Module:Items: Difference between revisions

Added soul points to ItemBox
(Added p._getItemEquipSlot (for use with the DR table I'm adding to Items/ComparisonTables)
(Added soul points to ItemBox)
(32 intermediate revisions by 3 users not shown)
Line 9: Line 9:
local Constants = require('Module:Constants')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Num = require('Module:Number')


p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon', 'Easter Egg',
p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon', 'Easter Egg',
Line 23: Line 25:
'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
'Locked Chest', 'Locked Chest Key', 'Event Token (Holiday 2021)'}
'Locked Chest', 'Locked Chest Key', 'Event Token (Holiday 2021)'}
-- List of item IDs that should typically not be included within outputs, usually
-- because they are not fully implemented despite existing within the game data
p.HiddenItems = {}
local function populateHiddenItems()
local hiddenItems = GameData.getEntities('items',
function(item)
return item.name == nil or Shared.contains({'melvorTotH:Meteorite_Dust'}, item.id)
end
)
for _, item in ipairs(hiddenItems) do
table.insert(p.HiddenItems, item.id)
end
end
populateHiddenItems()


function p.getItemByID(ID)
function p.getItemByID(ID)
    return GameData.getEntityByID('items', ID)
return GameData.getEntityByID('items', ID)
end
end


function p.getItem(name)
function p.getItem(name)
name = string.gsub(name, "%%27", "'")
name = Shared.fixPagename(name)
name = string.gsub(name, "'", "'")
return GameData.getEntityByName('items', name)
    return GameData.getEntityByName('items', name)
end
end


function p.getItems(checkFunc)
function p.getItems(checkFunc)
    return GameData.getEntities('items', checkFunc)
return GameData.getEntities('items',
function(obj)
return not Shared.contains(p.HiddenItems, obj.id) and checkFunc(obj)
end
)
end
end


Line 66: Line 86:
--Special Overrides:
--Special Overrides:
-- Equipment stats first
-- Equipment stats first
    if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
result = item.equipmentStats[StatName]
result = item.equipmentStats[StatName]
    elseif StatName == 'attackSpeed' and item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon') then
elseif StatName == 'attackSpeed' and item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon') then
-- Item can be equipped as a weapon but has no attack speed, so use default of 4000ms
-- Item can be equipped as a weapon but has no attack speed, so use default of 4000ms
result = 4000
result = 4000
Line 82: Line 102:
local skillID = Constants.getSkillID(skillName)
local skillID = Constants.getSkillID(skillName)
if skillID ~= nil then
if skillID ~= nil then
                for i, requirement in ipairs(item.equipRequirements) do
for i, requirement in ipairs(item.equipRequirements) do
                    if requirement.type == "SkillLevel" and requirement.skillID == skillID then
if requirement.type == "SkillLevel" and requirement.skillID == skillID then
                        result = requirement.level
result = requirement.level
                        break
break
                    end
end
                end
end
end
end
end
end
Line 112: Line 132:
if result == nil and ZeroIfNil then result = 0 end
if result == nil and ZeroIfNil then result = 0 end
return result
return result
end
function p.getItemValueByID(itemID)
local item = p.getItemByID(itemID)
if item == nil then
return 0
end
return p.getItemValue(item['name'])
end
function p.getItemValue(item)
if type(item) == 'string' then
-- Specific check if the item is GP (value of 1)
if Shared.compareString('GP', item, true)
or Shared.compareString('Gold Pieces', item, true) then
return 1
end
item = p.getItem(item)
end
if item then
return item.sellsFor
end
return nil
end
function p.getValueText(item, minQuantity, maxQuantity)
local minQ, maxQ = 1, 1
if type(minQuantity) == 'number' then
minQ = minQuantity
end
if type(maxQuantity) == 'number' then
maxQ = maxQuantity
else
maxQ = minQ
end
local amt = item.sellsFor or 0
local currID = item.sellsForCurrency or 'melvorD:GP'
return Icons._Currency(currID, amt * minQ, amt * maxQ)
end
-- Function already exists, but without frame.
-- Giving it a slightly different name since function overloading doesn't exist
function p.getItemSellsFor(frame)
local args = frame:getParent().args
return p._getItemSellsFor(args[1], args[2], args.round)
end
function p._getItemSellsFor(itemName, multiplier, rounding)
local itemValue = p.getItemValue(itemName)
multiplier = tonumber(multiplier) or 1
rounding = tonumber(rounding) or 0
if itemValue == nil then
error('No item named "' .. itemName .. '" exists in the data module')
end
return Num.round2(itemValue * multiplier, rounding)
end
end


