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Module:Skills: Difference between revisions

From Melvor Idle
1,363 bytes removed ,  27 December 2022
Use printError function
(moved getPotionNavbox to Module:Navboxes)
(Use printError function)
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--This module should avoid including skill specific functions which generate
--output for wiki pages, especially those which require() other modules. For
--these functions, consider using the appropriate module from the below list.
--Some skills have their own modules:
--Some skills have their own modules:
--Module:Magic for Magic
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Prayer for Prayer
--Module:Agility for Agility
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.
--Also be aware of:
--Module:Navboxes for navigation boxes appearing near the bottom of pages


local p = {}
local p = {}
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 Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Items = require('Module:Items')
local Items = require('Module:Items')
local ItemSourceTables = require('Module:Items/SourceTables')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')


local MasteryCheckpoints = {.1, .25, .5, .95}
-- Thieving
function p.getThievingNPCByID(npcID)
return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
end


function p.getSkillID(skillName)
function p.getThievingNPC(npcName)
  for skName, ID in Shared.skpairs(Constants.skill) do
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
    if skName == skillName then
      return ID
    end
  end
  return nil
end
end


function p.getSkillName(skillID)
function p.getThievingNPCArea(npc)
  for skName, ID in Shared.skpairs(Constants.skill) do
for i, area in ipairs(SkillData.Thieving.areas) do
    if ID == skillID then
for j, npcID in ipairs(area.npcIDs) do
      return skName
if npcID == npc.id then
    end
return area
  end
end
  return nil
end
end
end
end


function p.getThievingNPCByID(ID)
function p._getThievingNPCStat(npc, statName)
  local result = Shared.clone(SkillData.Thieving[ID + 1])
local result = nil
  if result ~= nil then
 
    result.id = ID
if statName == 'level' then
  end
result = Icons._SkillReq('Thieving', npc.level)
  return result
elseif statName == 'maxHit' then
end
result = npc.maxHit * 10
elseif statName == 'area' then
local area = p.getThievingNPCArea(npc)
result = area.name
else
result = npc[statName]
end
 
if result == nil then
result = ''
end


function p.getThievingNPC(name)
return result
  local result = nil
  for i, npc in pairs(SkillData.Thieving) do
    if name == npc.name then
      result = Shared.clone(npc)
      result.id = i - 1
      break
    end
  end
  return result
end
end


function p.getThievingNPCStat(frame)
function p.getThievingNPCStat(frame)
  local args = frame.args ~= nil and frame.args or frame
local npcName = frame.args ~= nil and frame.args[1] or frame[1]
  local npcName = args[1]
local statName = frame.args ~= nil and frame.args[2] or frame[2]
  local statName = args[2]
local npc = p.getThievingNPC(npcName)
  local npc = p.getThievingNPC(npcName)
if npc == nil then
  if npc == nil then
return Shared.printError('Invalid Thieving NPC ' .. npcName)
    return 'ERROR: Failed to find Thieving NPC with name ' .. name .. '[[Category:Pages with script errors]]'
end
  end
 
 
return p._getThievingNPCStat(npc, statName)
  return p._getThievingNPCStat(npc, statName)
end
end


function p._getThievingNPCStat(npc, stat)
function p.getThievingSourcesForItem(itemID)
  local itemDropChance = 0.75
local resultArray = {}
  local result = npc[stat]
local areaNPCs = {}
  -- Overrides below
  if stat == 'maxHit' then
    result = result * 10
  elseif stat == 'lootList' then
    return p._formatLootTable(npc['lootTable'], itemDropChance, true)
  elseif stat == 'lootTable' then
    return p._formatLootTable(npc['lootTable'], itemDropChance, false)
  elseif stat == 'requirements' then
    if npc['level'] ~= nil then
      result = Icons._SkillReq('Thieving', npc['level'], true)
    else
      result = 'None'
    end
  elseif (stat == 'lootValue' or stat == 'pickpocketValue') then
    if stat == 'pickpocketValue' then
      local itemBP = Items.getItem("Bobby's Pocket")
      result = (1 + npc['maxCoins']) / 2 + itemBP.sellsFor * (1 / 120)
    else
      result = 0
    end
    result = Shared.round(result + p._getLootTableValue(npc['lootTable']) * itemDropChance, 2, 2)
  elseif stat == 'pageName' then
    local linkOverrides = { ['Golbin'] = 'Golbin (thieving)' }
    result = (linkOverrides[npc['name']] ~= nil and linkOverrides[npc['name']]) or npc['name']
  end


