Module:GameData/data

From Melvor Idle

To generate game data, do the following:

  1. Navigate to https://melvoridle.com within your preferred web browser
  2. Select any character, the character that is chosen has no impact but you may consider creating a new one as a precaution - the below code is designed to execute without affecting the character, although this is not guaranteed
  3. Ensure mods are disabled such that the generated data excludes any modded content. If disabling mods, the game should be reloaded first before trying to generate game data
  4. Open the browser console/developer mode (usually by hitting the F12 key for most browsers)
  5. Within the browser console, enter the following code then hit enter. If successful, the game data should appear within the console
  6. Copy the game data & update Module:GameData/data accordingly
Code
// TODO:
// Handle modifications portion of data packages
class Wiki {
	constructor() {
		this.debugMode = false;
		this.prettyPrint = false;
		this.namespaces = {
			melvorD: { displayName: "Demo", url: "https://" + location.hostname + "/assets/data/melvorDemo.json" },
			melvorF: { displayName: "Full Version", url: "https://" + location.hostname + "/assets/data/melvorFull.json" },
			melvorTotH: { displayName: "Throne of the Herald", url: "https://" + location.hostname + "/assets/data/melvorTotH.json" }
		};
		// Check all required namespaces are registered, as there are still some bits of data extracted from in-game rather than the data packages
		Object.keys(this.namespaces).forEach((nsID) => {
			const nsTest = game.registeredNamespaces.getNamespace(nsID);
			if (nsTest === undefined) {
				throw new Error(`Namespace ${ nsID } (${ this.namespaces[nsID].displayName }) is not registered - Ensure you are signed in and have the expansion.`);
			}
		});

		this.packData = {};
		this.gameData = {};
		this.skillDataInit = {};
	};
	async getWikiData() {
		if (!isLoaded) {
			throw new Error('Game must be loaded into a character first');
		}
		for (const nsIdx in Object.keys(this.namespaces)) {
			const ns = Object.keys(this.namespaces)[nsIdx];
			const dataURL = this.namespaces[ns].url;
			console.log(`URL: ${ dataURL }`);
			const dataPackage = await this.getDataPackage(dataURL);
			if (dataPackage.namespace === undefined) {
				throw new Error(`Data package has no namespace: ${ dataURL }`);
			}
			else if (dataPackage.data === undefined) {
				throw new Error(`Data package has no data: ${ dataURL }`);
			}
			console.log(`Obtained data for namespace ${ dataPackage.namespace }, ${ JSON.stringify(dataPackage.data).length.toLocaleString() } bytes`);
			this.processDataPackage(dataPackage);
			console.log(`After transformation: ${ JSON.stringify(dataPackage.data).length.toLocaleString() } bytes`);
		}
		// All data packages should now be within this.gameData
	}
	getGameVersion() {
		const fileDOM = document.querySelector('#sidebar ul.nav-main');
		let fileVer = "Unknown";
		if (fileDOM !== null && fileDOM.dataset !== undefined) {
			fileVer = fileDOM.dataset.fileVersion;
		}
		return gameVersion + ' (' + fileVer + ')';
	}
	async printWikiData() {
		if (!isLoaded) {
			throw new Error('Game must be loaded into a character first');
		}
		if (Object.keys(this.packData).length < Object.keys(this.namespaces).length) {
			// Need to retrieve game data first
			const result = await this.getWikiData();
		}
		let dataObjText;
		if (this.prettyPrint) {
			dataObjText = JSON.stringify(this.gameData, undefined, '\t');
		}
		else {
			dataObjText = JSON.stringify(this.gameData);
		}
		dataObjText = dataObjText.replace(/\'/g, "\\\'");
		dataObjText = dataObjText.replace(/\\\"/g, "\\\\\"");

		let dataText = '-- Version: ' + this.getGameVersion();
		dataText += "\r\n\r\nlocal gameData = mw.text.jsonDecode('";
		dataText += dataObjText;
		dataText += "')\r\n\r\nreturn gameData";
		console.log(dataText);
	}
	async getDataPackage(url) {
		// Based largely on Game.fetchAndRegisterDataPackage()
		const headers = new Headers();
		headers.append('Content-Type', 'application/json');
		return await fetch(url, {
			method: 'GET',
			headers
		}).then(function(response) {
			if (!response.ok) {
				throw new Error(`Couldn't fetch data package from URL: ${ url }`);
			}
			return response.json();
		});
	}
	processDataPackage(dataPackage) {
		// Transforms the raw data from data packages in various ways, then
		// consolidates into this.packData & this.gameData
		const ns = dataPackage.namespace;
		const packData = dataPackage.data;

		this.transformDataPackage(dataPackage);
		this.packData[dataPackage.namespace] = dataPackage;
		this.registerDataPackage(dataPackage.namespace);
	}
	transformDataPackage(dataPackage) {
		// Takes a raw data package and performs various manipulations
		const ns = dataPackage.namespace;
		const packData = dataPackage.data;

		Object.keys(packData).forEach((categoryName) => {
			switch(categoryName) {
				case 'bankSortOrder':
				case 'pages':
				case 'steamAchievements':
				case 'tutorialStageOrder':
				case 'tutorialStages':
					// This data serves no purpose for the wiki and only serves to bloat
					// the data, so simply delete it
					delete packData[categoryName];
					break;
				default:
					this.transformDataNode(ns, categoryName, packData, categoryName);
					break;
			}
		});
	}
	transformDataNode(ns, categoryName, parentNode, nodeKey) {
		let dataNode = parentNode[nodeKey];
		const transformedValue = this.transformProperty(categoryName, dataNode, nodeKey, ns);
		if (transformedValue !== undefined) {
			// A transformed value exists for this node
			parentNode[nodeKey] = transformedValue;
			dataNode = parentNode[nodeKey];
		}
		if (Array.isArray(dataNode)) {
			// Recursive call to ensure all data is transformed, regardless of its depth
			dataNode.forEach((entity, idx) => this.transformDataNode(ns, categoryName, dataNode, idx));
		}
		else if (typeof dataNode === 'object' && dataNode !== null) {
			// Iterate properties of object, checking if each should be deleted or transformed
			Object.keys(dataNode).forEach((key) => {
				// Check if property is to be deleted or not
				if (this.isPropertyFiltered(categoryName, dataNode, key)) {
					delete dataNode[key];
				}
				else if (typeof dataNode[key] === "object" && dataNode[key] !== null) {
					// If an object (either an array or key/value store) is within the current
					// object then we must traverse this too
					this.transformDataNode(ns, categoryName, dataNode, key);
				}
				else {
					// Transform property, if a transformation is defined below
					switch(key) {
						case 'id':
							// Add namespace to ID if it isn't already
							dataNode[key] = this.getNamespacedID(ns, dataNode[key]);
							break;
					}
				}
			});
		}
		// Apply localization, except for if this is skill data. That is handled separately below
		if (categoryName !== 'skillData' && categoryName == nodeKey) {
			this.langApply(parentNode, nodeKey, false);
		}

