Module:Items: Difference between revisions

From Melvor Idle
(Tweaked getItemSources for Rhaelyx items.)
(Add blocked/occupied slot)
 
(188 intermediate revisions by 9 users not shown)
Line 1: Line 1:
--This module contains all sorts of functions for getting data on items
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables
--Other functions moved to Module:Items/ComparisonTables
local p = {}
local p = {}


local MonsterData = mw.loadData('Module:Monsters/data')
local GameData = require('Module:GameData')
local AreaData = mw.loadData('Module:CombatAreas/data')
local Constants = require('Module:Constants')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')
 
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Num = require('Module:Number')


local EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
-- Used by p._getItemLevelReqs()
local OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
local LevelReqCache = {}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
local GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},
                  ["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},
                  ["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},
                  ["Emerald"] = {name = "Emerald", id = 131, chance = 10},
                  ["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
local GemChance = .01
--The number of different fishing junk items
local junkCount = 8
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}
--The kinds of gloves with cost & charges
local GloveTable = {['Cooking Gloves'] = {cost=50000, charges=500},
                    ['Mining Gloves'] = {cost=75000, charges=500},
                    ['Smithing Gloves'] = {cost=100000, charges=500},
                    ['Thieving Gloves'] = {cost=100000, charges=500},
                    ['Gem Gloves'] = {cost=500000, charges=2000}}


p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon', 'Easter Egg',
'Abnormal Log', 'Red Herring', 'Cool Glasses'}
p.EventItems = {'Christmas Cracker', 'Christmas Coal', 'Christmas Sweater',
'Christmas Wreath', 'Candy Cane', 'Santa Hat',
'Friendship Bracelet', 'Event Clue 1', 'Event Clue 2',
'Event Clue 3', 'Event Clue 4', 'Candle', 'Cake Base',
'Magical Flavouring', 'Magical Icing', 'Birthday Cake',
'Purple Party Hat', 'Birthday Token', 'Christmas Present (Yellow)',
'Christmas Present (Blue)', 'Christmas Present (Green)', 'Christmas Present (White)',
'Christmas Present (Purple)', 'Christmas Present (Standard)', 'Event Token - Holiday 2021',
'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
'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 specialFishWt = 6721
local function populateHiddenItems()
local specialFishLoot = {{129, 2000}, {130, 1600}, {131, 1400}, {132, 1000}, {133, 400}, {668, 10}, {669, 10}, {671, 1}, {670, 50}, {121, 250}}
local hiddenItems = GameData.getEntities('items',
 
function(item)
function p.buildSpecialFishingTable()
return item.name == nil or Shared.contains({'melvorTotH:Meteorite_Dust'}, item.id)
  --This shouldn't ever be included in a page
end
  --This is for generating the above 'specialFishLoot' variable if it ever needs to change
)
  --To re-run, edit the module, type in "console.log(p.buildSpecialFishingTable())" and copy+paste the result as the new value of the variable
for _, item in ipairs(hiddenItems) do
  --Also gives you the total fishing weight for saving time later
table.insert(p.HiddenItems, item.id)
  local lootArray = {}
end
  local totalWt = 0
 
  for i, item in pairs(ItemData.Items) do
    if item.fishingCatchWeight ~= nil then
      totalWt = totalWt + item.fishingCatchWeight
      table.insert(lootArray, '{'..i..', '..item.fishingCatchWeight..'}')
    end
  end
 
  local result = 'local specialFishWt = '..totalWt..'\r\n'
  result = result..'local specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
  return result
end
 
function p.getSpecialAttackByID(ID)
  local result = Shared.clone(ItemData.SpecialAttacks[ID + 1])
  if result ~= nil then
    result.id = ID
  end
  return result
end
end
populateHiddenItems()


function p.getItemByID(ID)
function p.getItemByID(ID)
  local result = Shared.clone(ItemData.Items[ID + 1])
return GameData.getEntityByID('items', ID)
  if result ~= nil then
    result.id = ID
  end
  return result
end
end


function p.getItem(name)
function p.getItem(name)
  local result = nil
name = Shared.fixPagename(name)
  name = string.gsub(name, "%%27", "'")
return GameData.getEntityByName('items', name)
  name = string.gsub(name, "'", "'")
  for i, item in pairs(ItemData.Items) do
    if(item.name == name) then
      result = Shared.clone(item)
      --Make sure every item has an id, and account for Lua being 1-index
      result.id = i -1
      break
    end
  end
  return result
end
end


function p._getItemStat(item, StatName, ZeroIfNil)
function p.getItems(checkFunc)
  local result = item[StatName]
return GameData.getEntities('items',
  --Special Overrides:
function(obj)
  if StatName == 'stabAttackBonus' then
return not Shared.contains(p.HiddenItems, obj.id) and checkFunc(obj)
    if item.attackBonus == nil then
end
      result = nil
)
    else
      result = item.attackBonus[1]
    end
  elseif StatName == 'slashAttackBonus' then
    if item.attackBonus == nil then
      result = nil
    else
      result = item.attackBonus[2]
    end
  elseif StatName == 'blockAttackBonus' then
    if item.attackBonus == nil then
      result = nil
    else
      result = item.attackBonus[3]
    end
  elseif StatName == 'attackType' then
    result = p._getWeaponAttackType(item)
  elseif StatName == 'description' then
    result = item.description
    if result == nil or result == '' then result = 'No Description' end
  end
  if result == nil and ZeroIfNil then result = 0 end
  return result
end
end


function p.getItemStat(frame)
function p._canItemUseSlot(item, equipSlot)
  local args = frame.args ~= nil and frame.args or frame
--Function to easily check if an item can fit in a given equipment slot
  local ItemName = args[1]
--Ex: p._canItemUseSlot({Bronze Platebody}, 'Platebody') returns true
  local StatName = args[2]
if type(item) == 'string' then
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
item = p.getItem(item)
  local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
end
  local item = p.getItem(ItemName)
return item.validSlots ~= nil and Shared.contains(item.validSlots, equipSlot)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
  end
  local result = p._getItemStat(item, StatName, ZeroIfNil)
  if formatNum then result = Shared.formatnum(result) end
  return result
end
end


function p._getWeaponAttackType(item)
function p._getItemEquipSlot(item)
  if item.type == 'Weapon' then
--Function to return the (non-Passive) equipment slot that an item occupies
    return Icons.Icon({'Melee', nolink='true'})
if type(item) == 'string' then
  elseif item.type == 'Ranged Weapon' then
item = p.getItem(item)
    return Icons.Icon({'Ranged', type='skill', nolink='true'})
end
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
if item == nil or item.validSlots == nil then
    return Icons.Icon({'Magic', type='skill', nolink='true'})
return 'Invalid'
  else
end
    return "Invalid"
for i, slot in pairs(item.validSlots) do
  end
if slot ~= 'Passive' then
return slot
end
end
end
end


-- Given an item, returns a table containing the item's level requirements (if any)
-- The table structure is as follows:
-- { ['normal'] = { SkillID = SkillLevel, ... }, ['abyssal'] = { SkillID = SkillLevel, ... } }
-- If optional parameter 'condense' is specified as true, any normal requirements are excluded
-- from the output if there should exist an abyssal level requirement for the same skill
function p._getItemLevelReqs(item, condense)
local condenseResult = (type(condense) == 'boolean' and condense) or false
local reqTypeMap = {
['SkillLevel'] = 'normal',
['AbyssalLevel'] = 'abyssal'
}
local levelReqs = LevelReqCache[item.id]
if levelReqs == nil then
-- Item not in cache - obtain level requirements data
if item.equipRequirements == nil then
return nil
end
levelReqs = { ['normal'] = {}, ['abyssal'] = {} }
for _, requirement in ipairs(item.equipRequirements) do
local reqTypeKey = reqTypeMap[requirement.type]
if reqTypeKey ~= nil then
-- Requirement is a level requirement
local reqSkillID, reqLevel = requirement.skillID, requirement.level
local reqCurrentLevel = levelReqs[reqTypeKey][reqSkillID]
if reqCurrentLevel == nil or reqLevel > reqCurrentLevel then
levelReqs[reqTypeKey][reqSkillID] = reqLevel
end
end
end
-- Cache level requirements data for any subsequent lookups
LevelReqCache[item.id] = levelReqs
end


function p.getWeaponAttackType(frame)
if not condenseResult then
  local itemName = frame.args ~= nil and frame.args[1] or frame
-- Return requirements as is
  local item = p.getItem(itemName)
return levelReqs
  if item == nil then
else
    return "ERROR: No item named "..ItemName.." exists in the data module"
-- Exclude any normal level requirements should an abyssal requirement exist for
  end
-- the same skill
  return p._getWeaponAttackType(item)
local levelReqsCondensed = { ['normal'] = {}, ['abyssal'] = levelReqs.abyssal }
for skillID, reqLevel in pairs(levelReqs.normal) do
if levelReqs.abyssal[skillID] == nil then
levelReqsCondensed.normal[skillID] = reqLevel
end
end
return levelReqsCondensed
end
end
end


function p.getPotionTable(frame)
function p._getItemStat(item, StatName, ZeroIfNil)
  local potionName = frame.args ~= nil and frame.args[1] or frame
local result = item[StatName]
  local tiers = {'I', 'II', 'III', 'IV'}
--Special Overrides:
-- Equipment stats first
if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
result = item.equipmentStats[StatName]
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
result = 4000
elseif StatName == 'isTwoHanded' then
if item.validSlots ~= nil and item.occupiesSlots ~= nil then
result = Shared.contains(item.validSlots, 'Weapon') and Shared.contains(item.occupiesSlots, 'Shield')
else
result = false
end
elseif (
string.find(StatName, '^(.+)LevelRequired$') ~= nil
or string.find(StatName, '^(.+)AbyssalLevel$') ~= nil
) and item.equipRequirements ~= nil then
local levelType = 'normal'
local skillName = string.match(StatName, '^(.+)LevelRequired$')
if skillName == nil then
levelType = 'abyssal'
skillName = string.match(StatName, '^(.+)AbyssalLevel$')
end
if skillName ~= nil then
local skillID = Constants.getSkillID(Shared.titleCase(skillName))
if skillID ~= nil then
local levelReqs = p._getItemLevelReqs(item)
result = levelReqs ~= nil and levelReqs[levelType][skillID]
end
end
elseif StatName == 'attackType' then
result = p._getWeaponAttackType(item)
elseif StatName == 'description' then
result = item.customDescription
if result == nil or result == '' then result = 'No Description' end
elseif StatName == 'completionReq' then
if item.ignoreCompletion == nil or not item.ignoreCompletion then
result = 'Yes'
else
result = 'No'
end
elseif StatName == 'slayerBonusXP' then
return p._getItemModifier(item, 'increasedSkillXP', 'Slayer', false)
elseif StatName == 'hasCombatStats' then
return tostring(p.hasCombatStats(item) or p._hasLevelRequirements(item))
elseif StatName == 'category' then
-- Some categories have a namespace for some reason, remove it
local _, localID = GameData.getLocalID(result)
return localID
end
if result == nil and ZeroIfNil then result = 0 end
return result
end


  local result = '{| class="wikitable"'
function p.getItemValueByID(itemID)
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
local item = p.getItemByID(itemID)
if item == nil then
return 0
end
return p.getItemValue(item['name'])
end


  local tier1potion = p.getItem(potionName..' I')
function p.getItemValue(item)
  for i, tier in pairs(tiers) do
if type(item) == 'string' then
    local tierName = potionName..' '..tier
-- Specific check if the item is GP (value of 1)
    local potion = p.getItemByID(tier1potion.id + i - 1)
if Shared.compareString('GP', item, true)
    if potion == nil then
or Shared.compareString('Gold Pieces', item, true) then
      mw.log("Failed to get tier "..tier)
return 1
    else
end
      result = result..'\r\n|-'
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
      result = result..'||'..'[['..tierName..'|'..tier..']]'
      result = result..'||'..potion.potionCharges..'||'..potion.description
    end
  end


  result = result..'\r\n|}'
item = p.getItem(item)
  return result
end
if item then
return item.sellsFor
end
return nil
end
end


function p._getCreationTable(item)
function p.getValueText(item, minQuantity, maxQuantity)
  local skill = ''
local minQ, maxQ = 1, 1
  local specialReq = nil
if type(minQuantity) == 'number' then
  local time = 0
minQ = minQuantity
  local maxTime = nil
end
  local lvl = 0
if type(maxQuantity) == 'number' then
  local xp = 0
maxQ = maxQuantity
  local qty = nil
else
  local req = nil
maxQ = minQ
  local result = ''
end
 