  return result
--First check area unique drops
end
--If an area drops the item, add all the NPC ids to the list so we can add them later
for i, area in pairs(SkillData.Thieving.areas) do
for j, drop in pairs(area.uniqueDrops) do
if drop.id == itemID then
for k, npcID in ipairs(area.npcIDs) do
areaNPCs[npcID] = drop.quantity
end
break
end
end
end


function p._getLootTableValue(lootTable)
--Now go through and get drop chances on each NPC if needed
  -- Calculates the average GP value of a given loot table
for i, npc in pairs(SkillData.Thieving.npcs) do
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
local totalWt = 0
  if Shared.tableCount(lootTable) == 0 then
local dropWt = 0
    return 0
local dropQty = { min = 0, max = 0 }
  end
for j, drop in ipairs(npc.lootTable) do
totalWt = totalWt + drop.weight
if drop.itemID == itemID then
dropWt = drop.weight
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
end
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = dropQty.min, maxQty = dropQty.max, wt = dropWt * SkillData.Thieving.itemChance, totalWt = totalWt * 100, level = npc.level, npcID = npc.id})
end


  local totalWeight = 0
--Chance of -1 on unique drops is to indicate variable chance
  for i, drop in pairs(lootTable) do
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
    totalWeight = totalWeight + drop[2]
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.quantity, maxQty = npc.uniqueDrop.quantity, wt = -1, totalWt = -1, level = npc.level, npcID = npc.id})
  end
end
  if totalWeight == 0 then
    return 0
  end


  local avgValue = 0
if areaNPCs[npc.id] ~= nil then
  for i, drop in pairs(lootTable) do
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.baseAreaUniqueChance, totalWt = 100, level = npc.level, npcID = npc.id})
    local item = Items.getItemByID(drop[1])
end
    if item ~= nil then
end
      avgValue = avgValue + item.sellsFor * (drop[2] / totalWeight)
    end
  end
 
  return avgValue
end


function p._formatLootTable(lootTableIn, chanceMultIn, asList)
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
if drop.itemID == itemID then
  if Shared.tableCount(lootTableIn) == 0 then
if drop.npcs == nil then
    return ''
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1, npcID = itemID})
  end
else
for j, npcID in ipairs(drop.npcs) do
local npc = p.getThievingNPCByID(npcID)
if npc ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = npc.level, npcID = npc.id})
end
end
end
end
end


  local chanceMult = (chanceMultIn or 1) * 100
return resultArray
  local lootTable = Shared.clone(lootTableIn)
end
  -- Sort table from most to least common drop
  table.sort(lootTable, function(a, b)
                          if a[2] == b[2] then
                            return a[1] < b[1]
                          else
                            return a[2] > b[2]
                          end
                        end)


  local totalWeight = 0
-- Astrology
  for i, drop in pairs(lootTable) do
function p.getConstellationByID(constID)
    totalWeight = totalWeight + drop[2]
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
  end
end
  if totalWeight == 0 then
    return ''
  end


  -- Get the length (in characters) of the largest drop chance so that they can be right aligned
function p.getConstellation(constName)
  -- [4/16/21]: Adding info for no drop
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
  local maxDropLen = math.max(string.len(Shared.round(100 - chanceMult, 2, 2)), string.len(Shared.round(lootTable[1][2] / totalWeight * chanceMult, 2, 2)))
end


