Module:Items/ComparisonTables: Difference between revisions
From Melvor Idle
(Shrink equipment table header icons; Fixed resistance stats) |
No edit summary |
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Line 20: | Line 20: | ||
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'} | NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'} | ||
} | } | ||
-- Special ID to identify two-handed weapons | |||
local twoHandedWeaponID = '2hWeapons' | |||
local function getSlotID(slot) | local function getSlotID(slot) | ||
local slotID = Shared.getNamespacedID('melvorD', slot) | local slotID = Shared.getNamespacedID('melvorD', slot) | ||
local slotData = GameData.getEntityByID('equipmentSlots', slotID) | local slotData = GameData.getEntityByID('equipmentSlots', slotID) | ||
if slotData == nil then | if slotData == nil then | ||
-- Special case for 2h weapons. Assume 1h weapons otherwise. | |||
if slot == twoHandedWeaponID then | |||
return 'melvorD:' .. twoHandedWeaponID | |||
end | |||
-- slotID invalid, check if user provided a slot name | -- slotID invalid, check if user provided a slot name | ||
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot) | slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot) | ||
Line 47: | Line 54: | ||
end | end | ||
function | local function getAttackSpeed(item) | ||
if | if item.equipmentStats ~= nil and item.equipmentStats['attackSpeed'] ~= nil then | ||
return item.equipmentStats['attackSpeed'] or 4000 | |||
end | |||
return 0 | |||
end | |||
local function getItems(slotID) | |||
local _, slotLocalID = Shared.getLocalID(slotID) | |||
local | |||
local sortFunc = function(item) | |||
' | -- Exclude the debug item | ||
if item.id == 'melvorD:DEBUG_ITEM' then | |||
return false | |||
end | |||
-- Exclude Golbin raid exclusives for now, such that they don't pollute various equipment tables | |||
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then | |||
return false | |||
end | |||
if not Shared.contains(item.validSlots, slotLocalID) then | |||
if slotLocalID == twoHandedWeaponID then | |||
return Items._getItemStat(item, 'isTwoHanded') | |||
end | |||
end | |||
if slotLocalID == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type | |||
return other == item.ammoTypeRequired | |||
elseif slotLocalID == 'Quiver' then | |||
if other == 'Thrown' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then | |||
return true | |||
if | |||
else | else | ||
return other == item.ammoType | |||
end | end | ||
end | end | ||
return false | |||
end | end | ||
return Items.getItems(sortFunc) | |||
end | |||
--== Helper Functions for getCategoryTable ==-- | |||
local function createStatCell(row, statVal) | |||
local cell = row:tag('td') | |||
if statVal > 0 then | |||
cell:addClass('table-positive') | |||
elseif statVal < 0 then | |||
cell:addClass('table-negative') | |||
end | end | ||
cell:css('text-align', 'right') | |||
return cell | |||
end | |||
local function addStatCell(row, item, stat) | |||
local | local statVal = 0 | ||
if item.equipmentStats ~= nil then | |||
statVal = item.equipmentStats[stat] or 0 | |||
end | end | ||
if | |||
return createStatCell(row, statVal) | |||
:wikitext(statVal) | |||
end | |||
local function addDRCell(row, item) | |||
local dr = 0 | |||
local icon = nil | |||
-- Grab damage reduction figure | |||
if item.equipmentStats ~= nil then | |||
if item.equipmentStats.damageReduction then | |||
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction' | |||
elseif item.equipmentStats.resistanceAbyssal then | |||
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance' | |||
elseif item.equipmentStats.resistanceEternal then | |||
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance' | |||
end | |||
end | end | ||
if | |||
local cell = createStatCell(row, dr) | |||
-- Add DR icons, if there's any value | |||
if dr ~= 0 then | |||
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ') | |||
end | end | ||
-- Add DR value | |||
cell:wikitext(dr .. '%') | |||
return cell | |||
end | |||
local function getRequirements(item) | |||
if item.equipRequirements == nil then | |||
return nil | |||
end | end | ||
local function getSkillName(skillID) | |||
local _, localSkillID = GameData.getLocalID(skillID) | |||
return localSkillID | |||
end | end | ||
local iconFuncs = { | |||
['AbyssalLevel'] = function(x) | |||
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level | |||
end, | |||
['SkillLevel'] = function(x) | |||
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level | |||
end, | |||
} | |||
local reqs = {} | |||
local abyssalSkills = {} | |||
local highestLvReq = 0 | |||