local amt = item.sellsFor or 0
  local tables = {}
local currID = item.sellsForCurrency or 'melvorD:GP'
  --First figure out what skill is used to make this...
return Icons._Currency(currID, amt * minQ, amt * maxQ)
  if item.smithingLevel ~= nil then
    skill = 'Smithing'
    lvl = item.smithingLevel
    xp = item.smithingXP
    req = item.smithReq
    qty = item.smithingQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.craftingLevel ~= nil then
    skill = 'Crafting'
    lvl = item.craftingLevel
    xp = item.craftingXP
    req = item.craftReq
    qty = item.craftQty
    time = 3
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.runecraftingLevel ~= nil then
    skill = 'Runecrafting'
    lvl = item.runecraftingLevel
    xp = item.runecraftingXP
    req = item.runecraftReq
    qty = item.runecraftQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fletchingLevel ~= nil then
    skill = 'Fletching'
    lvl = item.fletchingLevel
    xp = item.fletchingXP
    req = item.fletchReq
    qty = item.fletchQty
    time = 2
    if item.name == 'Arrow Shafts' then
      --Arrow Shafts get special (weird) treatment
      req = '1 of any [[Log]]'
      qty = '15 - 135'
    end
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.herbloreReq ~= nil then
    skill = 'Herblore'
    req = item.herbloreReq
    --Currently using 'herbloreMasteryID' as shorthand to find details, could be a better method
    local potionID = item.herbloreMasteryID
    local potionData = SkillData.Herblore.ItemData[potionID + 1]
    lvl = potionData.herbloreLevel
    xp = potionData.herbloreXP
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.miningLevel ~= nil then
    skill = 'Mining'
    lvl = item.miningLevel
    time = 3
    xp = item.miningXP
    if item.name == 'Dragonite Ore' then
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
    end
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, nil, specialReq))
  end
  if item.type == "Logs" then
    --Well this feels like cheating, but for as long as logs are the first items by ID it works
    local treeData = SkillData.Woodcutting[item.id + 1]
    skill = 'Woodcutting'
    lvl = treeData.level
    time = treeData.interval / 1000
    xp = treeData.xp
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fishingLevel ~= nil then
    skill = 'Fishing'
    lvl = item.fishingLevel
    xp = item.fishingXP
    time = item.minFishingInterval/1000
    maxTime = item.maxFishingInterval/1000
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime))
  end
  if item.type == "Havest" or item.type == "Herb" or item.type == "Logs" then
    --Havest/Herb means farming
    --Logs might mean farming or might not. Depends on the logs
    --Yes, Havest. The typos are coming from inside the source code
    for i, item2 in pairs(ItemData.Items) do
      if item2.grownItemID == item.id then
        skill = 'Farming'
        lvl = item2.farmingLevel
        xp = item2.farmingXP
        time = item2.timeToGrow
        qty = 5
        req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
        table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
        break
      end
    end
  end
  if item.type == "Food" or item.type == "Cooked Fish" then
    --Food/Cooked Fish is Fishing, need to figure out source item
    for i, item2 in pairs(ItemData.Items) do
      if item2.burntItemID == item.id or item2.cookedItemID == item.id then
        skill = 'Cooking'
        lvl = item2.cookingLevel
        if item2.burntItemID == item.id then
          xp = 1
        else
          xp = item2.cookingXP
        end
        time = 3
        req = {{id = i - 1, qty = 1}}
        break
      end
    end
    if skill ~= '' then
      table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
    end
  end
  --A couple special exceptions for Alt Magic
  --Not Gems or Bars though since those have their own separate thing
  if item.name == 'Rune Essence' then
    table.insert(tables, p.buildAltMagicTable('Just Learning'))
  elseif item.name == 'Bones' then
    table.insert(tables, p.buildAltMagicTable('Bone Offering')) 
  elseif item.name == 'Holy Dust' then
    table.insert(tables, p.buildAltMagicTable('Blessed Offering'))
  end
 
  if Shared.tableCount(tables) == 0 then
    return ""
  else
    return table.concat(tables, '\r\n')
  end
end
end


function p.buildAltMagicTable(spellName)
-- Function already exists, but without frame.
  local spell = Magic.getSpell(spellName, 'AltMagic')
-- Giving it a slightly different name since function overloading doesn't exist
  local result = '{|class="wikitable"\r\n|-'
function p.getItemSellsFor(frame)
  result = result..'\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'})
local args = frame:getParent().args
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements'
  result = result..'\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
  -- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere
  -- -1 means no item is needed, so hide this section
  if spell.selectItem == 1 then
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials'
    result = result..'\r\n|1 of any item'
  end
  --Add runes
  result = result..'\r\n|-\r\n!style="text-align:right;"|Runes\r\n|'
  for i, req in pairs(spell.runesRequired) do
    local rune = p.getItemByID(req.id)
    if i > 1 then result = result..', ' end
    result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
  end
  if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then
    result = result.."<br/>'''OR'''<br/>"
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = p.getItemByID(req.id)
      if i > 1 then result = result..', ' end
      result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
  end


  --Now just need the output quantity, xp, and casting time (which is always 2)
return p._getItemSellsFor(args[1], args[2], args.round)
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s'
  result = result..'\r\n|}'
  return result
end
end


function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
function p._getItemSellsFor(itemName, multiplier, rounding)
  if qty == nil then qty = 1 end
local itemValue = p.getItemValue(itemName)
  local result = '{|class="wikitable"'
multiplier = tonumber(multiplier) or 1
  if req ~= nil then
rounding = tonumber(rounding) or 0
    result = result..'\r\n!colspan="2"|Item Creation'
  else
if itemValue == nil then
    result = result..'\r\n!colspan="2"|Item Production'
error('No item named "' .. itemName .. '" exists in the data module')
  end
end
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
  result = result..'\r\n|'..Icons._SkillReq(skill, lvl)
  if specialReq ~= nil then result = result..'<br/>'..specialReq end
 
  if req ~= nil then
    result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
    if type(req) == 'table' then
      for i, mat in pairs(req) do
        if i > 1 then result = result..'<br/>' end
        local matItem = p.getItemByID(mat.id)
        if matItem == nil then
          result = result..mat.qty..'x ?????'
        else
          result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
        end
      end
    else
    result = result..req
    end
  end
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
  result = result..'\r\n|'..qty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
  result = result..'\r\n|'..Shared.formatnum(xp)..' XP'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
  result = result..'\r\n|'..Shared.formatnum(Shared.round(time, 2, 0))..'s'
  if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 0))..'s' end
  result = result..'\r\n|}'


  return result
return Num.round2(itemValue * multiplier, rounding)
end
end


function p.getCreationTable(frame)
function p.getItemStat(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
local args = frame.args ~= nil and frame.args or frame
  local item = p.getItem(itemName)
local ItemName = args[1]
  if item == nil then
local StatName = args[2]
    return "ERROR: No item named "..itemName.." exists in the data module"
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
  end
local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
 
local item = p.getItem(ItemName)
  return p._getCreationTable(item)
if item == nil then
return Shared.printError('No item named "' .. ItemName .. '" exists in the data module')
end
local result = p._getItemStat(item, StatName, ZeroIfNil)
if formatNum then result = Num.formatnum(result) end
return result
end
end


function p.getEquipmentSlotName(id)
--Gets the value of a given modifier for a given item
  for slotName, i in Shared.skpairs(Constants.equipmentSlot) do
--asString is false by default, when true it writes the full bonus text
    if i == id then
function p._getItemModifier(item, modifier, skillID, asString)
      return slotName
if asString == nil then asString = false end
    end
if skillID == '' then
  end
skillID = nil
  return 'Invalid'
elseif string.find(skillID, ':') == nil then
end
-- Try to find a skill ID if it looks like a skill name has been passed
skillID = Constants.getSkillID(skillID)
end


function p._getOtherItemBoxText(item)
local result = 0
  result = ''
  --For equipment, show the slot they go in
  if item.equipmentSlot ~= nil then
    result = result..'\r\n|-\r\n|Equipment Slot: '..p.getEquipmentSlotName(item.equipmentSlot)
  end
  --For weapons with a special attack, show the details
  if item.hasSpecialAttack then
    local spAtt = p.getSpecialAttackByID(item.specialAttackID)
    result = result..'\r\n|-\r\n|Special Attack:'
    result = result..'\r\n* '..spAtt.chance..'% chance for '..spAtt.name..':'
    result = result..'\r\n** '..spAtt.description
  end
  --For potions, show the number of charges
  if item.potionCharges ~= nil then
    result = result..'\r\n|-\r\n|Charges: '..item.potionCharges
  end
  --For food, show how much it heals for
  if item.healsFor ~= nil then
    result = result..'\r\n|-\r\n|Heals for: '..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10)
  end
  --For Prayer Points, show how many you get
  if item.prayerPoints ~= nil then
    result = result..'\r\n|-\r\n|'..Icons.Icon({'Prayer', type='skill'})..' Points: '..item.prayerPoints
  end
  return result
end


function p.getOtherItemBoxText(frame)
if item.modifiers ~= nil and item.modifiers[modifier] ~= nil then
  local itemName = frame.args ~= nil and frame.args[1] or frame
if type(item.modifiers[modifier]) == 'table' then
  local item = p.getItem(itemName)
for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
  local asList = false
if subVal[1] == skillID then
  if frame.args ~= nil then  
result = subVal[2]
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
break
  end
end
  if item == nil then
end
    return "ERROR: No item named "..itemName.." exists in the data module"
else
  end
result = item.modifiers[modifier]
end
end


  return p._getOtherItemBoxText(item, asList)
if asString then
if skillID ~= nil then
return Constants._getModifierText(modifier, {skillID, result})
else
return Constants._getModifierText(modifier, result)
end
else
return result
end
end
end


function p._getItemSources(item, asList, addCategories)
function p.hasCombatStats(item)
  local result = nil
-- Checks if the combat stat is a valid, non-zero combat stat
  local lineArray = {}
-- Ensure that, only in the case where the item is a Familar AND
  local categoryArray = {}
-- 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


  --Alright, time to go through all the ways you can get an item...
if item.equipmentStats ~= nil then
  --First up: Can we kill somebody and take theirs?
-- Ensure at least one stat has a non-zero value
  local killStr = ''
for statName, statVal in pairs(item.equipmentStats) do
  local dungeonStr = ''
if isNonZeroStat(statName, statVal) then
  local count1 = 0
return true
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
end
    local isDrop = false
end
    if monster.bones == item.id and ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, "Shard")) then
end
      isDrop = true
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        if loot[1] == item.id then
          isDrop = true
        end
      end
    end
    if isDrop then
      if monster.isBoss then
        --If this is a boss then we actually are completing dungeons for this and need to figure out which one
        for j, dung in pairs(AreaData.dungeons) do
          if Shared.contains(dung.monsters, monster.id) then
            if string.len(dungeonStr) > 0 then  
              dungeonStr = dungeonStr..','
            else
              dungeonStr = 'Completing: '
            end
            dungeonStr = dungeonStr..Icons.Icon({dung.name, type="dungeon", notext=true})
            break
          end
        end
      else
        count1 = count1 + 1
        if string.len(killStr) > 0 then
          killStr = killStr..','
          if count1 % 3 == 1 and count1 > 1 then killStr = killStr..'<br/>' end
          killStr = killStr..Icons.Icon({monster.name, type="monster", notext="true"})
        else
          killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
        end
      end
    end
  end
  if string.len(dungeonStr) > 0 then table.insert(lineArray, dungeonStr) end
  if string.len(killStr) > 0 then table.insert(lineArray, killStr) end


  --Next: Can we find it in a box?
return false
  --While we're here, check for upgrades, cooking, and growing
end
  local lootStr = ''
  local upgradeStr = ''
  local cookStr = ''
  local burnStr = ''
  local growStr = ''
  local count2 = 0
  count1 = 0
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      for j, loot in pairs(item2.dropTable) do
        if loot[1] == item.id then
          count1 = count1 + 1
          if string.len(lootStr) > 0 then
            lootStr = lootStr..','
            if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
            lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"})
          else
            lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
          end
        end
      end
    end
    if item2.trimmedItemID == item.id then
          count2 = count2 + 1
        if string.len(upgradeStr) > 0 then
          upgradeStr = upgradeStr..','
          if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
          upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Upgraded Items]]')
          upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.cookedItemID == item.id then
        if string.len(cookStr) > 0 then
          cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Cooked Items]]')
          cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.burntItemID == item.id then
        if string.len(burnStr) > 0 then
          burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Burnt Items]]')
          burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.grownItemID == item.id then
        if string.len(growStr) > 0 then
          growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Harvestable Items]]')
          growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
  end
  if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
  if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
  if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
  if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
  if string.len(growStr) > 0 then table.insert(lineArray, growStr) end


  --Next: Can we take it from somebody else -without- killing them?
function p._hasLevelRequirements(item)
  local thiefStr = ''
--Function true if an item has at least one level requirement to equip
  for i, npc in pairs(SkillData.Thieving) do
local levelReqs = p._getItemLevelReqs(item)
    if npc.lootTable ~= nil then
if levelReqs ~= nil then
      for j, loot in pairs(npc.lootTable) do
for levelType, reqs in pairs(levelReqs) do
        if loot[1] == item.id then
if not Shared.tableIsEmpty(reqs) then
          if string.len(thiefStr) > 0 then
return true
            thiefStr = thiefStr..','..Icons.Icon({npc.name, type="thieving", notext="true"})
end
          else
end
            thiefStr = thiefStr..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
end
          end
return false
        end
end
      end
    end
  end
  if string.len(thiefStr) > 0 then table.insert(lineArray, thiefStr) end


