Module:Items/ComparisonTables: Difference between revisions
From Melvor Idle
No edit summary |
(Add two-handed indicator column for weapon tables) |
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(24 intermediate revisions by 3 users not shown) | |||
Line 8: | Line 8: | ||
local Items = require('Module:Items') | local Items = require('Module:Items') | ||
local Num = require('Module:Number') | local Num = require('Module:Number') | ||
local FL = require('Module:FunList') | |||
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'} | local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'} | ||
Line 20: | Line 21: | ||
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'} | NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'} | ||
} | } | ||
local slotOverrides = { | |||
['Enhancement'] = 'melvorD:Enhancement' | |||
} | |||
local itemStyleOverrides = { | |||
['Melee'] = { | |||
'melvorF:Slayer_Helmet_Basic', | |||
'melvorF:Slayer_Platebody_Basic', | |||
'melvorF:Paladin_Gloves', | |||
'melvorF:Desert_Wrappings', | |||
'melvorF:Knights_Defender', | |||
}, | |||
['Ranged'] = { | |||
'melvorF:Slayer_Cowl_Basic', | |||
'melvorF:Slayer_Leather_Body_Basic', | |||
'melvorD:Cape_Of_Prat', | |||
'melvorD:Ice_Arrows', | |||
}, | |||
['Magic'] = { | |||
'melvorF:Slayer_Wizard_Hat_Basic', | |||
'melvorF:Slayer_Wizard_Robes_Basic', | |||
'melvorF:Skull_Cape', | |||
'melvorD:Enchanted_Shield', | |||
'melvorF:Elementalist_Gloves', | |||
'melvorTotH:Freezing_Touch_Body', | |||
'melvorTotH:Lightning_Boots', | |||
}, | |||
['Other'] = { | |||
} | |||
} | |||
-- Categorise equipment by: | |||
-- - Equipment slot ID | |||
-- - Style (Melee, Ranged, Magic, Other) | |||
p.SlotEquipment = {} | |||
function p.populateSlotEquipment() | |||
-- Populate from item data | |||
local hiddenItems = {} | |||
for _, itemID in ipairs(Items.HiddenItems) do | |||
hiddenItems[itemID] = true | |||
end | |||
-- Transform style overrides into a form where items are indexed by ID | |||
local styleOverrides = {} | |||
for overType, itemIDs in pairs(itemStyleOverrides) do | |||
for _, itemID in ipairs(itemIDs) do | |||
styleOverrides[itemID] = overType | |||
end | |||
end | |||
for _, item in ipairs(GameData.rawData.items) do | |||
if ( | |||
-- Item is not hidden (includes debug items) | |||
hiddenItems[item.id] == nil | |||
-- Item isn't exclusive to Golbin Raid minigame | |||
and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive) | |||
-- Item can be equipped to any slot | |||
and item.validSlots ~= nil | |||
) then | |||
-- Item is equippment to be included within equipment tables | |||
local equipEntry = { | |||
['item'] = item, | |||
['slots'] = {}, | |||
['isWeapon'] = nil, | |||
['style'] = nil | |||
} | |||
-- Determine which slots the equipment can be equipped to | |||
local occupiesSlots = item.occupiesSlots or {} | |||
for _, slotLocalID in ipairs(item.validSlots) do | |||
local newSlotID = slotLocalID | |||
-- Classify javelins and throwing knives as weapons | |||
if slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then | |||
newSlotID = 'Weapon' | |||
-- Combine all enhancements | |||
elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancement3'}, slotLocalID) then | |||
newSlotID = 'Enhancement' | |||
end | |||
equipEntry.slots[newSlotID] = true | |||
end | |||
equipEntry.isWeapon = equipEntry.slots['Weapon'] or Shared.contains(occupiesSlots, 'Weapon') | |||
-- Determine the style of the item (Melee, Ranged, Magic, Other) | |||
local function hasSkillReq(reqs, localSkillID) | |||
if reqs ~= nil then | |||
local skillID = Shared.getNamespacedID('melvorD', localSkillID) | |||
for levelType, typeReqs in pairs(reqs) do | |||
if typeReqs[skillID] ~= nil then | |||
return true | |||
end | |||
end | |||
end | |||
return false | |||
end | |||
local levelReqs = Items._getItemLevelReqs(item) | |||
-- Apply any overrides first | |||
if styleOverrides[item.id] ~= nil then | |||
equipEntry.style = styleOverrides[item.id] | |||
-- Weapon styles can be checked using the attackType property | |||
