Module:Monsters: Difference between revisions

From Melvor Idle
(Fixed Into the Mist special handling)
m (Formatted slayer area combat levels)
 
(153 intermediate revisions by 10 users not shown)
Line 1: Line 1:
local p = {}
local p = {}
local MonsterData = mw.loadData('Module:Monsters/data')


local Constants = require('Module:Constants')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local Areas = require('Module:CombatAreas')
local Areas = require('Module:CombatAreas')
local Magic = require('Module:Magic')
local Magic = require('Module:Magic')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Items = require('Module:Items')
local Num = require('Module:Number')


function p.getMonster(name)
function p.getMonster(name)
  local result = nil
if name == 'Earth Golem (AoD)' then
  if name == 'Spider (lv. 51)' or name == 'Spider' then
-- Special case for ambiguous monster name
    return p.getMonsterByID(50)
return p.getMonsterByID('melvorAoD:EarthGolem')
  elseif name == 'Spider (lv. 52)' or name == 'Spider2' then
else
    return p.getMonsterByID(51)
    return GameData.getEntityByName('monsters', name)
  end
 
  for i, monster in pairs(MonsterData.Monsters) do
    if(monster.name == name) then
      result = Shared.clone(monster)
      --Make sure every monster has an ID, and account for the 1-based indexing of Lua
      result.id = i - 1
      break
     end
     end
  end
  return result
end
end


function p.getMonsterByID(ID)
function p.getMonsterByID(ID)
  local result = Shared.clone(MonsterData.Monsters[ID + 1])
    return GameData.getEntityByID('monsters', ID)
  result.id = ID
  return result
end
end


function p.getSpecialAttack(name)
function p.getMonsterName(monster)
  local result = nil
if monster.id == 'melvorAoD:EarthGolem' then
-- Special case for ambiguous monster name
return 'Earth Golem (AoD)'
else
return monster.name
end
end


  for i, attack in pairs(MonsterData.SpecialAttacks) do
function p.getPassive(name)
    if(attack.name == name) then
    return GameData.getEntityByName('combatPassives', name)
      result = Shared.clone(attack)
      --Make sure every attack has an ID, and account for the 1-based indexing of Lua
      result.id = i - 1
      break
    end
  end
  return result
end
end


function p.getSpecialAttackByID(ID)
function p.getPassiveByID(ID)
  return MonsterData.SpecialAttacks[ID + 1]
    return GameData.getEntityByID('combatPassives', ID)
end
end


function p.getPassive(name)
-- Given a list of monster IDs, calls statFunc with each monster and returns
  local result = nil
-- the lowest & highest values
function p.getLowHighStat(idList, statFunc)
local lowVal, highVal = nil, nil
for i, monID in ipairs(idList) do
local monster = p.getMonsterByID(monID)
local statVal = statFunc(monster)
if lowVal == nil or statVal < lowVal then lowVal = statVal end
if highVal == nil or statVal > highVal then highVal = statVal end
end
return lowVal, highVal
end


  for i, passive in pairs(MonsterData.Passives) do
function p._getMonsterStat(monster, statName)
    if passive.name == name then
if statName == 'Barrier' then
      result = Shared.clone(passive)
return p._getMonsterBarrier(monster)
      --Make sure every passive has an ID, and account for the 1-based indexing of Lua
elseif statName == 'HP' then
      result.id = i - 1
return p._getMonsterHP(monster)
      break
elseif statName == 'maxHit' then
    end
return p._getMonsterMaxHit(monster)
  end
elseif statName == 'accuracyRating' then
  return result
return p._getMonsterAR(monster)
end
elseif statName == 'meleeEvasionRating' then
return p._getMonsterER(monster, 'Melee')
elseif statName == 'rangedEvasionRating' then
return p._getMonsterER(monster, 'Ranged')
elseif statName == 'magicEvasionRating' then
return p._getMonsterER(monster, 'Magic')
elseif statName == 'damageReduction' then
return p.getEquipmentStat(monster, 'damageReduction')
elseif statName == 'resistanceAbyssal' then
return p.getEquipmentStat(monster, 'resistanceAbyssal')
elseif statName == 'resistanceEternal' then
return p.getEquipmentStat(monster, 'resistanceEternal')
elseif statName == 'drReduction' then
return p._getMonsterDrReduction(monster)
end


function p.getPassiveByID(ID)
return monster[statName]
  return MonsterData.Passives[ID + 1]
end
end


function p.getMonsterStat(frame)
function p.getMonsterStat(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
  local StatName = frame.args ~= nil and frame.args[2] or frame[2]
local StatName = frame.args ~= nil and frame.args[2] or frame[2]
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  if StatName == 'HP' then
return p._getMonsterStat(monster, StatName)
    return p._getMonsterHP(monster)
  elseif StatName == 'maxHit' then
    return p._getMonsterMaxHit(monster)
  elseif StatName == 'accuracyRating' then
    return p._getMonsterAR(monster)
  elseif StatName == 'meleeEvasionRating' then
    return p._getMonsterER({monster, 'Melee'})
  elseif StatName == 'rangedEvasionRating' then
    return p._getMonsterER({monster, 'Ranged'})
  elseif StatName == 'magicEvasionRating' then
    return p._getMonsterER({monster, 'Magic'})
  end
 
  return monster[StatName]
end
end


function p._getMonsterStyleIcon(frame)
function p._getMonsterStyleIcon(frame)
  local args = frame.args ~= nil and frame.args or frame
local args = frame.args ~= nil and frame.args or frame
  local monster = args[1]
local monster = args[1]
  local notext = args.notext
local notext = args.notext
  local nolink = args.nolink
local nolink = args.nolink


  local iconText = ''
local iconText = ''
  if Constants.getCombatStyleName(monster.attackType) == 'Melee' then
if monster.attackType == 'melee' then
    iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
  elseif Constants.getCombatStyleName(monster.attackType) == 'Ranged' then
elseif monster.attackType == 'ranged' then
    iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
  elseif Constants.getCombatStyleName(monster.attackType) == 'Magic' then
elseif monster.attackType == 'magic' then
    iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
  end
elseif monster.attackType == 'random' then
iconText = Icons.Icon({p.getMonsterName(monster), notext=notext, nolink=nolink, img='Question'})
end


  return iconText
return iconText
end
end


function p.getMonsterStyleIcon(frame)
function p.getMonsterStyleIcon(frame)
  local args = frame.args ~= nil and frame.args or frame
local args = frame.args ~= nil and frame.args or frame
  local MonsterName = args[1]
local MonsterName = args[1]
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  args[1] = monster
args[1] = monster
  return p._getMonsterStyleIcon(args)
return p._getMonsterStyleIcon(args)
end
end


function p._getMonsterHP(monster)
function p._getMonsterHP(monster)
  return monster.hitpoints * 10
return 10 * p._getMonsterLevel(monster, 'Hitpoints')
end
 
function p._getMonsterBarrier(monster)
--Monster Barrier is a percentage of its max health
local barPercent = 0
if monster.barrierPercent ~= nil then
barPercent = monster.barrierPercent
end
return p._getMonsterHP(monster) * barPercent * 0.01
end
 
function p.getMonsterEffectiveHP(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterResistance(monster)/100)) + 0.5)
else
return Shared.printError('No monster with that name found')
end
end
 
function p.getMonsterEffectiveBarrier(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return math.floor((p._getMonsterBarrier(monster)/(1 - p._getMonsterResistance(monster)/100)) + 0.5)
else
return Shared.printError('No monster with that name found')
end
end
 
function p.getMonsterBarrier(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
if monster ~= nil then
return p._getMonsterBarrier(monster)
else
return Shared.printError('No monster with that name found')
end
end
end


function p.getMonsterHP(frame)
function p.getMonsterHP(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
  if monster ~= nil then
if monster ~= nil then
    return p._getMonsterHP(monster)
return p._getMonsterHP(monster)
  else
else
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end
end
 
function p._getMonsterLevel(monster, skillName)
local result = 0
if monster.levels[skillName] ~= nil then
result = monster.levels[skillName]
end
return result
end
 
function p.getMonsterLevel(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
local SkillName = frame.args ~= nil and frame.args[2] or frame[2]
local monster = p.getMonster(MonsterName)
 
if monster == nil then
return Shared.printError('No monster with that name found')
end
 
return p._getMonsterLevel(monster, SkillName)
end
 
function p._getMonsterDamageType(monster)
local result = 'Normal Damage'
local damageType = GameData.getEntityByID('damageTypes', monster.damageType)
if damageType ~= nil then
result = damageType.name
end
return result
end
 
function p.getMonsterDamageType(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monster = p.getMonster(MonsterName)
 
if monster == nil then
return Shared.printError('No monster with that name found')
end
 
return p._getMonsterDamageType(monster)
end
 
function p.getEquipmentStat(monster, statName)
if monster.equipmentStats == nil then
return 0
else
    return monster.equipmentStats[statName] or 0
    end
end
 
function p.calculateStandardStat(effectiveLevel, bonus)
--Based on calculateStandardStat in Characters.js
return (effectiveLevel + 9) * (bonus + 64)
end
 
function p.calculateStandardMaxHit(baseLevel, strengthBonus)
--Based on calculateStandardMaxHit in Characters.js
local effectiveLevel = baseLevel + 9
return math.floor(10 * (1.3 + effectiveLevel / 10 + strengthBonus / 80 + effectiveLevel * strengthBonus / 640))
end
end


function p._getMonsterAttackSpeed(monster)
function p._getMonsterAttackSpeed(monster)
  return monster.attackSpeed / 1000
return p.getEquipmentStat(monster, 'attackSpeed') / 1000
end
end


function p.getMonsterAttackSpeed(frame)
function p.getMonsterAttackSpeed(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
  if monster ~= nil then
if monster ~= nil then
    return p._getMonsterAttackSpeed(monster)
return p._getMonsterAttackSpeed(monster)
  else
else
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end
end
end


function p._getMonsterCombatLevel(monster)
function p._getMonsterCombatLevel(monster)
  local base = 0.25 * (monster.defenceLevel + monster.hitpoints)
local base = 0.25 * (p._getMonsterLevel(monster, 'Defence') + p._getMonsterLevel(monster, 'Hitpoints'))
  local melee = 0.325 * (monster.attackLevel + monster.strengthLevel)
local melee = 0.325 * (p._getMonsterLevel(monster, 'Attack') + p._getMonsterLevel(monster, 'Strength'))
  local range = 0.325 * (1.5 * monster.rangedLevel)
local range = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Ranged'))
  local magic = 0.325 * (1.5 * monster.magicLevel)
local magic = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Magic'))
  if melee > range and melee > magic then
return math.floor(base + math.max(melee, range, magic))
    return math.floor(base + melee)
  elseif range > magic then
    return math.floor(base + range)
  else
    return math.floor(base + magic)
  end
end
end


function p.getMonsterCombatLevel(frame)
function p.getMonsterCombatLevel(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  return p._getMonsterCombatLevel(monster)
return p._getMonsterCombatLevel(monster)
end
end


function p._getMonsterAR(monster)
function p._getMonsterAR(monster)
  local effAttLvl = 0
local baseLevel = 0
  local attBonus = 0
local bonus = 0
  if Constants.getCombatStyleName(monster.attackType) == 'Melee' then
if monster.attackType == 'melee' then
    effAttLvl = monster.attackLevel + 9
baseLevel = p._getMonsterLevel(monster, 'Attack')
    attBonus = monster.attackBonus + 64
bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
  elseif Constants.getCombatStyleName(monster.attackType) == 'Ranged' then
elseif monster.attackType == 'ranged' then
    effAttLvl = monster.rangedLevel + 9
baseLevel = p._getMonsterLevel(monster, 'Ranged')
    attBonus = monster.attackBonusRanged + 64
bonus = p.getEquipmentStat(monster, 'rangedAttackBonus')
  elseif Constants.getCombatStyleName(monster.attackType) == 'Magic' then
elseif monster.attackType == 'magic' then
    effAttLvl = monster.magicLevel + 9
baseLevel = p._getMonsterLevel(monster, 'Magic')
    attBonus = monster.attackBonusMagic + 64
bonus = p.getEquipmentStat(monster, 'magicAttackBonus')
  else
elseif monster.attackType == 'random' then
    return "ERROR: This monster has an invalid attack type somehow[[Category:Pages with script errors]]"
--Bane has the same AR with every attack type so being lazy and just showing the one.
  end
baseLevel = p._getMonsterLevel(monster, 'Attack')
bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
else
return Shared.printError('This monster has an invalid attack type somehow')
end


  return effAttLvl * attBonus
return p.calculateStandardStat(baseLevel, bonus)
end
end


function p.getMonsterAR(frame)
function p.getMonsterAR(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  return p._getMonsterAR(monster)
return p._getMonsterAR(monster)
end
end


function p._getMonsterER(frame)
function p._getMonsterER(monster, style)
  local args = frame.args ~= nil and frame.args or frame
local baseLevel= 0
  local monster = args[1]
local bonus = 0
  local style = args[2]
 
if style == "Melee" then
baseLevel = p._getMonsterLevel(monster, 'Defence')
bonus = p.getEquipmentStat(monster, 'meleeDefenceBonus')
elseif style == "Ranged" then
baseLevel = p._getMonsterLevel(monster, 'Defence')
bonus = p.getEquipmentStat(monster, 'rangedDefenceBonus')
elseif style == "Magic" then
baseLevel = math.floor(p._getMonsterLevel(monster, 'Magic') * 0.7 + p._getMonsterLevel(monster, 'Defence') * 0.3)
bonus = p.getEquipmentStat(monster, 'magicDefenceBonus')
else
return Shared.printError('Must choose Melee, Ranged, or Magic')
end


  local effDefLvl = 0
return p.calculateStandardStat(baseLevel, bonus)
  local defBonus = 0
  if style == "Melee" then
    effDefLvl = monster.defenceLevel + 9
    defBonus = monster.defenceBonus + 64
  elseif style == "Ranged" then
    effDefLvl = monster.defenceLevel + 9
    defBonus = monster.defenceBonusRanged + 64
  elseif style == "Magic" then
    effDefLvl = math.floor(monster.magicLevel * 0.7) + math.floor(monster.defenceLevel * 0.3) + 9
    defBonus = monster.defenceBonusMagic + 64
  else
    return "ERROR: Must choose Melee, Ranged, or Magic[[Category:Pages with script errors]]"
  end
  return effDefLvl * defBonus
end
end


function p.getMonsterER(frame)
function p.getMonsterER(frame)
  local args = frame.args ~= nil and frame.args or frame
local args = frame.args ~= nil and frame.args or frame
  local MonsterName = args[1]
local MonsterName = args[1]
  local style = args[2]
local style = args[2]
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
 
if monster == nil then
return Shared.printError('No monster with that name found')
end
 
return p._getMonsterER(monster, style)
end


  if monster == nil then
-- Determines if the monster is capable of dropping bones, and returns the bones
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
-- item if so, or nil otherwise
  end
function p._getMonsterBones(monster)
if monster.bones ~= nil then
local boneItem = Items.getItemByID(monster.bones.itemID)
        local boneObj = { ["item"] = boneItem, ["quantity"] = monster.bones.quantity }
if boneItem.prayerPoints == nil then
-- Assume bones without prayer points are shards (from God dungeons),
-- and drop unconditionally
return boneObj
elseif not monster.isBoss and not p._isDungeonOnlyMonster(monster) then
-- Otherwise, bones drop when the monster isn't dungeon exclusive
return boneObj
end
end
end


  return p._getMonsterER({monster, style})
function p._getMonsterResistance(monster)
-- Currently all Eternal damage monsters have Abyssal Resistance
-- This may change in the future. If so, uncomment the below and delete this.
if monster.damageType == 'melvorItA:Abyssal' or monster.damageType == 'melvorItA:Eternal' then
return p._getMonsterStat(monster, 'resistanceAbyssal'), 'Abyssal Resistance'
--elseif monster.damageType == 'melvorItA:Eternal' then
-- return p._getMonsterStat(monster, 'resistanceEternal'), 'Eternal Resistance'
else
return p._getMonsterStat(monster, 'damageReduction'), 'Damage Reduction'
end
end
end


function p._isDungeonOnlyMonster(monster)
function p._isDungeonOnlyMonster(monster)
  local areaList = Areas.getMonsterAreas(monster.id)
local areaList = Areas._getMonsterAreas(monster)
  local dunCount = 0
local inDungeon = false
  local nonDunCount = 0


  for i, area in Shared.skpairs(areaList) do
for i, area in ipairs(areaList) do
    if area.type == 'dungeon' then
if area.type == 'dungeon' then
      dunCount = dunCount + 1
inDungeon = true
    else
else
      nonDunCount = nonDunCount + 1
return false
    end
end
  end
end
  return dunCount > 0 and nonDunCount == 0
return inDungeon
end
end


function p.isDungeonOnlyMonster(frame)
function p.isDungeonOnlyMonster(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(monsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with name "..monsterName.." found[[Category:Pages with script errors]]"
return Shared.printError('No monster with name ' .. monsterName .. ' found')
  end
end


  return p._isDungeonOnlyMonster(monster)
return p._isDungeonOnlyMonster(monster)
end
end


function p._getMonsterAreas(monster, excludeDungeons)
function p._getMonsterAreas(monster, excludeDungeons, includeEffects)
  local result = ''
if includeEffects == nil then includeEffects = false end
  local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
local resultPart = {}
  local areaList = Areas.getMonsterAreas(monster.id)
local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
  for i, area in pairs(areaList) do
local areaList = Areas._getMonsterAreas(monster)
    if area.type ~= 'dungeon' or not hideDungeons then
for i, area in ipairs(areaList) do
      if i > 1 then result = result..'<br/>' end
if area.type ~= 'dungeon' or not hideDungeons then
      result = result..Icons.Icon({area.name, type = area.type})
local imgType = (area.type == 'dungeon' and 'dungeon') or 'combatArea'
    end
local txt = Icons.Icon({(area.name or area.id), type = imgType})
  end
if area.type == 'slayerArea' then
  return result
local areaDescrip = Areas._getAreaStat(area, 'areaEffectDesc')
if areaDescrip ~= 'None' then
txt = txt..": <span class=\"text-negative\"> ''"..areaDescrip.."''</span>"
end
end
table.insert(resultPart, txt)
end
end
return table.concat(resultPart, '<br/>')
end
end


function p.getMonsterAreas(frame)
function p.getMonsterAreas(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local monsterName = frame.args ~= nil and frame.args[1] or frame
  local hideDungeons = frame.args ~= nil and frame.args[2] or nil
local hideDungeons = frame.args ~= nil and frame.args[2] or nil
  local monster = p.getMonster(MonsterName)
local includeEffects = frame.args ~= nil and frame.args[3] or true
local monster = p.getMonster(monsterName)
 
if monster == nil then
return Shared.printError('No monster with name ' .. monsterName .. ' found')
end
 
return p._getMonsterAreas(monster, hideDungeons, includeEffects)
end
 
function p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster)
local bestHit, prevHit = 0, 0
for i, dmg in ipairs(specAttack.damage) do
local thisHit = 0
if dmg.damageType == 'Normal' then
--Account for special attacks that include a normal attack hit
thisHit = normalMaxHit
if dmg.amplitude ~= nil then
thisHit = thisHit * (dmg.amplitude / 100)
end
elseif dmg.maxRoll == 'Fixed' then
thisHit = dmg.maxPercent * 10
elseif dmg.maxRoll == 'MaxHit' then
if dmg.character == 'Target' then
--Confusion applied damage based on the player's max hit. Gonna just ignore that one
thisHit = 0
else
thisHit = dmg.maxPercent * normalMaxHit * 0.01
end
elseif Shared.contains(dmg.maxRoll, "Fixed100") then
--Handles attacks that are doubled when conditions are met like Trogark's double damage if the player is burning
thisHit = dmg.maxPercent * 20
elseif dmg.maxRoll == 'MaxHitScaledByHP2x' then
thisHit = normalMaxHit * 2
elseif dmg.maxRoll == 'PoisonMax35' then
thisHit = normalMaxHit * 1.35
elseif dmg.maxRoll == "MaxHitDR" then
local monsterDR = 0
if monster ~= nil then
monsterDR = p._getMonsterResistance(monster)
end
thisHit = normalMaxHit * dmg.maxPercent * 0.01 * (1 + monsterDR * 0.01)
elseif Shared.contains({'Bleeding', 'Poisoned'}, dmg.maxRoll) then
-- TODO: This is limited in that there is no verification that bleed/poison
-- can be applied to the target, it is assumed that it can and so this applies
thisHit = prevHit + dmg.maxPercent * 10
end
prevHit = thisHit
if thisHit > bestHit then
bestHit = thisHit
end
end
return bestHit
end
 
function p.canSpecAttackApplyEffect(specAttack, effectType)
local effectKeys = { 'prehitEffects', 'onhitEffects' }
for i, effectKey in ipairs(effectKeys) do
if type(specAttack[effectKey]) == 'table' then
for j, effect in pairs(specAttack[effectKey]) do
if effect.type == effectType or p.canModifiersApplyEffect(effect.modifiers, effectType) then
return true
end
end
end
end
return false
end


  if monster == nil then
function p.canModifiersApplyEffect(modifiers, effectType)
    return "ERROR: No monster with name "..monsterName.." found[[Category:Pages with script errors]]"
-- List of modifiers which can result in the application of status effects
  end
local statusModsAll = {
["Stun"] = { 'increasedGlobalStunChance', 'increasedMeleeStunChance' },
["Sleep"] = { 'increasedGlobalSleepChance' },
["Poison"] = { 'increasedChanceToApplyPoison' },
["Slow"] = { 'increased15SlowStunChance2Turns', 'increased30Slow5TurnsChance' }
}