  --If all else fails, I guess we should check if we can make it ourselves
function p.getItemModifier(frame)
  --SmithCheck:
local itemName = frame.args ~= nil and frame.args[1] or frame[1]
  if item.smithingLevel ~= nil then
local modName = frame.args ~= nil and frame.args[2] or frame[2]
    table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
local skillName = frame.args ~= nil and frame.args[3] or frame[3]
  end
local asString = frame.args ~= nil and frame.args[4] or frame[4]
if asString ~= nil then
asString = (string.upper(asString) ~= 'FALSE')
end


  --CraftCheck:
local item = p.getItem(itemName)
  if item.craftingLevel ~= nil then
if item == nil then
    table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  end
end


  --FletchCheck:
return p._getItemModifier(item, modName, skillName, asString)
  if item.fletchingLevel ~= nil then
end
    table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel))
  end


  --RunecraftCheck:
function p._getWeaponAttackType(item)
  if item.runecraftingLevel ~= nil then
if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
    table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
  end
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
 
local iconType = item.attackType ~= 'melee' and 'skill' or nil
  --MineCheck:
return Icons.Icon({Shared.titleCase(item.attackType), type=iconType, nolink='true'})
  if item.miningLevel ~= nil then
end
    table.insert(lineArray, Icons._SkillReq("Mining", item.miningLevel))
end
  end
return 'Invalid'
 
  --FishCheck:
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
  elseif item.fishingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
  end
 
  --HerbCheck:
  if item.herbloreMasteryID ~= nil then
    local potionData = SkillData.Herblore.ItemData[item.herbloreMasteryID + 1].herbloreLevel
    table.insert(lineArray, Icons._SkillReq("Herblore", potionData))
  end
 
  --WoodcuttingCheck
  if item.type == 'Logs' then
    local treeData = SkillData.Woodcutting[item.id + 1]
    local lvl = treeData.level
    table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl))
  end
 
  --Finally there are some weird exceptions:
  --Coal can be acquired via firemaking
  if item.name == "Coal Ore" then
    table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
  end
 
  --Gems can be acquired from mining, fishing, and alt. magic
  if item.type == 'Gem' then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
    table.insert(lineArray, Icons._SkillReq("Mining", 1))
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end
 
  --Bars and some other stuff can also be acquired via Alt. Magic
  if type == 'Bar' or Shared.contains(AltMagicProducts, item.name) then
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end
 
  --Chapeau Noir & Bobby's Pocket are special Thieving items
  if item.name == "Chapeau Noir" or item.name == "Bobby&apos;s Pocket" then
    table.insert(lineArray, Icons._SkillReq("Thieving", 1))
  end
 
  --Rhaelyx pieces are also special
  if item.name == 'Jewel of Rhaelyx' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Circlet of Rhaelyx' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..', '..Icons.Icon({'Mining', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Mysterious Stone' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})..', '..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill', notext = true})..', '..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
    rhaStr = rhaStr..'<br/>after finding '..Icons.Icon({'Crown of Rhaelyx', type='item'})
    table.insert(lineArray, rhaStr)
  end
  --Tokens are from the appropriate skill
  if item.isToken then
    for skill, id in pairs(Constants.skill) do
      if id == item.skill then
        table.insert(lineArray, Icons._SkillReq(skill, 1))
      end
    end
  end
 
  --Shop items (including special items like gloves that aren't otherwise listed)
  if item.slayerCost ~= nil or item.buysFor ~= nil or Shared.contains(OtherShopItems, item.name) then
    table.insert(lineArray, '[[Shop]]')
  end
 
  --Easter Eggs (manual list 'cause don't have a better way to do that)
  if Shared.contains(EasterEggs, item.name) then
    table.insert(lineArray, '[[Easter Eggs]]')
  end
 
  local result = ''
  if asList then
    result = '* '..table.concat(lineArray, "\r\n* ")
  else
    result = table.concat(lineArray, "<br/>")
    result = '<div style="max-width:180px;text-align:right">'..result..'</div>'
  end
  if addCategories then result = result..table.concat(categoryArray, '') end
  return result
end
end


 
function p.getWeaponAttackType(frame)
function p.getItemSources(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
  local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
  local item = p.getItem(itemName)
if item == nil then
  local asList = false
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  local addCategories = false
end
  if frame.args ~= nil then
return p._getWeaponAttackType(item)
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
    addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end
 
  return p._getItemSources(item, asList, addCategories)
end
end


--Brute forcing some item uses to make things easier
local statChangeDefs = {
local itemUseArray = {
{
  Combat = {},
stat = 'stabAttackBonus',
  Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Stab Bonus'
  Crafting = {'Crown of Rhaelyx'},
},
  Farming = {'Compost', 'Weird Gloop', 'Bob&apos;s Rake'},
{
  Firemaking = {'Crown of Rhaelyx'},
stat = 'slashAttackBonus',
  Fishing = {'Amulet of Fishing', 'Message in a Bottle'},
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Slash Bonus'
  Fletching = {'Crown of Rhaelyx'},
},
  Herblore = {'Crown of Rhaelyx'},
{
  Mining = {'Mining Gloves', 'Gem Gloves'},
stat = 'blockAttackBonus',
  Prayer = {},
suffix = ' ' .. Icons.Icon({'Melee', notext=true}) .. ' Block Bonus'
  Runecrafting = {'Crown of Rhaelyx'},
},
  Slayer = {},
{
  Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
stat = 'meleeStrengthBonus',
  Thieving = {'Chapeau Noir', 'Thieving Gloves'},
suffix = ' ' .. Icons.Icon({'Strength', type='skill', notext=true}) .. ' Strength Bonus'
  Woodcutting = {},
},
  }
{
local potionUseArray = {
stat = 'rangedStrengthBonus',
  [0] = 'Combat',
suffix = ' ' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Strength Bonus'
  [1] = 'Combat',
},
  [2] = 'Combat',
{
  [3] = 'Combat',
stat = 'magicStrengthBonus',
  [4] = 'Combat',
suffix = '% ' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Damage Bonus'
  [5] = 'Combat',
},
  [6] = 'Combat',
{
  [7] = 'Woodcutting',
stat = 'meleeDefenceBonus',
  [8] = 'Fishing',
suffix = ' ' .. Icons.Icon({'Defence', type='skill', notext=true}) .. ' Defence Bonus' },
  [9] = 'Firemaking',
{
  [10] = 'Cooking',
stat = 'rangedDefenceBonus',
  [11] = 'Mining',
suffix = ' ' .. Icons.Icon({'Ranged', type='skill', notext=true}) .. ' Defence Bonus'
  [12] = 'Smithing',
},
  [13] = 'Thieving',
{
  [14] = 'Farming',
stat = 'magicDefenceBonus',
  [15] = 'Fletching',
suffix = ' ' .. Icons.Icon({'Magic', type='skill', notext=true}) .. ' Defence Bonus'
  [16] = 'Crafting',
},
  [17] = 'Runecrafting',
{
  [18] = 'Herblore',
stat = 'damageReduction',
  [19] = 'Combat',
suffix = '% Damage Reduction'
  [20] = 'Combat',
},
  [21] = 'Combat',
{
  [22] = 'Combat',
stat = 'levelRequired',
  [23] = 'Combat',
suffix = ' Level Required'
}
}
}


function p._getItemUses(item, addCategories)
-- Produces a list of stat & modifier changes between two items of equipmednt
  local useArray = {}
function p.getStatChangeString(item1, item2)
  local categoryArray = {}
local changeArray = {}
  --Another fun one. This time getting all the different possible ways an item can be used


  --Before anything else, if this is a potion add it to the appropriate override section
local equipStats = {
  if item.herbloreMasteryID ~= nil then
type(item1.equipmentStats) == 'table' and item1.equipmentStats or {},
    table.insert(itemUseArray[potionUseArray[item.herbloreMasteryID]], item.name)
type(item2.equipmentStats) == 'table' and item2.equipmentStats or {}
  end
}
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


  --First things added to the list are non-skill things that are easy to check
-- Include differences in modifiers
  if item.equipmentSlot ~= nil or Shared.contains(itemUseArray.Combat, item.name) then
-- TODO Implement getModifiersDifference
    if item.equipmentSlot ~= nil then
--local modDiff = Constants.getModifiersText(Constants.getModifiersDifference(item2.modifiers, item1.modifiers))
      table.insert(categoryArray, '[[Category:'..p.getEquipmentSlotName(item.equipmentSlot)..' Slot Items]]')
local modDiff = nil
    end
if modDiff ~= nil and modDiff ~= '' then
    table.insert(useArray, '* '..Icons.Icon({'Combat'}))
table.insert(changeArray, modDiff)
  end
end
  if item.healsFor ~= nil then
    table.insert(categoryArray, '[[Category:Food Items]]')
    table.insert(useArray, '* [[Food]]')
  end
  if item.dropTable ~= nil then
    table.insert(categoryArray, '[[Category:Openable Items]]')
    table.insert(useArray, '* [[Chest Drop Tables|Can Be Opened]]')  
  end


  --Next, upgrading, crafting, herblore, fletching, and runecrafting since we have to sift through other items for these
return table.concat(changeArray, '<br/>')
  local canUpgrade = false
end
  local canCraft = false
  local canFletch = false
  local canRunecraft = false
  local canHerblore = false
  if item.trimmedItemID ~= nil then
    canUpgrade = true
  else
    for i, item2 in pairs(ItemData.Items) do
      if item2.itemsRequired ~= nil then
        for j, req in pairs(item2.itemsRequired) do
          if req[1] == item.id then
            canUpgrade = true
            break
          end
        end
      end


      if item2.craftReq ~= nil then
function p._getOtherItemBoxText(item)
        for j, req in pairs(item2.craftReq) do
local resultPart = {}
          if req.id == item.id then
--For equipment, show the slot they go in
            canCraft = true
local isPassive = false
            break
if item.validSlots ~= nil then
          end
local slotLinkMap = {
        end
["Helmet"] = 'Helmets',
      end
["Platebody"] = 'Platebodies',
["Platelegs"] = 'Platelegs',
["Boots"] = 'Boots',
["Weapon"] = 'Weapons',
["Shield"] = 'Shields',
["Amulet"] = 'Amulets',
["Ring"] = 'Rings',
["Gloves"] = 'Gloves',
["Quiver"] = 'Ammunition',
["Cape"] = 'Capes',
["Consumable"] = 'Consumables',
["Passive"] = 'Combat Passive Slot',
["Summon1"] = 'Summoning',
["Summon2"] = 'Summoning',
["Gem"] = "Gems_(Equipment)"
}
function getSlotText(slotList)
local slotText = {}
for i, slot in ipairs(slotList) do
local slotLink = slotLinkMap[slot]
if slotLink == nil then
table.insert(slotText, slot)
else
table.insert(slotText, '[[' .. slotLink .. '|' .. slot .. ']]')
end
if slot == 'Passive' then
isPassive = true
end
end
return slotText
end
slotText = getSlotText(item.validSlots)
table.insert(resultPart, "\r\n|-\r\n|'''Equipment Slot:''' "..table.concat(slotText, ', '))
if item.occupiesSlots ~= nil then
slotText = getSlotText(item.occupiesSlots)
table.insert(resultPart, "\r\n|-\r\n|'''Blocked Slot:''' "..table.concat(slotText, ', '))
end
end
--For weapons with a special attack, show the details
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
if spAtt ~= nil then
local spAttChance = spAtt.defaultChance
if type(item.overrideSpecialChances) == 'table' and item.overrideSpecialChances[i] ~= nil then
spAttChance = item.overrideSpecialChances[i]
end
local spAttDesc = string.gsub(spAtt.description, '<Attack> ', '')
table.insert(resultPart, '\r\n* ' .. spAttChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(resultPart, '\r\n** ' .. spAttDesc)
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
--For potions, show the number of charges
if item.charges ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Charges:''' "..item.charges)
end
--For food, show how much it heals for
if item.healsFor ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Heals for:''' "..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10))
end
--For Prayer Points, show how many you get
if item.prayerPoints ~= nil then
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
--For items that provide runes, show which runes are provided
if item.providedRunes ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Runes Provided:''' ")
local runeLines = {}
local sortVal = ''
for j, runePair in pairs(item.providedRunes) do
local runeID = runePair.id
local qty = runePair.quantity
local rune = p.getItemByID(runeID)
sortVal = sortVal..rune.name..qty
table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
end
table.insert(resultPart, table.concat(runeLines, ', '))
end
--For items with modifiers, show what those are
if item.modifiers ~= nil and not Shared.tableIsEmpty(item.modifiers) then
table.insert(resultPart, "\r\n|-\r\n|'''Modifiers:'''\r\n")
if isPassive then
table.insert(resultPart, '<span style="color:green">Passive:</span><br/>')
end
table.insert(resultPart, Modifiers.getModifiersText(item.modifiers, true, false, 10))
end
return table.concat(resultPart)
end


      if item2.fletchReq ~= nil then
function p.getOtherItemBoxText(frame)
        for j, req in pairs(item2.fletchReq) do
local itemName = frame.args ~= nil and frame.args[1] or frame
          if req.id == item.id then
local item = p.getItem(itemName)
            canFletch = true
if item == nil then
            break
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
          end
end
        end
      end


      if item2.runecraftReq ~= nil then
return p._getOtherItemBoxText(item)
        for j, req in pairs(item2.runecraftReq) do
end
          if req.id == item.id then
            canRunecraft = true
            break
          end
        end
      end


      if item2.herbloreReq ~= nil then
function p._getCurrencyItemBoxText(item)
        for j, req in pairs(item2.herbloreReq) do
local span = mw.html.create('span')
          if req.id == item.id then
:wikitext("'''Sells For:''' ")
            canHerblore = true
:wikitext(Icons._Currency((item.sellsForCurrency or 'melvorD:GP'), item.sellsFor))
            break
return span
          end
end
        end
      end
    end
  end
  if canUpgrade then
    if item.canUpgrade or (item.type == 'Armour' and item.canUpgrade == nil) then
      table.insert(categoryArray, '[[Category:Upgradeable Items]]')
    end
    table.insert(useArray, '* [[Upgrading Items]]')
  end
   
