Module:Items

Revision as of 19:37, 1 October 2020 by Falterfire (talk | contribs) (Added header to the result from the getUseTable function to that the header can be hidden if not needed)

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 Magic = require('Module:Magic')
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
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}
--The kinds of gloves with cost & charges
local GloveTable = {['Cooking Gloves'] = {cost=50000, charges=500},
                    ['Mining Gloves'] = {cost=75000, charges=500},
                    ['Smithing Gloves'] = {cost=100000, charges=500},
                    ['Thieving Gloves'] = {cost=100000, charges=500},
                    ['Gem Gloves'] = {cost=500000, charges=2000}}


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.getSpecialAttackByID(ID)
  local result = Shared.clone(ItemData.SpecialAttacks[ID + 1])
  if result ~= nil then
    result.id = ID
  end
  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
  name = string.gsub(name, "'", "'")
  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)
  elseif StatName == 'description' then
    result = item.description
    if result == nil or result == '' then result = 'No Description' end
  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 formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
  local item = p.getItem(ItemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
  end
  local result = p._getItemStat(item, StatName, ZeroIfNil)
  if formatNum then result = Shared.formatnum(result) end
  return result
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(item)
  local skill = ''
  local specialReq = nil
  local time = 0
  local maxTime = nil
  local lvl = 0
  local xp = 0
  local qty = nil
  local req = nil
  local result = ''

  local tables = {}
  --First figure out what skill is used to make this...
  if item.smithingLevel ~= nil then
    skill = 'Smithing'
    lvl = item.smithingLevel
    xp = item.smithingXP
    req = item.smithReq
    qty = item.smithingQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.craftingLevel ~= nil then
    skill = 'Crafting'
    lvl = item.craftingLevel
    xp = item.craftingXP
    req = item.craftReq
    qty = item.craftQty
    time = 3
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.runecraftingLevel ~= nil then
    skill = 'Runecrafting'
    lvl = item.runecraftingLevel
    xp = item.runecraftingXP
    req = item.runecraftReq
    qty = item.runecraftQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fletchingLevel ~= nil then
    skill = 'Fletching'
    lvl = item.fletchingLevel
    xp = item.fletchingXP
    req = item.fletchReq
    qty = item.fletchQty
    time = 2
    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
  --A couple special exceptions for Alt Magic
  --Not Gems or Bars though since those have their own separate thing
  if item.name == 'Rune Essence' then
    table.insert(tables, p.buildAltMagicTable('Just Learning'))
  elseif item.name == 'Bones' then
    table.insert(tables, p.buildAltMagicTable('Bone Offering'))  
  elseif item.name == 'Holy Dust' then
    table.insert(tables, p.buildAltMagicTable('Blessed Offering'))
  end

  if Shared.tableCount(tables) == 0 then
    return ""
  else
    return table.concat(tables, '\r\n')
  end
end

function p.buildAltMagicTable(spellName)
  local spell = Magic.getSpell(spellName, 'AltMagic')
  local result = '{|class="wikitable"\r\n|-'
  result = result..'\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'})
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements'
  result = result..'\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
  -- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere
  -- -1 means no item is needed, so hide this section
  if spell.selectItem == 1 then
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials'
    result = result..'\r\n|1 of any item'
  end
  --Add runes
  result = result..'\r\n|-\r\n!style="text-align:right;"|Runes\r\n|'
  for i, req in pairs(spell.runesRequired) do
    local rune = p.getItemByID(req.id)
    if i > 1 then result = result..', ' end
    result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
  end
  if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then
    result = result.."<br/>'''OR'''<br/>"
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = p.getItemByID(req.id)
      if i > 1 then result = result..', ' end
      result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
  end

