Module:Monsters

From Melvor Idle
Revision as of 18:57, 6 December 2021 by Auron956 (talk | contribs) (getSpecAttackMaxHit: Implement conditional bleed/poison damage (to be reviewed again in the future))

Data is pulled from Module:GameData/data


local p = {}

local MonsterData = mw.loadData('Module:Monsters/data')

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

function p.getMonster(name)
  local result = nil
  if name == 'Spider (lv. 51)' or name == 'Spider' then
    return p.getMonsterByID(50)
  elseif name == 'Spider (lv. 52)' or name == 'Spider2' then
    return p.getMonsterByID(51)
  end

  for i, monster in pairs(MonsterData.Monsters) do
    if(monster.name == name) then
      result = Shared.clone(monster)
      --Make sure every monster has an ID, and account for the 1-based indexing of Lua
      result.id = i - 1
      break
    end
  end
  return result
end

function p.getMonsterByID(ID)
  local result = Shared.clone(MonsterData.Monsters[ID + 1])
  result.id = ID
  return result
end

function p.getPassive(name)
  local result = nil

  for i, passive in pairs(MonsterData.Passives) do
    if passive.name == name then
      result = Shared.clone(passive)
      --Make sure every passive has an ID, and account for the 1-based indexing of Lua
      result.id = i - 1
      break
    end
  end
  return result
end

function p.getPassiveByID(ID)
  return MonsterData.Passives[ID + 1]
end

-- Given a list of monster IDs, calls statFunc with each monster and returns
-- the lowest & highest values
function p.getLowHighStat(idList, statFunc)
  local lowVal, highVal = nil, nil
  for i, monID in ipairs(idList) do
    local monster = p.getMonsterByID(monID)
    local statVal = statFunc(monster)
    if lowVal == nil or statVal < lowVal then lowVal = statVal end
    if highVal == nil or statVal > highVal then highVal = statVal end
  end
  return lowVal, highVal
end

function p._getMonsterStat(monster, statName)
  if statName == 'HP' then
    return p._getMonsterHP(monster)
  elseif statName == 'maxHit' then
    return p._getMonsterMaxHit(monster)
  elseif statName == 'accuracyRating' then
    return p._getMonsterAR(monster)
  elseif statName == 'meleeEvasionRating' then
    return p._getMonsterER(monster, 'Melee')
  elseif statName == 'rangedEvasionRating' then
    return p._getMonsterER(monster, 'Ranged')
  elseif statName == 'magicEvasionRating' then
    return p._getMonsterER(monster, 'Magic')
  elseif statName == 'damageReduction' then
    return p.getEquipmentStat(monster, 'damageReduction')
  end

  return monster[statName]
end

function p.getMonsterStat(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
  local StatName = frame.args ~= nil and frame.args[2] or frame[2]
  local monster = p.getMonster(MonsterName)
  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterStat(monster, StatName)
end

function p._getMonsterStyleIcon(frame)
  local args = frame.args ~= nil and frame.args or frame
  local monster = args[1]
  local notext = args.notext
  local nolink = args.nolink

	local iconText = ''
	if  monster.attackType == 'melee' then
		iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
	elseif monster.attackType == 'ranged' then
		iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
	elseif monster.attackType == 'magic' then
		iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
	elseif monster.attackType == 'random' then
		iconText = Icons.Icon({'Bane', notext=notext, nolink=nolink, img='Question'})
	end

	return iconText
end

function p.getMonsterStyleIcon(frame)
  local args = frame.args ~= nil and frame.args or frame
  local MonsterName = args[1]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  args[1] = monster
  return p._getMonsterStyleIcon(args)
end

function p._getMonsterHP(monster)
  return 10 * p._getMonsterLevel(monster, 'Hitpoints')
end

function p.getMonsterEffectiveHP(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
  else
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end
end

function p.getMonsterHP(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return p._getMonsterHP(monster)
  else
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end
end

function p._getMonsterLevel(monster, skillName)
  local result = 0
  if monster.levels[skillName] ~= nil then
    result = monster.levels[skillName]
  end
  return result
end

function p.getMonsterLevel(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
  local SkillName = frame.args ~= nil and frame.args[2] or frame[2]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterLevel(monster, SkillName)
end

function p.getEquipmentStat(monster, statName)
  local result = 0
  for i, stat in Shared.skpairs(monster.equipmentStats) do
    if stat.key == statName then
      result = stat.value
      break
    end
  end
  return result
end

function p.calculateStandardStat(effectiveLevel, bonus)
  --Based on calculateStandardStat in Characters.js
  return (effectiveLevel + 9) * (bonus + 64)
end

function p.calculateStandardMaxHit(baseLevel, strengthBonus)
  --Based on calculateStandardMaxHit in Characters.js
  local effectiveLevel = baseLevel + 9
  return math.floor(10 * (1.3 + effectiveLevel / 10 + strengthBonus / 80 + effectiveLevel * strengthBonus / 640))
end

function p._getMonsterAttackSpeed(monster)
  return p.getEquipmentStat(monster, 'attackSpeed') / 1000
end

function p.getMonsterAttackSpeed(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return p._getMonsterAttackSpeed(monster)
  else
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end
end

