Module:Items: Difference between revisions

Add function for grabbing item.sellsFor value with mutliplier and rounding parameters
(Added new Passive Items category)
(Add function for grabbing item.sellsFor value with mutliplier and rounding parameters)
(92 intermediate revisions by 5 users not shown)
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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 Num = require('Module:Number')
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, "'", "'")
return GameData.getEntityByName('items', name)
end
function p.getItems(checkFunc)
return GameData.getEntities('items', checkFunc)
end


p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
function p._canItemUseSlot(item, equipSlot)
p.OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
--Function to easily check if an item can fit in a given equipment slot
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
--Ex: p._canItemUseSlot({Bronze Platebody}, 'Platebody') returns true
p.GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},
if type(item) == 'string' then
                  ["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},
item = p.getItem(item)
                  ["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},
end
                  ["Emerald"] = {name = "Emerald", id = 131, chance = 10},
return item.validSlots ~= nil and Shared.contains(item.validSlots, equipSlot)
                  ["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
end
--The base chance to receive a gem while mining
p.GemChance = .01
--The number of different fishing junk items
p.junkCount = 8
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}
--The kinds of gloves with cost & charges
p.GloveTable = {['Cooking Gloves'] = {cost=50000, charges=500},
                    ['Mining Gloves'] = {cost=75000, charges=500},
                    ['Smithing Gloves'] = {cost=100000, charges=500},
                    ['Thieving Gloves'] = {cost=100000, charges=500},
                    ['Gem Gloves'] = {cost=500000, charges=2000}}


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


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


function p.buildSpecialFishingTable()
item = p.getItem(item)
  --This shouldn't ever be included in a page
end
  --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
if item then
  --Also gives you the total fishing weight for saving time later
return item.sellsFor
  local lootArray = {}
end
  local totalWt = 0
return nil
end


  for i, item in pairs(ItemData.Items) do
-- Function already exists, but without fame.
    if item.fishingCatchWeight ~= nil then
-- Giving it a slightly different name since function overloading doesn't exist
      totalWt = totalWt + item.fishingCatchWeight
function p.getItemSellsFor(frame)
      table.insert(lootArray, '{'..(i - 1)..', '..item.fishingCatchWeight..'}')
local args = frame:getParent().args
    end
  end


  local result = 'p.specialFishWt = '..totalWt..'\r\n'
return p._getItemSellsFor(args[1], args[2], args.round)
  result = result..'p.specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
  return result
end
end


function p.getSpecialAttackByID(ID)
function p._getItemSellsFor(itemName, multiplier, rounding)
  local result = Shared.clone(ItemData.SpecialAttacks[ID + 1])
local itemValue = p.getItemValue(itemName)
  if result ~= nil then
multiplier = tonumber(multiplier) or 1
    result.id = ID
rounding = tonumber(rounding) or 0
  end
  return result
if itemValue == nil then
error('No item named "' .. itemName .. '" exists in the data module')
end
 
return Num.round2(itemValue * multiplier, rounding)
end
end


function p.getItemByID(ID)
function p.getItemStat(frame)
  local result = Shared.clone(ItemData.Items[ID + 1])
local args = frame.args ~= nil and frame.args or frame
  if result ~= nil then
local ItemName = args[1]
    result.id = ID
local StatName = args[2]
  end
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
  return result
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
end


function p.getItem(name)
--Gets the value of a given modifier for a given itemg
  local result = nil
--asString is false by default, when true it writes the full bonus text
  name = string.gsub(name, "%%27", "'")
function p._getItemModifier(item, modifier, skillID, asString)
  name = string.gsub(name, "'", "'")
if asString == nil then asString = false end
  name = string.gsub(name, "'", "'")
if skillID == '' then
  for i, item in pairs(ItemData.Items) do
skillID = nil
    local itemName = string.gsub(item.name, '#', '')
elseif string.find(skillID, ':') == nil then
    if(name == itemName) then
-- Try to find a skill ID if it looks like a skill name has been passed
      result = Shared.clone(item)
skillID = Constants.getSkillID(skillID)
      --Make sure every item has an id, and account for Lua being 1-index
end
      result.id = i - 1
 
      break
local result = 0
    end
 
  end
if item.modifiers ~= nil and item.modifiers[modifier] ~= nil then
  return result
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
end