  return p._getMonsterAreas(monster, hideDungeons)
local statusMods = statusModsAll[effectType]
if statusMods ~= nil and type(modifiers) == 'table' then
for modName, modMagnitude in pairs(modifiers) do
if Shared.contains(statusMods, modName) then
return true
end
end
end
return false
end
end


function p._getMonsterMaxHit(monster, doStuns)
function p._getMonsterMaxHit(monster, doStuns)
  -- 2021-06-11 Adjusted for v0.20 stun/sleep changes, where damage multiplier now applies
-- 2021-06-11 Adjusted for v0.20 stun/sleep changes, where damage multiplier now applies
  -- to all enemy attacks if stun/sleep is present on at least one special attack
-- to all enemy attacks if stun/sleep is present on at least one special attack
  if doStuns == nil then
if doStuns == nil then
    doStuns = true
doStuns = true
  elseif type(doStuns) == 'string' then
elseif type(doStuns) == 'string' then
    doStuns = string.upper(doStuns) == 'TRUE'
doStuns = string.upper(doStuns) == 'TRUE'
  end
end


  local normalChance = 100
-- Damage adjustments are defined as follows:
  local specialMaxHit = 0
-- multiplier - Damage from modifier 'increasedDamageTaken' & additional damage while
  local normalMaxHit = p._getMonsterBaseMaxHit(monster)
-- stunned, asleep, or poisoned. Defined by in-game function
  local hasActiveBuffSpec = false
-- getDamageModifiers(). Applies after other percentage of flat adjustments.
  local damageMultiplier = 1
-- percent - Percentage adjustments to the max hit. Applies before flat & multiplier
  if monster.hasSpecialAttack then
-- adjustments.
    local canStun = false
-- flat - Flat adjustments to the max hit. Applies after percent adjustments, and
    local canSleep = false
-- after multiplier adjustments.
    for i, specID in pairs(monster.specialAttackID) do
local dmgAdjust = { ["percent"] = 100, ["flat"] = 0, ["multiplier"] = 100 }
      local specAttack = p.getSpecialAttackByID(specID)
-- Check passives & effects that apply pre or on hit for damage modifiers
      if monster.overrideSpecialChances ~= nil then
local dmgMods = {
        normalChance = normalChance - monster.overrideSpecialChances[i]
-- List of modifiers which affect damage dealt, and whether they are percentage or flat adjustments
      else
["increasedDamageTaken"] = { type = 'multiplier', mult = 1 },
        normalChance = normalChance - specAttack.chance
["increasedMaxHitPercent"] = { type = 'percent', mult = 1 },
      end
["increasedMeleeMaxHit"] = { type = 'percent', mult = 1 },
      local thisMax = 0
["increasedRangedMaxHit"] = { type = 'percent', mult = 1 },
      if specAttack.setDamage ~= nil then
["increasedMagicMaxHit"] = { type = 'percent', mult = 1 },
        thisMax = specAttack.setDamage * 10
["increasedMaxHitFlat"] = { type = 'flat', mult = 10 },
      else
["increasedMeleeMaxHitFlat"] = { type = 'flat', mult = 10 },
        thisMax = normalMaxHit
["increasedRangedMaxHitFlat"] = { type = 'flat', mult = 10 },
      end
["increasedMagicMaxHitFlat"] = { type = 'flat', mult = 10 },
      if specAttack.canStun ~= nil and specAttack.canStun then canStun = true end
-- Rage: +2% max hit per stack, maximum of 10 stacks
      if specAttack.canSleep ~= nil and specAttack.canSleep then canSleep = true end
["increasedRage"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 10 },
-- Dark Blade: +1% max hit per successful hit, maximum of 30 stacks
["increasedChanceDarkBlade"] = { type = 'percent', mult = 1, magnitude = 1, maxStacks = 30 },
-- Growing Madness/Moment in Time/Reign Over Time: +2% max hit per stack, maximum of 25 stacks
["growingMadnessPassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 },
["momentInTimePassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 },
["reignOverTimePassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 }
}
local effectKeys = { 'prehitEffects', 'onhitEffects' }
local dmgStatuses = {
-- List of status effects which can affect damage dealt
["Stun"] = { type = 'multiplier', magnitude = 30 },
["Sleep"] = { type = 'multiplier', magnitude = 20 }
}
local canApplyStatus = {}
-- Initialize table
for statusName, def in pairs(dmgStatuses) do
canApplyStatus[statusName] = false
end


      if thisMax > specialMaxHit then specialMaxHit = thisMax end
local adjustForMod = function(mod, modMagnitude, effect)
      if specAttack.activeBuffs and specAttack.activeBuffTurns ~= nil and specAttack.activeBuffTurns > 0 then  
local magnitude = mod.magnitude or modMagnitude
        hasActiveBuffSpec = true  
local maxStacks = mod.maxStacks or (effect ~= nil and effect.maxStacks) or 1
      end
dmgAdjust[mod.type] = dmgAdjust[mod.type] + magnitude * mod.mult * maxStacks
    end
end
 
local adjustForCurse = function(curseID, effect)
local curse = Magic.getSpellByID(curseID, 'curse')
if type(curse) == 'table' and type(curse.targetModifiers) == 'table' then
for modName, modMagnitude in pairs(curse.targetModifiers) do
local mod = dmgMods[modName]
if mod ~= nil then
-- The modifier is one which affects damage dealt
adjustForMod(mod, modMagnitude, effect)
end
end
end
end
 
-- Check monster passives for modifiers which affect damage dealt, and alo if any modifiers
-- present can apply stun or sleep
if monster ~= nil and type(monster.passives) ~= nil then
for i, passiveID in ipairs(monster.passives) do
local passive = p.getPassiveByID(passiveID)
if passive ~= nil and type(passive.modifiers) == 'table' then
for modName, modMagnitude in pairs(passive.modifiers) do
local mod = dmgMods[modName]
if modName == 'applyRandomCurseOnSpawn' then
-- Special case in which the enemy can apply a random curse. Currently
-- Anguish III is the curse with the highest +% damage taken, so use this.
adjustForCurse('melvorF:AnguishIII')
elseif mod ~= nil then
-- The modifier is one which affects damage dealt
adjustForMod(mod, modMagnitude)
end
end
-- Check for application of relevant status effects
if doStuns then
for statusName, statusDef in pairs(dmgStatuses) do
if not canApplyStatus[statusName] and p.canModifiersApplyEffect(passive.modifiers, statusName) then
canApplyStatus[statusName] = true
end
end
end
end
end
end
 
local normalChance = 100
local specialMaxHit = 0
local normalMaxHit = p._getMonsterBaseMaxHit(monster)
local hasActiveBuffSpec = false
if monster.specialAttacks ~= nil then
for i, specAttackID in pairs(monster.specialAttacks) do
            local specAttack = GameData.getEntityByID('attacks', specAttackID)
for i, effectKey in ipairs(effectKeys) do
if type(specAttack[effectKey]) == 'table' then
for j, effect in ipairs(specAttack[effectKey]) do
local countsOnPlayer = (effect.countsOn == nil or effect.countsOn == 'Attacker')
if countsOnPlayer then
-- Check for pre or on hit effects for modifiers which affect damage dealt
if type(effect.modifiers) == 'table' then
for modName, modMagnitude in pairs(effect.modifiers) do
local mod = dmgMods[modName]
if mod ~= nil then
-- The modifier is one which affects damage dealt
adjustForMod(mod, modMagnitude, effect)
end
end
end
-- Check for curses which may cause the player to incur additional damage
if effect.effectType == 'Curse' then
-- If isRandom is true then a random curse is selected. Currently
-- Anguish III is the curse with the highest +% damage taken, so
-- use this.
local curseID = (effect.isRandom and 'melvorF:AnguishIII') or effect.curse
if curseID ~= nil then
adjustForCurse(curseID, effect)
end
end
end
end
end
end
 
if monster.overrideSpecialChances ~= nil then
normalChance = normalChance - monster.overrideSpecialChances[i]
else
normalChance = normalChance - specAttack.defaultChance
end
-- Check for application of relevant status effects
if doStuns then
for statusName, statusDef in pairs(dmgStatuses) do
if not canApplyStatus[statusName] and p.canSpecAttackApplyEffect(specAttack, statusName) then
canApplyStatus[statusName] = true
end
end
end
 
local thisMax = p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster)
if thisMax > specialMaxHit then specialMaxHit = thisMax end
if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then  
hasActiveBuffSpec = true  
end
end


    if canStun and doStuns then damageMultiplier = damageMultiplier * 1.3 end
if doStuns then
    if canSleep and doStuns then damageMultiplier = damageMultiplier * 1.2 end
for statusName, statusDef in pairs(dmgStatuses) do
  end
if canApplyStatus[statusName] then
  --Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
local adjType = statusDef.type
  if normalChance == 0 and not hasActiveBuffSpec then normalMaxHit = 0 end
dmgAdjust[adjType] = dmgAdjust[adjType] + statusDef.magnitude
  return math.floor(math.max(specialMaxHit, normalMaxHit) * damageMultiplier)
end
end
end
end
--Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
if normalChance == 0 and not hasActiveBuffSpec then normalMaxHit = 0 end
local maxHit = math.floor(math.max(specialMaxHit, normalMaxHit) * dmgAdjust.percent / 100) + dmgAdjust.flat
return math.floor(maxHit * dmgAdjust.multiplier / 100)
end
end


function p.getMonsterMaxHit(frame)
function p.getMonsterMaxHit(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local doStuns = frame.args ~= nil and frame.args[2] or true
local doStuns = frame.args ~= nil and frame.args[2] or true
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  return p._getMonsterMaxHit(monster, doStuns)
return p._getMonsterMaxHit(monster, doStuns)
end
end


function p._getMonsterBaseMaxHit(monster)
function p._getMonsterBaseMaxHit(monster)
  local effStrLvl = 0
--8/27/21 - Now references p.calculateStandardMaxHit for Melee & Ranged
  local strBonus = 0
local result = 0
  if Constants.getCombatStyleName(monster.attackType) == 'Melee' then
local baseLevel = 0
    effStrLvl = monster.strengthLevel + 9
local bonus = 0
    strBonus = monster.strengthBonus
if monster.attackType == 'melee' then
  elseif Constants.getCombatStyleName(monster.attackType) == 'Ranged' then
baseLevel = p._getMonsterLevel(monster, 'Strength')
    effStrLvl = monster.rangedLevel + 9
bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
    strBonus = monster.strengthBonusRanged
result = p.calculateStandardMaxHit(baseLevel, bonus)
  elseif Constants.getCombatStyleName(monster.attackType) == 'Magic' then
elseif monster.attackType == 'ranged' then
    local mSpell = nil
baseLevel = p._getMonsterLevel(monster, 'Ranged')
    if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID('Spells', monster.selectedSpell) end
bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
    if mSpell == nil then
result = p.calculateStandardMaxHit(baseLevel, bonus)
      return math.floor(10 * (monster.setMaxHit + (monster.setMaxHit * monster.damageBonusMagic / 100)))
elseif monster.attackType == 'magic' then
    else
        if monster.selectedSpell == nil then
      return math.floor(10 * (mSpell.maxHit + (mSpell.maxHit * monster.damageBonusMagic / 100)))
            result = 0
    end
        else
  else
            local mSpell = Magic.getSpellByID(monster.selectedSpell, 'standard')
    return "ERROR: This monster has an invalid attack type somehow[[Category:Pages with script errors]]"
            if mSpell == nil then
  end
                result = 0
            else
                baseLevel = p._getMonsterLevel(monster, 'Magic')
                bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
                result = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
            end
        end
elseif monster.attackType == 'random' then
local hitArray = {}
local iconText = Icons.Icon({'Melee', notext=true})
baseLevel = p._getMonsterLevel(monster, 'Strength')
bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
iconText = Icons.Icon({'Ranged', type='skill', notext=true})
baseLevel = p._getMonsterLevel(monster, 'Ranged')
bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
iconText = Icons.Icon({'Magic', type='skill', notext=true})
        local magicDmg = 0
        if monster.selectedSpell ~= nil then
            local mSpell = Magic.getSpellByID(monster.selectedSpell, 'standard')
            if mSpell ~= nil then
                baseLevel = p._getMonsterLevel(monster, 'Magic')
                bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
                magicDmg = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
            end
        end
table.insert(hitArray, magicDmg)
local max = 0
for i, val in pairs(hitArray) do
if val > max then max = val end
end
result = max
else
return Shared.printError('This monster has an invalid attack type somehow')
end


  --Should only get here for Melee/Ranged, which use functionally the same damage formula
return result
  return math.floor(10 * (1.3 + (effStrLvl/10) + (strBonus / 80) + ((effStrLvl * strBonus) / 640)))
end
end


function p.getMonsterBaseMaxHit(frame)
function p.getMonsterBaseMaxHit(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  return p._getMonsterBaseMaxHit(monster)
return p._getMonsterBaseMaxHit(monster)
end
end


function p.getMonsterAttacks(frame)
function p.getMonsterAttacks(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  local result = ''
local result = ''
local iconText = p._getMonsterStyleIcon({monster, notext=true})
local typeText = ''
if monster.attackType == 'melee' then
typeText = 'Melee'
elseif monster.attackType == 'ranged' then
typeText = 'Ranged'
elseif monster.attackType == 'magic' then
typeText = 'Magic'
elseif monster.attackType == 'random' then
typeText = "Random"
end


  local iconText = ''
local buffAttacks = {}
  local typeText = ''
local hasActiveBuffSpec = false
  if  Constants.getCombatStyleName(monster.attackType) == 'Melee' then
local isNormalAttackRelevant = false
    iconText = Icons.Icon({'Melee', notext=true})
    typeText = 'Melee'
  elseif Constants.getCombatStyleName(monster.attackType) == 'Ranged' then
    iconText = Icons.Icon({'Ranged', type='skill', notext=true})
    typeText = 'Ranged'
  elseif Constants.getCombatStyleName(monster.attackType) == 'Magic' then
    iconText = Icons.Icon({'Magic', type='skill', notext=true})
    typeText = 'Magic'
  end


  local buffAttacks = {}
local normalAttackChance = 100
  local hasActiveBuffSpec = false
if monster.specialAttacks ~= nil then
for i, specAttackID in pairs(monster.specialAttacks) do
            local specAttack = GameData.getEntityByID('attacks', specAttackID)
local attChance = 0
if monster.overrideSpecialChances ~= nil then
attChance = monster.overrideSpecialChances[i]
else
attChance = specAttack.defaultChance
end
normalAttackChance = normalAttackChance - attChance


  local normalAttackChance = 100
result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description
  if monster.hasSpecialAttack then
    for i, specID in pairs(monster.specialAttackID) do
--If this special attack applies a curse, let's actually list what that curse does
      local specAttack = p.getSpecialAttackByID(specID)
if specAttack.onhitEffects ~= nil then
      local attChance = 0
for j, hitEffect in ipairs(specAttack.onhitEffects) do
      if monster.overrideSpecialChances ~= nil then
if hitEffect.effectType == 'Curse' then
        attChance = monster.overrideSpecialChances[i]
local curse = Magic.getSpellByID(hitEffect.curse, 'curse')
      else
result = result..'\r\n*** '..Icons.Icon({curse.name, type='curse'})..': '..Magic._getSpellDescription(curse, true)
        attChance = specAttack.chance
end
      end
end
      normalAttackChance = normalAttackChance - attChance
end


      result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description
if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then
table.insert(buffAttacks, specAttack.name)
hasActiveBuffSpec = true
isNormalAttackRelevant = true
end
if not isNormalAttackRelevant and type(specAttack.damage) == 'table' then
-- Determine if the special attack uses normal damage in some form
for j, dmgData in ipairs(specAttack.damage) do
if dmgData.damageType == 'Normal' then
isNormalAttackRelevant = true
break
end
end
end
end
end
if isNormalAttackRelevant or normalAttackChance > 0 then
--Reformatting slightly - If there are any special attacks, specifically label the Normal Attack
local normalDmgText = ' 1 - '..Num.formatnum(p._getMonsterBaseMaxHit(monster))..' '..typeText..' Damage'
if normalAttackChance > 0 and normalAttackChance < 100 then
normalDmgText = normalAttackChance .. '% ' ..iconText..' Normal Attack\r\n** '..normalDmgText
elseif hasActiveBuffSpec and normalAttackChance == 0 then
--If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
--(With a note about when it does it)
normalDmgText = iconText..' Normal Attack\r\n** '..normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)'
end
result = '* ' .. normalDmgText .. result
end


      if specAttack.activeBuffs and specAttack.activeBuffTurns ~= nil and specAttack.activeBuffTurns > 0 then
return result
        table.insert(buffAttacks, specAttack.name)
end
        hasActiveBuffSpec = true
 
      end
--Function for pulling how much the monster reduces the player DR
--Goes through the passvies to look for the decreasedPlayerDamageReduction modifier
function p._getMonsterDrReduction(monster)
local totalResult = 0
    if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
for i, passiveID in ipairs(monster.passives) do
local passive = p.getPassiveByID(passiveID)
if passive.modifiers ~= nil then
if passive.modifiers['decreasedPlayerDamageReduction'] ~= nil then
totalResult = totalResult + passive.modifiers['decreasedPlayerDamageReduction']
end
end
end
     end
     end
  end
   
  if normalAttackChance == 100 then
    return totalResult
    result = iconText..'1 - '..p._getMonsterBaseMaxHit(monster)..' '..typeText..' Damage'
end
  elseif normalAttackChance > 0 then
 
    result = '* '..normalAttackChance..'% '..iconText..'1 - '..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'..result
function p.getMonsterDrReduction(frame)
  elseif hasActiveBuffSpec then
local MonsterName = frame.args ~= nil and frame.args[1] or frame
    --If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
local monster = p.getMonster(MonsterName)
    --(With a note about when it does it)
    result = '* '..iconText..' 1 - '..p._getMonsterBaseMaxHit(monster)..' '..typeText..' Damage (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the buff is already active)'..result
  end


  return result
if monster == nil then
return Shared.printError('No monster with that name found')
end
return p._getMonsterDrReduction(monster)
end
end


function p.getMonsterPassives(frame)
function p.getMonsterPassives(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
 
if monster == nil then
return Shared.printError('No monster with that name found')
end
 
local result = ''
    if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
result = result .. '===Passives==='
for i, passiveID in ipairs(monster.passives) do
local passive = p.getPassiveByID(passiveID)
result = result .. '\r\n* ' .. passive.name .. '\r\n** ' .. Constants.getDescription(passive.customDescription, passive.modifiers)
end
end
return result
end


  if monster == nil then
function p.getMonsterCategories(frame)
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  end
local monster = p.getMonster(MonsterName)


  local result = ''
if monster == nil then
return Shared.printError('No monster with that name found')
end


  if monster.hasPassive then
local result = '[[Category:Monsters]]'
    result = result .. '===Passives==='
    for i, passiveID in pairs(monster.passiveID) do
      local passive = p.getPassiveByID(passiveID)
      local passiveChance = 0
      if passive.chance ~= nil then
        passiveChance = passive.chance
      end


      result = result .. '\r\n* ' .. Shared.round(passiveChance, 2, 0) .. '% ' .. passive.name .. '\r\n** ' .. passive.description
if monster.attackType == 'melee' then
    end
result = result..'[[Category:Melee Monsters]]'
  end
elseif monster.attackType == 'ranged' then
  return result
result = result..'[[Category:Ranged Monsters]]'
elseif monster.attackType == 'magic' then
result = result..'[[Category:Magic Monsters]]'
end
 
if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
result = result..'[[Category:Monsters with Special Attacks]]'
end
 
if monster.isBoss then
result = result..'[[Category:Bosses]]'
end
 
return result
end
end


function p.getMonsterCategories(frame)
function p.getMonsterBoxResistanceText(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
 
  if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end


  local result = '[[Category:Monsters]]'
if monster == nil then
return Shared.printError('No monster with that name found')
end


  if Constants.getCombatStyleName(monster.attackType) == 'Melee' then
local resistance, text = p._getMonsterResistance(monster)
    result = result..'[[Category:Melee Monsters]]'
  elseif Constants.getCombatStyleName(monster.attackType) == 'Ranged' then
    result = result..'[[Category:Ranged Monsters]]'
  elseif Constants.getCombatStyleName(monster.attackType) == 'Magic' then
    result = result..'[[Category:Magic Monsters]]'
  end


  if monster.hasSpecialAttack then
local result = {}
    result = result..'[[Category:Monsters with Special Attacks]]'
table.insert(result, '|-\r\n| style="font-weight: bold;" | ' .. Icons.Icon({text, size=16, nolink="true"}) ..':')
  end
table.insert(result, '\r\n| colspan=15 style="text-align: right" |')
table.insert(result, ' '..resistance..'%')
return table.concat(result, '')
end


  if monster.isBoss then
function p.getMonsterBoxBarrierText(frame)
    result = result..'[[Category:Bosses]]'
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  end
local monster = p.getMonster(MonsterName)


  return result
if monster == nil then
return Shared.printError('No monster with that name found')
end
local barrier = p._getMonsterBarrier(monster)
if barrier == 0 then
return ''
end
local result = {}
table.insert(result, '|-\r\n| style="font-weight: bold;" | [[Barrier]]:')
table.insert(result, '\r\n| colspan=15 style="text-align: right" |')
table.insert(result, Icons.Icon({"Barrier", notext="true"}))
table.insert(result, ' '..barrier)
return table.concat(result, '')
end
end


function p.getOtherMonsterBoxText(frame)
function p.getOtherMonsterBoxText(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
 
if monster == nil then
return Shared.printError('No monster with that name found')
end


  if monster == nil then
local result = ''
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
  end


  local result = ''
--Going through and finding out which damage bonuses will apply to this monster
local monsterTypes = {}
if monster.isBoss then table.insert(monsterTypes, 'Boss') end