  --Now just need the output quantity, xp, and casting time (which is always 2)
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s'
  result = result..'\r\n|}'
  return result
end

function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
  if qty == nil then qty = 1 end
  local result = '{|class="wikitable"'
  if req ~= nil then
    result = result..'\r\n!colspan="2"|Item Creation'
  else
    result = result..'\r\n!colspan="2"|Item Production'
  end
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
  result = result..'\r\n|'..Icons._SkillReq(skill, lvl)
  if specialReq ~= nil then result = result..'<br/>'..specialReq end

  if req ~= nil then 
    result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
    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.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
  
  return p._getCreationTable(item)
end

function p._getOtherItemBoxText(item)
  result = ''
  --For equipment, show the slot they go in
  if item.equipmentSlot ~= nil then
    for slotName, i in Shared.skpairs(Constants.equipmentSlot) do
      if i == item.equipmentSlot then
        result = result..'\r\n|-\r\n|Equipment Slot: '..slotName
        break
      end
    end
  end
  --For weapons with a special attack, show the details
  if item.hasSpecialAttack then
    local spAtt = p.getSpecialAttackByID(item.specialAttackID)
    result = result..'\r\n|-\r\n|Special Attack:'
    result = result..'\r\n* '..spAtt.chance..'% chance for '..spAtt.name..':'
    result = result..'\r\n** '..spAtt.description
  end
  --For potions, show the number of charges
  if item.potionCharges ~= nil then
    result = result..'\r\n|-\r\n|Charges: '..item.potionCharges
  end
  --For food, show how much it heals for
  if item.healsFor ~= nil then
    result = result..'\r\n|-\r\n|Heals for: '..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10)
  end
  return result
end

function p.getOtherItemBoxText(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  local asList = false
  if frame.args ~= nil then 
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getOtherItemBoxText(item, asList)
end

function p._getItemSources(item, asList)
  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 = ''
  local count1 = 0
  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
      count1 = count1 + 1
      if string.len(killStr) > 0 then
        killStr = killStr..','
        if count1 % 3 == 1 and count1 > 1 then killStr = killStr..'<br/>' end
        killStr = killStr..Icons.Icon({monster.name, type="monster", notext="true"})
      else
        killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
      end
    end
  end
  if string.len(killStr) > 0 then table.insert(lineArray, killStr) end

  --Next: Can we find it in a box?
  --While we're here, check for upgrades, cooking, and growing
  local lootStr = ''
  local upgradeStr = ''
  local cookStr = ''
  local burnStr = ''
  local growStr = ''
  local count2 = 0
  count1 = 0
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      for j, loot in pairs(item2.dropTable) do
        if loot[1] == item.id then
          count1 = count1 + 1
          if string.len(lootStr) > 0 then
            lootStr = lootStr..','
            if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
            lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"})
          else
            lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
          end
        end
      end
    end
    if item2.trimmedItemID == item.id then
          count2 = count2 + 1
        if string.len(upgradeStr) > 0 then
          upgradeStr = upgradeStr..','
          if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
          upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
        else
          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

  --WoodcuttingCheck
  if item.type == 'Logs' then
    local treeData = SkillData.Woodcutting[item.id + 1]
    local lvl = treeData.level
    table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl))
  end

  --Finally there are some weird exceptions:
  --Coal can be acquired via firemaking
  if item.name == "Coal Ore" then
    table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
  end

  --Gems can be acquired from mining, fishing, and alt. magic
  if item.type == 'Gem' then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
    table.insert(lineArray, Icons._SkillReq("Mining", 1))
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end

  --Bars and some other stuff can also be acquired via Alt. Magic
  if type == 'Bar' or Shared.contains(AltMagicProducts, item.name) then
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end

  --Chapeau Noir & Bobby's Pocket are special Thieving items
  if item.name == "Chapeau Noir" or item.name == "Bobby&apos;s Pocket" then
    table.insert(lineArray, Icons._SkillReq("Thieving", 1))
  end