function p._getMonsterCombatLevel(monster)
  local base = 0.25 * (p._getMonsterLevel(monster, 'Defence') + p._getMonsterLevel(monster, 'Hitpoints'))
  local melee = 0.325 * (p._getMonsterLevel(monster, 'Attack') + p._getMonsterLevel(monster, 'Strength'))
  local range = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Ranged'))
  local magic = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Magic'))
  if melee > range and melee > magic then
    return math.floor(base + melee)
  elseif range > magic then
    return math.floor(base + range)
  else
    return math.floor(base + magic)
  end
end

function p.getMonsterCombatLevel(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterCombatLevel(monster)
end

function p._getMonsterAR(monster)
  local baseLevel = 0
  local bonus = 0
  if monster.attackType == 'melee' then
    baseLevel = p._getMonsterLevel(monster, 'Attack')
    bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
  elseif monster.attackType == 'ranged' then
    baseLevel = p._getMonsterLevel(monster, 'Ranged')
    bonus = p.getEquipmentStat(monster, 'rangedAttackBonus')
  elseif monster.attackType == 'magic' then
    baseLevel = p._getMonsterLevel(monster, 'Magic')
    bonus = p.getEquipmentStat(monster, 'magicAttackBonus')
  elseif monster.attackType == 'random' then
  	--Bane has the same AR with every attack type so being lazy and just showing the one.
    baseLevel = p._getMonsterLevel(monster, 'Attack')
    bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
  else
    return "ERROR: This monster has an invalid attack type somehow[[Category:Pages with script errors]]"
  end

  return p.calculateStandardStat(baseLevel, bonus)
end

function p.getMonsterAR(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterAR(monster)
end

function p._getMonsterER(monster, style)
  local baseLevel= 0
  local bonus = 0

  if style == "Melee" then
    baseLevel = p._getMonsterLevel(monster, 'Defence')
    bonus = p.getEquipmentStat(monster, 'meleeDefenceBonus')
  elseif style == "Ranged" then
    baseLevel = p._getMonsterLevel(monster, 'Defence')
    bonus = p.getEquipmentStat(monster, 'rangedDefenceBonus')
  elseif style == "Magic" then
    baseLevel = math.floor(p._getMonsterLevel(monster, 'Magic') * 0.7 + p._getMonsterLevel(monster, 'Defence') * 0.3)
    bonus = p.getEquipmentStat(monster, 'magicDefenceBonus')
  else
    return "ERROR: Must choose Melee, Ranged, or Magic[[Category:Pages with script errors]]"
  end

  return p.calculateStandardStat(baseLevel, bonus)
end

function p.getMonsterER(frame)
  local args = frame.args ~= nil and frame.args or frame
  local MonsterName = args[1]
  local style = args[2]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterER(monster, style)
end

function p._isDungeonOnlyMonster(monster)
  local areaList = Areas.getMonsterAreas(monster.id)
  local inDungeon = false

  for i, area in ipairs(areaList) do
  	if area.type == 'dungeon' then
  	  inDungeon = true
  	else
  	  return false
  	end
  end
  return inDungeon
end

function p.isDungeonOnlyMonster(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with name "..monsterName.." found[[Category:Pages with script errors]]"
  end

  return p._isDungeonOnlyMonster(monster)
end

function p._getMonsterAreas(monster, excludeDungeons)
  local result = ''
  local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
  local areaList = Areas.getMonsterAreas(monster.id)
  for i, area in pairs(areaList) do
    if area.type ~= 'dungeon' or not hideDungeons then
      if i > 1 then result = result..'<br/>' end
      result = result..Icons.Icon({area.name, type = area.type})
    end
  end
  return result
end

function p.getMonsterAreas(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local hideDungeons = frame.args ~= nil and frame.args[2] or nil
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with name "..monsterName.." found[[Category:Pages with script errors]]"
  end

  return p._getMonsterAreas(monster, hideDungeons)
end

function p.getSpecAttackMaxHit(specAttack, normalMaxHit)
  local result = 0
  for i, dmg in pairs(specAttack.damage) do
    if dmg.maxRoll == 'Fixed' then
      result = dmg.maxPercent * 10
    elseif dmg.maxRoll == 'MaxHit' then
      if dmg.character == 'Target' then
        --Confusion applied damage based on the player's max hit. Gonna just ignore that one
        result = 0
      else
        result = dmg.maxPercent * normalMaxHit
      end
    elseif Shared.contains({'Bleeding', 'Poisoned'}, dmg.maxRoll) then
      -- TODO: This is limited in that there is no verification that bleed/poison
      -- can be applied to the target, it is assumed that it can and so this applies
      result = result + dmg.maxPercent * 10
    end
  end
  return result
end

function p.canSpecAttackApplyEffect(specAttack, effectType)
  local result = false
  for i, effect in pairs(specAttack.prehitEffects) do
    if effect.type == effectType then
      result = true
      break
    end
  end

  for i, effect in pairs(specAttack.onhitEffects) do
    if effect.type == effectType then
      result = true
      break
    end
  end
  return result
end

function p._getMonsterMaxHit(monster, doStuns)
  -- 2021-06-11 Adjusted for v0.20 stun/sleep changes, where damage multiplier now applies
  -- to all enemy attacks if stun/sleep is present on at least one special attack
  if doStuns == nil then
    doStuns = true
  elseif type(doStuns) == 'string' then
    doStuns = string.upper(doStuns) == 'TRUE'
  end

