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60 Commits
1.2.2 ... 1.4.3

Author SHA1 Message Date
4b31136512 Added WoD combinables 2016-10-06 00:20:10 -05:00
f6641909ed Added support for combining smaller items into larger ones
Certain types of herbs and ore can be looted that aren't millable/prospectable themselves, but can be used to combine (or unbreak, if you will...) them into an item that can be milled/prospected. It's convenient if the addon offers support for those situations so you can combine the combinables, then break the breakables.
2016-10-04 14:13:10 -05:00
466f952018 Fixed the breakable button not working all the time
We need to explicitly set the type of the button to spell in addition to specifying the spell name, target bag, and target slot.
2016-10-04 14:13:10 -05:00
798fc314a3 Update more frequently
I had set a bag check delay to ensure when the player looted masses of items at once that we didn't bog down the game. 1 second is way more than that case needs, so let's reduce it to 0.1 simply to prevent the "check 8 times when looting 8 items" performance problem but retain a responsive Breakables UI.
2016-10-04 14:13:10 -05:00
5ff9be70da Added handling for disenchanting WoD/Legion items with a low Enchanting level 2016-10-03 16:14:20 -05:00
f9b0d201ea Added readme 2016-10-03 15:52:17 -05:00
9aba362e1b Fixed sometimes choosing small stacks over large ones
This is an ancient problem in Breakables where the merging mechanism was always combining the same breakable into a single entry in its internal array and disregarding what bag and slot each stack was in. If we retain the position of the largest stack, then Breakables can always pick the proper larger stack to break no matter what order they appear in bags. This won't help the case where a single stack is spread into stacks where no single stack is large enough to break, but the WoW client has built-in bag compression now, so that should be less of a concern.
2016-09-22 13:34:31 -05:00
6624d74b2a Fixed sometimes choosing invalid items to break
When the player had items where one was a substring of the other ("Whiptail" vs "Whiptail Stem", for example), the game client would sometimes pick the wrong one to break. In the Whiptail case, this meant the game could attempt to cast Mill on a Whiptail Stem if it appeared first in the player's bags, which doesn't work. All we can do with the target-item attribute is supply a name, so it's not really our fault that the game makes this decision, but we can work around it by using target-bag and target-slot instead of target-item where we can be explicit about what we're trying to break.
2016-09-22 13:34:31 -05:00
619e0f7479 Different method of determining if a Mass Mill spell is known 2016-09-21 08:30:51 -05:00
80bf120abf Added explicit support for Legion ore 2016-09-19 13:56:27 -05:00
d902f864db Only select mass milling if the player knows the mass mill ability for that item 2016-09-05 23:07:09 -05:00
9a4c7ddf82 Added support for mass milling 2016-09-05 22:44:48 -05:00
8bd14cd525 Explicitly added Legion herbs 2016-09-05 22:02:27 -05:00
b086d499b8 Updated TOC to 7.0 2016-07-18 12:03:29 -05:00
66b0de8074 Added mailmap to unify author info 2016-05-30 11:24:49 -05:00
62a949cd10 Updated Compatible-With to 7.0 2016-05-30 01:44:52 -05:00
8f50b7f75f - TOC bump for 6.2 2015-06-27 22:11:54 -05:00
3f0637641a - Clear the tooltip when we receive a new item and we recently clicked a breakables button. This isn't ideal since we could be clearing out a tooltip that should stay or clearing out a tooltip not related to our mod, but it's probably better than keeping a stale tooltip around for something like a disenchant when the user hasn't moved the mouse away from the button since breaking something. 2015-06-27 22:11:20 -05:00
6d5d518a8b - Moved compatible-with to 5.x from 4.x 2015-02-25 22:49:45 -06:00
d2895bed6a - TOC bump for 6.1 2015-02-24 17:18:02 -06:00
d2154a350a - Actually fixed True Iron Ore showing up as prospectable. 2014-12-29 17:16:02 -06:00
a41810c663 - Hide garrison follower armor items by hiding any item that doesn't come back with an equip slot. Hopefully doesn't produce any false positives. 2014-12-26 15:22:52 -06:00
da5e9500f8 - Block True Iron Ore from showing up as millable. 2014-12-18 10:40:58 -06:00
53704888fa Disabled global "herb"-type item acceptance since it, as expected, flags false positives. Instead we're whitelisting WoD herbs by item id. 2014-11-22 02:37:20 -06:00
db1819c49f Now considering all items with sub-type "Herb" to be millable. Again. I'm sure it won't cause any problems. Nope. 2014-11-16 15:34:28 -06:00
fb83c4db4a - Added check for the "Herb" keyword on a tooltip line for millable items since apparently WoD herbs don't say "Millable". Cool. 2014-11-14 16:22:13 -06:00
33e52dc2f6 - Switched from LibButtonFacade to Masque. (ticket #20) 2014-11-08 01:07:57 -06:00
74e54e9537 - Added MoP lockbox/junkbox that I apparently missed before now. 2014-10-14 12:56:51 -05:00
abea50f496 Updated TOC to patch 6.0 2014-10-13 01:41:47 -05:00
2a8bbfcda6 - TOC update for 5.4 2013-09-10 14:50:26 +00:00
b970542bfe - Make sure to update the breakables list whenever a tracked tradeskill is updated in case we can then break down new items (right now, that's only enchanting). 2013-07-30 01:45:37 +00:00
8edeeed9e1 - Removed debug print added in last commit.