		// Special case for skillData so that certain values initialized when the various Skill
		// classes are initialized may be added here also
		if ((categoryName === 'skillData') && dataNode.skillID !== undefined && dataNode.data !== undefined) {
			// We are currently at the topmost level of a skill object
			const gameSkill = game.skills.getObjectByID(dataNode.skillID);
			// For every skill with mastery, add mastery checkpoint descriptions
			if (gameSkill instanceof SkillWithMastery && dataNode.data.masteryTokenID !== undefined && dataNode.data.masteryCheckpoints === undefined) {
				const localID = this.getLocalID(dataNode.skillID);
				dataNode.data.baseMasteryPoolCap = gameSkill.baseMasteryPoolCap;
				dataNode.data.masteryCheckpoints = [];
				masteryCheckpoints.forEach((pct, idx) => {
					dataNode.data.masteryCheckpoints[idx] = getLangString('MASTERY_CHECKPOINT', `${ localID }_${ idx }`);
				});
			}
			if (!this.skillDataInit[dataNode.skillID]) {
				if (gameSkill !== undefined) {
					if (gameSkill.milestones !== undefined && dataNode.data.milestoneCount === undefined) {
						dataNode.data.milestoneCount = gameSkill.milestones.length;
					}

					// Import other attributes varying by skill
					let importKeys = [];
					switch(dataNode.skillID) {
						case 'melvorD:Firemaking':
							importKeys = [
								'baseAshChance',
								'baseStardustChance',
								'baseCharcoalChance'
							];
							break;
						case 'melvorD:Mining':
							importKeys = [
								'baseInterval',
								'baseRockHP',
								'passiveRegenInterval'
							];
							dataNode.data.baseGemChance = 1;
							dataNode.data.rockTypes = loadedLangJson.MINING_TYPE;
							break;
						case 'melvorD:Smithing':
						case 'melvorD:Fletching':
						case 'melvorD:Crafting':
						case 'melvorD:Runecrafting':
						case 'melvorD:Herblore':
							importKeys = [
								'baseInterval'
							];
							break;
						case 'melvorD:Thieving':
							importKeys = [
								'baseInterval',
								'baseStunInterval',
								'itemChance',
								'baseAreaUniqueChance'
							];
							break;
						case 'melvorD:Agility':
							importKeys = [
								'obstacleUnlockLevels'
							];
							break;
						case 'melvorD:Summoning':
							importKeys = [
								'baseInterval'
							];
							const sumKeys = [
								'recipeGPCost',
								'markLevels'  
							];
							sumKeys.forEach((k) => dataNode.data[k] = Summoning[k]);
							break;
						case 'melvorD:Astrology':
							// Astrology has a number of values stored outside of gameSkill
							const astKeys = [
								'standardModifierLevels',
								'uniqueModifierLevels',
								'standardModifierCosts',
								'uniqueModifierCosts',
								'baseStardustChance',
								'baseGoldenStardustChance',
								'baseInterval'
							];
							astKeys.forEach((k) => dataNode.data[k] = Astrology[k]);
							break;
						case 'melvorD:Township':
							// Remap a number of keys from their in-game names
							const townKeys = [
								{'from': 'TICK_LENGTH', 'to': 'tickLength'},
								{'from': 'MAX_TOWN_SIZE', 'to': 'maxTownSize'},
								{'from': 'SECTION_SIZE', 'to': 'sectionSize'},
								{'from': 'INITIAL_CITIZEN_COUNT', 'to': 'initialCitizenCount'},
								{'from': 'MIN_WORKER_AGE', 'to': 'minWorkerAge'},
								{'from': 'MAX_WORKER_AGE', 'to': 'maxWorkerAge'},
								{'from': 'AGE_OF_DEATH', 'to': 'ageOfDeath'},
								{'from': 'MIN_MIGRATION_AGE', 'to': 'minMigrationAge'},
								{'from': 'MAX_MIGRATION_AGE', 'to': 'maxMigrationAge'},
								{'from': 'BASE_TAX_RATE', 'to': 'baseTaxRate'},
								{'from': 'EDUCATION_PER_CITIZEN', 'to': 'educationPerCitizen'},
								{'from': 'HAPPINESS_PER_CITIZEN', 'to': 'happinessPerCitizen'},
								{'from': 'CITIZEN_FOOD_USAGE', 'to': 'citizenFoodUsage'},
								{'from': 'POPULATION_REQUIRED_FOR_BIRTH', 'to': 'populationRequiredForBirth'},
								{'from': 'BASE_STORAGE', 'to': 'baseStorage'},
								{'from': 'WORSHIP_CHECKPOINTS', 'to': 'worshipCheckpoints'},
								{'from': 'MAX_WORSHIP', 'to': 'maxWorship'},
								{'from': 'populationForTier', 'to': 'populationForTier'},
								{'from': 'MAX_TRADER_STOCK_INCREASE', 'to': 'maxTraderStockIncrease'},
							];
							townKeys.forEach((k) => dataNode.data[k.to] = gameSkill[k.from]);
							// Add task categories & localization of name
							const taskCategories = Array.from(new Set(gameSkill.tasks.tasks.allObjects.map((t) => t.category)));
							dataNode.data.taskCategories = taskCategories.map((i) => ({ id: i, name: gameSkill.tasks.getTownshipTaskCategoryName(i)}));
							break;
					}
					if (importKeys.length > 0) {
						importKeys.forEach((k) => dataNode.data[k] = gameSkill[k]);
					}
				}
				this.skillDataInit[dataNode.skillID] = true;
			}
			// Appy localization (skills)
			this.langApply(parentNode, nodeKey, true);
		}
	}
	registerDataPackage(namespace) {
		// Consolidates the data package identified by namespace with existing data within
		// this.gameData
		const packData = this.packData[namespace].data;
		if (packData === undefined) {
			throw new Error(`Couldn't find data for package ${ namespace }`);
		}
		// Add data within the game but outside of data packs
		this.registerNonPackData();
		// Consolidate data
		Object.keys(packData).forEach((categoryName) => {
			let categoryData = packData[categoryName];
			// Some data is adjusted before combining - do this here
			if (['combatAreas', 'dungeons', 'slayerAreas'].includes(categoryName)) {
				// Add area type to each area object
				const areaTypes = {
					'combatAreas': 'combatArea',
					'dungeons': 'dungeon',
					'slayerAreas': 'slayerArea'
				}
				const areaType = areaTypes[categoryName];
				const newData = structuredClone(categoryData);
				newData.forEach((x) => x.type = areaType);
				categoryData = newData;
			}
			else if (['ancientSpells', 'archaicSpells', 'auroraSpells', 'curseSpells', 'standardSpells'].includes(categoryName)) {
				// For spell books, add the spell type to each spell object.
				// Alt Magic spells are handled elsewhere, as they are within a skill object
				const spellType = categoryName.replace('Spells', '');
				const newData = structuredClone(categoryData);
				newData.forEach((x) => x.spellBook = spellType);
				categoryData = newData;
			}
			else if (categoryName === 'golbinRaid') {

