frame.args ~= nil and frame.args[2] or frame[2]
      if i > 1 then result = result..'<br/>' end
local skillName = frame.args ~= nil and frame.args[3] or frame[3]
      local matItem = p.getItemByID(mat.id)
local asString = frame.args ~= nil and frame.args[4] or frame[4]
      if matItem == nil then
if asString ~= nil then
        result = result..mat.qty..'x ?????'
asString = (string.upper(asString) ~= 'FALSE')
      else
end
        result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
      end
    end
  end
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
  result = result..'\r\n|'..qty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
  result = result..'\r\n|'..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
local item = p.getItem(itemName)
end
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end


function p.getCreationTable(frame)
return p._getItemModifier(item, modName, skillName, asString)
  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


function p._getOtherItemBoxText(item)
function p._getWeaponAttackType(item)
  result = ''
if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
  --For equipment, show the slot they go in
(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
  if item.equipmentSlot ~= nil then
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
    for slotName, i in Shared.skpairs(Constants.equipmentSlot) do
local iconType = item.attackType ~= 'melee' and 'skill' or nil
      if i == item.equipmentSlot then
return Icons.Icon({Shared.titleCase(item.attackType), type=iconType, nolink='true'})
        result = result..'\r\n|-\r\n|Equipment Slot: '..slotName
end
        break
end
      end
return 'Invalid'
    end
  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
  return result
end
end


function p.getOtherItemBoxText(frame)
function p.getWeaponAttackType(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)
  local asList = false
if item == nil then
  if frame.args ~= nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
end
  end
return p._getWeaponAttackType(item)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end
 
  return p._getOtherItemBoxText(item, asList)
end
end


function p._getItemSources(item, asList)
local statChangeDefs = {
  local result = nil
{
  local lineArray = {}
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'
}
}


  --Alright, time to go through all the ways you can get an item...
-- Produces a list of stat & modifier changes between two items of equipmednt
  --First up: Can we kill somebody and take theirs?
function p.getStatChangeString(item1, item2)
  local killStr = ''
local changeArray = {}
  local count1 = 0
  for i, monster in pairs(MonsterData.Monsters) do
    local isDrop = false
    if monster.bones == item.id then
      isDrop = true
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        if loot[1] == item.id then
          isDrop = true
        end
      end
    end
    if isDrop then
      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
  if string.len(killStr) > 0 then table.insert(lineArray, killStr) end


  --Next: Can we find it in a box?
local equipStats = {
  --While we're here, check for upgrades, cooking, and growing
type(item1.equipmentStats) == 'table' and item1.equipmentStats or {},
  local lootStr = ''
type(item2.equipmentStats) == 'table' and item2.equipmentStats or {}
  local upgradeStr = ''
}
  local cookStr = ''
for i, statDef in ipairs(statChangeDefs) do
  local burnStr = ''
local val1, val2 = 0, 0
  local growStr = ''
if statDef.stat == 'levelRequired' then
  local count2 = 0
-- Iterate over equipment stats for both items, determining level requirements
  count1 = 0
local levelReqs = {}
  for i, item2 in pairs(ItemData.Items) do
for itemNum, item in ipairs({item1, item2}) do
    if item2.dropTable ~= nil then
levelReqs[itemNum] = {}
      for j, loot in pairs(item2.dropTable) do
if item.equipRequirements ~= nil then
        if loot[1] == item.id then
for j, req in ipairs(item.equipRequirements) do
          count1 = count1 + 1
if req.type == 'SkillLevel' then
          if string.len(lootStr) > 0 then
levelReqs[itemNum][req.skillID] = req.level
            lootStr = lootStr..','
end
            if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
end
            lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"})
end
          else
end
            lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
-- Iterate over all skills, checking if there are requirements for these in either skill
          end
for j, skillData in ipairs(GameData.rawData.skillData) do
        end
local skillID = skillData.skillID
      end
val1, val2 = levelReqs[1][skillID] or 0, levelReqs[2][skillID] or 0
    end
if val1 ~= val2 then
    if item2.trimmedItemID == item.id then
table.insert(changeArray, Shared.numStrWithSign(val1 - val2) .. ' ' .. Icons.Icon({skillData.data.name, type='skill', notext=true}) .. (statDef.suffix or ''))
          count2 = count2 + 1
end
        if string.len(upgradeStr) > 0 then
end
          upgradeStr = upgradeStr..','
else
          if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
-- Equipment stats
          upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
val1, val2 = equipStats[1][statDef.stat] or 0, equipStats[2][statDef.stat] or 0
        else
if val1 ~= val2 then
          upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
table.insert(changeArray, Shared.numStrWithSign(val1 - val2) .. (statDef.suffix or ''))
        end
end
    end
end
    if item2.cookedItemID == item.id then
end
        if string.len(cookStr) > 0 then
          cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.burntItemID == item.id then
        if string.len(burnStr) > 0 then
          burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.grownItemID == item.id then
        if string.len(growStr) > 0 then
          growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
  end
  if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
  if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
  if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
  if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
  if string.len(growStr) > 0 then table.insert(lineArray, growStr) end


