Module:Items/UseTables
From Melvor Idle
Documentation for this module may be created at Module:Items/UseTables/doc
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 = require('Module:Constants')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Agility = require('Module:Skills/Agility')
local Shop = require('Module:Shop')
--Brute forcing some item uses to make things easier
local itemUseArray = {
Agility = {},
Attack = {},
Combat = {'Gold Emerald Ring'},
Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
Crafting = {'Crown of Rhaelyx'},
Defence = {},
Farming = {'Compost', 'Weird Gloop', 'Bob's Rake'},
Firemaking = {'Crown of Rhaelyx'},
Fishing = {'Amulet of Fishing', 'Message in a Bottle'},
Fletching = {'Crown of Rhaelyx'},
Herblore = {'Crown of Rhaelyx'},
Hitpoints = {},
Magic = {},
Mining = {'Mining Gloves', 'Gem Gloves'},
Prayer = {},
Ranged = {},
Runecrafting = {'Crown of Rhaelyx'},
Slayer = {},
Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
Strength = {},
Summoning = {'Crown of Rhaelyx'},
Thieving = {'Chapeau Noir', 'Thieving Gloves', 'Gloves of Silence'},
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',
[24] = 'Agility',
[25] = 'Summoning'
}
function p._getItemUses(item, asList, addCategories)
local useArray = {}
local categoryArray = {}
local chr = asList and '* ' or ''
--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
--If the item has any modifiers that affect a given skill, add it to those lists
if item.modifiers ~= nil then
local skillArray = Constants.getModifierSkills(item.modifiers)
for i, skillName in Shared.skpairs(skillArray) do
table.insert(itemUseArray[skillName], item.name)
end
end
--First things added to the list are non-skill things that are easy to check
if Items.hasCombatStats(item) or Shared.contains(itemUseArray.Combat, item.name) then
table.insert(useArray, chr..Icons.Icon({'Combat'}))
end
if item.healsFor ~= nil then
table.insert(categoryArray, '[[Category:Food Items]]')
table.insert(useArray, chr..'[[Food]]')
end
if item.dropTable ~= nil then
table.insert(categoryArray, '[[Category:Openable Items]]')
table.insert(useArray, chr..'[[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
local canAgile = false
local canSummon = false
if item.trimmedItemID ~= nil then
canUpgrade = true
end
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
if item2.summoningReq ~= nil then
for j, reqSet in pairs(item2.summoningReq) do
for k, req in pairs(reqSet) do
if req.id == item.id then
canSummon = true
break
end
end
end
end
end
--Check if Agility applies here
canAgile = Shared.tableCount(Agility.getObstaclesForItem(item.id)) > 0
--Agility
if canAgile or Shared.contains(itemUseArray.Agility, item.name) then
table.insert(useArray, chr..Icons.Icon({'Agility', type='skill'}))
end
--Cooking
if item.cookedItemID ~= nil or Shared.contains(itemUseArray.Cooking, item.name) then
table.insert(useArray, chr..Icons.Icon({'Cooking', type='skill'}))
end
--Crafting
if canCraft or Shared.contains(itemUseArray.Crafting, item.name) then
table.insert(useArray, chr..Icons.Icon({'Crafting', type='skill'}))
end
--Farming
if item.grownItemID ~= nil or Shared.contains(itemUseArray.Farming, item.name) then
table.insert(useArray, chr..Icons.Icon({'Farming', type='skill'}))
end
--Firemaking
if SkillData.Firemaking[item.id + 1] ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
table.insert(useArray, chr..Icons.Icon({'Firemaking', type='skill'}))
end
--Fishing
if Shared.contains(itemUseArray.Fishing, item.name) then
table.insert(useArray, chr..Icons.Icon({'Fishing', type='skill'}))
end
--Fletching
if canFletch or Shared.contains(itemUseArray.Fletching, item.name) then
table.insert(useArray, chr..Icons.Icon({'Fletching', type='skill'}))
end
--Herblore
if canHerblore or Shared.contains(itemUseArray.Herblore, item.name) then
table.insert(useArray, chr..Icons.Icon({'Herblore', type='skill'}))
end
--Mining
if Shared.contains(itemUseArray.Mining, item.name) then
table.insert(useArray, chr..Icons.Icon({'Mining', type='skill'}))
end
--Prayer
if item.prayerPoints ~= nil or (Shared.contains(itemUseArray.Prayer, item.name) and not Shared.contains(itemUseArray.Combat, item.name)) then
if item.prayerPoints ~= nil then table.insert(categoryArray, '[[Category:Buriable Items]]') end
table.insert(useArray, chr..Icons.Icon({'Prayer', type='skill'}))
end
--Runecrafting
if canRunecraft or Shared.contains(itemUseArray.Runecrafting, item.name) then