  local returnPart = {}
function p.getConstellations(checkFunc)
  -- Generate header
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
  if asList then
    if chanceMult < 100 then
      table.insert(returnPart, '* ' .. string.rep('&nbsp;', math.max(0, (maxDropLen - string.len(Shared.round(100 - chanceMult, 2, 2))) * 2)) .. Shared.round(100 - chanceMult, 2, 2) .. '% No Item')
    end
  else
    table.insert(returnPart, '{|class="wikitable sortable"\r\n!Item!!Price!!colspan="2"|Chance')
  end
  -- Generate row for each item
  for i, drop in pairs(lootTable) do
    local item, itemText, sellsFor, dropChance = Items.getItemByID(drop[1]), 'Unknown', 0, Shared.round(drop[2] / totalWeight * chanceMult, 2, 2)
    if item ~= nil then
      itemText, sellsFor = Icons.Icon({item.name, type='item'}), item.sellsFor
    end
    if asList then
      table.insert(returnPart, '* ' .. string.rep('&nbsp;', math.max(0, (maxDropLen - string.len(dropChance)) * 2)) .. dropChance .. '% ' .. itemText)
    else
      table.insert(returnPart, '|-\r\n|' .. itemText)
      table.insert(returnPart, '|style="text-align:right;" data-sort-value="' .. sellsFor .. '"|' .. Icons.GP(sellsFor))
      table.insert(returnPart, '|style="text-align:right;" data-sort-value="' .. dropChance .. '"|' .. Shared.fraction(drop[2] * chanceMult, totalWeight * 100))
      table.insert(returnPart, '|style="text-align:right;"|' .. dropChance .. '%')
    end
  end
  if not asList then
    table.insert(returnPart, '|-class="sortbottom" \r\n!colspan="2"|Total:')
    local textTotChance = ''
    if chanceMult < 100 then
      textTotChance = '|style="text-align:right"|' .. Shared.fraction(chanceMult, 100) .. '\r\n|'
    else
      textTotChance = '|colspan="2" '
    end
    textTotChance = textTotChance .. 'style="text-align:right;"|' .. Shared.round(chanceMult, 2, 2) .. '%' .. '\r\n|}'
    table.insert(returnPart, textTotChance)
  end
 
  return table.concat(returnPart, '\r\n')
end
end


function p.getThievingNPCTable()
-- For a given constellation cons and modifier value modValue, generates and returns
  local returnPart = {}
-- a table of modifiers, much like any other item/object elsewhere in the game.
-- includeStandard: true|false, determines whether standard modifiers are included
-- includeUnique: true|false, determines whether unique modifiers are included
-- isDistinct: true|false, if true, the returned list of modifiers is de-duplicated
-- asKeyValue: true|false, if true, returns key/value pairs like usual modifier objects
function p._buildAstrologyModifierArray(cons, modValue, includeStandard, includeUnique, isDistinct, asKeyValue)
-- Temporary function to determine if the table already contains a given modifier
local containsMod = function(modList, modNew)
for i, modItem in ipairs(modList) do
-- Check mod names & value data types both equal
if modItem[1] == modNew[1] and type(modItem[2]) == type(modNew[2]) then
if type(modItem[2]) == 'table' then
if Shared.tablesEqual(modItem[2], modNew[2]) then
return true
end
elseif modItem[2] == modNew[2] then
return true
end
end
end
return false
end


  -- Create table header
local addToArray = function(modArray, modNew)
  table.insert(returnPart, '{| class="wikitable sortable stickyHeader"')
if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
  table.insert(returnPart, '|- class="headerRow-0"\r\n!Target!!Name!!' .. Icons.Icon({'Thieving', type='skill', notext=true}).. ' Level!!Experience!!Max Hit!!Max Coins!!<abbr title="Assumes all loot is sold, and no GP boosts apply (such as those from Mastery & Gloves of Silence)">GP/Theft</abbr>')
table.insert(modArray, modNew)
 
end
  -- Create row for each NPC
end
  for i, npc in Shared.skpairs(SkillData.Thieving) do
    local linkText = (npc.name ~= p._getThievingNPCStat(npc, 'pageName') and p._getThievingNPCStat(npc, 'pageName') .. '|' .. npc.name) or npc.name
    table.insert(returnPart, '|-\r\n|style="text-align: left;" |' .. Icons.Icon({npc.name, type='thieving', size=50, notext=true}))
    table.insert(returnPart, '|style="text-align: left;" |[[' .. linkText .. ']]')
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'level'))
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'xp'))
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'maxHit'))
    table.insert(returnPart, '|style="text-align: right;" data-sort-value="' .. p._getThievingNPCStat(npc, 'maxCoins') .. '" |' .. Icons.GP(p._getThievingNPCStat(npc, 'maxCoins')))
    table.insert(returnPart, '|style="text-align: right;" data-sort-value="' .. p._getThievingNPCStat(npc, 'pickpocketValue') .. '" |' .. Icons.GP(p._getThievingNPCStat(npc, 'pickpocketValue')))
  end
  table.insert(returnPart, '|}')


  return table.concat(returnPart, '\r\n')
local modTypes = {}
end
if includeStandard then
table.insert(modTypes, 'standardModifiers')
end
if includeUnique then
table.insert(modTypes, 'uniqueModifiers')
end


function p.getThievingNavbox()
local modArray = {}
  local returnPart = {}
local isSkillMod = {}
--Adding a Group Number to hold together different bonuses from the same modifier [Falterfire 22/10/27]
local groupNum = 0


