Module:Items/SourceTables: Difference between revisions
From Melvor Idle
m (split icon i think) |
m (let's hope and pray) |
||
Line 893: | Line 893: | ||
if item.isPassiveItem then | if item.isPassiveItem then | ||
table = table..'|-\r\n' | table = table..'|-\r\n' | ||
table = table..'! '..Icons.Icon({item.name, type='item', notext='true'})..' | table = table..'! '..Icons.Icon({item.name, type='item', notext='true'})..'\r\n! '..item.name..'\r\n' | ||
table = table..'| '..item.description..'\r\n' | table = table..'| '..item.description..'\r\n' | ||
end | end |
Revision as of 18:42, 3 February 2021
Documentation for this module may be created at Module:Items/SourceTables/doc
local p = {}
local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
function p._getCreationTable(item)
local skill = ''
local specialReq = nil
local time = 0
local maxTime = nil
local lvl = 0
local xp = 0
local qty = nil
local req = nil
local result = ''
local tables = {}
--First figure out what skill is used to make this...
if item.smithingLevel ~= nil then
skill = 'Smithing'
lvl = item.smithingLevel
xp = item.smithingXP
req = item.smithReq
qty = item.smithingQty
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.craftingLevel ~= nil then
skill = 'Crafting'
lvl = item.craftingLevel
xp = item.craftingXP
req = item.craftReq
qty = item.craftQty
time = 3
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.runecraftingLevel ~= nil then
skill = 'Runecrafting'
lvl = item.runecraftingLevel
xp = item.runecraftingXP
req = item.runecraftReq
qty = item.runecraftQty
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.fletchingLevel ~= nil then
skill = 'Fletching'
lvl = item.fletchingLevel
xp = item.fletchingXP
req = item.fletchReq
qty = item.fletchQty
time = 2
if item.name == 'Arrow Shafts' then
--Arrow Shafts get special (weird) treatment
req = '1 of any [[Log]]'
qty = '15 - 135'
end
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.herbloreReq ~= nil then
skill = 'Herblore'
req = item.herbloreReq
--Currently using 'herbloreMasteryID' as shorthand to find details, could be a better method
local potionID = item.herbloreMasteryID
local potionData = SkillData.Herblore.ItemData[potionID + 1]
lvl = potionData.herbloreLevel
xp = potionData.herbloreXP
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.miningID ~= nil then
skill = 'Mining'
lvl = SkillData.Mining.Rocks[item.masteryID[2] + 1].level
time = 3
xp = item.miningXP
--Rune Essence has double quantity, but that's a hard-coded thing in the game so it's hard-coded here
if item.name == 'Rune Essence' then qty = 2 else qty = 1 end
if item.name == 'Dragonite Ore' then
specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
end
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, nil, specialReq))
end
if item.type == "Logs" then
--Well this feels like cheating, but for as long as logs are the first items by ID it works
local treeData = SkillData.Woodcutting.Trees[item.id + 1]
skill = 'Woodcutting'
lvl = treeData.level
time = treeData.interval / 1000
xp = treeData.xp
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.fishingLevel ~= nil then
skill = 'Fishing'
lvl = item.fishingLevel
xp = item.fishingXP
time = item.minFishingInterval/1000
maxTime = item.maxFishingInterval/1000
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime))
end
if item.type == "Havest" or item.type == "Herb" or item.type == "Logs" then
--Havest/Herb means farming
--Logs might mean farming or might not. Depends on the logs
--Yes, Havest. The typos are coming from inside the source code
for i, item2 in pairs(ItemData.Items) do
if item2.grownItemID == item.id then
skill = 'Farming'
lvl = item2.farmingLevel
xp = item2.farmingXP
time = item2.timeToGrow
qty = 5
req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
break
end
end
end
if item.type == "Food" or item.type == "Cooked Fish" then
--Food/Cooked Fish is Fishing, need to figure out source item
for i, item2 in pairs(ItemData.Items) do
if item2.burntItemID == item.id or item2.cookedItemID == item.id then
skill = 'Cooking'
lvl = item2.cookingLevel
if item2.burntItemID == item.id then
xp = 1
else
xp = item2.cookingXP
end
time = 3
req = {{id = i - 1, qty = 1}}
break
end
end
if skill ~= '' then
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
end
--A couple special exceptions for Alt Magic
--Not Gems or Bars though since those have their own separate thing
if item.name == 'Rune Essence' then
table.insert(tables, p.buildAltMagicTable('Just Learning'))
elseif item.name == 'Bones' then
table.insert(tables, p.buildAltMagicTable('Bone Offering'))
elseif item.name == 'Holy Dust' then
table.insert(tables, p.buildAltMagicTable('Blessed Offering'))
end
if Shared.tableCount(tables) == 0 then
return ""
else
return table.concat(tables, '\r\n')
end
end
function p.buildAltMagicTable(spellName)