function p.getItems(checkFunc)
function p.hasCombatStats(item)
  local result = {}
-- Checks if the combat stat is a valid, non-zero combat stat
  for i, item in pairs(ItemData.Items) do
-- Ensure that, only in the case where the item is a Familar AND
    if checkFunc(item) then
-- the checked stat is summoningMaxhit, the result is ignored.
      local newItem = Shared.clone(item)
function isNonZeroStat(statName, statVal)
      newItem.id = i - 1
if statName == 'summoningMaxhit' and (p._canItemUseSlot(item, 'Summon1') or p._canItemUseSlot(item, 'Summon2')) then
      table.insert(result, newItem)
return false
    end
end
  end
return statVal ~= 0
  return result
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
end


function p._getItemStat(item, StatName, ZeroIfNil)
function p._hasLevelRequirements(item)
  local result = item[StatName]
--Function true if an item has at least one level requirement to equip
  --Special Overrides:
if item.equipRequirements ~= nil then
  if StatName == 'stabAttackBonus' then
for idx, requirement in ipairs(item.equipRequirements) do
    if item.attackBonus == nil then
if requirement.type == 'SkillLevel' and requirement.level > 1 then
      result = nil
return true
    else
end
      result = item.attackBonus[1]
end
    end
end
  elseif StatName == 'slashAttackBonus' then
return false
    if item.attackBonus == nil then  
      result = nil
    else
      result = item.attackBonus[2]
    end
  elseif StatName == 'blockAttackBonus' then
    if item.attackBonus == nil then
      result = nil
    else
      result = item.attackBonus[3]
    end
  elseif StatName == 'attackType' then
    result = p._getWeaponAttackType(item)
  elseif StatName == 'description' then
    result = item.description
    if result == nil or result == '' then result = 'No Description' end
  end
  if result == nil and ZeroIfNil then result = 0 end
  return result
end
end


function p.getItemStat(frame)
function p.getItemModifier(frame)
  local args = frame.args ~= nil and frame.args or frame
local itemName = frame.args ~= nil and frame.args[1] or frame[1]
  local ItemName = args[1]
local modName = frame.args ~= nil and frame.args[2] or frame[2]
  local StatName = args[2]
local skillName = frame.args ~= nil and frame.args[3] or frame[3]
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
local asString = frame.args ~= nil and frame.args[4] or frame[4]
  local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
if asString ~= nil then
  local item = p.getItem(ItemName)
asString = (string.upper(asString) ~= 'FALSE')
  if item == nil then
end
    return "ERROR: No item named "..ItemName.." exists in the data module"
 
  end
local item = p.getItem(itemName)
  local result = p._getItemStat(item, StatName, ZeroIfNil)
if item == nil then
  if formatNum then result = Shared.formatnum(result) end
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  return result
end
 
return p._getItemModifier(item, modName, skillName, asString)
end
end


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


function p.getWeaponAttackType(frame)
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)
  if item == nil then
if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  end
end
  return p._getWeaponAttackType(item)
return p._getWeaponAttackType(item)
end
end


function p.getPotionTable(frame)
local statChangeDefs = {
  local potionName = frame.args ~= nil and frame.args[1] or frame
{
  local tiers = {'I', 'II', 'III', 'IV'}
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'
}
}


  local result = '{| class="wikitable"'
-- Produces a list of stat & modifier changes between two items of equipmednt
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
function p.getStatChangeString(item1, item2)
local changeArray = {}


  local tier1potion = p.getItem(potionName..' I')
local equipStats = {
  for i, tier in pairs(tiers) do
type(item1.equipmentStats) == 'table' and item1.equipmentStats or {},
    local tierName = potionName..' '..tier
type(item2.equipmentStats) == 'table' and item2.equipmentStats or {}
    local potion = p.getItemByID(tier1potion.id + i - 1)
}
    if potion ~= nil then
for i, statDef in ipairs(statChangeDefs) do
      result = result..'\r\n|-'
local val1, val2 = 0, 0
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
if statDef.stat == 'levelRequired' then
      result = result..'||'..'[['..tierName..'|'..tier..']]'
-- Iterate over equipment stats for both items, determining level requirements
      result = result..'||'..potion.potionCharges..'||'..potion.description
local levelReqs = {}
    end
for itemNum, item in ipairs({item1, item2}) do
  end
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


  result = result..'\r\n|}'
-- Include differences in modifiers
  return result
local modDiff = Constants.getModifiersText(Constants.getModifiersDifference(item2.modifiers, item1.modifiers))
end
if modDiff ~= nil and modDiff ~= '' then
table.insert(changeArray, modDiff)
end