  --Cooking
  if item.cookedItemID ~= nil or Shared.contains(itemUseArray.Cooking, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Cooking', type='skill'}))
  end
  --Crafting
  if canCraft or Shared.contains(itemUseArray.Crafting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Crafting', type='skill'}))
  end
  --Farming
  if item.grownItemID ~= nil or Shared.contains(itemUseArray.Farming, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Farming', type='skill'}))
  end
  --Firemaking
  if item.firemakingID ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Firemaking', type='skill'}))
  end
  --Fishing
  if Shared.contains(itemUseArray.Fishing, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Fishing', type='skill'}))
  end
  --Fletching
  if canFletch or Shared.contains(itemUseArray.Fletching, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Fletching', type='skill'}))
  end
  --Herblore
  if canHerblore or Shared.contains(itemUseArray.Herblore, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Herblore', type='skill'}))
  end
  --Mining
  if Shared.contains(itemUseArray.Mining, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Mining', type='skill'}))
  end
  --Prayer
  if item.prayerPoints ~= nil or Shared.contains(itemUseArray.Prayer, item.name) then
    if item.prayerPoints ~= nil then table.insert(categoryArray, '[[Category:Buriable Items]]') end
    table.insert(useArray, '* '..Icons.Icon({'Prayer', type='skill'}))
  end
  --Runecrafting
  if canRunecraft or Shared.contains(itemUseArray.Runecrafting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Runecrafting', type='skill'}))
  end
  --Slayer
  if item.slayerCost ~= nil or Shared.contains(itemUseArray.Slayer, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Slayer', type='skill'}))
  end
  --Smithing
  if item.type == 'Bar' or item.type == 'Ore' or Shared.contains(itemUseArray.Smithing, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Smithing', type='skill'}))
  end
  --Thieving
  if Shared.contains(itemUseArray.Thieving, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Thieving', type='skill'}))
  end
  --Woodcutting
  if Shared.contains(itemUseArray.Woodcutting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Woodcutting', type='skill'}))
  end
 
  --Other odds and ends:
  --Mastery Tokens are tied to 'Mastery'
  if item.type == 'Token' then
    table.insert(useArray, '* '..Icons.Icon({'Mastery'}))
  end


  --Skillcapes are tied to the appropriate skill
function p.getCurrencyItemBoxText(frame)
  --Except Max Skillcape, which is tied to all skills. (And so is the Signet Ring)
local itemName = frame.args ~= nil and frame.args[1] or frame
  --And combat skillcapes, since combat skills don't get special treatment
local item = p.getItem(itemName)
 
if item == nil then
  local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'Hitpoints Skillcape', 'Defence Skillcape'}
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
  if item.name == 'Max Skillcape' or item.name == 'Aorpheat&apos;s Signet Ring' then
end
    table.insert(useArray, '* All skills')
  elseif item.name == 'Magic Skillcape' then
    table.insert(useArray, '* '..Icons.Icon({'Magic', type='skill'}))
    table.insert(useArray, '* '..Icons.Icon({'Alt. Magic', type='skill'}))
  elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
    local skillName = Shared.splitString(item.name, ' ')[1]
    table.insert(useArray, '* '..Icons.Icon({skillName, type='skill'}))
  end


  if Shared.contains(item.name, 'Skillcape') then table.insert(categoryArray, '[[Category:Skillcapes]]') end
return p._getCurrencyItemBoxText(item)
end


  --Special note for Charge Stone of Rhaelyx
function p._getItemCategories(item)
  if item.name == 'Charge Stone of Rhaelyx' then
local resultPart = {}
    table.insert(useArray, '* Powering '..Icons.Icon({'Crown of Rhaelyx', type='item'}))
local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
  end
local category = p._getItemStat(item, 'category', false)
 
if category ~= nil and category ~= 'Skills' then
  local result = table.concat(useArray,'\r\n')
table.insert(resultPart, '[[Category:'..category..']]')
  if addCategories then result = result..table.concat(categoryArray, '') end
end
  return result
if item.type ~= nil then
table.insert(resultPart, '[[Category:'..item.type..']]')
end
if isEquipment and item.tier ~= nil then
table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
end
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(resultPart, '[[Category:Items With Special Attacks]]')
end
if item.validSlots ~= nil then
local slotRemap = {
['Passive'] = 'Passive Items',
['Summon1'] = 'Summoning Familiars',
['Summon2'] = ''
}
for i, slotName in ipairs(item.validSlots) do
local slotRemapName = slotName
if slotRemap[slotName] ~= nil then slotRemapName = slotRemap[slotName] end
if slotRemapName ~= '' then table.insert(resultPart, '[[Category:' .. slotRemapName .. ']]') end
end
end
if item.modifiers ~= nil then
local modsDL = {
'increasedChanceToDoubleLootCombat',
'decreasedChanceToDoubleLootCombat',
'increasedChanceToDoubleLootThieving',
'decreasedChanceToDoubleLootThieving',
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal'
}
for modName, val in pairs(item.modifiers) do
if Shared.contains(modsDL, modName) then
table.insert(resultPart, '[[Category:Double Loot Chance Items]]')
break
end
end
end
return table.concat(resultPart)
end
end


function p.getItemUses(frame)
function p.getItemCategories(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
local item = p.getItem(itemName)
  local addCategories = false
if item == nil then
  if frame.args ~= nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
    addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
end
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end


  return p._getItemUses(item, addCategories)
return p._getItemCategories(item)
end
end


function p._getItemUseTable(item)
function p.getItemGrid(frame)
  local useArray = {}
--melvorF, melvorD, melvorTotH, melvorAoD
  local potTierMastery = {[0] = 0, [1] = 15, [2] = 40, [3] = 65}
local dlcFunc = function(item, dlc)  
local itemDLC = Shared.getLocalID(item.id)
if dlc == nil then
return true
end
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


  --First, loop through all items to find anything that can be made or upgraded into using our source
local args = frame:getParent().args
  for i, item2 in pairs(ItemData.Items) do
local dlc = args[1] or args.DLC or args.dlc or nil
    if item2.itemsRequired ~= nil then
local columns = tonumber(args[2] or args.Columns or args.columns) or 17
      for j, req in pairs(item2.itemsRequired) do
        if req[1] == item.id then
local html = mw.html.create('table')
          local mat = item2.itemsRequired
:addClass('wikitable lighttable individual table-img-grid')
          local xp = 'N/A'
          local rowReq = 'None'
          --Potions do have upgrade requirements though
          if item2.potionTier ~= nil then
            rowReq = Icons._MasteryReq(item2.name, potTierMastery[item2.potionTier])
          end
          table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
          break
        end
      end
    end
    if item2.craftReq ~= nil then
      for j, req in pairs(item2.craftReq) do
        if req.id == item.id then
          local mat = item2.craftReq
          local xp = item2.craftingXP
          local rowReq = item2.craftingLevel
          local qty = item2.craftQty
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Crafting', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.fletchReq ~= nil then
      for j, req in pairs(item2.fletchReq) do
        if req.id == item.id then
          local xp = item2.fletchingXP
          local rowReq = item2.fletchingLevel
          --Arrow Shafts are special and have to be treated specially
          local qty = item2.fletchQty
          local mat = item2.fletchReq
          if item2.name == 'Arrow Shafts' then
            mat = {{id = item.id, qty = 1}}
            qty =  qty + (qty * item.id)
          end
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Fletching', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.smithReq ~= nil then
      for j, req in pairs(item2.smithReq) do
        if req.id == item.id then
          local mat = item2.smithReq
          local xp = item2.smithingXP
          local rowReq = item2.smithingLevel
          local qty = item2.smithingQty
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Smithing', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.runecraftReq ~= nil then
      for j, req in pairs(item2.runecraftReq) do
        if req.id == item.id then
          local mat = item2.runecraftReq
          local xp = item2.runecraftingXP
          local rowReq = item2.runecraftingLevel
          local qty = item2.runecraftQty
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Runecrafting', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.herbloreReq ~= nil then
      for j, req in pairs(item2.herbloreReq) do
        if req.id == item.id then
          local potionData = SkillData.Herblore.ItemData[item2.herbloreMasteryID + 1]
          local mat = item2.herbloreReq
          local xp = potionData.herbloreXP
          --Potions do have upgrade requirements though
          local rowReq = Icons._SkillReq('Herblore', potionData.herbloreLevel)
          local masteryLvl = potTierMastery[item2.potionTier]
          if masteryLvl > 0 then
            rowReq = rowReq..'<br/>'..Icons._MasteryReq(item2.name, masteryLvl)
          end
          local reqVal = potionData.herbloreLevel + (masteryLvl * 0.01)
          table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Herblore', reqVal = reqVal, req = rowReq, xp = xp})
          break
        end
      end
    end
  end


  --Finally build the table using what we've learned
local curRow = html:tag('tr')
  table.sort(useArray, function(a, b)
local i = 0
                        local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
for _, v in pairs(GameData.rawData.items) do
                        local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
if hiddenItemIDs[v.id] == nil and dlcFunc(v, dlc) == true then
                        if a.skill ~= b.skill then
if i >= columns then
                          return a.skill < b.skill
curRow = html:tag('tr')
                        elseif type(aReqVal) ~= type(bReqVal) then
i = 0
                          return tostring(aReqVal) < tostring(bReqVal)
end
                        elseif aReqVal ~= bReqVal then
                          return aReqVal < bReqVal
local cell = curRow:tag('td')
                        else
:wikitext(Icons.Icon({v.name, type='item', notext=true, size='32'}))
                          return a.item.name < b.item.name
                        end end)
-- Mod operator is slow. We use this instead
                       
i = i + 1
  local result = ''
end
  if Shared.tableCount(useArray) == 0 then
end
    return ''
  end
return tostring(html)
  result = result..'{| class="wikitable sortable"'
end
  result = result..'\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients'
  for i, row in pairs(useArray) do
    local qty = row.qty ~= nil and row.qty or 1
    result = result..'\r\n|-\r\n|data-sort-value="'..row.item.name..'"|'
    result = result..Icons.Icon({row.item.name, type='item', notext=true, size=50})..'||'
    if qty > 1 then result = result.."'''"..qty.."x''' " end
    result = result..'[['..row.item.name..']]'
    if row.skill == 'Upgrade' then
      result = result..'||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]'
    else
      result = result..'||data-sort-value="'..row.skill..'"|'..Icons.Icon({row.skill, type='skill'})
    end
    if type(row.req) == 'number' then
      result = result..'|| data-sort-value="'..row.req..'"|'..Icons._SkillReq(row.skill, row.req)
    elseif row.reqVal ~= nil then
      result = result..'|| data-sort-value="'..row.reqVal..'"|'..row.req
    else
      result = result..'||'..row.req
    end
    if type(row.xp) == 'string' then
      result = result..'||data-sort-value="0"|'..row.xp
    else
      result = result..'||data-sort-value="'..row.xp..'"|'..row.xp..' '..Icons.Icon({row.skill, type='skill', notext=true})..' XP'
    end
    result = result..'||'
    for i, mat in pairs(row.mats) do
      local matID = mat.id ~= nil and mat.id or mat[1]
      local matQty = mat.qty ~= nil and mat.qty or mat[2]
      matItem = p.getItemByID(matID)
      if i > 1 then result = result..'<br/>' end
      result = result..Icons.Icon({matItem.name, type='item', qty=matQty})
    end
    if row.gp ~= nil then result = result..'<br/>'..Icons.GP(row.gp) end
  end


  result = result..'\r\n|}'
function p.getEquipRequirementRow(req)
  return '==Uses==\r\n'..result
local result = ""
if (req.type == "SkillLevel" or req.type == "AbyssalLevel") then
local pre = (req.type == "AbyssalLevel" and ' Abyssal') or ''
local skillName = Constants.getSkillName(req.skillID)
local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
result = '\r\n!style="text-align:right;"| '..skillIcon..pre..' Level Required'
result = result..'\r\n|style="text-align:right;"| '..req.level
elseif (req.type == "DungeonCompletion" or req.type == "AbyssDepthCompletion") then
local reqDefns = {
["DungeonCompletion"] = {
["dataKey"] = 'dungeons',
["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
local ns = GameData.getEntityByName('namespaces', req.namespace)
if ns == nil then
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid namespace for completion requirement "' .. req.namespace .. '"')
else
result = '\r\n!style="text-align:right;"| ' .. ns.displayName .. ' Completion'
result = result .. '\r\n|style="text-align:right;"| ' .. req.percent .. '%'
end
else
return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid equip requirement type "' .. req.type .. '"')
end
return result
end
end


function p.getItemUseTable(frame)
function p._getItemResistance(item)
  local itemName = frame.args ~= nil and frame.args[1] or frame
local namespace = Shared.getLocalID(item.id)
  local item = p.getItem(itemName)
if namespace == 'melvorItA' then
  if item == nil then
local eternalResistance = p._getItemStat(item, 'resistanceEternal', false)
    return "ERROR: No item named "..itemName.." exists in the data module"
if eternalResistance ~= nil or item.damageType ~= nil and item.damageType == 'melvorItA:Eternal' then
  end
return eternalResistance or 0, 'Eternal Resistance'
 
else
  return p._getItemUseTable(item)
return p._getItemStat(item, 'resistanceAbyssal', true), 'Abyssal Resistance'
end
else
return p._getItemStat(item, 'damageReduction', true), 'Damage Reduction'
end
end
end


function p._getItemLootSourceTable(item)
function p.getWeaponStatsBox(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
local itemName = frame.args ~= nil and frame.args[1] or frame
  result = result..'\r\n|- class="headerRow-0"'
local item = p.getItem(itemName)
  result = result..'\r\n!Source!!Source Type!!Quantity!!Chance'
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end


