Module:Items/SourceTables
From Melvor Idle
Documentation for this module may be created at Module:Items/SourceTables/doc
local p = {} local MonsterData = mw.loadData('Module:Monsters/data') local ItemData = mw.loadData('Module:Items/data') local SkillData = mw.loadData('Module:Skills/data') local Constants = mw.loadData('Module:Constants/data') local Shared = require('Module:Shared') local Magic = require('Module:Magic') local Areas = require('Module:CombatAreas') local Icons = require('Module:Icons') local Items = require('Module:Items') function p._getCreationTable(item) local skill = '' local specialReq = nil local time = 0 local maxTime = nil local lvl = 0 local xp = 0 local qty = nil local req = nil local result = '' local tables = {} --First figure out what skill is used to make this... if item.smithingLevel ~= nil then skill = 'Smithing' lvl = item.smithingLevel xp = item.smithingXP req = item.smithReq qty = item.smithingQty 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 if item.name == 'Arrow Shafts' then --Arrow Shafts get special (weird) treatment req = '1 of any [[Log]]' qty = '15 - 135' end 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.miningID ~= nil then skill = 'Mining' lvl = SkillData.Mining.Rocks[item.masteryID[2] + 1].level time = 3 xp = item.miningXP --Rune Essence has double quantity, but that's a hard-coded thing in the game so it's hard-coded here if item.name == 'Rune Essence' then qty = 2 else qty = 1 end 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.Trees[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 --A couple special exceptions for Alt Magic --Not Gems or Bars though since those have their own separate thing if item.name == 'Rune Essence' then table.insert(tables, p.buildAltMagicTable('Just Learning')) elseif item.name == 'Bones' then table.insert(tables, p.buildAltMagicTable('Bone Offering')) elseif item.name == 'Holy Dust' then table.insert(tables, p.buildAltMagicTable('Blessed Offering')) end if Shared.tableCount(tables) == 0 then return "" else return table.concat(tables, '\r\n') end end function p.buildAltMagicTable(spellName) local spell = Magic.getSpell(spellName, 'AltMagic') local result = '{|class="wikitable"\r\n|-' result = result..'\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'}) result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements' result = result..'\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired) -- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere -- -1 means no item is needed, so hide this section if spell.selectItem == 1 then result = result..'\r\n|-\r\n!style="text-align:right;"|Materials' result = result..'\r\n|1 of any item' end --Add runes result = result..'\r\n|-\r\n!style="text-align:right;"|Runes\r\n|' for i, req in pairs(spell.runesRequired) do local rune = Items.getItemByID(req.id) if i > 1 then result = result..', ' end result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}) end if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then result = result.."<br/>'''OR'''<br/>" for i, req in pairs(spell.runesRequiredAlt) do local rune = Items.getItemByID(req.id) if i > 1 then result = result..', ' end result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}) end end --Now just need the output quantity, xp, and casting time (which is always 2) result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty result = result..'\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP result = result..'\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s' result = result..'\r\n|}' return result end function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq) if qty == nil then qty = 1 end local result = '{|class="wikitable"' if req ~= nil then result = result..'\r\n!colspan="2"|Item Creation' else result = result..'\r\n!colspan="2"|Item Production' end result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements' result = result..'\r\n|'..Icons._SkillReq(skill, lvl) if specialReq ~= nil then result = result..'<br/>'..specialReq end if req ~= nil then result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|' if type(req) == 'table' then for i, mat in pairs(req) do if i > 1 then result = result..'<br/>' end local matItem = Items.getItemByID(mat.id) if matItem == nil then result = result..mat.qty..'x ?????' else result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty}) end end else result = result..req 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 end function p.getCreationTable(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getCreationTable(item) end function p._getItemSources(item, asList, addCategories) local result = nil local lineArray = {} local categoryArray = {} --Alright, time to go through all the ways you can get an item... --First up: Can we kill somebody and take theirs? local killStr = '' local dungeonStr = '' local count1 = 0 for i, monster in Shared.skpairs(MonsterData.Monsters) do local isDrop = false if monster.bones == item.id and ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, "Shard")) 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 if monster.isBoss then local areaList = Areas.getMonsterAreas(i - 1) --If this is a boss then we actually are completing dungeons for this and need to figure out which one for j, dung in pairs(areaList) do if string.len(dungeonStr) > 0 then dungeonStr = dungeonStr..',' else