  --Next: Can we take it from somebody else -without- killing them?
-- Include differences in modifiers
  local thiefStr = ''
local modDiff = Constants.getModifiersText(Constants.getModifiersDifference(item2.modifiers, item1.modifiers))
  for i, npc in pairs(SkillData.Thieving) do
if modDiff ~= nil and modDiff ~= '' then
    if npc.lootTable ~= nil then
table.insert(changeArray, modDiff)
      for j, loot in pairs(npc.lootTable) do
end
        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
return table.concat(changeArray, '<br/>')
  --SmithCheck:
end
  if item.smithingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
  end


  --CraftCheck:
function p._getOtherItemBoxText(item)
  if item.craftingLevel ~= nil then
local resultPart = {}
    table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
--For equipment, show the slot they go in
  end
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


  --FletchCheck:
function p.getOtherItemBoxText(frame)
  if item.fletchingLevel ~= nil then
local itemName = frame.args ~= nil and frame.args[1] or frame
    table.insert(lineArray, 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 p._getOtherItemBoxText(item)
  if item.runecraftingLevel ~= nil then
end
    table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
  end


  --MineCheck:
function p._getItemCategories(item)
  if item.miningLevel ~= nil then
local resultPart = {}
    table.insert(lineArray, Icons._SkillReq("Mining", item.miningLevel))
local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
  end
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


  --FishCheck:
function p.getItemCategories(frame)
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
local itemName = frame.args ~= nil and frame.args[1] or frame
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
local item = p.getItem(itemName)
  elseif item.fishingLevel ~= nil then
if item == nil then
    table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  end
end


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


  --Finally there are some weird exceptions:
function p.getItemGrid(frame)
  --Coal can be acquired via firemaking
local resultPart = {}
  if item.name == "Coal Ore" then
table.insert(resultPart, '{|')
    table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
for i, item in ipairs(GameData.rawData.items) do
  end
if i % 17 == 1 then
 
table.insert(resultPart, '\r\n|-\r\n|')
  --Gems can be acquired from mining, fishing, and alt. magic
else
  if item.type == 'Gem' then
table.insert(resultPart, '||')
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
end
    table.insert(lineArray, Icons._SkillReq("Mining", 1))
table.insert(resultPart, 'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'}))
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
end
  end
table.insert(resultPart, '\r\n|}')
 
return table.concat(resultPart)
  --Bars and some other stuff can also be acquired via Alt. Magic
end
  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'})..', '..Icons.Icon({'Cooking', type = 'skill'})..', '..Icons.Icon({'Smithing', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill'})..', '..Icons.Icon({'Crafting', type = 'skill'})..', '..Icons.Icon({'Runecrafting', type = 'skill'})..',<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'})..', '..Icons.Icon({'Fishing', type = 'skill'})..', '..Icons.Icon({'Mining', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill'})..', '..Icons.Icon({'Farming', type = 'skill'})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Mysterious Stone' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill'})..', '..Icons.Icon({'Cooking', type = 'skill'})..', '..Icons.Icon({'Smithing', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill'})..', '..Icons.Icon({'Crafting', type = 'skill'})..', '..Icons.Icon({'Runecrafting', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})..', '..Icons.Icon({'Woodcutting', type = 'skill'})..', '..Icons.Icon({'Fishing', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill'})..', '..Icons.Icon({'Thieving', type = 'skill'})..', '..Icons.Icon({'Farming', type = 'skill'})
    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 = ''
function p.getEquipRequirementRow(req)
  if asList then
local result = ""
    result = '* '..table.concat(lineArray, "\r\n* ")
if req.type == "SkillLevel" then
  else
local skillName = Constants.getSkillName(req.skillID)
    result = table.concat(lineArray, "<br/>")
local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
    result = '<div style="max-width:180px;text-align:right">'..result..'</div>'
result = '\r\n!style="text-align:right;"| '..skillIcon..' Level Required'
  end
result = result..'\r\n|style="text-align:right;"| '..req.level
  return result
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.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