			}
			// Data must be pushed into the consoldiated data, rules for vary
			// depending on the category in question
			switch(categoryName) {
				case 'ancientSpells':
				case 'archaicSpells':
				case 'attackStyles':
				case 'attacks':
				case 'auroraSpells':
				case 'combatAreas':
				case 'combatEvents':
				case 'combatPassives':
				case 'curseSpells':
				case 'dungeons':
				case 'gamemodes':
				case 'itemEffects':
				case 'itemSynergies':
				case 'itemUpgrades':
				case 'itmMonsters':
				case 'items':
				case 'lore':
				case 'monsters':
				case 'pages':
				case 'pets':
				case 'prayers':
				case 'randomGems':
				case 'randomSuperiorGems':
				case 'shopCategories':
				case 'shopPurchases':
				case 'shopUpgradeChains':
				case 'slayerAreas':
				case 'stackingEffects':
				case 'standardSpells':
				case 'steamAchievements':
				case 'tutorialStages':
				case 'spiderLairMonsters':
					// Plain old push to the end of the array
					if (this.gameData[categoryName] === undefined) {
						// Category doesn't exist yet in consolidated data, so create it
						this.gameData[categoryName] = categoryData;
					}
					else {
						this.gameData[categoryName].push(...categoryData);
					}
					break;
				case 'combatAreaDisplayOrder':
				case 'dungeonDisplayOrder':
				case 'shopCategoryOrder':
				case 'shopDisplayOrder':
				case 'slayerAreaDisplayOrder':
				case 'tutorialStageOrder':
					// Elements are inserted at a particular index, controlled by rules
					// specified within the data package
					this.gameData[categoryName] = this.combineOrderedData(this.gameData[categoryName], categoryData);
					break;
				case 'golbinRaid':
					// Properties contain unordered arrays that need to be combined
					if (this.gameData[categoryName] === undefined) {
						this.gameData[categoryName] = categoryData;
						this.gameData.golbinRaid.possibleModifiers = RaidManager.possibleModifiers;
					}
					else {
						Object.keys(categoryData).forEach((dataKey) => {
							if ((this.gameData[categoryName][dataKey] === undefined) || !Array.isArray(this.gameData[categoryName][dataKey])) {
								// Property is undefined or isn't an array
								this.gameData[categoryName][dataKey] = categoryData[dataKey];
							} 
							else {
								// Property is an array
								this.gameData[categoryName][dataKey].push(...categoryData[dataKey]);
							}
						});
					}
					break;
				case 'skillData':
					// Contains nested objects
					if (this.gameData[categoryName] === undefined) {
						this.gameData[categoryName] = [];
					}
					// Find the appropriate skill object and combine properties with that
					categoryData.forEach((skillData) => {
						var skillIdx = this.gameData[categoryName].findIndex((skill) => skill.skillID === skillData.skillID);
						if (skillIdx === -1) {
							// Initialize skill
							const initData = structuredClone(skillData);
							initData.data = {};
							this.gameData[categoryName].push(initData);
							skillIdx = this.gameData[categoryName].findIndex((skill) => skill.skillID === skillData.skillID);
						}
						const skillObj = this.gameData[categoryName][skillIdx].data;
						Object.keys(skillData.data).forEach((dataKey) => {
							if (Array.isArray(skillData.data[dataKey]) && skillData.data[dataKey].length > 0 && skillData.data[dataKey][0].insertAt !== undefined) {
								//Data is ordered, special handling applies
								skillObj[dataKey] = this.combineOrderedData(skillObj[dataKey], skillData.data[dataKey]);
							}
							else if ((skillObj[dataKey] === undefined) || !Array.isArray(skillObj[dataKey])) {
								// Property is undefined or isn't an array
									skillObj[dataKey] = skillData.data[dataKey];
							}
							else {
								// Property is an array
									skillObj[dataKey].push(...skillData.data[dataKey]);
							}
						});
					});
					break;
				default:
					console.warn(`Skipping unknown category while registering data package: ${ categoryName }`);
					break;
			}
		});
	}
	registerNonPackData() {
		// Some data resides outside of packages. Add any such data to this.gameData within this function
		if (this.gameData.namespaces === undefined) {
			const nsData = [];
			game.registeredNamespaces.forEach((ns) => {
				if (ns.isModded) {
					throw new Error(`Modded namespace '${ ns.displayName }' found, all mods must be disabled before game data can be generated`);
				}
				else {
					nsData.push(ns);
				}
			});
			this.gameData.namespaces = nsData;
		}
		if (this.gameData.combatTriangles === undefined) {
			const ctData = [];
			Object.keys(COMBAT_TRIANGLE_IDS).forEach((id) => {
				const newObj = structuredClone(combatTriangle[COMBAT_TRIANGLE_IDS[id]]);
				newObj.id = id;
				ctData.push(newObj);
			});
			this.gameData.combatTriangles = ctData;
		}
		if (this.gameData.masteryCheckpoints === undefined) {
			this.gameData.masteryCheckpoints = masteryCheckpoints;
		}
		if (this.gameData.combatAreaDifficulties === undefined) {
			this.gameData.combatAreaDifficulties = CombatAreaMenu.difficulty.map((i) => i.name);
		}
		if (this.gameData.equipmentSlots === undefined) {
			//TODO: Amend to follow { id: ..., name: ... } structure. Obtain name from getLangString('EQUIP_SLOT', numID)
			this.gameData.equipmentSlots = EquipmentSlots;
		}
		if (this.gameData.attackTypes === undefined) {
			this.gameData.attackTypes = AttackTypeID;
		} 
		if (this.gameData.slayerTiers === undefined) {
			const newData = structuredClone(SlayerTask.data)
			newData.forEach((tier) => delete tier.engDisplay);
			this.gameData.slayerTiers = newData;
		}
	}
	combineOrderedData(existingData, newData) {
		// Elements are inserted at a particular index, controlled by rules
		// specified within the data package
		var resultData = undefined;
		if (existingData === undefined) {
			resultData = [];
		}
		else {
			resultData = structuredClone(existingData);
		}
		newData.forEach((orderData) => {
			switch(orderData.insertAt) {
				case 'Start':
					resultData.splice(0, 0, ...orderData.ids);
					break;
				case 'End':
					resultData.push(...orderData.ids);
					break;
				case 'Before':
					const beforeIdx = resultData.findIndex((item) => item === orderData.beforeID);
					if (beforeIdx === -1) {
						throw new Error(`Couldn't insert before: Item ${ orderData.beforeID } is not in the array.`);
					}
					resultData.splice(beforeIndex, 0, ...orderData.ids);
					break;
				case 'After':
					const afterIdx = resultData.findIndex((item) => item === orderData.afterID);
					if (afterIdx === -1) {
						throw new Error(`Couldn't insert after: Item ${ orderData.afterID } is not in the array.`);
					}
					resultData.splice(afterIdx + 1, 0, ...orderData.ids);