  --Rhaelyx pieces are also special
  if item.name == 'Jewel of Rhaelyx' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill'})..', '..Icons.Icon({'Cooking', type = 'skill'})..', '..Icons.Icon({'Smithing', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill'})..', '..Icons.Icon({'Crafting', type = 'skill'})..', '..Icons.Icon({'Runecrafting', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Circlet of Rhaelyx' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Woodcutting', type = 'skill'})..', '..Icons.Icon({'Fishing', type = 'skill'})..', '..Icons.Icon({'Mining', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill'})..', '..Icons.Icon({'Farming', type = 'skill'})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Mysterious Stone' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill'})..', '..Icons.Icon({'Cooking', type = 'skill'})..', '..Icons.Icon({'Smithing', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill'})..', '..Icons.Icon({'Crafting', type = 'skill'})..', '..Icons.Icon({'Runecrafting', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})..', '..Icons.Icon({'Woodcutting', type = 'skill'})..', '..Icons.Icon({'Fishing', type = 'skill'})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill'})..', '..Icons.Icon({'Thieving', type = 'skill'})..', '..Icons.Icon({'Farming', type = 'skill'})
    rhaStr = rhaStr..'<br/>after finding '..Icons.Icon({'Crown of Rhaelyx', type='item'})
    table.insert(lineArray, rhaStr)
  end
  --Tokens are from the appropriate skill
  if item.isToken then
    for skill, id in pairs(Constants.skill) do
      if id == item.skill then
        table.insert(lineArray, Icons._SkillReq(skill, 1))
      end
    end
  end

  --Shop items (including special items like gloves that aren't otherwise listed)
  if item.slayerCost ~= nil or item.buysFor ~= nil or Shared.contains(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

  local result = ''
  if asList then
    result = '* '..table.concat(lineArray, "\r\n* ")
  else
    result = table.concat(lineArray, "<br/>")
    result = '<div style="max-width:180px;text-align:right">'..result..'</div>'
  end
  return result
end


function p.getItemSources(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  local asList = false
  if frame.args ~= nil then 
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSources(item, asList)
end

--Brute forcing some item uses to make things easier
local itemUseArray = {
  Combat = {},
  Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
  Crafting = {'Crown of Rhaelyx'},
  Farming = {'Compost', 'Weird Gloop', 'Bob&apos;s Rake'},
  Firemaking = {'Crown of Rhaelyx'},
  Fishing = {'Amulet of Fishing', 'Message in a Bottle'},
  Fletching = {'Crown of Rhaelyx'},
  Herblore = {'Crown of Rhaelyx'},
  Mining = {'Mining Gloves', 'Gem Gloves'},
  Prayer = {},
  Runecrafting = {'Crown of Rhaelyx'},
  Slayer = {},
  Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
  Thieving = {'Chapeau Noir', 'Thieving Gloves'},
  Woodcutting = {},
  }
local potionUseArray = {
  [0] = 'Combat',
  [1] = 'Combat',
  [2] = 'Combat',
  [3] = 'Combat',
  [4] = 'Combat',
  [5] = 'Combat',
  [6] = 'Combat',
  [7] = 'Woodcutting',
  [8] = 'Fishing',
  [9] = 'Firemaking',
  [10] = 'Cooking',
  [11] = 'Mining',
  [12] = 'Smithing',
  [13] = 'Thieving',
  [14] = 'Farming',
  [15] = 'Fletching',
  [16] = 'Crafting',
  [17] = 'Runecrafting',
  [18] = 'Herblore',
  [19] = 'Combat',
  [20] = 'Combat',
  [21] = 'Combat',
  [22] = 'Combat',
  [23] = 'Combat',
}

function p._getItemUses(item)
  local useArray = {}
  --Another fun one. This time getting all the different possible ways an item can be used

  --Before anything else, if this is a potion add it to the appropriate override section
  if item.herbloreMasteryID ~= nil then
    table.insert(itemUseArray[potionUseArray[item.herbloreMasteryID]], item.name)
  end

  --First things added to the list are non-skill things that are easy to check
  if item.equipmentSlot ~= nil or Shared.contains(itemUseArray.Combat, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Combat'}))
  end
  if item.healsFor ~= nil then
    table.insert(useArray, '* [[Food]]')
  end
  if item.dropTable ~= nil then
    table.insert(useArray, '* [[Chest Drop Tables|Can Be Opened]]') 
  end