elseif equipEntry.isWeapon and Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then | |||
equipEntry.style = Shared.titleCase(item.attackType) | |||
-- Magic | |||
elseif hasSkillReq(levelReqs, 'Magic') then | |||
equipEntry.style = 'Magic' | |||
-- Ranged | |||
elseif ( | |||
hasSkillReq(levelReqs, 'Ranged') | |||
or equipEntry.slots.Quiver ~= nil | |||
or item.ammoType ~= nil | |||
) then | |||
equipEntry.style = 'Ranged' | |||
-- Melee | |||
elseif ( | |||
hasSkillReq(levelReqs, 'Attack') | |||
or hasSkillReq(levelReqs, 'Defence') | |||
) then | |||
equipEntry.style = 'Melee' | |||
-- Other, default style if unmatched | |||
else | |||
equipEntry.style = 'Other' | |||
end | |||
-- Finally, add the entry into the slotEquipment table | |||
table.insert(p.SlotEquipment, equipEntry) | |||
end | |||
end | |||
end | |||
p.populateSlotEquipment() | |||
local function getEquipItemList(filter) | |||
local equip = GameData.getEntities(p.SlotEquipment, function(x) return filter(x) end) | |||
local items = {} | |||
for _, entry in ipairs(equip) do | |||
table.insert(items, entry.item) | |||
end | |||
return items | |||
end | |||
local function getSlotID(slot) | local function getSlotID(slot) | ||
local slotID = Shared.getNamespacedID('melvorD', slot) | local slotID = Shared.getNamespacedID('melvorD', slot) | ||
local slotData = GameData.getEntityByID('equipmentSlots', slotID) | local slotData = GameData.getEntityByID('equipmentSlots', slotID) | ||
if slotData == nil then | if slotData == nil then | ||
if slotOverrides[slot] ~= nil then | |||
return slotOverrides[slot] | |||
end | |||
-- slotID invalid, check if user provided a slot name | -- slotID invalid, check if user provided a slot name | ||
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot) | slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot) | ||
Line 47: | Line 190: | ||
end | end | ||
function | local function getItems(slotID, style) | ||
local _, slotLocalID = Shared.getLocalID(slotID) | |||
return getEquipItemList( | |||
function(entry) | |||
return ( | |||
entry.slots[slotLocalID] ~= nil | |||
and (style == nil or style == '' or style == entry.style) | |||
) | |||
end | |||
) | |||
end | |||
if | --== Helper Functions for getCategoryTable ==-- | ||
local function createStatCell(row, statVal) | |||
local cell = row:tag('td') | |||
if statVal > 0 then | |||
cell:addClass('table-positive') | |||
elseif statVal < 0 then | |||
cell:addClass('table-negative') | |||
end | |||
if math.abs(statVal) >= 1000 then | |||
cell:attr('data-sort-value', statVal) | |||
end | end | ||
cell:css('text-align', 'right') | |||
return cell | |||
end | |||
local | local function addStatCell(row, item, stat) | ||
local statVal = 0 | |||
if item.equipmentStats ~= nil then | |||
statVal = item.equipmentStats[stat] or 0 | |||
end | |||
return createStatCell(row, statVal) | |||
:wikitext(Num.formatnum(statVal)) | |||
end | |||
local function addDRCell(row, item) | |||
local | local dr = 0 | ||
local icon = nil | |||
-- Grab damage reduction figure | |||
if item.equipmentStats ~= nil then | |||
if item.equipmentStats.damageReduction then | |||
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction' | |||
elseif item.equipmentStats.resistanceAbyssal then | |||
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance' | |||
elseif item.equipmentStats.resistanceEternal then | |||
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance' | |||
end | end | ||
end | end | ||
local cell = createStatCell(row, dr) | |||
local | |||
-- Add DR icons, if there's any value | |||
if dr ~= 0 then | |||
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ') | |||
end | end | ||
-- Add DR value | |||
cell:wikitext(dr .. '%') | |||
return cell | |||
end | |||
local function getRequirements(item) | |||
if item.equipRequirements == nil then | |||
return nil | |||
if | |||
end | end | ||
local function getSkillName(skillID) | |||
local _, localSkillID = GameData.getLocalID(skillID) | |||
return localSkillID | |||
end | end | ||
if | |||
table.insert( | local iconFuncs = { | ||
