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Module:Items: Difference between revisions

From Melvor Idle
Add gem link to gem equipment slot
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(Add gem link to gem equipment slot)
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--This module contains all sorts of functions for getting data on items
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables
--Other functions moved to Module:Items/ComparisonTables
local p = {}
local p = {}


local MonsterData = mw.loadData('Module:Monsters/data')
local GameData = require('Module:GameData')
local ItemData = mw.loadData('Module:Items/data')
local Constants = require('Module:Constants')
local SkillData = mw.loadData('Module:Skills/data')
local 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)
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._getItemSourceTables(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
  if string.len(creationTable) > 0 then result = result..'===Creation===\r\n'..creationTable end
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/>\r\n' end
end
    result = result..'===Loot===\r\n'..lootTable
  end
  return result
end


function p.getItemSourceTables(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._getItemSourceTables(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
915

edits