-- Filter out all Abyssal Levels | |||
for _, req in ipairs(item.equipRequirements) do | |||
if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end | |||
end | |||
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry | |||
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement. | |||
for _, req in ipairs(item.equipRequirements) do | |||
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then | |||
-- Add requirement via factory function. | |||
local func = iconFuncs[req.type] | |||
if func then table.insert(reqs, func(req)) end | |||
if | |||
-- Track highest level for data sorting. | |||
local lv = req.level or 0 | |||
if lv > highestLvReq then highestLvReq = lv end | |||
end | |||
end | |||
if Shared.tableIsEmpty(abyssalSkills) == false then | |||
highestLvReq = highestLvReq + 99 | |||
end | |||
return { | |||
['datasortvalue'] = highestLvReq, | |||
['requirements'] = table.concat(reqs, '<br>') | |||
} | |||
end | |||
if | function p._getCategoryTable(itemList, slot) | ||
local iconSize = 20 | |||
local isWeapon = (slot == 'Weapon' or slot == twoHandedWeaponID) | |||
local itemColspan = 3 | |||
if isWeapon == true then itemColspan = 4 end | |||
local html = mw.html.create('table') | |||
:addClass('wikitable sortable stickyHeader') | |||
:addClass('col-1-center col-3-center') | |||
local header0 = html:tag('tr'):addClass('headerRow-0') | |||
header0:tag('th'):attr('colspan', itemColspan) | |||
header0:tag('th'):attr('colspan', 5) | |||
:wikitext("Attack Bonus") | |||
header0:tag('th'):attr('colspan', 3) | |||
:wikitext("Strength Bonus") | |||
header0:tag('th'):attr('colspan', 3) | |||
:wikitext("Defence Bonus") | |||
header0:tag('th'):wikitext("DR/AR") | |||
local header1 = html:tag('tr'):addClass('headerRow-1') | |||
header1:tag('th'):wikitext('Name') | |||
:attr('colspan', 2) | |||
header1:tag('th'):wikitext('DLC') | |||
if isWeapon == true then | |||
header1:tag('th'):wikitext('Attack<br>Speed') | |||
end | end | ||
-- Attack bonuses | |||
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'})) | |||
--Strength bonuses | --Strength bonuses | ||
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'})) | |||
--Defence bonuses | --Defence bonuses | ||
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'})) | |||
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'})) | |||
-- Damage reduction | |||
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'})) | |||
--Level requirements | --Level requirements | ||
header1:tag('th'):wikitext('Equip Req') | |||
-- Fill the table with all items | |||
for _, item in ipairs(itemList) do | |||
local row = html:tag('tr') | |||
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true})) | |||
:attr('data-sort-value', item.name) | |||
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true})) | |||
:attr('data-sort-value', item.name) | |||
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id)) | |||
:attr('data-sort-value', Icons.getExpansionID(item.id)) | |||
-- Add attack speed. | |||
if isWeapon == true then | |||
local atkSpeed = getAttackSpeed(item) | |||
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's') | |||
:attr('data-sort-value', atkSpeed) | |||
:css('text-align', 'right') | |||
end | |||
-- Attack bonuses | |||
addStatCell(row, item, 'stabAttackBonus') | |||
addStatCell(row, item, 'slashAttackBonus') | |||
addStatCell(row, item, 'blockAttackBonus') | |||
addStatCell(row, item, 'rangedAttackBonus') | |||
addStatCell(row, item, 'magicAttackBonus') | |||
-- Strength bonuses | |||
addStatCell(row, item, 'meleeStrengthBonus') | |||
addStatCell(row, item, 'rangedStrengthBonus') | |||
addStatCell(row, item, 'magicDamageBonus'):wikitext('%') | |||
-- Defence bonuses | |||
addStatCell(row, item, 'meleeDefenceBonus') | |||
addStatCell(row, item, 'rangedDefenceBonus') | |||
addStatCell(row, item, 'magicDefenceBonus') | |||
-- Add Damage Reduction / Abyssal Resistance | |||
addDRCell(row, item) | |||
local reqs = getRequirements(item) | |||
if reqs == nil then | |||
row:tag('td'):wikitext('None') | |||
:attr('data-sort-value', 0) | |||
if | |||
else | else | ||
row:tag('td'):wikitext(reqs.requirements) | |||
:attr('data-sort-value', reqs.datasortvalue) | |||
end | end | ||
end | end | ||
return tostring(html) | |||
return | |||
end | end | ||
function p. | function p.getCategoryTable(frame) | ||
local slot = frame.args ~= nil and frame.args[1] or frame[1] | |||
local slotID = getSlotID(slot) | local slotID = getSlotID(slot) | ||
if slotID == nil then | if slotID == nil then | ||
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil')) | return Shared.printError('Invalid slot ID: ' .. (slot or 'nil')) | ||
