Module:Skills: Difference between revisions

From Melvor Idle
(Move functions from Module:Skills/Gathering)
(getMasteryUnlockTable: Ensure content is sorted by mastery level)
 
(15 intermediate revisions by 2 users not shown)
Line 15: Line 15:


local p = {}
local p = {}
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')


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


-- Thieving
function p.getThievingNPC(npcName)
function p.getThievingNPC(npcName)
local result = nil
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
if npc.name == npcName then
result = Shared.clone(npc)
break
end
end
return result
end
end


function p.getThievingNPCArea(npc)
function p.getThievingNPCArea(npc)
if type(npc) == 'string' then
for i, area in ipairs(SkillData.Thieving.areas) do
npc = p.getThievingNPC(npc)
for j, npcID in ipairs(area.npcIDs) do
end
 
local result = nil
for i, area in Shared.skpairs(SkillData.Thieving.Areas) do
for j, npcID in pairs(area.npcs) do
if npcID == npc.id then
if npcID == npc.id then
result = area
return area
break
end
end
end
end
end
end
return result
end
end


Line 90: Line 76:
function p.getThievingSourcesForItem(itemID)
function p.getThievingSourcesForItem(itemID)
local resultArray = {}
local resultArray = {}
local areaNPCs = {}
local areaNPCs = {}


--First check area unique drops
--First check area unique drops
--If an area drops the item, add all the NPC ids to the list so we can add them later
--If an area drops the item, add all the NPC ids to the list so we can add them later
if not result then
for i, area in pairs(SkillData.Thieving.areas) do
for i, area in pairs(SkillData.Thieving.Areas) do
for j, drop in pairs(area.uniqueDrops) do
for j, drop in pairs(area.uniqueDrops) do
if drop.id == itemID then
if drop.itemID == itemID then
for k, npcID in ipairs(area.npcIDs) do
for k, npcID in pairs(area.npcs) do
areaNPCs[npcID] = drop.quantity
areaNPCs[npcID] = drop.qty
end
break
end
end
break
end
end
end
end
Line 109: Line 92:


--Now go through and get drop chances on each NPC if needed
--Now go through and get drop chances on each NPC if needed
for i, npc in pairs(SkillData.Thieving.NPCs) do
for i, npc in pairs(SkillData.Thieving.npcs) do
local totalWt = 0
local totalWt = 0
local dropWt = 0
local dropWt = 0
local dropQty = 0
local dropQty = { min = 0, max = 0 }
for j, drop in pairs(npc.lootTable) do
for j, drop in ipairs(npc.lootTable) do
totalWt = totalWt + drop[2]
totalWt = totalWt + drop.weight
if drop[1] == itemID then
if drop.itemID == itemID then
dropWt = drop[2]
dropWt = drop.weight
dropQty = drop[3]
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
end
end
end
if dropWt > 0 then
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = dropQty, wt = dropWt * SkillData.Thieving.ItemChance, totalWt = totalWt * 100, level = npc.level})
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
end


--Chance of -1 on unique drops is to indicate variable chance
--Chance of -1 on unique drops is to indicate variable chance
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
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 areaNPCs[npc.id] ~= nil then
if areaNPCs[npc.id] ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.AreaUniqueChance, totalWt = 100, level = npc.level})
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})
end
end
end
end


for i, drop in pairs(SkillData.Thieving.RareItems) do
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
if drop.itemID == itemID then
if drop.itemID == itemID then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
if drop.npcs == nil then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1, npcID = itemID})
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
end
end
Line 145: Line 137:
-- Astrology
-- Astrology
function p.getConstellationByID(constID)
function p.getConstellationByID(constID)
return SkillData.Astrology.Constellations[constID]
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end
end


function p.getConstellation(constName)
function p.getConstellation(constName)
for i, const in ipairs(SkillData.Astrology.Constellations) do
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
if const.name == constName then
return const
end
end
return nil
end
end


function p.getConstellations(checkFunc)
function p.getConstellations(checkFunc)
local result = {}
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
for i, const in ipairs(SkillData.Astrology.Constellations) do
if checkFunc(const) then
table.insert(result, const)
end
end
return result
end
end


