Module:Items
From Melvor Idle
Lua module containing all sorts of functions for getting data on items. Pulls data from Module:GameData/data.
Some functions were split to submodules:
local p = {}
local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
local OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
function p.getItemByID(ID)
local result = Shared.clone(ItemData[ID + 1])
if result ~= nil then
result.id = ID
end
return result
end
function p.getItem(name)
local result = nil
for i, item in pairs(ItemData) do
if(item.name == name) then
result = Shared.clone(item)
--Make sure every item has an id, and account for Lua being 1-index
result.id = i -1
end
end
return result
end
function p._getItemStat(item, StatName, ZeroIfNil)
local result = item[StatName]
--Special Overrides:
if StatName == 'stabAttackBonus' then
if item.attacBonus == nil then
result = nil
else
result = item.attackBonus[1]
end
elseif StatName == 'slashAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[2]
end
elseif StatName == 'blockAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[3]
end
elseif StatName == 'attackType' then
result = p._getWeaponAttackType(item)
end
if result == nil and ZeroIfNil then result = 0 end
return result
end
function p.getItemStat(frame)
local args = frame.args ~= nil and frame.args or frame
local ItemName = args[1]
local StatName = args[2]
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
local item = p.getItem(ItemName)
if item == nil then
return "ERROR: No item named "..ItemName.." exists in the data module"
end
return p._getItemStat(item, StatName, ZeroIfNil)
end
function p._getWeaponAttackType(item)
if item.type == 'Weapon' then
return Icons.Icon({'Melee', nolink='true'})
elseif item.type == 'Ranged Weapon' then
return Icons.Icon({'Ranged', type='skill', nolink='true'})
elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
return Icons.Icon({'Magic', type='skill', nolink='true'})
else
return "Invalid"
end
end
function p.getWeaponAttackType(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..ItemName.." exists in the data module"
end
return p._getWeaponAttackType(item)
end
function p.getPotionTable(frame)
local potionName = frame.args ~= nil and frame.args[1] or frame
local tiers = {'I', 'II', 'III', 'IV'}
local result = '{| class="wikitable"'
result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
local tier1potion = p.getItem(potionName..' I')
for i, tier in pairs(tiers) do
local tierName = potionName..' '..tier
local potion = p.getItemByID(tier1potion.id + i - 1)
if potion == nil then
mw.log("Failed to get tier "..tier)
else
result = result..'\r\n|-'
result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
result = result..'||'..'[['..tierName..'|'..tier..']]'
result = result..'||'..potion.potionCharges..'||'..potion.description
end
end
result = result..'\r\n|}'
return result
end
function p.getCreationTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
local skill = ''
local time = 0
local lvl = 0
local xp = 0
local qty = nil
local req = {}
--First figure out what skill is used to make this...
if item.smithingLevel ~= nil then
skill = 'Smithing'
lvl = item.smithingLevel
xp = item.smithingXP
req = item.smithReq
qty = item.smithingQty
time = 2
elseif item.craftingLevel ~= nil then
skill = 'Crafting'
lvl = item.craftingLevel
xp = item.craftingXP
req = item.craftReq
qty = item.craftQty
time = 3
elseif item.runecraftingLevel ~= nil then
skill = 'Runecrafting'
lvl = item.runecraftingLevel
xp = item.runecraftingXP
req = item.runecraftReq
qty = item.runecraftQty
time = 2
elseif item.fletchingLevel ~= nil then
skill = 'Fletching'
lvl = item.fletchingLevel
xp = item.fletchingXP
req = item.fletchReq
qty = item.fletchQty
time = 2
elseif item.herbloreReq ~= nil then
skill = 'Herblore'
req = item.herbloreReq
--Currently using 'herbloreMasteryID' as shorthand to find details, could be a better method
local potionID = item.herbloreMasteryID
local potionData = SkillData.Herblore.ItemData[potionID + 1]
lvl = potionData.herbloreLevel
xp = potionData.herbloreXP
time = 2
else
return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
end
if qty == nil then qty = 1 end
local result = '{|class="wikitable"'
result = result..'\r\n!colspan="2"|Item Creation\r\n|-'
result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."'''"
result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
for i, mat in pairs(req) do
if i > 1 then result = result..'<br/>' end
local matItem = p.getItemByID(mat.id)
if matItem == nil then
result = result..mat.qty..'x ?????'
else
result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
end
end
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
result = result..'\r\n|'..qty
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
result = result..'\r\n|'..xp..' XP'
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
result = result..'\r\n|'..time..'.0 s'
result = result..'\r\n|}'
return result
end
function p._getItemSources(item)
local result = ''
--Alright, time to go through all the ways you can get an item...
--First up: Can we kill somebody and take theirs?
local killFound = false
for i, monster in pairs(MonsterData.Monsters) do
if monster.lootTable ~= nil then
for j, loot in pairs(monster.lootTable) do
if loot[1] == item.id then
if killFound then
result = result..','..Icons.Icon({monster.name, type="monster", notext="true"})
else
result = result..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
killFound = true
end
end
end
end
end
--Next: Can we find it in a box?
local boxFound = false
for i, chest in pairs(ItemData) do
if chest.dropTable ~= nil then
for j, loot in pairs(chest.dropTable) do
if loot[1] == item.id then
if boxFound then
result = result..','..Icons.Icon({chest.name, type="item", notext="true"})
else
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..'Opening: '..Icons.Icon({chest.name, type="item", notext="true"})
boxFound = true
end
end
end
end
end
--Next: Can we take it from somebody else -without- killing them?