					break;
			}
		});
		return resultData;
	}
	// Determines if properties of entities are to be removed, as they are unused in the wiki
	// and would otherwise bloat the data.
	// Returns true if the property is to be removed, false if it is to be retained
	isPropertyFiltered(entityType, entity, propertyName) {
		switch(propertyName) {
			case 'media':
			case 'altMedia':
			case 'markMedia':
			case 'icon':
			case 'barStyle': // See: melvorD:Compost
			case 'buttonStyle':
			case 'descriptionGenerator':
			case 'containerID':
			case 'headerBgClass':
			case 'textClass':
			case 'btnClass':
				return true;
			case 'golbinRaidExclusive':
			case 'ignoreCompletion':
			case 'obtainFromItemLog':
				// Property is boolean & isn't of interest when false
				return !entity[propertyName];
			case 'validSlots':
			case 'occupiesSlots':
			case 'equipRequirements':
			case 'equipmentStats':
				// Property is an array & isn't of interest when zero elements in length
				return entity[propertyName].length === 0;
			case 'tier':
				if (entityType === 'items') {
					return entity.tier === 'none';
				}
				else {
					return false;
				}
			default:
				// Always retain property
				return false;
		}
	}
	// Specifies rules for transforming values of entity properties.
	// Returns undefined if the property has no transformation
	transformProperty(entityType, entity, propertyName, namespace) {
		switch(propertyName) {
			case 'langHint':
			case 'langCustomDescription':
				return getLangString(entity.category, this.getLocalID(entity.id));
			case 'equipmentStats':
				const newStats = {};
				entity.forEach((stat) => {
					if (newStats[stat.key] === undefined) {
						newStats[stat.key] = stat.value;
					}
					else {
						newStats[stat.key] += stat.value;
					}
				});
				return newStats;
			case 'altSpells':
				if (entityType !== 'skillData') {
					return undefined;
				}
				else {
					const newData = structuredClone(entity);
					newData.forEach((i) => {
						i.spellBook = 'altMagic';
					});
					return newData;
				}
			default:
				return undefined;
		}
	}
	langApply(parentNode, nodeKey, isSkill) {
		const nodeName = (isSkill ? parentNode[nodeKey].skillID : nodeKey);
		const altMagicDescIDKey = function(data) {
			// Accepts an Alt. Magic spell object, returns the ID format for that spell
			// Using a function for this as some spells (e.g. Superheat) have bespoke logic
			if (data.specialCost !== undefined && data.specialCost.type !== undefined) {
				if (data.id.includes('HolyInvocation')) {
					return 'HOLY_INVOCATION';
				}
				switch(data.specialCost.type) {
					case 'BarIngredientsWithCoal':
						return 'SUPERHEAT';
					case 'BarIngredientsWithoutCoal':
						return 'SUPERHEAT_NO_COAL';
					case 'AnyItem':
						if (data.produces !== undefined && data.produces === 'GP') {
							return 'ITEM_ALCHEMY';
						}
						break;
				}
			}
			return 'ALTMAGIC_DESC_{ID}';
		};
		const shopChainPropKey = function(data, dataKey, propName) {
			// Accepts an upgrade chain data object & key of the property being localized
			const propToLang = {
				chainName: 'chainNameLang',
				defaultDescription: 'descriptionLang',
				defaultName: 'defaultNameLang'
			};
			const langPropName = propToLang[dataKey];
			if (langPropName !== undefined) {
				const langProp = data[langPropName];
				if (langProp !== undefined) {
					return langProp[propName];
				}
			}
		}
		const itemDesc = function(data) {
			// Items have varying logic based on the type of item, and the lang data contains
			// some incorrect stuff for items whose descriptions are generated entirely
			// from modifiers, so just get the description from in-game objects instead.
			let desc;
			const item = game.items.getObjectByID(data.id);
			if (item !== undefined) {
				desc = item.description;
				if (desc === getLangString('BANK_STRING', '38')) {
					// Generic "no description" string
					return undefined;
				}
				// Temporary fix for issue with language data keys for FrostSpark 1H Sword
				else if (desc.includes('UNDEFINED TRANSLATION') && data.id === 'melvorTotH:FrostSpark_1H_Sword') {
					return getLangString('ITEM_DESCRIPTION', 'Frostspark_1H_Sword')
				}
				else {
					return desc;
				}
			}
		}
		const passiveDesc = function(data) {
			const passive = game.combatPassives.getObjectByID(data.id);
			if (passive !== undefined) {
				return passive.description;
			}
		}
		const spAttDesc = function(data) {
			const spAtt = game.specialAttacks.getObjectByID(data.id);
			if (spAtt !== undefined) {
				return spAtt.description;
			}
		}
		const langKeys = {
			ancientSpells: {
				name: { key: 'MAGIC', idFormat: 'ANCIENT_NAME_{ID}' }
			},
			archaicSpells: {
				name: { key: 'MAGIC', idFormat: 'ARCHAIC_NAME_{ID}' }
			},
			attackStyles: {
				name: { key: 'COMBAT_MISC', idFormat: 'ATTACK_STYLE_NAME_{ID}' }
			},
			attacks: {
				name: { key: 'SPECIAL_ATTACK_NAME' },
				description: { stringSpecial: 'spAttDesc' }
			},
			auroraSpells: {
				name: { key: 'MAGIC', idFormat: 'AURORA_NAME_{ID}' }
			},
			combatAreas: {
				name: { key: 'COMBAT_AREA', idFormat: 'NAME_{ID}'}
			},
			combatPassives: {
				name: { key: 'PASSIVES', idFormat: 'NAME_{ID}' },
				customDescription: { stringSpecial: 'passiveDesc' }
				//customDescription: { key: 'PASSIVES', idFormat: 'DESC_{ID}' }
			},
			curseSpells: {
				name: { key: 'MAGIC', idFormat: 'CURSE_NAME_{ID}' }
			},
			dungeons: {
				name: { key: 'DUNGEON', idFormat: 'NAME_{ID}' }
			},
			gamemodes: {
				name: { key: 'GAMEMODES', idFormat: 'GAMEMODE_NAME_{ID}' },
				description: { key: 'GAMEMODES', idFormat: 'GAMEMODE_DESC_{ID}' },
				// Gamemodes have an array of rules
				rules: { key: 'GAMEMODES', idFormat: 'GAMEMODE_RULES_{ID}_{NUM}' }
			},
			items: {
				name: { key: 'ITEM_NAME' },
				customDescription: { stringSpecial: 'itemDesc', onlyIfExists: true }
			},
			lore: {
				title: { key: 'LORE', idFormat: 'TITLE_{ID}' }
			},
			monsters: {
				name: { key: 'MONSTER_NAME' },
				description: { key: 'MONSTER_DESCRIPTION' }
			},
			pets: {
				name: { key: 'PET_NAME' }
			},
			prayers: {
				name: { key: 'PRAYER', idFormat: 'PRAYER_NAME_{ID}' }
			},
			shopCategories: {
				name: { key: 'SHOP_CAT' }
			},
			shopPurchases: {
				customName: { key: 'SHOP_NAME', onlyIfExists: true },
				customDescription: { key: 'SHOP_DESCRIPTION', onlyIfExists: true }
			},
			shopUpgradeChains: {
				chainName: { keySpecial: 'shopChainKey', idSpecial: 'shopChainID' },
				defaultDescription: { keySpecial: 'shopChainKey', idSpecial: 'shopChainID' },
				defaultName: { keySpecial: 'shopChainKey', idSpecial: 'shopChainID' }