  -- Create table header
for _, modType in ipairs(modTypes) do
  table.insert(returnPart, '{| class="wikitable" style="text-align:center; clear:both; margin:auto; margin-bottom:1em;"')
for i, modTypeData in ipairs(cons[modType]) do
  table.insert(returnPart, '|-\r\n!' .. Icons.Icon({'Thieving', type='skill', notext=true}) .. '[[Thieving|Thieving Targets]]')
groupNum = groupNum + 1
  table.insert(returnPart, '|-\r\n|')
local modVal = nil
 
if modValue ~= nil then
  local npcList = {}
modVal = modValue
  -- Create row for each NPC
else
  for i, npc in Shared.skpairs(SkillData.Thieving) do
modVal = modTypeData.incrementValue * modTypeData.maxCount
    local linkText = (npc.name ~= p._getThievingNPCStat(npc, 'pageName') and p._getThievingNPCStat(npc, 'pageName') .. '|' .. npc.name) or npc.name
end
    table.insert(npcList, Icons.Icon({npc.name, type='thieving', notext=true}) .. ' [[' .. linkText .. ']]')
for j, modifier in ipairs(modTypeData.modifiers) do
  end
local modEntry = (modifier.skill ~= nil and { skillID = modifier.skill, value = modVal }) or modVal
  table.insert(returnPart, table.concat(npcList, ' • '))
addToArray(modArray, {modifier.key, modEntry, group = groupNum})
  table.insert(returnPart, '|}')
end
end
end


  return table.concat(returnPart, '\r\n')
if asKeyValue then
local modArrayKV = {}
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = type(modVal) == 'table' and modVal.skillID ~= nil
if modArrayKV[modName] == nil then
modArrayKV[modName] = (isSkill and { modVal } or modVal)
elseif isSkill then
table.insert(modArrayKV[modName], modVal)
else
modArrayKV[modName] = modArrayKV[modName] + modVal
end
end
return modArrayKV
else
return modArray
end
end
end


-- Mastery
function p.getMasteryUnlockTable(frame)
function p.getMasteryUnlockTable(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local skillName = frame.args ~= nil and frame.args[1] or frame
  local skillID = p.getSkillID(skillName)
local skillID = Constants.getSkillID(skillName)
  if skillID == nil then
if skillID == nil then
    return "ERROR: Failed to find a skill ID for "..skillName
return Shared.printError('Failed to find a skill ID for ' .. skillName)
  end
end


  local unlockTable = SkillData.MasteryUnlocks[skillID]
local _, localSkillID = GameData.getLocalID(skillID)
  if unlockTable == nil then
-- Clone so that we can sort by level
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
local unlockTable = Shared.clone(SkillData[localSkillID].masteryLevelUnlocks)
  end
if unlockTable == nil then
return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
end
table.sort(unlockTable, function(a, b) return (a.level == b.level and a.descriptionID < b.descriptionID) or a.level < b.level end)


  local result = '{|class="wikitable"\r\n!Level!!Unlock'
local result = '{|class="wikitable"\r\n!Level!!Unlock'
  for i, unlock in Shared.skpairs(unlockTable) do
for i, unlock in ipairs(unlockTable) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
result = result..'\r\n|'..unlock.level..'||'..unlock.description
  end
end
  result = result..'\r\n|}'
result = result..'\r\n|}'
  return result
return result
end
end


function p.getMasteryCheckpointTable(frame)
function p.getMasteryCheckpointTable(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local skillName = frame.args ~= nil and frame.args[1] or frame
  local skillID = p.getSkillID(skillName)
local skillID = Constants.getSkillID(skillName)
  if skillID == nil then
if skillID == nil then
    return "ERROR: Failed to find a skill ID for "..skillName
return Shared.printError('Failed to find a skill ID for ' .. skillName)
  end
end
 
  if SkillData.MasteryCheckpoints[skillID] == nil then
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
  end


  local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
local _, localSkillID = GameData.getLocalID(skillID)
  local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
local checkpoints = SkillData[localSkillID].masteryCheckpoints
if checkpoints == nil then
return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
end