local spell = Magic.getSpell(spellName, 'AltMagic')
local result = '{|class="wikitable"\r\n|-'
result = result..'\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'})
result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements'
result = result..'\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
-- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere
-- -1 means no item is needed, so hide this section
if spell.selectItem == 1 then
result = result..'\r\n|-\r\n!style="text-align:right;"|Materials'
result = result..'\r\n|1 of any item'
end
--Add runes
result = result..'\r\n|-\r\n!style="text-align:right;"|Runes\r\n|'
for i, req in pairs(spell.runesRequired) do
local rune = Items.getItemByID(req.id)
if i > 1 then result = result..', ' end
result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
end
if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then
result = result.."<br/>'''OR'''<br/>"
for i, req in pairs(spell.runesRequiredAlt) do
local rune = Items.getItemByID(req.id)
if i > 1 then result = result..', ' end
result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
end
end
--Now just need the output quantity, xp, and casting time (which is always 2)
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty
result = result..'\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP
result = result..'\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s'
result = result..'\r\n|}'
return result
end
function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
if qty == nil then qty = 1 end
local result = '{|class="wikitable"'
if req ~= nil then
result = result..'\r\n!colspan="2"|Item Creation'
else
result = result..'\r\n!colspan="2"|Item Production'
end
result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
result = result..'\r\n|'..Icons._SkillReq(skill, lvl)
if specialReq ~= nil then result = result..'<br/>'..specialReq end
if req ~= nil then
result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
if type(req) == 'table' then
for i, mat in pairs(req) do
if i > 1 then result = result..'<br/>' end
local matItem = Items.getItemByID(mat.id)
if matItem == nil then
result = result..mat.qty..'x ?????'
else
result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
end
end
else
result = result..req
end
end
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
result = result..'\r\n|'..qty
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
result = result..'\r\n|'..Shared.formatnum(xp)..' XP'
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
result = result..'\r\n|'..Shared.formatnum(Shared.round(time, 2, 0))..'s'
if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 0))..'s' end
result = result..'\r\n|}'
return result
end
function p.getCreationTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getCreationTable(item)
end
function p._getItemSources(item, asList, addCategories)
local result = nil
local lineArray = {}
local categoryArray = {}
--Alright, time to go through all the ways you can get an item...
--First up: Can we kill somebody and take theirs?
local killStr = ''
local dungeonStr = ''
local count1 = 0
for i, monster in Shared.skpairs(MonsterData.Monsters) do
local isDrop = false
if monster.bones == item.id and ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, "Shard")) then
isDrop = true
elseif monster.lootTable ~= nil then
for j, loot in pairs(monster.lootTable) do
if loot[1] == item.id then
isDrop = true
end
end
end
if isDrop then
if monster.isBoss then
local areaList = Areas.getMonsterAreas(i - 1)
--If this is a boss then we actually are completing dungeons for this and need to figure out which one
for j, dung in pairs(areaList) do
if string.len(dungeonStr) > 0 then
dungeonStr = dungeonStr..','
else
dungeonStr = 'Completing: '
end
dungeonStr = dungeonStr..Icons.Icon({dung.name, type="dungeon", notext=true})
end
else
count1 = count1 + 1
if string.len(killStr) > 0 then
killStr = killStr..','
if count1 % 3 == 1 and count1 > 1 then killStr = killStr..'<br/>' end
killStr = killStr..Icons.Icon({monster.name, type="monster", notext="true"})
else
killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
end
end
end
end
--Add the Fire Cape's special exception:
if item.name == 'Fire Cape' then
if string.len(dungeonStr) > 0 then
dungeonStr = dungeonStr..','
else
dungeonStr = 'Completing: '
end
dungeonStr = dungeonStr..Icons.Icon({"Volcanic Cave", type="dungeon", notext=true})
elseif item.name == 'Infernal Cape' then
if string.len(dungeonStr) > 0 then
dungeonStr = dungeonStr..','
else
dungeonStr = 'Completing: '
end
dungeonStr = dungeonStr..Icons.Icon({"Infernal Stronghold", type="dungeon", notext=true})
end
if string.len(dungeonStr) > 0 then table.insert(lineArray, dungeonStr) end
if string.len(killStr) > 0 then table.insert(lineArray, killStr) end
--Next: Can we find it in a box?