function p.getItemSources(frame)
local ico = {
  local itemName = frame.args ~= nil and frame.args[1] or frame
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
  local item = p.getItem(itemName)
["Combat"] = Icons.Icon({'Combat', notext=true}),
  local asList = false
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
  if frame.args ~= nil then
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
  end
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
  if item == nil then
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true})
    return "ERROR: No item named "..itemName.." exists in the data module"
}
  end
 
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
  return p._getItemSources(item, asList)
local emptyRow = '\r\n!colspan="2"|'
end
 
local resultPart = {}
--Brute forcing some item uses to make things easier
table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Weapon Stats')
local itemUseArray = {
table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
  Combat = {},
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')
  Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
  Crafting = {'Crown of Rhaelyx'},
  Farming = {'Compost', 'Weird Gloop', 'Bob&apos;s Rake'},
  Firemaking = {'Crown of Rhaelyx'},
  Fishing = {'Amulet of Fishing', 'Message in a Bottle'},
  Fletching = {'Crown of Rhaelyx'},
  Herblore = {'Crown of Rhaelyx'},
  Mining = {'Mining Gloves', 'Gem Gloves'},
  Prayer = {},
  Runecrafting = {'Crown of Rhaelyx'},
  Slayer = {},
  Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
  Thieving = {'Chapeau Noir', 'Thieving Gloves'},
  Woodcutting = {},
  }
local potionUseArray = {
  [0] = 'Combat',
  [1] = 'Combat',
  [2] = 'Combat',
  [3] = 'Combat',
  [4] = 'Combat',
  [5] = 'Combat',
  [6] = 'Combat',
  [7] = 'Woodcutting',
  [8] = 'Fishing',
  [9] = 'Firemaking',
  [10] = 'Cooking',
  [11] = 'Mining',
  [12] = 'Smithing',
  [13] = 'Thieving',
  [14] = 'Farming',
  [15] = 'Fletching',
  [16] = 'Crafting',
  [17] = 'Runecrafting',
  [18] = 'Herblore',
  [19] = 'Combat',
  [20] = 'Combat',
  [21] = 'Combat',
  [22] = 'Combat',
  [23] = 'Combat',
}


function p._getItemUses(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
  local useArray = {}
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Shared.round(p._getItemStat(item, 'attackSpeed', true) / 1000, 3, 1) .. 's')
  --Another fun one. This time getting all the different possible ways an item can be used
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))


  --Before anything else, if this is a potion add it to the appropriate override section
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Type')
  if item.herbloreMasteryID ~= nil then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'attackType'))
    table.insert(itemUseArray[potionUseArray[item.herbloreMasteryID]], item.name)
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Damage Reduction')
  end
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'damageReduction', true) .. '%')


  --First things added to the list are non-skill things that are easy to check
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
  if item.equipmentSlot ~= nil or Shared.contains(itemUseArray.Combat, item.name) then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeStrengthBonus', true))
    table.insert(useArray, '* '..Icons.Icon({'Combat'}))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
  end
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedDefenceBonus', true))
  if item.healsFor ~= nil then
    table.insert(useArray, '* [[Food]]')
  end
  if item.dropTable ~= nil then
    table.insert(useArray, '* [[Chest Drop Tables|Can Be Opened]]')  
  end


  --Next, upgrading, crafting, herblore, fletching, and runecrafting since we have to sift through other items for these
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
  local canUpgrade = false
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'stabAttackBonus', true))
  local canCraft = false
table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
  local canFletch = false
table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))
  local canRunecraft = false
  local canHerblore = false
  if item.trimmedItemID ~= nil then
    canUpgrade = true
  else
    for i, item2 in pairs(ItemData.Items) do
      if item2.itemsRequired ~= nil then
        for j, req in pairs(item2.itemsRequired) do
          if req[1] == item.id then
            canUpgrade = true
            break
          end
        end
      end


      if item2.craftReq ~= nil then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
        for j, req in pairs(item2.craftReq) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'slashAttackBonus', true))
          if req.id == item.id then
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')
            canCraft = true
            break
          end
        end
      end