  local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
local totalPoolXP = SkillData[localSkillID].baseMasteryPoolCap
  for i, bonus in Shared.skpairs(bonuses) do
local checkpointPct = GameData.rawData.masteryCheckpoints
    result = result..'\r\n|-'
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
for i, checkpointDesc in ipairs(checkpoints) do
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
result = result..'\r\n|-'
  end
result = result..'\r\n|'..checkpointPct[i]..'%||'
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
result = result..Shared.formatnum(math.floor(totalPoolXP * checkpointPct[i] / 100))..' xp||'..checkpointDesc
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
end
  result = result..'\r\n|}'
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
  return result
result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
result = result..'\r\n|}'
return result
end
end


function p._getFarmingTable(category)
function p.getMasteryTokenTable()
  local seedList = {}
local baseTokenChance = 18500
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' then
local masterySkills = {}
    seedList = Items.getItems(function(item) return item.tier == category end)
local CCI = Items.getItemByID('melvorD:Clue_Chasers_Insignia')
  else
if CCI == nil then return '' end
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
  end


  local result = '{|class="wikitable sortable stickyHeader"'
-- Build table of mastery skills
  result = result..'\r\n|- class="headerRow-0"'
for skillLocalID, skill in pairs(SkillData) do
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
if skill.masteryTokenID ~= nil then
  result = result..'!!XP!!Growth Time!!Seed Value'
table.insert(masterySkills, skill)
  if category == 'Allotment' then
end
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
end
  elseif category == 'Herb' then
table.sort(masterySkills,
    result = result..'!!colspan="2"|Herb!!Herb Value'
function(a, b)
  elseif category == 'Tree' then
if a.milestoneCount == b.milestoneCount then
    result = result..'!!colspan="2"|Logs!!Log Value'
return a.name < b.name
  end
else
  result = result..'!!Seed Sources'
return a.milestoneCount > b.milestoneCount
 
end
  table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)
end)


  for i, seed in pairs(seedList) do
-- Generate output table
    result = result..'\r\n|-'
local resultPart = {}
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)


    local crop = Items.getItemByID(seed.grownItemID)
table.insert(resultPart, '{| class="wikitable sortable"')
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
table.insert(resultPart, '\r\n!rowspan="2"|Token!!rowspan="2"|Skill!!colspan="2"|Approximate Mastery Token Chance')
    if category == 'Allotment' then
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
    end
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    result = result..'||'..ItemSourceTables._getItemSources(seed)
  end


  result = result..'\r\n|}'
for i, skill in ipairs(masterySkills) do
  return result
local token = Items.getItemByID(skill.masteryTokenID)
end
local denom = math.floor(baseTokenChance / skill.milestoneCount)
local denomCCI = Shared.round(baseTokenChance / (skill.milestoneCount * (1 + CCI.modifiers.increasedOffItemChance / 100)), 0, 0)


function p.getFarmingTable(frame)
table.insert(resultPart, '\r\n|-')
  local category = frame.args ~= nil and frame.args[1] or frame
table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.Icon({skill.name, type='skill'}))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
end
table.insert(resultPart, '\r\n|}')


  return p._getFarmingTable(category)
return table.concat(resultPart)
end
end


function p.getFarmingFoodTable(frame)
-- Skill unlock costs for Adventure game mode
  local result = '{| class="wikitable sortable stickyHeader"'
function p.getSkillUnlockCostTable()
  result = result..'\r\n|- class="headerRow-0"'
local advMode = GameData.getEntityByID('gamemodes', 'melvorF:Adventure')
  result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
if advMode ~= nil then
  result = result..'!!Healing!!Value'
local unlockCount = Shared.tableCount(GameData.skillData) - Shared.tableCount(advMode.startingSkills)
 
local costLength = Shared.tableCount(advMode.skillUnlockCost)
  local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)
local returnPart = {}
 