--While we're here, check for upgrades, cooking, and growing
local lootStr = ''
local upgradeStr = ''
local cookStr = ''
local burnStr = ''
local growStr = ''
local count2 = 0
count1 = 0
for i, item2 in pairs(ItemData.Items) do
if item2.dropTable ~= nil then
for j, loot in pairs(item2.dropTable) do
if loot[1] == item.id then
count1 = count1 + 1
if string.len(lootStr) > 0 then
lootStr = lootStr..','
if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"})
else
lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
end
end
if item2.trimmedItemID == item.id then
count2 = count2 + 1
if string.len(upgradeStr) > 0 then
upgradeStr = upgradeStr..','
if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
else
table.insert(categoryArray, '[[Category:Upgraded Items]]')
upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
if item2.cookedItemID == item.id then
if string.len(cookStr) > 0 then
cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
table.insert(categoryArray, '[[Category:Cooked Items]]')
cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
if item2.burntItemID == item.id then
if string.len(burnStr) > 0 then
burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
table.insert(categoryArray, '[[Category:Burnt Items]]')
burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
if item2.grownItemID == item.id then
if string.len(growStr) > 0 then
growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
table.insert(categoryArray, '[[Category:Harvestable Items]]')
growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
end
if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
if string.len(growStr) > 0 then table.insert(lineArray, growStr) end
--Next: Can we take it from somebody else -without- killing them?
local thiefStr = ''
for i, npc in pairs(SkillData.Thieving) do
if npc.lootTable ~= nil then
for j, loot in pairs(npc.lootTable) do
if loot[1] == item.id then
if string.len(thiefStr) > 0 then
thiefStr = thiefStr..','..Icons.Icon({npc.name, type="thieving", notext="true"})
else
thiefStr = thiefStr..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
end
end
end
end
end
if string.len(thiefStr) > 0 then table.insert(lineArray, thiefStr) end
--If all else fails, I guess we should check if we can make it ourselves
--SmithCheck:
if item.smithingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
end
--CraftCheck:
if item.craftingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
end
--FletchCheck:
if item.fletchingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel))
end
--RunecraftCheck:
if item.runecraftingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
end
--MineCheck:
if item.miningID ~= nil then
table.insert(lineArray, Icons._SkillReq("Mining", SkillData.Mining.Rocks[item.masteryID[2] + 1].level))
end
--FishCheck:
if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#'..item.type..'|'..item.type..']]')
