difficulty hold
-Swapping between raid/dungeons will now take you to the last difficulty that was selected in that category
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@@ -51,6 +51,7 @@ AtlasLoot_DewdropExpansionMenu = AceLibrary("Dewdrop-2.0");
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ATLASLOOT_DEBUGSHOWN = false;
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ATLASLOOT_FILTER_ENABLE = false;
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ATLASLOOT_CURRENTTYPE = "Default";
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ATLASLOOT_TYPE = {};
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-- Colours stored for code readability
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local GREY = "|cff999999";
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@@ -386,7 +387,6 @@ AtlasLoot:ShowItemsFrame(dataID, dataSource, tablenum):
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dataID - Name of the loot table
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dataSource - Table in the database where the loot table is stored
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tablenum - Number of the table with the loot in it
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tablenum - Table number of the loot table being displayed
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It is the workhorse of the mod and allows the loot tables to be displayed any way anywhere in any mod.
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]]
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function AtlasLoot:ShowItemsFrame(dataID, dataSource, tablenum)
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@@ -444,7 +444,7 @@ function AtlasLoot:ShowItemsFrame(dataID, dataSource, tablenum)
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AtlasLootDefaultFrame_MapButton:Disable();
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AtlasLootDefaultFrame_MapSelectButton:SetText("No Map");
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end
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local difType = false;
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-- Checks to see if type is the same
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if ATLASLOOT_CURRENTTYPE ~= dataSource[dataID].Type then
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if dataSource[dataID].Type == "Crafting" then
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@@ -452,16 +452,24 @@ function AtlasLoot:ShowItemsFrame(dataID, dataSource, tablenum)
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elseif ItemindexID == "Pattern" and dataSource[dataID].Type ~= "Crafting" then
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ItemindexID = 2;
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else
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ItemindexID = 2;
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ItemindexID = ATLASLOOT_TYPE[dataSource[dataID].Type] or 2;
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end
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difType = true;
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end
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ATLASLOOT_TYPE[dataSource[dataID].Type] = ItemindexID;
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-- Set current type
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ATLASLOOT_CURRENTTYPE = dataSource[dataID].Type or "Default";
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AtlasLoot:ScrollFrameUpdate();
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AtlasLoot_BossName:SetText(dataSource[dataID][tablenum].Name);
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if difType and #AtlasLoot_Difficulty[dataSource[dataID].Type] > 5 then
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local min, max = AtlasLootDefaultFrameScrollScrollBar:GetMinMaxValues();
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AtlasLootDefaultFrameScrollScrollBar:SetValue(ItemindexID * (max / #AtlasLoot_Difficulty[dataSource[dataID].Type]));
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end
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--For stopping the subtable from changing if its a token table
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if dataSource[dataID].NoSubt == nil and dataID ~= "FilterList" then
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AtlasLootDefaultFrame_SubMenuText:SetText(dataSource[dataID].Name);
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@@ -458,7 +458,7 @@ local scrollFrame = CreateFrame("Frame", "Atlasloot_Difficulty_ScrollFrame", Atl
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scrollFrame.Lable:SetJustifyH("LEFT");
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scrollFrame.Lable:SetFont("GameFontNormal", 24);
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function AtlasLoot:ScrollFrameUpdate(hide)
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function AtlasLoot:ScrollFrameUpdate()
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if AtlasLoot_Difficulty then
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local maxValue = #AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE];
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FauxScrollFrame_Update(scrollFrame.scrollBar, maxValue, MAX_ROWS, ROW_HEIGHT);
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