Module:Sandbox/MonkeysHK

--Get Required Modules local loadLib = require('Module:LoadLib')

loadLib(_G, {	infobox = 'Sandbox/MonkeysHK/test',	mRarity = 'RarityTier',	mLink = 'Link',	mOdds = 'Odds',	mInvSlot = 'Inventory slot',	{ 'Bazaar', values={ 		bazaarLastUpdatedIcon='lastUpdatedIcon', 		bazaarData='getProductData',		bazaarPurchaseCalc='calcMaterialBuyPrices',		_bazaarPurchaseCalc='_calcMaterialBuyPrices',		getBazaarPriceChange='_getPriceChange',		getBazaarPriceSpred='_getPriceSpread'	} },	templates='String/Templates',	list='List',	ability='Ability',	{ 'Currency', values={ 'currency' } }, })

mw.html.create = require('Module:Html').create local curTitle = mw.title.getCurrentTitle local allstats = { --D1 ability_damage = 'abdmg', --D2 health = 'hp', --D3 defense = 'def', --D4 damage = 'dmg', --D5 strength = 'str', --D6 crit_chance = 'critchance', --D7 crit_damage = 'critdmg', --D8 attack_speed = 'atkspd', --D9 intelligence = 'int', --D10speed = 'spd', --D11true_defense = 'trudef', --D12magic_find = 'mf', --D13fishing_speed = 'fishspd', --D14sea_creature_chance = 'scc', --D15ferocity = 'fer', --D16mining_speed = 'mspeed', --D17breaking_power = 'bpower', --D18mining_fortune = 'mfortune', --D19farming_fortune = 'fmfortune', --D20foraging_fortune = 'frfortune', }

--Begin Exports local p = {} local yesIcon, noIcon, unknownIcon = templates.yes(1), templates.no(1), templates.unknown(1)

local function yesnodefault(val, yes, no, def) if tostring(val):sub(1, 1) == "u" then return unknownIcon end local bool = yesno(val); if bool == nil then return def or val elseif bool then return yes else return no	end end

local function yesnoIcon(val, def) return yesnodefault(val, yesIcon, noIcon, def) end

local function addBazaarGroup(id, parent) if id then parent :addGroup{ header = { 'Bazaar', string.wrapTag({ bazaarLastUpdatedIcon, '', }, 'sup') }, layout = "horizontal", ['row-items']=2 } :addData{ label = "Buy", _bazaarPurchaseCalc({ { id, 1 } }, "buy", true) } :addData{ label = "Sell", _bazaarPurchaseCalc({ { id, 1 } }, nil, true) } :addData{ label = "Buy (stack)", _bazaarPurchaseCalc({ { id, 64 } }, "buy", true) } :addData{ label = "Sell (stack)", _bazaarPurchaseCalc({ { id, 64 } }, nil, true) } :addGroup{ ['row-items']=1 } :addData{ label = string.wrapTag("Price Spread", 'center'), string.wrapTag(getBazaarPriceSpred(id, nil, true), 'center') } :done :addData{ getBazaarPriceChange(id, "buy", true), label = { 'Buy Price Change', string.wrapTag(bazaarLastUpdatedIcon, 'sup') } } :addData{ getBazaarPriceChange(id, "sell", true), label = { 'Sell Price Change', string.wrapTag(bazaarLastUpdatedIcon, 'sup') } } :done end end

function p.infoboxItem(frame) local args = getArgs(frame) local pagename = curTitle.text or "Diamond" local title = args.title or pagename local category_to_add = args.category_to_add or "" local deftype = args.default_type -- All checkings -- Need to check if reforge stone due to naming conflict with "reforge" and a "reforgeable" alt name local isReforgeStone, isArmorSet, isSack do local function checkval(v) return (deftype or ''):lower:match(v) and true or false end isReforgeStone = checkval('reforge stone') isArmorSet = checkval('armor') and checkval('set') isSack = checkval('sack') end local sections = {} for j = 1,16,1 do		local function argJ(name, default) return args[name..j] or default end local sectionExists = j==1 or argJ("tab") if sectionExists then -- section one does have numbers after params; on 2+ do that local i = j==1 and "" or j			local _i = j==1 and "" or "_"..j -- needed for when a param ends in a number naturally -- Support custom syntax if isSack then if j == 1 then i = "_s" elseif j == 2 then i = "_m" elseif j == 3 then i = "_l" end end local function argI(name, default) return args[name..i] or default end local function sumStat(attr) local ret = 0 