end | end | ||
-- Always sort by name. | |||
local itemList = getItems(slotID) | |||
table.sort(itemList, function(a, b) return a.name < b.name end) | |||
return p._getCategoryTable(itemList, slot) | |||
return p._getCategoryTable( | |||
end | end | ||
Revision as of 15:55, 17 July 2024
Documentation for this module may be created at Module:Items/ComparisonTables/doc
local p = {}
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Common = require('Module:Common')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Num = require('Module:Number')
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local styleOverrides = {
Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', "Bob's Rake", "Knight's Defender", "Ward of Flame Platebody"},
Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves', 'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
None = {},
NotMelee = {'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
NotRanged = {},
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}
-- Special ID to identify two-handed weapons
local twoHandedWeaponID = '2hWeapons'
local function getSlotID(slot)
local slotID = Shared.getNamespacedID('melvorD', slot)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
if slotData == nil then
-- Special case for 2h weapons. Assume 1h weapons otherwise.
if slot == twoHandedWeaponID then
return 'melvorD:' .. twoHandedWeaponID
end
-- slotID invalid, check if user provided a slot name
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
if slotData == nil then
return nil
end
slotID = slotData.id
end
return slotID
end
local function getItemDesc(item)
if item.customDescription ~= nil then
return item.customDescription
elseif item.modifiers ~= nil then
return Modifiers.getModifiersText(item.modifiers, false, false)
else
return ''
end
end
local function getAttackSpeed(item)
if item.equipmentStats ~= nil and item.equipmentStats['attackSpeed'] ~= nil then
return item.equipmentStats['attackSpeed'] or 4000
end
return 0
end
local function getItems(slotID)
local _, slotLocalID = Shared.getLocalID(slotID)
local sortFunc = function(item)
-- Exclude the debug item
if item.id == 'melvorD:DEBUG_ITEM' then
return false
end
-- Exclude Golbin raid exclusives for now, such that they don't pollute various equipment tables
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
end
if not Shared.contains(item.validSlots, slotLocalID) then
if slotLocalID == twoHandedWeaponID then
return Items._getItemStat(item, 'isTwoHanded')
end
end
if slotLocalID == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
return other == item.ammoTypeRequired
elseif slotLocalID == 'Quiver' then
if other == 'Thrown' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
return true
else
return other == item.ammoType
end
end
return false
end
return Items.getItems(sortFunc)
end
--== Helper Functions for getCategoryTable ==--
local function createStatCell(row, statVal)
local cell = row:tag('td')
if statVal > 0 then
cell:addClass('table-positive')
elseif statVal < 0 then
cell:addClass('table-negative')
end
cell:css('text-align', 'right')
return cell
end
local function addStatCell(row, item, stat)
local statVal = 0
if item.equipmentStats ~= nil then
statVal = item.equipmentStats[stat] or 0
end
return createStatCell(row, statVal)
:wikitext(statVal)
end
local function addDRCell(row, item)
local dr = 0
local icon = nil
-- Grab damage reduction figure
if item.equipmentStats ~= nil then
if item.equipmentStats.damageReduction then
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction'
elseif item.equipmentStats.resistanceAbyssal then
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance'
elseif item.equipmentStats.resistanceEternal then
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance'
end
end
local cell = createStatCell(row, dr)
-- Add DR icons, if there's any value
if dr ~= 0 then
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ')
end
-- Add DR value
cell:wikitext(dr .. '%')
return cell
end
local function getRequirements(item)
if item.equipRequirements == nil then
return nil
end
local function getSkillName(skillID)
local _, localSkillID = GameData.getLocalID(skillID)
return localSkillID
end
local iconFuncs = {
['AbyssalLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level
end,
['SkillLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level
end,
}
local reqs = {}
local abyssalSkills = {}
local highestLvReq = 0
-- Filter out all Abyssal Levels
for _, req in ipairs(item.equipRequirements) do
if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end
end
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement.