  local normalChance = 100
  local specialMaxHit = 0
  local normalMaxHit = p._getMonsterBaseMaxHit(monster)
  local hasActiveBuffSpec = false
  local damageMultiplier = 1
  if monster.specialAttacks[1] ~= nil then
    local canStun, canSleep = false, false
    for i, specAttack in pairs(monster.specialAttacks) do
      if monster.overrideSpecialChances ~= nil then
        normalChance = normalChance - monster.overrideSpecialChances[i]
      else
        normalChance = normalChance - specAttack.defaultChance
      end
      local thisMax = p.getSpecAttackMaxHit(specAttack, normalMaxHit)
      if not canStun and p.canSpecAttackApplyEffect(specAttack, 'Stun') then canStun = true end
      if not canSleep and p.canSpecAttackApplyEffect(specAttack, 'Sleep') then canSleep = true end

      if thisMax > specialMaxHit then specialMaxHit = thisMax end
      if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then 
        hasActiveBuffSpec = true 
      end
    end

    if canSleep and doStuns then damageMultiplier = damageMultiplier * 1.2 end
    if canStun and doStuns then damageMultiplier = damageMultiplier * 1.3 end
  end
  --Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
  if normalChance == 0 and not hasActiveBuffSpec then normalMaxHit = 0 end
  return math.floor(math.max(specialMaxHit, normalMaxHit) * damageMultiplier)
end

function p.getMonsterMaxHit(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local doStuns = frame.args ~= nil and frame.args[2] or true
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterMaxHit(monster, doStuns)
end

function p._getMonsterBaseMaxHit(monster)
  --8/27/21 - Now references p.calculateStandardMaxHit for Melee & Ranged
  local result = 0
  local baseLevel = 0
  local bonus = 0
  if monster.attackType == 'melee' then
    baseLevel = p._getMonsterLevel(monster, 'Strength')
    bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
    result = p.calculateStandardMaxHit(baseLevel, bonus)
  elseif monster.attackType == 'ranged' then
    baseLevel = p._getMonsterLevel(monster, 'Ranged')
    bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
    result = p.calculateStandardMaxHit(baseLevel, bonus)
  elseif monster.attackType == 'magic' then
    local mSpell = nil
    if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID('Spells', monster.selectedSpell) end
       
    bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
    baseLevel = p._getMonsterLevel(monster, 'Magic')

    result = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
  elseif monster.attackType == 'random' then
  	local hitArray = {}
  	local iconText = Icons.Icon({'Melee', notext=true})
    baseLevel = p._getMonsterLevel(monster, 'Strength')
    bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
    table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
    
    iconText = Icons.Icon({'Ranged', type='skill', notext=true})
    baseLevel = p._getMonsterLevel(monster, 'Ranged')
    bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
    table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
    
    iconText = Icons.Icon({'Magic', type='skill', notext=true})
    local mSpell = nil
    if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID('Spells', monster.selectedSpell) end
    bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
    baseLevel = p._getMonsterLevel(monster, 'Magic')
    local magicDmg = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
    table.insert(hitArray, magicDmg)
    
    local max = 0
    for i, val in pairs(hitArray) do
    	if val > max then max = val end
    end
    result = max
  else
    return "ERROR: This monster has an invalid attack type somehow[[Category:Pages with script errors]]"
  end

  return result
end

function p.getMonsterBaseMaxHit(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterBaseMaxHit(monster)
end

function p.getMonsterAttacks(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  local result = ''
  local iconText = p._getMonsterStyleIcon({monster, notext=true})
  local typeText = ''
  if  monster.attackType == 'melee' then
    typeText = 'Melee'
  elseif monster.attackType == 'ranged' then
    typeText = 'Ranged'
  elseif monster.attackType == 'magic' then
    typeText = 'Magic'
  elseif monster.attackType == 'random' then
  	typeText = "Random"
  end

  local buffAttacks = {}
  local hasActiveBuffSpec = false

  local normalAttackChance = 100
  if monster.specialAttacks[1] ~= nil then
    for i, specAttack in pairs(monster.specialAttacks) do
      local attChance = 0
      if monster.overrideSpecialChances ~= nil then
        attChance = monster.overrideSpecialChances[i]
      else
        attChance = specAttack.defaultChance
      end
      normalAttackChance = normalAttackChance - attChance

      result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description

      if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then
        table.insert(buffAttacks, specAttack.name)
        hasActiveBuffSpec = true 
      end
    end
  end
  if normalAttackChance == 100 then
    result = iconText..' 1 - '..p._getMonsterBaseMaxHit(monster)..' '..typeText..' Damage'
  elseif normalAttackChance > 0 then
    result = '* '..normalAttackChance..'% '..iconText..' 1 - '..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'..result
  elseif hasActiveBuffSpec then
    --If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
    --(With a note about when it does it)
    result = '* '..iconText..' 1 - '..p._getMonsterBaseMaxHit(monster)..' '..typeText..' Damage (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)'..result
  end

  return result
end

function p.getMonsterPassives(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  local result = ''

  if monster.hasPassive then
    result = result .. '===Passives==='
    for i, passiveID in pairs(monster.passiveID) do
      local passive = p.getPassiveByID(passiveID)
      result = result .. '\r\n* ' .. passive.name .. '\r\n** ' .. passive.description
    end
  end
  return result
end

function p.getMonsterCategories(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  local result = '[[Category:Monsters]]'

  if monster.attackType == 'melee' then
    result = result..'[[Category:Melee Monsters]]'
  elseif monster.attackType == 'ranged' then
    result = result..'[[Category:Ranged Monsters]]'
  elseif monster.attackType == 'magic' then
    result = result..'[[Category:Magic Monsters]]'
  end

  if monster.specialAttacks[1] ~= nil then
    result = result..'[[Category:Monsters with Special Attacks]]'
  end

  if monster.isBoss then
    result = result..'[[Category:Bosses]]'
  end

  return result
end

function p.getOtherMonsterBoxText(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  local result = ''