			},
			slayerAreas: {
				name: { key: 'SLAYER_AREA', idFormat: 'NAME_{ID}' },
				areaEffectDescription: { key: 'SLAYER_AREA', idFormat: 'EFFECT_{ID}' }
			},
			standardSpells: {
				name: { key: 'MAGIC', idFormat: 'SPELL_NAME_{ID}' }
			},
			skillData: {
				// Each skill is nested within this, so follow much the same structure
				// Keys here are each skill's local ID
				_common: {
					// Special entry, contains lang definitions which are the same
					// for all skills
					_root: {
						name: { key: 'SKILL_NAME', idFormat: '{SKILLID}' }
					},
					categories: {
						name: { key: 'SKILL_CATEGORY', idFormat: '{SKILLID}_{ID}' }
					},
					customMilestones: {
						name: { key: 'MILESTONES', idKey: 'milestoneID' }
					},
					masteryLevelUnlocks: {
						description: { key: 'MASTERY_BONUS', idKey: 'descriptionID', idFormat: '{SKILLID}_{ID}' }
					}
				},
				Agility: {
					elitePillars: {
						name: { key: 'AGILITY', idFormat: 'PILLAR_NAME_{ID}' }
					},
					obstacles: {
						name: { key: 'AGILITY', idFormat: 'OBSTACLE_NAME_{ID}' }
					},
					pillars: {
						name: { key: 'AGILITY', idFormat: 'PILLAR_NAME_{ID}' }
					}
				},
				Astrology: {
					recipes: {
						name: { key: 'ASTROLOGY', idFormat: 'NAME_{ID}' }
					}
				},
				Farming: {
					categories: {
						description: { key: 'SKILL_CATEGORY', idFormat: '{SKILLID}_{ID}_description' },
						seedNotice: { key: 'SKILL_CATEGORY', idFormat: '{SKILLID}_{ID}_seedNotice' },
						singularName: { key: 'SKILL_CATEGORY', idFormat: '{SKILLID}_{ID}_singular' }
					}
				},
				Fishing: {
					areas: {
						name: { key: 'FISHING', idFormat: 'AREA_NAME_{ID}' }
					}
				},
				Herblore: {
					recipes: {
						name: { key: 'POTION_NAME' }
					}  
				},
				Magic: {
					altSpells: {
						name: { key: 'MAGIC', idFormat: 'ALTMAGIC_NAME_{ID}' },
						description: { key: 'MAGIC', idSpecial: 'altMagicDesc' }
					}
				},
				Mining: {
					rockData: {
						name: { key: 'ORE_NAME' }
					}
				},
				Summoning: {
					synergies: {
						customDescription: { key: 'SUMMONING_SYNERGY', idKey: 'summonIDs', idFormat: 'DESC_{ID0}_{ID1}', onlyIfExists: true }
					}
				},
				Thieving: {
					areas: {
						name: { key: 'THIEVING', idFormat: 'AREA_NAME_{ID}' }
					},
					npcs: {
						name: { key: 'THIEVING', idFormat: 'NPC_NAME_{ID}' }
					}
				},
				Township: {
					biomes: {
						// Can't locate biome description localization, don't think this is exposed in game UI
						name: { key: 'TOWNSHIP', idFormat: 'BIOME_{ID}' }
					},
					buildings: {
						// Building description has no localization, as it is unused
						name: { key: 'TOWNSHIP', idFormat: 'BUILDING_{ID}' }
					},
					jobs: {
						name: { key: 'TOWNSHIP', idFormat: 'JOB_{ID}' }
					},
					resources: {
						name: { key: 'TOWNSHIP', idFormat: 'RESOURCE_{ID}' }
					},
					tasks: {
						// name is not exposed in game UI, and has no localization
						// category is localized in transformDataNode
						description: { key: 'TOWNSHIP_TASKS', idFormat: '{ID}_description' }
					},
					worships: {
						name: { key: 'MONSTER_NAME' },
						statueName: { key: 'TOWNSHIP', idFormat: 'Statue_of_{ID}' }
					}
				},
				Woodcutting: {
					trees: {
						name: { key: 'TREE_NAME' }
					}
				}
			}
		};