      if item2.fletchReq ~= nil then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
        for j, req in pairs(item2.fletchReq) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'blockAttackBonus', true))
          if req.id == item.id then
if reqCount > 0 then
            canFletch = true
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
            break
else
          end
table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
        end
end
      end


      if item2.runecraftReq ~= nil then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
        for j, req in pairs(item2.runecraftReq) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedAttackBonus', true))
          if req.id == item.id then
if reqCount > 1 then
            canRunecraft = true
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
            break
else
          end
table.insert(resultPart, emptyRow)
        end
end
      end


      if item2.herbloreReq ~= nil then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
        for j, req in pairs(item2.herbloreReq) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedStrengthBonus', true))
          if req.id == item.id then
if reqCount > 2 then
            canHerblore = true
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
            break
else
          end
table.insert(resultPart, emptyRow)
        end
end
      end
    end
  end
  if canUpgrade then
    table.insert(useArray, '* [[Upgrading Items]]')
  end
   
  --Cooking
  if item.cookedItemID ~= nil or Shared.contains(itemUseArray.Cooking, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Cooking', type='skill'}))
  end
  --Crafting
  if canCraft or Shared.contains(itemUseArray.Crafting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Crafting', type='skill'}))
  end
  --Farming
  if item.grownItemID ~= nil or Shared.contains(itemUseArray.Farming, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Farming', type='skill'}))
  end
  --Firemaking
  if item.firemakingID ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Firemaking', type='skill'}))
  end
  --Fishing
  if Shared.contains(itemUseArray.Fishing, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Fishing', type='skill'}))
  end
  --Fletching
  if canFletch or Shared.contains(itemUseArray.Fletching, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Fletching', type='skill'}))
  end
  --Herblore
  if canHerblore or Shared.contains(itemUseArray.Herblore, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Herblore', type='skill'}))
  end
  --Mining
  if Shared.contains(itemUseArray.Mining, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Mining', type='skill'}))
  end
  --Prayer
  if item.prayerPoints ~= nil or Shared.contains(itemUseArray.Prayer, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Prayer', type='skill'}))
  end
  --Runecrafting
  if canRunecraft or Shared.contains(itemUseArray.Runecrafting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Runecrafting', type='skill'}))
  end
  --Slayer
  if item.slayerCost ~= nil or Shared.contains(itemUseArray.Slayer, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Slayer', type='skill'}))
  end
  --Smithing
  if item.type == 'Bar' or item.type == 'Ore' or Shared.contains(itemUseArray.Smithing, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Smithing', type='skill'}))
  end
  --Thieving
  if Shared.contains(itemUseArray.Thieving, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Thieving', type='skill'}))
  end
  --Woodcutting
  if Shared.contains(itemUseArray.Woodcutting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Woodcutting', type='skill'}))
  end
 
  --Other odds and ends:
  --Mastery Tokens are tied to 'Mastery'
  if item.type == 'Token' then
    table.insert(useArray, '* '..Icons.Icon({'Mastery'}))
  end


  --Skillcapes are tied to the appropriate skill
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
  --Except Max Skillcape, which is tied to all skills. (And so is the Signet Ring)
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicAttackBonus', true))
  --And combat skillcapes, since combat skills don't get special treatment
if reqCount > 3 then
 
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[4]))
  local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'Hitpoints Skillcape', 'Defence Skillcape'}
else
  if item.name == 'Max Skillcape' or item.name == 'Aorpheat&apos;s Signet Ring' then
table.insert(resultPart, emptyRow)
    table.insert(useArray, '* All skills')
end
  elseif item.name == 'Magic Skillcape' then
    table.insert(useArray, '* '..Icons.Icon({'Magic', type='skill'}))
    table.insert(useArray, '* '..Icons.Icon({'Alt. Magic', type='skill'}))
  elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
    local skillName = Shared.splitString(item.name, ' ')[1]
    table.insert(useArray, '* '..Icons.Icon({skillName, type='skill'}))
  end


  --Special note for Charge Stone of Rhaelyx
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
  if item.name == 'Charge Stone of Rhaelyx' then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
    table.insert(useArray, '* Powering '..Icons.Icon({'Crown of Rhaelyx', type='item'}))
if reqCount > 4 then
  end
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


