Implemented Min-Max Difficulties
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@@ -497,7 +497,7 @@ function AtlasLoot_OnLoad()
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end
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AtlasLoot_Difficulty = {
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-- table of difficuilitys and there itemID references
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-- table of difficulties and there itemID references
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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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@@ -516,10 +516,22 @@ AtlasLoot_Difficulty = {
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["WrathRaid"] = { {"Normal Flex", "" }, {"Heroic Flex", 3 }, {"Ascended", 4 }, {"Bloodforged", 1 }, };
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["Crafting"] = { {"Crafting Patterns", "" }, {"Item Normal", "=s=Normal" }, {"Bloodforged", 1 }, },
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["Crafting"] = { {"Crafting Patterns", "" }, {"Item Normal", "=s=Normal" }, {"Bloodforged", 1 }, };
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["CraftingExt"] = { {"Crafting Pattern Uncommon", "" }, {"Crafting Patterns Rare", "Rare" }, {"Crafting Patterns Epic", "Epic" }, {"Item Uncommon", "=s=" }, {"Item Rare", "=s=Rare" }, {"Item Epic", "=s=Epic" } }
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["CraftingExt"] = { {"Crafting Pattern Uncommon", "" }, {"Crafting Patterns Rare", "Rare" }, {"Crafting Patterns Epic", "Epic" }, {"Item Uncommon", "=s=" }, {"Item Rare", "=s=Rare" }, {"Item Epic", "=s=Epic" } };
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--Enums for comparisons in code
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Bloodforged = 1;
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Normal = 2;
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Heroic = 3;
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Mythic = 4; --Use for Ascended as well
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MythicPlus = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24}; --Usage AtlasLoot_Difficulty.MythicPlus[1-20];
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DUPLICATE = 17;
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MIN_DIF = 18;
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MAX_DIF = 19;
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}
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--[[
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@@ -636,15 +648,34 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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if (dataID == "SearchResult") or (dataID == "WishList") or (AtlasLoot_IsLootTableAvailable(dataID)) then
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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 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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if dataSource[dataID][i][8] and tonumber(ItemindexID) then
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-- Used if an item has more then 1 version with the same name eg Atiesh
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IDfound = AL_FindId(string.sub(dataSource[dataID][i][4], 5) .. " " .. dataSource[dataID][i][8], ItemindexID) -- Used for 8th table entery in a loottable for when we have items with the same name eg Atiesh
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local toShow = true;
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if(dataSource[dataID][i] ~= nil and dataSource[dataID][i][4] ~= "") then
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--Checks if an item has a Minimum difficulty, this is to hide items that shouldn't show on lower difficulties
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if dataSource[dataID][i][AtlasLoot_Difficulty.MIN_DIF] then
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if dataSource[dataID][i][AtlasLoot_Difficulty.MIN_DIF] > ItemindexID then toShow = false end;
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end
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else
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toShow = false;
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end
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if(toShow) then
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--Sets ItemindexID to normal(2) if it is nil for min/max difficulties.
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if not tonumber(ItemindexID) then ItemindexID = AtlasLoot_Difficulty.Normal end;
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--Checks if an item has a Maximum difficulty, this is to correct some items that have an entry for higher difficulties then they really do
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if dataSource[dataID][i][AtlasLoot_Difficulty.MAX_DIF] then
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if tonumber(dataSource[dataID][i][AtlasLoot_Difficulty.MAX_DIF]) < ItemindexID then ItemindexID = dataSource[dataID][i][AtlasLoot_Difficulty.MAX_DIF] end;
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end
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if dataSource[dataID][i][AtlasLoot_Difficulty.DUPLICATE] then
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--Used if an item has more then 1 version with the same name eg Atiesh
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IDfound = AL_FindId(string.sub(dataSource[dataID][i][4], 5) .. " " .. dataSource[dataID][i][AtlasLoot_Difficulty.DUPLICATE], ItemindexID) or dataSource[dataID][i][2];
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else
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-- if something was found in itemID database show that if not show default table item
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IDfound = AL_FindId(string.sub(dataSource[dataID][i][4], 5), ItemindexID) or dataSource[dataID][i][2]
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--If something was found in itemID database show that if not show default table item
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IDfound = AL_FindId(string.sub(dataSource[dataID][i][4], 5), ItemindexID) or dataSource[dataID][i][2];
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end
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if string.sub(IDfound, 1, 1) == "s" then
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