Module:Items/ComparisonTables

From Melvor Idle
< Module:Items
Revision as of 21:15, 1 January 2022 by Falterfire (talk | contribs) (Added ability to sort category tables by name and also added ability to get skillcape and non-skillcape tables)

Documentation for this module may be created at Module:Items/ComparisonTables/doc

local p = {}

local ItemData = mw.loadData('Module:Items/data')

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')

local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}

local styleOverrides = {
	Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', 'Bob&apos;s Rake'},
	Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
	Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves'},
	None = {},
}

function p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
	if includeModifiers == nil then includeModifiers = false end
	if sortByName == nil then sortByName = false end

	--Getting some lists set up here that will be used later
	--First, the list of columns used by both weapons & armour
	local statColumns = {'stabAttackBonus', 'slashAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'meleeStrengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'meleeDefenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction', 'attackLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}

	if(Shared.tableCount(itemList) == 0) then
		return 'ERROR: you must select at least one item to get stats for[[Category:Pages with script errors]]'
	end

	local isWeaponType = ((itemList[1].validSlots ~= nil and Shared.contains(itemList[1].validSlots, 'Weapon'))
							or (itemList[1].occupiesSlots ~= nil and Shared.contains(itemList[1].occupiesSlots, 'Weapon'))) and Shared.contains(weaponTypes, itemList[1].type)

	--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
	local ignoreColumns = Shared.clone(statColumns)
	for i, item in pairs(itemList) do
		local ndx = 1
		while Shared.tableCount(ignoreColumns) >= ndx do
			if Items._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
				table.remove(ignoreColumns, ndx)
			else
				ndx = ndx + 1
			end
		end
	end

	--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
	local attBonusCols = 5
	local strBonusCols = 2
	local defBonusCols = 3
	local lvlReqCols = 4
	local ndx = 1
	while Shared.tableCount(statColumns) >= ndx do
		local colName = statColumns[ndx]
		if Shared.contains(ignoreColumns, colName) then
			if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
			if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
			if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
			if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
			table.remove(statColumns, ndx)
		else
			ndx = ndx + 1
		end
	end

	--Alright, let's start the table by building the shared header
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
	if isWeaponType then
		--Weapons have extra columns here for Attack Speed and "Two Handed?"
		table.insert(resultPart, '\r\n!colspan="4"|')
	else
		table.insert(resultPart, '\r\n!colspan="2"|')
	end
	if attBonusCols > 0 then
		table.insert(resultPart, '\r\n!colspan="'..attBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Attack Bonus')
	end
	if strBonusCols > 0 then
		table.insert(resultPart, '\r\n!colspan="'..strBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Str. Bonus')
	end
	if Shared.contains(statColumns, 'magicDamageBonus') then
		table.insert(resultPart, '\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Dmg Bonus')
	end
	if defBonusCols > 0 then
		table.insert(resultPart, '\r\n!colspan="'..defBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Defence Bonus')
	end
	if Shared.contains(statColumns, 'damageReduction') then
		table.insert(resultPart, '\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|DR')
	end
	if lvlReqCols > 0 then
		table.insert(resultPart, '\r\n!colspan="'..lvlReqCols..'"style="padding:0 0.5em 0 0.5em;"|Lvl Req')
	end
	if includeModifiers and includeDescription then
		table.insert(resultPart, '\r\n!colspan="2"|')
	elseif includeModifiers or includeDescription then
		table.insert(resultPart, '\r\n!colspan="1"|')
	end
	--One header row down, one to go
	table.insert(resultPart, '\r\n|-class="headerRow-1"')
	table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Item')
	table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Name')
	--Weapons have Attack Speed here
	if isWeaponType then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed')
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?')
	end
	--Attack bonuses
	if Shared.contains(statColumns, 'slashAttackBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'stabAttackBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'blockAttackBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'rangedAttackBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'magicAttackBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
	end
	--Strength bonuses
	if Shared.contains(statColumns, 'meleeStrengthBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'rangedStrengthBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'magicDamageBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
	end
	--Defence bonuses
	if Shared.contains(statColumns, 'meleeDefenceBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'rangedDefenceBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'magicDefenceBonus') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'damageReduction') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
	end
	--Level requirements
	if Shared.contains(statColumns, 'attackLevelRequired') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'defenceLevelRequired') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'rangedLevelRequired') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
	end
	if Shared.contains(statColumns, 'magicLevelRequired') then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
	end
	--If includeModifiers is set to 'true', add the Modifiers column
	if includeModifiers then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Modifiers')
	end
	--If includeDescription is set to 'true', add the Description column
	if includeDescription then
		table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Description')
	end

