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- fixed a bug where Fire Leaf (and probably others) was not being considered as a millable item: the game categorizes this herb as "other" instead of "herb"
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@ -3,6 +3,7 @@ local babbleInv = LibStub("LibBabble-Inventory-3.0"):GetLookupTable()
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local MillingId = 51005
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local MillingItemSubType = babbleInv["Herb"]
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local MillingItemSecondarySubType = babbleInv["Other"]
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local CanMill = false
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local ProspectingId = 31252
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@ -355,7 +356,7 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
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local extraInfo = BreakablesTooltipTextLeft2:GetText()
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if CanMill and itemSubType == MillingItemSubType and extraInfo == ITEM_MILLABLE then
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if CanMill and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType) and extraInfo == ITEM_MILLABLE then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false}
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end
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