Line 207: Line 188:
local modArray = {}
local modArray = {}
local isSkillMod = {}
local isSkillMod = {}
--Adding a Group Number to hold together different bonuses from the same modifier [Falterfire 22/10/27]
local groupNum = 0
for _, modType in ipairs(modTypes) do
for _, modType in ipairs(modTypes) do
for i, skillMods in ipairs(cons[modType]) do
for i, modTypeData in ipairs(cons[modType]) do
local skillID = cons.skills[i]
groupNum = groupNum + 1
if skillID ~= nil then
local modVal = nil
for j, modName in ipairs(skillMods) do
if modValue ~= nil then
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
modVal = modValue
-- Check if modifier varies by skill, and amend the modifier value accordingly
else
local modVal = modValue
modVal = modTypeData.incrementValue * modTypeData.maxCount
if Shared.contains(modText, '{SV0}') then
end
isSkillMod[modName] = true
for j, modifier in ipairs(modTypeData.modifiers) do
modVal = {skillID, modValue}
local modEntry = (modifier.skill ~= nil and { skillID = modifier.skill, value = modVal }) or modVal
end
addToArray(modArray, {modifier.key, modEntry, group = groupNum})
addToArray(modArray, {modName, modVal})
end
end
end
end
end
Line 229: Line 211:
for i, modDefn in ipairs(modArray) do
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = isSkillMod[modName]
local isSkill = type(modVal) == 'table' and modVal.skillID ~= nil
if modArrayKV[modName] == nil then
if modArrayKV[modName] == nil then
modArrayKV[modName] = (isSkill and { modVal } or modVal)
modArrayKV[modName] = (isSkill and { modVal } or modVal)
Line 252: Line 234:
end
end


local unlockTable = SkillData.MasteryUnlocks[skillID]
local _, localSkillID = GameData.getLocalID(skillID)
-- Clone so that we can sort by level
local unlockTable = Shared.clone(SkillData[localSkillID].masteryLevelUnlocks)
if unlockTable == nil then
if unlockTable == nil then
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
end
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|}'
Line 273: Line 258:
end
end


if SkillData.MasteryCheckpoints[skillID] == nil then
local _, localSkillID = GameData.getLocalID(skillID)
local checkpoints = SkillData[localSkillID].masteryCheckpoints
if checkpoints == nil then
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
end
end


local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
local totalPoolXP = SkillData[localSkillID].baseMasteryPoolCap
local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
local checkpointPct = GameData.rawData.masteryCheckpoints
 
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
for i, bonus in Shared.skpairs(bonuses) do
for i, checkpointDesc in ipairs(checkpoints) do
result = result..'\r\n|-'
result = result..'\r\n|-'
result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
result = result..'\r\n|'..checkpointPct[i]..'%||'
result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
result = result..Shared.formatnum(math.floor(totalPoolXP * checkpointPct[i] / 100))..' xp||'..checkpointDesc
end
end
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
Line 295: Line 281:
local baseTokenChance = 18500
local baseTokenChance = 18500
local masterySkills = {}
local masterySkills = {}
local CCI = Items.getItemByID('melvorD:Clue_Chasers_Insignia')
if CCI == nil then return '' end


-- Find all mastery tokens
-- Build table of mastery skills
local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
for skillLocalID, skill in pairs(SkillData) do
for i, item in pairs(masteryTokens) do
if skill.masteryTokenID ~= nil then
local milestones = SkillData.Milestones[item.skill + 1]
table.insert(masterySkills, skill)
if milestones ~= nil then
table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
end
end
end
end
table.sort(masterySkills, function(a, b)
table.sort(masterySkills,
if a['milestoneCount'] == b['milestoneCount'] then
function(a, b)
return a['skillID'] < b['skillID']
if a.milestoneCount == b.milestoneCount then
else
return a.name < b.name
return a['milestoneCount'] > b['milestoneCount']
else
end
return a.milestoneCount > b.milestoneCount
end)
end
end)