['AbyssalLevel'] = function(x) | |||
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level | |||
end, | |||
['SkillLevel'] = function(x) | |||
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level | |||
end, | |||
} | |||
local reqs = {} | |||
local abyssalSkills = {} | |||
local highestLvReq = 0 | |||
-- Filter out all Abyssal Levels | |||
for _, req in ipairs(item.equipRequirements) do | |||
if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end | |||
end | |||
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry | |||
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement. | |||
for _, req in ipairs(item.equipRequirements) do | |||
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then | |||
-- Add requirement via factory function. | |||
local func = iconFuncs[req.type] | |||
if func then table.insert(reqs, func(req)) end | |||
-- Track highest level for data sorting. | |||
local lv = req.level or 0 | |||
if lv > highestLvReq then highestLvReq = lv end | |||
end | |||
end | |||
if Shared.tableIsEmpty(abyssalSkills) == false then | |||
highestLvReq = highestLvReq + 200 | |||
end | |||
return { | |||
['datasortvalue'] = highestLvReq, | |||
['requirements'] = table.concat(reqs, '<br>') | |||
} | |||
end | |||
function p.getEquipmentTable(itemList, slot, style) | |||
local iconSize = 20 | |||
local fl = FL.new(itemList) | |||
-- If slot is nil, find out if we have any weapons. | |||
if slot == nil then | |||
if fl:any(function(x) return Shared.contains(x.validSlots, 'Weapon') end) then | |||
slot = 'Weapon' | |||
end | |||
end | end | ||
-- Sort itemList by name | |||
itemList = fl:sortBy(function(x) return x.name end) | |||
:sort() | |||
:toTable() | |||
local isWeapon = (slot == 'Weapon') | |||
local itemColspan = (isWeapon and 5) or 3 | |||
local html = mw.html.create('table') | |||
:addClass('wikitable sortable stickyHeader') | |||
:addClass('col-1-center col-3-center') | |||
local header0 = html:tag('tr'):addClass('headerRow-0') | |||
header0:tag('th'):attr('colspan', itemColspan) | |||
header0:tag('th'):attr('colspan', 5) | |||
:wikitext("Attack Bonus") | |||
header0:tag('th'):attr('colspan', 3) | |||
:wikitext("Strength Bonus") | |||
header0:tag('th'):attr('colspan', 3) | |||
:wikitext("Defence Bonus") | |||
header0:tag('th'):wikitext("DR/AR") | |||
header0:tag('th'):wikitext() | |||
local header1 = html:tag('tr'):addClass('headerRow-1') | |||
header1:tag('th'):wikitext('Name') | |||
:attr('colspan', 2) | |||
header1:tag('th'):wikitext('DLC') | |||
if isWeapon == true then | |||
header1:tag('th'):wikitext('Two<br>Handed') | |||
header1:tag('th'):wikitext('Attack<br>Speed') | |||
end | end | ||
-- Attack bonuses | |||
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'})) | |||
--Strength bonuses | --Strength bonuses | ||
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'})) | |||
--Defence bonuses | --Defence bonuses | ||
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'})) | |||
-- Damage reduction | |||
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'})) | |||
--Level requirements | --Level requirements | ||
header1:tag('th'):wikitext('Equip Req') | |||
-- Fill the table with all items | |||
for _, item in ipairs(itemList) do | |||
local row = html:tag('tr') | |||
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true})) | |||
:attr('data-sort-value', item.name) | |||
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true})) | |||
:attr('data-sort-value', item.name) | |||
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id)) | |||
:attr('data-sort-value', Icons.getExpansionID(item.id)) | |||
-- Add two-handed & attack speed. | |||
if isWeapon == true then | |||
local twoHandText = (Items._getItemStat(item, 'isTwoHanded') and 'Yes') or 'No' | |||
row:tag('td'):wikitext(twoHandText) | |||
if | :css('text-align', 'center') | ||
local | local atkSpeed = Items._getItemStat(item, 'attackSpeed') or 0 | ||
if atkSpeed > 0 then | |||
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's') | |||
:attr('data-sort-value', atkSpeed) | |||