- Added option to hide tabards from the list of breakables. (ticket #16)
2013-07-27 17:43:06 +00:00
7c19e414e7 - Only display items the player is capable of disenchanting. 2013-07-27 16:39:18 +00:00
4e65efadff - Suppress account-bound and bnet-account-bound items when "show soulbound items" is unchecked. 2013-07-26 05:40:43 +00:00
fea232d8ae - Fixed GetEnchantingLevel() to work without requiring the user to open his/her professions window first. This isn't used yet; committing the fixed function to work on later. 2013-07-18 21:29:35 +00:00
993b99e7be - Search the first 15 lines instead of the first 5 lines for the "Soulbound" descriptor since apparently item cards have gotten stupidly long these days. 2013-05-30 21:49:45 +00:00
0442d560d5 - Added lockboxes to the pickable items list. (ticket #17) 2013-05-30 21:24:38 +00:00
e5968d9441 - Updated TOC for 5.3 2013-05-23 19:49:27 +00:00
814e0ca54f - 5.2 TOC update 2013-03-06 18:08:31 +00:00
610f1559fe - TOC increased for 5.1 2012-11-28 01:41:03 +00:00
140502e508 - Added MoP junkboxes.
- Removed optimization that was trivially excluding items whose type/sub-type didn't match expected since MoP ore/herbs aren't categorized properly.
2012-11-11 19:46:58 +00:00
302478f872 - Added X-Compatible-With 40300. 2012-08-27 19:06:10 +00:00
a1263947f0 - Updated TOC for 5.0. 2012-08-27 17:52:08 +00:00
1e45bfe622 - 4.3 toc update 2011-11-29 19:39:09 +00:00
26d83c425b - 4.2 toc update 2011-06-28 15:08:37 +00:00
8e6867ed44 - toc update 2011-04-27 00:49:05 +00:00
a9f1b24563 - drycoded fix to ticket #10: look through the first 5 lines of the tooltip to find "millable" or "prospectable" instead of requiring it to be on line 2 2011-01-31 21:13:56 +00:00
a20c5fe54f - moved LibButtonFacade's Group:Skin call from :OnInitialize() to :OnEnable(). apparently OnInitialize is too soon and causes the custom skin to get overwritten. (ticket #9) 2011-01-03 05:47:44 +00:00
e22f4ef334 - added tracking for rogue junkboxes (obtained via 'pick pocket'). clicking the junkbox will automatically unlock it
- shortened the delay for processing items after a BAG_UPDATE to 1 second (from 1.5)
- fixed herbs, ore, and disenchanting to update breakable item counts immediately upon the next BAG_UPDATE instead of throttling
2011-01-02 07:07:52 +00:00
c20dabea47 - properly parented the Breakables frame to UIParent so that it will go away when the user presses alt-z (thanks slayman). note that this change makes the Breakables frame use the UI Scale specified in video settings so it may initially not be in the same location you last set it to and could be a different size. 2010-12-15 04:19:56 +00:00
fa59e6137d - fixed a bug where the tooltip could be completely wrong or empty sometimes 2010-12-14 06:22:16 +00:00
c3ee55d04c - fixed ace library load order such that acegui loads before aceconfig (since ACD requires acegui) 2010-12-12 06:39:17 +00:00
f22c064472 - added extra info to the button tooltips to explain general usage 2010-12-12 06:31:06 +00:00
5628e8d289 - minor garbage/performance fixes 2010-12-12 06:22:04 +00:00
cf128a6a87 - added spell tooltip to profession button 2010-12-12 06:14:37 +00:00
dbd7d69459 - added ButtonFacade support (ticket #7) 2010-12-12 05:54:41 +00:00
ef4fc31fa6 - added option to specify which direction the buttons grow toward by Slayman's request 2010-12-12 01:23:02 +00:00
b6556dc98d - enabled new target-item/spell attributes for secure buttons as they're The Right Solution™ instead of hacking together a macro 2010-12-09 07:31:40 +00:00