Line 125: Line 207:
end
end
local result = p._getItemStat(item, StatName, ZeroIfNil)
local result = p._getItemStat(item, StatName, ZeroIfNil)
if formatNum then result = Shared.formatnum(result) end
if formatNum then result = Num.formatnum(result) end
return result
return result
end
end
Line 136: Line 218:
skillID = nil
skillID = nil
elseif string.find(skillID, ':') == nil then
elseif string.find(skillID, ':') == nil then
        -- Try to find a skill ID if it looks like a skill name has been passed
-- Try to find a skill ID if it looks like a skill name has been passed
skillID = Constants.getSkillID(skillID)
skillID = Constants.getSkillID(skillID)
end
end
Line 167: Line 249:


function p.hasCombatStats(item)
function p.hasCombatStats(item)
    if item.equipmentStats ~= nil then
-- Checks if the combat stat is a valid, non-zero combat stat
-- Ensure that, only in the case where the item is a Familar AND
-- the checked stat is summoningMaxhit, the result is ignored.
local function isNonZeroStat(statName, statVal)
if statName == 'summoningMaxhit' and (p._canItemUseSlot(item, 'Summon1') or p._canItemUseSlot(item, 'Summon2')) then
return false
end
return statVal ~= 0
end
 
if item.equipmentStats ~= nil then
-- Ensure at least one stat has a non-zero value
-- Ensure at least one stat has a non-zero value
for statName, statVal in pairs(item.equipmentStats) do
for statName, statVal in pairs(item.equipmentStats) do
if statVal ~= 0 then
if isNonZeroStat(statName, statVal) then
                return true
return true
            end
end
end
end
end
end
return false
return false
end
end
Line 181: Line 274:
--Function true if an item has at least one level requirement to equip
--Function true if an item has at least one level requirement to equip
if item.equipRequirements ~= nil then
if item.equipRequirements ~= nil then
        for idx, requirement in ipairs(item.equipRequirements) do
for idx, requirement in ipairs(item.equipRequirements) do
            if requirement.type == 'SkillLevel' and requirement.level > 1 then
if requirement.type == 'SkillLevel' and requirement.level > 1 then
                return true
return true
            end
end
        end
end
    end
end
    return false
return false
end
end


Line 208: Line 301:


function p._getWeaponAttackType(item)
function p._getWeaponAttackType(item)
    if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
        (item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
local iconType = item.attackType ~= 'melee' and 'skill' or nil
local iconType = item.attackType ~= 'melee' and 'skill' or nil
Line 225: Line 318:
end
end
return p._getWeaponAttackType(item)
return p._getWeaponAttackType(item)
end
local statChangeDefs = {
{
stat = 'stabAttackBonus',
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Stab Bonus'
},
{
stat = 'slashAttackBonus',
suffix =  ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Slash Bonus'
},
{
stat = 'blockAttackBonus',
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Block Bonus'
},
{
stat = 'meleeStrengthBonus',
suffix = ' ' .. Icons.Icon({'Strength', type='skill', notext=true}) .. ' Strength Bonus'
},
{
stat = 'rangedStrengthBonus',
suffix =  ' ' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Strength Bonus'
},
{
stat = 'magicStrengthBonus',
suffix = '% ' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Damage Bonus'
},
{
stat = 'meleeDefenceBonus',
suffix = ' ' .. Icons.Icon({'Defence', type='skill', notext=true}) .. ' Defence Bonus' },
{
stat = 'rangedDefenceBonus',
suffix = ' ' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Defence Bonus'
},
{
stat = 'magicDefenceBonus',
suffix = ' ' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Defence Bonus'
},
{
stat = 'damageReduction',
suffix = '% Damage Reduction'
},
{
stat = 'levelRequired',
suffix = ' Level Required'
}
}
-- Produces a list of stat & modifier changes between two items of equipmednt
function p.getStatChangeString(item1, item2)
local changeArray = {}
local equipStats = {
type(item1.equipmentStats) == 'table' and item1.equipmentStats or {},
type(item2.equipmentStats) == 'table' and item2.equipmentStats or {}
}
for i, statDef in ipairs(statChangeDefs) do
local val1, val2 = 0, 0
if statDef.stat == 'levelRequired' then
-- Iterate over equipment stats for both items, determining level requirements
local levelReqs = {}
for itemNum, item in ipairs({item1, item2}) do
levelReqs[itemNum] = {}
if item.equipRequirements ~= nil then
for j, req in ipairs(item.equipRequirements) do
if req.type == 'SkillLevel' then
levelReqs[itemNum][req.skillID] = req.level
end
end
end
end
-- Iterate over all skills, checking if there are requirements for these in either skill
for j, skillData in ipairs(GameData.rawData.skillData) do
local skillID = skillData.skillID
val1, val2 = levelReqs[1][skillID] or 0, levelReqs[2][skillID] or 0
if val1 ~= val2 then
table.insert(changeArray, Num.numStrWithSign(val1 - val2) .. ' ' .. Icons.Icon({skillData.data.name, type='skill', notext=true}) .. (statDef.suffix or ''))
end
end
else
-- Equipment stats
val1, val2 = equipStats[1][statDef.stat] or 0, equipStats[2][statDef.stat] or 0
if val1 ~= val2 then
table.insert(changeArray, Num.numStrWithSign(val1 - val2) .. (statDef.suffix or ''))
end
end
end
-- Include differences in modifiers
-- TODO Implement getModifiersDifference
--local modDiff = Constants.getModifiersText(Constants.getModifiersDifference(item2.modifiers, item1.modifiers))
local modDiff = nil
if modDiff ~= nil and modDiff ~= '' then
table.insert(changeArray, modDiff)
end
return table.concat(changeArray, '<br/>')
end
end