  --Going through and finding out which damage bonuses will apply to this monster
local areaList = Areas._getMonsterAreas(monster)
  local monsterTypes = {}
local counts = {combatArea = 0, slayerArea = 0, dungeon = 0, abyssDepth = 0, stronghold = 0}
  if monster.isBoss then table.insert(monsterTypes, 'Boss') end
for i, area in ipairs(areaList) do
counts[area.type] = (counts[area.type] or 0) + 1
end


  local areaList = Areas.getMonsterAreas(monster.id)
if counts.combatArea > 0 then table.insert(monsterTypes, 'Combat Area') end
  local counts = {combat = 0, slayer = 0, dungeon = 0}
if counts.slayerArea > 0 then table.insert(monsterTypes, 'Slayer Area') end
  for i, area in Shared.skpairs(areaList) do
if counts.dungeon > 0 then table.insert(monsterTypes, 'Dungeon') end
    counts[area.type] = counts[area.type] + 1
if counts.abyssDepth > 0 then table.insert(monsterTypes, 'The Abyss') end
  end
if counts.stronghold > 0 then table.insert(monsterTypes, 'Stronghold') end


  if counts.combat > 0 then table.insert(monsterTypes, 'Combat Area') end
result = result.."\r\n|-\r\n|'''Monster Types:''' "..table.concat(monsterTypes, ", ")
  if counts.slayer > 0 then table.insert(monsterTypes, 'Slayer Area') end
  if counts.dungeon > 0 then table.insert(monsterTypes, 'Dungeon') end


  result = result.."\r\n|-\r\n|'''Monster Types:''' "..table.concat(monsterTypes, ", ")
local slayerCategoryText = 'N/A'
local slayerTaskCategory = p._getMonsterSlayerTaskCategory(monster)
if slayerTaskCategory ~= nil then
local catName = slayerTaskCategory.name
slayerCategoryText = '[[Slayer#' .. catName .. '|' .. catName .. ']]'
end


  local SlayerTier = 'N/A'
result = result.."\r\n|-\r\n|'''"..Icons.Icon({'Slayer', type='skill'}).." [[Slayer#Slayer Tier Monsters|Tier]]:''' " .. slayerCategoryText
  if not p._isDungeonOnlyMonster(monster) then
    SlayerTier = Constants.getSlayerTierNameByLevel(p._getMonsterCombatLevel(monster))
  end


  result = result.."\r\n|-\r\n|'''"..Icons.Icon({'Slayer', type='skill'}).." [[Slayer#Slayer Tier Monsters|Tier]]:''' "..SlayerTier
return result
end


  return result
function p._getMonsterSlayerTaskCategory(monster)
if monster.canSlayer then
for _, taskCategory in ipairs(GameData.rawData.slayerTaskCategories) do
local ms = taskCategory.monsterSelection
if ms.type == 'CombatLevel' and (monster.damageType == nil or monster.damageType == 'melvorD:Normal') then
local cmbLevel = p._getMonsterCombatLevel(monster)
if cmbLevel >= ms.minLevel and (ms.maxLevel == nil or cmbLevel <= ms.maxLevel) then
return taskCategory
end
elseif ms.type == 'Abyss' and monster.damageType == 'melvorItA:Abyssal' then
if Areas._isMonsterInArea(monster, Areas.getAreaByID(ms.areaID)) then
return taskCategory
end
--else
-- error('Unknown Slayer task category monster selection type: ' .. (ms.type or 'nil'))
end
end
end
end
end


function p.getMonsterDrops(frame)
function p.getMonsterDrops(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  local result = ''
local result = ''
 
local bones = p._getMonsterBones(monster)
local boneVal = 0
local barrierDust = Items.getItemByID("melvorAoD:Barrier_Dust")
local dustVal = 0
--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
if bones ~= nil then
local boneQty = (bones.quantity ~= nil and bones.quantity or 1)
local barrier = p._getMonsterBarrier(monster)
result = result.."'''Always Drops:'''"
result = result..'\r\n{|class="wikitable" id="bonedrops"'
result = result..'\r\n!Item !! Qty'
result = result..'\r\n|-\r\n|'..Icons.Icon({bones.item.name, type='item'})
result = result..'||'..boneQty
if barrier > 0 then
local dustQty = math.max(math.floor(barrier / 10 / 20), 1)
result = result..'\r\n|-\r\n|'..Icons.Icon({barrierDust.name, type='item'})
result = result..'||'..dustQty
dustVal = dustQty * barrierDust.sellsFor
end
result = result..'\r\n'..'|}'
boneVal = boneQty * bones.item.sellsFor
end
 
--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
if not p._isDungeonOnlyMonster(monster) then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local lootValue = 0
local currencyID = 'melvorD:GP'
 
result = result.."'''Loot:'''"
local avgGp = 0
 
if monster.currencyDrops ~= nil and not monster.currencyDrops[1] ~= nil then
local currencyDrop = monster.currencyDrops[1]
currencyID = currencyDrop.currencyID or 'melvorD:GP'
avgGp = (currencyDrop.min + currencyDrop.max) / 2
local gpTxt = Icons._Currency(currencyID, currencyDrop.min, currencyDrop.max)
result = result.."\r\nIn addition to loot, the monster will also drop "..gpTxt..'.'
end
 
local lootTable = GameData.getEntities(monster.lootTable,
function(loot)
return lootChance > 0 and loot.weight ~= nil and loot.weight > 0
end)
if not Shared.tableIsEmpty(lootTable) then
local multiDrop = Shared.tableCount(lootTable) > 1
local totalWt = 0
for i, row in ipairs(monster.lootTable) do
totalWt = totalWt + row.weight
end
result = result..'\r\n{|class="wikitable sortable" id="itemdrops"'
result = result..'\r\n!Item!!Qty'
result = result..'!!Price!!colspan="2"|Chance'
--Sort the loot table by weight in descending order
table.sort(lootTable, function(a, b)
if a.weight == b.weight then
local aItem, bItem = Items.getItemByID(a.itemID), Items.getItemByID(b.itemID)
if aItem ~= nil and bItem ~= nil then
return aItem.name < bItem.name
else
return a.itemID < b.itemID
end
else
return a.weight > b.weight
end
end)
for i, row in ipairs(lootTable) do
local thisItem = Items.getItemByID(row.itemID)
currencyID = thisItem.sellsForCurrency or 'melvorD:GP'
if thisItem ~= nil then
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
else
result = result..'\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]'
end
result = result..'||style="text-align:right" data-sort-value="'..row.maxQuantity..'"|'
if row.maxQuantity > row.minQuantity then
result = result .. Num.formatnum(row.minQuantity) .. ' - '
end
result = result .. Num.formatnum(row.maxQuantity)
--Adding price columns
local itemPrice = 0
if thisItem == nil then
result = result..'||data-sort-value="0"|???'
else
itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
if itemPrice == 0 or row.maxQuantity == row.minQuantity then
result = result..'||'.. Icons._Currency(currencyID, itemPrice * row.minQuantity)
else
result = result..'||'.. Icons._Currency(currencyID, itemPrice * row.minQuantity, itemPrice * row.maxQuantity)
end
end
--Getting the drop chance
local dropChance = (row.weight / totalWt * lootChance)
if dropChance < 100 then
--Show fraction as long as it isn't going to be 1/1
result = result..'||style="text-align:right" data-sort-value="'..row.weight..'"'
result = result..'|'..Num.fraction(row.weight * lootChance, totalWt * 100)
result = result..'||'
else
result = result..'||colspan="2" data-sort-value="'..row.weight..'"'
end
-- If chance is less than 0.10% then show 2 significant figures, otherwise 2 decimal places
local fmt = (dropChance < 0.10 and '%.2g') or '%.2f'
result = result..'style="text-align:right"|'..string.format(fmt, dropChance)..'%'
--Adding to the average loot value based on price & dropchance
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
end
if multiDrop then
result = result..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
if lootChance < 100 then
result = result..'\r\n|style="text-align:right"|'..Num.fraction(lootChance, 100)..'||'
else
result = result..'\r\n|colspan="2" '
end
result = result..'style="text-align:right"|'..Num.round(lootChance, 2, 2)..'%'
end
result = result..'\r\n|}'
result = result..'\r\nThe loot dropped by the average kill is worth '.. Icons._Currency(currencyID, Num.round(lootValue, 2, 0)).." if sold."
end
if avgGp > 0 then
result = result.."<br/>Including "..(currencyID == 'melvorD:GP' and 'GP' or 'AP')
if boneVal > 0 then
result = result..' and bones'
end
if dustVal > 0 then
result = result..' and barrier dust'
end
result = result..', the average kill is worth '.. Icons._Currency(currencyID, Num.round(avgGp + lootValue + boneVal + dustVal, 2, 0))..'.'
end
end
 
--If no other drops, make sure to at least say so.
if result == '' then result = 'None' end
return result
end


  if monster.bones ~= nil then
function p._getMonsterLootValue(monster)
    local bones = Items.getItemByID(monster.bones)
if monster == nil then
    --Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
return Shared.printError('No monster with that name found')
    if not p._isDungeonOnlyMonster(monster) or Shared.contains(bones.name, 'Shard') then
end
      result = result.."'''Always Drops:'''"
      result = result..'\r\n{|class="wikitable"'
      result = result..'\r\n!Item !! Qty'
      result = result..'\r\n|-\r\n|'..Icons.Icon({bones.name, type='item'})
      result = result..'||'..(monster.boneQty ~= nil and monster.boneQty or 1)..'\r\n'..'|}'
    end
  end


  --Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
local result = 0
  if not p._isDungeonOnlyMonster(monster) then
local boneVal = 0
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
    local lootValue = 0


    result = result.."'''Loot:'''"
local bones = p._getMonsterBones(monster)
    local avgGp = 0
--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
if bones ~= nil then
local boneQty = (bones.quantity ~= nil and bones.quantity) or 1
boneVal = bones.item.sellsFor * boneQty
result = result + boneVal
end


    if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
      avgGp = (monster.dropCoins[1] + monster.dropCoins[2] - 1) / 2
if not p._isDungeonOnlyMonster(monster) then
      local gpTxt = Icons.GP(monster.dropCoins[1], monster.dropCoins[2] - 1)
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
      result = result.."\r\nIn addition to loot, the monster will also drop "..gpTxt..'.'
local lootValue = 0
    end


    local multiDrop = Shared.tableCount(monster.lootTable) > 1
local avgGp = 0
    local totalWt = 0
    for i, row in pairs(monster.lootTable) do
      totalWt = totalWt + row[2]
    end
    result = result..'\r\n{|class="wikitable sortable"'
    result = result..'\r\n!Item!!Qty'
    result = result..'!!Price!!colspan="2"|Chance'


    --Sort the loot table by weight in descending order
if monster.gpDrops ~= nil then
    table.sort(monster.lootTable, function(a, b) return a[2] > b[2] end)
avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
    for i, row in Shared.skpairs(monster.lootTable) do
end
      local thisItem = Items.getItemByID(row[1])
      local maxQty = row[3]
      result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
      result = result..'||style="text-align:right" data-sort-value="'..maxQty..'"|'


      if maxQty > 1 then
local multiDrop = Shared.tableCount(monster.lootTable) > 1
        result = result.. '1 - '
local totalWt = 0
      end
for i, row in pairs(monster.lootTable) do
      result = result..Shared.formatnum(row[3])
totalWt = totalWt + row.weight
end


      --Adding price columns
for i, row in ipairs(monster.lootTable) do
      local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
local thisItem = Items.getItemByID(row.itemID)
      if itemPrice == 0 or maxQty == 1 then
        result = result..'||'..Icons.GP(itemPrice)
      else
        result = result..'||'..Icons.GP(itemPrice, itemPrice * maxQty)
      end


      --Getting the drop chance
--Adding price columns
      local dropChance = (row[2] / totalWt * lootChance)
local itemPrice = 0
      if dropChance ~= 100 then
if thisItem ~= nil then
        --Show fraction as long as it isn't going to be 1/1
itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
        result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
end
        result = result..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100)
        result = result..'||'
      else
        result = result..'||colspan="2" data-sort-value="'..row[2]..'"'
      end
      result = result..'style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'


      --Adding to the average loot value based on price & dropchance
--Getting the drop chance
      lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
local dropChance = (row.weight / totalWt * lootChance)
    end
--Adding to the average loot value based on price & dropchance
    if multiDrop then
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
      result = result..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
end
      if lootChance < 100 then
if avgGp > 0 then
        result = result..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||'
result = result + avgGp + lootValue
      else
end
        result = result..'\r\n|colspan="2" '
end
      end
      result = result..'style="text-align:right"|'..lootChance..'.00%'
    end
    result = result..'\r\n|}'
    result = result..'\r\nThe loot dropped by the average kill is worth '..Icons.GP(Shared.round(lootValue, 2, 0)).." if sold."
    if avgGp > 0 then
      result = result..'<br/>Including GP, the average kill is worth '..Icons.GP(Shared.round(avgGp + lootValue, 2, 0))..'.'
    end
  end


  --If no other drops, make sure to at least say so.
return result
  if result == '' then result = 'None' end
  return result
end
end
-- Find drop chance of specified item from specified monster.
-- Usage: |Monster Name|Item Name
function p.getItemDropChance(frame)
local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
local ItemName = frame.args ~= nil and frame.args[2] or frame[2]
local monster = p.getMonster(MonsterName)
local item = Items.getItem(ItemName)
if monster == nil then
return Shared.printError('No monster with that name found')
end
if item == nil then
return Shared.printError('No item with that name found')
end
if not p._isDungeonOnlyMonster(monster) then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local totalWt = 0
--for i, row in pairs(monster.lootTable) do
--totalWt = totalWt + row[2]
--end
local dropChance = 0
local dropWt = 0
for i, row in ipairs(monster.lootTable) do
totalWt = totalWt + row.weight
if item.id == row.itemID then
dropWt = row.weight
end
end
dropChance = (dropWt / totalWt * lootChance)
return Num.round(dropChance, 2, 2)
end
end


function p.getChestDrops(frame)
function p.getChestDrops(frame)
  local ChestName = frame.args ~= nil and frame.args[1] or frame
local chestName = frame.args ~= nil and frame.args[1] or frame
  local chest = Items.getItem(ChestName)
local chest = Items.getItem(chestName)
local currencyID = chest.sellsForCurrency or 'melvorD:GP'


  if chest == nil then
if chest == nil then
    return "ERROR: No item named "..ChestName..' found[[Category:Pages with script errors]]'
return Shared.printError('No item named ' .. chestName .. ' found')
  end
end
local result = ''


  local result = ''
if chest.dropTable == nil then
return Shared.printError(chestName .. ' does not have a drop table')
else


  if chest.dropTable == nil then
local function formatNumRange(minValue, maxValue)
    return "ERROR: "..ChestName.." does not have a drop table[[Category:Pages with script errors]]"
if maxValue ~= nil and maxValue > minValue then
  else
return Num.formatnum(minValue) .. ' - ' .. Num.formatnum(maxValue)
    local lootChance = 100
else
    local lootValue = 0
return Num.formatnum(minValue)
end
end


    local multiDrop = Shared.tableCount(chest.dropTable) > 1
local lootValue, foodValue = 0, 0
    local totalWt = 0
local totalWt = 0
    for i, row in pairs(chest.dropTable) do
local isAllFood = true
      totalWt = totalWt + row[2]
for i, row in ipairs(chest.dropTable) do
    end
totalWt = totalWt + row.weight
    result = result..'\r\n{|class="wikitable sortable"'
if isAllFood then
    result = result..'\r\n!Item!!Qty'
-- If the container's contents are entirely food then we add additional
    result = result..'!!colspan="2"|Chance!!Price'
-- information to the output, so we determine this here
local item = Items.getItemByID(row.itemID)
if item ~= nil and item.healsFor == nil then
isAllFood = false
end
end
end
result = result..'\r\n{|class="wikitable sortable"'
result = result..'\r\n!Item!!Qty'
result = result..'!!colspan="2"|Chance!!Price' .. (isAllFood and '!!Healing!!Avg. Healing' or '')


    --Sort the loot table by weight in descending order
--Sort the loot table by weight in descending order
    for i, row in pairs(chest.dropTable) do
local chestDrops = Shared.shallowClone(chest.dropTable)
      if chest.dropQty ~= nil then
table.sort(chestDrops, function(a, b) return a.weight > b.weight end)
        table.insert(row, chest.dropQty[i])
for i, row in ipairs(chestDrops) do
      else
local thisItem = Items.getItemByID(row.itemID)
        table.insert(row, 1)
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
      end
result = result..'||style="text-align:right" data-sort-value="'..(row.minQuantity + row.maxQuantity)..'"| ' .. formatNumRange(row.minQuantity, row.maxQuantity)
    end
    table.sort(chest.dropTable, function(a, b) return a[2] > b[2] end)
    for i, row in Shared.skpairs(chest.dropTable) do
      local thisItem = Items.getItemByID(row[1])
      local qty = row[3]
      result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
      result = result..'||style="text-align:right" data-sort-value="'..qty..'"|'


      if qty > 1 then
local dropChance = (row.weight / totalWt) * 100
        result = result.. '1 - '
result = result..'||style="text-align:right" data-sort-value="'..row.weight..'"'
      end
result = result..'|'..Num.fraction(row.weight, totalWt)
      result = result..Shared.formatnum(qty)


      local dropChance = (row[2] / totalWt) * 100
result = result..'||style="text-align:right"|'..Num.round(dropChance, 2, 2)..'%'
      result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
      result = result..'|'..Shared.fraction(row[2], totalWt)


      result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
if thisItem.sellsFor == 0 or row.minQuantity == row.maxQuantity then
result = result..'|'.. Icons._Currency(currencyID, thisItem.sellsFor * row.minQuantity)
else
result = result..'|'.. Icons._Currency(currencyID, thisItem.sellsFor * row.minQuantity, thisItem.sellsFor * row.maxQuantity)
end
lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor * ((row.minQuantity + row.maxQuantity)/ 2))


      result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
if isAllFood then
      if qty > 1 then
local hp = thisItem.healsFor * 10
        result = result..'|'..Icons.GP(thisItem.sellsFor, thisItem.sellsFor * qty)
local minHeal, maxHeal = hp * row.minQuantity, hp * row.maxQuantity
      else
local avgHpPerLoot = (dropChance * 0.01 * (minHeal + maxHeal) / 2)
        result = result..'|'..Icons.GP(thisItem.sellsFor)
foodValue = foodValue + avgHpPerLoot
      end
result = result .. '||data-sort-value="' .. thisItem.healsFor .. '"'
      lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor * ((1 + qty)/ 2))
result = result .. '|' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. formatNumRange(minHeal, maxHeal)
    end
result = result .. '||data-sort-value="' .. avgHpPerLoot .. '"'
    result = result..'\r\n|}'
result = result .. '|' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. Num.round(avgHpPerLoot, 2, 0)
    result = result..'\r\nThe average value of the contents of one chest is '..Icons.GP(Shared.round(lootValue, 2, 0))..'.'
end
  end
end
result = result..'\r\n|}'
result = result..'\r\nThe average value of the contents of one chest is '.. Icons._Currency(currencyID, Num.round(lootValue, 2, 0))..'.'
if isAllFood then
result = result..'\r\n\r\nThe average healing of the contents of one chest is ' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. Num.round(foodValue, 2, 0) .. '.'
end
end


  return result
return result
end
end


function p.getAreaMonsterTable(frame)
function p.getAreaMonsterTable(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
local area = Areas.getArea(areaName)
  if area == nil then
if area == nil then
    return "ERROR: Could not find an area named "..areaName..'[[Category:Pages with script errors]]'
return Shared.printError('Could not find an area named ' .. areaName)
  end
end


  if area.type == 'dungeon' then
if area.type == 'dungeon' or area.type == 'abyssDepth' or area.type == 'stronghold' then
    return p.getDungeonMonsterTable(frame)
return p.getDungeonMonsterTable(frame)
  end
end
local monsters = {}
local hasBarrier = false
for i, monsterID in ipairs(area.monsterIDs) do
local monster = p.getMonsterByID(monsterID)
if not hasBarrier and p._getMonsterBarrier(monster) > 0 then
hasBarrier = true
end
table.insert(monsters, monster)
end


  local tableTxt = '{| class="wikitable sortable"'
local tableBits = {}
  tableTxt = tableTxt..'\r\n! Name !! Combat Level !! Hitpoints !! Max Hit !! [[Combat Triangle|Combat Style]]'
table.insert(tableBits, '{| class="wikitable sortable"')
  for i, monsterID in pairs(area.monsters) do
table.insert(tableBits, '\r\n! Name !! Combat Lvl ')
    local monster = p.getMonsterByID(monsterID)
if hasBarrier then
    tableTxt = tableTxt..'\r\n|-\r\n|'..Icons.Icon({monster.name, type='monster'})
table.insert(tableBits, '!! [[Barrier]] ')
    tableTxt = tableTxt..'||'..p._getMonsterCombatLevel(monster)
end
    tableTxt = tableTxt..'||'..Shared.formatnum(p.getMonsterHP(monster.name))
table.insert(tableBits, '!! [[HP]] !! colspan="3"| Max Hit !! [[Combat Triangle|Style]]')
    tableTxt = tableTxt..'||'..Shared.formatnum(p.getMonsterMaxHit(monster.name))
for i, monster in ipairs(monsters) do
    tableTxt = tableTxt..'||'..p.getMonsterStyleIcon({monster.name, nolink='true'})
local rowBits = {}
  end
table.insert(tableBits, '\r\n|-\r\n|'..Icons.Icon({p.getMonsterName(monster), type='monster'}))
  tableTxt = tableTxt..'\r\n|}'
table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(p._getMonsterCombatLevel(monster)))
  return tableTxt
if hasBarrier then
table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(p._getMonsterBarrier(monster)))
end
table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(p._getMonsterHP(monster)))
local drReduction = p._getMonsterDrReduction(monster)
local maxHit = p._getMonsterMaxHit(monster)
local dmgType = Icons.Icon({p._getMonsterDamageType(monster), type='damage', notext=true})
if drReduction > 0 then
table.insert(tableBits, '||style="text-align:right" data-sort-value="'..maxHit..'"| -'..drReduction..'% DR')
table.insert(tableBits, '||class="table-img" style="border-right:hidden"|' .. dmgType)
table.insert(tableBits, '||style="text-align:right"|' .. Num.formatnum(maxHit))
else
table.insert(tableBits, '||class="table-img" style="border-right:hidden" data-sort-value="'..maxHit..'|' .. dmgType)
table.insert(tableBits, '||style="text-align:right" colspan="2""|' .. Num.formatnum(maxHit))
end
table.insert(tableBits, '||class="table-img" |'..p._getMonsterStyleIcon({monster, notext=true}))
end
table.insert(tableBits, '\r\n|}')
return table.concat(tableBits, '')
end
end


function p.getDungeonMonsterTable(frame)
function p.getDungeonMonsterTable(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
local area = Areas.getArea(areaName)
  if area == nil then
if area == nil then
    return "ERROR: Could not find a dungeon named "..areaName..'[[Category:Pages with script errors]]'
return Shared.printError('Could not find a dungeon named ' .. areaName)
  end
end