table.insert(useArray, chr..Icons.Icon({'Runecrafting', type='skill'}))
end
--Slayer
if item.slayerCost ~= nil or Shared.contains(itemUseArray.Slayer, item.name) then
table.insert(useArray, chr..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, chr..Icons.Icon({'Smithing', type='skill'}))
end
--Summoning
if canSummon or (item.type == 'Shard' and item.category == 'Summoning') or item.type == 'Familiar' or Shared.contains(itemUseArray.Summoning, item.name) then
table.insert(useArray, chr..Icons.Icon({'Summoning', type='skill'}))
end
--Thieving
if Shared.contains(itemUseArray.Thieving, item.name) then
table.insert(useArray, chr..Icons.Icon({'Thieving', type='skill'}))
end
--Woodcutting
if Shared.contains(itemUseArray.Woodcutting, item.name) then
table.insert(useArray, chr..Icons.Icon({'Woodcutting', type='skill'}))
end
--Other odds and ends:
--Mastery Tokens are tied to 'Mastery'
if item.type == 'Token' then
table.insert(useArray, chr..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's Signet Ring' or item.name == 'Cape of Completion' then
table.insert(useArray, chr..'All skills')
elseif item.name == 'Magic Skillcape' then
table.insert(useArray, chr..Icons.Icon({'Magic', type='skill'}))
table.insert(useArray, chr..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]
--Avoiding double-listing the same skill twice
if not Shared.contains(itemUseArray[skillName], item.name) then
table.insert(useArray, chr..Icons.Icon({skillName, type='skill'}))
end
end
if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then table.insert(categoryArray, '[[Category:Skillcapes]]') end
--Special note for Charge Stone of Rhaelyx
if item.name == 'Charge Stone of Rhaelyx' then
table.insert(useArray, chr..'Powering '..Icons.Icon({'Crown of Rhaelyx', type='item'}))
end
--Some items are needed to make shop purchases
local shopArray = Shop.getItemCostArray(item.id)
if Shared.tableCount(shopArray) > 0 then
table.insert(useArray, chr..Icons.Icon({'Shop'}))
end
if canUpgrade then
if item.canUpgrade or (item.type == 'Armour' and item.canUpgrade == nil) then
table.insert(categoryArray, '[[Category:Upgradeable Items]]')
end
table.insert(useArray, chr..'[[Upgrading Items]]')
end
local result = asList and table.concat(useArray,'\r\n') or table.concat(useArray, '<br/>')
if addCategories then result = result..table.concat(categoryArray, '') end
return result
end
function p.getItemUses(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
local addCategories = false
local asList = true
if frame.args ~= nil then
addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
asList = frame.args.addCategories == nil or frame.args.addCategories == '' or frame.args.addCategories == 'true'
end
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemUses(item, asList, addCategories)
end
function p._getItemUseTable(item)
local useArray = {}
local potTierMastery = {[0] = 0, [1] = 20, [2] = 50, [3] = 90}
--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
rowReq = Icons._MasteryReq(item2.name, potTierMastery[item2.potionTier])
end
table.insert(useArray, {item = item2, qty = 1, 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
local qty = item2.craftQty
table.insert(useArray, {item = item2, qty = qty, 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 xp = item2.fletchingXP
local rowReq = item2.fletchingLevel
--Arrow Shafts are special and have to be treated specially
local qty = item2.fletchQty
local mat = item2.fletchReq
if item2.name == 'Arrow Shafts' then
mat = {{id = item.id, qty = 1}}
qty = qty + (qty * item.id)
end
table.insert(useArray, {item = item2, qty = qty, 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
local qty = item2.smithingQty
table.insert(useArray, {item = item2, qty = qty, 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
local qty = item2.runecraftQty
table.insert(useArray, {item = item2, qty = qty, 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
--Potions do have upgrade requirements though
local rowReq = Icons._SkillReq('Herblore', potionData.herbloreLevel)
local masteryLvl = potTierMastery[item2.potionTier]
if masteryLvl > 0 then
rowReq = rowReq..'<br/>'..Icons._MasteryReq(item2.name, masteryLvl)
end
local reqVal = potionData.herbloreLevel + (masteryLvl * 0.01)
table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Herblore', reqVal = reqVal, req = rowReq, xp = xp})
break
end
end
end
if item2.summoningReq ~= nil then