  --Set up function for adding rows
local resistance, resistanceText = p._getItemResistance(item)
  local buildRow = function(source, type, minqty, qty, chance)
local ns, damageType = nil, nil
    if minqty == nil then minqty = 1 end
if item.damageType ~= nil then
    local rowTxt = '\r\n|-'
ns, damageType = Shared.getLocalID(p._getItemStat(item, 'damageType'))
    rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
else
    rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type
damageType = 'Normal'
end


    rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|'..minqty
local ico = {
    if qty ~= minqty then rowTxt = rowTxt..' - '..qty end
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
    rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
["Combat"] = Icons.Icon({'Combat', notext=true}),
    return rowTxt
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
  end
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
  local dropRows = {}
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
 
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
  --Alright, time to go through a few ways to get the item
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true}),
  --First up: Can we kill somebody and take theirs?
["Resistance"] = Icons.Icon({resistanceText, notext=true}),
  for i, monster in pairs(MonsterData.Monsters) do
["DamageType"] = Icons.Icon({(damageType .. ' Damage'), type="damage", notext=true})
    local minqty = 1
}
    local qty = 1
    local chance = 0
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
    local wt = 0
local emptyRow = '\r\n!colspan="2"|'
    local totalWt = 0
    --Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
local resultPart = {}
    --... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Weapon Stats')
    if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
      qty = monster.boneQty ~= nil and monster.boneQty or 1
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')
      minqty = qty
      chance = 100
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          qty = loot[3]
        end
      end
      if wt > 0 then
        local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
        chance = ((wt * lootChance) / (totalWt * 100)) * 100
      end
    end
    if chance > 0 then
      local sourceTxt = Icons.Icon({monster.name, type='monster'})
      table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
    end
  end


  --Next: Can we find it by rummaging around in another item?
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
  for i, item2 in pairs(ItemData.Items) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.round(p._getItemStat(item, 'attackSpeed', true) / 1000, 3, 1) .. 's')
    if item2.dropTable ~= nil then
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
      local qty = 1
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))
      local chance = 0
      local wt = 0
      local totalWt = 0
      for j, loot in pairs(item2.dropTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          if item2.dropQty ~= nil then qty = item2.dropQty[j] end
        end
      end


      if wt > 0 then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Damage Type')
        chance = (wt / totalWt) * 100
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. ico['DamageType'] .. ' ' .. damageType)
        local sourceTxt = Icons.Icon({item2.name, type='item'})
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Resistance'] .. ' ' .. resistanceText)
        table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. resistance .. '%')
      end
    end
  end


  --Finally, let's try just stealing it
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Type')
  local thiefType = Icons.Icon({"Thieving", type='skill'})
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'attackType'))
  for i, npc in pairs(SkillData.Thieving) do
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
    local qty = 1
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedDefenceBonus', true))
    local chance = 0
    local wt = 0
    local totalWt = 0
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
        end
      end
      if wt > 0 then
        chance = (wt / totalWt) * 75
        local sourceTxt = Icons.Icon({npc.name, type='thieving'})
        table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, chance = chance})
      end
    end
  end


  --Bonus overtime: Special Fishing table & mining gem table. Also Rags to Riches
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
  if item.type == 'Gem' then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'meleeStrengthBonus', true)))
    local mineType = Icons.Icon({'Mining', type='skill'})
table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
    local thisGemChance = GemTable[item.name].chance
table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))
    table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance})
    local magicType = Icons.Icon({'Magic', type = 'skill'})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
  end


  if item.fishingCatchWeight ~= nil then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
    local fishSource = '[[Fishing#Special|Special]]'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'stabAttackBonus', true)))
    local fishType = Icons.Icon({'Fishing', type='skill'})
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')
    local thisChance = (item.fishingCatchWeight / specialFishWt) * 100
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
  end


  if item.type == 'Junk' then
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
    local fishSource = '[[Fishing#Junk|Junk]]'
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'slashAttackBonus', true)))
    local fishType = Icons.Icon({'Fishing', type='skill'})
if reqCount > 0 then
    local thisChance = 100 / junkCount
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
else
  end
table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
end


  --Make sure to return nothing if there are no drop sources 
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
  if Shared.tableCount(dropRows) == 0 then return '' end
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'blockAttackBonus', true)))
if reqCount > 1 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
else
table.insert(resultPart, emptyRow)
end


  table.sort(dropRows, function(a, b) return a.chance > b.chance end)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
  for i, data in pairs(dropRows) do
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedAttackBonus', true)))
    result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
if reqCount > 2 then
  end
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
else
table.insert(resultPart, emptyRow)
end


  result = result..'\r\n|}'
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
  return result
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedStrengthBonus', true)))
end
if reqCount > 3 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[4]))
else
table.insert(resultPart, emptyRow)
end


function p.getItemLootSourceTable(frame)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
  local itemName = frame.args ~= nil and frame.args[1] or frame
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'magicAttackBonus', true)))
  local item = p.getItem(itemName)
if reqCount > 4 then
  if item == nil then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[5]))
    return "ERROR: No item named "..itemName.." exists in the data module"
else
  end
table.insert(resultPart, emptyRow)
end


  return p._getItemLootSourceTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
end
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'magicDamageBonus', true)) .. '%')
if reqCount > 5 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[6]))
else
table.insert(resultPart, emptyRow)
end
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Two Handed?')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. (p._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No'))
if reqCount > 6 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[6]))
else
table.insert(resultPart, emptyRow)
end


function p._getItemShopTable(item)
--Add extra rows at the end for items that have more than 3 different requirements
  local result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Shop]] Purchase'
if reqCount > 7 then
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cost\r\n|'
for i = 8, reqCount, 1 do
  local cost = {}
table.insert(resultPart,"\r\n|-")
  local qty = '1'
table.insert(resultPart, emptyRow)
  if item.buysFor ~= nil then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
    if item.buysFor > 0 then table.insert(cost, Icons.GP(item.buysFor)) end
end
  elseif item.slayerCost ~= nil then
end
    table.insert(cost, Icons.SC(item.slayerCost))
  elseif GloveTable[item.name] ~= nil then
    table.insert(cost, Icons.GP(GloveTable[item.name].cost))
    qty = ' +'..Shared.formatnum(GloveTable[item.name].charges)..' Charges'
  end
  if item.buysForLeather ~= nil then
    table.insert(cost, Icons.Icon({'Leather', type='item', qty=item.buysForLeather}))
  end
  if item.buysForItems ~= nil then
    for i, row in pairs(item.buysForItems) do
      local mat = p.getItemByID(row[1])
      table.insert(cost, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
  end
  if Shared.tableCount(cost) == 0 then
    --If no cost is set, return an empty string
    return ''
  else
    result = result..table.concat(cost, '<br/>')
  end


  --For right now, only have requirements on Skillcapes
table.insert(resultPart, '\r\n|}')
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements\r\n|'
return table.concat(resultPart)
  if item.name == 'Max Skillcape' then
end
    result = result..'Level 99 in all [[Skills]]'
  elseif Shared.contains(item.name, 'Skillcape') then
    local skillName = Shared.splitString(item.name)[1]
    result = result..Icons._SkillReq(skillName, 99)
  else
    result = result..'None'
  end


  result = result..'\r\n|-\r\n!style="text-align:right;"|Quantity\r\n|'..qty
function p.getArmourStatsBox(frame)
  result = result..'\r\n|}'
local itemName = frame.args ~= nil and frame.args[1] or frame
  return result
local item = p.getItem(itemName)
end
if item == nil then
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end


function p.getItemShopTable(frame)
local resistance, resistanceText = p._getItemResistance(item)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end


  return p._getItemShopTable(item)
local ico = {
end
["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
["Combat"] = Icons.Icon({'Combat', notext=true}),
["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true}),
["Resistance"] = Icons.Icon({resistanceText,  notext=true}),
}
local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
local emptyRow = '\r\n!colspan="2"|'
local resultPart = {}
table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Armour Stats')
table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')


function p._getItemUpgradeTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
  local result = ''
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'meleeStrengthBonus', true)))
  if item.itemsRequired ~= nil then
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
    --First, get details on all the required materials
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'meleeDefenceBonus', true)))
    local upgradeFrom = {}
    local materials = {}
    for i, row in pairs(item.itemsRequired) do
      local mat = p.getItemByID(row[1])
      --Check to see if the source item can trigger the upgrade
      if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then
        table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'}))
      end
      table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
    if item.trimmedGPCost ~= nil then
      table.insert(materials, Icons.GP(item.trimmedGPCost))
    end
    result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|Item Upgrade'
    result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|'
    result = result..table.concat(upgradeFrom, '<br/>')
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials\r\n|'
    result = result..table.concat(materials, '<br/>')
    result = result..'\r\n|}'
  end
  return result
end


function p.getItemUpgradeTable(frame)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
  local itemName = frame.args ~= nil and frame.args[1] or frame
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'stabAttackBonus', true)))
  local item = p.getItem(itemName)
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Resistance'] .. ' ' .. resistanceText)
  if item == nil then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. resistance .. '%')
    return "ERROR: No item named "..itemName.." exists in the data module"
  end


  return p._getItemUpgradeTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
end
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'slashAttackBonus', true)))
table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedDefenceBonus', true)))


function p._getItemSuperheatTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
  --Manually build the Superheat Item table
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'blockAttackBonus', true)))
  local oreString = ''
table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
  local coalString = ''
table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))
  for i, mat in pairs(item.smithReq) do
    local thisMat = p.getItemByID(mat.id)
    if thisMat.name == 'Coal Ore' then
      coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    else
      if string.len(oreString) > 0 then oreString = oreString..', ' end
      oreString =  oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    end
  end
  --Set up the header
  local superheatTable = '{|class="wikitable"\r\n!colspan="2"|Spell'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP'
  superheatTable = superheatTable..'!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars'
  superheatTable = superheatTable..'!!Ore!!Runes'
  --Loop through all the variants
  local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'}
  for i, sName in pairs(spellNames) do
    local spell = Magic.getSpell(sName, 'AltMagic')
    local rowTxt = '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50})
    rowTxt = rowTxt..'||[['..spell.name..']]||'..item.smithingLevel
    rowTxt = rowTxt..'||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty
    rowTxt = rowTxt..'||'..oreString
    if spell.ignoreCoal ~= nil and not spell.ignoreCoal then rowTxt = rowTxt..coalString end
    rowTxt = rowTxt..'||style="text-align:center"|'
    for i, req in pairs(spell.runesRequired) do
      local rune = p.getItemByID(req.id)
      if i > 1 then rowTxt = rowTxt..', ' end
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
    rowTxt = rowTxt.."<br/>'''OR'''<br/>"
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = p.getItemByID(req.id)
      if i > 1 then rowTxt = rowTxt..', ' end
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
    superheatTable = superheatTable..rowTxt
  end
  --Add the table end and add the table to the result string
  superheatTable = superheatTable..'\r\n|}'
  return superheatTable
end


function p.getItemSuperheatTable(frame)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
  local itemName = frame.args ~= nil and frame.args[1] or frame
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedAttackBonus', true)))
  local item = p.getItem(itemName)
table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end


  return p._getItemSuperheatTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
end
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedStrengthBonus', true)))
if reqCount > 0 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
else
table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
end


function p._getItemSourceTables(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
  local result = ''
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'magicAttackBonus', true)))
  local shopTable = p._getItemShopTable(item)
if reqCount > 1 then
  if string.len(shopTable) > 0 then
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
    result = result..'===Shop===\r\n'..shopTable
else
  end
table.insert(resultPart, emptyRow)
end