Line 233: Line 423:
if item.validSlots ~= nil then
if item.validSlots ~= nil then
local slotLinkMap = {
local slotLinkMap = {
["Helmet"] = 'Equipment#Helmets',
["Helmet"] = 'Helmets',
["Platebody"] = 'Equipment#Platebodies',
["Platebody"] = 'Platebodies',
["Platelegs"] = 'Equipment#Platelegs',
["Platelegs"] = 'Platelegs',
["Boots"] = 'Equipment#Boots',
["Boots"] = 'Boots',
["Weapon"] = 'Equipment#Weapons',
["Weapon"] = 'Weapons',
["Shield"] = 'Equipment#Offhand',
["Shield"] = 'Shields',
["Amulet"] = 'Equipment#Amulets',
["Amulet"] = 'Amulets',
["Ring"] = 'Equipment#Rings',
["Ring"] = 'Rings',
["Gloves"] = 'Equipment#Gloves',
["Gloves"] = 'Gloves',
["Quiver"] = 'Equipment#Ammunition',
["Quiver"] = 'Ammunition',
["Cape"] = 'Equipment#Capes',
["Cape"] = 'Capes',
["Consumable"] = 'Equipment#Consumables',
["Consumable"] = 'Consumables',
["Passive"] = 'Combat Passive Slot',
["Passive"] = 'Combat Passive Slot',
["Summon1"] = 'Summoning',
["Summon1"] = 'Summoning',
["Summon2"] = 'Summoning'
["Summon2"] = 'Summoning',
["Gem"] = "Gems_(Equipment)"
}
}
local slotText = {}
local slotText = {}
Line 268: Line 459:
table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
for i, spAttID in ipairs(item.specialAttacks) do
            local spAtt = GameData.getEntityByID('attacks', spAttID)
local spAtt = GameData.getEntityByID('attacks', spAttID)
            if spAtt ~= nil then
if spAtt ~= nil then
            local spAttChance = spAtt.defaultChance
local spAttChance = spAtt.defaultChance
            if type(item.overrideSpecialChances) == 'table' and item.overrideSpecialChances[i] ~= nil then
if type(item.overrideSpecialChances) == 'table' and item.overrideSpecialChances[i] ~= nil then
            spAttChance = item.overrideSpecialChances[i]
spAttChance = item.overrideSpecialChances[i]
            end
end
            local spAttDesc = string.gsub(spAtt.description, '<Attack> ', '')
local spAttDesc = string.gsub(spAtt.description, '<Attack> ', '')
    table.insert(resultPart, '\r\n* ' .. spAttChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(resultPart, '\r\n* ' .. spAttChance .. '% chance for ' .. spAtt.name .. ':')
    table.insert(resultPart, '\r\n** ' .. spAttDesc)
table.insert(resultPart, '\r\n** ' .. spAttDesc)
            end
end
end
end
end
-- For Summoning combat familiars, show the max hit
if item.equipmentStats ~= nil and item.equipmentStats.summoningMaxhit ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Max Hit:''' " .. Num.formatnum(item.equipmentStats.summoningMaxhit * 10))
end
end
--For potions, show the number of charges
--For potions, show the number of charges
Line 291: Line 486:
if item.prayerPoints ~= nil then
if item.prayerPoints ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''"..Icons.Icon({'Prayer', type='skill'}).." Points:''' "..item.prayerPoints)
table.insert(resultPart, "\r\n|-\r\n|'''"..Icons.Icon({'Prayer', type='skill'}).." Points:''' "..item.prayerPoints)
end
if item.soulPoints ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''"..Icons.Icon({'Prayer', 'Soul', type='item', img='Lesser Soul'}).." Points:''' "..item.soulPoints)
end
end
--For items that provide runes, show which runes are provided
--For items that provide runes, show which runes are provided
Line 312: Line 510:
table.insert(resultPart, '<span style="color:green">Passive:</span><br/>')
table.insert(resultPart, '<span style="color:green">Passive:</span><br/>')
end
end
table.insert(resultPart, Constants.getModifiersText(item.modifiers, true, false, 10))
table.insert(resultPart, Modifiers.getModifiersText(item.modifiers, true, false, 10))
end
end
return table.concat(resultPart)
return table.concat(resultPart)
Line 329: Line 527:
function p._getItemCategories(item)
function p._getItemCategories(item)
local resultPart = {}
local resultPart = {}
    local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
    local category = p._getItemStat(item, 'category', false)
local category = p._getItemStat(item, 'category', false)
if category ~= nil and category ~= 'Skills' then
if category ~= nil and category ~= 'Skills' then
        table.insert(resultPart, '[[Category:'..category..']]')
table.insert(resultPart, '[[Category:'..category..']]')
    end
end
if item.type ~= nil then
if item.type ~= nil then
        table.insert(resultPart, '[[Category:'..item.type..']]')
table.insert(resultPart, '[[Category:'..item.type..']]')
    end
end
if isEquipment and item.tier ~= nil then
if isEquipment and item.tier ~= nil then
        table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
    end
end
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
        table.insert(resultPart, '[[Category:Items With Special Attacks]]')
table.insert(resultPart, '[[Category:Items With Special Attacks]]')
    end
end
if item.validSlots ~= nil then
if item.validSlots ~= nil then
local slotRemap = {
local slotRemap = {
Line 385: Line 583:


function p.getItemGrid(frame)
function p.getItemGrid(frame)
local resultPart = {}
--melvorF, melvorD, melvorTotH, melvorAoD
table.insert(resultPart, '{|')
local dlcFunc = function(item, dlc)
for i, item in ipairs(GameData.rawData.items) do
local itemDLC = Shared.getLocalID(item.id)
if i % 17 == 1 then
if dlc == nil then
table.insert(resultPart, '\r\n|-\r\n|')
return true
else
end
table.insert(resultPart, '||')
if dlc == 'base' then
return itemDLC == 'melvorD' or itemDLC == 'melvorF'
end
if itemDLC == dlc then
return true
end
return false
end
-- Convert list of hidden items into a key/value structure, such that
-- lookups are more efficient than repeated calls to Shared.contains()
local hiddenItemIDs = {}
for i, itemID in ipairs(p.HiddenItems) do
hiddenItemIDs[itemID] = 1
end
 