  --Going through and finding out which damage bonuses will apply to this monster
  local monsterTypes = {}
  if monster.isBoss then table.insert(monsterTypes, 'Boss') end

  local areaList = Areas.getMonsterAreas(monster.id)
  local counts = {combat = 0, slayer = 0, dungeon = 0}
  for i, area in Shared.skpairs(areaList) do
    counts[area.type] = counts[area.type] + 1
  end

  if counts.combat > 0 then table.insert(monsterTypes, 'Combat Area') end
  if counts.slayer > 0 then table.insert(monsterTypes, 'Slayer Area') end
  if counts.dungeon > 0 then table.insert(monsterTypes, 'Dungeon') end

  result = result.."\r\n|-\r\n|'''Monster Types:''' "..table.concat(monsterTypes, ", ")

  local SlayerTier = 'N/A'
  if monster.canSlayer then
    SlayerTier = Constants.getSlayerTierNameByLevel(p._getMonsterCombatLevel(monster))
  end

  result = result.."\r\n|-\r\n|'''"..Icons.Icon({'Slayer', type='skill'}).." [[Slayer#Slayer Tier Monsters|Tier]]:''' "
  if monster.canSlayer then
    result = result.."[[Slayer#"..SlayerTier.."|"..SlayerTier.."]]"
  else
    result = result..SlayerTier
  end

  return result
end

function p.getMonsterDrops(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  local result = ''

  if monster.bones ~= nil and monster.bones >= 0 then
    local bones = Items.getItemByID(monster.bones)
    --Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
    if not p._isDungeonOnlyMonster(monster) or Shared.contains(bones.name, 'Shard') then
      result = result.."'''Always Drops:'''"
      result = result..'\r\n{|class="wikitable"'
      result = result..'\r\n!Item !! Qty'
      result = result..'\r\n|-\r\n|'..Icons.Icon({bones.name, type='item'})
      result = result..'||'..(monster.boneQty ~= nil and monster.boneQty or 1)..'\r\n'..'|}'
    end
  end

  --Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
  if not p._isDungeonOnlyMonster(monster) then
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
    local lootValue = 0

    result = result.."'''Loot:'''"
    local avgGp = 0

    if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
      avgGp = (monster.dropCoins[1] + monster.dropCoins[2]) / 2
      local gpTxt = Icons.GP(monster.dropCoins[1], monster.dropCoins[2])
      result = result.."\r\nIn addition to loot, the monster will also drop "..gpTxt..'.'
    end

    local multiDrop = Shared.tableCount(monster.lootTable) > 1
    local totalWt = 0
    for i, row in pairs(monster.lootTable) do
      totalWt = totalWt + row[2]
    end
    result = result..'\r\n{|class="wikitable sortable"'
    result = result..'\r\n!Item!!Qty'
    result = result..'!!Price!!colspan="2"|Chance'

    --Sort the loot table by weight in descending order
    table.sort(monster.lootTable, function(a, b) return a[2] > b[2] end)
    for i, row in Shared.skpairs(monster.lootTable) do
      local thisItem = Items.getItemByID(row[1])
      
      local maxQty = row[3]
      if thisItem ~= nil then
    	result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
	  else
      	result = result..'\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]'
  	  end
      result = result..'||style="text-align:right" data-sort-value="'..maxQty..'"|'

      if maxQty > 1 then
        result = result.. '1 - '
      end
      result = result..Shared.formatnum(row[3])

      --Adding price columns
	  local itemPrice = 0
      if thisItem == nil then
      	result = result..'||data-sort-value="0"|???'
      else
      	  itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
	      if itemPrice == 0 or maxQty == 1 then
	        result = result..'||'..Icons.GP(itemPrice)
	      else
	        result = result..'||'..Icons.GP(itemPrice, itemPrice * maxQty)
	      end
      end

      --Getting the drop chance
      local dropChance = (row[2] / totalWt * lootChance)
      if dropChance ~= 100 then
        --Show fraction as long as it isn't going to be 1/1
        result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
        result = result..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100)
        result = result..'||'
      else
        result = result..'||colspan="2" data-sort-value="'..row[2]..'"'
      end
      result = result..'style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'

      --Adding to the average loot value based on price & dropchance
      lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
    end
    if multiDrop then
      result = result..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
      if lootChance < 100 then
        result = result..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||'
      else
        result = result..'\r\n|colspan="2" '
      end
      result = result..'style="text-align:right"|'..Shared.round(lootChance, 2, 2)..'%'
    end
    result = result..'\r\n|}'
    result = result..'\r\nThe loot dropped by the average kill is worth '..Icons.GP(Shared.round(lootValue, 2, 0)).." if sold."
    if avgGp > 0 then
      result = result..'<br/>Including GP, the average kill is worth '..Icons.GP(Shared.round(avgGp + lootValue, 2, 0))..'.'
    end
  end

  --If no other drops, make sure to at least say so.
  if result == '' then result = 'None' end
  return result
end