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
  table.sort(itemArray, function(a, b) return a.farmingLevel < b.farmingLevel end)
 
  for i, item in Shared.skpairs(itemArray) do
    local crop = Items.getItemByID(item.grownItemID)
    if crop.healsFor ~= nil and crop.healsFor > 0 then
      result = result..'\r\n|-'
      result = result..'\r\n|'..Icons.Icon({crop.name, type='item', notext='true', size='50'})..'||[['..crop.name..']]'
      result = result..'||style="text-align:right;"|'..item.farmingLevel
      result = result..'||style="text-align:right" data-sort-value="'..crop.healsFor..'"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..(crop.healsFor * 10)
      result = result..'||style="text-align:right" data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    end
  end


  result = result..'\r\n|}'
local accCost = 0
for i = 1, unlockCount, 1 do
local cost = advMode.skillUnlockCost[math.min(i, costLength)]
accCost = accCost + cost
table.insert(returnPart, '|-')
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
end
table.insert(returnPart, '|}')


  return result
return table.concat(returnPart, '\r\n')
end
end
end


function p.getFarmingPlotTable(frame)
-- Accepts 1 parameter, being either:
  local areaName = frame.args ~= nil and frame.args[1] or frame
--  'Bars', for which a table of all bars is generated, or
  local patches = nil
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
function p.getSmithingTable(frame)
    if area.areaName == areaName then
local tableType = frame.args ~= nil and frame.args[1] or frame
      patches = area.patches
      break
    end
  end
  if patches == nil then
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
  end
 
  local result = '{|class="wikitable"'
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'


  for i, patch in Shared.skpairs(patches) do
-- Has a valid category been passed (by name)?
    result = result..'\r\n|-\r\n|'..i
local category = GameData.getEntityByName(SkillData.Smithing.categories, tableType)
    result = result..'||style="text-align:right;" data-sort-value="0"|'..patch.level
if category == nil then
    if patch.cost == 0 then
return Shared.printError('Invalid Smithing category: "' .. tableType .. '"')
      result = result..'||Free'
end
    else
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
    end
  end


  result = result..'\r\n|}'
-- Build a list of recipes to be included, and a list of bars while we're at it
  return result
-- The bar list will be used later for value/bar calculations
end
local recipeList, barIDList = {}, {}
for i, recipe in ipairs(SkillData.Smithing.recipes) do
if recipe.categoryID == category.id then
local recipeItem = Items.getItemByID(recipe.productID)
if recipeItem ~= nil then
table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor, expIcon = Icons.getExpansionIcon(recipeItem.id) })
end
elseif recipe.categoryID == 'melvorD:Bars' then
barIDList[recipe.productID] = true
end
end


function p.getSmithingTable(frame)
-- Generate output table
  local tableType = frame.args ~= nil and frame.args[1] or frame
local resultPart = {}
  local bar = nil
table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
  if tableType ~= 'Smelting' then
table.insert(resultPart, '\r\n|-class="headerRow-0"')
    bar = Items.getItem(tableType)
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
    if bar == nil then
--Adding value/bar for things other than smelting
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
if category.id ~= 'melvorD:Bars' then
    elseif bar.type ~= 'Bar' then
table.insert(resultPart, '!!Value/Bar')
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
end
    end
  end


  local smithList = {}
table.sort(recipeList, function(a, b)
  for i, item in pairs(ItemData.Items) do
if a.level ~= b.level then
    if item.smithingLevel ~= nil then
return a.level < b.level
      if tableType == 'Smelting' then
else
        if item.type == 'Bar' then
return a.itemName < b.itemName
          table.insert(smithList, item)
end
        end
end)
      else
        for j, req in pairs(item.smithReq) do
          if req.id == bar.id then
            table.insert(smithList, item)
          end
        end
      end
    end
  end


  local result = '{|class="wikitable sortable stickyHeader"'
for i, recipeDef in ipairs(recipeList) do
  result = result..'\r\n|-class="headerRow-0"'
local recipe = SkillData.Smithing.recipes[recipeDef.id]
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
local totalValue = recipe.baseQuantity * recipeDef.itemValue
  --Adding value/bar for things other than smelting
-- Determine the bar quantity & build the recipe cost string
  if bar ~= nil then result = result..'!!Value/Bar' end
local barQty, costString = 0, {}
for j, itemCost in ipairs(recipe.itemCosts) do
local costItem = Items.getItemByID(itemCost.id)
if costItem ~= nil then
table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.quantity, notext=true}))
end
if barIDList[itemCost.id] then
barQty = barQty + itemCost.quantity
end
end