  --Next, upgrading, crafting, herblore, fletching, and runecrafting since we have to sift through other items for these
  local canUpgrade = false
  local canCraft = false
  local canFletch = false
  local canRunecraft = false
  local canHerblore = false
  if item.trimmedItemID ~= nil then
    canUpgrade = true
  else
    for i, item2 in pairs(ItemData.Items) do
      if item2.itemsRequired ~= nil then
        for j, req in pairs(item2.itemsRequired) do
          if req[1] == item.id then
            canUpgrade = true
            break
          end
        end
      end

      if item2.craftReq ~= nil then
        for j, req in pairs(item2.craftReq) do
          if req.id == item.id then
            canCraft = true
            break
          end
        end
      end

      if item2.fletchReq ~= nil then
        for j, req in pairs(item2.fletchReq) do
          if req.id == item.id then
            canFletch = true
            break
          end
        end
      end

      if item2.runecraftReq ~= nil then
        for j, req in pairs(item2.runecraftReq) do
          if req.id == item.id then
            canRunecraft = true
            break
          end
        end
      end

      if item2.herbloreReq ~= nil then
        for j, req in pairs(item2.herbloreReq) do
          if req.id == item.id then
            canHerblore = true
            break
          end
        end
      end
    end
  end
  if canUpgrade then
    table.insert(useArray, '* [[Upgrading Items]]')
  end
    
  --Cooking
  if item.cookedItemID ~= nil or Shared.contains(itemUseArray.Cooking, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Cooking', type='skill'}))
  end
  --Crafting
  if canCraft or Shared.contains(itemUseArray.Crafting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Crafting', type='skill'}))
  end
  --Farming
  if item.grownItemID ~= nil or Shared.contains(itemUseArray.Farming, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Farming', type='skill'}))
  end
  --Firemaking
  if item.firemakingID ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Firemaking', type='skill'}))
  end
  --Fishing
  if Shared.contains(itemUseArray.Fishing, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Fishing', type='skill'}))
  end
  --Fletching
  if canFletch or Shared.contains(itemUseArray.Fletching, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Fletching', type='skill'}))
  end
  --Herblore
  if canHerblore or Shared.contains(itemUseArray.Herblore, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Herblore', type='skill'}))
  end
  --Mining
  if Shared.contains(itemUseArray.Mining, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Mining', type='skill'}))
  end
  --Prayer
  if item.prayerPoints ~= nil or Shared.contains(itemUseArray.Prayer, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Prayer', type='skill'}))
  end
  --Runecrafting
  if canRunecraft or Shared.contains(itemUseArray.Runecrafting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Runecrafting', type='skill'}))
  end
  --Slayer
  if item.slayerCost ~= nil or Shared.contains(itemUseArray.Slayer, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Slayer', type='skill'}))
  end
  --Smithing
  if item.type == 'Bar' or item.type == 'Ore' or Shared.contains(itemUseArray.Smithing, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Smithing', type='skill'}))
  end
  --Thieving
  if Shared.contains(itemUseArray.Thieving, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Thieving', type='skill'}))
  end
  --Woodcutting
  if Shared.contains(itemUseArray.Woodcutting, item.name) then
    table.insert(useArray, '* '..Icons.Icon({'Woodcutting', type='skill'}))
  end
  
  --Other odds and ends:
  --Mastery Tokens are tied to 'Mastery'
  if item.type == 'Token' then
    table.insert(useArray, '* '..Icons.Icon({'Mastery'}))
  end