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


function p.getItemUses(frame)
function p.getArmourStatsBox(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._getItemUses(item)
local ico = {
end
["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')


function p._getItemLootSourceTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
  local result = '{| class="wikitable sortable stickyHeader"'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeStrengthBonus', true))
  result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
  result = result..'\r\n!Source!!Source Type!!Quantity!!Chance'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))


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


  --Next: Can we find it by rummaging around in another item?
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
  for i, item2 in pairs(ItemData.Items) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'blockAttackBonus', true))
    if item2.dropTable ~= nil then
table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
      local qty = 1
table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))
      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
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
        chance = (wt / totalWt) * 100
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedAttackBonus', true))
        local sourceTxt = Icons.Icon({item2.name, type='item'})
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')
        table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
      end
    end
  end


  --Finally, let's try just stealing it
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
  local thiefType = Icons.Icon({"Thieving", type='skill'})
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedStrengthBonus', true))
  for i, npc in pairs(SkillData.Thieving) do
if reqCount > 0 then
    local qty = 1
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
    local chance = 0
else
    local wt = 0
table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
    local totalWt = 0
end
    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
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
  if item.type == 'Gem' then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicAttackBonus', true))
    local mineType = Icons.Icon({'Mining', type='skill'})
if reqCount > 1 then
    local thisGemChance = GemTable[item.name].chance
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
    table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance})
else
    local magicType = Icons.Icon({'Magic', type = 'skill'})
table.insert(resultPart, emptyRow)
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
end
    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
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
    local fishSource = '[[Fishing#Special|Special]]'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
    local fishType = Icons.Icon({'Fishing', type='skill'})
if reqCount > 2 then
    local thisChance = (item.fishingCatchWeight / specialFishWt) * 100
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
else
  end
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


  if item.type == 'Junk' then
table.insert(resultPart, '\r\n|}')
    local fishSource = '[[Fishing#Junk|Junk]]'
return table.concat(resultPart)
    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
 
  table.sort(dropRows, function(a, b) return a.qty * a.chance > b.qty * b.chance end)
  for i, data in pairs(dropRows) do
    result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
  end
 
  result = result..'\r\n|}'
  return result
end
end


function p.getItemLootSourceTable(frame)
function p.getItemDataExport(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
local resultTable = mw.html.create('table')
  local item = p.getItem(itemName)
resultTable:addClass('wikitable')
  if item == nil then
resultTable:tag('tr'):addClass('headerRow-0')
    return "ERROR: No item named "..itemName.." exists in the data module"
:tag('th'):wikitext('ItemID'):done()
  end
:tag('th'):wikitext('ItemName'):done()
:tag('th'):wikitext('GPValue'):done()


  return p._getItemLootSourceTable(item)
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
end


function p._getItemSources(item)
--Returns the expansion icon for the item if it has one
  local result = ''
function p.getExpansionIcon(frame)
  local creationTable = p._getCreationTable(item)
local itemName = frame.args ~= nil and frame.args[1] or frame
  result = result..creationTable
local item = p.getItem(itemName)
  local lootTable = p._getItemLootSourceTable(item)
if item == nil then
  if string.len(lootTable) > 0 then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
    if string.len(result) > 0 then result = result..'<br/>' end
end
    result = result..lootTable
  end
  return result
end


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


function p.getEquipmentTable(frame)
function p.buildSmithableArmourNav(frame)
  local args = frame.args ~= nil and frame.args or frame
local resultPart = {}
  local type = args.type
table.insert(resultPart, '{| class="wikitable mw-collapsible navigation-not-searchable" style="margin:auto; clear:both; width: 100%"')
  local tier = args.tier
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
  local slotStr = args.slot
table.insert(resultPart, Icons.Icon({'Smithing', type='skill', notext=true}))
  local ammoTypeStr = args.ammoType
table.insert(resultPart, ' Smithable Armour Sets')
  local category = args.category ~= nil and args.category or 'Combat'


  --Find out what Ammo Type we're working with
local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
  local ammoType = nil
{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
  if ammoTypeStr ~= nil then
local pieces = {"Helmet", "Platebody", "Platelegs", "Boots", "Shield"}
    if ammoTypeStr == "Arrows" then
for i, metal in ipairs(metalTypes) do
      ammoType = 0
local metalName, barName
    elseif ammoTypeStr == 'Bolts' then
local isTotH = false
      ammoType = 1
if type(metal) == 'table' then
    elseif ammoTypeStr == 'Javelins' then
metalName = metal[1]
      ammoType = 2
barName = metal[2]..' Bar'
    elseif ammoTypeStr == 'Throwing Knives' then
isTotH = metal.TotH ~= nil and metal.TotH
      ammoType = 3
else
    end
metalName = metal
  end
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|")