elseif item.fishingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
end
--HerbCheck:
if item.herbloreMasteryID ~= nil then
local potionData = SkillData.Herblore.ItemData[item.herbloreMasteryID + 1].herbloreLevel
table.insert(lineArray, Icons._SkillReq("Herblore", potionData))
end
--WoodcuttingCheck
if item.type == 'Logs' then
local treeData = SkillData.Woodcutting.Trees[item.id + 1]
local lvl = treeData.level
table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl))
end
--Finally there are some weird exceptions:
--Coal can be acquired via firemaking
if item.name == "Coal Ore" then
table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
end
--Gems can be acquired from mining, fishing, and alt. magic
if item.type == 'Gem' then
table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#Special|Special]]')
table.insert(lineArray, Icons.Icon({"Mining", type='skill', notext=true})..' [[Mining#Gems|Gem]]')
table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
end
--Bars and some other stuff can also be acquired via Alt. Magic
if type == 'Bar' or Shared.contains(AltMagicProducts, item.name) then
table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
end
--Chapeau Noir & Bobby's Pocket are special Thieving items
if item.name == "Chapeau Noir" or item.name == "Bobby's Pocket" then
table.insert(lineArray, Icons._SkillReq("Thieving", 1))
end
--Rhaelyx pieces are also special
if item.name == 'Jewel of Rhaelyx' then
local rhaStr = 'Any action in: '
rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})
table.insert(lineArray, rhaStr)
elseif item.name == 'Circlet of Rhaelyx' then
local rhaStr = 'Any action in: '
rhaStr = rhaStr..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..', '..Icons.Icon({'Mining', type = 'skill', notext = true})..',<br/>'
rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
table.insert(lineArray, rhaStr)
elseif item.name == 'Mysterious Stone' then
local rhaStr = 'Any action in: '
rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill', notext = true})..', '..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..',<br/>'
rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill', notext = true})..', '..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
rhaStr = rhaStr..'<br/>after finding '..Icons.Icon({'Crown of Rhaelyx', type='item'})
table.insert(lineArray, rhaStr)
end
--Tokens are from the appropriate skill
if item.isToken then
for skill, id in pairs(Constants.skill) do
if id == item.skill then
table.insert(lineArray, Icons._SkillReq(skill, 1))
end
end
end
--Shop items (including special items like gloves that aren't otherwise listed)
if item.slayerCost ~= nil or item.buysFor ~= nil or Shared.contains(Items.OtherShopItems, item.name) then
table.insert(lineArray, '[[Shop]]')
end
--Easter Eggs (manual list 'cause don't have a better way to do that)
if Shared.contains(Items.EasterEggs, item.name) then
table.insert(lineArray, '[[Easter Eggs]]')
end
local result = ''
if asList then
result = '* '..table.concat(lineArray, "\r\n* ")
else
result = table.concat(lineArray, "<br/>")
result = '<div style="max-width:180px;text-align:right">'..result..'</div>'
end
if addCategories then result = result..table.concat(categoryArray, '') end
return result
end
function p.getItemSources(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
local asList = false
local addCategories = false
if frame.args ~= nil then
asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
end
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemSources(item, asList, addCategories)
end
function p._getItemLootSourceTable(item)
local result = '{| class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!Source!!Source Type!!Quantity!!Chance'
--Set up function for adding rows
local buildRow = function(source, type, minqty, qty, chance)
if minqty == nil then minqty = 1 end
local rowTxt = '\r\n|-'
rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type
rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|'..minqty
if qty ~= minqty then rowTxt = rowTxt..' - '..qty end
rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
return rowTxt
end
local dropRows = {}
--Alright, time to go through a few ways to get the item
--First up: Can we kill somebody and take theirs?
for i, monster in pairs(MonsterData.Monsters) do
local minqty = 1
local qty = 1
local chance = 0
local wt = 0
local totalWt = 0
--Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
--... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
qty = monster.boneQty ~= nil and monster.boneQty or 1
minqty = qty
chance = 100
elseif monster.lootTable ~= nil then
for j, loot in pairs(monster.lootTable) do
totalWt = totalWt + loot[2]
if loot[1] == item.id then
wt = loot[2]
qty = loot[3]
end
end
if wt > 0 then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
chance = ((wt * lootChance) / (totalWt * 100)) * 100
end
end
if chance > 0 then
--If we're dealing with a boss, this is a Dungeon row instead
if monster.isBoss and not Shared.contains(item.name, 'Shard') then
local dung = Areas.getMonsterAreas(i - 1)[1]
local sourceTxt = Icons.Icon({dung.name, type="dungeon", notext=true})
table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = minqty, qty = qty, chance = chance})
else
local sourceTxt = Icons.Icon({monster.name, type='monster'})
table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
end
end
end
--Special exception for the Fire Cape as a bonus dungeon drop
if item.name == 'Fire Cape' then
local sourceTxt = Icons.Icon({"Volcanic Cave", type="dungeon", notext=true})
table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100})
elseif item.name == 'Infernal Cape' then
local sourceTxt = Icons.Icon({"Infernal Stronghold", type="dungeon", notext=true})
table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100})
end
--Next: Can we find it by rummaging around in another item?