for _, req in ipairs(item.equipRequirements) do
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then
-- Add requirement via factory function.
local func = iconFuncs[req.type]
if func then table.insert(reqs, func(req)) end
-- Track highest level for data sorting.
local lv = req.level or 0
if lv > highestLvReq then highestLvReq = lv end
end
end
if Shared.tableIsEmpty(abyssalSkills) == false then
highestLvReq = highestLvReq + 99
end
return {
['datasortvalue'] = highestLvReq,
['requirements'] = table.concat(reqs, '<br>')
}
end
function p._getCategoryTable(itemList, slot)
local iconSize = 20
local isWeapon = (slot == 'Weapon' or slot == twoHandedWeaponID)
local itemColspan = 3
if isWeapon == true then itemColspan = 4 end
local html = mw.html.create('table')
:addClass('wikitable sortable stickyHeader')
:addClass('col-1-center col-3-center')
local header0 = html:tag('tr'):addClass('headerRow-0')
header0:tag('th'):attr('colspan', itemColspan)
header0:tag('th'):attr('colspan', 5)
:wikitext("Attack Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Strength Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Defence Bonus")
header0:tag('th'):wikitext("DR/AR")
local header1 = html:tag('tr'):addClass('headerRow-1')
header1:tag('th'):wikitext('Name')
:attr('colspan', 2)
header1:tag('th'):wikitext('DLC')
if isWeapon == true then
header1:tag('th'):wikitext('Attack<br>Speed')
end
-- Attack bonuses
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
--Strength bonuses
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
--Defence bonuses
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
-- Damage reduction
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'}))
--Level requirements
header1:tag('th'):wikitext('Equip Req')
-- Fill the table with all items
for _, item in ipairs(itemList) do
local row = html:tag('tr')
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
:attr('data-sort-value', item.name)
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true}))
:attr('data-sort-value', item.name)
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id))
:attr('data-sort-value', Icons.getExpansionID(item.id))
-- Add attack speed.
if isWeapon == true then
local atkSpeed = getAttackSpeed(item)
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
:attr('data-sort-value', atkSpeed)
:css('text-align', 'right')
end
-- Attack bonuses
addStatCell(row, item, 'stabAttackBonus')
addStatCell(row, item, 'slashAttackBonus')
addStatCell(row, item, 'blockAttackBonus')
addStatCell(row, item, 'rangedAttackBonus')
addStatCell(row, item, 'magicAttackBonus')
-- Strength bonuses
addStatCell(row, item, 'meleeStrengthBonus')
addStatCell(row, item, 'rangedStrengthBonus')
addStatCell(row, item, 'magicDamageBonus'):wikitext('%')
-- Defence bonuses
addStatCell(row, item, 'meleeDefenceBonus')
addStatCell(row, item, 'rangedDefenceBonus')
addStatCell(row, item, 'magicDefenceBonus')
-- Add Damage Reduction / Abyssal Resistance
addDRCell(row, item)
local reqs = getRequirements(item)
if reqs == nil then
row:tag('td'):wikitext('None')
:attr('data-sort-value', 0)
else
row:tag('td'):wikitext(reqs.requirements)
:attr('data-sort-value', reqs.datasortvalue)
end
end
return tostring(html)
end
function p.getCategoryTable(frame)
local slot = frame.args ~= nil and frame.args[1] or frame[1]
local slotID = getSlotID(slot)
if slotID == nil then
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
end
-- Always sort by name.