  --Find out what slot we're working with
for j, piece in ipairs(pieces) do
  local slot = nil
if j > 1 then
  if slotStr ~= nil then
table.insert(resultPart, ' • ')
    slot = Constants.equipmentSlot[slotStr]
end
  end
table.insert(resultPart, '<span style="display:inline-block">')
  mw.log("Type = "..(type ~= nil and type or '')..", Slot = "..(slot ~= nil and slot or '')..", AmmoType = "..(ammoType ~= nil and ammoType or ''))
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


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


  local isWeaponType = Shared.contains(weaponTypes, type)
function p.buildCraftableArmourNav(frame)
 
local resultPart = {}
  --Alright, let's start the table by building the shared header
table.insert(resultPart, '{| class="wikitable mw-collapsible"')
  local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
  if isWeaponType then
table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
    --Weapons have an extra column here for Attack Speed
table.insert(resultPart, ' Craftable Armour Sets')
    result = result..'\r\n!colspan="3"|'
  else
    result = result..'\r\n!colspan="2"|'
  end
  result = result..'\r\n!colspan="5"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
  result = result..'\r\n!colspan="2"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
  result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
  if isWeaponType then
    --Weapons have an extra columns here for "Two Handed?"
    result = result..'\r\n!colspan="1"|'
  else
    --Only armour pieces have DR right now, so ignore that column for weapons
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
  end
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Levels Required'
  result = result..'\r\n!colspan="1"|'
  --One header row down, one to go
  result = result..'\r\n|-class="headerRow-1"'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
  --Weapons have Attack Speed here
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
  end
  --Attack bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Strength bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Defence bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Damage Reduction/Defence Req for armour, 2-handed/Attack Req for weapons
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  else
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  --Then Ranged/Magic requirements
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --And finally Sources
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'


  --And with all the header out of the way, finally time to actually build the table itself.
local leatherTypes = {'Leather', 'Hard Leather'}
  local itemList = {}
local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
  for i, itemBase in pairs(ItemData.Items) do
table.insert(resultPart, '\r\n|-\r\n!')
    local item = Shared.clone(itemBase)
table.insert(resultPart, Icons.Icon({'Leather', type='item', notext=true}))
    item.id = i - 1
table.insert(resultPart, ' Leather')
    local listItem = false
for i, material in pairs(leatherTypes) do
    if isWeaponType then
if i > 1 then table.insert(resultPart, '\r\n|-\r\n!Hard Leather') end
    listItem = item.type == type and item.category == category
table.insert(resultPart, '\r\n|')
      if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
for j, piece in ipairs(leatherPieces) do
    else
if j > 1 then
      --Now for handling armour
table.insert(resultPart, ' • ')
      if type == "Armour" or type == "Melee" then
end
        listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
table.insert(resultPart, Icons.Icon({material..' '..piece, piece, type='item'}))
      elseif type == "Ranged Armour" or type == "Ranged" then
end
        listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
end
      elseif type == "Magic Armour" or type == "Magic" then
        listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
      else
        listItem = item.type == type and item.category ~= 'Combat'
      end
      if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
      if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
    end
    if listItem then
      table.insert(itemList, item)
    end
  end


