2b97a68317
Folds three previously-separate Lua addons into one for guild-member use:
- ascension-char-exporter (per-character JSON/Wiki.js Markdown via /ascx)
- CoA_SkillExporter (skills/dispels/passives catalog via /skilldump)
- CoA_TalentExporter (talent-tree catalog via /talentdumpall)
The two CoA catalog dumpers were ~90% identical entry-walkers. Pulled the
shared C_CharacterAdvancement.GetAllEntries() loop into Catalogs/Common.lua
and have Skills.lua / Talents.lua register collectors that share a single
scan pass (so /coae catalog all walks the entry list once, not twice).
Per-character collectors (Talents, Gear, Enchants, MysticScrolls,
MysticScrollProbe) and the AtlasLootAscension-derived ScrollCatalog data
are kept verbatim, just rebranded.
Slash interface:
/coae export {all|talents|gear|enchants|mdgear|mdenchants|md}
/coae catalog {all|skills|talents|dispels [class]|passives [class]|status}
/coae scrolls {scan|export|reset|status}
/coae sv on|off | debug | help
Aliases: /coaexp, /ascx, /asxc, plus legacy /skilldump /talentdumpall
/dispels /passives that map to the catalog subcommands.
SavedVariables: CoaExporterSaved, CoaExporterConfig, CoaExporterScrollCache,
CoaExporterCatalog (skills/dispels/levelPassives/talents/_meta).
130 lines
4.5 KiB
Lua
130 lines
4.5 KiB
Lua
-- CoaExporter - Gear collector (equipped items only)
|
|
|
|
CoaExporter = _G.CoaExporter or {}
|
|
_G.CoaExporter = CoaExporter
|
|
local AE = CoaExporter
|
|
|
|
local SLOT_NAMES = {
|
|
[1] = "HEAD", [2] = "NECK", [3] = "SHOULDER", [4] = "SHIRT", [5] = "CHEST",
|
|
[6] = "WAIST", [7] = "LEGS", [8] = "FEET", [9] = "WRIST", [10] = "HANDS",
|
|
[11] = "FINGER1", [12] = "FINGER2", [13] = "TRINKET1", [14] = "TRINKET2",
|
|
[15] = "BACK", [16] = "MAINHAND", [17] = "OFFHAND", [18] = "RANGED", [19] = "TABARD",
|
|
}
|
|
|
|
local function parse_item_link(itemLink)
|
|
if not itemLink then return nil end
|
|
local itemString = itemLink:match("Hitem:([%d:]+)")
|
|
if not itemString then return nil end
|
|
local parts = {}
|
|
for v in string.gmatch(itemString, "([^:]+)") do
|
|
parts[#parts+1] = tonumber(v) or 0
|
|
end
|
|
local itemId = parts[1] or 0
|
|
local enchantId = parts[2] or 0
|
|
local gems = { parts[3] or 0, parts[4] or 0, parts[5] or 0, parts[6] or 0 }
|
|
local suffixId = parts[7] or 0
|
|
return {
|
|
itemId = itemId,
|
|
enchantId = enchantId,
|
|
gems = gems,
|
|
suffixId = suffixId,
|
|
}
|
|
end
|
|
|
|
local function EnsureGearScanner()
|
|
if not AE._gearScanner then
|
|
AE._gearScanner = CreateFrame("GameTooltip", "CoaExpGearScanner", nil, "GameTooltipTemplate")
|
|
AE._gearScanner:SetOwner(WorldFrame, "ANCHOR_NONE")
|
|
end
|
|
return AE._gearScanner
|
|
end
|
|
|
|
-- Slots that cannot carry a permanent enchant in 3.3.5. Scanning these
|
|
-- picks up green-coloured "Equip: ..." effect text on neck/rings/trinkets
|
|
-- which would pollute the gear table's Enchant column.
|
|
local SLOTS_WITH_NO_ENCHANT = {
|
|
[2] = true, [11] = true, [12] = true, [13] = true, [14] = true, [19] = true,
|
|
}
|
|
|
|
local function scan_enchant_name(itemLink, slot)
|
|
if not itemLink then return nil end
|
|
if slot and SLOTS_WITH_NO_ENCHANT[slot] then return nil end
|
|
local tt = EnsureGearScanner()
|
|
tt:ClearLines()
|
|
tt:SetHyperlink(itemLink)
|
|
local n = tt:NumLines() or 0
|
|
for i = 2, n do
|
|
local l = _G["CoaExpGearScannerTextLeft" .. i]
|
|
if l then
|
|
local r, g, b = l:GetTextColor()
|
|
local text = l:GetText()
|
|
if text and text ~= "" and r and g and b then
|
|
if r < 0.2 and g > 0.8 and b < 0.2 then
|
|
local lower = text:lower()
|
|
if not text:match("^Socket Bonus")
|
|
and not lower:match("^%(%d+%)%s*set")
|
|
and not lower:match("^set:")
|
|
and not lower:match("^equip:")
|
|
and not lower:match("^use:")
|
|
and not lower:match("^chance on hit:") then
|
|
return text
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
local function resolve_gems(itemLink, gemIds)
|
|
local arr = {}
|
|
for i = 1, 4 do
|
|
local gid = gemIds[i] or 0
|
|
if gid and gid > 0 then
|
|
local name, gemLink = GetItemGem(itemLink, i)
|
|
local gemItemId = 0
|
|
if gemLink then
|
|
local id = tonumber(string.match(gemLink, "item:(%d+)"))
|
|
if id then gemItemId = id end
|
|
end
|
|
table.insert(arr, { itemId = gemItemId, enchantId = gid, name = name or "", link = gemLink or "" })
|
|
end
|
|
end
|
|
return arr
|
|
end
|
|
|
|
function AE.CollectGear()
|
|
local out = { slots = {} }
|
|
for slot = 1, 19 do
|
|
local itemLink = GetInventoryItemLink("player", slot)
|
|
if itemLink then
|
|
local parsed = parse_item_link(itemLink) or {}
|
|
local itemId = parsed.itemId or 0
|
|
local itemName, _, itemQuality, itemLevel, _, itemType, itemSubType, _, equipSlot, texture = GetItemInfo(itemLink)
|
|
|
|
local gems = resolve_gems(itemLink, parsed.gems or {})
|
|
local enchantName = scan_enchant_name(itemLink, slot)
|
|
|
|
table.insert(out.slots, {
|
|
slot = slot,
|
|
slotName = SLOT_NAMES[slot] or tostring(slot),
|
|
itemId = itemId,
|
|
name = itemName or "",
|
|
quality = itemQuality or 0,
|
|
itemLevel = itemLevel or 0,
|
|
type = itemType or "",
|
|
subType = itemSubType or "",
|
|
equipSlot = equipSlot or "",
|
|
texture = texture or "",
|
|
link = itemLink,
|
|
gems = gems,
|
|
enchantId = parsed.enchantId or 0,
|
|
enchantName = enchantName or "",
|
|
})
|
|
end
|
|
end
|
|
return out
|
|
end
|
|
|
|
AE._loadedGear = true
|