	if sortByName then
		table.sort(itemList, function(a, b) return a.name < b.name end)
	else	
		table.sort(itemList, function(a, b) return a.id < b.id end)
	end
	for i, item in pairs(itemList) do
		if isWeaponType then
			--Building rows for weapons
			local atkSpeed = Items._getItemStat(item, 'attackSpeed', true)
			table.insert(resultPart, '\r\n|-')
			table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
			table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|'..Icons.Icon({item.name, type='item', noicon=true}))
			table.insert(resultPart, '\r\n| data-sort-value="' .. atkSpeed .. '" style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.round(atkSpeed / 1000, 3, 1) .. 's')
			--That's the first list out of the way, now for 2-Handed
			table.insert(resultPart, '\r\n| style ="text-align: right;"|')
			table.insert(resultPart, Items._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No')
			for j, statName in pairs(statColumns) do
				local statValue = Items._getItemStat(item, statName, true)
				table.insert(resultPart, '\r\n| style ="text-align: right;padding: 0 0.5em 0 0;')
				if string.find(statName, '^(.+)LevelRequired$') == nil then
					if statValue > 0 then
						table.insert(resultPart, 'background-color:lightgreen;')
					elseif statValue < 0 then
						table.insert(resultPart, 'background-color:lightpink;')
					end
				end
				table.insert(resultPart, '"|'..Shared.formatnum(statValue))
				if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
			end
			--If requested, add the item Modifiers
			if includeModifiers then
				table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
				table.insert(resultPart, Constants.getModifiersText(item.modifiers, true))
			end
			--If requested, add description
			if includeDescription then
				table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
				table.insert(resultPart, item.description ~= nil and item.description or '')
			end
		else
			--Building rows for armour
			table.insert(resultPart, '\r\n|-')
			table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
			table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|'..Icons.Icon({item.name, type='item', noicon=true}))
			for j, statName in pairs(statColumns) do
				local statValue = Items._getItemStat(item, statName, true)
				table.insert(resultPart, '\r\n| style ="text-align: right;padding: 0 0.5em 0 0;')
				if statValue > 0 then
					table.insert(resultPart, 'background-color:lightgreen;')
				elseif statValue < 0 then
					table.insert(resultPart, 'background-color:lightpink;')
				end
				table.insert(resultPart, '"|'..Shared.formatnum(statValue))
				if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
			end
			--If requested, add the item Modifiers
			if includeModifiers then
				table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
				table.insert(resultPart, Constants.getModifiersText(item.modifiers, true))
			end
			--If requested, add description
			if includeDescription then
				table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
				table.insert(resultPart, item.description ~= nil and item.description or '')
			end
		end
	end

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

	return table.concat(resultPart)
end

function p.getEquipmentTable(frame)
	local args = frame.args ~= nil and frame.args or frame
	local type = args.type
	local tier = args.tier
	local slot = args.slot
	local ammoTypeStr = args.ammoType
	local category = args.category ~= nil and args.category or 'Combat'

	 --Find out what Ammo Type we're working with
	local ammoType = nil
	if ammoTypeStr ~= nil then
		if ammoTypeStr == "Arrows" then
			ammoType = 0
		elseif ammoTypeStr == 'Bolts' then
			ammoType = 1
		elseif ammoTypeStr == 'Javelins' then
			ammoType = 2
		elseif ammoTypeStr == 'Throwing Knives' then
			ammoType = 3
		end
	end

	local isWeaponType = Shared.contains(weaponTypes, type)

	--Now we need to figure out which items are in this list
	local itemList = {}
	for i, itemBase in pairs(ItemData.Items) do
		local item = Shared.clone(itemBase)
		item.id = i - 1
		local listItem = false
		if isWeaponType then
		listItem = item.type == type and item.category == category
			if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
		else
			--Now for handling armour
			if type == "Armour" or type == "Melee" then
				listItem = Items._getItemStat(item, 'defenceLevelRequired') ~= nil or (item.category == 'Combat' and item.type == 'Armour')
			elseif type == "Ranged Armour" or type == "Ranged" then
				listItem = Items._getItemStat(item, 'rangedLevelRequired') ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
			elseif type == "Magic Armour" or type == "Magic" then
				listItem = Items._getItemStat(item, 'magicLevelRequired') 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 Shared.contains(item.validSlots, slot) end
		end
		if listItem then
			table.insert(itemList, item)
		end
	end

	local result = p._getEquipmentTable(itemList).."[[Category:getEquipmentTable]]"

	return result
end

function p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
	if type(slot) == 'number' then
		slot = Constants.getEquipmentSlotName(slot)
	end