  --Skillcapes are tied to the appropriate skill
  --Except Max Skillcape, which is tied to all skills. (And so is the Signet Ring)
  --And combat skillcapes, since combat skills don't get special treatment
  
  local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'Hitpoints Skillcape', 'Defence Skillcape'}
  if item.name == 'Max Skillcape' or item.name == 'Aorpheat&apos;s Signet Ring' then
    table.insert(useArray, '* All skills')
  elseif item.name == 'Magic Skillcape' then
    table.insert(useArray, '* '..Icons.Icon({'Magic', type='skill'}))
    table.insert(useArray, '* '..Icons.Icon({'Alt. Magic', type='skill'}))
  elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
    local skillName = Shared.splitString(item.name, ' ')[1]
    table.insert(useArray, '* '..Icons.Icon({skillName, type='skill'}))
  end

  --Special note for Charge Stone of Rhaelyx
  if item.name == 'Charge Stone of Rhaelyx' then
    table.insert(useArray, '* Powering '..Icons.Icon({'Crown of Rhaelyx', type='item'}))
  end

  return table.concat(useArray,'\r\n')
end

function p.getItemUses(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._getItemUses(item)
end

function p._getItemUseTable(item)
  local useArray = {}

  --First, loop through all items to find anything that can be made or upgraded into using our source
  for i, item2 in pairs(ItemData.Items) do
    if item2.itemsRequired ~= nil then
      for j, req in pairs(item2.itemsRequired) do
        if req[1] == item.id then
          local mat = item2.itemsRequired
          local xp = 'N/A'
          local rowReq = 'None'
          --Potions do have upgrade requirements though
          if item2.potionTier ~= nil then
            local potTierMastery = {[1] = 15, [2] = 40, [3] = 65}
            rowReq = Icons._MasteryReq(item2.name, potTierMastery[item2.potionTier])
          end
          table.insert(useArray, {item = item2, qty = req[2], mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
          break
        end
      end
    end
    if item2.craftReq ~= nil then
      for j, req in pairs(item2.craftReq) do
        if req.id == item.id then
          local mat = item2.craftReq
          local xp = item2.craftingXP
          local rowReq = item2.craftingLevel
          table.insert(useArray, {item = item2, qty = req[2], mats = mat, skill = 'Crafting', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.fletchReq ~= nil then
      for j, req in pairs(item2.fletchReq) do
        if req.id == item.id then
          local mat = item2.fletchReq
          local xp = item2.fletchingXP
          local rowReq = item2.fletchingLevel
          table.insert(useArray, {item = item2, qty = req[2], mats = mat, skill = 'Fletching', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.smithReq ~= nil then
      for j, req in pairs(item2.smithReq) do
        if req.id == item.id then
          local mat = item2.smithReq
          local xp = item2.smithingXP
          local rowReq = item2.smithingLevel
          table.insert(useArray, {item = item2, qty = req[2], mats = mat, skill = 'Smithing', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.runecraftReq ~= nil then
      for j, req in pairs(item2.runecraftReq) do
        if req.id == item.id then
          local mat = item2.runecraftReq
          local xp = item2.runecraftingXP
          local rowReq = item2.runecraftingLevel
          table.insert(useArray, {item = item2, qty = req[2], mats = mat, skill = 'Runecrafting', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.herbloreReq ~= nil then
      for j, req in pairs(item2.herbloreReq) do
        if req.id == item.id then
          local potionData = SkillData.Herblore.ItemData[item2.herbloreMasteryID + 1]
          local mat = item2.herbloreReq
          local xp = potionData.herbloreXP
          local rowReq = potionData.herbloreLevel
          table.insert(useArray, {item = item2, qty = req[2], mats = mat, skill = 'Herblore', req = rowReq, xp = xp})
          break
        end
      end
    end
  end