for j, reqSet in pairs(item2.summoningReq) do
for k, req in pairs(reqSet) do
if req.id == item.id then
local mat = Shared.clone(reqSet)
mat[k].qty = math.max(math.floor(1000 / math.max(item.sellsFor, 20)), 1)
local xp = 5 + 2 * math.floor(item2.summoningLevel * 0.2)
local rowReq = Icons._SkillReq('Summoning', item2.summoningLevel)
table.insert(useArray, {item = item2, qty = 25, mats = mat, skill = 'Summoning', reqVal = item2.summoningLevel, req = rowReq, xp = xp})
end
end
end
end
end
if item.grownItemID ~= nil then
local item2 = Items.getItemByID(item.grownItemID)
local mat = {{id = item.id, qty = item.seedsRequired}}
local xp = item.farmingXP
local rowReq = item.farmingLevel
local qty = 5
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
end
if item.cookedItemID ~= nil then
local item2 = Items.getItemByID(item.cookedItemID)
local mat = {{id = item.id, qty = 1}}
local xp = item.cookingXP
local rowReq = item.cookingLevel
local qty = 1
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
end
if item.burntItemID ~= nil then
local item2 = Items.getItemByID(item.burntItemID)
local mat = {{id = item.id, qty = 1}}
local xp = 1
local rowReq = item.cookingLevel
local qty = 1
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
end
--Handle shop purchases using Module:Shop
local shopUses = Shop.getItemCostArray(item.id)
for i, purchase in Shared.skpairs(shopUses) do
local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
local iconType = (purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 0) and 'item' or 'upgrade'
table.insert(useArray, {item = {name = purchase.name}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = purchase.cost.gp, type = iconType})
end
--Finally build the table using what we've learned
table.sort(useArray, function(a, b)
local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
if a.skill ~= b.skill then
return a.skill < b.skill
elseif type(aReqVal) ~= type(bReqVal) then
return tostring(aReqVal) < tostring(bReqVal)
elseif aReqVal ~= bReqVal then
return aReqVal < bReqVal
else
return a.item.name < b.item.name
end end)
local obstacles = Agility.getObstaclesForItem(item.id)
local spellUseTable = p._getSpellUseTable(item)
local result = ''
if Shared.tableCount(useArray) == 0 and Shared.tableCount(obstacles) == 0 then
if string.len(spellUseTable) > 0 then
return '==Uses==\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
else
return ''
end
end
result = result..'{| class="wikitable sortable"'
result = result..'\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients'
for i, row in pairs(useArray) do
local qty = row.qty ~= nil and row.qty or 1
local iconType = row.type ~= nil and row.type or 'item'
result = result..'\r\n|-\r\n|data-sort-value="'..row.item.name..'"|'
result = result..Icons.Icon({row.item.name, type=iconType, notext=true, size=50})..'||'
if qty > 1 then result = result.."'''"..qty.."x''' " end
result = result..'[['..row.item.name..']]'
if row.skill == 'Upgrade' then
result = result..'||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]'
elseif row.skill == 'Shop' then
result = result..'||data-sort-value="Shop"|'..Icons.Icon({'Shop'})
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)
elseif row.reqVal ~= nil then
result = result..'|| data-sort-value="'..row.reqVal..'"|'..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..'||'
for i, mat in Shared.skpairs(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]
local matText = ''
if i > 1 then result = result..'<br/>' end
if matID >= 0 then
-- Item
local matItem = Items.getItemByID(matID)
if matItem == nil then
matText = 'ERROR: Failed to find item with ID ' .. matID .. '[[Category:Pages with Script Errors]]'
else
matText = Icons.Icon({matItem.name, type='item', qty=matQty})
end
elseif matID == -4 then
-- GP
matText = Icons.GP(SkillData.Summoning.Settings.recipeGPCost)
elseif matID == -5 then
-- Slayer Coins
matText = Icons.SC(SkillData.Summoning.Settings.recipeGPCost)
else
matText = 'ERROR: Unknown item ID: ' .. matID .. ' [[Category:Pages with Script Errors]]'
end
result = result .. matText
end
if row.gp ~= nil then result = result..'<br/>'..Icons.GP(row.gp) end
end
--Agility obstacles are weird and get their own section
for i, obst in Shared.skpairs(obstacles) do
result = result..'\r\n|-\r\n|'
result = result..Icons.Icon({"Agility", type="skill", size="50", notext=true})
result = result..'||[[Agility#Obstacles|'..obst.name..']]'