local args = frame:getParent().args
local dlc = args[1] or args.DLC or args.dlc or nil
local columns = tonumber(args[2] or args.Columns or args.columns) or 17
local html = mw.html.create('table')
:addClass('wikitable lighttable individual')
 
local curRow = html:tag('tr')
local i = 0
for _, v in pairs(GameData.rawData.items) do
if hiddenItemIDs[v.id] == nil and dlcFunc(v, dlc) == true then
if i >= columns then
curRow = html:tag('tr')
i = 0
end
local cell = curRow:tag('td')
:css('height', '48px')
:css('width', '48px')
:css('padding', '0px')
cell:tag('div')
:css('padding', '8px')
:wikitext(Icons.Icon({v.name, type='item', notext=true, size='32'}))
-- Mod operator is slow. We use this instead
i = i + 1
end
end
table.insert(resultPart, 'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'}))
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
return tostring(html)
end
end


function p.getEquipRequirementRow(req)
function p.getEquipRequirementRow(req)
local result = ""
local result = ""
if req.type == "SkillLevel" then
if (req.type == "SkillLevel" or req.type == "AbyssalLevel") then
local pre = (req.type == "AbyssalLevel" and ' Abyssal') or ''
local skillName = Constants.getSkillName(req.skillID)
local skillName = Constants.getSkillName(req.skillID)
local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
result = '\r\n!style="text-align:right;"| '..skillIcon..' Level Required'
result = '\r\n!style="text-align:right;"| '..skillIcon..pre..' Level Required'
result = result..'\r\n|style="text-align:right;"| '..req.level
result = result..'\r\n|style="text-align:right;"| '..req.level
elseif req.type == "DungeonCompletion" then
elseif (req.type == "DungeonCompletion" or req.type == "AbyssDepthCompletion") then
local dungeonName = GameData.getEntityByID("dungeons", req.dungeonID).name
local reqDefns = {
local dungeonIcon = Icons.Icon({dungeonName, type="dungeon", notext=true})
["DungeonCompletion"] = {
result = '\r\n!style="text-align:right;"| '..dungeonIcon..' Completions'
["dataKey"] = 'dungeons',
result = result..'\r\n|style="text-align:right;"| '..req.count
["IDKey"] = 'dungeonID',
["imgType"] = 'dungeon'
},
["AbyssDepthCompletion"] = {
["dataKey"] = 'abyssDepths',
["IDKey"] = 'depthID',
["imgType"] = 'combatArea'
}
}
local reqDefn = reqDefns[req.type]
if reqDefn ~= nil then
local area = GameData.getEntityByID(reqDefn.dataKey, req[reqDefn.IDKey])
if area == nil then
result = '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid area for requirement type "' .. req.type .. '"')
else
local areaIcon = Icons.Icon({area.name, type=reqDefn.imgType, notext=true})
result = '\r\n!style="text-align:right;"| '..areaIcon..' Completions'
result = result..'\r\n|style="text-align:right;"| '..Num.formatnum(req.count)
end
end
elseif req.type == "Completion" then
elseif req.type == "Completion" then
local compName = ""
local ns = GameData.getEntityByName('namespaces', req.namespace)
if req.namespace == "melvorBaseGame" then
if ns == nil then
compName = "Base Game"
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid namespace for completion requirement "' .. req.namespace .. '"')
elseif req.namespace == "melvorTotH" then
compName = "Throne of the Herald"
else
else
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid namespace for completion requirement "' .. req.namespace .. '"')
result = '\r\n!style="text-align:right;"| ' .. ns.displayName .. ' Completion'
result = result .. '\r\n|style="text-align:right;"| ' .. req.percent .. '%'
end
end
result = '\r\n!style="text-align:right;"| '..compName..' Completion'
result = result..'\r\n|style="text-align:right;"| '..req.percent..'%'
else
else
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid equip requirement type "' .. req.type .. '"')
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid equip requirement type "' .. req.type .. '"')
Line 454: Line 712:


table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Shared.round(p._getItemStat(item, 'attackSpeed', true) / 1000, 3, 1) .. 's')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.round(p._getItemStat(item, 'attackSpeed', true) / 1000, 3, 1) .. 's')
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))
Line 631: Line 889:
:tag('th'):wikitext('ItemName'):done()
:tag('th'):wikitext('ItemName'):done()
:tag('th'):wikitext('GPValue'):done()
:tag('th'):wikitext('GPValue'):done()
 
for i, item in ipairs(GameData.rawData.items) do
for i, item in ipairs(GameData.rawData.items) do
resultTable:tag('tr')
resultTable:tag('tr')
Line 648: Line 906:
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
end
 
return Icons.getExpansionIcon(item.id)
return Icons.getExpansionIcon(item.id)
end
end
Line 654: Line 912:
function p.buildSmithableArmourNav(frame)
function p.buildSmithableArmourNav(frame)
local resultPart = {}
local resultPart = {}
table.insert(resultPart, '{| class="wikitable mw-collapsible"')
table.insert(resultPart, '{| class="wikitable mw-collapsible navigation-not-searchable" style="margin:auto; clear:both; width: 100%"')
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
table.insert(resultPart, Icons.Icon({'Smithing', type='skill', notext=true}))
table.insert(resultPart, Icons.Icon({'Smithing', type='skill', notext=true}))
table.insert(resultPart, ' Smithable Armour Sets')
table.insert(resultPart, ' Smithable Armour Sets')
 
local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
Line 680: Line 938:
table.insert(resultPart, " "..metalName)
table.insert(resultPart, " "..metalName)
table.insert(resultPart, "\r\n|")
table.insert(resultPart, "\r\n|")
 
for j, piece in ipairs(pieces) do
for j, piece in ipairs(pieces) do
if j > 1 then
if j > 1 then
Line 697: Line 955:
end
end
end
end
 
table.insert(resultPart, '\r\n|}')
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
return table.concat(resultPart)
Line 708: Line 966:
table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
table.insert(resultPart, ' Craftable Armour Sets')
table.insert(resultPart, ' Craftable Armour Sets')
 
local leatherTypes = {'Leather', 'Hard Leather'}
local leatherTypes = {'Leather', 'Hard Leather'}
local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
Line 724: Line 982:
end
end
end
end
 
local materialTypes = {{'Green D-hide', 'Green Dragonhide'}, {'Blue D-hide', 'Blue Dragonhide'}, {'Red D-hide', 'Red Dragonhide'}, {'Black D-hide', 'Black Dragonhide'},
local materialTypes = {{'Green D-hide', 'Green Dragonhide'}, {'Blue D-hide', 'Blue Dragonhide'}, {'Red D-hide', 'Red Dragonhide'}, {'Black D-hide', 'Black Dragonhide'},
  {'Elderwood', 'Elderwood Logs', TotH = true}, {'Revenant', 'Revenant Logs', TotH = true}, {'Carrion', 'Carrion Logs', TotH = true}}
{'Elderwood', 'Elderwood Logs', TotH = true}, {'Revenant', 'Revenant Logs', TotH = true}, {'Carrion', 'Carrion Logs', TotH = true}}
local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
for i, material in ipairs(materialTypes) do
for i, material in ipairs(materialTypes) do
Line 740: Line 998:
table.insert(resultPart, " "..craftName)
table.insert(resultPart, " "..craftName)
table.insert(resultPart, "\r\n|")
table.insert(resultPart, "\r\n|")
 
for j, piece in ipairs(pieces) do
for j, piece in ipairs(pieces) do
if j > 1 then
if j > 1 then
Line 751: Line 1,009:
end
end
end
end
 
table.insert(resultPart, '\r\n|}')
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
return table.concat(resultPart)
end
function p.getLifestealWeapons()
local items = p.getItems(function(item)
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
if spAtt ~= nil then
return spAtt.lifesteal > 0
end
end
end
return false
end)
for i, item in ipairs(items) do
mw.log(item.name)
end
end
end


return p
return p