finished filter list
-Finshed filter list -Added new item ids database system
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@@ -132,9 +132,10 @@ function AtlasLoot:OnEnable()
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AtlasLoot.db:RegisterDefaults(AtlasLootDBDefaults);
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if not AtlasLootCharDB then AtlasLootCharDB = {} end
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if not AtlasLootCharDB["QuickLooks"] then AtlasLootCharDB["QuickLooks"] = {} end
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if not AtlasLootCharDB.SelectedFilter then AtlasLootCharDB.SelectedFilter = 1 end
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if not AtlasLootCharDB["SearchResult"] then AtlasLootCharDB["SearchResult"] = {Name = "Search Result" , Type = "Search", Back = true}; end
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if not AtlasLootFilterDB then AtlasLootFilterDB = {["FilterLists"] = {}} end;
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if AtlasLootFilterDB and not AtlasLootFilterDB["FilterLists"] then AtlasLootFilterDB = {["FilterLists"] = {}} end;
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if AtlasLootFilterDB and not AtlasLootFilterDB["FilterLists"] then AtlasLootFilterDB = {["FilterLists"] = {{Name = "Default" }}} end;
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if AtlasLoot_Data then
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AtlasLoot_Data["EmptyTable"] = {
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Name = AL["Select a Loot Table..."];
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@@ -1082,4 +1083,27 @@ function AtlasLoot:FindId(id, difficulty)
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return ItemIDsDatabase[id][difficulty], true
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end
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return nil, false;
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end
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end
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-- Loads the Item Variations into a table from the data content folder
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function AtlasLoot:LoadItemIDsDatabase()
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local content = C_ContentLoader:Load("ItemVariationData")
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ItemIDsDatabase = {};
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content:SetParser(function(index, data)
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-- run for each item in the data
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if index ~= 0 and data.Normal ~= 0 then
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ItemIDsDatabase[data.Normal] = {}
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if data.Bloodforged ~= 0 then table.insert(ItemIDsDatabase[data.Normal],data.Bloodforged) end
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if data.Normal ~= 0 then table.insert(ItemIDsDatabase[data.Normal],data.Normal) end
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if data.Heroic ~= 0 then table.insert(ItemIDsDatabase[data.Normal],data.Heroic) end
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for i,v in ipairs(data["Mythic"]) do
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if v ~= 0 then
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table.insert(ItemIDsDatabase[data.Normal],v)
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end
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end
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end
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end)
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-- This will run over time (usually about 30s for a file this size), but will maintain playable fps while running.
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content:ParseAsync()
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AtlasLoot:ItemIdFixs()
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end
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