dungeonStr = 'Completing: ' end dungeonStr = dungeonStr..Icons.Icon({dung.name, type="dungeon", notext=true}) end else 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 end --Add the Fire Cape's special exception: if item.name == 'Fire Cape' then if string.len(dungeonStr) > 0 then dungeonStr = dungeonStr..',' else dungeonStr = 'Completing: ' end dungeonStr = dungeonStr..Icons.Icon({"Volcanic Cave", type="dungeon", notext=true}) elseif item.name == 'Infernal Cape' then if string.len(dungeonStr) > 0 then dungeonStr = dungeonStr..',' else dungeonStr = 'Completing: ' end dungeonStr = dungeonStr..Icons.Icon({"Infernal Stronghold", type="dungeon", notext=true}) end if string.len(dungeonStr) > 0 then table.insert(lineArray, dungeonStr) end if string.len(killStr) > 0 then table.insert(lineArray, killStr) end --Next: Can we find it in a box? --While we're here, check for upgrades, cooking, and growing local lootStr = '' local upgradeStr = '' local cookStr = '' local burnStr = '' local growStr = '' local count2 = 0 count1 = 0 for i, item2 in pairs(ItemData.Items) do if item2.dropTable ~= nil then for j, loot in pairs(item2.dropTable) do if loot[1] == item.id then count1 = count1 + 1 if string.len(lootStr) > 0 then lootStr = lootStr..',' if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"}) else lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"}) end end end end if item2.trimmedItemID == item.id then count2 = count2 + 1 if string.len(upgradeStr) > 0 then upgradeStr = upgradeStr..',' if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"}) else table.insert(categoryArray, '[[Category:Upgraded Items]]') upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"}) end end if item2.cookedItemID == item.id then if string.len(cookStr) > 0 then cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"}) else table.insert(categoryArray, '[[Category:Cooked Items]]') 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 table.insert(categoryArray, '[[Category:Burnt Items]]') 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 table.insert(categoryArray, '[[Category:Harvestable Items]]') 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? local thiefStr = '' for i, npc in pairs(SkillData.Thieving) do if npc.lootTable ~= nil then for j, loot in pairs(npc.lootTable) do 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 --SmithCheck: if item.smithingLevel ~= nil then table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel)) end --CraftCheck: if item.craftingLevel ~= nil then table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel)) end --FletchCheck: if item.fletchingLevel ~= nil then table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel)) end --RunecraftCheck: if item.runecraftingLevel ~= nil then table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel)) end --MineCheck: if item.miningID ~= nil then table.insert(lineArray, Icons._SkillReq("Mining", SkillData.Mining.Rocks[item.masteryID[2] + 1].level)) end --FishCheck: if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#'..item.type..'|'..item.type..']]') elseif item.fishingLevel ~= nil then table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel)) end --HerbCheck: if item.herbloreMasteryID ~= nil then local potionData = SkillData.Herblore.ItemData[item.herbloreMasteryID + 1].herbloreLevel table.insert(lineArray, Icons._SkillReq("Herblore", potionData)) end --WoodcuttingCheck if item.type == 'Logs' then local treeData = SkillData.Woodcutting.Trees[item.id + 1] local lvl = treeData.level table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl)) end --Finally there are some weird exceptions: --Coal can be acquired via firemaking if item.name == "Coal Ore" then table.insert(lineArray, Icons._SkillReq("Firemaking", 1)) end --Gems can be acquired from mining, fishing, and alt. magic if item.type == 'Gem' then table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#Special|Special]]') table.insert(lineArray, Icons.Icon({"Mining", type='skill', notext=true})..' [[Mining#Gems|Gem]]') table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'})) end --Bars and some other stuff can also be acquired via Alt. Magic 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'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', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>' rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<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', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..', '..Icons.Icon({'Mining', type = 'skill', notext = true})..',<br/>' rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true}) table.insert(lineArray, rhaStr) elseif item.name == 'Mysterious Stone' then local rhaStr = 'Any action in: ' rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>' rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>' rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill', notext = true})..', '..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..',<br/>' rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill', notext = true})..', '..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true}) 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 Shared.contains(Constants.Shop.SlayerItems, item.id) or item.buysFor ~= nil or Shared.contains(Items.