function p.getEquipmentSlotName(id)
return table.concat(changeArray, '<br/>')
  for slotName, i in Shared.skpairs(Constants.equipmentSlot) do
    if i == id then
      return slotName
    end
  end
  return 'Invalid'
end
end


function p._getOtherItemBoxText(item)
function p._getOtherItemBoxText(item)
  result = ''
local resultPart = {}
  --For equipment, show the slot they go in
--For equipment, show the slot they go in
  if item.equipmentSlot ~= nil then
local isPassive = false
    result = result..'\r\n|-\r\n|Equipment Slot: '..p.getEquipmentSlotName(item.equipmentSlot)
if item.validSlots ~= nil then
  end
local slotLinkMap = {
  --For weapons with a special attack, show the details
["Helmet"] = 'Helmets',
  if item.hasSpecialAttack then
["Platebody"] = 'Platebodies',
    local spAtt = p.getSpecialAttackByID(item.specialAttackID)
["Platelegs"] = 'Platelegs',
    result = result..'\r\n|-\r\n|Special Attack:'
["Boots"] = 'Boots',
    result = result..'\r\n* '..spAtt.chance..'% chance for '..spAtt.name..':'
["Weapon"] = 'Weapons',
    result = result..'\r\n** '..spAtt.description
["Shield"] = 'Shields',
  end
["Amulet"] = 'Amulets',
  --For potions, show the number of charges
["Ring"] = 'Rings',
  if item.potionCharges ~= nil then
["Gloves"] = 'Gloves',
    result = result..'\r\n|-\r\n|Charges: '..item.potionCharges
["Quiver"] = 'Ammunition',
  end
["Cape"] = 'Capes',
  --For food, show how much it heals for
["Consumable"] = 'Consumables',
  if item.healsFor ~= nil then
["Passive"] = 'Combat Passive Slot',
    result = result..'\r\n|-\r\n|Heals for: '..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10)
["Summon1"] = 'Summoning',
  end
["Summon2"] = 'Summoning',
  --For Prayer Points, show how many you get
["Gem"] = "Gems_(Equipment)"
  if item.prayerPoints ~= nil then
}
    result = result..'\r\n|-\r\n|'..Icons.Icon({'Prayer', type='skill'})..' Points: '..item.prayerPoints
local slotText = {}
  end
for i, slot in ipairs(item.validSlots) do
  return result
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
end


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


  return p._getOtherItemBoxText(item, asList)
return p._getOtherItemBoxText(item)
end
end


function p._getItemCategories(item)
function p._getItemCategories(item)
  local result = ''
local resultPart = {}
  if item.category ~= nil then result = result..'[[Category:'..item.category..']]' end
local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
  if item.type ~= nil then result = result..'[[Category:'..item.type..']]' end
local category = p._getItemStat(item, 'category', false)
  if item.tier ~= nil then result = result..'[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]' end
if category ~= nil and category ~= 'Skills' then
  if item.hasSpecialAttack then result = result..'[[Category:Items With Special Attacks]]' end
table.insert(resultPart, '[[Category:'..category..']]')
  if item.isPassiveItem then result = result..'[[Category:Passive Items]]' end
end
  return result
if item.type ~= nil then
table.insert(resultPart, '[[Category:'..item.type..']]')
end
if isEquipment and item.tier ~= nil then
table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
end
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(resultPart, '[[Category:Items With Special Attacks]]')
end
if item.validSlots ~= nil then
local slotRemap = {
['Passive'] = 'Passive Items',
['Summon1'] = 'Summoning Familiars',
['Summon2'] = ''
}
for i, slotName in ipairs(item.validSlots) do
local slotRemapName = slotName
if slotRemap[slotName] ~= nil then slotRemapName = slotRemap[slotName] end
if slotRemapName ~= '' then table.insert(resultPart, '[[Category:' .. slotRemapName .. ']]') end
end
end
if item.modifiers ~= nil then
local modsDL = {
'increasedChanceToDoubleLootCombat',
'decreasedChanceToDoubleLootCombat',
'increasedChanceToDoubleLootThieving',
'decreasedChanceToDoubleLootThieving',
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal'
}
for modName, val in pairs(item.modifiers) do
if Shared.contains(modsDL, modName) then
table.insert(resultPart, '[[Category:Double Loot Chance Items]]')
break
end
end
end
return table.concat(resultPart)
end
end


function p.getItemCategories(frame)
function p.getItemCategories(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._getItemCategories(item)
end


  return p._getItemCategories(item)
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
end