-- Find drop chance of specified item from specified monster. 
-- Usage: |Monster Name|Item Name
function p.getItemDropChance(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
  local ItemName = frame.args ~= nil and frame.args[2] or frame[2]
  
  local monster = p.getMonster(MonsterName)
  local item = Items.getItem(ItemName)
  
  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end
  if item == nil then
    return "ERROR: No item with that name found[[Category:Pages with script errors]]"
  end
  
  if not p._isDungeonOnlyMonster(monster) then
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100

	local totalWt = 0
	--for i, row in pairs(monster.lootTable) do
		--totalWt = totalWt + row[2]
	--end
	
	local dropChance = 0
	local dropWt = 0
	for i, row in Shared.skpairs(monster.lootTable) do
		mw.log(row[2])
		local thisItem = Items.getItemByID(row[1])
		totalWt = totalWt + row[2]
		if item['id'] == thisItem['id'] then
	    	dropWt = row[2]
	    end
	end
	dropChance = (dropWt / totalWt * lootChance)
	return Shared.round(dropChance, 2, 2)
  end
end	

function p.getChestDrops(frame)
  local ChestName = frame.args ~= nil and frame.args[1] or frame
  local chest = Items.getItem(ChestName)

  if chest == nil then
    return "ERROR: No item named "..ChestName..' found[[Category:Pages with script errors]]'
  end

  local result = ''

  if chest.dropTable == nil then
    return "ERROR: "..ChestName.." does not have a drop table[[Category:Pages with script errors]]"
  else
    local lootChance = 100
    local lootValue = 0

    local multiDrop = Shared.tableCount(chest.dropTable) > 1
    local totalWt = 0
    for i, row in pairs(chest.dropTable) do
      totalWt = totalWt + row[2]
    end
    result = result..'\r\n{|class="wikitable sortable"'
    result = result..'\r\n!Item!!Qty'
    result = result..'!!colspan="2"|Chance!!Price'

    --Sort the loot table by weight in descending order
    for i, row in pairs(chest.dropTable) do
      if chest.dropQty ~= nil then
        table.insert(row, chest.dropQty[i])
      else
        table.insert(row, 1)
      end
    end
    table.sort(chest.dropTable, function(a, b) return a[2] > b[2] end)
    for i, row in Shared.skpairs(chest.dropTable) do
      local thisItem = Items.getItemByID(row[1])
      local qty = row[3]
      result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
      result = result..'||style="text-align:right" data-sort-value="'..qty..'"|'

      if qty > 1 then
        result = result.. '1 - '
      end
      result = result..Shared.formatnum(qty)

      local dropChance = (row[2] / totalWt) * 100
      result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
      result = result..'|'..Shared.fraction(row[2], totalWt)

      result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'

      result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
      if qty > 1 then
         result = result..'|'..Icons.GP(thisItem.sellsFor, thisItem.sellsFor * qty)
      else
        result = result..'|'..Icons.GP(thisItem.sellsFor)
      end
      lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor * ((1 + qty)/ 2))
    end
    result = result..'\r\n|}'
    result = result..'\r\nThe average value of the contents of one chest is '..Icons.GP(Shared.round(lootValue, 2, 0))..'.'
  end

  return result
end

function p.getAreaMonsterTable(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
  if area == nil then
    return "ERROR: Could not find an area named "..areaName..'[[Category:Pages with script errors]]'
  end

  if area.type == 'dungeon' then
    return p.getDungeonMonsterTable(frame)
  end

  local tableTxt = '{| class="wikitable sortable"'
  tableTxt = tableTxt..'\r\n! Name !! Combat Level !! Hitpoints !! Max Hit !! [[Combat Triangle|Combat Style]]'
  for i, monsterID in pairs(area.monsters) do
    local monster = p.getMonsterByID(monsterID)
    tableTxt = tableTxt..'\r\n|-\r\n|'..Icons.Icon({monster.name, type='monster'})
    tableTxt = tableTxt..'||'..p._getMonsterCombatLevel(monster)
    tableTxt = tableTxt..'||'..Shared.formatnum(p.getMonsterHP(monster.name))
    tableTxt = tableTxt..'||'..Shared.formatnum(p.getMonsterMaxHit(monster.name))
    tableTxt = tableTxt..'||'..p.getMonsterStyleIcon({monster.name, nolink=true})
  end
  tableTxt = tableTxt..'\r\n|}'
  return tableTxt
end

function p.getDungeonMonsterTable(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
  if area == nil then
    return "ERROR: Could not find a dungeon named "..areaName..'[[Category:Pages with script errors]]'
  end