for i, npc in pairs(SkillData.Thieving) do
if npc.lootTable ~= nil then
for j, loot in pairs(npc.lootTable) do
if loot[1] == item.id then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
boxFound = true
end
end
end
end
--Next: Can we get to it via upgrading?
local upgradeFound = false
if item.itemsRequired ~= nil then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..'Upgrading: '
for i, req in pairs(item.itemsRequired) do
local reqItem = p.getItemByID(req[1])
if reqItem.canUpgrade then
if upgradeFound then result = result..', ' else upgradeFound = true end
result = result..Icons.Icon({reqItem.name, type='item', notext='true'})
end
end
end
--If all else fails, I guess we should check if we can make it ourselves
--SmithCheck:
if item.smithingLevel ~= nil then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..Icons._SkillReq("Smithing", item.smithingLevel)
end
--CraftCheck:
if item.craftingLevel ~= nil then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..Icons._SkillReq("Crafting", item.craftingLevel)
end
--FletchCheck:
if item.fletchingLevel ~= nil then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..Icons._SkillReq("Fletching", item.fletchingLevel)
end
--RunecraftCheck:
if item.runecraftingLevel ~= nil then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..Icons._SkillReq("Runecrafting", item.runecraftingLevel)
end
--FishCheck:
if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) or item.category == "Gem" then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..Icons._SkillReq("Fishing", 1)
elseif item.category == 'Fishing' then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..Icons._SkillReq("Fishing", item.fishingLevel)
end
--Finally there are some weird exceptions:
--Shop items
if item.slayerCost ~= nil or item.buysFor ~= nil then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..'[[Shop]]'
end
--Special Shop Items (ie gloves, which don't technically exist in the shop)
if Shared.contains(OtherShopItems, item.name) then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..'[[Shop]]'
end
--Easter Eggs (manual list 'cause don't have a better way to do that)
if Shared.contains(EasterEggs, item.name) then
if string.len(result) > 0 then result = result..'\r\n<br/>' end
result = result..'[[Easter Eggs]]'
end
return result
end
function p.getItemSources(frame)
local itemName = frame.args ~= nil and frame[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemSources(item)
end
function p.getEquipmentTable(frame)
local args = frame.args ~= nil and frame.args or frame
local type = args.type
local tier = args.tier
local slotStr = args.slot
local ammoTypeStr = args.ammoType
local category = args.category ~= nil and args.category or 'Combat'
--Find out what Ammo Type we're working with
local ammoType = nil
if ammoTypeStr ~= nil then
if ammoTypeStr == "Arrows" then
ammoType = 0
elseif ammoTypeStr == 'Bolts' then
ammoType = 1
elseif ammoTypeStr == 'Javelins' then
ammoType = 2
elseif ammoTypeStr == 'Throwing Knives' then
ammoType = 3
end
end
--Find out what slot we're working with
local slot = nil
if slotStr ~= nil then
slot = Constants.equipmentSlot[slotStr]
end
mw.log("Type = "..(type ~= nil and type or '')..", Slot = "..(slot ~= nil and slot or '')..", AmmoType = "..(ammoType ~= nil and ammoType or ''))
--Getting some lists set up here that will be used later
--First, the list of columns used by both weapons & armor
local statColumns = {'slashAttackBonus', 'stabAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus'}
--Then the lists for just weapons/just armor
local weaponStatColumns = {'attackLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
local armorStatColumns = {'damageReduction', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
--Then the list of weapon types
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local isWeaponType = Shared.contains(weaponTypes, type)
--Alright, let's start the table by building the shared header
local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
if isWeaponType then
--Weapons have an extra column here for Attack Speed
result = result..'\r\n!colspan="3"|'
else
result = result..'\r\n!colspan="2"|'
end
result = result..'\r\n!colspan="5"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
result = result..'\r\n!colspan="2"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
if isWeaponType then
--Weapons have an extra columns here for "Two Handed?"
result = result..'\r\n!colspan="1"|'
else
--Only armor pieces have DR right now, so ignore that column for weapons
result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
end
result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Levels Required'
result = result..'\r\n!colspan="1"|'
--One header row down, one to go
result = result..'\r\n|-class="headerRow-1"'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
--Weapons have Attack Speed here
if isWeaponType then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
end
--Attack bonuses
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
--Strength bonuses
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
--Defence bonuses
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
--Damage Reduction/Defence Req for armor, 2-handed/Attack Req for weapons
if isWeaponType then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
else
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
--Then Ranged/Magic requirements
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
--And finally Sources
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'
--And with all the header out of the way, finally time to actually build the table itself.
for i, item in pairs(ItemData) do
local listItem = false
if isWeaponType then
listItem = item.type == type and item.category == category
if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
if listItem then
result = result..'\r\n|-'
result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
for j, statName in pairs(statColumns) do
local statValue = p._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--That's the first list out of the way, now for 2-Handed
result = result..'\r\n| style ="text-align: right;"|'
if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
--Now the weapon exclusive columns
for j, statName in pairs(weaponStatColumns) do
local statValue = p._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--Finally, the Sources
result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
result = result..p._getItemSources(item)
end
else
--Now for handling armor
listItem = item.type == type and item.category == category
if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
if listItem then
result = result..'\r\n|-'
result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
for j, statName in pairs(statColumns) do
local statValue = p._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--That's the first list out of the way, now for armor specific things
for j, statName in pairs(armorStatColumns) do
local statValue = p._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if j == 1 then
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--Finally, the Sources
result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
result = result..p._getItemSources(item)
end
end
end
result = result..'\r\n|}'
return result
end
return p