Module:Monsters: Difference between revisions

From Melvor Idle
(Added support for abyssal resistance in effective monster HP)
(Fixed lua error and added functions to get the name of the monster's damage type)
Line 142: Line 142:
local monster = p.getMonster(MonsterName)
local monster = p.getMonster(MonsterName)
if monster ~= nil then
if monster ~= nil then
if monster.damageType == 'melvorD:Normal' then
if monster.damageType == nil or monster.damageType == 'melvorD:Normal' then
return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
elseif monster.damageType == 'melvorItA:Abyssal' then
elseif monster.damageType == 'melvorItA:Abyssal' then
Line 202: Line 202:


return p._getMonsterLevel(monster, SkillName)
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
end



Revision as of 14:47, 12 July 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 == 'resistance' then
		return p.getEquipmentStat(monster, 'resistance')
	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
		if monster.damageType == nil or monster.damageType == 'melvorD:Normal' then
			return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'damageReduction')/100)) + 0.5)
		elseif monster.damageType == 'melvorItA:Abyssal' then
			return math.floor((p._getMonsterHP(monster)/(1 - p._getMonsterStat(monster, 'resistance')/100)) + 0.5)
		else
			return Shared.printError('Monster with damage type: ' .. monster.damageType .. ' is not supported')
		end
	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._getMonsterStat(monster, 'damageReduction')/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._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._getMonsterStat(monster, 'damageReduction')
			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.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}
	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

	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 multiDrop = Shared.tableCount(monster.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
		local lootTable = Shared.shallowClone(monster.lootTable)
		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."
		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' 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 Level ')
	if hasBarrier then
		table.insert(tableBits, '!! [[Barrier]] ')
	end
	table.insert(tableBits, '!! Hitpoints !! colspan=2| Max Hit !! [[Combat Triangle|Combat 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, '||'..p._getMonsterCombatLevel(monster))
		if hasBarrier then
		table.insert(tableBits, '||'..Num.formatnum(p._getMonsterBarrier(monster)))
		end
		table.insert(tableBits, '||'..Num.formatnum(p._getMonsterHP(monster)))
		local drReduction = p._getMonsterDrReduction(monster)
		local maxHit = p._getMonsterMaxHit(monster)
		if drReduction > 0 then
			table.insert(tableBits, '||style="text-align:right" data-sort-value="'..maxHit..'"| -'..drReduction..'% DR')
			table.insert(tableBits, '||style="text-align:right"|'..Num.formatnum(maxHit))
		else
			table.insert(tableBits, '||style="text-align:right" colspan="2" data-sort-value="'..maxHit..'"|'..Num.formatnum(maxHit))
		end
		table.insert(tableBits, '||'..p._getMonsterStyleIcon({monster, nolink=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
		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, monCount = 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, monCount = iconQ, iconQ, iconQ, iconQ, iconQ, iconQ, monsterCount
			elseif specialType == 'SlayerArea' then
				-- entityID corresponds to a slayer area
				local area = Areas.getAreaByID('slayer', entityID)
				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
				monStyle = Icons.Icon({area.name, area.name, notext=true, nolink=true, img='Question'})
				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})
			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|style="text-align:right"|'..getValText(monMaxHit))
		else
			table.insert(resultPart, '\r\n|style="text-align:right" colspan="2" data-sort-value="'..getValSort(monMaxHit)..'"|'..getValText(monMaxHit))
		end
		table.insert(resultPart, '\r\n| ' .. 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 Level ')
	if hasBarrier then
		table.insert(returnPart, '!! [[Barrier]] ')
	end
	table.insert(returnPart, '!! Hitpoints !! colspan="2" | Max Hit !! [[Combat Triangle|Combat 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' 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.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!!' .. 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 dr = nil
			if monster.damageType == 'melvorItA:Abyssal' then
				dr = p._getMonsterStat(monster, 'resistance')
			else
				dr = p._getMonsterStat(monster, 'damageReduction')
			end
			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|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="' .. dr .. '" |' .. dr..'%')
			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