  --For Dungeons, go through and count how many of each monster are in the dungeon first
--For Dungeons, go through and count how many of each monster are in the dungeon first
  local monsterCounts = {}
local monsterCounts = {}
  for i, monsterID in pairs(area.monsters) do
local monsters = {}
    if monsterCounts[monsterID] == nil then
local hasBarrier = false
      monsterCounts[monsterID] = 1
for i, monsterID in ipairs(area.monsterIDs) do
    else
if monsterCounts[monsterID] == nil then
      monsterCounts[monsterID] = monsterCounts[monsterID] + 1
monsterCounts[monsterID] = 1
    end
else
  end
monsterCounts[monsterID] = monsterCounts[monsterID] + 1
if monsterID ~= 'melvorF:RandomITM' and monsterID ~= 'melvorTotH:RandomSpiderLair' then
monsters[monsterID] = p.getMonsterByID(monsterID)
if not hasBarrier and p._getMonsterBarrier(monsters[monsterID]) > 0 then
hasBarrier = true
end
end
end
end
 
local usedMonsters = {}
 
-- Declare function for building table rows to avoid repeating code
local buildRow = function(entityID, monsterCount, specialType)
local monIcon, monLevel, monHP, monMaxHit, monStyle, monCount, monDrReduce, monBarrier, monDmgTypeIcon
local monData = {}
if specialType ~= nil and Shared.contains({'Afflicted', 'Spider', 'SlayerArea'}, specialType) then
-- Special handling for Into the Mist
if specialType == 'Afflicted' then
local iconQ = Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
monIcon = Icons.Icon({'Into the Mist', 'Afflicted Monster', nolink=true, img='Question'})
monLevel, monBarrier, monHP, monMaxHit, monDrReduce, monStyle, monDmgTypeIcon, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
elseif specialType == 'Spider' then
local iconQ = Icons.Icon({'', notext=true, nolink=true, img='Question'})
local monIconPart = { 'Any of the following:' }
for i, monsterID in ipairs(GameData.rawData.spiderLairMonsters) do
local monster = p.getMonsterByID(monsterID)
if monster ~= nil then
table.insert(monIconPart, Icons.Icon({p.getMonsterName(monster), type='monster'}))
end
end
monIcon = table.concat(monIconPart, '<br/>')
monLevel, monBarrier, monHP, monMaxHit, monDrReduce, monStyle, monDmgTypeIcon, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
elseif specialType == 'SlayerArea' then
-- entityID corresponds to a slayer area
local area = Areas.getAreaByID('slayer', entityID)
local iconQ = Icons.Icon({area.name, area.name, notext=true, nolink=true, img='Question'})
monIcon = Icons.Icon({area.name, type='combatArea'}) .. ' Monsters'
monLevel = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterCombatLevel(monster) end)}
if hasBarrier then
monBarrier = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterBarrier(monster) end)}
end
monHP = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterHP(monster) end)}
local lowMaxHit, highMaxHit = p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterMaxHit(monster) end)
local lowDrReduce, highDrReduce = p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterDrReduction(monster) end)
monMaxHit = highMaxHit
monDrReduce = highDrReduce
monDmgTypeIcon = iconQ
monStyle = iconQ
monCount = monsterCount
end
else
-- entityID corresponds to a monster
local monster = p.getMonsterByID(entityID)
monIcon = Icons.Icon({p.getMonsterName(monster), type='monster'})
monLevel = p._getMonsterCombatLevel(monster)
if hasBarrier then
monBarrier = p._getMonsterBarrier(monster)
end
monHP = p._getMonsterHP(monster)
monDrReduce = p._getMonsterDrReduction(monster)
monMaxHit = p._getMonsterMaxHit(monster)
monStyle = p._getMonsterStyleIcon({monster, notext=true})
monDmgTypeIcon = Icons.Icon({p._getMonsterDamageType(monster), type='damage', notext=true})
monCount = monsterCount
end
local getValSort = function(val)
if type(val) == 'table' then
if type(val[1]) == 'number' and type(val[2]) == 'number' then
return (val[1] + val[2]) / 2
else
return (type(val[1]) == 'number' and val[1]) or 0
end
else
return (type(val) == 'number' and val) or 0
end
end
local getValText = function(val)
if type(val) == 'table' and Num.tableCount(val) == 2 then
if type(val[1]) == 'number' and type(val[2]) == 'number' then
return Num.formatnum(val[1]) .. ' - ' .. Num.formatnum(val[2])
else
return val[1] .. ' - ' .. val[2]
end
elseif type(val) == 'number' then
return Num.formatnum(val)
else
return val
end
end
local resultPart = {}
table.insert(resultPart, '\r\n|-\r\n| ' .. monIcon)
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monLevel) .. '"| ' .. getValText(monLevel))
if hasBarrier then
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monBarrier) .. '"| ' .. getValText(monBarrier))
end
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monHP) .. '"| ' .. getValText(monHP))
if type(monDrReduce) == 'number' and monDrReduce > 0 then
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="'..getValSort(monMaxHit)..'"| -'..monDrReduce..'% DR')
table.insert(resultPart, '\r\n|class="table-img" style="border-right:hidden"| ' .. monDmgTypeIcon)
table.insert(resultPart, '\r\n|style="text-align:right"|' .. getValText(monMaxHit))
else
table.insert(resultPart, '\r\n|class="table-img" style="border-right:hidden" data-sort-value="'..getValSort(monMaxHit)..'"| ' .. monDmgTypeIcon)
table.insert(resultPart, '\r\n|style="text-align:right" colspan="2" |' .. getValText(monMaxHit))
end
table.insert(resultPart, '\r\n|class="table-img"| ' .. monStyle)
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monCount) .. '"| ' .. getValText(monCount))
return table.concat(resultPart)
end
 
local returnPart = {}
table.insert(returnPart, '{| class="wikitable sortable"')
table.insert(returnPart, '\r\n! Name !! Combat Lvl ')
if hasBarrier then
table.insert(returnPart, '!! [[Barrier]] ')
end
table.insert(returnPart, '!! [[HP]] !! colspan="3" | Max Hit !! [[Combat Triangle|Style]] !! Count')
-- Special handing for Impending Darkness event
-- TODO needs to be revised once there is a better understanding of how the event works
for i, monsterID in ipairs(area.monsterIDs) do
if not Shared.contains(usedMonsters, monsterID) then
if monsterID == 'melvorF:RandomITM' then
--Special handling for Into the Mist
table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Afflicted'))
elseif monsterID == 'melvorTotH:RandomSpiderLair' then
table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Spider'))
else
table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], hasBarrier))
end
table.insert(usedMonsters, monsterID)
end
end
table.insert(returnPart, '\r\n|}')
return table.concat(returnPart)
end


  local usedMonsters = {}
function p.getDungeonTotalHp(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame
local area = Areas.getArea(areaName)
if area == nil then
return Shared.printError('Could not find a dungeon named ' .. areaName)
end
local totalHP = 0


  local tableTxt = '{| class="wikitable sortable"'
for i, monsterID in ipairs(area.monsterIDs) do
  tableTxt = tableTxt..'\r\n! Name !! Combat Level !! Hitpoints !! Max Hit !! [[Combat Triangle|Combat Style]] !! Count'
  for i, monsterID in pairs(area.monsters) do
    if not Shared.contains(usedMonsters, monsterID) then
      if monsterID >= 0 then
         local monster = p.getMonsterByID(monsterID)
         local monster = p.getMonsterByID(monsterID)
         local name = monster.name
         totalHP = totalHP + p._getMonsterHP(monster)
        if monsterID == 51 then name = 'Spider2' end
end
        tableTxt = tableTxt..'\r\n|-\r\n|'..Icons.Icon({name, type='monster'})
return totalHP
        tableTxt = tableTxt..'||'..p._getMonsterCombatLevel(monster)
        tableTxt = tableTxt..'||'..Shared.formatnum(p.getMonsterHP(name))
        tableTxt = tableTxt..'||'..Shared.formatnum(p.getMonsterMaxHit(name))
        tableTxt = tableTxt..'||'..p.getMonsterStyleIcon({name, nolink='true'})
        tableTxt = tableTxt..'||'..monsterCounts[monsterID]
      else
        --Special handling for Into the Mist
        tableTxt = tableTxt..'\r\n|-\r\n|'..Icons.Icon({'Into the Mist', 'Afflicted Monster', nolink=true, img='Question'})
        tableTxt = tableTxt..'||data-sort-value="0"|'..Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
        tableTxt = tableTxt..'||data-sort-value="0"|'..Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
        tableTxt = tableTxt..'||data-sort-value="0"|'..Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
        tableTxt = tableTxt..'||data-sort-value="0"|'..Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
        tableTxt = tableTxt..'||'..monsterCounts[monsterID]
      end
      table.insert(usedMonsters, monsterID)
    end
  end
  tableTxt = tableTxt..'\r\n|}'
  return tableTxt
end
end


function p._getAreaMonsterList(area)
function p._getAreaMonsterList(area)
  local monsterList = {}
local monsterList = {}
  for i, monsterID in pairs(area.monsters) do
for i, monsterID in ipairs(area.monsterIDs) do
    local monster = p.getMonsterByID(monsterID)
local monster = p.getMonsterByID(monsterID)
    table.insert(monsterList, Icons.Icon({monster.name, type='monster'}))
table.insert(monsterList, Icons.Icon({p.getMonsterName(monster), type='monster'}))
  end
end
  return table.concat(monsterList, '<br/>')
return table.concat(monsterList, '<br/>')
end
end


function p._getDungeonMonsterList(area)
function p._getDungeonMonsterList(area)
  local monsterList = {}
local monsterList = {}
  local lastMonster = nil
local lastID = ''
  local lastID = -2
local count = 0
  local count = 0
  for i, monsterID in Shared.skpairs(area.monsters) do
local monsterCounts = {}
    if monsterID ~= lastID then
for i, monsterID in ipairs(area.monsterIDs) do
      local monster = nil
if lastID == '' then
      if monsterID ~= -1 then monster = p.getMonsterByID(monsterID) end
lastID = monsterID
      if lastID ~= -2 then
count = 1
        if lastID == -1 then
elseif lastID == monsterID then
          --Special handling for Afflicted Monsters
count = count + 1
          table.insert(monsterList, Icons.Icon({'Affliction', 'Afflicted Monster', img='Question', qty=count}))
else
        else
table.insert(monsterCounts, { id = lastID, count = count })
          local name = lastMonster.name
lastID = monsterID
          if lastMonster.id == 51 then name = 'Spider2' end
count = 1
          table.insert(monsterList, Icons.Icon({name, type='monster', qty=count}))
end
        end
end
      end
table.insert(monsterCounts, { id = lastID, count = count })
      lastMonster = monster
 
      lastID = monsterID
for i, monster in ipairs(monsterCounts) do
      count = 1
if monster.id == 'melvorF:RandomITM' then
    else
--Special handling for Afflicted Monsters
      count = count + 1
table.insert(monsterList, Icons.Icon({'Affliction', 'Afflicted Monster', img='Question', qty=monster.count}))
    end
elseif monster.id == 'melvorTotH:RandomSpiderLair' then
    --Make sure the final monster in the dungeon gets counted
local monIconPart = { Num.formatnum(monster.count) .. ' Spiders:' }
    if i == Shared.tableCount(area.monsters) then
for i, monsterID in ipairs(GameData.rawData.spiderLairMonsters) do
      local name = lastMonster.name
local monster = p.getMonsterByID(monsterID)
      table.insert(monsterList, Icons.Icon({lastMonster.name, type='monster', qty=count}))
if monster ~= nil then
    end
table.insert(monIconPart, '&nbsp;&nbsp;&nbsp;' .. Icons.Icon({p.getMonsterName(monster), type='monster'}))
  end
end
  return table.concat(monsterList, '<br/>')
end
table.insert(monsterList, table.concat(monIconPart, '<br/>'))
else
local monsterObj = p.getMonsterByID(monster.id)
table.insert(monsterList, Icons.Icon({p.getMonsterName(monsterObj), type='monster', qty=monster.count}))
end
end
 
return table.concat(monsterList, '<br/>')
end
end


function p.getAreaMonsterList(frame)
function p.getAreaMonsterList(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
local areaName = frame.args ~= nil and frame.args[1] or frame
  local area = Areas.getArea(areaName)
local area = Areas.getArea(areaName)
  if area == nil then
if area == nil then
    return "ERROR: Could not find an area named "..areaName..'[[Category:Pages with script errors]]'
return Shared.printError('Could not find an area named ' .. areaName)
  end
end


  if area.type == 'dungeon' then
if area.type == 'dungeon' or area.type == 'abyssDepth' or area.type == 'stronghold' then
    return p._getDungeonMonsterList(area)
return p._getDungeonMonsterList(area)
  else
else
    return p._getAreaMonsterList(area)
return p._getAreaMonsterList(area)
  end
end
end
end


function p.getFoxyTable(frame)
function p.getFoxyTable(frame)
  local result = 'Monster,Min GP,Max GP,Average GP'
local result = 'Monster,Min GP,Max GP,Average GP'
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
for i, monster in ipairs(GameData.rawData.monsters) do
    if not p._isDungeonOnlyMonster(monster) then
if not p._isDungeonOnlyMonster(monster) then
      if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
if monster.gpDrops ~= nil and monster.gpDrops.max > 0 then
      local avgGp = (monster.dropCoins[1] + monster.dropCoins[2] - 1) / 2
local avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
      result = result..'<br/>'..monster.name..','..monster.dropCoins[1]..','..(monster.dropCoins[2]-1)..','..avgGp
result = result .. '<br/>' .. p.getMonsterName(monster) .. ',' .. monster.gpDrops.min .. ',' .. monster.gpDrops.max .. ',' .. avgGp
      end
end
    end
end
  end
end
  return result
return result
end
end


function p._getMonsterAverageGP(monster)
function p._getMonsterAverageGP(monster)
  local result = ''
local result = ''
  local totalGP = 0
local totalGP = 0


  if monster.bones ~= nil then
local bones = p._getMonsterBones(monster)
    local bones = Items.getItemByID(monster.bones)
if bones ~= nil then
    --Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
totalGP = totalGP + bones.item.sellsFor * bones.quantity
    if not p._isDungeonOnlyMonster(monster) or Shared.contains(bones.name, 'Shard') then
end
      totalGP = totalGP + bones.sellsFor
    end
  end


  --Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
  if not p._isDungeonOnlyMonster(monster) then
if not p._isDungeonOnlyMonster(monster) then
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
    local lootValue = 0
local lootValue = 0


    local avgGp = 0
local avgGp = 0


    if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
if monster.gpDrops ~= nil then
      avgGp = (monster.dropCoins[1] + monster.dropCoins[2] - 1) / 2
avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
    end
end


    totalGP = totalGP + avgGp
totalGP = totalGP + avgGp


    local multiDrop = Shared.tableCount(monster.lootTable) > 1
local totalWt = 0
    local totalWt = 0
for i, row in ipairs(monster.lootTable) do
    for i, row in pairs(monster.lootTable) do
totalWt = totalWt + row.weight
      totalWt = totalWt + row[2]
end
    end


    for i, row in Shared.skpairs(monster.lootTable) do
for i, row in ipairs(monster.lootTable) do
      local thisItem = Items.getItemByID(row[1])
local thisItem = Items.getItemByID(row.itemID)
      local maxQty = row[3]


      local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0


      --Getting the drop chance
--Getting the drop chance
      local dropChance = (row[2] / totalWt * lootChance)
local dropChance = (row.weight / totalWt * lootChance)


      --Adding to the average loot value based on price & dropchance
--Adding to the average loot value based on price & dropchance
      lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
    end
end


    totalGP = totalGP + lootValue
totalGP = totalGP + lootValue
  end
end


  return Shared.round(totalGP, 2, 2)
return Num.round(totalGP, 2, 2)
end
end


function p.getMonsterAverageGP(frame)
function p.getMonsterAverageGP(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)


  if monster == nil then
if monster == nil then
    return "ERROR: No monster with that name found[[Category:Pages with script errors]]"
return Shared.printError('No monster with that name found')
  end
end


  return p._getMonsterAverageGP(monster)
return p._getMonsterAverageGP(monster)
end
end


function p.getMonsterEVTable(frame)
function p.getMonsterEVTable(frame)
  local result = '{| class="wikitable sortable"'
local result = '{| class="wikitable sortable"'
  result = result..'\r\n!Monster!!Combat Level!!Average GP'
result = result..'\r\n!Monster!!Combat Level!!Average GP'
  for i, monsterTemp in Shared.skpairs(MonsterData.Monsters) do
for i, monster in ipairs(GameData.rawData.monsters) do
    local monster = Shared.clone(monsterTemp)
if not p._isDungeonOnlyMonster(monster) then
    monster.id = i - 1
local monsterGP = p._getMonsterAverageGP(monster)
    if not p._isDungeonOnlyMonster(monster) then
local combatLevel = p._getMonsterCombatLevel(monster)
      local monsterGP = p._getMonsterAverageGP(monster)
result = result..'\r\n|-\r\n|'..Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true})..'||'..combatLevel..'||'..monsterGP
      local combatLevel = p._getMonsterCombatLevel(monster, 'Combat Level')
end
      result = result..'\r\n|-\r\n|[['..monster.name..']]||'..combatLevel..'||'..monsterGP
end
    end
result = result..'\r\n|}'
  end
return result
  result = result..'\r\n|}'
  return result
end
end


function p.getSlayerTierMonsterTable(frame)
function p.getSlayerTierMonsterTable(frame)
  -- Input validation
-- Input validation
  local tier = frame.args ~= nil and frame.args[1] or frame
local args = frame.args ~= nil and frame.args or frame
  local slayerTier = nil
local categoryName = args[1]
local slayerCategory = GameData.getEntityByName('slayerTaskCategories', categoryName)
 
if slayerCategory == nil then
local catNames = {}
for i, cat in ipairs(GameData.rawData.slayerTaskCategories) do
if cat.name ~= nil then
table.insert(catNames, cat.name)
end
end
return Shared.printError('Invalid slayer category specified, must be any of: ' .. table.concat(catNames, ', '))
end
 
-- Build list of monsters
-- Right now hiddenMonsterIDs is empty
local hiddenMonsterIDs = {}
local monsterList = GameData.getEntities('monsters',
        function(monster)
local monsterCat = p._getMonsterSlayerTaskCategory(monster)
return monsterCat ~= nil and monsterCat.id == slayerCategory.id
end
)
 
if Shared.tableIsEmpty(monsterList) then
-- Somehow no monsters are in the tier, return nothing
return ''
else
return p._getMonsterTable(monsterList, true)
end
end
 
function p.getBossMonsterTable(frame)
local bosses = GameData.getEntities('monsters',
function(monster)
return monster.isBoss
end
)
return p._getMonsterTable(bosses, false)
end
 
function p.getFullMonsterTable(frame)
return p._getMonsterTable(GameData.rawData.monsters, false)
end


  if tier == nil then
function p._getMonsterTable(monsters, excludeDungeons)
    return "ERROR: No tier specified[[Category:Pages with script errors]]"
--Making a single function for getting a table of monsters given a list of IDs.
  end
local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
local tableParts = {}
table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
-- First header row
table.insert(tableParts, '\r\n|- class="headerRow-0"\r\n! colspan="4" | !! colspan="4" |Offensive Stats !! colspan="8" |')
-- Second header row
table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!Combat Level ')
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(tableParts, '!!Attack Speed (s) !!colspan="3"|Max Hit ')
table.insert(tableParts, '!!DR/AR!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Bones !!Locations')


  if tonumber(tier) ~= nil then
-- Generate row per monster
    slayerTier = Constants.getSlayerTierByID(tonumber(tier))
for i, monster in ipairs(monsters) do
  else
-- Avoid processing monsters without equipment stats. These aren't actual
    slayerTier = Constants.getSlayerTier(tier)
-- monsters, but instead are placeholders such as 'melvorF:RandomITM'
  end
-- and 'melvorTotH:RandomSpiderLair' to denote a random selection from
-- a pool of monsters
if monster.equipmentStats ~= nil then
local cmbLevel = p._getMonsterCombatLevel(monster)
local atkSpeed = p._getMonsterAttackSpeed(monster)
local maxHit = p._getMonsterMaxHit(monster)
local resistance, resistanceText = p._getMonsterResistance(monster)
local drReduce = p._getMonsterDrReduction(monster)
local currVal = 0
if monster.currencyDrops ~= nil and not monster.currencyDrops[1] ~= nil then
local firstDrop = monster.currencyDrops[1]
currVal = (firstDrop.min + firstDrop.max) / 2
end
local currText = Common.getCostString({ ["currencies"] = monster.currencyDrops })
local bones = p._getMonsterBones(monster)
local boneTxt = (bones ~= nil and Icons.Icon({bones.item.name, type='item', notext=true})) or 'None'
table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Num.round(atkSpeed, 1, 1))
if drReduce > 0 then
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '"| -' .. drReduce..'% DR')
table.insert(tableParts, '\r\n|style="text-align:right;border-right:hidden" |' .. p._getMonsterStyleIcon({monster, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:right" |' .. Num.formatnum(maxHit))
else
table.insert(tableParts, '\r\n|class="table-img" style="text-align:right;border-right:hidden" colspan="2" data-sort-value="' .. maxHit .. '"|' .. p._getMonsterStyleIcon({monster, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:right"|' .. Num.formatnum(maxHit))
end
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. resistance .. '" |' .. Icons.Icon({resistanceText, notext=true}) .. resistance..'%')
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. currVal .. '" |' .. currText)
table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, hideDungeons))
end
end


  if slayerTier == nil then
table.insert(tableParts, '\r\n|}')
    return "ERROR: Invalid slayer tier[[Category:Pages with script errors]]"
return table.concat(tableParts)
  end
end