  local creationTable = p._getCreationTable(item)
table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
  if string.len(creationTable) > 0 then
table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
    if string.len(result) > 0 then result = result..'\r\n' end
if reqCount > 2 then
    result = result..'===Creation===\r\n'..creationTable
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
  end
else
table.insert(resultPart, emptyRow)
end
--Add extra rows at the end for items that have more than 3 different requirements
if reqCount > 3 then
for i = 4, reqCount, 1 do
table.insert(resultPart, "\r\n|-")
table.insert(resultPart, emptyRow)
table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
end
end


  local upgradeTable = p._getItemUpgradeTable(item)
table.insert(resultPart, '\r\n|}')
  if string.len(upgradeTable) > 0 then
return table.concat(resultPart)
    if string.len(result) > 0 then result = result..'\r\n' end
end
    if string.len(creationTable) == 0 then result = result..'===Creation===\r\n' end
    result = result..upgradeTable
  end


  if item.type == 'Bar' then
function p.getItemDataExport(frame)
    result = result..'\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item)
local resultTable = mw.html.create('table')
  end
resultTable:addClass('wikitable')
resultTable:tag('tr'):addClass('headerRow-0')
:tag('th'):wikitext('ItemID'):done()
:tag('th'):wikitext('ItemName'):done()
:tag('th'):wikitext('GPValue'):done()


  local lootTable = p._getItemLootSourceTable(item)
for i, item in ipairs(GameData.rawData.items) do
  if string.len(lootTable) > 0 then
resultTable:tag('tr')
    if string.len(result) > 0 then result = result..'\r\n' end
:tag('td'):wikitext(item.id):done()
    result = result..'===Loot===\r\n'..lootTable
:tag('td'):wikitext(item.name):done()
  end
:tag('td'):wikitext(item.sellsFor):done()
  return result
end
return tostring(resultTable)
end
end


function p.getItemSourceTables(frame)
--Returns the expansion icon for the item if it has one
  local itemName = frame.args ~= nil and frame.args[1] or frame
function p.getExpansionIcon(frame)
  local item = p.getItem(itemName)
local itemName = frame.args ~= nil and frame.args[1] or frame
  if item == nil then
local item = p.getItem(itemName)
    return "ERROR: No item named "..itemName.." exists in the data module"
if item == nil then
  end
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end


  return p._getItemSourceTables(item)
return Icons.getExpansionIcon(item.id)
end
end


function p.getEquipmentTable(frame)
function p.buildSmithableArmourNav(frame)
  local args = frame.args ~= nil and frame.args or frame
local resultPart = {}
  local type = args.type
table.insert(resultPart, '{| class="wikitable mw-collapsible navigation-not-searchable" style="margin:auto; clear:both; width: 100%"')
  local tier = args.tier
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
  local slotStr = args.slot
table.insert(resultPart, Icons.Icon({'Smithing', type='skill', notext=true}))
  local ammoTypeStr = args.ammoType
table.insert(resultPart, ' Smithable Armour Sets')
  local category = args.category ~= nil and args.category or 'Combat'


  --Find out what Ammo Type we're working with
local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
  local ammoType = nil
{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
  if ammoTypeStr ~= nil then
local pieces = {"Helmet", "Platebody", "Platelegs", "Boots", "Shield"}
    if ammoTypeStr == "Arrows" then
for i, metal in ipairs(metalTypes) do
      ammoType = 0
local metalName, barName
    elseif ammoTypeStr == 'Bolts' then
local isTotH = false
      ammoType = 1
if type(metal) == 'table' then
    elseif ammoTypeStr == 'Javelins' then
metalName = metal[1]
      ammoType = 2
barName = metal[2]..' Bar'
    elseif ammoTypeStr == 'Throwing Knives' then
isTotH = metal.TotH ~= nil and metal.TotH
      ammoType = 3
else
    end
metalName = metal
  end
barName = metal..' Bar'
end
table.insert(resultPart, '\r\n|-\r\n!')
if isTotH then
table.insert(resultPart, Icons.TotH())
end
table.insert(resultPart, Icons.Icon({barName, type="item", notext=true}))
table.insert(resultPart, " "..metalName)
table.insert(resultPart, "\r\n|")


  --Find out what slot we're working with
for j, piece in ipairs(pieces) do
  local slot = nil
if j > 1 then
  if slotStr ~= nil then
table.insert(resultPart, ' • ')
    slot = Constants.equipmentSlot[slotStr]
end
  end
table.insert(resultPart, '<span style="display:inline-block">')
  mw.log("Type = "..(type ~= nil and type or '')..", Slot = "..(slot ~= nil and slot or '')..", AmmoType = "..(ammoType ~= nil and ammoType or ''))
table.insert(resultPart, Icons.Icon({metalName..' '..piece, piece, type='item'}))
 
if isTotH then
table.insert(resultPart, ' '..Icons.Icon({'(I) '..metalName..' '..piece, '(I)', type='item'}))
table.insert(resultPart, ' '..Icons.Icon({'(P) '..metalName..' '..piece, '(P)', type='item'}))
else
table.insert(resultPart, ' '..Icons.Icon({'(S) '..metalName..' '..piece, '(S)', type='item'}))
table.insert(resultPart, ' '..Icons.Icon({'(G) '..metalName..' '..piece, '(G)', type='item'}))
end
table.insert(resultPart, '</span>')
end
end


  --Getting some lists set up here that will be used later
table.insert(resultPart, '\r\n|}')
  --First, the list of columns used by both weapons & armour
return table.concat(resultPart)
  local statColumns = {'slashAttackBonus', 'stabAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus'}
end
  --Then the lists for just weapons/just armour
  local weaponStatColumns = {'attackLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}  
  local armourStatColumns = {'damageReduction', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
  --Then the list of weapon types
  local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}


  local isWeaponType = Shared.contains(weaponTypes, type)
function p.buildCraftableArmourNav(frame)
 
local resultPart = {}
  --Alright, let's start the table by building the shared header
table.insert(resultPart, '{| class="wikitable mw-collapsible"')
  local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
  if isWeaponType then
table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
    --Weapons have an extra column here for Attack Speed
table.insert(resultPart, ' Craftable Armour Sets')
    result = result..'\r\n!colspan="3"|'
  else
    result = result..'\r\n!colspan="2"|'
  end
  result = result..'\r\n!colspan="5"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
  result = result..'\r\n!colspan="2"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
  result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
  if isWeaponType then
    --Weapons have an extra columns here for "Two Handed?"
    result = result..'\r\n!colspan="1"|'
  else
    --Only armour pieces have DR right now, so ignore that column for weapons
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
  end
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Levels Required'
  result = result..'\r\n!colspan="1"|'
  --One header row down, one to go
  result = result..'\r\n|-class="headerRow-1"'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
  --Weapons have Attack Speed here
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
  end
  --Attack bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Strength bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Defence bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Damage Reduction/Defence Req for armour, 2-handed/Attack Req for weapons
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  else
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  --Then Ranged/Magic requirements
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --And finally Sources
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'


  --And with all the header out of the way, finally time to actually build the table itself.
local leatherTypes = {'Leather', 'Hard Leather'}
  local itemList = {}
local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
  for i, itemBase in pairs(ItemData.Items) do
table.insert(resultPart, '\r\n|-\r\n!')
    local item = Shared.clone(itemBase)
table.insert(resultPart, Icons.Icon({'Leather', type='item', notext=true}))
    item.id = i - 1
table.insert(resultPart, ' Leather')
    local listItem = false
for i, material in pairs(leatherTypes) do
    if isWeaponType then
if i > 1 then table.insert(resultPart, '\r\n|-\r\n!Hard Leather') end
    listItem = item.type == type and item.category == category
table.insert(resultPart, '\r\n|')
      if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
for j, piece in ipairs(leatherPieces) do
    else
if j > 1 then
      --Now for handling armour
table.insert(resultPart, ' • ')
      if type == "Armour" or type == "Melee" then
end
        listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
table.insert(resultPart, Icons.Icon({material..' '..piece, piece, type='item'}))
      elseif type == "Ranged Armour" or type == "Ranged" then
end
        listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
end
      elseif type == "Magic Armour" or type == "Magic" then
        listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
      else
        listItem = item.type == type and item.category ~= 'Combat'
      end
      if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
      if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
    end
    if listItem then
      table.insert(itemList, item)
    end
  end


  table.sort(itemList, function(a, b) return a.id < b.id end)
local materialTypes = {{'Green D-hide', 'Green Dragonhide'}, {'Blue D-hide', 'Blue Dragonhide'}, {'Red D-hide', 'Red Dragonhide'}, {'Black D-hide', 'Black Dragonhide'},
  for i, item in pairs(itemList) do
{'Elderwood', 'Elderwood Logs', TotH = true}, {'Revenant', 'Revenant Logs', TotH = true}, {'Carrion', 'Carrion Logs', TotH = true}}
    if isWeaponType then
local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
      --Building rows for weapons
for i, material in ipairs(materialTypes) do
      result = result..'\r\n|-'
local isTotH = false
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
local craftName = material[1]
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
local matName = material[2]
      result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
isTotH = material.TotH ~= nil and material.TotH
      for j, statName in pairs(statColumns) do
table.insert(resultPart, '\r\n|-\r\n!')
        local statValue = p._getItemStat(item, statName, true)
if isTotH then
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
table.insert(resultPart, Icons.TotH())
        if statValue > 0 then
end
          result = result..'background-color:lightgreen;'
table.insert(resultPart, Icons.Icon({matName, type="item", notext=true}))
        elseif statValue < 0 then
table.insert(resultPart, " "..craftName)
          result = result..'background-color:lightpink;'
table.insert(resultPart, "\r\n|")
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --That's the first list out of the way, now for 2-Handed
      result = result..'\r\n| style ="text-align: right;"|'
      if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
      --Now the weapon exclusive columns
      for j, statName in pairs(weaponStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    else
      --Building rows for armour
      result = result..'\r\n|-'
      result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
      result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
      for j, statName in pairs(statColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if statValue > 0 then
          result = result..'background-color:lightgreen;'
        elseif statValue < 0 then
          result = result..'background-color:lightpink;'
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --That's the first list out of the way, now for armour specific things
      for j, statName in pairs(armourStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if j == 1 then
          if statValue > 0 then
            result = result..'background-color:lightgreen;'
          elseif statValue < 0 then
            result = result..'background-color:lightpink;'
          end
        end
        result = result..'"|'..Shared.formatnum(statValue)
        if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
      end
      --Finally, the Sources
      result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
      result = result..p._getItemSources(item)
    end
  end


  result = result..'\r\n|}'
for j, piece in ipairs(pieces) do
  return result
if j > 1 then
end
table.insert(resultPart, ' • ')
end
table.insert(resultPart, '<span style="display:inline-block">')
table.insert(resultPart, Icons.Icon({craftName..' '..piece, piece, type='item'}))
table.insert(resultPart, ' '..Icons.Icon({'(U) '..craftName..' '..piece, '(U)', type='item'}))
table.insert(resultPart, '</span>')
end
end


function p._getItemCategories(item)
table.insert(resultPart, '\r\n|}')
  local result = ''
return table.concat(resultPart)
  if item.category ~= nil then result = result..'[[Category:'..item.category..']]' end
  if item.type ~= nil then result = result..'[[Category:'..item.type..']]' end
  return result
end
end


function p.getItemCategories(frame)
function p.getLifestealWeapons()
  local itemName = frame.args ~= nil and frame.args[1] or frame
local items = p.getItems(function(item)
  local item = p.getItem(itemName)
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
  if item == nil then
for i, spAttID in ipairs(item.specialAttacks) do
    return "ERROR: No item named "..itemName.." exists in the data module"
local spAtt = GameData.getEntityByID('attacks', spAttID)
  end
if spAtt ~= nil then
 
return spAtt.lifesteal > 0
  return p._getItemCategories(item)
end
end
end
return false
end)
for i, item in ipairs(items) do
mw.log(item.name)
end
end
end


return p
return p

Latest revision as of 03:10, 6 September 2024

Lua module containing all sorts of functions for getting data on items. Pulls data from Module:GameData/data.