  table.sort(itemList, function(a, b) return a.id < b.id end)
local materialTypes = {{'Green D-hide', 'Green Dragonhide'}, {'Blue D-hide', 'Blue Dragonhide'}, {'Red D-hide', 'Red Dragonhide'}, {'Black D-hide', 'Black Dragonhide'},
  for i, item in pairs(itemList) do
{'Elderwood', 'Elderwood Logs', TotH = true}, {'Revenant', 'Revenant Logs', TotH = true}, {'Carrion', 'Carrion Logs', TotH = true}}
    if isWeaponType then
local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
      --Building rows for weapons
for i, material in ipairs(materialTypes) do
      result = result..'\r\n|-'
local isTotH = false
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
local craftName = material[1]
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
local matName = material[2]
      result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
isTotH = material.TotH ~= nil and material.TotH
      for j, statName in pairs(statColumns) do
table.insert(resultPart, '\r\n|-\r\n!')
        local statValue = p._getItemStat(item, statName, true)
if isTotH then
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
table.insert(resultPart, Icons.TotH())
        if statValue > 0 then
end
          result = result..'background-color:lightgreen;'
table.insert(resultPart, Icons.Icon({matName, type="item", notext=true}))
        elseif statValue < 0 then
table.insert(resultPart, " "..craftName)
          result = result..'background-color:lightpink;'
table.insert(resultPart, "\r\n|")
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --That's the first list out of the way, now for 2-Handed
      result = result..'\r\n| style ="text-align: right;"|'
      if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
      --Now the weapon exclusive columns
      for j, statName in pairs(weaponStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    else
      --Building rows for armour
      result = result..'\r\n|-'
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
      for j, statName in pairs(statColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if statValue > 0 then
          result = result..'background-color:lightgreen;'
        elseif statValue < 0 then
          result = result..'background-color:lightpink;'
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --That's the first list out of the way, now for armour specific things
      for j, statName in pairs(armourStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if j == 1 then
          if statValue > 0 then
            result = result..'background-color:lightgreen;'
          elseif statValue < 0 then
            result = result..'background-color:lightpink;'
          end
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    end
  end


  result = result..'\r\n|}'
for j, piece in ipairs(pieces) do
  return result
if j > 1 then
end
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


function p._getItemCategories(item)
table.insert(resultPart, '\r\n|}')
  local result = ''
return table.concat(resultPart)
  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
end


function p.getItemCategories(frame)
function p.getLifestealWeapons()
  local itemName = frame.args ~= nil and frame.args[1] or frame
local items = p.getItems(function(item)
  local item = p.getItem(itemName)
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
  if item == nil then
for i, spAttID in ipairs(item.specialAttacks) do
    return "ERROR: No item named "..itemName.." exists in the data module"
local spAtt = GameData.getEntityByID('attacks', spAttID)
  end
if spAtt ~= nil then
 
return spAtt.lifesteal > 0
  return p._getItemCategories(item)
end
end
end
return false
end)
for i, item in ipairs(items) do
mw.log(item.name)
end
end
end


return p
return p

Revision as of 12:22, 27 March 2024

Lua module for generating various item tables. Pulls data from Module:GameData/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
--Other functions moved to Module:Items/ComparisonTables

local p = {}

local GameData = require('Module:GameData')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
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)
	return GameData.getEntityByID('items', ID)
end

function p.getItem(name)
	name = string.gsub(name, "%%27", "'")
	name = string.gsub(name, "&#39;", "'")
	return GameData.getEntityByName('items', name)
end

function p.getItems(checkFunc)
	return GameData.getEntities('items', checkFunc)
end

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

function p._getItemStat(item, StatName, ZeroIfNil)
	local result = item[StatName]
	--Special Overrides:
	-- Equipment stats first
	if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
		result = item.equipmentStats[StatName]
	elseif StatName == 'attackSpeed' and item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon') then
		-- Item can be equipped as a weapon but has no attack speed, so use default of 4000ms
		result = 4000
	elseif StatName == 'isTwoHanded' then
		if item.validSlots ~= nil and item.occupiesSlots ~= nil then
			result = Shared.contains(item.validSlots, 'Weapon') and Shared.contains(item.occupiesSlots, 'Shield')
		else
			result = false
		end
	elseif string.find(StatName, '^(.+)LevelRequired$') ~= nil and item.equipRequirements ~= nil then
		local skillName = Shared.titleCase(string.match(StatName, '^(.+)LevelRequired$'))
		if skillName ~= nil then
			local skillID = Constants.getSkillID(skillName)
			if skillID ~= nil then
				for i, requirement in ipairs(item.equipRequirements) do
					if requirement.type == "SkillLevel" and requirement.skillID == skillID then
						result = requirement.level
						break
					end
				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

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 Shared.printError('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

--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

function p._getWeaponAttackType(item)
	if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
		(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
		if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
			local iconType = item.attackType ~= 'melee' and 'skill' or nil
			return Icons.Icon({Shared.titleCase(item.attackType), type=iconType, nolink='true'})
		end
	end
	return 'Invalid'
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

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

function p.buildSmithableArmourNav(frame)
	local resultPart = {}
	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 metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
						{'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|")

		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({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

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

function p.buildCraftableArmourNav(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable mw-collapsible"')
	table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
	table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
	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

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

return p