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'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
local GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},
["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},
["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},
["Emerald"] = {name = "Emerald", id = 131, chance = 10},
["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
local GemChance = .01
--The number of different fishing junk items
local junkCount = 8
local specialFishWt = 6721
local specialFishLoot = {{129, 2000}, {130, 1600}, {131, 1400}, {132, 1000}, {133, 400}, {668, 10}, {669, 10}, {671, 1}, {670, 50}, {121, 250}}
function p.buildSpecialFishingTable()
--This shouldn't ever be included in a page
--This is for generating the above 'specialFishLoot' variable if it ever needs to change
--To re-run, edit the module, type in "console.log(p.buildSpecialFishingTable())" and copy+paste the result as the new value of the variable
--Also gives you the total fishing weight for saving time later
local lootArray = {}
local totalWt = 0
for i, item in pairs(ItemData.Items) do
if item.fishingCatchWeight ~= nil then
totalWt = totalWt + item.fishingCatchWeight
table.insert(lootArray, '{'..i..', '..item.fishingCatchWeight..'}')
end
end
local result = 'local specialFishWt = '..totalWt..'\r\n'
result = result..'local specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
return result
end
function p.getItemByID(ID)
local result = Shared.clone(ItemData.Items[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.Items) 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
break
end
end
return result
end
function p._getItemStat(item, StatName, ZeroIfNil)
local result = item[StatName]
--Special Overrides:
if StatName == 'stabAttackBonus' then
if item.attackBonus == 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 specialReq = nil
local time = 0
local maxTime = nil
local lvl = 0
local xp = 0
local qty = nil
local req = nil
local result = ''
local tables = {}
--First figure out what skill is used to make this...
if item.smithingLevel ~= nil then
skill = 'Smithing'
lvl = item.smithingLevel
xp = item.smithingXP
req = item.smithReq
qty = item.smithingQty
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.craftingLevel ~= nil then
skill = 'Crafting'
lvl = item.craftingLevel
xp = item.craftingXP
req = item.craftReq
qty = item.craftQty
time = 3
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.runecraftingLevel ~= nil then
skill = 'Runecrafting'
lvl = item.runecraftingLevel
xp = item.runecraftingXP
req = item.runecraftReq
qty = item.runecraftQty
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.fletchingLevel ~= nil then
skill = 'Fletching'
lvl = item.fletchingLevel
xp = item.fletchingXP
req = item.fletchReq
qty = item.fletchQty
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.herbloreReq ~= nil then
skill = 'Herblore'
req = item.herbloreReq
--Currently using 'herbloreMasteryID' as shorthand to find details, could be a better method
local potionID = item.herbloreMasteryID
local potionData = SkillData.Herblore.ItemData[potionID + 1]
lvl = potionData.herbloreLevel
xp = potionData.herbloreXP
time = 2
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.miningLevel ~= nil then
skill = 'Mining'
lvl = item.miningLevel
time = 3
xp = item.miningXP
if item.name == 'Dragonite Ore' then
specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
end
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, nil, specialReq))
end
if item.type == "Logs" then
--Well this feels like cheating, but for as long as logs are the first items by ID it works
local treeData = SkillData.Woodcutting[item.id + 1]
skill = 'Woodcutting'
lvl = treeData.level
time = treeData.interval / 1000
xp = treeData.xp
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
if item.fishingLevel ~= nil then
skill = 'Fishing'
lvl = item.fishingLevel
xp = item.fishingXP
time = item.minFishingInterval/1000
maxTime = item.maxFishingInterval/1000
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime))
end
if item.type == "Havest" or item.type == "Herb" or item.type == "Logs" then
--Havest/Herb means farming
--Logs might mean farming or might not. Depends on the logs
--Yes, Havest. The typos are coming from inside the source code
for i, item2 in pairs(ItemData.Items) do
if item2.grownItemID == item.id then
skill = 'Farming'
lvl = item2.farmingLevel
xp = item2.farmingXP
time = item2.timeToGrow
qty = 5
req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
break
end
end
end
if item.type == "Food" or item.type == "Cooked Fish" then
--Food/Cooked Fish is Fishing, need to figure out source item
for i, item2 in pairs(ItemData.Items) do
if item2.burntItemID == item.id or item2.cookedItemID == item.id then
skill = 'Cooking'
lvl = item2.cookingLevel
if item2.burntItemID == item.id then
xp = 1
else
xp = item2.cookingXP
end
time = 3
req = {{id = i - 1, qty = 1}}
break
end
end
if skill ~= '' then
table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
end
end
if Shared.tableCount(tables) == 0 then
return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
else
return table.concat(tables, '\r\n<br/>')
end
end
function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
if qty == nil then qty = 1 end
local result = '{|class="wikitable"'
if req ~= nil then
result = result..'\r\n!colspan="2"|Item Creation'
else
result = result..'\r\n!colspan="2"|Item Production'
end
result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."''' [["..skill.."]]"