:css('text-align', 'right') | |||
else | |||
row:tag('td'):wikitext('N/A') | |||
:addClass('table-na') | |||
end | end | ||
end | |||
-- Attack bonuses | |||
addStatCell(row, item, 'stabAttackBonus') | |||
addStatCell(row, item, 'slashAttackBonus') | |||
addStatCell(row, item, 'blockAttackBonus') | |||
addStatCell(row, item, 'rangedAttackBonus') | |||
addStatCell(row, item, 'magicAttackBonus') | |||
-- Strength bonuses | |||
addStatCell(row, item, 'meleeStrengthBonus') | |||
addStatCell(row, item, 'rangedStrengthBonus') | |||
addStatCell(row, item, 'magicDamageBonus'):wikitext('%') | |||
-- Defence bonuses | |||
addStatCell(row, item, 'meleeDefenceBonus') | |||
addStatCell(row, item, 'rangedDefenceBonus') | |||
addStatCell(row, item, 'magicDefenceBonus') | |||
-- Add Damage Reduction / Abyssal Resistance | |||
addDRCell(row, item) | |||
local reqs = getRequirements(item) | |||
if reqs == nil then | |||
row:tag('td'):wikitext('None') | |||
:attr('data-sort-value', 0) | |||
else | else | ||
row:tag('td'):wikitext(reqs.requirements) | |||
:attr('data-sort-value', reqs.datasortvalue) | |||
end | end | ||
end | end | ||
return tostring(html) | |||
return | |||
end | end | ||
function p. | function p.getCategoryTable(frame) | ||
local args = frame.args ~= nil and frame.args or frame | |||
local slot, style = args[1], Shared.titleCase(args[2] or '') | |||
local slotID = getSlotID(slot) | local slotID = getSlotID(slot) | ||
if slotID == nil then | if slotID == nil then | ||
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil')) | return Shared.printError('Invalid slot ID: ' .. (slot or 'nil')) | ||
elseif style ~= nil and style ~= '' and itemStyleOverrides[style] == nil then | |||
return Shared.printError('Invalid style: ' .. (style or 'nil')) | |||
end | end | ||
return p.getEquipmentTable(getItems(slotID, style), slot) | |||
end | end | ||
Line 392: | Line 453: | ||
local itemList, errItems = {}, {} | local itemList, errItems = {}, {} | ||
for i, rawItemName in ipairs(frameArgs) do | for i, rawItemName in ipairs(frameArgs) do | ||
local itemName = Shared.trim(rawItemName) | local itemName = Shared.trim(rawItemName) | ||
Line 403: | Line 462: | ||
end | end | ||
end | end | ||
if not Shared.tableIsEmpty(errItems) then | if not Shared.tableIsEmpty(errItems) then | ||
return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', ')) | return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', ')) | ||
else | else | ||
return p. | return p.getEquipmentTable(itemList) | ||
end | end | ||
end | end | ||
Line 571: | Line 584: | ||
local PR = item.providedRunes | local PR = item.providedRunes | ||
table.insert(resultPart, '\r\n|-') | table.insert(resultPart, '\r\n|-') | ||
table.insert(resultPart, '\r\n|style="text-align: | table.insert(resultPart, '\r\n|style="text-align: center;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})) | ||
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true})) | table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true})) | ||
local runeLines = {} | local runeLines = {} | ||
Line 631: | Line 644: | ||
function p.getDRTable(frame) | function p.getDRTable(frame) | ||
local style = frame.args ~= nil and frame.args[1] or frame | local style = frame.args ~= nil and frame.args[1] or frame | ||
local | local slotNames = {} | ||
if style == 'Other' then | if style == 'Other' then | ||
slotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'} | |||
else | else | ||
slotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'} | |||
end | end | ||
local itemList = getEquipItemList( | |||
function(entry) | |||
if Items._getItemStat(entry.item, 'damageReduction', true) <= 0 then | |||
-- Item provides no DR: Exclude | |||
return false | |||
end | |||
-- Check equipment slot matches | |||
local slotMatch = false | |||
end | for _, slotName in ipairs(slotNames) do | ||
if entry.slots[slotName] ~= nil then | |||
slotMatch = true | |||
break | |||
end | |||
end | |||
if not slotMatch then | |||
return false | |||
end | |||
-- Finally, ensure the style matches. If no style specified then return evertyhing | |||
