Add support for new stats stuff, cvar changes, and auto vendoring. (#30)

* Enhanced/CharacterFrame: Add new stat tooltips

* Enhanced/CharacterFrame: crit is a percent of base crit

* Enhanced/CharacterSheet: Update to use new cvar

* ElvUI/Merchant: Remove auto sell gray / auto repair. Client handles these now.
This commit is contained in:
Andrew
2023-02-05 17:43:09 -07:00
committed by GitHub
parent ff118b5dc0
commit 221dffffe6
10 changed files with 25 additions and 168 deletions
@@ -1016,18 +1016,22 @@ function module:SetStat(statFrame, unit, statIndex)
end
elseif statIndex == 2 then
local attackPower = GetAttackPowerForStat(statIndex, effectiveStat)
local meleeCrit = GetCritChanceFromAgility("player")
if attackPower > 0 then
statFrame.tooltip2 = format(STAT_ATTACK_POWER, attackPower)..format(statFrame.tooltip2, GetCritChanceFromAgility("player"), effectiveStat * ARMOR_PER_AGILITY)
statFrame.tooltip2 = format(STAT_ATTACK_POWER, attackPower)..format(statFrame.tooltip2, meleeCrit, effectiveStat * ARMOR_PER_AGILITY)
else
statFrame.tooltip2 = format(statFrame.tooltip2, GetCritChanceFromAgility("player"), effectiveStat * ARMOR_PER_AGILITY)
statFrame.tooltip2 = format(statFrame.tooltip2, meleeCrit, effectiveStat * ARMOR_PER_AGILITY)
end
statFrame.tooltip2 = statFrame.tooltip2 .. "\n" .. format(_G["DEFAULT_STAT"..statIndex.."_EXTRA"], meleeCrit*AGI_TO_SPELL_CRIT_PCT)
elseif statIndex == 4 then
local baseInt = min(20, effectiveStat)
local moreInt = effectiveStat - baseInt
local spellCrit = GetSpellCritChanceFromIntellect("player")
if UnitHasMana("player") then
statFrame.tooltip2 = format(statFrame.tooltip2, baseInt + moreInt * MANA_PER_INTELLECT, GetSpellCritChanceFromIntellect("player"))
statFrame.tooltip2 = format(statFrame.tooltip2, baseInt + moreInt * MANA_PER_INTELLECT, spellCrit, (baseInt + moreInt) * INT_TO_MELEE_CRIT_PCT)
statFrame.tooltip2 = statFrame.tooltip2 .. "\n" .. format(_G["DEFAULT_STAT"..statIndex.."_EXTRA"], spellCrit * INT_TO_MELEE_CRIT_PCT)
else
statFrame.tooltip2 = nil
end
@@ -2686,7 +2690,7 @@ do -- CharacterFrame
equipmentManagerPane.SendToBank.Icon:SetSize(14, 14)
equipmentManagerPane.SendToBank.Icon:SetTexture("Interface\\GossipFrame\\BankerGossipIcon")
local cvar = C_CVar:GetBool("C_CVAR_EQUIPMENT_MANAGER_STORE_ITEMS_IN_BANK")
local cvar = C_CVar.GetBool("bankEquipmentManager")
equipmentManagerPane.SendToBank:SetChecked(cvar)
C_EquipmentSet.SetDstBank(cvar)