64a7e73ec0 - drycoded a more foolproof method of breaking items by setting the target-item attribute and using type "spell" instead of "macro". commented for now as i haven't been able to test it. just wanted to get the changes submitted to look at later 2010-12-08 21:39:07 +00:00
30e6b021dd - don't show heirloom items as disenchantable 2010-11-05 00:25:48 +00:00
6 changed files with 641 additions and 93 deletions

3
.mailmap Normal file
View File

@ -0,0 +1,3 @@
parnic <parnic@parnic.com> Parnic <chris@parnic.com>
parnic <parnic@parnic.com> Chris Pickett <cpickett@perniciousgames.com>
parnic <parnic@parnic.com> root <root@parnic.com>

View File

@ -1,22 +1,131 @@
local L = LibStub("AceLocale-3.0"):GetLocale("Breakables", false)
Breakables = LibStub("AceAddon-3.0"):NewAddon("Breakables", "AceConsole-3.0", "AceEvent-3.0")
local babbleInv = LibStub("LibBabble-Inventory-3.0"):GetLookupTable()
local LBF = LibStub("Masque", true)
local lbfGroup
local MillingId = 51005
local MillingItemSubType = babbleInv["Herb"]
local MillingItemSecondarySubType = babbleInv["Other"]
local CanMill = false
local AdditionalMillableItems = {
-- WoD herbs
109124,
109125,
109126,
109127,
109128,
109129,
-- Legion herbs
124101,
124102,
124103,
124104,
124105,
124106,
128304,
}
local AdditionalProspectableItems = {
-- Legion ore
123918,
123919,
}
local MassMilling = {
-- wod
[109124] = 190381,
[109125] = 190382,
[109126] = 190383,
[109127] = 190384,
[109128] = 190385,
[109129] = 190386,
-- legion
[124101] = 209658,
[124102] = 209659,
[124103] = 209660,
[124104] = 209661,
[124105] = 209662,
[124106] = 209664,
[128304] = 210116,
}
local HerbCombineItems = {
-- MoP
97619, -- torn green tea leaf
97620, -- rain poppy petal
97621, -- silkweed stem
97622, -- snow lily petal
97623, -- fool's cap spores
97624, -- desecrated herb pod
-- WoD
109624, -- broken frostweed stem
109625, -- broken fireweed stem
109626, -- gorgrond flytrap ichor
109627, -- starflower petal
109628, -- nagrand arrowbloom petal
109629, -- talador orchid petal
}
local UnProspectableItems = {
109119, -- WoD True Iron Ore
}
local ProspectingId = 31252
local ProspectingItemSubType = babbleInv["Metal & Stone"]
local CanProspect = false
local OreCombineItems = {
-- MoP
97512, -- ghost iron nugget
97546, -- kyparite fragment
-- WoD
109991, -- true iron nugget
109992, -- blackrock fragment
}
local DisenchantId = 13262
local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
local CanDisenchant = false
local EnchantingProfessionId = 333
local PickLockId = 1804
local PickableItems = {
16882, -- battered junkbox
16883, -- worn junkbox
16884, -- sturdy junkbox
16885, -- heavy junkbox
29569, -- strong junkbox
43575, -- reinforced junkbox
63349, -- flame-scarred junkbox
88165, -- vine-cracked junkbox
106895, -- iron-bound junkbox
4632, -- ornate bronze lockbox
4633, -- heavy bronze lockbox
4634, -- iron lockbox
4636, -- strong iron lockbox
4637, -- steel lockbox
4638, -- reinforced steel lockbox
5758, -- mithril lockbox
5759, -- throium lockbox
5760, -- eternium lockbox
31952, -- khorium lockbox
43622, -- froststeel lockbox
43624, -- titanium lockbox
45986, -- tiny titanium lockbox
68729, -- elementium lockbox
88567, -- ghost iron lockbox
116920, -- true steel lockbox
}
local CanPickLock = false
-- item rarity must meet or surpass this to be considered for disenchantability (is that a word?)