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(Items.EasterEggs, item.name) then table.insert(lineArray, '[[Easter Eggs]]') end local result = '' if asList then result = '* '..table.concat(lineArray, "\r\n* ") else result = table.concat(lineArray, "<br/>") result = '<div style="max-width:180px;text-align:right">'..result..'</div>' end if addCategories then result = result..table.concat(categoryArray, '') end return result end function p.getItemSources(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) local asList = false local addCategories = false if frame.args ~= nil then asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false' addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false' end if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getItemSources(item, asList, addCategories) end function p._getItemLootSourceTable(item) local result = '{| class="wikitable sortable stickyHeader"' result = result..'\r\n|- class="headerRow-0"' result = result..'\r\n!Source!!Source Type!!Quantity!!Chance' --Set up function for adding rows local buildRow = function(source, type, minqty, qty, chance) if minqty == nil then minqty = 1 end local rowTxt = '\r\n|-' 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 if qty ~= minqty then rowTxt = rowTxt..' - '..qty end rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%' return rowTxt 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 --If we're dealing with a boss, this is a Dungeon row instead if monster.isBoss and not Shared.contains(item.name, 'Shard') then local dung = Areas.getMonsterAreas(i - 1)[1] local sourceTxt = Icons.Icon({dung.name, type="dungeon", notext=true}) table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = minqty, qty = qty, chance = chance}) else local sourceTxt = Icons.Icon({monster.name, type='monster'}) table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance}) end end end --Special exception for the Fire Cape as a bonus dungeon drop if item.name == 'Fire Cape' then local sourceTxt = Icons.Icon({"Volcanic Cave", type="dungeon", notext=true}) table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100}) elseif item.name == 'Infernal Cape' then local sourceTxt = Icons.Icon({"Infernal Stronghold", type="dungeon", notext=true}) table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100}) end --Next: Can we find it by rummaging around in another item? for i, item2 in pairs(ItemData.Items) do if item2.dropTable ~= nil then local qty = 1 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 chance = (wt / totalWt) * 100 local sourceTxt = Icons.Icon({item2.name, type='item'}) table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance}) end end end --Finally, let's try just stealing it local thiefType = Icons.Icon({"Thieving", type='skill'}) for i, npc in pairs(SkillData.Thieving) do local qty = 1 local chance = 0 local wt = 0 local totalWt = 0 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 if item.type == 'Gem' then local mineType = Icons.Icon({'Mining', type='skill'}) local thisGemChance = Items.GemTable[item.name].chance table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance}) local magicType = Icons.Icon({'Magic', type = 'skill'}) table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance}) 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 local fishSource = '[[Fishing#Special|Special]]' local fishType = Icons.Icon({'Fishing', type='skill'}) local thisChance = (item.fishingCatchWeight / Items.specialFishWt) * 100 table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance}) end if item.type == 'Junk' then local fishSource = '[[Fishing#Junk|Junk]]' local fishType = Icons.Icon({'Fishing', type='skill'}) local thisChance = 100 / Items.junkCount table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance}) end --Make sure to return nothing if there are no drop sources if Shared.tableCount(dropRows) == 0 then return '' end table.sort(dropRows, function(a, b) return a.chance > 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 function p.getItemLootSourceTable(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getItemLootSourceTable(item) end function p._getItemShopTable(item) local result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Shop]] Purchase' result = result..'\r\n|-\r\n!style="text-align:right;"|Cost\r\n|' local cost = {} local qty = '1' if item.buysFor ~= nil then if item.buysFor > 0 then table.insert(cost, Icons.GP(item.buysFor)) end elseif Shared.contains(Constants.Shop.SlayerItems, item.id) then table.insert(cost, Icons.SC(item.slayerCost)) elseif Items.GloveTable[item.name] ~= nil then table.insert(cost, Icons.GP(Items.GloveTable[item.name].cost)) qty = ' +'..Shared.formatnum(Items.GloveTable[item.name].charges)..' Charges' end if item.buysForLeather ~= nil then table.insert(cost, Icons.Icon({'Leather', type='item', qty=item.buysForLeather})) end if item.buysForItems ~= nil then for i, row in pairs(item.buysForItems) do local mat = Items.getItemByID(row[1]) table.insert(cost, Icons.Icon({mat.name, type='item', qty=row[2]})) end end if Shared.tableCount(cost) == 0 then --If no cost is set, return an empty string return '' else result = result..table.concat(cost, '<br/>') end --For right now, only have requirements on Skillcapes result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements\r\n|' if item.name == 'Cape of Completion' then result = result..'100% Completion Log' elseif item.name == 'Max Skillcape' then result = result..'Level 99 in all [[Skills]]' elseif Shared.contains(item.name, 'Skillcape') then local skillName = Shared.splitString(item.name)[1] result = result..Icons._SkillReq(skillName, 99) else result = result..'None' end result = result..'