		// Determine which language key data applies
		var langKeyData;
		if (isSkill) {
			// Combine common & skill specific keys
			const skillKey = this.getLocalID(parentNode[nodeKey].skillID);
			const langCommon = langKeys.skillData._common;
			let langSkill = structuredClone(langKeys.skillData[skillKey]);

			if (langCommon !== undefined) {
				if (langSkill === undefined) {
					langSkill = {};
				}
				Object.keys(langCommon).forEach((k) => {
					if (langSkill[k] === undefined) {
						langSkill[k] = {};
					}
					Object.keys(langCommon[k]).forEach((prop) => {
						langSkill[k][prop] = langCommon[k][prop];
					});
				});
			}
			langKeyData = langSkill;
		}
		else if (langKeys[nodeKey] !== undefined) {
			langKeyData = { _root: langKeys[nodeKey] };
		}
		else {
			console.warn('No lang key data found for ' + nodeKey);
		}

		if (langKeyData !== undefined) {
			var dataToTranslate = parentNode[nodeKey];
			if (isSkill) {
				dataToTranslate = dataToTranslate.data;
			}
			if (!Array.isArray(dataToTranslate)) {
				dataToTranslate = [ dataToTranslate ];
			}
			dataToTranslate.forEach((tData) => {
				Object.keys(langKeyData).forEach((langKey) => {
					const targetData = ((langKey === '_root') ? tData : tData[langKey]);
					if (targetData !== undefined) {
						const targetArr = (Array.isArray(targetData) ? targetData : [ targetData ]);
						targetArr.forEach((target) => {
							Object.keys(langKeyData[langKey]).forEach((langPropID) => {
								const langProp = langKeyData[langKey][langPropID];
								if (!langProp.onlyIfExists || target[langPropID] !== undefined) {
									const langIDKey = langProp.idKey ?? 'id';
									var langIDValue;
									if (Array.isArray(target[langIDKey])) {
										// The ID key can sometimes be an array of IDs (e.g. Summoning synergies)
										langIDValue = target[langIDKey].map((id) => this.getLocalID((id ?? '').toString()));
									}
									else {
										langIDValue = this.getLocalID((target[langIDKey] ?? '').toString());
									}
									let langIdent = langProp.idFormat;
									if (langProp.idSpecial !== undefined) {
										// Use a special method to determine the ID format
										switch(langProp.idSpecial) {
											case 'altMagicDesc':
												langIdent = altMagicDescIDKey(target);
												break;
											case 'shopChainID':
												langIdent = this.getLocalID(shopChainPropKey(target, langPropID, 'id'));
												break;
										}
									}
									if (langIdent === undefined) {
										langIdent = langIDValue;
									}
									else {
										// langIdent is in a specific format
										const langTemplate = {}
										if (isSkill) {
											langTemplate.SKILLID = this.getLocalID(parentNode[nodeKey].skillID);
										}
										if (Array.isArray(langIDValue)) {
											langIDValue.forEach((val, idx) => {
												langTemplate['ID' + idx] = this.getLocalID(val);
											});
										}
										else {
											langTemplate.ID = langIDValue;
										}
										Object.keys(langTemplate).forEach((k) => {
											langIdent = langIdent.replaceAll('{' + k + '}', langTemplate[k]);
										});
									}

									let langCategoryKey = langProp.key;
									if (langProp.keySpecial !== undefined) {
										// Use a special method to determine the category key
										switch(langProp.keySpecial) {
											case 'shopChainKey':
												langCategoryKey = shopChainPropKey(target, langPropID, 'category');
												break;
										}
									}