  -- Obtain required tier details
function p.getMattMonsterTable(frame)
  local minLevel, maxLevel = slayerTier.minLevel, slayerTier.maxLevel
--Making a single function for getting a table of monsters given a list of IDs.
  if maxLevel < 0 then
local tableParts = {}
    maxLevel = nil
table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
  end
-- Second header row
table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!ID !!Combat Level ')
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(tableParts, '!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Avg. Kill Value!!Locations')


  -- Build list of monster IDs
-- Generate row per monster
  -- Right now hiddenMonsterIDs is empty
for i, monster in ipairs(GameData.rawData.monsters) do
  local hiddenMonsterIDs = {}
if p.getMonsterName(monster) ~= nil then
  local monsterIDs = {}
local cmbLevel = p._getMonsterCombatLevel(monster)
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
    if monster.canSlayer and not Shared.contains(hiddenMonsterIDs, i - 1) then
local gpTxt = nil
      local cmbLevel = p._getMonsterCombatLevel(monster)
if monster.gpDrops.min >= monster.gpDrops.max then
      if cmbLevel >= minLevel and (maxLevel == nil or cmbLevel <= maxLevel) then
gpTxt = Num.formatnum(monster.gpDrops.min)
        table.insert(monsterIDs, i - 1)
else
      end
gpTxt = Num.formatnum(monster.gpDrops.min) .. ' - ' .. Num.formatnum(monster.gpDrops.max)
    end
end
  end
local lootVal = p._getMonsterLootValue(monster)
local lootTxt = '0'
if lootVal ~= 0 then
lootTxt = Num.formatnum(Num.round(lootVal, 2, 2))
end
table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
table.insert(tableParts, '\r\n|style="text-align:right" |' .. monster.id)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (monster.gpDrops.min + monster.gpDrops.max) / 2 .. '" |' .. gpTxt)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootVal .. '" |' .. lootTxt)
table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, false))
end
end
 
table.insert(tableParts, '\r\n|}')
return table.concat(tableParts)
end
 
function p.getMattMonsterTableV2(frame)
--Making a single function for getting a table of monsters given a list of IDs.
local tableParts = {}
table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
-- Second header row
table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!Combat Level ')
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Defence', type='skill', notext=true}))
table.insert(tableParts, '!!Attack Speed (s) !!colspan="2"|Max Hit !!Accuracy ')
 
-- table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}))
-- table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}))
table.insert(tableParts, '!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Avg. Kill Value !!Bones')
 
-- Generate row per monster
for i, monster in ipairs(GameData.rawData.monsters) do
if p.getMonsterName(monster) ~= nil then
local cmbLevel = p._getMonsterCombatLevel(monster)
local gpTxt = nil
if monster.gpDrops.min >= monster.gpDrops.max then
gpTxt = Num.formatnum(monster.gpDrops.min)
else
gpTxt = Num.formatnum(monster.gpDrops.min) .. ' - ' .. Num.formatnum(monster.gpDrops.max)
end
local lootVal = p._getMonsterLootValue(monster)
local lootTxt = '0'
if lootVal ~= 0 then
lootTxt = Num.formatnum(Num.round(lootVal, 2, 2))
end
local atkSpeed = p._getMonsterAttackSpeed(monster)
local maxHit = p._getMonsterMaxHit(monster)
local accR = p._getMonsterAR(monster)
local evaR = {p._getMonsterER(monster, "Melee"), p._getMonsterER(monster, "Ranged"), p._getMonsterER(monster, "Magic")}
local bones = p._getMonsterBones(monster)
local boneTxt = (bones ~= nil and Icons.Icon({bones.item.name, type='item', notext=true})) or 'None'
table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
-- table.insert(tableParts, '\r\n|style="text-align:right" |' .. monster.id)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[1] .. '" |' .. Num.formatnum(evaR[1]))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Num.round(atkSpeed, 1, 1))
table.insert(tableParts, '\r\n|style="text-align:center;border-right:hidden" |' .. p._getMonsterStyleIcon({monster, notext=true}))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '" |' .. Num.formatnum(maxHit))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. accR .. '" |' .. Num.formatnum(accR))
--table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[2] .. '" |' .. Num.formatnum(evaR[2]))
--table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[3] .. '" |' .. Num.formatnum(evaR[3]))
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (monster.gpDrops.min + monster.gpDrops.max) / 2 .. '" |' .. gpTxt)
table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootVal .. '" |' .. lootTxt)
table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
-- table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, hideDungeons))
end
end


  if Shared.tableCount(monsterIDs) == 0 then
table.insert(tableParts, '\r\n|}')
    -- Somehow no monsters are in the tier, return nothing
return table.concat(tableParts)
    return ''
  else
    return p._getMonsterTable(monsterIDs, true)
  end
end
end


function p.getFullMonsterTable(frame)
function p.getSpecialAttackTable(frame)
  local monsterIDs = {}
local spAttTable = {}
  for i = 0, Shared.tableCount(MonsterData.Monsters) - 1, 1 do
 
    table.insert(monsterIDs, i)
for i, monster in ipairs(GameData.rawData.monsters) do
  end
if monster.specialAttacks ~= nil and not Shared.tableIsEmpty(monster.specialAttacks) then
local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
for j, spAttID in ipairs(monster.specialAttacks) do
                local spAtt = GameData.getEntityByID('attacks', spAttID)
local attChance = (overrideChance and monster.overrideSpecialChances[j] or spAtt.defaultChance)
if spAttTable[spAtt.id] == nil then
spAttTable[spAtt.id] = { ['defn'] = spAtt, ['icons'] = {} }
end
if spAttTable[spAtt.id]['icons'][attChance] == nil then
spAttTable[spAtt.id]['icons'][attChance] = {}
end
table.insert(spAttTable[spAtt.id]['icons'][attChance], Icons.Icon({ p.getMonsterName(monster), type = 'monster' }))
end
end
end
 
local resultPart = {}
table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!Name!!style="min-width:225px"|Monsters!!Chance!!Effect')
 
for i, spAttData in Shared.skpairs(spAttTable) do
local spAtt = spAttData.defn
local firstRow = true
local rowsSpanned = Shared.tableCount(spAttData.icons)
local rowSuffix = ''
if rowsSpanned > 1 then
rowSuffix = '|rowspan="' .. rowsSpanned .. '"'
end
for chance, iconList in Shared.skpairs(spAttData.icons) do
table.insert(resultPart, '\r\n|-')
if firstRow then
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
end
table.insert(resultPart, '\r\n|data-sort-value="' .. spAtt.name .. '"| ' .. table.concat(iconList, '<br/>'))
table.insert(resultPart, '\r\n|data-sort-value="' .. chance .. '"| ' .. Num.round(chance, 2, 0) .. '%')
if firstRow then
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.description)
firstRow = false
end
end
end
table.insert(resultPart, '\r\n|}')


  return p._getMonsterTable(monsterIDs, false)
return table.concat(resultPart)
end
end


function p._getMonsterTable(monsterIDs, excludeDungeons)
--NOTE: This is not a function that should be called directly. It generates text to be pasted into Chest Loot TablesTemplate:MonsterLootTables
  --Making a single function for getting a table of monsters given a list of IDs.
--It exists because I'm too lazy to manually type up all the new monsters - User:Falterfire
  local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
function p.getMonsterLootTableText()
  local tableParts = {}
local getAreaText = function(area)
  table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
local outArray = {}
  -- First header row
table.insert(outArray, "==={{ZoneIcon|"..area.name.."|size=50}}===")
  table.insert(tableParts, '\r\n|- class="headerRow-0"\r\n! colspan="5" | !! colspan="4" |Offensive Stats !! colspan="3" |Evasion Rating !! colspan="4" |')
table.insert(outArray, "")
  -- Second header row
for i, monsterID in ipairs(area.monsterIDs) do
  table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!ID !!Combat Level ')
local monster = p.getMonsterByID(monsterID)
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
table.insert(outArray, "===={{MonsterIcon|"..p.getMonsterName(monster).."|size=40}}====")
  table.insert(tableParts, '!!Attack Type !!Attack Speed (s) !!Max Hit !!Accuracy ')
table.insert(outArray, "{{MonsterDrops|"..p.getMonsterName(monster).."|size=40}}")
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Defence', type='skill', notext=true}))
end
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}))
return table.concat(outArray, "\r\n")
  table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}))
end
  table.insert(tableParts, '!!Drop Chance !!Coins !!Bones !!Locations')
local fullArray = {}
local areaArray = Areas.getAreas(function(a) return a.type == 'combatArea' end)
for i, area in ipairs(areaArray) do
table.insert(fullArray, getAreaText(area))
end
areaArray = Areas.getAreas(function(a) return a.type == 'slayerArea' end)
for i, area in ipairs(areaArray) do
table.insert(fullArray, getAreaText(area))
end
return table.concat(fullArray, "\r\n\r\n----\r\n")
end


  -- Generate row per monster
--NOTE: This is not a function that should be called directly. It generates text to be pasted into Chest Loot Tables
  for i, monsterID in Shared.skpairs(monsterIDs) do
--It exists because I'm too lazy to manually type up all the new chests - User:Falterfire
    local monster = p.getMonsterByID(monsterID)
function p.getChestLootTables()
    local cmbLevel = p._getMonsterCombatLevel(monster)
local items = Items.getItems(function(item) return item.dropTable ~= nil end)
    local atkSpeed = p._getMonsterAttackSpeed(monster)
local outArray = {}
    local maxHit = p._getMonsterMaxHit(monster)
for i, item in ipairs(items) do
    local accR = p._getMonsterAR(monster)
table.insert(outArray, "==={{ItemIcon|"..item.name.."|size=30}}===")
    local evaR = {p._getMonsterER({monster, "Melee"}), p._getMonsterER({monster, "Ranged"}), p._getMonsterER({monster, "Magic"})}
table.insert(outArray, "{{ChestDrops|"..item.name.."}}")
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
end
    local gpRange = {0, 0}
return table.concat(outArray, "\r\n")
    if monster.dropCoins ~= nil and monster.dropCoins[2] > 1 then
end
      gpRange = {monster.dropCoins[1], monster.dropCoins[2] - 1}
    end
    local gpTxt = nil
    if gpRange[1] >= gpRange[2] then
      gpTxt = Icons.GP(gpRange[1])
    else
      gpTxt = Icons.GP(gpRange[1], gpRange[2])
    end
    local boneTxt = 'None'
    if monster.bones ~= nil then
      local bones = Items.getItemByID(monster.bones)
      boneTxt = Icons.Icon({bones.name, type='item', notext=true})
    end


    table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({monster.name, type='monster', size=50, notext=true}))
--Returns the expansion icon for the item if it has one
    table.insert(tableParts, '\r\n|style="text-align:left" |[[' .. monster.name .. ']]')
function p.getExpansionIcon(frame)
    table.insert(tableParts, '\r\n|style="text-align:right" |' .. monsterID)
local monsterName = frame.args ~= nil and frame.args[1] or frame
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Shared.formatnum(cmbLevel))
local monster = p.getMonster(monsterName)
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. monster.hitpoints .. '" |' .. Shared.formatnum(p._getMonsterHP(monster)))
    table.insert(tableParts, '\r\n|style="text-align:right;white-space:nowrap" |' .. p._getMonsterStyleIcon({monster, nolink='true'}))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Shared.round(atkSpeed, 1, 1))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '" |' .. Shared.formatnum(maxHit))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. accR .. '" |' .. Shared.formatnum(accR))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[1] .. '" |' .. Shared.formatnum(evaR[1]))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[2] .. '" |' .. Shared.formatnum(evaR[2]))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[3] .. '" |' .. Shared.formatnum(evaR[3]))
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootChance .. '" |' .. lootChance .. '%')
    table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (gpRange[1] + gpRange[2]) / 2 .. '" |' .. gpTxt)
    table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
    table.insert(tableParts, '\r\n|style="text-align:right;white-space:nowrap" |' .. p._getMonsterAreas(monster, hideDungeons))
  end


  table.insert(tableParts, '\r\n|}')
if monster == nil then
  return table.concat(tableParts)
return Shared.printError('No monster with that name found')
end
return Icons.getExpansionIcon(monster.id)
end
end


return p
return p

Latest revision as of 18:57, 17 October 2024

Data is pulled from Module:GameData/data

Tables are in Module:Monsters/Tables


local p = {}

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local Areas = require('Module:CombatAreas')
local Magic = require('Module:Magic')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Num = require('Module:Number')


function p.getMonster(name)
	if name == 'Earth Golem (AoD)' then
		-- Special case for ambiguous monster name
		return p.getMonsterByID('melvorAoD:EarthGolem')
	else
    	return GameData.getEntityByName('monsters', name)
    end
end

function p.getMonsterByID(ID)
    return GameData.getEntityByID('monsters', ID)
end

function p.getMonsterName(monster)
	if monster.id == 'melvorAoD:EarthGolem' then
		-- Special case for ambiguous monster name
		return 'Earth Golem (AoD)'
	else
		return monster.name
	end
end

function p.getPassive(name)
    return GameData.getEntityByName('combatPassives', name)
end

function p.getPassiveByID(ID)
    return GameData.getEntityByID('combatPassives', ID)
end

-- Given a list of monster IDs, calls statFunc with each monster and returns
-- the lowest & highest values
function p.getLowHighStat(idList, statFunc)
	local lowVal, highVal = nil, nil
	for i, monID in ipairs(idList) do
		local monster = p.getMonsterByID(monID)
		local statVal = statFunc(monster)
		if lowVal == nil or statVal < lowVal then lowVal = statVal end
		if highVal == nil or statVal > highVal then highVal = statVal end
	end
	return lowVal, highVal
end

function p._getMonsterStat(monster, statName)
	if statName == 'Barrier' then
		return p._getMonsterBarrier(monster)
	elseif statName == 'HP' then
		return p._getMonsterHP(monster)
	elseif statName == 'maxHit' then
		return p._getMonsterMaxHit(monster)
	elseif statName == 'accuracyRating' then
		return p._getMonsterAR(monster)
	elseif statName == 'meleeEvasionRating' then
		return p._getMonsterER(monster, 'Melee')
	elseif statName == 'rangedEvasionRating' then
		return p._getMonsterER(monster, 'Ranged')
	elseif statName == 'magicEvasionRating' then
		return p._getMonsterER(monster, 'Magic')
	elseif statName == 'damageReduction' then
		return p.getEquipmentStat(monster, 'damageReduction')
	elseif statName == 'resistanceAbyssal' then
		return p.getEquipmentStat(monster, 'resistanceAbyssal')
	elseif statName == 'resistanceEternal' then
		return p.getEquipmentStat(monster, 'resistanceEternal')
	elseif statName == 'drReduction' then
		return p._getMonsterDrReduction(monster)
	end

	return monster[statName]
end

function p.getMonsterStat(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
	local StatName = frame.args ~= nil and frame.args[2] or frame[2]
	local monster = p.getMonster(MonsterName)
	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterStat(monster, StatName)
end

function p._getMonsterStyleIcon(frame)
	local args = frame.args ~= nil and frame.args or frame
	local monster = args[1]
	local notext = args.notext
	local nolink = args.nolink

	local iconText = ''
	if monster.attackType == 'melee' then
		iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
	elseif monster.attackType == 'ranged' then
		iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
	elseif monster.attackType == 'magic' then
		iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
	elseif monster.attackType == 'random' then
		iconText = Icons.Icon({p.getMonsterName(monster), notext=notext, nolink=nolink, img='Question'})
	end

	return iconText
end

function p.getMonsterStyleIcon(frame)
	local args = frame.args ~= nil and frame.args or frame
	local MonsterName = args[1]
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	args[1] = monster
	return p._getMonsterStyleIcon(args)
end

function p._getMonsterHP(monster)
	return 10 * p._getMonsterLevel(monster, 'Hitpoints')
end

function p._getMonsterBarrier(monster)
	--Monster Barrier is a percentage of its max health
	local barPercent = 0
	if monster.barrierPercent ~= nil then
		barPercent = monster.barrierPercent
	end
	return p._getMonsterHP(monster) * barPercent * 0.01
end

function p.getMonsterEffectiveHP(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)
	if monster ~= nil then
		return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterResistance(monster)/100)) + 0.5)
	else
		return Shared.printError('No monster with that name found')
	end
end

function p.getMonsterEffectiveBarrier(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)
	if monster ~= nil then
		return math.floor((p._getMonsterBarrier(monster)/(1 - p._getMonsterResistance(monster)/100)) + 0.5)
	else
		return Shared.printError('No monster with that name found')
	end
end

function p.getMonsterBarrier(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)
	if monster ~= nil then
		return p._getMonsterBarrier(monster)
	else
		return Shared.printError('No monster with that name found')
	end
end

function p.getMonsterHP(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)
	if monster ~= nil then
		return p._getMonsterHP(monster)
	else
		return Shared.printError('No monster with that name found')
	end
end

function p._getMonsterLevel(monster, skillName)
	local result = 0
	if monster.levels[skillName] ~= nil then
		result = monster.levels[skillName]
	end
	return result
end

function p.getMonsterLevel(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
	local SkillName = frame.args ~= nil and frame.args[2] or frame[2]
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterLevel(monster, SkillName)
end

function p._getMonsterDamageType(monster)
	local result = 'Normal Damage'
	local damageType = GameData.getEntityByID('damageTypes', monster.damageType)
	if damageType ~= nil then
		result = damageType.name
	end
	return result
end

function p.getMonsterDamageType(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterDamageType(monster)
end

function p.getEquipmentStat(monster, statName)
	if monster.equipmentStats == nil then
		return 0
	else
    	return monster.equipmentStats[statName] or 0
    end
end

function p.calculateStandardStat(effectiveLevel, bonus)
	--Based on calculateStandardStat in Characters.js
	return (effectiveLevel + 9) * (bonus + 64)
end

function p.calculateStandardMaxHit(baseLevel, strengthBonus)
	--Based on calculateStandardMaxHit in Characters.js
	local effectiveLevel = baseLevel + 9
	return math.floor(10 * (1.3 + effectiveLevel / 10 + strengthBonus / 80 + effectiveLevel * strengthBonus / 640))
end

function p._getMonsterAttackSpeed(monster)
	return p.getEquipmentStat(monster, 'attackSpeed') / 1000
end

function p.getMonsterAttackSpeed(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)
	if monster ~= nil then
		return p._getMonsterAttackSpeed(monster)
	else
		return Shared.printError('No monster with that name found')
	end
end

function p._getMonsterCombatLevel(monster)
	local base = 0.25 * (p._getMonsterLevel(monster, 'Defence') + p._getMonsterLevel(monster, 'Hitpoints'))
	local melee = 0.325 * (p._getMonsterLevel(monster, 'Attack') + p._getMonsterLevel(monster, 'Strength'))
	local range = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Ranged'))
	local magic = 0.325 * (1.5 * p._getMonsterLevel(monster, 'Magic'))
	return math.floor(base + math.max(melee, range, magic))
end

function p.getMonsterCombatLevel(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterCombatLevel(monster)
end

function p._getMonsterAR(monster)
	local baseLevel = 0
	local bonus = 0
	if monster.attackType == 'melee' then
		baseLevel = p._getMonsterLevel(monster, 'Attack')
		bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
	elseif monster.attackType == 'ranged' then
		baseLevel = p._getMonsterLevel(monster, 'Ranged')
		bonus = p.getEquipmentStat(monster, 'rangedAttackBonus')
	elseif monster.attackType == 'magic' then
		baseLevel = p._getMonsterLevel(monster, 'Magic')
		bonus = p.getEquipmentStat(monster, 'magicAttackBonus')
	elseif monster.attackType == 'random' then
		--Bane has the same AR with every attack type so being lazy and just showing the one.
		baseLevel = p._getMonsterLevel(monster, 'Attack')
		bonus = p.getEquipmentStat(monster, 'stabAttackBonus')
	else
		return Shared.printError('This monster has an invalid attack type somehow')
	end

	return p.calculateStandardStat(baseLevel, bonus)
end

function p.getMonsterAR(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterAR(monster)
end

function p._getMonsterER(monster, style)
	local baseLevel= 0
	local bonus = 0

	if style == "Melee" then
		baseLevel = p._getMonsterLevel(monster, 'Defence')
		bonus = p.getEquipmentStat(monster, 'meleeDefenceBonus')
	elseif style == "Ranged" then
		baseLevel = p._getMonsterLevel(monster, 'Defence')
		bonus = p.getEquipmentStat(monster, 'rangedDefenceBonus')
	elseif style == "Magic" then
		baseLevel = math.floor(p._getMonsterLevel(monster, 'Magic') * 0.7 + p._getMonsterLevel(monster, 'Defence') * 0.3)
		bonus = p.getEquipmentStat(monster, 'magicDefenceBonus')
	else
		return Shared.printError('Must choose Melee, Ranged, or Magic')
	end

	return p.calculateStandardStat(baseLevel, bonus)
end

function p.getMonsterER(frame)
	local args = frame.args ~= nil and frame.args or frame
	local MonsterName = args[1]
	local style = args[2]
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterER(monster, style)
end

