-- <nowiki>
local p = {}
local exchange = require( 'Module:Exchange') --for coins per charge
local coins = require( 'Module:Coins') --for printing above
local tooltips = require('Module:Tooltip')
local draintable = require('Module:Charge drain').oneslot
local slots = {
	['2h'] = 1.5,
	mh = 1,
	['1h'] = 1,
	armour = 1,
	a = 1,
	body = 1,
	legs = 1,
	shield = 0.5,
	oh = 0.5,
	t = 0.25,
	tool = 0.25,
function p.get_base(tier, slot)
	if tier < 67 then
		tier = 67
	return math.floor(((tier-60)/8 * slots[slot] * 100 + .05)) / 100
function p.get_tooltip(tier, slot)
	local name = string.format('charge_drain_%s_%s', slot, tier)
	local span = tooltips._span({ name })
	local divstr = ''
	local function get_slot_str()
		local slot_str = {
			['2h'] = 'a tier %s two-handed weapon',
			['mh'] = 'a tier %s main-handed weapon',
			['body'] = 'tier %s body armour',
			['legs'] = 'tier %s leg armour',
			['shield'] = 'a tier %s shield',
			['oh'] = 'a tier %s off-handed weapon',
			['tool'] = 'a tier %s skilling tool',
		return string.format(slot_str[slot], tier)
	div = tooltips._div({
		name = name,
		hasarrow = true,
		limitwidth = true,
		content = string.format('Your current drain rate for %s is given by the following table.<br />It depends on your current reduction researched, the [[equipment level|item level]], and [[Efficient]]/[[Enhanced Efficient]] perk presence.\n%s\nFor more information, see [[Charge pack#Charge drain]].', get_slot_str(), tostring(draintable(tier,slot)))
	return span, div
function p.main(frame)
	local args = frame:getParent().args
	local level = tonumber(args.level or 1)
	local slot = string.lower(args.slot or '')
	local slot_multiplier = slots[slot] or 1
	page_title = mw.title.getCurrentTitle().fullText
	local drain, hours
	if args.drain then
		drain = args.drain
		if level < 70 then
			drain = 0.87
			drain = (level-60)/8.0
		drain = math.floor((drain * slot_multiplier * 100 + .05)) / 100
	local ret
	if args.d2d then --this item degrades to dust
	    --open with standard d2d text
        ret = string.format("The %s uses charges stored within the item (not in the universal [[charge pack]]). It degrades exactly as the non-augmented version does: it has [[equipment degradation|100,000 charges of combat]]. These charges can be replenished by combining it with a non-dyed, augmented variant of the same item. This will combine the charges of both items but any excess charge will be lost, furthermore only one version may have perks on it. When combining two items the greater item experience of the two items is retained.\n\n", page_title)
	    local level_10_limit = "The item can be trained and [[equipment siphon|siphoned]] as normal while it has charges. Once it runs out of charges, it will retain its equipment bonuses until it reaches equipment level 10, where it will become unusable and has to be recharged or be disassembled. "
		if args.d2d:lower() == 'dyed' then
			ret = ret..level_10_limit..string.format(" This will return an un-augmented, broken [[%s]]. It can then be repaired and re-augmented as normal. A dye can be used on an augmented, undyed version to produce this item.\n\n", page_title:gsub('[Aa]ugmented', ''))
		elseif args.ancientspec and string.sub(args.ancientspec:lower(),1,string.len('y'))=='y' then
			ret = ret..level_10_limit.." Additionally, using the weapon's special attack will drain 100 charges, or 0.1% of maximum charge. The special attack cannot be used if there are 0 charges remaining.\n\n"
		--in the above concat we add on special attack cost text
	    elseif args.refac and string.sub(args.refac:lower(),1,string.len('y'))=='y' then
	        ret = ret..level_10_limit..string.format(" This will return an unrefined [[%s]]. It can then be refined and re-augmented as normal.\n\n", page_title:gsub('[Aa]ugmented [Rr]efined', ''))
	    --in the above comcat, we present heart of gielinor refined armour degradation
            ret = ret..level_10_limit
    ret = ret.."Unlike normal augmented items, this item is made at an [[Inventor's workbench]] from a new, fully charged item, an [[augmentor]], and 36 [[divine charge]]s. It cannot be made from a partially used component. [[Augmentation dissolver]]s cannot be used on this item."
    else --this is a typical augmented item
		local span, div = p.get_tooltip(level, slot)
		local coindrain = coins._amount(exchange._price("Divine charge") / 3000 * drain)
	    ret = string.format("The %s uses charges stored in the universal [[charge pack]]. When the charge pack runs out of charges, the item loses stats and gizmo effects, and can also no longer gain any equipment experience. Function will resume when the pack is recharged with [[divine charge]]s.",page_title)
    ret ='{{Mainonly|[[Category:Augmented items]]}}')
	return ret
return p
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