  --Finally build the table using what we've learned
  table.sort(useArray, function(a, b)
                         if a.skill ~= b.skill then
                           return a.skill < b.skill
                         elseif type(a.req) ~= type(b.req) then
                           return tostring(a.req) < tostring(b.req)
                         elseif a.req ~= b.req then
                           return a.req < b.req
                         else
                           return a.item.name < b.item.name
                         end end)
                         
  local result = ''
  if Shared.tableCount(useArray) == 0 then
    return ''
  end
  result = result..'{| class="wikitable sortable"'
  result = result..'\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Quantity!!Ingredients'
  for i, row in pairs(useArray) do
    result = result..'\r\n|-\r\n|'..Icons.Icon({row.item.name, type='item', notext=true, size=50})..'||'..row.item.name
    local qty = row.qty ~= nil and row.qty or 1
    if row.skill == 'Upgrade' then
      result = result..'||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]'
    else
      result = result..'||data-sort-value="'..row.skill..'"|'..Icons.Icon({row.skill, type='skill'})
    end
    if type(row.req) == 'number' then
      result = result..'|| data-sort-value="'..row.req..'"|'..Icons._SkillReq(row.skill, row.req)
    else
      result = result..'||'..row.req
    end
    if type(row.xp) == 'string' then
      result = result..'||data-sort-value="0"|'..row.xp
    else
      result = result..'||data-sort-value="'..row.xp..'"|'..row.xp..' '..Icons.Icon({row.skill, type='skill', notext=true})..' XP'
    end
    result = result..'||'..qty..'||'
    for i, mat in pairs(row.mats) do
      local matID = mat.id ~= nil and mat.id or mat[1]
      local matQty = mat.qty ~= nil and mat.qty or mat[2]
      matItem = p.getItemByID(matID)
      if i > 1 then result = result..'<br/>' end
      result = result..Icons.Icon({matItem.name, type='item', qty=matQty})
    end
    if row.gp ~= nil then result = result..'<br/>'..Icons.GP(row.gp) end
  end

  result = result..'\r\n|}'
  return '==Uses==\r\n'..result
end

function p.getItemUseTable(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._getItemUseTable(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 = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance})
    local magicType = Icons.Icon({'Magic', type = 'skill'})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
  end

  if item.fishingCatchWeight ~= nil then
    local fishSource = '[[Fishing#Special|Special]]'
    local fishType = Icons.Icon({'Fishing', type='skill'})
    local thisChance = (item.fishingCatchWeight / 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

  --Make sure to return nothing if there are no drop sources  
  if Shared.tableCount(dropRows) == 0 then return '' end

  table.sort(dropRows, function(a, b) return a.chance > b.chance end)
  for i, data in pairs(dropRows) do
    result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
  end

  result = result..'\r\n|}'
  return result
end

function p.getItemLootSourceTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = 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._getItemShopTable(item)
  local result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Shop]] Purchase'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cost\r\n|'
  local cost = {}
  local qty = '1'
  if item.buysFor ~= nil then
    if item.buysFor > 0 then table.insert(cost, Icons.GP(item.buysFor)) end
  elseif item.slayerCost ~= nil then
    table.insert(cost, Icons.SC(item.slayerCost))
  elseif GloveTable[item.name] ~= nil then
    table.insert(cost, Icons.GP(GloveTable[item.name].cost))
    qty = '+'..Shared.formatnum(GloveTable[item.name].charges)..' Charges'
  end
  if item.buysForLeather ~= nil then 
    table.insert(cost, Icons.Icon({'Leather', type='item', qty=item.buysForLeather}))
  end
  if item.buysForItems ~= nil then
    for i, row in pairs(item.buysForItems) do
      local mat = p.getItemByID(row[1])
      table.insert(cost, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
  end
  if Shared.tableCount(cost) == 0 then
    --If no cost is set, return an empty string
    return ''
  else
    result = result..table.concat(cost, '<br/>')
  end

  --For right now, only have requirements on Skillcapes
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements\r\n|'
  if item.name == 'Max Skillcape' then
    result = result..'Level 99 in all [[Skills]]'
  elseif Shared.contains(item.name, 'Skillcape') then
    local skillName = Shared.splitString(item.name)[1]
    result = result..Icons._SkillReq(skillName, 99)
  else
    result = result..'None'
  end

  result = result..'\r\n|-\r\n!style="text-align:right;"|Quantity\r\n|'..qty
  result = result..'\r\n|}'
  return result
end

function p.getItemShopTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemShopTable(item)
end