return (style == nil or style == '' or style == entry.style) | |||
end | |||
) | |||
return p._getDRTable(slotNames, itemList) | |||
return p._getDRTable( | |||
end | end | ||
return p | return p |
Latest revision as of 09:48, 3 September 2024
Documentation for this module may be created at Module:Items/ComparisonTables/doc
local p = {}
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Common = require('Module:Common')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Num = require('Module:Number')
local FL = require('Module:FunList')
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local styleOverrides = {
Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', "Bob's Rake", "Knight's Defender", "Ward of Flame Platebody"},
Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves', 'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
None = {},
NotMelee = {'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
NotRanged = {},
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}
local slotOverrides = {
['Enhancement'] = 'melvorD:Enhancement'
}
local itemStyleOverrides = {
['Melee'] = {
'melvorF:Slayer_Helmet_Basic',
'melvorF:Slayer_Platebody_Basic',
'melvorF:Paladin_Gloves',
'melvorF:Desert_Wrappings',
'melvorF:Knights_Defender',
},
['Ranged'] = {
'melvorF:Slayer_Cowl_Basic',
'melvorF:Slayer_Leather_Body_Basic',
'melvorD:Cape_Of_Prat',
'melvorD:Ice_Arrows',
},
['Magic'] = {
'melvorF:Slayer_Wizard_Hat_Basic',
'melvorF:Slayer_Wizard_Robes_Basic',
'melvorF:Skull_Cape',
'melvorD:Enchanted_Shield',
'melvorF:Elementalist_Gloves',
'melvorTotH:Freezing_Touch_Body',
'melvorTotH:Lightning_Boots',
},
['Other'] = {
}
}
-- Categorise equipment by:
-- - Equipment slot ID
-- - Style (Melee, Ranged, Magic, Other)
p.SlotEquipment = {}
function p.populateSlotEquipment()
-- Populate from item data
local hiddenItems = {}
for _, itemID in ipairs(Items.HiddenItems) do
hiddenItems[itemID] = true
end
-- Transform style overrides into a form where items are indexed by ID
local styleOverrides = {}
for overType, itemIDs in pairs(itemStyleOverrides) do
for _, itemID in ipairs(itemIDs) do
styleOverrides[itemID] = overType
end
end
for _, item in ipairs(GameData.rawData.items) do
if (
-- Item is not hidden (includes debug items)
hiddenItems[item.id] == nil
-- Item isn't exclusive to Golbin Raid minigame
and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive)
-- Item can be equipped to any slot
and item.validSlots ~= nil
) then
-- Item is equippment to be included within equipment tables
local equipEntry = {
['item'] = item,
['slots'] = {},
['isWeapon'] = nil,
['style'] = nil
}
-- Determine which slots the equipment can be equipped to
local occupiesSlots = item.occupiesSlots or {}
for _, slotLocalID in ipairs(item.validSlots) do
local newSlotID = slotLocalID
-- Classify javelins and throwing knives as weapons
if slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
newSlotID = 'Weapon'
-- Combine all enhancements
elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancement3'}, slotLocalID) then
newSlotID = 'Enhancement'
end
equipEntry.slots[newSlotID] = true
end
equipEntry.isWeapon = equipEntry.slots['Weapon'] or Shared.contains(occupiesSlots, 'Weapon')
-- Determine the style of the item (Melee, Ranged, Magic, Other)
local function hasSkillReq(reqs, localSkillID)
if reqs ~= nil then
local skillID = Shared.getNamespacedID('melvorD', localSkillID)
for levelType, typeReqs in pairs(reqs) do
if typeReqs[skillID] ~= nil then
return true
end
end
end
return false
end
local levelReqs = Items._getItemLevelReqs(item)
-- Apply any overrides first
if styleOverrides[item.id] ~= nil then
equipEntry.style = styleOverrides[item.id]
-- Weapon styles can be checked using the attackType property
elseif equipEntry.isWeapon and Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
equipEntry.style = Shared.titleCase(item.attackType)
-- Magic
elseif hasSkillReq(levelReqs, 'Magic') then
equipEntry.style = 'Magic'
-- Ranged
elseif (
hasSkillReq(levelReqs, 'Ranged')
or equipEntry.slots.Quiver ~= nil