									if (Array.isArray(target[langPropID])) {
										target[langPropID].forEach((targetElem, num) => {
											const langIdentFinal = langIdent.replaceAll('{NUM}', num.toString());
											const langString = this.getLangString(langCategoryKey, langIdentFinal);
											target[langPropID][num] = langString;
											if (this.debugMode) {
												if (langString !== undefined) {
													console.debug('Set value of property ' + langPropID + '[' + num.toString() + '] for ' + langIdentFinal + ' in node ' + nodeName + ' to: ' + langString);
												}
												else {
													console.debug('No translation: property ' + langPropID + ' for ' + langIdentFinal + ' in node ' + nodeName);
												}
											}
										});
									}
									else {
										let langString;
										if (langProp.stringSpecial !== undefined) {
											// Use a custom function to determine the string
											switch(langProp.stringSpecial) {
												case 'itemDesc':
													langString = itemDesc(target);
													break;
												case 'passiveDesc':
													langString = passiveDesc(target);
													break;
												case 'spAttDesc':
													langString = spAttDesc(target);
													break;
											}
										}
										else {
											langString = this.getLangString(langCategoryKey, langIdent);
										}
										target[langPropID] = langString;
										if (this.debugMode) {
											if (langString !== undefined) {
												console.debug('Set value of property ' + langPropID + ' for ' + langIdent + ' in node ' + nodeName + ' to: ' + langString);
											}
											else {
												console.debug('No translation: property ' + langPropID + ' for ' + langIdent + ' in node ' + nodeName);
											}
										}
									}
								}
							});
						});
					}
				});
			});
		}
	}
	getLangString(key, identifier) {
		const langCat = loadedLangJson[key];
		if (langCat !== undefined) {
			return langCat[identifier];
		}
	}
	getNamespacedID(namespace, ID) {
		if (ID.indexOf(':') > 0) {
			return ID;
		}
		else {
			return namespace + ':' + ID;
		}
	}
	getLocalID(ID) {
		if (ID.indexOf(':') > 0) {
			return ID.split(':').pop();
		}
		else {
			return ID;
		}
	}
}

let wd = new Wiki;
wd.printWikiData();

-- Version: v1.1.1 (?4999)