local RARITY_UNCOMMON = 2
local RARITY_RARE = 3
local RARITY_EPIC = 4
local RARITY_HEIRLOOM = 7
local IDX_LINK = 1
local IDX_COUNT = 2
@ -28,22 +137,28 @@ local IDX_SUBTYPE = 7
local IDX_LEVEL = 8
local IDX_BREAKABLETYPE = 9
local IDX_SOULBOUND = 10
local IDX_NAME = 11
local IDX_RARITY = 12
local BREAKABLE_HERB = 1
local BREAKABLE_ORE = 2
local BREAKABLE_DE = 3
local BREAKABLE_PICK = 4
local BREAKABLE_COMBINE = 5
local BagUpdateCheckDelay = 1.5
local BagUpdateCheckDelay = 0.1
local nextCheck = {}
for i=0,NUM_BAG_SLOTS do
nextCheck[i] = -1
end
local buttonSize = 28
local buttonSize = 45
local _G = _G
-- can be 1 or 2
local validGrowDirections = {L["Left"], L["Right"], L["Up"], L["Down"]}
-- can be 1, 2, or 3 (in the case of a rogue with pick lock)
local numEligibleProfessions = 0
Breakables.optionsFrame = {}
@ -61,7 +176,8 @@ function Breakables:OnInitialize()
hide = false,
hideInCombat = false,
buttonScale = 1,
fontSize = 7,
fontSize = 11,
growDirection = 2,
}
}
self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults, true)
@ -85,6 +201,15 @@ function Breakables:OnInitialize()
self:InitLDB()
end
function Breakables:ButtonFacadeCallback(Group, SkinID, Gloss, Backdrop, Colors, Disabled)
if not Group then
self.settings.SkinID = SkinID
self.settings.Gloss = Gloss
self.settings.Backdrop = Backdrop
self.settings.Colors = Colors
end
end
function Breakables:InitLDB()
local LDB = LibStub and LibStub("LibDataBroker-1.1", true)
@ -111,13 +236,25 @@ function Breakables:OnEnable()
CanMill = IsUsableSpell(GetSpellInfo(MillingId))
CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
CanPickLock = IsUsableSpell(GetSpellInfo(PickLockId))
self.EnchantingLevel = 0
LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), "breakables")
self.optionsFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("Breakables")
if LBF then
LBF:Register("Breakables", self.ButtonFacadeCallback, self)
lbfGroup = LBF:Group("Breakables")
if lbfGroup then
lbfGroup:ReSkin()
end
end
self:RegisterEvents()
if CanMill or CanProspect or CanDisenchant then
if CanMill or CanProspect or CanDisenchant or CanPickLock then
if CanMill then
numEligibleProfessions = numEligibleProfessions + 1
end
@ -126,6 +263,10 @@ function Breakables:OnEnable()
end
if CanDisenchant then
numEligibleProfessions = numEligibleProfessions + 1
self:GetEnchantingLevel()
end
if CanPickLock then
numEligibleProfessions = numEligibleProfessions + 1
end
self:CreateButtonFrame()
@ -134,7 +275,10 @@ function Breakables:OnEnable()
else
self:FindBreakables()
end
self.frame:SetScript("OnUpdate", function() self:CheckShouldFindBreakables() end)
if not self.frame.OnUpdateFunc then
self.frame.OnUpdateFunc = function() self:CheckShouldFindBreakables() end
end
self.frame:SetScript("OnUpdate", self.frame.OnUpdateFunc)
else
self:UnregisterAllEvents()
end
@ -167,6 +311,10 @@ function Breakables:RegisterEvents()
if CanDisenchant then
self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
end
if CanPickLock then
self:RegisterEvent("CHAT_MSG_OPENING", "OnBagItemLockPicked")
end
end
function Breakables:OnDisable()
@ -182,6 +330,7 @@ function Breakables:OnItemReceived(event, bag)
if self.justClicked then
self:FindBreakables()
self.justClicked = false
self:OnLeaveProfessionButton()
elseif not bag or bag >= 0 then
nextCheck[bag] = GetTime() + BagUpdateCheckDelay
end
@ -221,14 +370,31 @@ end
function Breakables:OnTradeSkillUpdate()
self:GetEnchantingLevel()
self:FindBreakables()
end
function Breakables:OnBagItemLockPicked()
nextCheck[1] = GetTime() + BagUpdateCheckDelay
end
function Breakables:FindLevelOfProfessionIndex(idx)
if idx ~= nil then
local name, texture, rank, maxRank, numSpells, spelloffset, skillLine = GetProfessionInfo(idx)
return skillLine, rank