	local itemList = Items.getItems(function(item)
			local isMatch = true
			if style == 'Melee' then
				if (Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name) then isMatch = false end
			elseif style == 'Ranged' then
				if Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name) then isMatch = false end
			elseif style == 'Magic' then
				if Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name) then isMatch = false end
			elseif style == 'None' then
				if (Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
					 Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
					 not Shared.contains(styleOverrides.None, item.name) then
					isMatch = false
				end
			end
			if slot == nil or not Shared.contains(item.validSlots, slot) then isMatch = false end

			if isMatch and other ~= nil then
				if slot == 'Cape' then
					if other == 'Skillcape' then
						if not Shared.contains(item.name, 'Skillcape') then
							isMatch = false
						end
					elseif other == 'No Skillcapes' then
						if Shared.contains(item.name, 'Skillcape') then
							isMatch = false
						end
					end
				end
				if slot == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
					if other == 'Arrows' then
						if item.ammoTypeRequired ~= 0 then isMatch = false end
					elseif other == 'Bolts' then
						if item.ammoTypeRequired ~= 1 then isMatch = false end
					end
				elseif slot == 'Quiver' then
					if other == 'Arrows' then
						if item.ammoType ~= 0 then isMatch = false end
					elseif other == 'Bolts' then
						if item.ammoType ~= 1 then isMatch = false end
					elseif other == 'Javelins' then
						if item.ammoType ~= 2 then isMatch = false end
					elseif other == 'Throwing Knives' then
						if item.ammoType ~= 3 then isMatch = false end
					elseif other == 'Thrown' then
						if item.ammoType ~= 2 and item.ammoType ~= 3 then isMatch = false end
					end
				end
			end

			return isMatch
		end)
		
	return p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
end

function p.getCategoryTable(frame)
	local style = frame.args ~= nil and frame.args[1] or frame[1]
	local slot = frame.args ~= nil and frame.args[2] or frame[2]
	local other = frame.args ~= nil and frame.args[3] or frame[3]
	local includeModifiers = frame.args ~= nil and frame.args.includeModifiers or frame.includeModifiers
	local includeDescription = frame.args ~= nil and frame.args.includeDescription or frame.includeDescription
	local sortByName = frame.args ~= nil and frame.args.sortByName or frame.sortByName

	includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false
	includeDescription = includeDescription ~= nil and string.upper(includeDescription) == 'TRUE' or false
	sortByName = sortByName ~= nil and string.upper(sortByName) == 'TRUE' or false

	return p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
end

function p.getTableForList(frame)
	local stuffString = frame.args ~= nil and frame.args[1] or frame[1]
	local itemNames = Shared.splitString(stuffString, ',')

	local includeModifiers = frame.args ~= nil and frame.args[2] or frame[2]
	includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false

	local itemList = {}
	local errMsg = 'ERROR: Some items not found in database: [[Category:Pages with script errors]]'
	local hasErr = false
	for i, name in Shared.skpairs(itemNames) do
		local nextItem = Items.getItem(Shared.trim(name))
		if nextItem == nil then
			errMsg = errMsg.." '"..name.."'"
			hasErr = true
		else
			table.insert(itemList, nextItem)
		end
	end

	if hasErr then
		return errMsg
	else
		return p._getEquipmentTable(itemList, includeModifiers)
	end
end

function p.getDoubleLootTable(frame)
	local modsDL = {
		'increasedChanceToDoubleLootCombat',
		'decreasedChanceToDoubleLootCombat',
		'increasedChanceToDoubleLootThieving',
		'decreasedChanceToDoubleLootThieving',
		'increasedChanceToDoubleItemsGlobal',
		'decreasedChanceToDoubleItemsGlobal'
	}
	local modDetail = {}
	for i, modName in pairs(modsDL) do
		local mName, mText, mSign, mIsNeg, mValUnsigned = Constants.getModifierDetails(modName)
		modDetail[modName] = { mult = (mSign == "+" and 1 or -1) }
	end

	local itemList = Items.getItems(function(item)
			if item.modifiers ~= nil then
				for modName, val in pairs(item.modifiers) do
					if Shared.contains(modsDL, modName) then return true end
				end
				return false
			end
		end)
	table.sort(itemList, function(a, b) return a.id < b.id end)

	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
	table.insert(resultPart, '\r\n!colspan="2"|Name!!Bonus!!Description')
	for i, item in Shared.skpairs(itemList) do
		local lootValue = 0
		for modName, modDet in pairs(modDetail) do
			lootValue = lootValue + (item.modifiers[modName] or 0) * modDet.mult
		end
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|data-sort-value="'..item.name..'"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
		table.insert(resultPart, '||'..Icons.Icon({item.name, type='item', noicon=true}))
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..lootValue..'"|'..lootValue..'%')
		table.insert(resultPart, '||'..item.description)
	end

