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Now considering all items with sub-type "Herb" to be millable. Again. I'm sure it won't cause any problems. Nope.
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@ -912,8 +912,7 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
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local prospectable = false
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for idx=1,5 do
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if _G["BreakablesTooltipTextLeft"..idx] then
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if _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_MILLABLE
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or _G["BreakablesTooltipTextLeft"..idx]:GetText() == MillingItemSubType then
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if _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_MILLABLE then
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millable = true
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break
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elseif _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_PROSPECTABLE then
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@ -923,7 +922,7 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
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end
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end
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if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] and millable then
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if CanMill and (itemSubType == MillingItemSubType --[[or itemSubType == MillingItemSecondarySubType)]] or millable) then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName, itemRarity}
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end
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