Some functions were split to submodules:


--This module contains all sorts of functions for getting data on items
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables
--Other functions moved to Module:Items/ComparisonTables

local p = {}

local GameData = require('Module:GameData')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Num = require('Module:Number')

-- Used by p._getItemLevelReqs()
local LevelReqCache = {}

p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon', 'Easter Egg',
				'Abnormal Log', 'Red Herring', 'Cool Glasses'}
p.EventItems = {'Christmas Cracker', 'Christmas Coal', 'Christmas Sweater',
				'Christmas Wreath', 'Candy Cane', 'Santa Hat',
				'Friendship Bracelet', 'Event Clue 1', 'Event Clue 2',
				'Event Clue 3', 'Event Clue 4', 'Candle', 'Cake Base',
				'Magical Flavouring', 'Magical Icing', 'Birthday Cake',
				'Purple Party Hat', 'Birthday Token', 'Christmas Present (Yellow)',
				'Christmas Present (Blue)', 'Christmas Present (Green)', 'Christmas Present (White)',
				'Christmas Present (Purple)', 'Christmas Present (Standard)', 'Event Token - Holiday 2021',
				'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
				'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)
	return GameData.getEntityByID('items', ID)
end

function p.getItem(name)
	name = Shared.fixPagename(name)
	return GameData.getEntityByName('items', name)
end

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

function p._canItemUseSlot(item, equipSlot)
	--Function to easily check if an item can fit in a given equipment slot
	--Ex: p._canItemUseSlot({Bronze Platebody}, 'Platebody') returns true
	if type(item) == 'string' then
		item = p.getItem(item)
	end
	return item.validSlots ~= nil and Shared.contains(item.validSlots, equipSlot)
end

function p._getItemEquipSlot(item)
	--Function to return the (non-Passive) equipment slot that an item occupies
	if type(item) == 'string' then
		item = p.getItem(item)
	end
	if item == nil or item.validSlots == nil then
		return 'Invalid'
	end
	for i, slot in pairs(item.validSlots) do
		if slot ~= 'Passive' then
			return slot
		end
	end
end

-- Given an item, returns a table containing the item's level requirements (if any)
-- The table structure is as follows: 
-- { ['normal'] = { SkillID = SkillLevel, ... }, ['abyssal'] = { SkillID = SkillLevel, ... } }
-- If optional parameter 'condense' is specified as true, any normal requirements are excluded
-- from the output if there should exist an abyssal level requirement for the same skill
function p._getItemLevelReqs(item, condense)
	local condenseResult = (type(condense) == 'boolean' and condense) or false
	local reqTypeMap = {
		['SkillLevel'] = 'normal',
		['AbyssalLevel'] = 'abyssal'
	}
	local levelReqs = LevelReqCache[item.id]
	if levelReqs == nil then
		-- Item not in cache - obtain level requirements data
		if item.equipRequirements == nil then
			return nil
		end
		levelReqs = { ['normal'] = {}, ['abyssal'] = {} }
		for _, requirement in ipairs(item.equipRequirements) do
			local reqTypeKey = reqTypeMap[requirement.type]
			if reqTypeKey ~= nil then
				-- Requirement is a level requirement
				local reqSkillID, reqLevel = requirement.skillID, requirement.level
				local reqCurrentLevel = levelReqs[reqTypeKey][reqSkillID]
				if reqCurrentLevel == nil or reqLevel > reqCurrentLevel then
					levelReqs[reqTypeKey][reqSkillID] = reqLevel
				end
			end
		end
		-- Cache level requirements data for any subsequent lookups
		LevelReqCache[item.id] = levelReqs
	end

	if not condenseResult then
		-- Return requirements as is
		return levelReqs
	else
		-- Exclude any normal level requirements should an abyssal requirement exist for
		-- the same skill
		local levelReqsCondensed = { ['normal'] = {}, ['abyssal'] = levelReqs.abyssal }
		for skillID, reqLevel in pairs(levelReqs.normal) do
			if levelReqs.abyssal[skillID] == nil then
				levelReqsCondensed.normal[skillID] = reqLevel
			end
		end
		return levelReqsCondensed
	end
end

function p._getItemStat(item, StatName, ZeroIfNil)
	local result = item[StatName]
	--Special Overrides:
	-- Equipment stats first
	if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
		result = item.equipmentStats[StatName]
	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
		result = 4000
	elseif StatName == 'isTwoHanded' then
		if item.validSlots ~= nil and item.occupiesSlots ~= nil then
			result = Shared.contains(item.validSlots, 'Weapon') and Shared.contains(item.occupiesSlots, 'Shield')
		else
			result = false
		end
	elseif (
			string.find(StatName, '^(.+)LevelRequired$') ~= nil
			or string.find(StatName, '^(.+)AbyssalLevel$') ~= nil
		) and item.equipRequirements ~= nil then
		local levelType = 'normal'
		local skillName = string.match(StatName, '^(.+)LevelRequired$')
		if skillName == nil then
			levelType = 'abyssal'
			skillName = string.match(StatName, '^(.+)AbyssalLevel$')
		end
		if skillName ~= nil then
			local skillID = Constants.getSkillID(Shared.titleCase(skillName))
			if skillID ~= nil then
				local levelReqs = p._getItemLevelReqs(item)
				result = levelReqs ~= nil and levelReqs[levelType][skillID]
			end
		end
	elseif StatName == 'attackType' then
		result = p._getWeaponAttackType(item)
	elseif StatName == 'description' then
		result = item.customDescription
		if result == nil or result == '' then result = 'No Description' end
	elseif StatName == 'completionReq' then
		if item.ignoreCompletion == nil or not item.ignoreCompletion then
			result = 'Yes'
		else
			result = 'No'
		end
	elseif StatName == 'slayerBonusXP' then
		return p._getItemModifier(item, 'increasedSkillXP', 'Slayer', false)
	elseif StatName == 'hasCombatStats' then
		return tostring(p.hasCombatStats(item) or p._hasLevelRequirements(item))
	elseif StatName == 'category' then
		-- Some categories have a namespace for some reason, remove it
		local _, localID = GameData.getLocalID(result)
		return localID
	end
	if result == nil and ZeroIfNil then result = 0 end
	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

function p.getItemStat(frame)
	local args = frame.args ~= nil and frame.args or frame
	local ItemName = args[1]
	local StatName = args[2]
	local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
	local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
	local item = p.getItem(ItemName)
	if item == nil then
		return Shared.printError('No item named "' .. ItemName .. '" exists in the data module')
	end
	local result = p._getItemStat(item, StatName, ZeroIfNil)
	if formatNum then result = Num.formatnum(result) end
	return result
end

--Gets the value of a given modifier for a given item
--asString is false by default, when true it writes the full bonus text
function p._getItemModifier(item, modifier, skillID, asString)
	if asString == nil then asString = false end
	if skillID == '' then
		skillID = nil
	elseif string.find(skillID, ':') == nil then
		-- Try to find a skill ID if it looks like a skill name has been passed
		skillID = Constants.getSkillID(skillID)
	end

	local result = 0

	if item.modifiers ~= nil and item.modifiers[modifier] ~= nil then
		if type(item.modifiers[modifier]) == 'table' then
			for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
				if subVal[1] == skillID then
					result = subVal[2]
					break
				end
			end
		else
			result = item.modifiers[modifier]
		end
	end

	if asString then
		if skillID ~= nil then
			return Constants._getModifierText(modifier, {skillID, result})
		else
			return Constants._getModifierText(modifier, result)
		end
	else
		return result
	end
end

function p.hasCombatStats(item)
	-- 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
		for statName, statVal in pairs(item.equipmentStats) do
			if isNonZeroStat(statName, statVal) then
				return true
			end
		end
	end

	return false
end

function p._hasLevelRequirements(item)
	--Function true if an item has at least one level requirement to equip
	local levelReqs = p._getItemLevelReqs(item)
	if levelReqs ~= nil then
		for levelType, reqs in pairs(levelReqs) do
			if not Shared.tableIsEmpty(reqs) then
				return true
			end
		end
	end
	return false
end

function p.getItemModifier(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame[1]
	local modName = frame.args ~= nil and frame.args[2] or frame[2]
	local skillName = frame.args ~= nil and frame.args[3] or frame[3]
	local asString = frame.args ~= nil and frame.args[4] or frame[4]
	if asString ~= nil then
		asString = (string.upper(asString) ~= 'FALSE')
	end

	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	return p._getItemModifier(item, modName, skillName, asString)
end

function p._getWeaponAttackType(item)
	if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
		(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
		if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
			local iconType = item.attackType ~= 'melee' and 'skill' or nil
			return Icons.Icon({Shared.titleCase(item.attackType), type=iconType, nolink='true'})
		end
	end
	return 'Invalid'
end

function p.getWeaponAttackType(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end
	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

function p._getOtherItemBoxText(item)
	local resultPart = {}
	--For equipment, show the slot they go in
	local isPassive = false
	if item.validSlots ~= nil then
		local slotLinkMap = {
			["Helmet"] = 'Helmets',
			["Platebody"] = 'Platebodies',
			["Platelegs"] = 'Platelegs',
			["Boots"] = 'Boots',
			["Weapon"] = 'Weapons',
			["Shield"] = 'Shields',
			["Amulet"] = 'Amulets',
			["Ring"] = 'Rings',
			["Gloves"] = 'Gloves',
			["Quiver"] = 'Ammunition',
			["Cape"] = 'Capes',
			["Consumable"] = 'Consumables',
			["Passive"] = 'Combat Passive Slot',
			["Summon1"] = 'Summoning',
			["Summon2"] = 'Summoning',
			["Gem"] = "Gems_(Equipment)"
		}
		function getSlotText(slotList)
			local slotText = {}
			for i, slot in ipairs(slotList) do
				local slotLink = slotLinkMap[slot]
				if slotLink == nil then
					table.insert(slotText, slot)
				else
					table.insert(slotText, '[[' .. slotLink .. '|' .. slot .. ']]')
				end
				
				if slot == 'Passive' then
					isPassive = true
				end
			end
			return slotText
		end
		slotText = getSlotText(item.validSlots)
		table.insert(resultPart, "\r\n|-\r\n|'''Equipment Slot:''' "..table.concat(slotText, ', '))
		if item.occupiesSlots ~= nil then
			slotText = getSlotText(item.occupiesSlots)
			table.insert(resultPart, "\r\n|-\r\n|'''Blocked Slot:''' "..table.concat(slotText, ', '))
		end
	end
	--For weapons with a special attack, show the details
	if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
		table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
		for i, spAttID in ipairs(item.specialAttacks) do
			local spAtt = GameData.getEntityByID('attacks', spAttID)
			if spAtt ~= nil then
				local spAttChance = spAtt.defaultChance
				if type(item.overrideSpecialChances) == 'table' and item.overrideSpecialChances[i] ~= nil then
					spAttChance = item.overrideSpecialChances[i]
				end
				local spAttDesc = string.gsub(spAtt.description, '<Attack> ', '')
				table.insert(resultPart, '\r\n* ' .. spAttChance .. '% chance for ' .. spAtt.name .. ':')
				table.insert(resultPart, '\r\n** ' .. spAttDesc)
			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
	--For potions, show the number of charges
	if item.charges ~= nil then
		table.insert(resultPart, "\r\n|-\r\n|'''Charges:''' "..item.charges)
	end
	--For food, show how much it heals for
	if item.healsFor ~= nil then
		table.insert(resultPart, "\r\n|-\r\n|'''Heals for:''' "..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10))
	end
	--For Prayer Points, show how many you get
	if item.prayerPoints ~= nil then
		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
	--For items that provide runes, show which runes are provided
	if item.providedRunes ~= nil then
		table.insert(resultPart, "\r\n|-\r\n|'''Runes Provided:''' ")
		local runeLines = {}
		local sortVal = ''
		for j, runePair in pairs(item.providedRunes) do
			local runeID = runePair.id
			local qty = runePair.quantity
			local rune = p.getItemByID(runeID)
			sortVal = sortVal..rune.name..qty
			table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
		end
		table.insert(resultPart, table.concat(runeLines, ', '))
	end
	--For items with modifiers, show what those are
	if item.modifiers ~= nil and not Shared.tableIsEmpty(item.modifiers) then
		table.insert(resultPart, "\r\n|-\r\n|'''Modifiers:'''\r\n")
		if isPassive then
			table.insert(resultPart, '<span style="color:green">Passive:</span><br/>')
		end
		table.insert(resultPart, Modifiers.getModifiersText(item.modifiers, true, false, 10))
	end
	return table.concat(resultPart)
end

function p.getOtherItemBoxText(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	return p._getOtherItemBoxText(item)
end

function p._getCurrencyItemBoxText(item)
	local span = mw.html.create('span')
		:wikitext("'''Sells For:''' ")
		:wikitext(Icons._Currency((item.sellsForCurrency or 'melvorD:GP'), item.sellsFor))
	return span
end

function p.getCurrencyItemBoxText(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	return p._getCurrencyItemBoxText(item)
end

function p._getItemCategories(item)
	local resultPart = {}
	local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
	local category = p._getItemStat(item, 'category', false)
	if category ~= nil and category ~= 'Skills' then
		table.insert(resultPart, '[[Category:'..category..']]')
	end
	if item.type ~= nil then
		table.insert(resultPart, '[[Category:'..item.type..']]')
	end
	if isEquipment and item.tier ~= nil then
		table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
	end
	if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
		table.insert(resultPart, '[[Category:Items With Special Attacks]]')
	end
	if item.validSlots ~= nil then
		local slotRemap = {
			['Passive'] = 'Passive Items',
			['Summon1'] = 'Summoning Familiars',
			['Summon2'] = ''
		}
		for i, slotName in ipairs(item.validSlots) do
			local slotRemapName = slotName
			if slotRemap[slotName] ~= nil then slotRemapName = slotRemap[slotName] end
			if slotRemapName ~= '' then table.insert(resultPart, '[[Category:' .. slotRemapName .. ']]') end
		end
	end
	if item.modifiers ~= nil then
		local modsDL = {
			'increasedChanceToDoubleLootCombat',
			'decreasedChanceToDoubleLootCombat',
			'increasedChanceToDoubleLootThieving',
			'decreasedChanceToDoubleLootThieving',
			'increasedChanceToDoubleItemsGlobal',
			'decreasedChanceToDoubleItemsGlobal'
		}
		for modName, val in pairs(item.modifiers) do
			if Shared.contains(modsDL, modName) then
				table.insert(resultPart, '[[Category:Double Loot Chance Items]]')
				break
			end
		end
	end
	return table.concat(resultPart)
end

function p.getItemCategories(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	return p._getItemCategories(item)
end

function p.getItemGrid(frame)
	--melvorF, melvorD, melvorTotH, melvorAoD
	local dlcFunc = function(item, dlc) 
		local itemDLC = Shared.getLocalID(item.id)
		if dlc == nil then
			return true
		end
		