\r\n|-\r\n!style="text-align:right;"|Quantity\r\n|'..qty result = result..'\r\n|}' return result end function p.getItemShopTable(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getItemShopTable(item) end function p._getItemUpgradeTable(item) local result = '' if item.itemsRequired ~= nil then --First, get details on all the required materials local upgradeFrom = {} local materials = {} for i, row in pairs(item.itemsRequired) do local mat = Items.getItemByID(row[1]) --Check to see if the source item can trigger the upgrade if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'})) end table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]})) end if item.trimmedGPCost ~= nil then table.insert(materials, Icons.GP(item.trimmedGPCost)) end result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Upgrading Items|Item Upgrade]]' --[[result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|' result = result..table.concat(upgradeFrom, '<br/>')--]] result = result..'\r\n|-\r\n!style="text-align:right;"|Materials\r\n|' result = result..table.concat(materials, '<br/>') result = result..'\r\n|}' end return result end function p.getItemUpgradeTable(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getItemUpgradeTable(item) end function p._getItemSuperheatTable(item) --Manually build the Superheat Item table local oreString = '' local coalString = '' for i, mat in pairs(item.smithReq) do local thisMat = Items.getItemByID(mat.id) if thisMat.name == 'Coal Ore' then coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty}) else if string.len(oreString) > 0 then oreString = oreString..', ' end oreString = oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty}) end end --Set up the header local superheatTable = '{|class="wikitable"\r\n!colspan="2"|Spell' superheatTable = superheatTable..'!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level' superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level' superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP' superheatTable = superheatTable..'!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars' superheatTable = superheatTable..'!!Ore!!Runes' --Loop through all the variants local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'} for i, sName in pairs(spellNames) do local spell = Magic.getSpell(sName, 'AltMagic') local rowTxt = '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50}) rowTxt = rowTxt..'||[['..spell.name..']]||'..item.smithingLevel rowTxt = rowTxt..'||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty rowTxt = rowTxt..'||'..oreString if spell.ignoreCoal ~= nil and not spell.ignoreCoal then rowTxt = rowTxt..coalString end rowTxt = rowTxt..'||style="text-align:center"|' for i, req in pairs(spell.runesRequired) do local rune = Items.getItemByID(req.id) if i > 1 then rowTxt = rowTxt..', ' end rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}) end rowTxt = rowTxt.."<br/>'''OR'''<br/>" for i, req in pairs(spell.runesRequiredAlt) do local rune = Items.getItemByID(req.id) if i > 1 then rowTxt = rowTxt..', ' end rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}) end superheatTable = superheatTable..rowTxt end --Add the table end and add the table to the result string superheatTable = superheatTable..'\r\n|}' return superheatTable end function p.getItemSuperheatTable(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getItemSuperheatTable(item) end function p._getItemSourceTables(item) local result = '' local shopTable = p._getItemShopTable(item) if string.len(shopTable) > 0 then result = result..'===Shop===\r\n'..shopTable end local creationTable = p._getCreationTable(item) if string.len(creationTable) > 0 then if string.len(result) > 0 then result = result..'\r\n' end result = result..'===Creation===\r\n'..creationTable end local upgradeTable = p._getItemUpgradeTable(item) if string.len(upgradeTable) > 0 then if string.len(result) > 0 then result = result..'\r\n' end if string.len(creationTable) == 0 then result = result..'===Creation===\r\n' end result = result..upgradeTable end if item.type == 'Bar' then result = result..'\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item) end local lootTable = p._getItemLootSourceTable(item) if string.len(lootTable) > 0 then if string.len(result) > 0 then result = result..'\r\n' end result = result..'===Loot===\r\n'..lootTable end return result end function p.getItemSourceTables(frame) local itemName = frame.args ~= nil and frame.args[1] or frame local item = Items.getItem(itemName) if item == nil then return "ERROR: No item named "..itemName.." exists in the data module" end return p._getItemSourceTables(item) end function p.getCombatPassiveSlotItems(frame) local table = '{| class="wikitable"\r\n' table = table..'|-\r\n' table = table..'!colspan="2"|Item\r\n! Passive\r\n' for i, item in pairs(ItemData.Items) do if item.isPassiveItem then table = table..'|-\r\n' table = table..'! '..Icons.Icon({item.name, type='item', notext='true'})..'\r\n! [['..item.name..']]\r\n' table = table..'| '..item.description..'\r\n' end end table = table..'|}' return table end return p