local itemList = getItems(slotID)
table.sort(itemList, function(a, b) return a.name < b.name end)
return p._getCategoryTable(itemList, slot)
end
function p.getTableForList(frame)
local pFrame = frame:getParent()
local frameArgs = pFrame.args ~= nil and pFrame.args or frame
local includeModifiers = frameArgs.includeModifiers ~= nil and string.upper(frameArgs.includeModifiers) == 'TRUE' or false
local itemList, errItems = {}, {}
local errMsg = 'Some items not found in database: '
local hasErr = false
for i, rawItemName in ipairs(frameArgs) do
local itemName = Shared.trim(rawItemName)
local item = Items.getItem(itemName)
if item == nil then
table.insert(errItems, "'" .. itemName .. "'")
else
table.insert(itemList, item)
end
end
if not Shared.tableIsEmpty(errItems) then
return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', '))
else
return p._getEquipmentTable(itemList, includeModifiers)
end
end
function p.getDoubleLootTable(frame)
local modsDL = {
["id"] = {
'melvorD:doubleItemsSkill',
'melvorD:doubleItemsChanceAgainstDamageType'
},
["alias"] = {
'increasedChanceToDoubleLootCombat',
'decreasedChanceToDoubleLootCombat',
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal'
}
}
local matchCriteria = Modifiers.getMatchCriteriaFromIDs(modsDL.id, modsDL.alias)
local itemMatchedMods = {}
local itemList = Items.getItems(
function(item)
if item.modifiers ~= nil then
local matchedMods = Modifiers.getMatchingModifiers(item.modifiers, matchCriteria)
if Shared.tableIsEmpty(matchedMods.matched) then
return false
else
itemMatchedMods[item.id] = matchedMods.matched
return true
end
end
end
)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Name!!Bonus!!Description')
for i, item in Shared.skpairs(itemList) do
local lootValue = Modifiers.getModifierValue(itemMatchedMods[item.id])
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|data-sort-value="'..item.name..'"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..lootValue..'"|'..lootValue..'%')
table.insert(resultPart, '||' .. getItemDesc(item))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getItemUpgradeTable(frame)
local args = frame.args ~= nil and frame.args or frame
local category, usedItemName = args[1], args.usedItem
local upgradeArray = {}
local isEquipment = false
local usedItemID = nil
if usedItemName ~= nil and usedItemName ~= '' then
local usedItem = Items.getItem(usedItemName)
if usedItem == nil then
return Shared.printError('Used item not found: ' .. usedItemName)
end
usedItemID = usedItem.id
end
local function upgradeConsumesItem(itemUpgrade, itemID)
if itemID == nil then
return true
end
for i, itemCost in ipairs(itemUpgrade.itemCosts) do
if itemCost.id == itemID then
return true
end
end
return false
end
if string.upper(category) == 'POTION' then
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
return Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID)
end
)
elseif string.upper(category) == 'OTHER' then
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
if not Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID) then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots == nil or Shared.tableIsEmpty(item.validSlots)
end
end
return false
end
)
else
-- If category is a slot name, convert it to the slot ID instead
local slotID = getSlotID(category)
if slotID ~= nil then
local slotNS, slotLocalID = Shared.getLocalID(slotID)
category = slotLocalID
end
if category == nil then
return Shared.printError('Invalid option. Choose either an equipment slot, Potion, or Other')
end
isEquipment = true
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
if upgradeConsumesItem(upgrade, usedItemID) then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots ~= nil and Shared.contains(item.validSlots, category)
end
end
return false
end
)
end
local useStatChange = isEquipment or (string.upper(category) == 'POTION')
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
if useStatChange then table.insert(resultPart, '!!Stat Change') end
for i, upgrade in ipairs(upgradeArray) do