local gameData = mw.text.jsonDecode('{"namespaces":[{"name":"melvorBaseGame","displayName":"Base Game","isModded":false},{"name":"melvorTrue","displayName":"True","isModded":false},{"name":"melvorD","displayName":"Demo","isModded":false},{"name":"melvorF","displayName":"Full Version","isModded":false},{"name":"melvorTotH","displayName":"Throne of the Herald","isModded":false}],"combatTriangles":[{"damageModifier":{"melee":{"melee":1,"ranged":1.1,"magic":0.85},"ranged":{"melee":0.85,"ranged":1,"magic":1.1},"magic":{"melee":1.1,"ranged":0.85,"magic":1}},"reductionModifier":{"melee":{"melee":1,"ranged":1.25,"magic":0.75},"ranged":{"melee":0.95,"ranged":1,"magic":1.25},"magic":{"melee":1.25,"ranged":0.85,"magic":1}},"id":"Standard"},{"damageModifier":{"melee":{"melee":1,"ranged":1.1,"magic":0.75},"ranged":{"melee":0.75,"ranged":1,"magic":1.1},"magic":{"melee":1.1,"ranged":0.75,"magic":1}},"reductionModifier":{"melee":{"melee":1,"ranged":1.25,"magic":0.5},"ranged":{"melee":0.75,"ranged":1,"magic":1.25},"magic":{"melee":1.25,"ranged":0.75,"magic":1}},"id":"Hardcore"},{"damageModifier":{"melee":{"melee":1,"ranged":0.75,"magic":1.1},"ranged":{"melee":1.1,"ranged":1,"magic":0.75},"magic":{"melee":0.75,"ranged":1.1,"magic":1}},"reductionModifier":{"melee":{"melee":1,"ranged":0.75,"magic":1.25},"ranged":{"melee":1.25,"ranged":1,"magic":0.75},"magic":{"melee":0.5,"ranged":1.25,"magic":1}},"id":"InvertedHardcore"}],"masteryCheckpoints":[10,25,50,95],"combatAreaDifficulties":["Very Easy","Easy","Medium","Hard","Very Hard","Elite","Insane","???"],"equipmentSlots":{"0":"Helmet","1":"Platebody","2":"Platelegs","3":"Boots","4":"Weapon","5":"Shield","6":"Amulet","7":"Ring","8":"Gloves","9":"Quiver","10":"Cape","11":"Passive","12":"Summon1","13":"Summon2","14":"Consumable","Helmet":0,"Platebody":1,"Platelegs":2,"Boots":3,"Weapon":4,"Shield":5,"Amulet":6,"Ring":7,"Gloves":8,"Quiver":9,"Cape":10,"Passive":11,"Summon1":12,"Summon2":13,"Consumable":14},"attackTypes":{"0":"melee","1":"ranged","2":"magic","3":"unset","4":"random","melee":0,"ranged":1,"magic":2,"unset":3,"random":4},"slayerTiers":[{"display":"Easy","cost":0,"minLevel":1,"maxLevel":49,"slayerLevel":1},{"display":"Normal","cost":2000,"minLevel":50,"maxLevel":99,"slayerLevel":25},{"display":"Hard","cost":5000,"minLevel":100,"maxLevel":199,"slayerLevel":50},{"display":"Elite","cost":15000,"minLevel":200,"maxLevel":374,"slayerLevel":75},{"display":"Master","cost":25000,"minLevel":375,"maxLevel":789,"slayerLevel":85},{"display":"Legendary","cost":50000,"minLevel":790,"maxLevel":999,"slayerLevel":100},{"display":"Mythical","cost":100000,"minLevel":1000,"maxLevel":null,"slayerLevel":110}],"gamemodes":[{"id":"melvorD:Standard","name":"Standard Mode","rules":["All Skills Unlocked.","Standard Combat Modifiers.","No bank space purchase limit."],"isPermaDeath":false,"isEvent":false,"endDate":0,"combatTriangle":"Standard","hitpointMultiplier":10,"hasRegen":true,"capNonCombatSkillLevels":false,"startingPage":"melvorD:Woodcutting","startingItems":[],"allowSkillUnlock":false,"skillUnlockCost":[],"playerModifiers":{},"enemyModifiers":{},"hasTutorial":true,"description":"For players new to Melvor Idle. This is the standard way to play."},{"id":"melvorF:Hardcore","name":"Hardcore Mode","rules":["You may only purchase 88 extra Bank Spaces from the Shop.","Harsher penalties applied against you in Combat.","No Passive Hitpoint Regeneration."],"isPermaDeath":true,"isEvent":false,"endDate":0,"combatTriangle":"Hardcore","hitpointMultiplier":10,"hasRegen":false,"capNonCombatSkillLevels":false,"startingPage":"melvorD:Woodcutting","startingItems":[],"allowSkillUnlock":false,"skillUnlockCost":[],"playerModifiers":{},"enemyModifiers":{},"hasTutorial":true,"description":"For those who enjoy risk, and are not afraid to lose your Character. This is not for new players."},{"id":"melvorF:Adventure","name":"Adventure Mode","rules":["Skills are locked and must be purchased using GP to access.","Non-Combat Skill Levels cannot go above your Combat Level.","Start with only Melee Combat Skills, a Bronze Weapon and 10 Basic Food.","Harsher penalties applied against you in Combat.","HP, Damage and Food Healing values are 10x larger than Standard."],"isPermaDeath":false,"isEvent":false,"endDate":0,"combatTriangle":"Hardcore","hitpointMultiplier":100,"hasRegen":true,"capNonCombatSkillLevels":true,"startingPage":"melvorD:Combat","startingItems":[{"id":"melvorD:Bronze_Sword","quantity":1},{"id":"melvorD:Shrimp","quantity":10}],"allowSkillUnlock":true,"skillUnlockCost":[10000,25000,50000,200000,250000,400000,1000000,2500000,10000000,25000000,50000000,100000000,200000000,500000000,500000000,500000000,500000000,500000000,500000000],"playerModifiers":{},"enemyModifiers":{},"hasTutorial":true,"description":"For experienced Melvor Idle players. A completely different experience for you to enjoy.","startingSkills":["melvorD:Attack","melvorD:Strength","melvorD:Defence","melvorD:Hitpoints"]},{"id":"melvorF:Chaos","name":"CHAOS MODE","rules":["Item Corruption Unlocked.","25% Reductions on Attack Intervals and Skill Intervals (Multiplicative).","All Enemies have at least 1 random Passive.","All equipped items lost on death.","BIG NUMBERS","Golbin Raid is not available.","Harsher penalties applied against you in Combat.","Do not fight a Chicken."],"isPermaDeath":false,"isEvent":true,"endDate":1618200000000,"combatTriangle":"Hardcore","hitpointMultiplier":10000,"hasRegen":true,"capNonCombatSkillLevels":false,"startingPage":"melvorD:Woodcutting","startingItems":[],"allowSkillUnlock":false,"skillUnlockCost":[],"playerModifiers":{},"enemyModifiers":{},"hasTutorial":true,"description":"How fast can you beat the game? Have a go with this calm & peaceful Melvor Idle experience."},{"id":"melvorF:HardcoreAdventureSpeedrun","name":"Hardcore Adventure Speedrun","rules":["YOUR GOAL - DEFEAT THE FINAL BOSS AS FAST AS POSSIBLE.","+100% Maximum Hitpoints for you and the Enemies.","-80% Attack Interval for you and the Enemies.","-80% Skill Intervals.","+800% Global Mastery XP.","-2s Monster Respawn Timer","No Hitpoints Regeneration","Adventure Mode rules apply.","Stability not guaranteed."],"isPermaDeath":true,"isEvent":true,"endDate":1651363140000,"combatTriangle":"Hardcore","hitpointMultiplier":100,"hasRegen":false,"capNonCombatSkillLevels":true,"startingPage":"melvorD:Combat","startingItems":[{"id":"melvorD:Bronze_Sword","quantity":1},{"id":"melvorD:Shrimp","quantity":10}],"allowSkillUnlock":true,"skillUnlockCost":[10000,25000,50000,200000,250000,400000,1000000,2500000,10000000,25000000,50000000,100000000,200000000,500000000,500000000,500000000,500000000,500000000,500000000],"playerModifiers":{"decreasedAttackIntervalPercent":80,"decreasedMonsterRespawnTimer":2000,"increasedMaxHitpoints":100,"decreasedSkillIntervalPercent":[{"skillID":"melvorD:Woodcutting","value":80},{"skillID":"melvorD:Fishing","value":80},{"skillID":"melvorD:Firemaking","value":80},{"skillID":"melvorD:Cooking","value":80},{"skillID":"melvorD:Mining","value":80},{"skillID":"melvorD:Smithing","value":80},{"skillID":"melvorD:Thieving","value":80},{"skillID":"melvorD:Farming","value":80},{"skillID":"melvorD:Crafting","value":80},{"skillID":"melvorD:Fletching","value":80},{"skillID":"melvorD:Runecrafting","value":80},{"skillID":"melvorD:Herblore","value":80},{"skillID":"melvorD:Summoning","value":80},{"skillID":"melvorD:Agility","value":80},{"skillID":"melvorD:Astrology","value":80},{"skillID":"melvorD:Magic","value":80}],"increasedGlobalMasteryXP":800},"enemyModifiers":{"decreasedAttackIntervalPercent":80,"increasedMaxHitpoints":100},"hasTutorial":true,"description":"Slow and steady","startingSkills":["melvorD:Attack","melvorD:Strength","melvorD:Defence","melvorD:Hitpoints"]},{"id":"melvorF:InternalSuffering","name":"Internal Suffering Speedrun Mode","rules":["YOUR GOAL - DEFEAT THE FINAL BOSS AS FAST AS POSSIBLE.","!!! HARDCORE COMBAT TRIANGLE IS REVERSED !!!","All Skills except Firemaking & Farming are unlocked in the beginning.","Your Skill level is capped at Level 10. This cap can be increased by permanently disabling any Non-Combat Skill (Maximum 10, not including Firemaking or Farming).","Each disabled Skill increases the Skill Level cap by 10.","You can disable Skills at any time.","-80% Attack Interval for you and the Enemies.","-80% Skill Intervals.","+800% Global Mastery XP.","-2s Monster Respawn Timer.","Final Boss requires Level 99 in all Combat Skills to access.","Larger numbers","Stability not 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