if specialReq ~= nil then result = result..'<br/>'..specialReq end
if req ~= nil then
result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
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
end
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
result = result..'\r\n|'..qty
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
result = result..'\r\n|'..Shared.formatnum(xp)..' XP'
result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
result = result..'\r\n|'..Shared.formatnum(Shared.round(time, 2, 0))..'s'
if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 0))..'s' end
result = result..'\r\n|}'
return result
end
function p._getItemSources(item)
local result = nil
local lineArray = {}
--Alright, time to go through all the ways you can get an item...
--First up: Can we kill somebody and take theirs?
local killStr = ''
for i, monster in pairs(MonsterData.Monsters) do
local isDrop = false
if monster.bones == item.id then
isDrop = true
elseif monster.lootTable ~= nil then
for j, loot in pairs(monster.lootTable) do
if loot[1] == item.id then
isDrop = true
end
end
end
if isDrop then
if string.len(killStr) > 0 then
killStr = killStr..','..Icons.Icon({monster.name, type="monster", notext="true"})
else
killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
end
end
end
if string.len(killStr) > 0 then table.insert(lineArray, killStr) end
--Next: Can we find it in a box?
--While we're here, check for upgrades, cooking, and growing
local lootStr = ''
local upgradeStr = ''
local cookStr = ''
local burnStr = ''
local growStr = ''
for i, item2 in pairs(ItemData.Items) do
if item2.dropTable ~= nil then
for j, loot in pairs(item2.dropTable) do
if loot[1] == item.id then
if string.len(lootStr) > 0 then
lootStr = lootStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
end
end
if item2.trimmedItemID == item.id then
if string.len(upgradeStr) > 0 then
upgradeStr = upgradeStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
if item2.cookedItemID == item.id then
if string.len(cookStr) > 0 then
cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
if item2.burntItemID == item.id then
if string.len(burnStr) > 0 then
burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
if item2.grownItemID == item.id then
if string.len(growStr) > 0 then
growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
else
growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
end
end
end
if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
if string.len(growStr) > 0 then table.insert(lineArray, growStr) end
--Next: Can we take it from somebody else -without- killing them?
local thiefStr = ''
for i, npc in pairs(SkillData.Thieving) do
if npc.lootTable ~= nil then
for j, loot in pairs(npc.lootTable) do
if loot[1] == item.id then
if string.len(thiefStr) > 0 then
thiefStr = thiefStr..','..Icons.Icon({npc.name, type="thieving", notext="true"})
else
thiefStr = thiefStr..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
end
end
end
end
end
if string.len(thiefStr) > 0 then table.insert(lineArray, thiefStr) end
--If all else fails, I guess we should check if we can make it ourselves
--SmithCheck:
if item.smithingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
end
--CraftCheck:
if item.craftingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
end
--FletchCheck:
if item.fletchingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel))
end
--RunecraftCheck:
if item.runecraftingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
end
--MineCheck:
if item.miningLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Mining", item.miningLevel))
end
--FishCheck:
if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
table.insert(lineArray, Icons._SkillReq("Fishing", 1))
elseif item.fishingLevel ~= nil then
table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
end
--HerbCheck:
if item.herbloreMasteryID ~= nil then
local potionData = SkillData.Herblore.ItemData[item.herbloreMasteryID + 1].herbloreLevel
table.insert(lineArray, Icons._SkillReq("Herblore", potionData))
end
--Finally there are some weird exceptions:
--Coal can be acquired via firemaking
if item.name == "Coal Ore" then
table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
end
--Gems can be acquired from both mining & fishing
if item.type == 'Gem' then
table.insert(lineArray, Icons._SkillReq("Fishing", 1))
table.insert(lineArray, Icons._SkillReq("Mining", 1))
end
--Tokens are from the appropriate skill
if item.isToken then
for skill, id in pairs(Constants.skill) do
if id == item.skill then
table.insert(lineArray, Icons._SkillReq(skill, 1))
end
end
end
--Shop items (including special items like gloves that aren't otherwise listed)
if item.slayerCost ~= nil or item.buysFor ~= nil or Shared.contains(OtherShopItems, item.name) then
table.insert(lineArray, '[[Shop]]')
end
--Easter Eggs (manual list 'cause don't have a better way to do that)
if Shared.contains(EasterEggs, item.name) then
table.insert(lineArray, '[[Easter Eggs]]')
end
return table.concat(lineArray, "<br/>")
end
function p.getItemSources(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._getItemSources(item)
end
function p._getItemLootSourceTable(item)
local result = '{| class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!Source!!Source Type!!Quantity!!Chance'
--Set up function for adding rows
local buildRow = function(source, type, minqty, qty, chance)
if minqty == nil then minqty = 1 end
local rowTxt = '\r\n|-'
rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type
rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|'..minqty
if qty ~= minqty then rowTxt = rowTxt..' - '..qty end
rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
return rowTxt
end
local dropRows = {}
--Alright, time to go through a few ways to get the item
--First up: Can we kill somebody and take theirs?
