6.0.0 format for future bugfixes pt.2
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@@ -501,7 +501,8 @@ AtlasLoot_Difficulty = {
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["ClassicDungeon"] = { {"Normal", "" }, {"Bloodforged", 1 } };
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["ClassicDungeonExt"] = { {"Normal", "" }, {"Heroic", 3 }, {"Mythic", 4 }, {"Mythic 1", 5 }, {"Mythic 2", 6 }, {"Mythic 3", 7 }, {"Mythic 4", 8 }, {"Mythic 5", 9 }, {"Mythic 6", 10 },
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{"Mythic 7", 11 }, {"Mythic 8", 12 }, {"Mythic 9", 13 }, {"Mythic 10", 14 }, {"Bloodforged", 1 }, };
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{"Mythic 7", 11 }, {"Mythic 8", 12 }, {"Mythic 9", 13 }, {"Mythic 10", 14 }, {"Mythic 11", 15 }, {"Mythic 12", 16 }, {"Mythic 13", 17 }, {"Mythic 14", 18 }, {"Mythic 15", 19 }, {"Mythic 16", 20 },
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{"Mythic 17", 21 }, {"Mythic 18", 22 }, {"Mythic 19", 23 }, {"Mythic 20", 24 }, {"Bloodforged", 1 }, };
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["ClassicRaid"] = { {"Normal Flex", "" }, {"Heroic Flex", 3 }, {"Ascended", 4 }, {"Bloodforged", 1 }, };
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@@ -555,10 +556,6 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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-- Hide the Filter Check-Box
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AtlasLootFilterCheck:Hide();
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--Hide the Difficulty selector will show if needed
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AtlasLootMythicButton:Hide();
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AtlasLoot_DifficultySelect:Hide();
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dataSource_backup = dataSource;
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if dataID == "SearchResult" or dataID == "WishList" then
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@@ -637,36 +634,8 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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-- Create the loottable
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if (dataID == "SearchResult") or (dataID == "WishList") or (AtlasLoot_IsLootTableAvailable(dataID)) then
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--Check to see if loaded table is different Difficulty then options set
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local dif = false;
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if(dataSource[dataID].Dif ~= nil or dataSource[dataID].Type ~= nil) then
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--Just incase dif isnt set but a type is this will create and set Dif to normal for future use
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if(dataSource[dataID].Dif == nil) then dataSource[dataID].Dif = 2 end
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if dataSource[dataID].Type ~= nil then
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--Raid tables only have 4 Difficulties, this helps set it if previous selection was possibly dungeon
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if dataSource[dataID].Type == "Raid" then SetDifficultyTier(math.min(AtlasLoot_Difficulty.Ascended, GetDifficultyTier()));
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--Expansion dungeons show both normal and heroic loot on same page/setting
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--so if its set to Heroic(3) lets change it back to Normal(2)
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elseif dataSource[dataID].Type == "ExDungeon" then if GetDifficultyTier() == AtlasLoot_Difficulty.Heroic then SetDifficultyTier(AtlasLoot_Difficulty.Normal) end
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end
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end
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dif = not (dataSource[dataID].Dif == GetDifficultyTier());
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if dif then
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--Set this page to the new Difficulty
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dataSource[dataID].Dif = GetDifficultyTier();
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end
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end
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--Iterate through each item object and set its properties
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for i = 1, 30, 1 do
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--Check to see if item should show for this difficulty
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local toShow = true;
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if(dataSource[dataID][i] ~= nil and dataSource[dataID][i][AL_Dif.MIN_DIF] ~= nil) then
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if(dataSource[dataID][i][AL_Dif.MIN_DIF] ~= "" and dataSource[dataID][i][AL_Dif.MIN_DIF] > GetDifficultyTier()) then toShow = false end end
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--Check for a valid object (that it exists, and that it has a name)
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if(dataSource[dataID][i] ~= nil and dataSource[dataID][i][4] ~= "") then
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@@ -683,7 +652,6 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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else
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isItem = true;
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end
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if isItem then
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itemName, itemLink, itemQuality, itemLevel, itemMinLevel, itemType, itemSubType, itemCount, itemEquipLoc, itemTexture = GetItemInfo(IDfound);
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--If the client has the name of the item in cache, use that instead.
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@@ -697,7 +665,7 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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text = itemColor..itemName;
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elseif dataSource[dataID][i][2] ~= IDfound then
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--If the item is not in cache, use the saved value and process it
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if tonumber(ItemindexID) then
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if tonumber(ItemindexID) and not dataSource[dataID][i][4]:match("=q5=") then
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text = (string.sub(dataSource[dataID][i][4], 5));
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text = "=q4=" .. text;
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text = AtlasLoot_FixText(text);
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@@ -1346,7 +1314,6 @@ function AtlasLoot_QueryLootPage()
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queryitem = button.itemID;
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if (queryitem) and (queryitem ~= nil) and (queryitem ~= "") and (queryitem ~= 0) and (string.sub(queryitem, 1, 1) ~= "s") then
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AtlasLootTooltip:SetHyperlink("item:"..queryitem..":0:0:0:0:0:0:0");
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AtlasLootTooltip:SetHyperlink("item:60"..queryitem..":0:0:0:0:0:0:0");
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end
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i=i+1;
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end
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@@ -1369,9 +1336,9 @@ function AtlasLoot_AddTooltip(frameb, tooltiptext)
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end
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--[[
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AtlasLoot_DifficultyDungeonSelect(button)
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button: Identity of the button pressed to trigger the function
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Shows the GUI for choosing Mythic Tier
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AL_FindId(name, difficulty)
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Finds the Ids of other difficulties based on the name of the item and the difficulty parameter given.
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On the form of {Name, {normal, heroic, mythic, mythic1, mythic2, ... ,mythicN}}
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]]
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function AL_FindId(name, difficulty)
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if ItemIDsDatabase[name] ~= nil then
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