end
end
function Breakables:GetEnchantingLevel()
local skillName, skillType, numAvailable, isExpanded = GetTradeSkillInfo(1)
local prof1, prof2 = GetProfessions()
if skillName == "Enchant" then
local _, rank, maxRank = GetTradeSkillLine()
self.settings.EnchantingLevel = rank
local skillId, rank = self:FindLevelOfProfessionIndex(prof1)
if skillId ~= nil and skillId == EnchantingProfessionId then
self.EnchantingLevel = rank
else
skillId, rank = self:FindLevelOfProfessionIndex(prof2)
if skillId ~= nil and skillId == EnchantingProfessionId then
self.EnchantingLevel = rank
end
end
end
@ -351,6 +517,20 @@ function Breakables:GetOptions()
end,
order = 6,
},
growDirection = {
type = 'select',
name = L["Button grow direction"],
desc = L["This controls which direction the breakable buttons grow toward."],
values = validGrowDirections,
get = function()
return self.settings.growDirection
end,
set = function(info, v)
self.settings.growDirection = v
self:FindBreakables()
end,
order = 7,
},
},
}
@ -390,6 +570,22 @@ function Breakables:GetOptions()
end,
order = 21,
}
opts.args.hideTabards = {
type = "toggle",
name = L["Hide Tabards"],
desc = L["Whether or not to hide tabards from the disenchantable items list."],
get = function(info)
return self.settings.hideTabards
end,
set = function(info, v)
self.settings.hideTabards = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideTabards|r to " .. tostring(self.settings.hideTabards))
end
self:FindBreakables()
end,
order = 22,
}
end
return opts
@ -397,69 +593,103 @@ end
function Breakables:CreateButtonFrame()
if not self.frame then
self.frame = CreateFrame("Frame")
self.frame = CreateFrame("Frame", nil, UIParent)
end
self.frame:SetScale(self.settings.buttonScale)
if not self.buttonFrame then
self.buttonFrame = {}
end
for i=1,numEligibleProfessions do
if not self.buttonFrame[i] then
self.buttonFrame[i] = CreateFrame("Button", "BreakablesButtonFrame1", self.frame, "SecureActionButtonTemplate")
self.buttonFrame[i] = CreateFrame("Button", "BREAKABLES_BUTTON_FRAME"..i, self.frame, "SecureActionButtonTemplate")
end
self.buttonFrame[i]:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.settings.buttonFrameLeft[i], self.settings.buttonFrameTop[i])
local frame = self.buttonFrame[i]
frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.settings.buttonFrameLeft[i], self.settings.buttonFrameTop[i])
if CanMill and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_HERB) then
self.buttonFrame[i].type = BREAKABLE_HERB
frame.type = BREAKABLE_HERB
elseif CanDisenchant and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_DE) then
self.buttonFrame[i].type = BREAKABLE_DE
frame.type = BREAKABLE_DE
elseif CanProspect and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_ORE) then
self.buttonFrame[i].type = BREAKABLE_ORE
frame.type = BREAKABLE_ORE
elseif CanPickLock and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_PICK) then
frame.type = BREAKABLE_PICK
end
if not self.buttonFrame[i].icon then
self.buttonFrame[i].icon = self.buttonFrame[i]:CreateTexture(nil, "BACKGROUND")
end
if self.buttonFrame[i].type then
self.buttonFrame[i]:SetWidth(buttonSize * self.settings.buttonScale)
self.buttonFrame[i]:SetHeight(buttonSize * self.settings.buttonScale)
if frame.type then
frame:SetWidth(buttonSize)
frame:SetHeight(buttonSize)
self.buttonFrame[i]:EnableMouse(true)
self.buttonFrame[i]:RegisterForClicks("LeftButtonUp")
frame:EnableMouse(true)
frame:RegisterForClicks("LeftButtonUp")
self.buttonFrame[i]:SetMovable(true)
self.buttonFrame[i]:RegisterForDrag("LeftButton")
self.buttonFrame[i]:SetScript("OnMouseDown", function(frame) self:OnMouseDown(frame) end)
self.buttonFrame[i]:SetScript("OnMouseUp", function(frame) self:OnMouseUp(frame) end)