-- Determines if the monster is capable of dropping bones, and returns the bones
-- item if so, or nil otherwise
function p._getMonsterBones(monster)
	if monster.bones ~= nil then
		local boneItem = Items.getItemByID(monster.bones.itemID)
        local boneObj = { ["item"] = boneItem, ["quantity"] = monster.bones.quantity }
		if boneItem.prayerPoints == nil then
			-- Assume bones without prayer points are shards (from God dungeons),
			-- and drop unconditionally
			return boneObj
		elseif not monster.isBoss and not p._isDungeonOnlyMonster(monster) then
			-- Otherwise, bones drop when the monster isn't dungeon exclusive
			return boneObj
		end
	end
end

function p._getMonsterResistance(monster)
	-- Currently all Eternal damage monsters have Abyssal Resistance
	-- This may change in the future. If so, uncomment the below and delete this.
	if monster.damageType == 'melvorItA:Abyssal' or monster.damageType == 'melvorItA:Eternal' then
		return p._getMonsterStat(monster, 'resistanceAbyssal'), 'Abyssal Resistance'
	--elseif monster.damageType == 'melvorItA:Eternal' then
	--	return p._getMonsterStat(monster, 'resistanceEternal'), 'Eternal Resistance'
	else
		return p._getMonsterStat(monster, 'damageReduction'), 'Damage Reduction'
	end
end

function p._isDungeonOnlyMonster(monster)
	local areaList = Areas._getMonsterAreas(monster)
	local inDungeon = false

	for i, area in ipairs(areaList) do
		if area.type == 'dungeon' then
			inDungeon = true
		else
			return false
		end
	end
	return inDungeon
end

function p.isDungeonOnlyMonster(frame)
	local monsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(monsterName)

	if monster == nil then
		return Shared.printError('No monster with name ' .. monsterName .. ' found')
	end

	return p._isDungeonOnlyMonster(monster)
end

function p._getMonsterAreas(monster, excludeDungeons, includeEffects)
	if includeEffects == nil then includeEffects = false end
	local resultPart = {}
	local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
	local areaList = Areas._getMonsterAreas(monster)
	for i, area in ipairs(areaList) do
		if area.type ~= 'dungeon' or not hideDungeons then
			local imgType = (area.type == 'dungeon' and 'dungeon') or 'combatArea'
			local txt = Icons.Icon({(area.name or area.id), type = imgType})
			if area.type == 'slayerArea' then
				local areaDescrip = Areas._getAreaStat(area, 'areaEffectDesc')
				if areaDescrip ~= 'None' then
					txt = txt..": <span class=\"text-negative\"> ''"..areaDescrip.."''</span>"
				end
			end
			table.insert(resultPart, txt)
		end
	end
	return table.concat(resultPart, '<br/>')
end

function p.getMonsterAreas(frame)
	local monsterName = frame.args ~= nil and frame.args[1] or frame
	local hideDungeons = frame.args ~= nil and frame.args[2] or nil
	local includeEffects = frame.args ~= nil and frame.args[3] or true
	local monster = p.getMonster(monsterName)

	if monster == nil then
		return Shared.printError('No monster with name ' .. monsterName .. ' found')
	end

	return p._getMonsterAreas(monster, hideDungeons, includeEffects)
end

function p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster)
	local bestHit, prevHit = 0, 0
	
	for i, dmg in ipairs(specAttack.damage) do
		local thisHit = 0
		if dmg.damageType == 'Normal' then
			--Account for special attacks that include a normal attack hit
			thisHit = normalMaxHit
			if dmg.amplitude ~= nil then
				thisHit = thisHit * (dmg.amplitude / 100)
			end
		elseif dmg.maxRoll == 'Fixed' then
			thisHit = dmg.maxPercent * 10
		elseif dmg.maxRoll == 'MaxHit' then
			if dmg.character == 'Target' then
				--Confusion applied damage based on the player's max hit. Gonna just ignore that one
				thisHit = 0
			else
				thisHit = dmg.maxPercent * normalMaxHit * 0.01
			end
		elseif Shared.contains(dmg.maxRoll, "Fixed100") then
			--Handles attacks that are doubled when conditions are met like Trogark's double damage if the player is burning
			thisHit = dmg.maxPercent * 20
		elseif dmg.maxRoll == 'MaxHitScaledByHP2x' then
			thisHit = normalMaxHit * 2
		elseif dmg.maxRoll == 'PoisonMax35' then
			thisHit = normalMaxHit * 1.35
		elseif dmg.maxRoll == "MaxHitDR" then
			local monsterDR = 0
			if monster ~= nil then
				monsterDR = p._getMonsterResistance(monster)
			end
			thisHit = normalMaxHit * dmg.maxPercent * 0.01 * (1 + monsterDR * 0.01)
		elseif Shared.contains({'Bleeding', 'Poisoned'}, dmg.maxRoll) then
			-- TODO: This is limited in that there is no verification that bleed/poison
			-- can be applied to the target, it is assumed that it can and so this applies
			thisHit = prevHit + dmg.maxPercent * 10
		end
		prevHit = thisHit
		if thisHit > bestHit then
			bestHit = thisHit
		end
	end
	return bestHit
end

function p.canSpecAttackApplyEffect(specAttack, effectType)
	local effectKeys = { 'prehitEffects', 'onhitEffects' }
	for i, effectKey in ipairs(effectKeys) do
		if type(specAttack[effectKey]) == 'table' then
			for j, effect in pairs(specAttack[effectKey]) do
				if effect.type == effectType or p.canModifiersApplyEffect(effect.modifiers, effectType) then
					return true
				end
			end
		end
	end
	return false
end

function p.canModifiersApplyEffect(modifiers, effectType)
	-- List of modifiers which can result in the application of status effects
	local statusModsAll = {
		["Stun"] = { 'increasedGlobalStunChance', 'increasedMeleeStunChance' },
		["Sleep"] = { 'increasedGlobalSleepChance' },
		["Poison"] = { 'increasedChanceToApplyPoison' },
		["Slow"] = { 'increased15SlowStunChance2Turns', 'increased30Slow5TurnsChance' }
	}

	local statusMods = statusModsAll[effectType]
	if statusMods ~= nil and type(modifiers) == 'table' then
		for modName, modMagnitude in pairs(modifiers) do
			if Shared.contains(statusMods, modName) then
				return true
			end
		end
	end
	return false
end

function p._getMonsterMaxHit(monster, doStuns)
	-- 2021-06-11 Adjusted for v0.20 stun/sleep changes, where damage multiplier now applies
	-- to all enemy attacks if stun/sleep is present on at least one special attack
	if doStuns == nil then
		doStuns = true
	elseif type(doStuns) == 'string' then
		doStuns = string.upper(doStuns) == 'TRUE'
	end

	-- Damage adjustments are defined as follows:
	--	multiplier	- Damage from modifier 'increasedDamageTaken' & additional damage while
	--					stunned, asleep, or poisoned. Defined by in-game function
	--					getDamageModifiers(). Applies after other percentage of flat adjustments.
	--	percent		- Percentage adjustments to the max hit. Applies before flat & multiplier
	--					adjustments.
	--	flat		- Flat adjustments to the max hit. Applies after percent adjustments, and
	--					after multiplier adjustments.
	local dmgAdjust = { ["percent"] = 100, ["flat"] = 0, ["multiplier"] = 100 }
	-- Check passives & effects that apply pre or on hit for damage modifiers
	local dmgMods = {
		-- List of modifiers which affect damage dealt, and whether they are percentage or flat adjustments
		["increasedDamageTaken"] = { type = 'multiplier', mult = 1 },
		["increasedMaxHitPercent"] = { type = 'percent', mult = 1 },
		["increasedMeleeMaxHit"] = { type = 'percent', mult = 1 },
		["increasedRangedMaxHit"] = { type = 'percent', mult = 1 },
		["increasedMagicMaxHit"] = { type = 'percent', mult = 1 },
		["increasedMaxHitFlat"] = { type = 'flat', mult = 10 },
		["increasedMeleeMaxHitFlat"] = { type = 'flat', mult = 10 },
		["increasedRangedMaxHitFlat"] = { type = 'flat', mult = 10 },
		["increasedMagicMaxHitFlat"] = { type = 'flat', mult = 10 },
		-- Rage: +2% max hit per stack, maximum of 10 stacks
		["increasedRage"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 10 },
		-- Dark Blade: +1% max hit per successful hit, maximum of 30 stacks
		["increasedChanceDarkBlade"] = { type = 'percent', mult = 1, magnitude = 1, maxStacks = 30 },
		-- Growing Madness/Moment in Time/Reign Over Time: +2% max hit per stack, maximum of 25 stacks
		["growingMadnessPassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 },
		["momentInTimePassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 },
		["reignOverTimePassive"] = { type = 'percent', mult = 1, magnitude = 2, maxStacks = 25 }
	}
	local effectKeys = { 'prehitEffects', 'onhitEffects' }
	local dmgStatuses = {
		-- List of status effects which can affect damage dealt
		["Stun"] = { type = 'multiplier', magnitude = 30 },
		["Sleep"] = { type = 'multiplier', magnitude = 20 }
	}
	local canApplyStatus = {}
	-- Initialize table
	for statusName, def in pairs(dmgStatuses) do
		canApplyStatus[statusName] = false
	end

	local adjustForMod = function(mod, modMagnitude, effect)
		local magnitude = mod.magnitude or modMagnitude
		local maxStacks = mod.maxStacks or (effect ~= nil and effect.maxStacks) or 1
		dmgAdjust[mod.type] = dmgAdjust[mod.type] + magnitude * mod.mult * maxStacks
	end

	local adjustForCurse = function(curseID, effect)
		local curse = Magic.getSpellByID(curseID, 'curse')
		if type(curse) == 'table' and type(curse.targetModifiers) == 'table' then
			for modName, modMagnitude in pairs(curse.targetModifiers) do
				local mod = dmgMods[modName]
				if mod ~= nil then
					-- The modifier is one which affects damage dealt
					adjustForMod(mod, modMagnitude, effect)
				end
			end
		end
	end

	-- Check monster passives for modifiers which affect damage dealt, and alo if any modifiers
	-- present can apply stun or sleep
	if monster ~= nil and type(monster.passives) ~= nil then
		for i, passiveID in ipairs(monster.passives) do
			local passive = p.getPassiveByID(passiveID)
			if passive ~= nil and type(passive.modifiers) == 'table' then
				for modName, modMagnitude in pairs(passive.modifiers) do
					local mod = dmgMods[modName]
					if modName == 'applyRandomCurseOnSpawn' then
						-- Special case in which the enemy can apply a random curse. Currently
						-- Anguish III is the curse with the highest +% damage taken, so use this.
						adjustForCurse('melvorF:AnguishIII')
					elseif mod ~= nil then
						-- The modifier is one which affects damage dealt
						adjustForMod(mod, modMagnitude)
					end
				end
				-- Check for application of relevant status effects
				if doStuns then
					for statusName, statusDef in pairs(dmgStatuses) do
						if not canApplyStatus[statusName] and p.canModifiersApplyEffect(passive.modifiers, statusName) then
							canApplyStatus[statusName] = true
						end
					end
				end
			end
		end
	end

	local normalChance = 100
	local specialMaxHit = 0
	local normalMaxHit = p._getMonsterBaseMaxHit(monster)
	local hasActiveBuffSpec = false
	if monster.specialAttacks ~= nil then
		for i, specAttackID in pairs(monster.specialAttacks) do
            local specAttack = GameData.getEntityByID('attacks', specAttackID)
			for i, effectKey in ipairs(effectKeys) do
				if type(specAttack[effectKey]) == 'table' then
					for j, effect in ipairs(specAttack[effectKey]) do
						local countsOnPlayer = (effect.countsOn == nil or effect.countsOn == 'Attacker')
						if countsOnPlayer then
							-- Check for pre or on hit effects for modifiers which affect damage dealt
							if type(effect.modifiers) == 'table' then
								for modName, modMagnitude in pairs(effect.modifiers) do
									local mod = dmgMods[modName]
									if mod ~= nil then
										-- The modifier is one which affects damage dealt
										adjustForMod(mod, modMagnitude, effect)
									end
								end
							end
							-- Check for curses which may cause the player to incur additional damage
							if effect.effectType == 'Curse' then
								-- If isRandom is true then a random curse is selected. Currently
								-- Anguish III is the curse with the highest +% damage taken, so
								-- use this.
								local curseID = (effect.isRandom and 'melvorF:AnguishIII') or effect.curse
								if curseID ~= nil then
									adjustForCurse(curseID, effect)
								end
							end
						end
					end
				end
			end

			if monster.overrideSpecialChances ~= nil then
				normalChance = normalChance - monster.overrideSpecialChances[i]
			else
				normalChance = normalChance - specAttack.defaultChance
			end
			
			-- Check for application of relevant status effects
			if doStuns then
				for statusName, statusDef in pairs(dmgStatuses) do
					if not canApplyStatus[statusName] and p.canSpecAttackApplyEffect(specAttack, statusName) then
						canApplyStatus[statusName] = true
					end
				end
			end

			local thisMax = p.getSpecAttackMaxHit(specAttack, normalMaxHit, monster)
			if thisMax > specialMaxHit then specialMaxHit = thisMax end
			if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then 
				hasActiveBuffSpec = true 
			end
		end

		if doStuns then
			for statusName, statusDef in pairs(dmgStatuses) do
				if canApplyStatus[statusName] then
					local adjType = statusDef.type
					dmgAdjust[adjType] = dmgAdjust[adjType] + statusDef.magnitude
				end
			end
		end
	end
	--Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
	if normalChance == 0 and not hasActiveBuffSpec then normalMaxHit = 0 end
	local maxHit = math.floor(math.max(specialMaxHit, normalMaxHit) * dmgAdjust.percent / 100) + dmgAdjust.flat
	return math.floor(maxHit * dmgAdjust.multiplier / 100)
end

function p.getMonsterMaxHit(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local doStuns = frame.args ~= nil and frame.args[2] or true
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterMaxHit(monster, doStuns)
end

function p._getMonsterBaseMaxHit(monster)
	--8/27/21 - Now references p.calculateStandardMaxHit for Melee & Ranged
	local result = 0
	local baseLevel = 0
	local bonus = 0
	if monster.attackType == 'melee' then
		baseLevel = p._getMonsterLevel(monster, 'Strength')
		bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
		result = p.calculateStandardMaxHit(baseLevel, bonus)
	elseif monster.attackType == 'ranged' then
		baseLevel = p._getMonsterLevel(monster, 'Ranged')
		bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
		result = p.calculateStandardMaxHit(baseLevel, bonus)
	elseif monster.attackType == 'magic' then
        if monster.selectedSpell == nil then
            result = 0
        else
            local mSpell = Magic.getSpellByID(monster.selectedSpell, 'standard')
            if mSpell == nil then
                result = 0
            else
                baseLevel = p._getMonsterLevel(monster, 'Magic')
                bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
                result = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
            end
        end
	elseif monster.attackType == 'random' then
		local hitArray = {}
		local iconText = Icons.Icon({'Melee', notext=true})
		baseLevel = p._getMonsterLevel(monster, 'Strength')
		bonus = p.getEquipmentStat(monster, 'meleeStrengthBonus')
		table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
		
		iconText = Icons.Icon({'Ranged', type='skill', notext=true})
		baseLevel = p._getMonsterLevel(monster, 'Ranged')
		bonus = p.getEquipmentStat(monster, 'rangedStrengthBonus')
		table.insert(hitArray, p.calculateStandardMaxHit(baseLevel, bonus))
		
		iconText = Icons.Icon({'Magic', type='skill', notext=true})
        local magicDmg = 0
        if monster.selectedSpell ~= nil then
            local mSpell = Magic.getSpellByID(monster.selectedSpell, 'standard')
            if mSpell ~= nil then
                baseLevel = p._getMonsterLevel(monster, 'Magic')
                bonus = p.getEquipmentStat(monster, 'magicDamageBonus')
                magicDmg = math.floor(10 * mSpell.maxHit * (1 + bonus / 100) * (1 + (baseLevel + 1) / 200))
            end
        end
		table.insert(hitArray, magicDmg)
		
		local max = 0
		for i, val in pairs(hitArray) do
			if val > max then max = val end
		end
		result = max
	else
		return Shared.printError('This monster has an invalid attack type somehow')
	end

	return result
end

function p.getMonsterBaseMaxHit(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterBaseMaxHit(monster)
end

function p.getMonsterAttacks(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local result = ''
	local iconText = p._getMonsterStyleIcon({monster, notext=true})
	local typeText = ''
	if monster.attackType == 'melee' then
		typeText = 'Melee'
	elseif monster.attackType == 'ranged' then
		typeText = 'Ranged'
	elseif monster.attackType == 'magic' then
		typeText = 'Magic'
	elseif monster.attackType == 'random' then
		typeText = "Random"
	end

	local buffAttacks = {}
	local hasActiveBuffSpec = false
	local isNormalAttackRelevant = false

	local normalAttackChance = 100
	if monster.specialAttacks ~= nil then
		for i, specAttackID in pairs(monster.specialAttacks) do
            local specAttack = GameData.getEntityByID('attacks', specAttackID)
			local attChance = 0
			if monster.overrideSpecialChances ~= nil then
				attChance = monster.overrideSpecialChances[i]
			else
				attChance = specAttack.defaultChance
			end
			normalAttackChance = normalAttackChance - attChance

			result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description
			
			--If this special attack applies a curse, let's actually list what that curse does
			if specAttack.onhitEffects ~= nil then
				for j, hitEffect in ipairs(specAttack.onhitEffects) do
					if hitEffect.effectType == 'Curse' then
						local curse = Magic.getSpellByID(hitEffect.curse, 'curse')
						result = result..'\r\n*** '..Icons.Icon({curse.name, type='curse'})..': '..Magic._getSpellDescription(curse, true)
					end
				end
			end

			if Shared.contains(string.upper(specAttack.description), 'NORMAL ATTACK INSTEAD') then
				table.insert(buffAttacks, specAttack.name)
				hasActiveBuffSpec = true
				isNormalAttackRelevant = true
			end
			if not isNormalAttackRelevant and type(specAttack.damage) == 'table' then
				-- Determine if the special attack uses normal damage in some form
				for j, dmgData in ipairs(specAttack.damage) do
					if dmgData.damageType == 'Normal' then
						isNormalAttackRelevant = true
						break
					end
				end
			end
		end
	end
	
	if isNormalAttackRelevant or normalAttackChance > 0 then
		--Reformatting slightly - If there are any special attacks, specifically label the Normal Attack
		
		local normalDmgText = ' 1 - '..Num.formatnum(p._getMonsterBaseMaxHit(monster))..' '..typeText..' Damage'
		if normalAttackChance > 0 and normalAttackChance < 100 then
			normalDmgText = normalAttackChance .. '% ' ..iconText..' Normal Attack\r\n** '..normalDmgText
		elseif hasActiveBuffSpec and normalAttackChance == 0 then
			--If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it
			--(With a note about when it does it)
			normalDmgText = iconText..' Normal Attack\r\n** '..normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)'
		end
		result = '* ' .. normalDmgText .. result
	end

	return result
end

--Function for pulling how much the monster reduces the player DR
--Goes through the passvies to look for the decreasedPlayerDamageReduction modifier
function p._getMonsterDrReduction(monster)
	local totalResult = 0
	
    if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
		for i, passiveID in ipairs(monster.passives) do
			local passive = p.getPassiveByID(passiveID)
			if passive.modifiers ~= nil then
				if passive.modifiers['decreasedPlayerDamageReduction'] ~= nil then
					totalResult = totalResult + passive.modifiers['decreasedPlayerDamageReduction']
				end
			end
		end
    end
    
    return totalResult
end

function p.getMonsterDrReduction(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end
	
	return p._getMonsterDrReduction(monster)
end

function p.getMonsterPassives(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local result = ''
    if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
		result = result .. '===Passives==='
		for i, passiveID in ipairs(monster.passives) do
			local passive = p.getPassiveByID(passiveID)
			result = result .. '\r\n* ' .. passive.name .. '\r\n** ' .. Constants.getDescription(passive.customDescription, passive.modifiers)
		end
	end
	return result
end

function p.getMonsterCategories(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local result = '[[Category:Monsters]]'

	if monster.attackType == 'melee' then
		result = result..'[[Category:Melee Monsters]]'
	elseif monster.attackType == 'ranged' then
		result = result..'[[Category:Ranged Monsters]]'
	elseif monster.attackType == 'magic' then
		result = result..'[[Category:Magic Monsters]]'
	end

	if type(monster.passives) == 'table' and not Shared.tableIsEmpty(monster.passives) then
		result = result..'[[Category:Monsters with Special Attacks]]'
	end

	if monster.isBoss then
		result = result..'[[Category:Bosses]]'
	end

	return result
end

function p.getMonsterBoxResistanceText(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local resistance, text = p._getMonsterResistance(monster)

	local result = {}
	table.insert(result, '|-\r\n| style="font-weight: bold;" | ' .. Icons.Icon({text, size=16, nolink="true"}) ..':')
	table.insert(result, '\r\n| colspan=15 style="text-align: right" |')
	table.insert(result, ' '..resistance..'%')
	return table.concat(result, '')
end

function p.getMonsterBoxBarrierText(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end
	
	local barrier = p._getMonsterBarrier(monster)
	if barrier == 0 then
		return ''
	end
	
	local result = {}
	table.insert(result, '|-\r\n| style="font-weight: bold;" | [[Barrier]]:')
	table.insert(result, '\r\n| colspan=15 style="text-align: right" |')
	table.insert(result, Icons.Icon({"Barrier", notext="true"}))
	table.insert(result, ' '..barrier)
	return table.concat(result, '')
end

function p.getOtherMonsterBoxText(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local result = ''