for i, monster in pairs(MonsterData.Monsters) do
local minqty = 1
local qty = 1
local chance = 0
local wt = 0
local totalWt = 0
--Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
--... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
qty = monster.boneQty ~= nil and monster.boneQty or 1
minqty = qty
chance = 100
elseif monster.lootTable ~= nil then
for j, loot in pairs(monster.lootTable) do
totalWt = totalWt + loot[2]
if loot[1] == item.id then
wt = loot[2]
qty = loot[3]
end
end
if wt > 0 then
local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
chance = ((wt * lootChance) / (totalWt * 100)) * 100
end
end
if chance > 0 then
local sourceTxt = Icons.Icon({monster.name, type='monster'})
table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
end
end
--Next: Can we find it by rummaging around in another item?
for i, item2 in pairs(ItemData.Items) do
if item2.dropTable ~= nil then
local qty = 1
local chance = 0
local wt = 0
local totalWt = 0
for j, loot in pairs(item2.dropTable) do
totalWt = totalWt + loot[2]
if loot[1] == item.id then
wt = loot[2]
if item2.dropQty ~= nil then qty = item2.dropQty[j] end
end
end
if wt > 0 then
chance = (wt / totalWt) * 100
local sourceTxt = Icons.Icon({item2.name, type='item'})
table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
end
end
end
--Finally, let's try just stealing it
local thiefType = Icons.Icon({"Thieving", type='skill'})
for i, npc in pairs(SkillData.Thieving) do
local qty = 1
local chance = 0
local wt = 0
local totalWt = 0
if npc.lootTable ~= nil then
for j, loot in pairs(npc.lootTable) do
totalWt = totalWt + loot[2]
if loot[1] == item.id then
wt = loot[2]
end
end
if wt > 0 then
chance = (wt / totalWt) * 75
local sourceTxt = Icons.Icon({npc.name, type='thieving'})
table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, chance = chance})
end
end
end
--Bonus overtime: Special Fishing table & mining gem table. Also Rags to Riches
if item.type == 'Gem' then
local mineType = Icons.Icon({'Mining', type='skill'})
local thisGemChance = GemTable[item.name].chance
table.insert(dropRows, {source = 'Special Drop', type = mineType, minqty = 1, qty = 1, chance = (thisGemChance * GemChance)})
local magicType = Icons.Icon({'Magic', type = 'skill'})
table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
end
if item.fishingCatchWeight ~= nil then
local fishSource = '[[Fishing#Special|Special]]'
local fishType = Icons.Icon({'Fishing', type='skill'})
local thisChance = (item.fishingCatchWeight / specialFishWt) * 100
table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
end
if item.type == 'Junk' then
local fishSource = '[[Fishing#Junk|Junk]]'
local fishType = Icons.Icon({'Fishing', type='skill'})
local thisChance = 100 / junkCount
table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
end
table.sort(dropRows, function(a, b) return a.qty * a.chance > b.qty * b.chance end)
for i, data in pairs(dropRows) do
result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
end
result = result..'\r\n|}'
return result
end
function p.getItemLootSourceTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemLootSourceTable(item)
end
function p.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 & armour
local statColumns = {'slashAttackBonus', 'stabAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus'}
--Then the lists for just weapons/just armour
local weaponStatColumns = {'attackLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
local armourStatColumns = {'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 armour 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 armour, 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.
local itemList = {}
for i, itemBase in pairs(ItemData.Items) do
local item = Shared.clone(itemBase)
item.id = i - 1
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
else
--Now for handling armour
if type == "Armour" or type == "Melee" then
listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
elseif type == "Ranged Armour" or type == "Ranged" then
listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
elseif type == "Magic Armour" or type == "Magic" then
listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
else
listItem = item.type == type and item.category ~= 'Combat'
end
if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
end
if listItem then
table.insert(itemList, item)
end
end
table.sort(itemList, function(a, b) return a.id < b.id end)
for i, item in pairs(itemList) do
if isWeaponType then
--Building rows for weapons
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)
else
--Building rows for armour
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 armour specific things
for j, statName in pairs(armourStatColumns) 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
result = result..'\r\n|}'
return result
end
return p