result = result..'||'..Icons.Icon({"Agility", type="skill"})
--Adding the requirements for the Agility Obstacle
local reqArray = {}
if obst.category == nil then --nil category means this is a passive pillar
table.insert(reqArray, Icons._SkillReq('Agility', 99))
elseif obst.category > 0 then --Otherwise it's category * 10
table.insert(reqArray, Icons._SkillReq('Agility', obst.category * 10))
end
--Then the other skill levels if any are added
if obst.requirements ~= nil and obst.requirements.skillLevel ~= nil then
for j, req in Shared.skpairs(obst.requirements.skillLevel) do
table.insert(reqArray, Icons._SkillReq(Constants.getSkillName(req[1]), req[2]))
end
end
result = result..'||'..table.concat(reqArray, '<br/>')
--Just including 'N/A' for XP since it doesn't really apply for Agility Obstacles
result = result..'||N/A'
--Finally the cost
local cost = obst.cost
local costArray = {}
if cost.gp ~= nil and cost.gp > 0 then
table.insert(costArray, Icons.GP(cost.gp))
end
if cost.slayerCoins ~= nil and cost.slayerCoins > 0 then
table.insert(costArray, Icons.SC(cost.slayerCoins))
end
for j, mat in Shared.skpairs(cost.items) do
local item = Items.getItemByID(mat[1])
table.insert(costArray, Icons.Icon({item.name, type="item", qty=mat[2]}))
end
result = result..'||'..table.concat(costArray, '<br/>')
end
result = result..'\r\n|}'
if string.len(spellUseTable) > 0 then
result = result..'\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
end
return '==Uses==\r\n'..result
end
function p.getItemUseTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.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._getSpellUseTable(item)
local spellList = Magic.getSpellsForRune(item.id)
--Bail immediately if no spells are found
if Shared.tableCount(spellList) == 0 then
return ''
end
local result = '{|class="wikitable sortable"\r\n!colspan="2"|Spell'
result = result..'!!Requirements'
result = result..'!!Type!!style="width:275px"|Description'
result = result..'!!Runes'
for i, spell in pairs(spellList) do
local rowTxt = '\r\n|-\r\n|data-sort-value="'..spell.name..'"|'
if spell.type == 'Auroras' then
rowTxt = rowTxt..Icons.Icon({spell.name, type='aurora', notext=true, size=50})
elseif spell.type == 'Curses' then
rowTxt = rowTxt..Icons.Icon({spell.name, type='curse', notext=true, size=50})
else
rowTxt = rowTxt..Icons.Icon({spell.name, type='spell', notext=true, size=50})
end
rowTxt = rowTxt..'||[['..spell.name..']]'
rowTxt = rowTxt..'||data-sort-value="'..spell.magicLevelRequired..'"|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
--Handle required items/dungeon clears
if spell.requiredItem ~= nil and spell.requiredItem >= 0 then
local reqItem = Items.getItemByID(spell.requiredItem)
rowTxt = rowTxt..'<br/>'..Icons.Icon({reqItem.name, type='item', notext=true})..' equipped'
end
if spell.requiredDungeonCompletion ~= nil then
local dung = Areas.getAreaByID('dungeon', spell.requiredDungeonCompletion[1])
rowTxt = rowTxt..'<br/>'..Icons.Icon({dung.name, type='dungeon', notext=true, qty=spell.requiredDungeonCompletion[2]})..' Clears'
end
rowTxt = rowTxt..'||data-sort-value="'..Magic.getSpellTypeIndex(spell.type)..'"|'
rowTxt = rowTxt..Magic.getSpellTypeLink(spell.type)
rowTxt = rowTxt..'||'..Magic._getSpellStat(spell, 'description')
rowTxt = rowTxt..'||style="text-align:center"|'
rowTxt = rowTxt..Magic._getSpellRunes(spell)
result = result..rowTxt
end
--Add the table end and add the table to the result string
result = result..'\r\n|}'
return result
end
function p.getSpellUseTable(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getSpellUseTable(item)
end
return p