  --For Dungeons, go through and count how many of each monster are in the dungeon first
  local monsterCounts = {}
  for i, monsterID in pairs(area.monsters) do
    if monsterCounts[monsterID] == nil then
      monsterCounts[monsterID] = 1
    else
      monsterCounts[monsterID] = monsterCounts[monsterID] + 1
    end
  end

  local usedMonsters = {}

  -- Declare function for building table rows to avoid repeating code
  local buildRow = function(entityID, monsterCount, specialType)
  	  local monIcon, monLevel, monHP, monMaxHit, monStyle, monCount
  	  local monData = {}
  	  if specialType ~= nil and Shared.contains({'Afflicted', 'SlayerArea'}, specialType) then
  	  	-- Special handling for Into the Mist
  		if specialType == 'Afflicted' then
  		  local iconQ = Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
  		  monIcon = Icons.Icon({'Into the Mist', 'Afflicted Monster', nolink=true, img='Question'})
  		  monLevel, monHP, monMaxHit, monStyle, monCount = iconQ, iconQ, iconQ, iconQ, monsterCount
  		elseif specialType == 'SlayerArea' then
  		  -- entityID corresponds to a slayer area
  		  local area = Areas.getAreaByID('slayer', entityID)
        monIcon = Icons.Icon({area.name, type='combatArea'}) .. ' Monsters'
  		  monLevel = {p.getLowHighStat(area.monsters, function(monster) return p._getMonsterCombatLevel(monster) end)}
  		  monHP = {p.getLowHighStat(area.monsters, function(monster) return p._getMonsterHP(monster) end)}
  		  local lowMaxHit, highMaxHit = p.getLowHighStat(area.monsters, function(monster) return p._getMonsterMaxHit(monster) end)
  		  monMaxHit = highMaxHit
  		  monStyle = Icons.Icon({area.name, area.name, notext=true, nolink=true, img='Question'})
  		  monCount = monsterCount
  		end
      else
        -- entityID corresponds to a monster
        local monster = p.getMonsterByID(entityID)
        monIcon = Icons.Icon({monster.name, type='monster'})
        monLevel = p._getMonsterCombatLevel(monster)
        monHP = p._getMonsterHP(monster)
        monMaxHit = p._getMonsterMaxHit(monster)
        monStyle = p._getMonsterStyleIcon({monster})
        monCount = monsterCount
      end
      local getValSort = function(val)
      	if type(val) == 'table' then
      	  if type(val[1]) == 'number' and type(val[2]) == 'number' then
      	  	return (val[1] + val[2]) / 2
      	  else
      	    return (type(val[1]) == 'number' and val[1]) or 0
      	  end
      	else
      	  return (type(val) == 'number' and val) or 0
      	end
      end
      local getValText = function(val)
      	if type(val) == 'table' and Shared.tableCount(val) == 2 then
      	  if type(val[1]) == 'number' and type(val[2]) == 'number' then
      	  	return Shared.formatnum(val[1]) .. ' - ' .. Shared.formatnum(val[2])
      	  else
      	    return val[1] .. ' - ' .. val[2]
      	  end
      	elseif type(val) == 'number' then
      	  return Shared.formatnum(val)
      	else
      	  return val
      	end
      end
      	  
      local resultPart = {}
      table.insert(resultPart, '\r\n|-\r\n| ' .. monIcon)
      table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monLevel) .. '"| ' .. getValText(monLevel))
      table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monHP) .. '"| ' .. getValText(monHP))
      table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monMaxHit) .. '"| ' .. getValText(monMaxHit))
      table.insert(resultPart, '\r\n| ' .. monStyle)
      table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monCount) .. '"| ' .. getValText(monCount))
      return table.concat(resultPart)
  	end

  local returnPart = {}
  table.insert(returnPart, '{| class="wikitable sortable"')
  table.insert(returnPart, '\r\n! Name !! Combat Level !! Hitpoints !! Max Hit !! [[Combat Triangle|Combat Style]] !! Count')
  -- Special handing for Impending Darkness event
  -- TODO needs to be revised once there is a better understanding of how the event works
  --if area.isEvent ~= nil and area.isEvent then
  --	for i, eventAreaID in ipairs(Areas.eventData.slayerAreas) do
  --	  table.insert(returnPart, buildRow(eventAreaID, {5, 8}, 'SlayerArea'))
  --	end
  --  -- Add Bane * 4
  --  table.insert(returnPart, buildRow(152, 4))
  --end
  for i, monsterID in pairs(area.monsters) do
    if not Shared.contains(usedMonsters, monsterID) then
      if monsterID >= 0 then
        table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID]))
      else
        --Special handling for Into the Mist
        table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Afflicted'))
      end
      table.insert(usedMonsters, monsterID)
    end
  end
  table.insert(returnPart, '\r\n|}')
  return table.concat(returnPart)
end

function p.getDungeonTotalHp(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
  if area == nil then
    return "ERROR: Could not find a dungeon named "..areaName..'[[Category:Pages with script errors]]'
  end
  local totalHP = 0

  for i, monsterID in pairs(area.monsters) do
    if not Shared.contains(usedMonsters, monsterID) then
      local monster = p.getMonsterByID(monsterID)
      totalHP = totalHP + p._getMonsterHP(monster)
    end
  end
  return totalHP
end

function p._getAreaMonsterList(area)
  local monsterList = {}
  for i, monsterID in pairs(area.monsters) do
    local monster = p.getMonsterByID(monsterID)
    table.insert(monsterList, Icons.Icon({monster.name, type='monster'}))
  end
  return table.concat(monsterList, '<br/>')
end