for _, piece in ipairs{'helmet_', 'chest_', 'legs_', 'boots_'} do					ret = ret + (tonumber(argI(piece..attr)) or 0) end return ret > 0 and ret or nil end local function processStat(long, short) return argI(long) or argI(short) or sumStat(short) end local idsExistForAllTabs = true if isArmorSet then if not (argI("chest_id") and argI("legs_id") and argI("boots_id")) then idsExistForAllTabs = false end else if not argI("id") then idsExistForAllTabs = false end end -- table of all params for this section local s = {} -- Top level infobox values --0			s.tab = argJ("tab") or argI("tab") -- purposefully use "j" here since default section does actually use "tab1" --1			s.image = argI("image") or pagename..".png" --2			s.caption = argI("caption") or argI("imagecaption") --3			if isArmorSet then for _,v in ipairs{'helmet','chest','legs','boots'} do					s['slot_'..v] = argI('slot_'..v)					s['slot_'..v] = yesno(s['slot_'..v], true) and (s['slot_'..v] or pagename:gsub('%s*Armor$',' '..string.ucfirst(v))) or nil end s.slot_item = string.wrapHtml(					table.concat(table.map({'helmet','chest','legs','boots'}, function(v)						return s['slot_'..v] and ():format(s['slot_'..v]) or 					end)),					'center') else s.slot_item = argI("slot_item") or argI("slot") -- If a value is passed in, set to value; if no value is passed in set to page name; if the value passed in is a "no" type value, set to nil s.slot_item = yesno(s.slot_item, true) and (s.slot_item or pagename) or nil -- Unless a "false" value is set, show ; if a value that isn't "false" is given, uses that instead. "true" values being passed in break this -- Since slot{} has newlines that messes up formatting here for some reason, remove the newlines s.slot_item = s.slot_item and string.wrapHtml((''):format( s.slot_item, argI("slot_text") and "|text="..argI("slot_text") or "", argI("slot_title") and "|title="..argI("slot_title") or "", argI("slot_link") and "|link="..argI("slot_link") or "" ), 'center') end --4			s.type = argI("type") or deftype or "Item" --5			s.aka = argI("aka") --6			s.rarity = argI("rarity") and mRarity.link{ argI("rarity"), addcategory = true } --7			s.collection = argI("collection") and mLink.collectionLink{ argI("collection"), showIcon = true } --8			s.combat_level_requirement = argI("combat_level_requirement") --9			s.dungeon_level_requirement = argI("dungeon_level_requirement") --10			s.dungeon_floor_clearing_requirement = argI("dungeon_floor_clearing_requirement") --11			s.hotm_requirement = argI("hotm_requirement") --12			s.other_level_requirement = argI("other_level_requirement") --13			s.reforge_name = (isReforgeStone and argI("reforge")) or argI("reforge_name") --14			s.source = argI("source") --15			s.obtained = argI("obtained") or argI("obtain") or argI("obtaining") --16			s.drop_chance = argI("drop_chance") or argI("odds") if s.drop_chance then s.drop_chance = mOdds.odds{ s.drop_chance, big = true } end --17			s.uses = argI("uses") or argI("usage") --18			s.minion_xp = argI("minion_xp") and (''):format(argI('minion_xp')) --19			s.lore = argI("lore") -- Sack Stats group -- since all sacks share same items, no reason to pass it in multiple times --A0 s.sack_capacity = argI("sack_capacity") --A1 s.sack_items = argI("sack_items") or args["sack_items"] if s.sack_items then -- If the list of items is to large to easily fit, collapse it				local _, count = string.gsub(s.sack_items, "%*", "") s.sack_items = (''):format(s.sack_items) if count > 4 then s.sack_items = string.wrapHtml(s.sack_items,'div',{						class = "mw-collapsible mw-collapsed"					}) end end -- Block Details group --B0 s.location = argI("location") and (''):format(argI('location')) --B1 s.tool = argI("tool") and (''):format(argI("tool")) --B2 s.breaking_power_required = argI("breaking_power_required") --B3 s.skill_xp_given = argI("skill_xp_given") and (''):format(argI('skill_xp_given')) --B4 -- Block Drops s.experience_given = argI("experience_given") --B5 s.normal_drop = argI("normal_drop") --B6 s.silk_touch_drop = argI("silk_touch_drop") --B7 s.smelting_touch_drop = argI("smelting_touch_drop") -- Function group --C0 s["function"]= argI("function") -- Stats group if isArmorSet then --D0 s.stats = argI("stats") --D1-D20 for ln,sh in pairs(allstats) do					s[ln] = processStat(ln,sh) end table.each( {'helmet_','chest_','legs_','boots_'}, function(a)					--D0(-H/-C/-L/-B)s[a..'stats'] = argI(a..'stats')					table.each( table.values(allstats), function (b) --D1-D20(-H/-C/-L/-B)s[a..b] = argI(a..b)					end)				end) else --D0 s.stats = argI("stats") --D1-D20 table.each(table.keys(allstats), function(ln)					s[ln] = argI(ln)				end) end -- Special Effects --E0 s.effects = argI("effects") or argI("effect") or argI("special_effect") or argI("additional_effects") --E1 s.duration = argI("duration") --E2 s.speed_boost = argI("speed_boost") -- used by minion fuel --E3 s.full_set_bonus = argI("full_set_bonus") --E4 s.piece_bonus = argI("piece_bonus") --E5 s.full_set_bonus2 = argI("full_set_bonus2") --E6 s.piece_bonus2 = argI("piece_bonus2") -- Abilities (up to 4) for k = 1, 4, 1 do				local counter = k > 1 and k or "" local function arg(name) return args[name..counter.._i] end --F0 s["ability_name"..counter] = arg("ability_name") or arg("ability") or arg("ia_name") or arg("abilityname") s["ability_desc"..counter] = arg("ability_desc") or arg("item_ability") or arg("ia_desc") or arg("abilitydesc") s["ability_activation"..counter] = arg("ability_activation") or arg("ia_activation") if s["ability_name"..counter] or s["ability_desc"..counter] then local abnmdc = {} -- ability_name_desc abnmdc[#abnmdc+1] = "'''" if s["ability_name"..counter] then abnmdc[#abnmdc+1] = ability.itemAbility{ s["ability_name"..counter] } else abnmdc[#abnmdc+1] = colorText("Gray", "") end if s["ability_activation"..counter] then abnmdc[#abnmdc+1] = " "..colorText("Yellow", s["ability_activation"..counter]:upper) end abnmdc[#abnmdc+1] = "'''" abnmdc[#abnmdc+1] = " " abnmdc[#abnmdc+1] = s["ability_desc"..counter] or "description missing" -- Combine final product s['ability_name_desc'..counter] = table.concat(abnmdc) end --F1 s["soulflow_cost"..counter] = arg("soulflow cost") or arg("soulflow.cost") or arg("soulflow") or arg("sfcost") or arg("ia_soulflow") --F2 s["mana_cost"..counter] = arg("mana_cost") or arg("mana.cost") or arg("mana") or arg("manacost") or arg("ia_mana_cost") --F3 s["cooldown"..counter] = arg("cooldown") or arg("ia_cooldown") --F4 s["int_scaling"..counter] = arg("int_scaling") end -- Material Tiers group --G0 s.prev_material = argI("prev_material") and list.imageList{ argI("prev_material") } or (argI("next_material") and "None (lowest tier material)") --G1 s.next_material = argI("next_material") and list.imageList{ argI("next_material") } or (argI("prev_material") and "None (top tier material)") -- Upgrades group --H0 s.upgrades_from = argI("upgrades_from") and itemDisplay(argI("upgrades_from")) or (argI("upgrades_to") and "None (lowest tier item)") --H1 s.upgrades_to = argI("upgrades_to") and itemDisplay(argI("upgrades_to")) or (argI("upgrades_from") and "None (top tier item)") -- Tiers group --I0 s.lower_tier = argI("lower_tier") and itemDisplay(argI("lower_tier")) or (argI("higher_tier") and "None (lowest tier item)") --I1 s.higher_tier = argI("higher_tier") and itemDisplay(argI("higher_tier")) or (argI("lower_tier") and "None (top tier item)") -- Gemstone Upgrades --R0 s.gemstone_upgrades = argI("gemstone_upgrades") and list.imageList{ argI("gemstone_upgrades"), noErr=true } -- Reforge Requirements --J0 s.req_item_rarity = argI("req_item_rarity") --J1 s.apply_cost = argI("apply_cost") --J2 s.req_skill_level = argI("req_skill_level") and "" -- Properties group --K0 s.upgradeable = yesnoIcon(argI("upgradeable")) --K1 s.enchantable = yesnoIcon(argI("enchant") or argI("enchantable")) --K2 s.reforgeable = yesnoIcon((not isReforgeStone and argI("reforge")) or argI("reforgeable")) --K3 s.salable = yesnoIcon(argI("salable") or argI("sellable") or true) --K4 s.tradeable = yesnoIcon(argI("tradeable") or argI("trade") or true) --K5 s.auctionable = yesnoIcon(argI("auctionable") or true) -- Color Group --L0 s.color = argI("color") and (""):format(				argI("color"),				( not isArmorSet or yesno(argI("all_colors_the_same")) )					and "|all = true" or ""			) -- Shop --M0 s.merchant = argI("merchant") and list.npcList{ argI("merchant"), noErr=true } --M1 s.daily_limit = argI("daily_limit") --M2 s.buy = argI("buy") and currency{ argI("buy") } --M3 s.sell = argI("sell") and currency{ argI("sell") } -- Bazaar --N0 s.bazaar = argI("bazaar") -- Materials --O0 s.raw_materials = argI("raw_materials") and list.resourceList{ image=1, argI("raw_materials") } --O1 s.material_cost = argI("material_cost") and coins{ argI("material_cost") } --O2 s.bazaar_not_including = argI("bazaar_not_including") s.mat_cost_bazaar = argI("mat_cost_bazaar") and bazaarPurchaseCalc{ argI("mat_cost_bazaar") or argI("raw_materials"), not_including = argI("bazaar_not_including") }:gsub("\n", "") --O3 s.raw_materials_upgr = argI("raw_materials_upgr") and list.resourceList{ image=1, argI("raw_materials_upgr") } --O4 s.material_cost_upgr = argI("material_cost_upgr") and coins{ argI("material_cost_upgr") } --O5 s.bazaar_not_including_upgr = argI("bazaar_not_including_upgr") s.mat_cost_bazaar_upgr = argI("mat_cost_bazaar_upgr") and bazaarPurchaseCalc{ argI("mat_cost_bazaar_upgr") or argI("raw_materials_upgr"), not_including = argI("bazaar_not_including_upgr") }:gsub("\n", "") -- Trade --P0 s.trade_requirement = argI("trade_requirement") or argI("trade.requirement") if s.trade_requirement then s.trade_requirement = link._collectionLink(s.trade_requirement, nil, true) end --P1 s.trade_from = argI("trade_from") or argI("trade.from") --P2 s.trade_to = argI("trade_to") or argI("trade.to") -- Item Metadata s.id = argI('item_id') for _,v in ipairs{ --Q0 'id', --Q1 'head_id', --Q2 'chest_id', --Q3 'legging_id', --Q4 'boots_id' } do				s[v] = s[v] or argI(v) if s[v] then -- Always show ID in all caps s[v] = string.wrapTag(s[v]:upper, 'code') -- If array syntax, make a list s[v] = s[v]:gsub(" ", "") -- lazy trim for array; ids never naturally have spaces s[v] = table.concat(mw.text.split(s[v], ","), " ") end end --Q5 s.head_texture = argI('head_texture') or argI('head_tex') s.head_texture = s.head_texture and string.wrapTag(s.head_texture, 'code') for _,v in ipairs{ --Q6 'nbt', --Q7 'head_nbt', --Q8 'chest_nbt', --Q9 'legging_nbt', --Q10 'boots_nbt' } do				s[v] = argI(v) and argI(v):gsub('(   +)', ' %1') -- Since newlines are being deleted, can't be used; and since exscape br tags, need to make own fake pre tag s[v] = s[v] and string.wrapHtml(s[v],'div',{					style = {						['background-color'] = 'rgba(0,0,0,0.35)',						border = '1px solid #9b8d8e',						overflow = 'auto',						['word-wrap'] = 'normal',						['white-space'] = 'pre',					}				}):gsub('} ', ' } ') end -- Push section data into array sections[#sections+1] = s		end end -- Make infobox local ibox = infobox.create ibox:addTitle{ title } local panel = ibox:addPanel for i,sdata in ipairs(sections) do		local section = --0panel:addSection{ label = sdata.tab } section --1|2:addImage{ sdata.image, caption = { sdata.caption }, source="image"..i } --3 :addData{ sdata.slot_item } --4 :addData{ sdata.type, label = "Type" } --5 :addData{ sdata.aka, label = "Also known as" } --6 :addData{ sdata.rarity, label = "Rarity" } --7 :addData{ sdata.collection, label = string.makeLink("Collections", "Collection") } --8 :addData{ sdata.combat_level_requirement, label = "Combat Level Requirement" } --9 :addData{ sdata.dungeon_level_requirement, label = "Dungeon Level Requirement" } --10 :addData{ sdata.dungeon_floor_clearing_requirement, label = "Requires Dungeon Floor Cleared" } --11 :addData{ sdata.hotm_requirement, label = "Heart of the Mountain Level Requirement" } --12 :addData{ sdata.other_level_requirement, label = "Skill Level Requirement" } --13 :addData{ sdata.reforge_name, label = "Reforge" } --14 :addData{ sdata.source, label = "Source" } --15 :addData{ sdata.obtained, label = "Obtained via" } --16 :addData{ sdata.drop_chance, label = "Drop Chance" } --17 :addData{ sdata.uses, label = "Uses" } --18 :addData{ sdata.minion_xp, label = string.makeTitle('Minion XP', 'The amount of xp a player receives when taking this material from a minion inventory.') } --19 :addData{ sdata.lore, label = "Lore" } :addGroup{ header = "Sack Stats" } --A0 :addData{ sdata.sack_capacity, label = "Max Capacity" } --A1 :addData{ sdata.sack_items, label = "Items" } :done :addGroup{ header = "Block Details" } --B0 :addData{ sdata.location, label = "Location" } --B1 :addData{ sdata.tool, label = string.makeLink("Tool") } --B2 :addData{ sdata.breaking_power_required, label = " Required" } --B3 :addData{ sdata.skill_xp_given, label = "Skill XP Given" } --B4 :addData{ sdata.experience_given, label = "Experience Given" } :addGroup{ header = "Block Drops", layout = "horizontal", ['row-items']=3 } --B5 :addData{ sdata.normal_drop, label = "Normal drop" } --B6 :addData{ sdata.silk_touch_drop, label = "Silk Touch drop" } --B7 :addData{ sdata.smelting_touch_drop, label = "Smelting Touch Drop" } :done :done :addGroup{ header = "Function" } --C0 :addData{ sdata["function"] } :done do -- define first group local panel_, group_ if isArmorSet then panel_ = section:addPanel{ header = 'Stats', collapse = 'open' } group_ = panel_:addSection{ label = 'Total' }:addGroup{ name = 'infobox-stats-list' } else group_ = section:addGroup{ header = 'Stats', name = 'infobox-stats-list' } end -- process first group --D0 group_:addData{ sdata.stats } table.each(table.keys(allstats), function(ln)				--D1-20group_:addData{ sdata[ln], label = makeStat(ln, nil, true) }			end) -- process all armor groups if isArmorSet then for _, v in ipairs{ {'Head', 'helmet_'}, {'Chest', 'chest_'}, {'Legs', 'legs_'}, {'Boots', 'boots_'}, } do					local lbl, pc = v[1], v[2] group_ = panel_:addSection{ label = lbl }:addGroup{ name = 'infobox-stats-list' } --D0 (-H/-C/-L/-B)group_:addData{ sdata[pc..'stats'] } for ln, sh in pairs(allstats) do						--D1-20(-H/-C/-L/-B)group_:addData{ sdata[pc..sh], label = makeStat(ln, nil, true) } end end end end section:addGroup{ header = "Special Effects" } --E0 :addData{ sdata.effects } --E1 :addData{ sdata.duration, label = "Duration" } --E2 :addData{ sdata.speed_boost, label = "Speed Boost" } --E3 :addData{ sdata.full_set_bonus, label = ability.fullSetBonus } --E4 :addData{ sdata.piece_bonus, label = ability.pieceBonus } --E5 :addData{ sdata.full_set_bonus2, label = ability.fullSetBonus } --E6 :addData{ sdata.piece_bonus2, label = ability.pieceBonus } :done local ability_places = { "", "Second", "Third", "Fourth" } for k = 1, 4, 1 do			local counter = k > 1 and k or "" section:addGroup{ header = ability_places[k].." Ability", name="infobox-stats-list" } --F0 :addData{ sdata["ability_name_desc"..counter] } --F1 :addData{ sdata["soulflow_cost"..counter], label = makeStat("Soulflow Cost") } --F2 :addData{ sdata["mana_cost"..counter], label = makeStat("Manacost") } --F3 :addData{ sdata["cooldown"..counter], label = "Cooldown" } --F4 :addData{ sdata["int_scaling"..counter], label = { "%s Scaling", makeStat('int', nil, true) } } :done end section:addGroup{ header = "Material Tiers", layout = "horizontal" } --G0 :addData{ sdata.prev_material, label = "← Previous" } --G1 :addData{ sdata.next_material, label = "Next →" } :done :addGroup{ header = "Upgrades", layout = "horizontal" } --H0 :addData{ sdata.upgrades_from, label = "← Previous" } --H1 :addData{ sdata.upgrades_to, label = "Next →" } :done :addGroup{ header = "Tiers", layout = "horizontal" } --I0 :addData{ sdata.lower_tier, label = "← Previous" } --I1 :addData{ sdata.higher_tier, label = "Next →" } :done :addGroup{ header = "Gemstone Upgrades", layout = "horizontal" } --R0 :addData{ sdata.gemstone_upgrades } :done :addGroup{ header = "Reforge Requirements", collapse="open" } --J0 :addData{ sdata.req_item_rarity, label = "Req. Item Rarity" } --J1 :addData{ sdata.apply_cost, label = "Apply Cost" } --J2 :addData{ sdata.req_skill_level, label = "Req. Skill Level" } :done :addGroup{ header = "Properties", layout = "horizontal", ['row-items']=2 } --K0 :addData{ sdata.upgradeable, label = "Upgradeable" } --K1 :addData{ sdata.enchantable, label = "Enchantable" } --K2 :addData{ sdata.reforgeable, label = "Reforgeable" } --K3 :addData{ sdata.salable, label = "Salable" } --K4 :addData{ sdata.tradeable, label = "Tradeable" } --K5 :addData{ sdata.auctionable, label = "Auctionable" } :done :addGroup --L0 :addData{ sdata.color, label = "Color" } :done :addGroup{ header = "Shop", layout = "horizontal", ['row-items']=2 } :addGroup{ ['row-items']=1 } --M0 :addData{ sdata.merchant, label = "Merchant"..(sdata.merchant and sdata.merchant:find("%s*%*%s*") and "s" or "") } :done --M1 :addData{ sdata.daily_limit, label = string.makeTitle("Daily Limit", "A limit on how much items of this type a player can buy in one day.") } --M2 :addData{ sdata.buy, label = "Buy" } --M3 :addData{ sdata.sell, label = "Sell" } :done addBazaarGroup(--N0 sdata.bazaar, section) section:addGroup{ header = "Materials" } --O0 :addData{ sdata.raw_materials, label=string.makeTitle("Raw Materials", "All materials in their most basic form needed to obtain the item.") } --O1 :addData{ sdata.material_cost, label=string.makeTitle("Material cost", "Cost to buy all necessary materials from merchants.") } --O2 :addData{ sdata.mat_cost_bazaar, label=string.makeTitle("Bazaar Material cost", "Cost to buy all necessary materials from the Bazaar.") } --O3 :addData{ sdata.raw_materials_upgr, label=string.makeTitle("Raw Materials to upgrade", "All materials in their most basic form needed to obtain the item.") } --O4 :addData{ sdata.material_cost_upgr, label=string.makeTitle("Material cost to upgrade", "Cost to buy all necessary materials from merchants.") } --O5 :addData{ sdata.mat_cost_bazaar_upgr, label=string.makeTitle("Bazaar Material cost to upgrade", "Cost to buy all necessary materials from the Bazaar.") } :done :addGroup{ header = "Trade", layout = "horizontal" } --P0 :addData{ sdata.trade_requirement, label = "Requires" } --P1 :addData{ sdata.trade_from, label = "From" } --P2 :addData{ sdata.trade_to, label = "To" } :done :addGroup{ header = "Item Metadata", ['row-items']=1, collapse="closed" } --Q0 :addData{ sdata.id, label = "Item ID" } --Q1 :addData{ sdata.head_id, label = "Helmet Item ID" } --Q2 :addData{ sdata.chest_id, label = "Chestplate Item ID" } --Q3 :addData{ sdata.legging_id, label = "Leggings Item ID" } --Q4 :addData{ sdata.boots_id, label = "Boots Item ID" } --Q5 :addData{ sdata.head_texture, label = "Head Texture" } --Q6 :addData{ sdata.nbt, label = "NBT Data" } --Q7 :addData{ sdata.head_nbt, label = "Helmet NBT Data" } --Q8 :addData{ sdata.chest_nbt, label = "Chestplate NBT Data" } --Q9 :addData{ sdata.legging_nbt, label = "Leggings NBT Data" } --Q10 :addData{ sdata.boots_nbt, label = "Boots NBT Data" } :done end return table.concat{ ibox:preprocess, curTitle.namespace == 0 and category_to_add or "", curTitle.namespace == 0 and not idsExistForAllTabs and "" or "", } end

--Finish Module/Exports return p