for i, item2 in pairs(ItemData.Items) do
if item2.dropTable ~= nil then
local qty = 1
local chance = 0
local wt = 0
local totalWt = 0
for j, loot in pairs(item2.dropTable) do
totalWt = totalWt + loot[2]
if loot[1] == item.id then
wt = loot[2]
if item2.dropQty ~= nil then qty = item2.dropQty[j] end
end
end
if wt > 0 then
chance = (wt / totalWt) * 100
local sourceTxt = Icons.Icon({item2.name, type='item'})
table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
end
end
end
--Finally, let's try just stealing it
local thiefType = Icons.Icon({"Thieving", type='skill'})
for i, npc in pairs(SkillData.Thieving) do
local qty = 1
local chance = 0
local wt = 0
local totalWt = 0
if npc.lootTable ~= nil then
for j, loot in pairs(npc.lootTable) do
totalWt = totalWt + loot[2]
if loot[1] == item.id then
wt = loot[2]
end
end
if wt > 0 then
chance = (wt / totalWt) * 75
local sourceTxt = Icons.Icon({npc.name, type='thieving'})
table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, chance = chance})
end
end
end
--Bonus overtime: Special Fishing table & mining gem table. Also Rags to Riches
if item.type == 'Gem' then
local mineType = Icons.Icon({'Mining', type='skill'})
local thisGemChance = Items.GemTable[item.name].chance
table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance})
local magicType = Icons.Icon({'Magic', type = 'skill'})
table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
end
if item.fishingCatchWeight ~= nil then
local fishSource = '[[Fishing#Special|Special]]'
local fishType = Icons.Icon({'Fishing', type='skill'})
local thisChance = (item.fishingCatchWeight / Items.specialFishWt) * 100
table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
end
if item.type == 'Junk' then
local fishSource = '[[Fishing#Junk|Junk]]'
local fishType = Icons.Icon({'Fishing', type='skill'})
local thisChance = 100 / Items.junkCount
table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
end
--Make sure to return nothing if there are no drop sources
if Shared.tableCount(dropRows) == 0 then return '' end
table.sort(dropRows, function(a, b) return a.chance > b.chance end)
for i, data in pairs(dropRows) do
result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
end
result = result..'\r\n|}'
return result
end
function p.getItemLootSourceTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemLootSourceTable(item)
end
function p._getItemShopTable(item)
local result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Shop]] Purchase'
result = result..'\r\n|-\r\n!style="text-align:right;"|Cost\r\n|'
local cost = {}
local qty = '1'
if item.buysFor ~= nil then
if item.buysFor > 0 then table.insert(cost, Icons.GP(item.buysFor)) end
elseif item.slayerCost ~= nil then
table.insert(cost, Icons.SC(item.slayerCost))
elseif Items.GloveTable[item.name] ~= nil then
table.insert(cost, Icons.GP(Items.GloveTable[item.name].cost))
qty = ' +'..Shared.formatnum(Items.GloveTable[item.name].charges)..' Charges'
end
if item.buysForLeather ~= nil then
table.insert(cost, Icons.Icon({'Leather', type='item', qty=item.buysForLeather}))
end
if item.buysForItems ~= nil then
for i, row in pairs(item.buysForItems) do
local mat = Items.getItemByID(row[1])
table.insert(cost, Icons.Icon({mat.name, type='item', qty=row[2]}))
end
end
if Shared.tableCount(cost) == 0 then
--If no cost is set, return an empty string
return ''
else
result = result..table.concat(cost, '<br/>')
end
--For right now, only have requirements on Skillcapes
result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements\r\n|'
if item.name == 'Cape of Completion' then
result = result..'100% Completion Log'
elseif item.name == 'Max Skillcape' then
result = result..'Level 99 in all [[Skills]]'
elseif Shared.contains(item.name, 'Skillcape') then
local skillName = Shared.splitString(item.name)[1]
result = result..Icons._SkillReq(skillName, 99)
else
result = result..'None'
end
result = result..'\r\n|-\r\n!style="text-align:right;"|Quantity\r\n|'..qty
result = result..'\r\n|}'
return result
end
function p.getItemShopTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemShopTable(item)
end
function p._getItemUpgradeTable(item)
local result = ''
if item.itemsRequired ~= nil then
--First, get details on all the required materials
local upgradeFrom = {}
local materials = {}
for i, row in pairs(item.itemsRequired) do
local mat = Items.getItemByID(row[1])
--Check to see if the source item can trigger the upgrade