function p._getItemUpgradeTable(item)
  local result = ''
  if item.itemsRequired ~= nil then
    --First, get details on all the required materials
    local upgradeFrom = {}
    local materials = {}
    for i, row in pairs(item.itemsRequired) do
      local mat = p.getItemByID(row[1])
      --Check to see if the source item can trigger the upgrade
      if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then
        table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'}))
      end
      table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
    if item.trimmedGPCost ~= nil then
      table.insert(materials, Icons.GP(item.trimmedGPCost))
    end
    result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|Item Upgrade'
    result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|'
    result = result..table.concat(upgradeFrom, '<br/>')
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials\r\n|'
    result = result..table.concat(materials, '<br/>')
    result = result..'\r\n|}'
  end
  return result
end

function p.getItemUpgradeTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemUpgradeTable(item)
end

function p._getItemSuperheatTable(item)
  --Manually build the Superheat Item table
  local oreString = ''
  local coalString = ''
  for i, mat in pairs(item.smithReq) do
    local thisMat = p.getItemByID(mat.id)
    if thisMat.name == 'Coal Ore' then
      coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    else
      if string.len(oreString) > 0 then oreString = oreString..', ' end
      oreString =  oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    end
  end
   --Set up the header
  local superheatTable = '{|class="wikitable"\r\n!colspan="2"|Spell'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP'
  superheatTable = superheatTable..'!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars'
  superheatTable = superheatTable..'!!Ore!!Runes'
   --Loop through all the variants
  local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'}
  for i, sName in pairs(spellNames) do
    local spell = Magic.getSpell(sName, 'AltMagic')
    local rowTxt = '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50})
    rowTxt = rowTxt..'||[['..spell.name..']]||'..item.smithingLevel
    rowTxt = rowTxt..'||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty
    rowTxt = rowTxt..'||'..oreString
    if spell.ignoreCoal ~= nil and not spell.ignoreCoal then rowTxt = rowTxt..coalString end
    rowTxt = rowTxt..'||style="text-align:center"|'
    for i, req in pairs(spell.runesRequired) do
      local rune = p.getItemByID(req.id)
      if i > 1 then rowTxt = rowTxt..', ' end
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
    rowTxt = rowTxt.."<br/>'''OR'''<br/>"
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = p.getItemByID(req.id)
      if i > 1 then rowTxt = rowTxt..', ' end
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
    superheatTable = superheatTable..rowTxt
  end
   --Add the table end and add the table to the result string
  superheatTable = superheatTable..'\r\n|}'
  return superheatTable
end

function p.getItemSuperheatTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSuperheatTable(item)
end

function p._getItemSourceTables(item)
  local result = ''
  local shopTable = p._getItemShopTable(item)
  if string.len(shopTable) > 0 then
    result = result..'===Shop===\r\n'..shopTable
  end

  local creationTable = p._getCreationTable(item)
  if string.len(creationTable) > 0 then 
    if string.len(result) > 0 then result = result..'\r\n' end
    result = result..'===Creation===\r\n'..creationTable 
  end

  local upgradeTable = p._getItemUpgradeTable(item)
  if string.len(upgradeTable) > 0 then
    if string.len(result) > 0 then result = result..'\r\n' end
    if string.len(creationTable) == 0 then result = result..'===Creation===\r\n' end
    result = result..upgradeTable
  end

  if item.type == 'Bar' then
    result = result..'\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item)
  end

  local lootTable = p._getItemLootSourceTable(item)
  if string.len(lootTable) > 0 then
    if string.len(result) > 0 then result = result..'\r\n' end
    result = result..'===Loot===\r\n'..lootTable
  end
  return result
end

function p.getItemSourceTables(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSourceTables(item)
end

function p.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

function p._getItemCategories(item)
  local result = ''
  if item.category ~= nil then result = result..'[[Category:'..item.category..']]' end
  if item.type ~= nil then result = result..'[[Category:'..item.type..']]' end
  return result
end

function p.getItemCategories(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._getItemCategories(item)
end

return p