local item = Items.getItemByID(upgrade.upgradedItemID)
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '|| ' .. Common.getCostString({ items = upgrade.itemCosts, gp = upgrade.gpCost, sc = upgrade.scCost}, 'None'))
if useStatChange then
-- Generate stat change column
local statChangeString = ''
if not Shared.tableIsEmpty(upgrade.rootItemIDs) then
-- Some items (e.g. FEZ) may have multiple root items. Simply use the first one
local rootItem = Items.getItemByID(upgrade.rootItemIDs[1])
if rootItem ~= nil then
statChangeString = Items.getStatChangeString(item, rootItem)
end
end
table.insert(resultPart, '|| '..statChangeString)
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getRuneProvidingItemTable(frame)
local itemArray = Items.getItems(function(item) return item.providedRunes ~= nil end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Item!!Runes Provided')
for i, item in pairs(itemArray) do
local PR = item.providedRunes
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
local runeLines = {}
local sortVal = ''
for j, runePair in pairs(PR) do
local runeID = runePair.id
local qty = runePair.quantity
local rune = Items.getItemByID(runeID)
sortVal = sortVal..rune.name..qty
table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
end
table.insert(resultPart, '\r\n|data-sort-value="'..sortVal..'"|'..table.concat(runeLines, '<br/>'))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p._getDRTable(slots, items)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable" style="width:90%;"')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n! style="width:4%"|DR%')
for i, slot in pairs(slots) do
table.insert(resultPart, '\r\n! '..slot)
end
local DRTable = {}
table.sort(items, function(a, b) return a.name < b.name end)
for i, item in pairs(items) do
local DR = Items._getItemStat(item, 'damageReduction', true)
local EquipSlot = Items._getItemEquipSlot(item)
if DRTable[DR] == nil then
DRTable[DR] = {}
end
if DRTable[DR][EquipSlot] == nil then
DRTable[DR][EquipSlot] = {}
end
table.insert(DRTable[DR][EquipSlot], Icons.Icon({item.name, type='item', expicon = Icons.getExpansionIcon(item.id)}))
end
for DR, SlotTables in Shared.skpairs(DRTable) do
table.insert(resultPart, '\r\n|-\r\n|'..DR..'%')
for i, SlotName in pairs(slots) do
table.insert(resultPart, '\r\n|')
if SlotTables[SlotName] ~= nil then
table.insert(resultPart, table.concat(SlotTables[SlotName], '<br/>'))
end
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getDRTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame
local SlotNames = {}
local ItemList = {}
if style == 'Other' then
SlotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
else
SlotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
end
ItemList = Items.getItems(function(item)
local isMatch = true
if Items._getItemStat(item, 'damageReduction', true) <= 0 then
return false
end
-- Exclude Golbin raid exclusives for now, such that they don't
-- pollute various equipment tables
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
end
--Using the same checks for Melee/Ranged/Magic that the Equipment Tables use
if style == 'Melee' then
if ((Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name)) or Shared.contains(styleOverrides.NotMelee, item.name) then isMatch = false end
elseif style == 'Ranged' then
if (Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name)) or Shared.contains(styleOverrides.NotRanged, item.name) then isMatch = false end
elseif style == 'Magic' then
if (Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name)) or Shared.contains(styleOverrides.NotMagic, item.name) then isMatch = false end
else
if (Items._getItemStat(item, 'attackLevelRequired') ~= nil or Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
not Shared.contains(styleOverrides.None, item.name) then
isMatch = false
end
end
if isMatch and not Shared.contains(SlotNames, Items._getItemEquipSlot(item)) then
isMatch = false
end
return isMatch
end)
return p._getDRTable(SlotNames, ItemList)
end
return p