or item.ammoType ~= nil
) then
equipEntry.style = 'Ranged'
-- Melee
elseif (
hasSkillReq(levelReqs, 'Attack')
or hasSkillReq(levelReqs, 'Defence')
) then
equipEntry.style = 'Melee'
-- Other, default style if unmatched
else
equipEntry.style = 'Other'
end
-- Finally, add the entry into the slotEquipment table
table.insert(p.SlotEquipment, equipEntry)
end
end
end
p.populateSlotEquipment()
local function getEquipItemList(filter)
local equip = GameData.getEntities(p.SlotEquipment, function(x) return filter(x) end)
local items = {}
for _, entry in ipairs(equip) do
table.insert(items, entry.item)
end
return items
end
local function getSlotID(slot)
local slotID = Shared.getNamespacedID('melvorD', slot)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
if slotData == nil then
if slotOverrides[slot] ~= nil then
return slotOverrides[slot]
end
-- slotID invalid, check if user provided a slot name
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
if slotData == nil then
return nil
end
slotID = slotData.id
end
return slotID
end
local function getItemDesc(item)
if item.customDescription ~= nil then
return item.customDescription
elseif item.modifiers ~= nil then
return Modifiers.getModifiersText(item.modifiers, false, false)
else
return ''
end
end
local function getItems(slotID, style)
local _, slotLocalID = Shared.getLocalID(slotID)
return getEquipItemList(
function(entry)
return (
entry.slots[slotLocalID] ~= nil
and (style == nil or style == '' or style == entry.style)
)
end
)
end
--== Helper Functions for getCategoryTable ==--
local function createStatCell(row, statVal)
local cell = row:tag('td')
if statVal > 0 then
cell:addClass('table-positive')
elseif statVal < 0 then
cell:addClass('table-negative')
end
if math.abs(statVal) >= 1000 then
cell:attr('data-sort-value', statVal)
end
cell:css('text-align', 'right')
return cell
end
local function addStatCell(row, item, stat)
local statVal = 0
if item.equipmentStats ~= nil then
statVal = item.equipmentStats[stat] or 0
end
return createStatCell(row, statVal)
:wikitext(Num.formatnum(statVal))
end
local function addDRCell(row, item)
local dr = 0
local icon = nil
-- Grab damage reduction figure
if item.equipmentStats ~= nil then
if item.equipmentStats.damageReduction then
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction'
elseif item.equipmentStats.resistanceAbyssal then
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance'
elseif item.equipmentStats.resistanceEternal then
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance'
end
end
local cell = createStatCell(row, dr)
-- Add DR icons, if there's any value
if dr ~= 0 then
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ')
end
-- Add DR value
cell:wikitext(dr .. '%')
return cell
end
local function getRequirements(item)
if item.equipRequirements == nil then
return nil
end
local function getSkillName(skillID)
local _, localSkillID = GameData.getLocalID(skillID)
return localSkillID
end
local iconFuncs = {
['AbyssalLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level
end,
['SkillLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level
end,
}
local reqs = {}
local abyssalSkills = {}
local highestLvReq = 0
-- Filter out all Abyssal Levels
for _, req in ipairs(item.equipRequirements) do
if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end
end
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement.
for _, req in ipairs(item.equipRequirements) do
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then
-- Add requirement via factory function.
local func = iconFuncs[req.type]
if func then table.insert(reqs, func(req)) end
-- Track highest level for data sorting.
local lv = req.level or 0
if lv > highestLvReq then highestLvReq = lv end
end
end
if Shared.tableIsEmpty(abyssalSkills) == false then
highestLvReq = highestLvReq + 200
end
return {
['datasortvalue'] = highestLvReq,
['requirements'] = table.concat(reqs, '<br>')
}
end
function p.getEquipmentTable(itemList, slot, style)
local iconSize = 20
local fl = FL.new(itemList)
-- If slot is nil, find out if we have any weapons.