	--Going through and finding out which damage bonuses will apply to this monster
	local monsterTypes = {}
	if monster.isBoss then table.insert(monsterTypes, 'Boss') end

	local areaList = Areas._getMonsterAreas(monster)
	local counts = {combatArea = 0, slayerArea = 0, dungeon = 0, abyssDepth = 0, stronghold = 0}
	for i, area in ipairs(areaList) do
		counts[area.type] = (counts[area.type] or 0) + 1
	end

	if counts.combatArea > 0 then table.insert(monsterTypes, 'Combat Area') end
	if counts.slayerArea > 0 then table.insert(monsterTypes, 'Slayer Area') end
	if counts.dungeon > 0 then table.insert(monsterTypes, 'Dungeon') end
	if counts.abyssDepth > 0 then table.insert(monsterTypes, 'The Abyss') end
	if counts.stronghold > 0 then table.insert(monsterTypes, 'Stronghold') end

	result = result.."\r\n|-\r\n|'''Monster Types:''' "..table.concat(monsterTypes, ", ")

	local slayerCategoryText = 'N/A'
	local slayerTaskCategory = p._getMonsterSlayerTaskCategory(monster)
	if slayerTaskCategory ~= nil then
		local catName = slayerTaskCategory.name
		slayerCategoryText = '[[Slayer#' .. catName .. '|' .. catName .. ']]'
	end

	result = result.."\r\n|-\r\n|'''"..Icons.Icon({'Slayer', type='skill'}).." [[Slayer#Slayer Tier Monsters|Tier]]:''' " .. slayerCategoryText

	return result
end

function p._getMonsterSlayerTaskCategory(monster)
	if monster.canSlayer then
		for _, taskCategory in ipairs(GameData.rawData.slayerTaskCategories) do
			local ms = taskCategory.monsterSelection
			if ms.type == 'CombatLevel' and (monster.damageType == nil or monster.damageType == 'melvorD:Normal') then
				local cmbLevel = p._getMonsterCombatLevel(monster)
				if cmbLevel >= ms.minLevel and (ms.maxLevel == nil or cmbLevel <= ms.maxLevel) then
					return taskCategory
				end
			elseif ms.type == 'Abyss' and monster.damageType == 'melvorItA:Abyssal' then
				if Areas._isMonsterInArea(monster, Areas.getAreaByID(ms.areaID)) then
					return taskCategory
				end
			--else
			--	error('Unknown Slayer task category monster selection type: ' .. (ms.type or 'nil'))
			end
		end
	end
end

function p.getMonsterDrops(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local result = ''

	local bones = p._getMonsterBones(monster)
	local boneVal = 0
	local barrierDust = Items.getItemByID("melvorAoD:Barrier_Dust")
	local dustVal = 0
	--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
	if bones ~= nil then
		local boneQty = (bones.quantity ~= nil and bones.quantity or 1)
		local barrier = p._getMonsterBarrier(monster)
		result = result.."'''Always Drops:'''"
		result = result..'\r\n{|class="wikitable" id="bonedrops"'
		result = result..'\r\n!Item !! Qty'
		result = result..'\r\n|-\r\n|'..Icons.Icon({bones.item.name, type='item'})
		result = result..'||'..boneQty
		if barrier > 0 then
			local dustQty = math.max(math.floor(barrier / 10 / 20), 1)
			result = result..'\r\n|-\r\n|'..Icons.Icon({barrierDust.name, type='item'})
			result = result..'||'..dustQty
			dustVal = dustQty * barrierDust.sellsFor
		end
		result = result..'\r\n'..'|}'
		boneVal = boneQty * bones.item.sellsFor
	end

	--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
	if not p._isDungeonOnlyMonster(monster) then
		local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
		local lootValue = 0
		local currencyID = 'melvorD:GP'

		result = result.."'''Loot:'''"
		local avgGp = 0

		if monster.currencyDrops ~= nil and not monster.currencyDrops[1] ~= nil then
			local currencyDrop = monster.currencyDrops[1]
			currencyID = currencyDrop.currencyID or 'melvorD:GP'
			avgGp = (currencyDrop.min + currencyDrop.max) / 2
			local gpTxt = Icons._Currency(currencyID, currencyDrop.min, currencyDrop.max)
			result = result.."\r\nIn addition to loot, the monster will also drop "..gpTxt..'.'
		end

		local lootTable = GameData.getEntities(monster.lootTable,
			function(loot)
				return lootChance > 0 and loot.weight ~= nil and loot.weight > 0
			end)
			
		if not Shared.tableIsEmpty(lootTable) then
			local multiDrop = Shared.tableCount(lootTable) > 1
			local totalWt = 0
			for i, row in ipairs(monster.lootTable) do
				totalWt = totalWt + row.weight
			end
			result = result..'\r\n{|class="wikitable sortable" id="itemdrops"'
			result = result..'\r\n!Item!!Qty'
			result = result..'!!Price!!colspan="2"|Chance'
	
			--Sort the loot table by weight in descending order
			table.sort(lootTable, function(a, b)
				if a.weight == b.weight then
					local aItem, bItem = Items.getItemByID(a.itemID), Items.getItemByID(b.itemID)
					if aItem ~= nil and bItem ~= nil then
						return aItem.name < bItem.name
					else
						return a.itemID < b.itemID
					end
				else
					return a.weight > b.weight
				end
			end)
			for i, row in ipairs(lootTable) do
				local thisItem = Items.getItemByID(row.itemID)
				currencyID = thisItem.sellsForCurrency or 'melvorD:GP'
				
				if thisItem ~= nil then
					result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
				else
					result = result..'\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]'
				end
				result = result..'||style="text-align:right" data-sort-value="'..row.maxQuantity..'"|'
	
				if row.maxQuantity > row.minQuantity then
					result = result .. Num.formatnum(row.minQuantity) .. ' - '
				end
				result = result .. Num.formatnum(row.maxQuantity)
	
				--Adding price columns
				local itemPrice = 0
				if thisItem == nil then
					result = result..'||data-sort-value="0"|???'
				else
					itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
					if itemPrice == 0 or row.maxQuantity == row.minQuantity then
						result = result..'||'.. Icons._Currency(currencyID, itemPrice * row.minQuantity)
					else
						result = result..'||'.. Icons._Currency(currencyID, itemPrice * row.minQuantity, itemPrice * row.maxQuantity)
					end
				end
	
				--Getting the drop chance
				local dropChance = (row.weight / totalWt * lootChance)
				if dropChance < 100 then
					--Show fraction as long as it isn't going to be 1/1
					result = result..'||style="text-align:right" data-sort-value="'..row.weight..'"'
					result = result..'|'..Num.fraction(row.weight * lootChance, totalWt * 100)
					result = result..'||'
				else
					result = result..'||colspan="2" data-sort-value="'..row.weight..'"'
				end
				-- If chance is less than 0.10% then show 2 significant figures, otherwise 2 decimal places
				local fmt = (dropChance < 0.10 and '%.2g') or '%.2f'
				result = result..'style="text-align:right"|'..string.format(fmt, dropChance)..'%'
	
				--Adding to the average loot value based on price & dropchance
				lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
			end
			if multiDrop then
				result = result..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
				if lootChance < 100 then
					result = result..'\r\n|style="text-align:right"|'..Num.fraction(lootChance, 100)..'||'
				else
					result = result..'\r\n|colspan="2" '
				end
				result = result..'style="text-align:right"|'..Num.round(lootChance, 2, 2)..'%'
			end
			result = result..'\r\n|}'
			result = result..'\r\nThe loot dropped by the average kill is worth '.. Icons._Currency(currencyID, Num.round(lootValue, 2, 0)).." if sold."
		end
		if avgGp > 0 then
			result = result.."<br/>Including "..(currencyID == 'melvorD:GP' and 'GP' or 'AP')
			if boneVal > 0 then
				result = result..' and bones'
			end
			if dustVal > 0 then
				result = result..' and barrier dust'
			end
			result = result..', the average kill is worth '.. Icons._Currency(currencyID, Num.round(avgGp + lootValue + boneVal + dustVal, 2, 0))..'.'
		end
	end

	--If no other drops, make sure to at least say so.
	if result == '' then result = 'None' end
	return result
end

function p._getMonsterLootValue(monster)
	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	local result = 0
	local boneVal = 0

	local bones = p._getMonsterBones(monster)
	--Show the bones only if either the monster shows up outside of dungeons _or_ the monster drops shards
	if bones ~= nil then
		local boneQty = (bones.quantity ~= nil and bones.quantity) or 1
		boneVal = bones.item.sellsFor * boneQty
		result = result + boneVal
	end

	--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
	if not p._isDungeonOnlyMonster(monster) then
		local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
		local lootValue = 0

		local avgGp = 0

		if monster.gpDrops ~= nil then
			avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
		end

		local multiDrop = Shared.tableCount(monster.lootTable) > 1
		local totalWt = 0
		for i, row in pairs(monster.lootTable) do
			totalWt = totalWt + row.weight
		end

		for i, row in ipairs(monster.lootTable) do
			local thisItem = Items.getItemByID(row.itemID)

			--Adding price columns
			local itemPrice = 0
			if thisItem ~= nil then
				itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
			end

			--Getting the drop chance
			local dropChance = (row.weight / totalWt * lootChance)
			--Adding to the average loot value based on price & dropchance
			lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
		end
		if avgGp > 0 then
			result = result + avgGp + lootValue
		end
	end

	return result
end

-- Find drop chance of specified item from specified monster. 
-- Usage: |Monster Name|Item Name
function p.getItemDropChance(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
	local ItemName = frame.args ~= nil and frame.args[2] or frame[2]
	
	local monster = p.getMonster(MonsterName)
	local item = Items.getItem(ItemName)
	
	if monster == nil then
		return Shared.printError('No monster with that name found')
	end
	if item == nil then
		return Shared.printError('No item with that name found')
	end
	
	if not p._isDungeonOnlyMonster(monster) then
		local lootChance = monster.lootChance ~= nil and monster.lootChance or 100

		local totalWt = 0
		--for i, row in pairs(monster.lootTable) do
			--totalWt = totalWt + row[2]
		--end
	
		local dropChance = 0
		local dropWt = 0
		for i, row in ipairs(monster.lootTable) do
			totalWt = totalWt + row.weight
			if item.id == row.itemID then
				dropWt = row.weight
			end
		end
		dropChance = (dropWt / totalWt * lootChance)
		return Num.round(dropChance, 2, 2)
	end
end	

function p.getChestDrops(frame)
	local chestName = frame.args ~= nil and frame.args[1] or frame
	local chest = Items.getItem(chestName)
	local currencyID = chest.sellsForCurrency or 'melvorD:GP'

	if chest == nil then
		return Shared.printError('No item named ' .. chestName .. ' found')
	end
	local result = ''

	if chest.dropTable == nil then
		return Shared.printError(chestName .. ' does not have a drop table')
	else

		local function formatNumRange(minValue, maxValue)
			if maxValue ~= nil and maxValue > minValue then
				return Num.formatnum(minValue) .. ' - ' .. Num.formatnum(maxValue)
			else
				return Num.formatnum(minValue)
			end
		end

		local lootValue, foodValue = 0, 0
		local totalWt = 0
		local isAllFood = true
		for i, row in ipairs(chest.dropTable) do
			totalWt = totalWt + row.weight
			if isAllFood then
				-- If the container's contents are entirely food then we add additional
				-- information to the output, so we determine this here
				local item = Items.getItemByID(row.itemID)
				if item ~= nil and item.healsFor == nil then
					isAllFood = false
				end
			end
		end
		result = result..'\r\n{|class="wikitable sortable"'
		result = result..'\r\n!Item!!Qty'
		result = result..'!!colspan="2"|Chance!!Price' .. (isAllFood and '!!Healing!!Avg. Healing' or '')

		--Sort the loot table by weight in descending order
		local chestDrops = Shared.shallowClone(chest.dropTable)
		table.sort(chestDrops, function(a, b) return a.weight > b.weight end)
		for i, row in ipairs(chestDrops) do
			local thisItem = Items.getItemByID(row.itemID)
			result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
			result = result..'||style="text-align:right" data-sort-value="'..(row.minQuantity + row.maxQuantity)..'"| ' .. formatNumRange(row.minQuantity, row.maxQuantity)

			local dropChance = (row.weight / totalWt) * 100
			result = result..'||style="text-align:right" data-sort-value="'..row.weight..'"'
			result = result..'|'..Num.fraction(row.weight, totalWt)

			result = result..'||style="text-align:right"|'..Num.round(dropChance, 2, 2)..'%'

			result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
			if thisItem.sellsFor == 0 or row.minQuantity == row.maxQuantity then
				result = result..'|'.. Icons._Currency(currencyID, thisItem.sellsFor * row.minQuantity)
			else
				result = result..'|'.. Icons._Currency(currencyID, thisItem.sellsFor * row.minQuantity, thisItem.sellsFor * row.maxQuantity)
			end
			lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor * ((row.minQuantity + row.maxQuantity)/ 2))

			if isAllFood then
				local hp = thisItem.healsFor * 10
				local minHeal, maxHeal = hp * row.minQuantity, hp * row.maxQuantity
				local avgHpPerLoot = (dropChance * 0.01 * (minHeal + maxHeal) / 2)
				foodValue = foodValue + avgHpPerLoot
				result = result .. '||data-sort-value="' .. thisItem.healsFor .. '"'
				result = result .. '|' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. formatNumRange(minHeal, maxHeal)
				result = result .. '||data-sort-value="' .. avgHpPerLoot .. '"'
				result = result .. '|' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. Num.round(avgHpPerLoot, 2, 0)
			end
		end
		result = result..'\r\n|}'
		result = result..'\r\nThe average value of the contents of one chest is '.. Icons._Currency(currencyID, Num.round(lootValue, 2, 0))..'.'
		if isAllFood then
			result = result..'\r\n\r\nThe average healing of the contents of one chest is ' .. Icons.Icon({'Hitpoints', type='skill', notext=true, nolink=true}) .. ' ' .. Num.round(foodValue, 2, 0) .. '.'
		end
	end

	return result
end

function p.getAreaMonsterTable(frame)
	local areaName = frame.args ~= nil and frame.args[1] or frame
	local area = Areas.getArea(areaName)
	if area == nil then
		return Shared.printError('Could not find an area named ' .. areaName)
	end

	if area.type == 'dungeon' or area.type == 'abyssDepth' or area.type == 'stronghold' then
		return p.getDungeonMonsterTable(frame)
	end
	
	
	local monsters = {}
	local hasBarrier = false
	for i, monsterID in ipairs(area.monsterIDs) do
		local monster = p.getMonsterByID(monsterID)
		if not hasBarrier and p._getMonsterBarrier(monster) > 0 then
			hasBarrier = true
		end
		table.insert(monsters, monster)
	end

	local tableBits = {}
	table.insert(tableBits, '{| class="wikitable sortable"')
	table.insert(tableBits, '\r\n! Name !! Combat Lvl ')
	if hasBarrier then
		table.insert(tableBits, '!! [[Barrier]] ')
	end
	table.insert(tableBits, '!! [[HP]] !! colspan="3"| Max Hit !! [[Combat Triangle|Style]]')
	for i, monster in ipairs(monsters) do
		local rowBits = {}
		table.insert(tableBits, '\r\n|-\r\n|'..Icons.Icon({p.getMonsterName(monster), type='monster'}))
		table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(p._getMonsterCombatLevel(monster)))
		if hasBarrier then
		table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(p._getMonsterBarrier(monster)))
		end
		table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(p._getMonsterHP(monster)))
		local drReduction = p._getMonsterDrReduction(monster)
		local maxHit = p._getMonsterMaxHit(monster)
		local dmgType = Icons.Icon({p._getMonsterDamageType(monster), type='damage', notext=true})
		if drReduction > 0 then
			table.insert(tableBits, '||style="text-align:right" data-sort-value="'..maxHit..'"| -'..drReduction..'% DR')
			table.insert(tableBits, '||class="table-img" style="border-right:hidden"|' .. dmgType)
			table.insert(tableBits, '||style="text-align:right"|' .. Num.formatnum(maxHit))
		else
			table.insert(tableBits, '||class="table-img" style="border-right:hidden" data-sort-value="'..maxHit..'|' .. dmgType)
			table.insert(tableBits, '||style="text-align:right" colspan="2""|' .. Num.formatnum(maxHit))
		end
		table.insert(tableBits, '||class="table-img" |'..p._getMonsterStyleIcon({monster, notext=true}))
	end
	table.insert(tableBits, '\r\n|}')
	
	return table.concat(tableBits, '')
end

function p.getDungeonMonsterTable(frame)
	local areaName = frame.args ~= nil and frame.args[1] or frame
	local area = Areas.getArea(areaName)
	if area == nil then
		return Shared.printError('Could not find a dungeon named ' .. areaName)
	end

	--For Dungeons, go through and count how many of each monster are in the dungeon first
	local monsterCounts = {}
	local monsters = {}
	local hasBarrier = false
	for i, monsterID in ipairs(area.monsterIDs) do
		if monsterCounts[monsterID] == nil then
			monsterCounts[monsterID] = 1
		else
			monsterCounts[monsterID] = monsterCounts[monsterID] + 1
			if monsterID ~= 'melvorF:RandomITM' and monsterID ~= 'melvorTotH:RandomSpiderLair' then
				monsters[monsterID] = p.getMonsterByID(monsterID)
				if not hasBarrier and p._getMonsterBarrier(monsters[monsterID]) > 0 then
					hasBarrier = true
				end
			end
		end
	end

	local usedMonsters = {}

	-- Declare function for building table rows to avoid repeating code
	local buildRow = function(entityID, monsterCount, specialType)
		local monIcon, monLevel, monHP, monMaxHit, monStyle, monCount, monDrReduce, monBarrier, monDmgTypeIcon
		local monData = {}
		if specialType ~= nil and Shared.contains({'Afflicted', 'Spider', 'SlayerArea'}, specialType) then
			-- Special handling for Into the Mist
			if specialType == 'Afflicted' then
				local iconQ = Icons.Icon({'Into the Mist', notext=true, nolink=true, img='Question'})
				monIcon = Icons.Icon({'Into the Mist', 'Afflicted Monster', nolink=true, img='Question'})
				monLevel, monBarrier, monHP, monMaxHit, monDrReduce, monStyle, monDmgTypeIcon, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
			elseif specialType == 'Spider' then
				local iconQ = Icons.Icon({'', notext=true, nolink=true, img='Question'})
				local monIconPart = { 'Any of the following:' }
				for i, monsterID in ipairs(GameData.rawData.spiderLairMonsters) do
					local monster = p.getMonsterByID(monsterID)
					if monster ~= nil then
						table.insert(monIconPart, Icons.Icon({p.getMonsterName(monster), type='monster'}))
					end
				end
				monIcon = table.concat(monIconPart, '<br/>')
				monLevel, monBarrier, monHP, monMaxHit, monDrReduce, monStyle, monDmgTypeIcon, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
			elseif specialType == 'SlayerArea' then
				-- entityID corresponds to a slayer area
				local area = Areas.getAreaByID('slayer', entityID)
				local iconQ = Icons.Icon({area.name, area.name, notext=true, nolink=true, img='Question'})
				monIcon = Icons.Icon({area.name, type='combatArea'}) .. ' Monsters'
				monLevel = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterCombatLevel(monster) end)}
				if hasBarrier then
					monBarrier = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterBarrier(monster) end)}
				end
				monHP = {p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterHP(monster) end)}
				local lowMaxHit, highMaxHit = p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterMaxHit(monster) end)
				local lowDrReduce, highDrReduce = p.getLowHighStat(area.monsterIDs, function(monster) return p._getMonsterDrReduction(monster) end)
				monMaxHit = highMaxHit
				monDrReduce = highDrReduce
				monDmgTypeIcon = iconQ
				monStyle = iconQ
				monCount = monsterCount
			end
		else
			-- entityID corresponds to a monster
			local monster = p.getMonsterByID(entityID)
			monIcon = Icons.Icon({p.getMonsterName(monster), type='monster'})
			monLevel = p._getMonsterCombatLevel(monster)
			if hasBarrier then
				monBarrier = p._getMonsterBarrier(monster)
			end
			monHP = p._getMonsterHP(monster)
			monDrReduce = p._getMonsterDrReduction(monster)
			monMaxHit = p._getMonsterMaxHit(monster)
			monStyle = p._getMonsterStyleIcon({monster, notext=true})
			monDmgTypeIcon = Icons.Icon({p._getMonsterDamageType(monster), type='damage', notext=true})
			monCount = monsterCount
		end
		local getValSort = function(val)
			if type(val) == 'table' then
				if type(val[1]) == 'number' and type(val[2]) == 'number' then
					return (val[1] + val[2]) / 2
				else
					return (type(val[1]) == 'number' and val[1]) or 0
				end
			else
				return (type(val) == 'number' and val) or 0
			end
		end
		local getValText = function(val)
			if type(val) == 'table' and Num.tableCount(val) == 2 then
				if type(val[1]) == 'number' and type(val[2]) == 'number' then
					return Num.formatnum(val[1]) .. ' - ' .. Num.formatnum(val[2])
				else
					return val[1] .. ' - ' .. val[2]
				end
			elseif type(val) == 'number' then
				return Num.formatnum(val)
			else
				return val
			end
		end
					