function p.getSkillcapeTable(frame)
function p.getEquipRequirementRow(req)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local result = ""
  local cape = p.getItem(skillName..' Skillcape')
if req.type == "SkillLevel" then
  local result = '{| class="wikitable"\r\n'
local skillName = Constants.getSkillName(req.skillID)
  result = result..'!Skillcape!!Name!!Effect'
local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
  result = result..'\r\n|-\r\n|'..Icons.Icon({cape.name, type='item', size='60', notext=true})
result = '\r\n!style="text-align:right;"| '..skillIcon..' Level Required'
  result = result..'||[['..cape.name..']]||'..cape.description
result = result..'\r\n|style="text-align:right;"| '..req.level
  result = result..'\r\n|}'
elseif req.type == "DungeonCompletion" then
  return result
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.getShopSkillcapeTable()
function p.getWeaponStatsBox(frame)
  local result = ''
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


  local capeList = {}
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
  for i, item in pairs(ItemData.Items) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedStrengthBonus', true))
    if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then
if reqCount > 2 then
      table.insert(capeList, item)
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
    end
else
  end
table.insert(resultPart, emptyRow)
end


  result = result..'\r\n{|class="wikitable sortable"'
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
  result = result..'\r\n!colspan="2" style="width:200px"|Cape'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicAttackBonus', true))
  result = result..'!!Description!!style="width:120px"|Price'
if reqCount > 3 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[4]))
else
table.insert(resultPart, emptyRow)
end


  --Sort the table by cost and then name
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
  table.sort(capeList, function(a, b)
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
                        if a.buysFor == b.buysFor then
if reqCount > 4 then
                          return a.name < b.name
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[5]))
                        else
else
                          return a.sellsFor < b.buysFor
table.insert(resultPart, emptyRow)
                        end
end
                      end)
  for i, thisItem in pairs(capeList) do
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Two Handed?')
    result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item', size='50', notext=true})
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. (p._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No'))
    result = result..'||[['..thisItem.name..']]'
if reqCount > 5 then
    result = result..'\r\n||'..thisItem.description
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[6]))
    result = result..'||style="text-align:left" data-sort-value="'..thisItem.buysFor..'"'
else
    result = result..'|'..Icons.GP(thisItem.buysFor)
table.insert(resultPart, emptyRow)
  end
end
  result = result..'\r\n|}'
--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 result
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
end


function p.getItemGrid(frame)
function p.getArmourStatsBox(frame)
  result = '{|'
local itemName = frame.args ~= nil and frame.args[1] or frame
  for i, item in Shared.skpairs(ItemData.Items) do
local item = p.getItem(itemName)
    if i % 17 == 1 then
if item == nil then
      result = result..'\r\n|-\r\n|'
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
    else
end
      result = result..'||'
 
    end
local ico = {
    result = result..'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'})
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
  end
["Combat"] = Icons.Icon({'Combat', notext=true}),
  result = result..'\r\n|}'
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
  return result
["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
end


function p.getSpecialAttackTable(frame)
function p.buildCraftableArmourNav(frame)
  local spAttTable = {}
local resultPart = {}
 
table.insert(resultPart, '{| class="wikitable mw-collapsible"')
  for i, item in Shared.skpairs(ItemData.Items) do
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
    if item.hasSpecialAttack then
table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
      if spAttTable[item.specialAttackID] == nil then spAttTable[item.specialAttackID] = {sortName=item.name, Icons = {}} end
table.insert(resultPart, ' Craftable Armour Sets')
      table.insert(spAttTable[item.specialAttackID].Icons, Icons.Icon({item.name, type='item'}))
 
    end
local leatherTypes = {'Leather', 'Hard Leather'}
  end
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


  local result = '{|class="wikitable sortable stickyHeader"'
table.insert(resultPart, '\r\n|}')
  result = result..'\r\n|-class="headerRow-0"'
return table.concat(resultPart)
  result = result..'\r\n!style="min-width:180px"|Weapon(s)!!Name!!Chance!!Effect'
end
  for i, spAttData in Shared.skpairs(spAttTable) do
    local spAtt = p.getSpecialAttackByID(i)
    table.sort(spAttData.Icons, function(a, b) return a < b end)
    result = result..'\r\n|-'
    result = result..'\r\n|data-sort-value="'..spAttData.sortName..'"|'..table.concat(spAttData.Icons, '<br/>')
    result = result..'||'..spAtt.name..'||data-sort-value="'..spAtt.chance..'"|'..spAtt.chance..'%'
    result = result..'||'..spAtt.description
  end
  result = result..'\r\n|}'


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


return p
return p
918

edits