if slot == nil then
if fl:any(function(x) return Shared.contains(x.validSlots, 'Weapon') end) then
slot = 'Weapon'
end
end
-- Sort itemList by name
itemList = fl:sortBy(function(x) return x.name end)
:sort()
:toTable()
local isWeapon = (slot == 'Weapon')
local itemColspan = (isWeapon and 5) or 3
local html = mw.html.create('table')
:addClass('wikitable sortable stickyHeader')
:addClass('col-1-center col-3-center')
local header0 = html:tag('tr'):addClass('headerRow-0')
header0:tag('th'):attr('colspan', itemColspan)
header0:tag('th'):attr('colspan', 5)
:wikitext("Attack Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Strength Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Defence Bonus")
header0:tag('th'):wikitext("DR/AR")
header0:tag('th'):wikitext()
local header1 = html:tag('tr'):addClass('headerRow-1')
header1:tag('th'):wikitext('Name')
:attr('colspan', 2)
header1:tag('th'):wikitext('DLC')
if isWeapon == true then
header1:tag('th'):wikitext('Two<br>Handed')
header1:tag('th'):wikitext('Attack<br>Speed')
end
-- Attack bonuses
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
--Strength bonuses
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
--Defence bonuses
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
-- Damage reduction
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'}))
--Level requirements
header1:tag('th'):wikitext('Equip Req')
-- Fill the table with all items
for _, item in ipairs(itemList) do
local row = html:tag('tr')
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
:attr('data-sort-value', item.name)
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true}))
:attr('data-sort-value', item.name)
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id))
:attr('data-sort-value', Icons.getExpansionID(item.id))
-- Add two-handed & attack speed.
if isWeapon == true then
local twoHandText = (Items._getItemStat(item, 'isTwoHanded') and 'Yes') or 'No'
row:tag('td'):wikitext(twoHandText)
:css('text-align', 'center')
local atkSpeed = Items._getItemStat(item, 'attackSpeed') or 0
if atkSpeed > 0 then
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
:attr('data-sort-value', atkSpeed)
:css('text-align', 'right')
else
row:tag('td'):wikitext('N/A')
:addClass('table-na')
end
end
-- Attack bonuses
addStatCell(row, item, 'stabAttackBonus')
addStatCell(row, item, 'slashAttackBonus')
addStatCell(row, item, 'blockAttackBonus')
addStatCell(row, item, 'rangedAttackBonus')
addStatCell(row, item, 'magicAttackBonus')
-- Strength bonuses
addStatCell(row, item, 'meleeStrengthBonus')
addStatCell(row, item, 'rangedStrengthBonus')
addStatCell(row, item, 'magicDamageBonus'):wikitext('%')
-- Defence bonuses
addStatCell(row, item, 'meleeDefenceBonus')
addStatCell(row, item, 'rangedDefenceBonus')
addStatCell(row, item, 'magicDefenceBonus')
-- Add Damage Reduction / Abyssal Resistance
addDRCell(row, item)
local reqs = getRequirements(item)
if reqs == nil then
row:tag('td'):wikitext('None')
:attr('data-sort-value', 0)
else
row:tag('td'):wikitext(reqs.requirements)
:attr('data-sort-value', reqs.datasortvalue)
end
end
return tostring(html)
end
function p.getCategoryTable(frame)
local args = frame.args ~= nil and frame.args or frame
local slot, style = args[1], Shared.titleCase(args[2] or '')
local slotID = getSlotID(slot)
if slotID == nil then
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
elseif style ~= nil and style ~= '' and itemStyleOverrides[style] == nil then
return Shared.printError('Invalid style: ' .. (style or 'nil'))
end
return p.getEquipmentTable(getItems(slotID, style), slot)
end
function p.getTableForList(frame)
local pFrame = frame:getParent()
local frameArgs = pFrame.args ~= nil and pFrame.args or frame
local includeModifiers = frameArgs.includeModifiers ~= nil and string.upper(frameArgs.includeModifiers) == 'TRUE' or false
local itemList, errItems = {}, {}
for i, rawItemName in ipairs(frameArgs) do
local itemName = Shared.trim(rawItemName)
local item = Items.getItem(itemName)
if item == nil then
table.insert(errItems, "'" .. itemName .. "'")
else
table.insert(itemList, item)
end
end
if not Shared.tableIsEmpty(errItems) then
return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', '))
else
return p.getEquipmentTable(itemList)
end
end
function p.getItemUpgradeTable(frame)
local args = frame.args ~= nil and frame.args or frame
local category, usedItemName = args[1], args.usedItem
local upgradeArray = {}
local isEquipment = false
local usedItemID = nil
if usedItemName ~= nil and usedItemName ~= '' then
local usedItem = Items.getItem(usedItemName)
if usedItem == nil then
return Shared.printError('Used item not found: ' .. usedItemName)
end
usedItemID = usedItem.id
end
local function upgradeConsumesItem(itemUpgrade, itemID)
if itemID == nil then