		local resultPart = {}
		table.insert(resultPart, '\r\n|-\r\n| ' .. monIcon)
		table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monLevel) .. '"| ' .. getValText(monLevel))
		if hasBarrier then
			table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monBarrier) .. '"| ' .. getValText(monBarrier))
		end
		table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monHP) .. '"| ' .. getValText(monHP))
		if type(monDrReduce) == 'number' and monDrReduce > 0 then
			table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="'..getValSort(monMaxHit)..'"| -'..monDrReduce..'% DR')
			table.insert(resultPart, '\r\n|class="table-img" style="border-right:hidden"| ' .. monDmgTypeIcon)
			table.insert(resultPart, '\r\n|style="text-align:right"|' .. getValText(monMaxHit))
		else
			table.insert(resultPart, '\r\n|class="table-img" style="border-right:hidden" data-sort-value="'..getValSort(monMaxHit)..'"| ' .. monDmgTypeIcon)
			table.insert(resultPart, '\r\n|style="text-align:right" colspan="2" |' .. getValText(monMaxHit))
		end
		table.insert(resultPart, '\r\n|class="table-img"| ' .. monStyle)
		table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. getValSort(monCount) .. '"| ' .. getValText(monCount))
		return table.concat(resultPart)
	end

	local returnPart = {}
	table.insert(returnPart, '{| class="wikitable sortable"')
	table.insert(returnPart, '\r\n! Name !! Combat Lvl ')
	if hasBarrier then
		table.insert(returnPart, '!! [[Barrier]] ')
	end
	table.insert(returnPart, '!! [[HP]] !! colspan="3" | Max Hit !! [[Combat Triangle|Style]] !! Count')
	-- Special handing for Impending Darkness event
	-- TODO needs to be revised once there is a better understanding of how the event works
	for i, monsterID in ipairs(area.monsterIDs) do
		if not Shared.contains(usedMonsters, monsterID) then
			if monsterID == 'melvorF:RandomITM' then
				--Special handling for Into the Mist
				table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Afflicted'))
			elseif monsterID == 'melvorTotH:RandomSpiderLair' then
				table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], 'Spider'))
			else
				table.insert(returnPart, buildRow(monsterID, monsterCounts[monsterID], hasBarrier))
			end
			table.insert(usedMonsters, monsterID)
		end
	end
	table.insert(returnPart, '\r\n|}')
	return table.concat(returnPart)
end

function p.getDungeonTotalHp(frame)
	local areaName = frame.args ~= nil and frame.args[1] or frame
	local area = Areas.getArea(areaName)
	if area == nil then
		return Shared.printError('Could not find a dungeon named ' .. areaName)
	end
	local totalHP = 0

	for i, monsterID in ipairs(area.monsterIDs) do
        local monster = p.getMonsterByID(monsterID)
        totalHP = totalHP + p._getMonsterHP(monster)
	end
	return totalHP
end

function p._getAreaMonsterList(area)
	local monsterList = {}
	for i, monsterID in ipairs(area.monsterIDs) do
		local monster = p.getMonsterByID(monsterID)
		table.insert(monsterList, Icons.Icon({p.getMonsterName(monster), type='monster'}))
	end
	return table.concat(monsterList, '<br/>')
end

function p._getDungeonMonsterList(area)
	local monsterList = {}
	local lastID = ''
	local count = 0
	
	local monsterCounts = {}
	for i, monsterID in ipairs(area.monsterIDs) do
		if lastID == '' then
			lastID = monsterID
			count = 1
		elseif lastID == monsterID then
			count = count + 1
		else
			table.insert(monsterCounts, { id = lastID, count = count })
			lastID = monsterID
			count = 1
		end
	end
	table.insert(monsterCounts, { id = lastID, count = count })

	for i, monster in ipairs(monsterCounts) do
		if monster.id == 'melvorF:RandomITM' then
			--Special handling for Afflicted Monsters
			table.insert(monsterList, Icons.Icon({'Affliction', 'Afflicted Monster', img='Question', qty=monster.count}))
		elseif monster.id == 'melvorTotH:RandomSpiderLair' then
			local monIconPart = { Num.formatnum(monster.count) .. ' Spiders:' }
			for i, monsterID in ipairs(GameData.rawData.spiderLairMonsters) do
				local monster = p.getMonsterByID(monsterID)
				if monster ~= nil then
					table.insert(monIconPart, '&nbsp;&nbsp;&nbsp;' .. Icons.Icon({p.getMonsterName(monster), type='monster'}))
				end
			end
			table.insert(monsterList, table.concat(monIconPart, '<br/>'))
		else
			local monsterObj = p.getMonsterByID(monster.id)
			table.insert(monsterList, Icons.Icon({p.getMonsterName(monsterObj), type='monster', qty=monster.count}))
		end
	end

	return table.concat(monsterList, '<br/>')
end

function p.getAreaMonsterList(frame)
	local areaName = frame.args ~= nil and frame.args[1] or frame
	local area = Areas.getArea(areaName)
	if area == nil then
		return Shared.printError('Could not find an area named ' .. areaName)
	end

	if area.type == 'dungeon' or area.type == 'abyssDepth' or area.type == 'stronghold' then
		return p._getDungeonMonsterList(area)
	else
		return p._getAreaMonsterList(area)
	end
end

function p.getFoxyTable(frame)
	local result = 'Monster,Min GP,Max GP,Average GP'
	for i, monster in ipairs(GameData.rawData.monsters) do
		if not p._isDungeonOnlyMonster(monster) then
			if monster.gpDrops ~= nil and monster.gpDrops.max > 0 then
				local avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
				result = result .. '<br/>' .. p.getMonsterName(monster) .. ',' .. monster.gpDrops.min .. ',' .. monster.gpDrops.max .. ',' .. avgGp
			end
		end
	end
	return result
end

function p._getMonsterAverageGP(monster)
	local result = ''
	local totalGP = 0

	local bones = p._getMonsterBones(monster)
	if bones ~= nil then
		totalGP = totalGP + bones.item.sellsFor * bones.quantity
	end

	--Likewise, seeing the loot table is tied to the monster appearing outside of dungeons
	if not p._isDungeonOnlyMonster(monster) then
		local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
		local lootValue = 0

		local avgGp = 0

		if monster.gpDrops ~= nil then
			avgGp = (monster.gpDrops.min + monster.gpDrops.max) / 2
		end

		totalGP = totalGP + avgGp

		local totalWt = 0
		for i, row in ipairs(monster.lootTable) do
			totalWt = totalWt + row.weight
		end

		for i, row in ipairs(monster.lootTable) do
			local thisItem = Items.getItemByID(row.itemID)

			local itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0

			--Getting the drop chance
			local dropChance = (row.weight / totalWt * lootChance)

			--Adding to the average loot value based on price & dropchance
			lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((row.minQuantity + row.maxQuantity) / 2))
		end

		totalGP = totalGP + lootValue
	end

	return Num.round(totalGP, 2, 2)
end

function p.getMonsterAverageGP(frame)
	local MonsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(MonsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end

	return p._getMonsterAverageGP(monster)
end

function p.getMonsterEVTable(frame)
	local result = '{| class="wikitable sortable"'
	result = result..'\r\n!Monster!!Combat Level!!Average GP'
	for i, monster in ipairs(GameData.rawData.monsters) do
		if not p._isDungeonOnlyMonster(monster) then
			local monsterGP = p._getMonsterAverageGP(monster)
			local combatLevel = p._getMonsterCombatLevel(monster)
			result = result..'\r\n|-\r\n|'..Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true})..'||'..combatLevel..'||'..monsterGP
		end
	end
	result = result..'\r\n|}'
	return result
end

function p.getSlayerTierMonsterTable(frame)
	-- Input validation
	local args = frame.args ~= nil and frame.args or frame
	local categoryName = args[1]
	local slayerCategory = GameData.getEntityByName('slayerTaskCategories', categoryName)

	if slayerCategory == nil then
		local catNames = {}
		for i, cat in ipairs(GameData.rawData.slayerTaskCategories) do
			if cat.name ~= nil then
				table.insert(catNames, cat.name)
			end
		end
		return Shared.printError('Invalid slayer category specified, must be any of: ' .. table.concat(catNames, ', '))
	end

	-- Build list of monsters
	-- Right now hiddenMonsterIDs is empty
	local hiddenMonsterIDs = {}
	local monsterList = GameData.getEntities('monsters',
        function(monster)
			local monsterCat = p._getMonsterSlayerTaskCategory(monster)
			return monsterCat ~= nil and monsterCat.id == slayerCategory.id
		end
	)

	if Shared.tableIsEmpty(monsterList) then
		-- Somehow no monsters are in the tier, return nothing
		return ''
	else
		return p._getMonsterTable(monsterList, true)
	end
end

function p.getBossMonsterTable(frame)
	local bosses = GameData.getEntities('monsters',
		function(monster)
			return monster.isBoss
		end
	)
	return p._getMonsterTable(bosses, false)
end

function p.getFullMonsterTable(frame)
	return p._getMonsterTable(GameData.rawData.monsters, false)
end

function p._getMonsterTable(monsters, excludeDungeons)
	--Making a single function for getting a table of monsters given a list of IDs.
	local hideDungeons = excludeDungeons ~= nil and excludeDungeons or false
	local tableParts = {}
	table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
	-- First header row
	table.insert(tableParts, '\r\n|- class="headerRow-0"\r\n! colspan="4" | !! colspan="4" |Offensive Stats !! colspan="8" |')
	-- Second header row
	table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!Combat Level ')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
	table.insert(tableParts, '!!Attack Speed (s) !!colspan="3"|Max Hit ')
	table.insert(tableParts, '!!DR/AR!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Bones !!Locations')

	-- Generate row per monster
	for i, monster in ipairs(monsters) do
		-- Avoid processing monsters without equipment stats. These aren't actual
		-- monsters, but instead are placeholders such as 'melvorF:RandomITM'
		-- and 'melvorTotH:RandomSpiderLair' to denote a random selection from
		-- a pool of monsters
		if monster.equipmentStats ~= nil then
			local cmbLevel = p._getMonsterCombatLevel(monster)
			local atkSpeed = p._getMonsterAttackSpeed(monster)
			local maxHit = p._getMonsterMaxHit(monster)
			local resistance, resistanceText = p._getMonsterResistance(monster)
			local drReduce = p._getMonsterDrReduction(monster)
			local currVal = 0
			if monster.currencyDrops ~= nil and not monster.currencyDrops[1] ~= nil then
				local firstDrop = monster.currencyDrops[1]
				currVal = (firstDrop.min + firstDrop.max) / 2
			end
			local currText = Common.getCostString({ ["currencies"] = monster.currencyDrops })
			local bones = p._getMonsterBones(monster)
			local boneTxt = (bones ~= nil and Icons.Icon({bones.item.name, type='item', notext=true})) or 'None'
	
			table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
			table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Num.round(atkSpeed, 1, 1))
			if drReduce > 0 then
				table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '"| -' .. drReduce..'% DR')
				table.insert(tableParts, '\r\n|style="text-align:right;border-right:hidden" |' .. p._getMonsterStyleIcon({monster, notext=true}))
				table.insert(tableParts, '\r\n|style="text-align:right" |' .. Num.formatnum(maxHit))
			else
				table.insert(tableParts, '\r\n|class="table-img" style="text-align:right;border-right:hidden" colspan="2" data-sort-value="' .. maxHit .. '"|' .. p._getMonsterStyleIcon({monster, notext=true}))
				table.insert(tableParts, '\r\n|style="text-align:right"|' .. Num.formatnum(maxHit))
			end
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. resistance .. '" |' .. Icons.Icon({resistanceText, notext=true}) .. resistance..'%')
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. currVal .. '" |' .. currText)
			table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
			table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, hideDungeons))
		end
	end

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

function p.getMattMonsterTable(frame)
	--Making a single function for getting a table of monsters given a list of IDs.
	local tableParts = {}
	table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
	-- Second header row
	table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!ID !!Combat Level ')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
	table.insert(tableParts, '!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Avg. Kill Value!!Locations')

	-- Generate row per monster
	for i, monster in ipairs(GameData.rawData.monsters) do
		if p.getMonsterName(monster) ~= nil then
			local cmbLevel = p._getMonsterCombatLevel(monster)
	
			local gpTxt = nil
			if monster.gpDrops.min >= monster.gpDrops.max then
				gpTxt = Num.formatnum(monster.gpDrops.min)
			else
				gpTxt = Num.formatnum(monster.gpDrops.min) .. ' - ' .. Num.formatnum(monster.gpDrops.max)
			end
			
			local lootVal = p._getMonsterLootValue(monster)
			local lootTxt = '0'
			if lootVal ~= 0 then
				lootTxt = Num.formatnum(Num.round(lootVal, 2, 2))
			end
			
	
			table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
			table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
			table.insert(tableParts, '\r\n|style="text-align:right" |' .. monster.id)
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (monster.gpDrops.min + monster.gpDrops.max) / 2 .. '" |' .. gpTxt)
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootVal .. '" |' .. lootTxt)
			table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, false))
		end
	end

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

function p.getMattMonsterTableV2(frame)
	--Making a single function for getting a table of monsters given a list of IDs.
	local tableParts = {}
	table.insert(tableParts, '{| class="wikitable sortable stickyHeader"')
	-- Second header row
	table.insert(tableParts, '\r\n|- class="headerRow-1"\r\n!Monster !!Name !!Combat Level ')
	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Hitpoints', type='skill'}))
		table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Defence', type='skill', notext=true}))
		table.insert(tableParts, '!!Attack Speed (s) !!colspan="2"|Max Hit !!Accuracy ')

--	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Ranged', type='skill', notext=true}))
--	table.insert(tableParts, '!!style="padding:0 1em 0 0"|' .. Icons.Icon({'Magic', type='skill', notext=true}))
	table.insert(tableParts, '!!' .. Icons.Icon({'Coins', notext=true, nolink=true}) .. ' Coins !!Avg. Kill Value !!Bones')

	-- Generate row per monster
	for i, monster in ipairs(GameData.rawData.monsters) do
		if p.getMonsterName(monster) ~= nil then
			local cmbLevel = p._getMonsterCombatLevel(monster)
	
			local gpTxt = nil
			if monster.gpDrops.min >= monster.gpDrops.max then
				gpTxt = Num.formatnum(monster.gpDrops.min)
			else
				gpTxt = Num.formatnum(monster.gpDrops.min) .. ' - ' .. Num.formatnum(monster.gpDrops.max)
			end
			
			local lootVal = p._getMonsterLootValue(monster)
			local lootTxt = '0'
			if lootVal ~= 0 then
				lootTxt = Num.formatnum(Num.round(lootVal, 2, 2))
			end
			
			local atkSpeed = p._getMonsterAttackSpeed(monster)
			local maxHit = p._getMonsterMaxHit(monster)
			local accR = p._getMonsterAR(monster)
			local evaR = {p._getMonsterER(monster, "Melee"), p._getMonsterER(monster, "Ranged"), p._getMonsterER(monster, "Magic")}
			
			local bones = p._getMonsterBones(monster)
			local boneTxt = (bones ~= nil and Icons.Icon({bones.item.name, type='item', notext=true})) or 'None'
	
			table.insert(tableParts, '\r\n|-\r\n|style="text-align: center;" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', size=50, notext=true}))
			table.insert(tableParts, '\r\n|style="text-align:left" |' .. Icons.Icon({p.getMonsterName(monster), type='monster', noicon=true}))
			-- table.insert(tableParts, '\r\n|style="text-align:right" |' .. monster.id)
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. cmbLevel .. '" |' .. Num.formatnum(cmbLevel))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. p._getMonsterHP(monster) .. '" |' .. Num.formatnum(p._getMonsterHP(monster)))
					table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[1] .. '" |' .. Num.formatnum(evaR[1]))
	
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. atkSpeed .. '" |' .. Num.round(atkSpeed, 1, 1))
			table.insert(tableParts, '\r\n|style="text-align:center;border-right:hidden" |' .. p._getMonsterStyleIcon({monster, notext=true}))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. maxHit .. '" |' .. Num.formatnum(maxHit))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. accR .. '" |' .. Num.formatnum(accR))
			--table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[2] .. '" |' .. Num.formatnum(evaR[2]))
			--table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. evaR[3] .. '" |' .. Num.formatnum(evaR[3]))
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. (monster.gpDrops.min + monster.gpDrops.max) / 2 .. '" |' .. gpTxt)
			table.insert(tableParts, '\r\n|style="text-align:right" data-sort-value="' .. lootVal .. '" |' .. lootTxt)
			table.insert(tableParts, '\r\n|style="text-align:center" |' .. boneTxt)
			-- table.insert(tableParts, '\r\n|style="text-align:right;width:190px" |' .. p._getMonsterAreas(monster, hideDungeons))
		end
	end

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

function p.getSpecialAttackTable(frame)
	local spAttTable = {}

	for i, monster in ipairs(GameData.rawData.monsters) do
		if monster.specialAttacks ~= nil and not Shared.tableIsEmpty(monster.specialAttacks) then
			local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
			for j, spAttID in ipairs(monster.specialAttacks) do
                local spAtt = GameData.getEntityByID('attacks', spAttID)
				local attChance = (overrideChance and monster.overrideSpecialChances[j] or spAtt.defaultChance)
				if spAttTable[spAtt.id] == nil then
					spAttTable[spAtt.id] = { ['defn'] = spAtt, ['icons'] = {} }
				end
				if spAttTable[spAtt.id]['icons'][attChance] == nil then
					spAttTable[spAtt.id]['icons'][attChance] = {}
				end
				table.insert(spAttTable[spAtt.id]['icons'][attChance], Icons.Icon({ p.getMonsterName(monster), type = 'monster' }))
			end
		end
	end

	local resultPart = {}
	table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!Name!!style="min-width:225px"|Monsters!!Chance!!Effect')

	for i, spAttData in Shared.skpairs(spAttTable) do
		local spAtt = spAttData.defn
		local firstRow = true
		local rowsSpanned = Shared.tableCount(spAttData.icons)
		local rowSuffix = ''
		if rowsSpanned > 1 then
			rowSuffix = '|rowspan="' .. rowsSpanned .. '"'
		end
		for chance, iconList in Shared.skpairs(spAttData.icons) do
			table.insert(resultPart, '\r\n|-')
			if firstRow then
				table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
			end
			table.insert(resultPart, '\r\n|data-sort-value="' .. spAtt.name .. '"| ' .. table.concat(iconList, '<br/>'))
			table.insert(resultPart, '\r\n|data-sort-value="' .. chance .. '"| ' .. Num.round(chance, 2, 0) .. '%')
			if firstRow then
				table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.description)
				firstRow = false
			end
		end
	end
	table.insert(resultPart, '\r\n|}')

	return table.concat(resultPart)
end

--NOTE: This is not a function that should be called directly. It generates text to be pasted into Chest Loot TablesTemplate:MonsterLootTables
--It exists because I'm too lazy to manually type up all the new monsters - User:Falterfire
function p.getMonsterLootTableText()
	local getAreaText = function(area)
			local outArray = {}
			table.insert(outArray, "==={{ZoneIcon|"..area.name.."|size=50}}===")
			table.insert(outArray, "")
			for i, monsterID in ipairs(area.monsterIDs) do
				local monster = p.getMonsterByID(monsterID)
				table.insert(outArray, "===={{MonsterIcon|"..p.getMonsterName(monster).."|size=40}}====")
				table.insert(outArray, "{{MonsterDrops|"..p.getMonsterName(monster).."|size=40}}")
			end
			return table.concat(outArray, "\r\n")
		end
	local fullArray = {}
	local areaArray = Areas.getAreas(function(a) return a.type == 'combatArea' end)
	for i, area in ipairs(areaArray) do
		table.insert(fullArray, getAreaText(area))
	end
	
	areaArray = Areas.getAreas(function(a) return a.type == 'slayerArea' end)
	for i, area in ipairs(areaArray) do
		table.insert(fullArray, getAreaText(area))
	end
	
	
	return table.concat(fullArray, "\r\n\r\n----\r\n")
end

--NOTE: This is not a function that should be called directly. It generates text to be pasted into Chest Loot Tables
--It exists because I'm too lazy to manually type up all the new chests - User:Falterfire
function p.getChestLootTables()
	local items = Items.getItems(function(item) return item.dropTable ~= nil end)
	local outArray = {}
	for i, item in ipairs(items) do
		table.insert(outArray, "==={{ItemIcon|"..item.name.."|size=30}}===")
		table.insert(outArray, "{{ChestDrops|"..item.name.."}}")
	end
	return table.concat(outArray, "\r\n")
end

--Returns the expansion icon for the item if it has one
function p.getExpansionIcon(frame)
	local monsterName = frame.args ~= nil and frame.args[1] or frame
	local monster = p.getMonster(monsterName)

	if monster == nil then
		return Shared.printError('No monster with that name found')
	end
	
	return Icons.getExpansionIcon(monster.id)
end

return p