-- Generate output table
-- Generate output table
local resultPart = {}
local resultPart = {}
local CCI = Items.getItem('Clue Chasers Insignia')
local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
local CCIIcon = Icons.Icon({'Clue Chasers Insignia', type='item', notext=true})
if CCI == nil then return '' end


table.insert(resultPart, '{| class="wikitable sortable"')
table.insert(resultPart, '{| class="wikitable sortable"')
Line 322: Line 307:
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)


for i, m in ipairs(masterySkills) do
for i, skill in ipairs(masterySkills) do
local token = masteryTokens[m.tokenRef]
local token = Items.getItemByID(skill.masteryTokenID)
local denom = math.floor(baseTokenChance / m['milestoneCount'])
local denom = math.floor(baseTokenChance / skill.milestoneCount)
local denomCCI = Shared.round(baseTokenChance / (m['milestoneCount'] * (1 + CCI.increasedItemChance / 100)), 0, 0)
local denomCCI = Shared.round(baseTokenChance / (skill.milestoneCount * (1 + CCI.modifiers.increasedOffItemChance / 100)), 0, 0)


table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
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({Constants.getSkillName(m['skillID']), type='skill'}))
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="' .. denom .. '"|1/' .. Shared.formatnum(denom))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
Line 340: Line 325:
-- Skill unlock costs for Adventure game mode
-- Skill unlock costs for Adventure game mode
function p.getSkillUnlockCostTable()
function p.getSkillUnlockCostTable()
local returnPart = {}
local advMode = GameData.getEntityByID('gamemodes', 'melvorF:Adventure')
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
if advMode ~= nil then
 
local unlockCount = Shared.tableCount(GameData.skillData) - Shared.tableCount(advMode.startingSkills)
local accCost = 0
local costLength = Shared.tableCount(advMode.skillUnlockCost)
for i, cost in ipairs(SkillData.SkillUnlockCosts) do
local returnPart = {}
accCost = accCost + cost
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
table.insert(returnPart, '|-')
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
end
table.insert(returnPart, '|}')


return table.concat(returnPart, '\r\n')
local accCost = 0
end
for i = 1, unlockCount, 1 do
 
local cost = advMode.skillUnlockCost[math.min(i, costLength)]
function p._getFarmingTable(category)
accCost = accCost + cost
local seedList = {}
table.insert(returnPart, '|-')
if category == 'Allotment' or category == 'Herb' or category == 'Tree' then
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
seedList = Items.getItems(function(item) return item.tier == category end)
else
return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
end
 
local result = '{|class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
result = result..'!!XP!!Growth Time!!Seed Value'
if category == 'Allotment' then
result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
elseif category == 'Herb' then
result = result..'!!colspan="2"|Herb!!Herb Value'
elseif category == 'Tree' then
result = result..'!!colspan="2"|Logs!!Log Value'
end
result = result..'!!Seed Sources'
 
table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)
 
for i, seed in pairs(seedList) do
result = result..'\r\n|-'
result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
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)
result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
if category == 'Allotment' then
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|}'
return result
end
 
function p.getFarmingTable(frame)
local category = frame.args ~= nil and frame.args[1] or frame
 
return p._getFarmingTable(category)
end
 
function p.getFarmingFoodTable(frame)
local result = '{| class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
result = result..'!!Healing!!Value'
 
local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)
 
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
end
table.insert(returnPart, '|}')
 
result = result..'\r\n|}'


return result
return table.concat(returnPart, '\r\n')
end
 
function p.getFarmingPlotTable(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame
local patches = nil
for i, area in Shared.skpairs(SkillData.Farming.Patches) do
if area.areaName == areaName then
patches = area.patches
break
end
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
result = result..'\r\n|-\r\n|'..i
result = result..'||style="text-align:right;" data-sort-value="' .. patch.level .. '"|'..patch.level
if patch.cost == 0 then
result = result..'||Free'
else
result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
end
end
result = result..'\r\n|}'
return result
end
end


-- Accepts 1 parameter, being either:
-- Accepts 1 parameter, being either:
--  'Smelting', for which a table of all bars is generated, or
--  'Bars', for which a table of all bars is generated, or
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
function p.getSmithingTable(frame)
function p.getSmithingTable(frame)
local tableType = frame.args ~= nil and frame.args[1] or frame
local tableType = frame.args ~= nil and frame.args[1] or frame
tableType = Shared.splitString(tableType, ' ')[1]
 