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

function p.getStatChangeString(item1, item2)
	--Used by getItemUpgradeTable to get the stat change between two items
	local changeArray = {}

	local getSpecificStatString = function(val1, val2, subStr)
			if val1 == nil then val1 = 0 end
			if val2 == nil then val2 = 0 end

			if val1 ~= val2 then
				local txt = string.gsub(subStr, '{V}', Shared.numStrWithSign(val1 - val2))
				table.insert(changeArray, txt)
			end
		end

	--Unfortunately just gonna have to manually check all the changes I think...
	local statList = {
		-- {'statName', 'statDescription'}
		{'stabAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Stab Bonus'},
		{'slashAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Slash Bonus'},
		{'blockAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Block Bonus'},
		{'meleeStrengthBonus', '{V} '..Icons.Icon({'Strength', type='skill', notext=true})..' Strength Bonus'},
		{'rangedStrengthBonus', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Strength Bonus'},
		{'magicStrengthBonus', '{V}% '..Icons.Icon({'Magic', type='skill', notext=true})..' Damage Bonus'},
		{'meleeDefenceBonus', '{V} '..Icons.Icon({'Defence', type='skill', notext=true})..' Defence Bonus'},
		{'rangedDefenceBonus', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Defence Bonus'},
		{'magicDefenceBonus', '{V} '..Icons.Icon({'Magic', type='skill', notext=true})..' Defence Bonus'},
		{'damageReduction', '{V}% Damage Reduction'},
		{'increasedSlayerXP', '{V}% '..Icons.Icon({'Slayer', type='skill', notext=true})..' Bonus XP'},
		{'attackLevelRequired', '{V} '..Icons.Icon({'Attack', type='skill', notext=true})..' Level Required'},
		{'defenceLevelRequired', '{V} '..Icons.Icon({'Defence', type='skill', notext=true})..' Level Required'},
		{'rangedLevelRequired', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Level Required'},
		{'magicLevelRequired', '{V} '..Icons.Icon({'Magic', type='skill', notext=true})..' Level Required'},
	}
	for i, stat in ipairs(statList) do
		if stat[1] == 'increasedSlayerXP' then
			getSpecificStatString(Items._getItemModifier(item1, stat[1], 'Slayer'), Items._getItemModifier(item2, stat[1], 'Slayer'), stat[2])
		else
			getSpecificStatString(Items._getItemStat(item1, stat[1]), Items._getItemStat(item2, stat[1]), stat[2])
		end
	end

	return table.concat(changeArray, '<br/>')
end

function p.getItemUpgradeTable(frame)
	local category = frame.args ~= nil and frame.args[1] or frame
	local itemArray = {}
	local isEquipment = false

	if string.upper(category) == 'POTION' then
		itemArray = Items.getItems(function(item) return Shared.contains(item.name, 'Potion') and item.itemsRequired ~= nil end)
	elseif string.upper(category) == 'OTHER' then
		itemArray = Items.getItems(function(item)
					 return not Shared.contains(item.name, 'Potion') and item.itemsRequired ~= nil and item.validSlots == nil
				 end)
	else
		if Constants.getEquipmentSlotID(category) == nil then
			return 'ERROR: Invalid option. Choose either an equipment slot, Potion, or Other[[Category:Pages with script errors]]'
		end
		isEquipment = true
		itemArray = Items.getItems(function(item)
					 return item.itemsRequired ~= nil and Shared.contains(item.validSlots, category)
				 end)
	end
	table.sort(itemArray, function(a, b) return a.id < b.id end)

	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
	if isEquipment then table.insert(resultPart, '!!Stat Change') end

	for i, item in Shared.skpairs(itemArray) do
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
		table.insert(resultPart, '||'..Icons.Icon({item.name, type='item', noicon=true}))

		local matArray = {}
		local statChangeString = ''
		for i, row in Shared.skpairs(item.itemsRequired) do
			local mat = Items.getItemByID(row[1])
			table.insert(matArray, Icons.Icon({mat.name, type='item', qty=row[2]}))

			if item.validSlots ~= nil and mat.validSlots ~= nil and statChangeString == '' then
				statChangeString = p.getStatChangeString(item, mat)
			end
		end
		if item.trimmedGPCost ~= nil and item.trimmedGPCost > 0 then
			table.insert(matArray, Icons.GP(item.trimmedGPCost))
		end
		table.insert(resultPart, '||'..table.concat(matArray, '<br/>'))

		if isEquipment then
			table.insert(resultPart, '||'..statChangeString)
		end
	end

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

return p