  table.sort(smithList, function(a, b)
table.insert(resultPart, '\r\n|-')
                          if a.smithingLevel ~= b.smithingLevel then
table.insert(resultPart, '\r\n| ' .. Icons.Icon({recipeDef.itemName, type='item', size=50, notext=true}))
                            return a.smithingLevel < b.smithingLevel
table.insert(resultPart, '\r\n| ')
                          else
table.insert(resultPart, recipeDef.expIcon)
                            return a.name < b.name
if recipe.baseQuantity > 1 then
                          end end)
table.insert(resultPart, recipe.baseQuantity .. 'x ')
  for i, item in Shared.skpairs(smithList) do
end
    result = result..'\r\n|-'
table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
    result = result..'\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true})..'||'
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
    local qty = item.smithingQty ~= nil and item.smithingQty or 1
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseExperience .. '"| ' .. Shared.formatnum(recipe.baseExperience))
    if qty > 1 then
table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
      result = result..item.smithingQty..'x '
if recipe.baseQuantity > 1 then
    end
table.insert(resultPart, ' (x' .. recipe.baseQuantity .. ')')
    result = result..'[['..item.name..']]'
end
    result = result..'||data-sort-value="'..item.smithingLevel..'"|'..Icons._SkillReq('Smithing', item.smithingLevel)
table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
    result = result..'||'..item.smithingXP
if category.id ~= 'melvorD:Bars' then
    local totalValue = item.sellsFor * qty
local barVal, barValTxt = 0, 'N/A'
    result = result..'||data-sort-value="'..totalValue..'"|'..Icons.GP(item.sellsFor)
if barQty > 0 then
    if qty > 1 then
barVal = totalValue / barQty
      result = result..' (x'..qty..')'
barValTxt = Icons.GP(Shared.round(barVal, 1, 1))
    end
end
    result = result..'||'
table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barValTxt)
    local barQty = 0
end
    for i, mat in Shared.skpairs(item.smithReq) do
end
      matItem = Items.getItemByID(mat.id)
table.insert(resultPart, '\r\n|}')
      if i > 1 then result = result..', ' end
      result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty, notext=true})
      if bar ~= nil and mat.id == bar.id then
        barQty = mat.qty
      end
    end
    --Add the data for the value per bar
    if bar ~= nil then
      if barQty == 0 then
        result = result..'||data-sort-value="0"|N/A'
      else
        local barVal = totalValue / barQty
        result = result..'||data-sort-value="'..barVal..'"|'..Icons.GP(Shared.round(barVal, 1, 1))
      end
    end
  end


  result = result..'\r\n|}'
return table.concat(resultPart)
  return result
end
end


function p.getFiremakingTable(frame)
function p.getFiremakingTable(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
local resultPart = {}
  result = result..'\r\n|-class="headerRow-0"'
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
  result = result..'\r\n!colspan="2"|Logs!!'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level'
table.insert(resultPart, '\r\n|-class="headerRow-0"')
  result = result..'!!XP!!Burn Time!!XP/s!!Bonfire Bonus!!Bonfire Time'
table.insert(resultPart, '\r\n!colspan="2" rowspan="2"|Logs!!rowspan="2"|'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level')
table.insert(resultPart, '!!rowspan="2"|Burn Time!!colspan="2"|Without Bonfire!!colspan="2"|With Bonfire!!rowspan="2"|Bonfire Bonus!!rowspan="2"|Bonfire Time')
table.insert(resultPart, '\r\n|-class="headerRow-1"')
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
 
for i, logData in ipairs(SkillData.Firemaking.logs) do
local logs = Items.getItemByID(logData.logID)
local name = logs.name
local burnTime = logData.baseInterval / 1000
local bonfireTime = logData.baseBonfireInterval / 1000
local XPS = logData.baseExperience / burnTime
local XP_BF = logData.baseExperience * (1 + logData.bonfireXPBonus / 100)
local XPS_BF = XP_BF / burnTime


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
table.insert(resultPart, '\r\n|-')
    result = result..'\r\n|-'
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
    local name = Shared.titleCase(logData.type..' Logs')
table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
    result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true})
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
    result = result..'||[['..name..']]'
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
    result = result..'||style ="text-align: right;"|'..logData.level
table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseExperience)
    result = result..'||style ="text-align: right;"|'..logData.xp
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
    local burnTime = logData.interval / 1000
table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
    local XPS = logData.xp / burnTime
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.round(XPS_BF, 2, 2))
    result = result..'||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
    result = result..'||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireBonus..'"|'..logData.bonfireBonus..'%'
end
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true)
  end


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


return p
return p