-- Translates Smithing category names to Smithing recipe data categories
-- Has a valid category been passed (by name)?
local categoryMap = {
local category = GameData.getEntityByName(SkillData.Smithing.categories, tableType)
['Smelting'] = 0,
if category == nil then
['Bronze'] = 1,
['Iron'] = 2,
['Steel'] = 3,
['Mithril'] = 4,
['Adamant'] = 5,
['Adamantite'] = 5,
['Rune'] = 6,
['Runite'] = 6,
['Dragon'] = 7,
['Dragonite'] = 7
}
local categoryID = categoryMap[tableType]
if categoryID == nil then
return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
end
end
Line 487: Line 360:
-- The bar list will be used later for value/bar calculations
-- The bar list will be used later for value/bar calculations
local recipeList, barIDList = {}, {}
local recipeList, barIDList = {}, {}
for i, recipe in ipairs(SkillData.Smithing.Recipes) do
for i, recipe in ipairs(SkillData.Smithing.recipes) do
if recipe.category == categoryID then
if recipe.categoryID == category.id then
local recipeItem = Items.getItemByID(recipe.itemID)
local recipeItem = Items.getItemByID(recipe.productID)
if recipeItem ~= nil then
if recipeItem ~= nil then
table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor })
table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor, expIcon = Icons.getExpansionIcon(recipeItem.id) })
end
end
elseif recipe.category == 0 then
elseif recipe.categoryID == 'melvorD:Bars' then
barIDList[recipe.itemID] = true
barIDList[recipe.productID] = true
end
end
end
end
Line 504: Line 377:
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
--Adding value/bar for things other than smelting
--Adding value/bar for things other than smelting
if categoryID > 0 then
if category.id ~= 'melvorD:Bars' then
table.insert(resultPart, '!!Value/Bar')
table.insert(resultPart, '!!Value/Bar')
end
end
Line 517: Line 390:


for i, recipeDef in ipairs(recipeList) do
for i, recipeDef in ipairs(recipeList) do
local recipe = SkillData.Smithing.Recipes[recipeDef.id]
local recipe = SkillData.Smithing.recipes[recipeDef.id]
local totalValue = recipe.baseQuantity * recipeDef.itemValue
local totalValue = recipe.baseQuantity * recipeDef.itemValue
-- Determine the bar quantity & build the recipe cost string
-- Determine the bar quantity & build the recipe cost string
Line 524: Line 397:
local costItem = Items.getItemByID(itemCost.id)
local costItem = Items.getItemByID(itemCost.id)
if costItem ~= nil then
if costItem ~= nil then
table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.qty, notext=true}))
table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.quantity, notext=true}))
end
end
if barIDList[itemCost.id] then
if barIDList[itemCost.id] then
barQty = barQty + itemCost.qty
barQty = barQty + itemCost.quantity
end
end
end
end
Line 534: Line 407:
table.insert(resultPart, '\r\n| ' .. Icons.Icon({recipeDef.itemName, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n| ' .. Icons.Icon({recipeDef.itemName, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n| ')
table.insert(resultPart, '\r\n| ')
table.insert(resultPart, recipeDef.expIcon)
if recipe.baseQuantity > 1 then
if recipe.baseQuantity > 1 then
table.insert(resultPart, recipe.baseQuantity .. 'x ')
table.insert(resultPart, recipe.baseQuantity .. 'x ')
Line 539: Line 413:
table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseXP .. '"| ' .. Shared.formatnum(recipe.baseXP))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseExperience .. '"| ' .. Shared.formatnum(recipe.baseExperience))
table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
if recipe.baseQuantity > 1 then
if recipe.baseQuantity > 1 then
Line 545: Line 419:
end
end
table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
if categoryID > 0 then
if category.id ~= 'melvorD:Bars' then
local barVal, barValTxt = 0, 'N/A'
local barVal, barValTxt = 0, 'N/A'
if barQty > 0 then
if barQty > 0 then
barVal = totalValue / barQty
barVal = totalValue / barQty
barTxt = Icons.GP(Shared.round(barVal, 1, 1))
barValTxt = Icons.GP(Shared.round(barVal, 1, 1))
end
end
table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barTxt)
table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barValTxt)
end
end
end
end
Line 568: Line 442:
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')