function p._getDungeonMonsterList(area)
  local monsterList = {}
  local lastMonster = nil
  local lastID = -2
  local count = 0
  -- Special handing for Impending Darkness event
  -- TODO needs to be revised once there is a better understanding of how the event works
  --if area.isEvent ~= nil and area.isEvent then
  --	for i, eventAreaID in ipairs(Areas.eventData.slayerAreas) do
  --	  local eventArea = Areas.getAreaByID('slayer', eventAreaID)
  --	  table.insert(monsterList, '5-8 ' .. Icons.Icon({eventArea.name, type='combatArea'}) .. ' Monsters')
  --	end
  --	table.insert(monsterList, '4 ' .. Icons.Icon({'Bane', type='monster'}))
  --end
  for i, monsterID in Shared.skpairs(area.monsters) do
    if monsterID ~= lastID then
      local monster = nil 
      if monsterID ~= -1 then monster = p.getMonsterByID(monsterID) end
      if lastID ~= -2 then
        if lastID == -1 then
          --Special handling for Afflicted Monsters
          table.insert(monsterList, Icons.Icon({'Affliction', 'Afflicted Monster', img='Question', qty=count}))
        else
          local name = lastMonster.name
          table.insert(monsterList, Icons.Icon({name, type='monster', qty=count}))
        end
      end
      lastMonster = monster
      lastID = monsterID
      count = 1
    else
      count = count + 1
    end
    --Make sure the final monster in the dungeon gets counted
    if i == Shared.tableCount(area.monsters) then
      local name = lastMonster.name
      table.insert(monsterList, Icons.Icon({lastMonster.name, type='monster', qty=count}))
    end
  end
  return table.concat(monsterList, '<br/>')
end

function p.getAreaMonsterList(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
  if area == nil then
    return "ERROR: Could not find an area named "..areaName..'[[Category:Pages with script errors]]'
  end

  if area.type == 'dungeon' then
    return p._getDungeonMonsterList(area)
  else
    return p._getAreaMonsterList(area)
  end
end

function p.getFoxyTable(frame)
  local result = 'Monster,Min GP,Max GP,Average GP'
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
    if not p._isDungeonOnlyMonster(monster) then
      if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
       local avgGp = (monster.dropCoins[1] + monster.dropCoins[2]) / 2
       result = result..'<br/>'..monster.name..','..monster.dropCoins[1]..','..(monster.dropCoins[2])..','..avgGp
      end
    end
  end
  return result
end

function p._getMonsterAverageGP(monster)
  local result = ''
  local totalGP = 0

  if monster.bones ~= nil and monster.bones >= 0 then
    local bones = Items.getItemByID(monster.bones)
    --Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
    if not p._isDungeonOnlyMonster(monster) or Shared.contains(bones.name, 'Shard') then
      totalGP = totalGP + bones.sellsFor
    end
  end

  --Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
  if not p._isDungeonOnlyMonster(monster) then
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
    local lootValue = 0

    local avgGp = 0

    if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
      avgGp = (monster.dropCoins[1] + monster.dropCoins[2]) / 2
    end

    totalGP = totalGP + avgGp

    local multiDrop = Shared.tableCount(monster.lootTable) > 1
    local totalWt = 0
    for i, row in pairs(monster.lootTable) do
      totalWt = totalWt + row[2]
    end

    for i, row in Shared.skpairs(monster.lootTable) do
      local thisItem = Items.getItemByID(row[1])
      local maxQty = row[3]

      local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0

      --Getting the drop chance
      local dropChance = (row[2] / totalWt * lootChance)

      --Adding to the average loot value based on price & dropchance
      lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
    end

    totalGP = totalGP + lootValue
  end

  return Shared.round(totalGP, 2, 2)
end

function p.getMonsterAverageGP(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end

  return p._getMonsterAverageGP(monster)
end

function p.getMonsterEVTable(frame)
  local result = '{| class="wikitable sortable"'
  result = result..'\r\n!Monster!!Combat Level!!Average GP'
  for i, monsterTemp in Shared.skpairs(MonsterData.Monsters) do
    local monster = Shared.clone(monsterTemp)
    monster.id = i - 1
    if not p._isDungeonOnlyMonster(monster) then
      local monsterGP = p._getMonsterAverageGP(monster)
      local combatLevel = p._getMonsterCombatLevel(monster, 'Combat Level')
      result = result..'\r\n|-\r\n|'..Icons.Icon({monster.name, type='monster', noicon=true})..'||'..combatLevel..'||'..monsterGP
    end
  end
  result = result..'\r\n|}'
  return result
end

function p.getSlayerTierMonsterTable(frame)
  -- Input validation
  local tier = frame.args ~= nil and frame.args[1] or frame
  local slayerTier = nil

  if tier == nil then
    return "ERROR: No tier specified[[Category:Pages with script errors]]"
  end

  if tonumber(tier) ~= nil then
    slayerTier = Constants.getSlayerTierByID(tonumber(tier))
  else
    slayerTier = Constants.getSlayerTier(tier)
  end

  if slayerTier == nil then
    return "ERROR: Invalid slayer tier[[Category:Pages with script errors]]"
  end

  -- Obtain required tier details
  local minLevel, maxLevel = slayerTier.minLevel, slayerTier.maxLevel

