(fix/tooltips) SetSpellByID -> Hardcoded Spell Escape Sequence strings
this is a fix for GameTooltip for Spells. In 3.3.5 API, GameTooltip:SetSpellByID only allows player known spells to be set. The workaround for this is using GameTooltip:SetHyperlink() and hardcoding an escape sequence for spells.
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@@ -3886,7 +3886,8 @@ function GenericTrigger.SetToolTip(trigger, state)
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end
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return true
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elseif (state.spellId) then
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GameTooltip:SetSpellByID(state.spellId);
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--DEPRECATED GameTooltip:SetSpellByID(state.spellId);
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GameTooltip:SetHyperlink("spell:"..(state.spellId or 0));
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return true
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elseif (state.link) then
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GameTooltip:SetHyperlink(state.link);
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@@ -3909,7 +3910,8 @@ function GenericTrigger.SetToolTip(trigger, state)
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local prototype = GenericTrigger.GetPrototype(trigger)
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if prototype then
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if prototype.hasSpellID then
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GameTooltip:SetSpellByID(trigger.spellName or 0);
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--DEPRECATED GameTooltip:SetSpellByID(trigger.spellName or 0);
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GameTooltip:SetHyperlink("spell:"..(trigger.spellName or 0));
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return true
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elseif prototype.hasItemID then
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GameTooltip:SetHyperlink("item:"..(trigger.itemName or 0)..":0:0:0:0:0:0:0")
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@@ -93,7 +93,8 @@ end
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local function Button_ShowToolTip(self)
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if self.spellId then
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GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
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GameTooltip:SetSpellByID(self.spellId)
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--DEPRECATED GameTooltip:SetSpellByID(self.spellId)
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GameTooltip:SetHyperlink("spell:"..(self.spellId or 0))
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end
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end
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local function Button_HideToolTip(self)
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