for i, logData in Shared.skpairs(SkillData.Firemaking) do
for i, logData in ipairs(SkillData.Firemaking.logs) do
local logs = Items.getItemByID(logData.logID)
local logs = Items.getItemByID(logData.logID)
local name = logs.name
local name = logs.name
local burnTime = logData.baseInterval / 1000
local burnTime = logData.baseInterval / 1000
local bonfireTime = logData.baseBonfireInterval / 1000
local bonfireTime = logData.baseBonfireInterval / 1000
local XPS = logData.baseXP / burnTime
local XPS = logData.baseExperience / burnTime
local XP_BF = logData.baseXP * (1 + logData.bonfireXPBonus / 100)
local XP_BF = logData.baseExperience * (1 + logData.bonfireXPBonus / 100)
local XPS_BF = XP_BF / burnTime
local XPS_BF = XP_BF / burnTime


table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
table.insert(resultPart, '||[['..name..']]')
table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseXP)
table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseExperience)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))

Latest revision as of 16:06, 4 December 2022

Data pulled from Module:Skills/data


--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:
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--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 Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Items = require('Module:Items')
local Icons = require('Module:Icons')

-- Thieving
function p.getThievingNPCByID(npcID)
	return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
end

function p.getThievingNPC(npcName)
	return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
end

function p.getThievingNPCArea(npc)
	for i, area in ipairs(SkillData.Thieving.areas) do
		for j, npcID in ipairs(area.npcIDs) do
			if npcID == npc.id then
				return area
			end
		end
	end
end

function p._getThievingNPCStat(npc, statName)
	local result = nil

	if statName == 'level' then
		result = Icons._SkillReq('Thieving', npc.level)
	elseif statName == 'maxHit' then
		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

	return result
end

function p.getThievingNPCStat(frame)
	local npcName = frame.args ~= nil and frame.args[1] or frame[1]
	local statName = frame.args ~= nil and frame.args[2] or frame[2]
	local npc = p.getThievingNPC(npcName)
	if npc == nil then
		return "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
	end

	return p._getThievingNPCStat(npc, statName)
end

function p.getThievingSourcesForItem(itemID)
	local resultArray = {}
	local areaNPCs = {}

	--First check area unique drops
	--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

	--Now go through and get drop chances on each NPC if needed
	for i, npc in pairs(SkillData.Thieving.npcs) do
		local totalWt = 0
		local dropWt = 0
		local dropQty = { min = 0, max = 0 }
		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

		--Chance of -1 on unique drops is to indicate variable chance
		if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
			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

		if areaNPCs[npc.id] ~= nil then
			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})
		end
	end

	for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
		if drop.itemID == itemID then
			if drop.npcs == nil then
				table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1, npcID = itemID})
			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

	return resultArray
end

-- Astrology
function p.getConstellationByID(constID)
	return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end

function p.getConstellation(constName)
	return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
end

function p.getConstellations(checkFunc)
	return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
end

-- For a given constellation cons and modifier value modValue, generates and returns
-- 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

	local addToArray = function(modArray, modNew)
			if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
				table.insert(modArray, modNew)
			end
		end

	local modTypes = {}
	if includeStandard then
		table.insert(modTypes, 'standardModifiers')
	end
	if includeUnique then
		table.insert(modTypes, 'uniqueModifiers')
	end

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

	for _, modType in ipairs(modTypes) do
		for i, modTypeData in ipairs(cons[modType]) do
			groupNum = groupNum + 1
			local modVal = nil
			if modValue ~= nil then
				modVal = modValue
			else
				modVal = modTypeData.incrementValue * modTypeData.maxCount
			end
			for j, modifier in ipairs(modTypeData.modifiers) do
				local modEntry = (modifier.skill ~= nil and { skillID = modifier.skill, value = modVal }) or modVal
				addToArray(modArray, {modifier.key, modEntry, group = groupNum})
			end
		end
	end

	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

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

	local _, localSkillID = GameData.getLocalID(skillID)
	-- Clone so that we can sort by level
	local unlockTable = Shared.clone(SkillData[localSkillID].masteryLevelUnlocks)
	if unlockTable == nil then
		return 'ERROR: 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'
	for i, unlock in ipairs(unlockTable) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..unlock.level..'||'..unlock.description
	end
	result = result..'\r\n|}'
	return result
end