return true
end
for i, itemCost in ipairs(itemUpgrade.itemCosts) do
if itemCost.id == itemID then
return true
end
end
return false
end
if string.upper(category) == 'POTION' then
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
return Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID)
end
)
elseif string.upper(category) == 'OTHER' then
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
if not Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID) then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots == nil or Shared.tableIsEmpty(item.validSlots)
end
end
return false
end
)
else
-- If category is a slot name, convert it to the slot ID instead
local slotID = getSlotID(category)
if slotID ~= nil then
local slotNS, slotLocalID = Shared.getLocalID(slotID)
category = slotLocalID
end
if category == nil then
return Shared.printError('Invalid option. Choose either an equipment slot, Potion, or Other')
end
isEquipment = true
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
if upgradeConsumesItem(upgrade, usedItemID) then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots ~= nil and Shared.contains(item.validSlots, category)
end
end
return false
end
)
end
local useStatChange = isEquipment or (string.upper(category) == 'POTION')
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
if useStatChange then table.insert(resultPart, '!!Stat Change') end
for i, upgrade in ipairs(upgradeArray) do
local item = Items.getItemByID(upgrade.upgradedItemID)
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '|| ' .. Common.getCostString({ items = upgrade.itemCosts, gp = upgrade.gpCost, sc = upgrade.scCost}, 'None'))
if useStatChange then
-- Generate stat change column
local statChangeString = ''
if not Shared.tableIsEmpty(upgrade.rootItemIDs) then
-- Some items (e.g. FEZ) may have multiple root items. Simply use the first one
local rootItem = Items.getItemByID(upgrade.rootItemIDs[1])
if rootItem ~= nil then
statChangeString = Items.getStatChangeString(item, rootItem)
end
end
table.insert(resultPart, '|| '..statChangeString)
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getRuneProvidingItemTable(frame)
local itemArray = Items.getItems(function(item) return item.providedRunes ~= nil end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Item!!Runes Provided')
for i, item in pairs(itemArray) do
local PR = item.providedRunes
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align: center;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
local runeLines = {}
local sortVal = ''
for j, runePair in pairs(PR) do
local runeID = runePair.id
local qty = runePair.quantity
local rune = Items.getItemByID(runeID)
sortVal = sortVal..rune.name..qty
table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
end
table.insert(resultPart, '\r\n|data-sort-value="'..sortVal..'"|'..table.concat(runeLines, '<br/>'))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p._getDRTable(slots, items)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable" style="width:90%;"')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n! style="width:4%"|DR%')
for i, slot in pairs(slots) do
table.insert(resultPart, '\r\n! '..slot)
end
local DRTable = {}
table.sort(items, function(a, b) return a.name < b.name end)
for i, item in pairs(items) do
local DR = Items._getItemStat(item, 'damageReduction', true)
local EquipSlot = Items._getItemEquipSlot(item)
if DRTable[DR] == nil then
DRTable[DR] = {}
end
if DRTable[DR][EquipSlot] == nil then
DRTable[DR][EquipSlot] = {}
end
table.insert(DRTable[DR][EquipSlot], Icons.Icon({item.name, type='item', expicon = Icons.getExpansionIcon(item.id)}))
end
for DR, SlotTables in Shared.skpairs(DRTable) do
table.insert(resultPart, '\r\n|-\r\n|'..DR..'%')
for i, SlotName in pairs(slots) do
table.insert(resultPart, '\r\n|')
if SlotTables[SlotName] ~= nil then
table.insert(resultPart, table.concat(SlotTables[SlotName], '<br/>'))
end
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getDRTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame
local slotNames = {}
if style == 'Other' then
slotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
else
slotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
end
local itemList = getEquipItemList(
function(entry)
if Items._getItemStat(entry.item, 'damageReduction', true) <= 0 then
-- Item provides no DR: Exclude
return false
end
-- Check equipment slot matches
local slotMatch = false
for _, slotName in ipairs(slotNames) do
if entry.slots[slotName] ~= nil then
slotMatch = true
break
end
end
if not slotMatch then
return false
end
-- Finally, ensure the style matches. If no style specified then return evertyhing
return (style == nil or style == '' or style == entry.style)
end
)
return p._getDRTable(slotNames, itemList)
end
return p