if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then
table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'}))
end
table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]}))
end
if item.trimmedGPCost ~= nil then
table.insert(materials, Icons.GP(item.trimmedGPCost))
end
result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Upgrading Items|Item Upgrade]]'
--[[result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|'
result = result..table.concat(upgradeFrom, '<br/>')--]]
result = result..'\r\n|-\r\n!style="text-align:right;"|Materials\r\n|'
result = result..table.concat(materials, '<br/>')
result = result..'\r\n|}'
end
return result
end
function p.getItemUpgradeTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemUpgradeTable(item)
end
function p._getItemSuperheatTable(item)
--Manually build the Superheat Item table
local oreString = ''
local coalString = ''
for i, mat in pairs(item.smithReq) do
local thisMat = Items.getItemByID(mat.id)
if thisMat.name == 'Coal Ore' then
coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
else
if string.len(oreString) > 0 then oreString = oreString..', ' end
oreString = oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
end
end
--Set up the header
local superheatTable = '{|class="wikitable"\r\n!colspan="2"|Spell'
superheatTable = superheatTable..'!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level'
superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level'
superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP'
superheatTable = superheatTable..'!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars'
superheatTable = superheatTable..'!!Ore!!Runes'
--Loop through all the variants
local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'}
for i, sName in pairs(spellNames) do
local spell = Magic.getSpell(sName, 'AltMagic')
local rowTxt = '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50})
rowTxt = rowTxt..'||[['..spell.name..']]||'..item.smithingLevel
rowTxt = rowTxt..'||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty
rowTxt = rowTxt..'||'..oreString
if spell.ignoreCoal ~= nil and not spell.ignoreCoal then rowTxt = rowTxt..coalString end
rowTxt = rowTxt..'||style="text-align:center"|'
for i, req in pairs(spell.runesRequired) do
local rune = Items.getItemByID(req.id)
if i > 1 then rowTxt = rowTxt..', ' end
rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
end
rowTxt = rowTxt.."<br/>'''OR'''<br/>"
for i, req in pairs(spell.runesRequiredAlt) do
local rune = Items.getItemByID(req.id)
if i > 1 then rowTxt = rowTxt..', ' end
rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
end
superheatTable = superheatTable..rowTxt
end
--Add the table end and add the table to the result string
superheatTable = superheatTable..'\r\n|}'
return superheatTable
end
function p.getItemSuperheatTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemSuperheatTable(item)
end
function p._getItemSourceTables(item)
local result = ''
local shopTable = p._getItemShopTable(item)
if string.len(shopTable) > 0 then
result = result..'===Shop===\r\n'..shopTable
end
local creationTable = p._getCreationTable(item)
if string.len(creationTable) > 0 then
if string.len(result) > 0 then result = result..'\r\n' end
result = result..'===Creation===\r\n'..creationTable
end
local upgradeTable = p._getItemUpgradeTable(item)
if string.len(upgradeTable) > 0 then
if string.len(result) > 0 then result = result..'\r\n' end
if string.len(creationTable) == 0 then result = result..'===Creation===\r\n' end
result = result..upgradeTable
end
if item.type == 'Bar' then
result = result..'\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item)
end
local lootTable = p._getItemLootSourceTable(item)
if string.len(lootTable) > 0 then
if string.len(result) > 0 then result = result..'\r\n' end
result = result..'===Loot===\r\n'..lootTable
end
return result
end
function p.getItemSourceTables(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemSourceTables(item)
end
function p.getCombatPassiveSlotItems(frame)
local table = '{| class="wikitable"\r\n'
table = table..'|-\r\n'
table = table..'!colspan="2"|Item\r\n! Passive\r\n'
for i, item in pairs(ItemData.Items) do
if item.isPassiveItem then
table = table..'|-\r\n'
table = table..'! '..Icons.Icon({item.name, type='item', notext='true'})..'\r\n! '..item.name..'\r\n'
table = table..'| '..item.description..'\r\n'
end
end
table = table..'|}'
return table
end
return p