Wishlist fix and crafting fix
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@@ -657,30 +657,32 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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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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end
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if(toShow) then
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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 string.sub(IDfound, 1, 1) == "s" then
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isItem = false;
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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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--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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end
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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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--This is poor man's localisation, English is replaced be whatever is needed
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@@ -849,18 +851,6 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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--This is a valid QuickLook, so show the UI objects
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AtlasLoot_QuickLooks:Show();
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AtlasLootQuickLooksButton:Show();
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--Check if difficulties exist, if so show difficulty select buttons
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if (dataID ~= "SearchResult" and AtlasLoot_Data[dataID].Dif ~= nil) then
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--AtlasLootMythicButton.difficulty_type = AtlasLoot_Data[dataID].Type or "Dungeon"
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--AtlasLootMythicButton:Show();
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--AtlasLoot_DifficultySelect:Show();
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end
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if (dataID == "SearchResult" and dataSource[dataID].Dif ~= nil) then
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--AtlasLootMythicButton.difficulty_type = dataSource[dataID].Type or "Dungeon"
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--AtlasLootMythicButton:Show();
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--AtlasLoot_DifficultySelect:Show();
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end
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-- Show the Filter Check-Box
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if dataID ~= "WishList" and dataID ~= "SearchResult" and dataSource_backup ~= "AtlasLootCrafting" then
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