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

	local _, localSkillID = GameData.getLocalID(skillID)
	local checkpoints = SkillData[localSkillID].masteryCheckpoints
	if checkpoints == nil then
		return 'ERROR: Failed to find Mastery Unlock data for '..skillName
	end

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

function p.getMasteryTokenTable()
	local baseTokenChance = 18500
	local masterySkills = {}
	local CCI = Items.getItemByID('melvorD:Clue_Chasers_Insignia')
	if CCI == nil then return '' end

	-- Build table of mastery skills
	for skillLocalID, skill in pairs(SkillData) do
		if skill.masteryTokenID ~= nil then
			table.insert(masterySkills, skill)
		end
	end
	table.sort(masterySkills,
		function(a, b)
			if a.milestoneCount == b.milestoneCount then
				return a.name < b.name
			else
				return a.milestoneCount > b.milestoneCount
			end
		end)

	-- Generate output table
	local resultPart = {}
	local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})

	table.insert(resultPart, '{| class="wikitable sortable"')
	table.insert(resultPart, '\r\n!rowspan="2"|Token!!rowspan="2"|Skill!!colspan="2"|Approximate Mastery Token Chance')
	table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)

	for i, skill in ipairs(masterySkills) do
		local token = Items.getItemByID(skill.masteryTokenID)
		local denom = math.floor(baseTokenChance / skill.milestoneCount)
		local denomCCI = Shared.round(baseTokenChance / (skill.milestoneCount * (1 + CCI.modifiers.increasedOffItemChance / 100)), 0, 0)

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

-- Skill unlock costs for Adventure game mode
function p.getSkillUnlockCostTable()
	local advMode = GameData.getEntityByID('gamemodes', 'melvorF:Adventure')
	if advMode ~= nil then
		local unlockCount = Shared.tableCount(GameData.skillData) - Shared.tableCount(advMode.startingSkills)
		local costLength = Shared.tableCount(advMode.skillUnlockCost)
		local returnPart = {}
		table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')

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

-- Accepts 1 parameter, being either:
--  'Bars', for which a table of all bars is generated, or
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
function p.getSmithingTable(frame)
	local tableType = frame.args ~= nil and frame.args[1] or frame

	-- Has a valid category been passed (by name)?
	local category = GameData.getEntityByName(SkillData.Smithing.categories, tableType)
	if category == nil then
		return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
	end

	-- Build a list of recipes to be included, and a list of bars while we're at it
	-- The bar list will be used later for value/bar calculations
	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

	-- Generate output table
	local resultPart = {}
	table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|-class="headerRow-0"')
	table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
	--Adding value/bar for things other than smelting
	if category.id ~= 'melvorD:Bars' then
		table.insert(resultPart, '!!Value/Bar')
	end

	table.sort(recipeList, function(a, b)
			if a.level ~= b.level then
				return a.level < b.level
			else
				return a.itemName < b.itemName
			end
		end)

	for i, recipeDef in ipairs(recipeList) do
		local recipe = SkillData.Smithing.recipes[recipeDef.id]
		local totalValue = recipe.baseQuantity * recipeDef.itemValue
		-- Determine the bar quantity & build the recipe cost string
		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.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n| ' .. Icons.Icon({recipeDef.itemName, type='item', size=50, notext=true}))
		table.insert(resultPart, '\r\n| ')
		table.insert(resultPart, recipeDef.expIcon)
		if recipe.baseQuantity > 1 then
			table.insert(resultPart, recipe.baseQuantity .. 'x ')
		end
		table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
		table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
		table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseExperience .. '"| ' .. Shared.formatnum(recipe.baseExperience))
		table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
		if recipe.baseQuantity > 1 then
			table.insert(resultPart, ' (x' .. recipe.baseQuantity .. ')')
		end
		table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
		if category.id ~= 'melvorD:Bars' then
			local barVal, barValTxt = 0, 'N/A'
			if barQty > 0 then
				barVal = totalValue / barQty
				barValTxt = Icons.GP(Shared.round(barVal, 1, 1))
			end
			table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barValTxt)
		end
	end
	table.insert(resultPart, '\r\n|}')

	return table.concat(resultPart)
end

function p.getFiremakingTable(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|-class="headerRow-0"')
	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

		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
		table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
		table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
		table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseExperience)
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
		table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.round(XPS_BF, 2, 2))
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
	end

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

return p