  -- Build list of monster IDs
  -- Right now hiddenMonsterIDs is empty
  local hiddenMonsterIDs = {}
  local monsterIDs = {}
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
    if monster.canSlayer and not Shared.contains(hiddenMonsterIDs, i - 1) then
      local cmbLevel = p._getMonsterCombatLevel(monster)
      if cmbLevel >= minLevel and (maxLevel == nil or cmbLevel <= maxLevel) then
        table.insert(monsterIDs, i - 1)
      end
    end
  end

  if Shared.tableCount(monsterIDs) == 0 then
    -- Somehow no monsters are in the tier, return nothing
    return ''
  else
    return p._getMonsterTable(monsterIDs, true)
  end
end

function p.getFullMonsterTable(frame)
  local monsterIDs = {}
  for i = 0, Shared.tableCount(MonsterData.Monsters) - 1, 1 do
    table.insert(monsterIDs, i)
  end

  return p._getMonsterTable(monsterIDs, false)
end

function p._getMonsterTable(monsterIDs, excludeDungeons)
  --Making a single function for getting a table of monsters given a list of IDs.
  local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
  local tableParts = {}
  table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
  -- First header row
  table.insert(tableParts, '\r\n|- class="headerRow-0"\r\n! colspan="5" | !! colspan="4" |Offensive Stats !! colspan="3" |Evasion Rating !! colspan="4" |')
  -- Second header row
  table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!ID !!Combat Level ')
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
  table.insert(tableParts, '!!Attack Type !!Attack Speed (s) !!Max Hit !!Accuracy ')
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Defence', type='skill', notext=true}))
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}))
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}))
  table.insert(tableParts, '!!Drop Chance !!Coins !!Bones !!Locations')

   -- Generate row per monster
  for i, monsterID in Shared.skpairs(monsterIDs) do
    local monster = p.getMonsterByID(monsterID)
    local cmbLevel = p._getMonsterCombatLevel(monster)
    local atkSpeed = p._getMonsterAttackSpeed(monster)
    local maxHit = p._getMonsterMaxHit(monster)
    local accR = p._getMonsterAR(monster)
    local evaR = {p._getMonsterER(monster, "Melee"), p._getMonsterER(monster, "Ranged"), p._getMonsterER(monster, "Magic")}

    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
    local gpRange = {0, 0}
    if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
      gpRange = {monster.dropCoins[1], monster.dropCoins[2]}
    end
    local gpTxt = nil
    if gpRange[1] >= gpRange[2] then
      gpTxt = Icons.GP(gpRange[1])
    else
      gpTxt = Icons.GP(gpRange[1], gpRange[2])
    end
    local boneTxt = 'None'
    if monster.bones ~= nil and monster.bones >= 0 then
      local bones = Items.getItemByID(monster.bones)
      boneTxt = Icons.Icon({bones.name, type='item', notext=true})
    end

    table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({monster.name, type='monster', size=50, notext=true}))
    table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({monster.name, type='monster', noicon=true}))
    table.insert(tableParts, '\r\n|style="text-align:right" |' .. monsterID)
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Shared.formatnum(cmbLevel))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Shared.formatnum(p._getMonsterHP(monster)))
    table.insert(tableParts, '\r\n|style="text-align:center" |' .. p._getMonsterStyleIcon({monster, notext=true}))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Shared.round(atkSpeed, 1, 1))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '" |' .. Shared.formatnum(maxHit))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. accR .. '" |' .. Shared.formatnum(accR))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[1] .. '" |' .. Shared.formatnum(evaR[1]))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[2] .. '" |' .. Shared.formatnum(evaR[2]))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[3] .. '" |' .. Shared.formatnum(evaR[3]))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootChance .. '" |' .. lootChance .. '%')
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (gpRange[1] + gpRange[2]) / 2 .. '" |' .. gpTxt)
    table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
    table.insert(tableParts, '\r\n|style="text-align:right;white-space:nowrap" |' .. p._getMonsterAreas(monster, hideDungeons))
  end

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

function p.getSpecialAttackTable(frame)
    local spAttTable = {}

    for i, monster in ipairs(MonsterData.Monsters) do
        if monster.specialAttacks ~= nil and Shared.tableCount(monster.specialAttacks) > 0 then
            local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
            for j, spAtt in ipairs(monster.specialAttacks) do
                local attChance = (overrideChance and monster.overrideSpecialChances[j] or spAtt.defaultChance)
                if spAttTable[spAtt.id] == nil then
                    spAttTable[spAtt.id] = { ['defn'] = spAtt, ['icons'] = {} }
                end
                if spAttTable[spAtt.id]['icons'][attChance] == nil then
                    spAttTable[spAtt.id]['icons'][attChance] = {}
                end
                table.insert(spAttTable[spAtt.id]['icons'][attChance], Icons.Icon({ monster.name, type = 'monster' }))
            end
        end
    end

    local resultPart = {}
    table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
    table.insert(resultPart, '\r\n|- class="headerRow-0"')
    table.insert(resultPart, '\r\n!Name!!style="min-width:225px"|Monsters!!Chance!!Effect')

    for i, spAttData in Shared.skpairs(spAttTable) do
        local spAtt = spAttData.defn
        local firstRow = true
        local rowsSpanned = Shared.tableCount(spAttData.icons)
        local rowSuffix = ''
        if rowsSpanned > 1 then
            rowSuffix = '|rowspan="' .. rowsSpanned .. '"'
        end
        for chance, iconList in Shared.skpairs(spAttData.icons) do
            table.insert(resultPart, '\r\n|-')
            if firstRow then
                table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
            end
            table.insert(resultPart, '\r\n|data-sort-value="' .. spAtt.name .. '"| ' .. table.concat(iconList, '<br/>'))
            table.insert(resultPart, '\r\n|data-sort-value="' .. chance .. '"| ' .. Shared.round(chance, 2, 0) .. '%')
            if firstRow then
                table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.description)
                firstRow = false
            end
        end
    end
    table.insert(resultPart, '\r\n|}')

    return table.concat(resultPart)
end


return p