		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 table-img-grid')

	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')
				:wikitext(Icons.Icon({v.name, type='item', notext=true, size='32'}))
				
			-- Mod operator is slow. We use this instead	
			i = i + 1
		end
	end
	
	return tostring(html)
end

function p.getEquipRequirementRow(req)
	local result = ""
	if (req.type == "SkillLevel" or req.type == "AbyssalLevel") then
		local pre = (req.type == "AbyssalLevel" and ' Abyssal') or ''
		local skillName = Constants.getSkillName(req.skillID)
		local skillIcon = Icons.Icon({skillName, type='skill', notext=true})
		result = '\r\n!style="text-align:right;"| '..skillIcon..pre..' Level Required'
		result = result..'\r\n|style="text-align:right;"| '..req.level
	elseif (req.type == "DungeonCompletion" or req.type == "AbyssDepthCompletion") then
		local reqDefns = {
			["DungeonCompletion"] = {
				["dataKey"] = 'dungeons',
				["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
		local ns = GameData.getEntityByName('namespaces', req.namespace)
		if ns == nil then
			return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid namespace for completion requirement "' .. req.namespace .. '"')
		else
			result = '\r\n!style="text-align:right;"| ' .. ns.displayName .. ' Completion'
			result = result .. '\r\n|style="text-align:right;"| ' .. req.percent .. '%'
		end
	else
		return '\r\n!style="text-align:right;" colspan=2|' .. Shared.printError('Invalid equip requirement type "' .. req.type .. '"')
	end
		return result
end

function p._getItemResistance(item)
	local namespace = Shared.getLocalID(item.id)
	if namespace == 'melvorItA' then
		local eternalResistance = p._getItemStat(item, 'resistanceEternal', false)
		if eternalResistance ~= nil or item.damageType ~= nil and item.damageType == 'melvorItA:Eternal' then
			return eternalResistance or 0, 'Eternal Resistance'
		else	
			return p._getItemStat(item, 'resistanceAbyssal', true), 'Abyssal Resistance'
		end
	else
		return p._getItemStat(item, 'damageReduction', true), 'Damage Reduction'
	end
end

function p.getWeaponStatsBox(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	local resistance, resistanceText = p._getItemResistance(item)
	local ns, damageType = nil, nil
	if item.damageType ~= nil then
		ns, damageType = Shared.getLocalID(p._getItemStat(item, 'damageType'))
	else
		damageType = 'Normal'
	end

	local ico = {
		["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
		["Combat"] = Icons.Icon({'Combat', notext=true}),
		["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
		["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
		["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
		["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
		["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true}),
		["Resistance"] = Icons.Icon({resistanceText, notext=true}),
		["DamageType"] = Icons.Icon({(damageType .. ' Damage'), type="damage", notext=true})
	}
	
	local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
	local emptyRow = '\r\n!colspan="2"|'
	
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Weapon Stats')
	table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
	table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Speed')
	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;"| ' .. p._getItemStat(item, 'meleeDefenceBonus', true))

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Damage Type')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. ico['DamageType'] .. ' ' .. damageType)
	table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Resistance'] .. ' ' .. resistanceText)
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. resistance .. '%')

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Attack Type')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'attackType'))
	table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'rangedDefenceBonus', true))

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'meleeStrengthBonus', true)))
	table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'stabAttackBonus', true)))
	table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'slashAttackBonus', true)))
	if reqCount > 0 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
	else
		table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'blockAttackBonus', true)))
	if reqCount > 1 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
	else
		table.insert(resultPart, emptyRow)
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedAttackBonus', true)))
	if reqCount > 2 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
	else
		table.insert(resultPart, emptyRow)
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedStrengthBonus', true)))
	if reqCount > 3 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[4]))
	else
		table.insert(resultPart, emptyRow)
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'magicAttackBonus', true)))
	if reqCount > 4 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[5]))
	else
		table.insert(resultPart, emptyRow)
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'magicDamageBonus', true)) .. '%')
	if reqCount > 5 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[6]))
	else
		table.insert(resultPart, emptyRow)
	end
	
	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| Two Handed?')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. (p._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No'))
	if reqCount > 6 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[6]))
	else
		table.insert(resultPart, emptyRow)
	end

	--Add extra rows at the end for items that have more than 3 different requirements
	if reqCount > 7 then
		for i = 8, reqCount, 1 do
			table.insert(resultPart,"\r\n|-")
			table.insert(resultPart, emptyRow)
			table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
		end
	end

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

function p.getArmourStatsBox(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	local resistance, resistanceText = p._getItemResistance(item)

	local ico = {
		["Attack"] = Icons.Icon({'Attack', type='skill', notext=true}),
		["Combat"] = Icons.Icon({'Combat', notext=true}),
		["Defence"] = Icons.Icon({'Defence', type='skill', notext=true}),
		["Magic"] = Icons.Icon({'Magic', type='skill', notext=true}),
		["Ranged"] = Icons.Icon({'Ranged', type='skill', notext=true}),
		["Strength"] = Icons.Icon({'Strength', type='skill', notext=true}),
		["Slayer"] = Icons.Icon({'Slayer', type='skill', notext=true}),
		["Resistance"] = Icons.Icon({resistanceText,  notext=true}),
	}
	
	local reqCount = item.equipRequirements ~= nil and Shared.tableCount(item.equipRequirements) or 0
	local emptyRow = '\r\n!colspan="2"|'
	
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="4" style="border-bottom:solid medium black;"| Armour Stats')
	table.insert(resultPart, '\r\n|-\r\n!colspan="2" style="border-bottom:solid thin black;"| Offensive Stats')
	table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Defensive Stats')

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Strength'] .. ' Strength Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'meleeStrengthBonus', true)))
	table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Defence'] .. ' Defence Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'meleeDefenceBonus', true)))

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Stab Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'stabAttackBonus', true)))
	table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Resistance'] .. ' ' .. resistanceText)
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. resistance .. '%')

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Slash Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'slashAttackBonus', true)))
	table.insert(resultPart, '\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Defence Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedDefenceBonus', true)))

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Combat'] .. ' Block Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'blockAttackBonus', true)))
	table.insert(resultPart, '\r\n!style="text-align:right;border-bottom:solid thin black;"| ' .. ico['Magic'] .. ' Defence Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;border-bottom:solid thin black;"| ' .. p._getItemStat(item, 'magicDefenceBonus', true))

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Attack Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedAttackBonus', true)))
	table.insert(resultPart, '\r\n!colspan="2" style="border-bottom:solid thin black;"| Equip Requirements')

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Ranged'] .. ' Strength Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'rangedStrengthBonus', true)))
	if reqCount > 0 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[1]))
	else
		table.insert(resultPart, '\r\n|colspan=2 style="text-align:right"|None')
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' Attack Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. Num.formatnum(p._getItemStat(item, 'magicAttackBonus', true)))
	if reqCount > 1 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[2]))
	else
		table.insert(resultPart, emptyRow)
	end

	table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"| ' .. ico['Magic'] .. ' % Damage Bonus')
	table.insert(resultPart, '\r\n|style="text-align:right;"| ' .. p._getItemStat(item, 'magicDamageBonus', true) .. '%')
	if reqCount > 2 then
		table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[3]))
	else
		table.insert(resultPart, emptyRow)
	end
	
	--Add extra rows at the end for items that have more than 3 different requirements
	if reqCount > 3 then
		for i = 4, reqCount, 1 do
			table.insert(resultPart, "\r\n|-")
			table.insert(resultPart, emptyRow)
			table.insert(resultPart, p.getEquipRequirementRow(item.equipRequirements[i]))
		end
	end

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

function p.getItemDataExport(frame)
	local resultTable = mw.html.create('table')
	resultTable:addClass('wikitable')
	resultTable:tag('tr'):addClass('headerRow-0')
		:tag('th'):wikitext('ItemID'):done()
		:tag('th'):wikitext('ItemName'):done()
		:tag('th'):wikitext('GPValue'):done()

	for i, item in ipairs(GameData.rawData.items) do
		resultTable:tag('tr')
			:tag('td'):wikitext(item.id):done()
			:tag('td'):wikitext(item.name):done()
			:tag('td'):wikitext(item.sellsFor):done()
	end
	return tostring(resultTable)
end

--Returns the expansion icon for the item if it has one
function p.getExpansionIcon(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = p.getItem(itemName)
	if item == nil then
		return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
	end

	return Icons.getExpansionIcon(item.id)
end

function p.buildSmithableArmourNav(frame)
	local resultPart = {}
	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, Icons.Icon({'Smithing', type='skill', notext=true}))
	table.insert(resultPart, ' Smithable Armour Sets')

	local metalTypes = {'Bronze', 'Iron', 'Steel', 'Mithril', {'Adamant', 'Adamantite'}, {'Rune', 'Runite'}, {'Dragon', 'Dragonite'},
						{'Corundum', 'Corundumite', TotH = true}, {'Augite', 'Augite', TotH = true}, {'Divine', 'Divinite', TotH = true}}
	local pieces = {"Helmet", "Platebody", "Platelegs", "Boots", "Shield"}
	for i, metal in ipairs(metalTypes) do
		local metalName, barName
		local isTotH = false
		if type(metal) == 'table' then
			metalName = metal[1]
			barName = metal[2]..' Bar'
			isTotH = metal.TotH ~= nil and metal.TotH
		else
			metalName = metal
			barName = metal..' Bar'
		end
		table.insert(resultPart, '\r\n|-\r\n!')
		if isTotH then
			table.insert(resultPart, Icons.TotH())
		end
		table.insert(resultPart, Icons.Icon({barName, type="item", notext=true}))
		table.insert(resultPart, " "..metalName)
		table.insert(resultPart, "\r\n|")

		for j, piece in ipairs(pieces) do
			if j > 1 then
				table.insert(resultPart, ' • ')
			end
			table.insert(resultPart, '<span style="display:inline-block">')
			table.insert(resultPart, Icons.Icon({metalName..' '..piece, piece, type='item'}))
			if isTotH then
				table.insert(resultPart, ' '..Icons.Icon({'(I) '..metalName..' '..piece, '(I)', type='item'}))
				table.insert(resultPart, ' '..Icons.Icon({'(P) '..metalName..' '..piece, '(P)', type='item'}))
			else
				table.insert(resultPart, ' '..Icons.Icon({'(S) '..metalName..' '..piece, '(S)', type='item'}))
				table.insert(resultPart, ' '..Icons.Icon({'(G) '..metalName..' '..piece, '(G)', type='item'}))
			end
			table.insert(resultPart, '</span>')
		end
	end

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

function p.buildCraftableArmourNav(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable mw-collapsible"')
	table.insert(resultPart, '\r\n!colspan = 2 style="background-color:#275C87;color:#FFFFFF;min-width:730px;"|')
	table.insert(resultPart, Icons.Icon({'Crafting', type='skill', notext=true}))
	table.insert(resultPart, ' Craftable Armour Sets')

	local leatherTypes = {'Leather', 'Hard Leather'}
	local leatherPieces = {"Cowl", "Body", "Chaps", "Gloves", "Vambraces", "Boots"}
	table.insert(resultPart, '\r\n|-\r\n!')
	table.insert(resultPart, Icons.Icon({'Leather', type='item', notext=true}))
	table.insert(resultPart, ' Leather')
	for i, material in pairs(leatherTypes) do
		if i > 1 then table.insert(resultPart, '\r\n|-\r\n!Hard Leather') end
		table.insert(resultPart, '\r\n|')
		for j, piece in ipairs(leatherPieces) do
			if j > 1 then
				table.insert(resultPart, ' • ')
			end
			table.insert(resultPart, Icons.Icon({material..' '..piece, piece, type='item'}))
		end
	end

	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}}
	local pieces = {"Body", "Chaps", "Vambraces", "Shield"}
	for i, material in ipairs(materialTypes) do
		local isTotH = false
		local craftName = material[1]
		local matName = material[2]
		isTotH = material.TotH ~= nil and material.TotH
		table.insert(resultPart, '\r\n|-\r\n!')
		if isTotH then
			table.insert(resultPart, Icons.TotH())
		end
		table.insert(resultPart, Icons.Icon({matName, type="item", notext=true}))
		table.insert(resultPart, " "..craftName)
		table.insert(resultPart, "\r\n|")

		for j, piece in ipairs(pieces) do
			if j > 1 then
				table.insert(resultPart, ' • ')
			end
			table.insert(resultPart, '<span style="display:inline-block">')
			table.insert(resultPart, Icons.Icon({craftName..' '..piece, piece, type='item'}))
			table.insert(resultPart, ' '..Icons.Icon({'(U) '..craftName..' '..piece, '(U)', type='item'}))
			table.insert(resultPart, '</span>')
		end
	end

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

return p