self.buttonFrame[i]:SetClampedToScreen(true)
if not frame.OnMouseDownFunc then
frame.OnMouseDownFunc = function(frame) self:OnMouseDown(frame) end
end
if not frame.OnMouseUpFunc then
frame.OnMouseUpFunc = function(frame) self:OnMouseUp(frame) end
end
local spellName, _, texture = GetSpellInfo((self.buttonFrame[i].type == BREAKABLE_HERB and MillingId) or (self.buttonFrame[i].type == BREAKABLE_ORE and ProspectingId) or DisenchantId)
frame:SetMovable(true)
frame:RegisterForDrag("LeftButton")
frame:SetScript("OnMouseDown", frame.OnMouseDownFunc)
frame:SetScript("OnMouseUp", frame.OnMouseUpFunc)
frame:SetClampedToScreen(true)
self.buttonFrame[i]:SetAttribute("type1", "spell")
self.buttonFrame[i]:SetAttribute("spell1", spellName)
local spellName, _, texture = GetSpellInfo(self:GetSpellIdFromProfessionButton(frame.type))
self.buttonFrame[i].icon:SetTexture(texture)
self.buttonFrame[i].icon:SetAllPoints(self.buttonFrame[i])
else
self.buttonFrame[i]:SetTexture(nil)
frame:SetAttribute("type1", "spell")
frame:SetAttribute("spell1", spellName)
if not lbfGroup then
frame:SetNormalTexture(texture)
else
frame.icon = frame:CreateTexture(frame:GetName().."Icon", "BACKGROUND")
frame.icon:SetTexture(texture)
lbfGroup:AddButton(frame)
end
if not frame.OnEnterFunc then
frame.OnEnterFunc = function(this) self:OnEnterProfessionButton(this) end
end
if not frame.OnLeaveFunc then
frame.OnLeaveFunc = function() self:OnLeaveProfessionButton() end
end
frame:SetScript("OnEnter", frame.OnEnterFunc)
frame:SetScript("OnLeave", frame.OnLeaveFunc)
end
end
end
function Breakables:GetSpellIdFromProfessionButton(itemType, itemId)
if itemType == BREAKABLE_HERB and itemId ~= nil then
if MassMilling[itemId] ~= nil and IsPlayerSpell(MassMilling[itemId]) then
return MassMilling[itemId]
end
end
if itemType == BREAKABLE_COMBINE then
return nil
end
return (itemType == BREAKABLE_HERB and MillingId)
or (itemType == BREAKABLE_ORE and ProspectingId)
or (itemType == BREAKABLE_DE and DisenchantId)
or PickLockId
end
function Breakables:ApplyScale()
if not self.buttonFrame then
return
end
self.frame:SetScale(self.settings.buttonScale)
for i=1,numEligibleProfessions do
-- yes, setscale exists...but it was scaling buttonFrame and breakableButtons differently for some reason. this works better.
self.buttonFrame[i]:SetWidth(buttonSize * self.settings.buttonScale)
self.buttonFrame[i]:SetHeight(buttonSize * self.settings.buttonScale)
if self.breakableButtons[i] then
for j=1,#self.breakableButtons[i] do
self.breakableButtons[i][j]:SetWidth(buttonSize * self.settings.buttonScale)
self.breakableButtons[i][j]:SetHeight(buttonSize * self.settings.buttonScale)
self.breakableButtons[i][j].text:SetFont(NumberFont_Outline_Med:GetFont(), self.settings.fontSize, "OUTLINE")
end
end
@ -533,28 +763,30 @@ function Breakables:FindBreakables(bag)
numBreakableStacks[j] = 0
end
if foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL])
if (CanDisenchant and isDisenchantable) or foundBreakables[i][IDX_COUNT] >= 5 then
if (foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_COMBINE and foundBreakables[i][IDX_COUNT] >= 10)) and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL], foundBreakables[i][IDX_RARITY])
local isLockedItem = foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_PICK
if (CanDisenchant and isDisenchantable) or (CanPickLock and isLockedItem) or (foundBreakables[i][IDX_COUNT] >= 5) then
numBreakableStacks[j] = numBreakableStacks[j] + 1
local btnIdx = numBreakableStacks[j]
local btn = self.breakableButtons[j][numBreakableStacks[j]]
if not self.breakableButtons[j][numBreakableStacks[j]] then
self.breakableButtons[j][numBreakableStacks[j]] = CreateFrame("Button", nil, self.buttonFrame[j], "SecureActionButtonTemplate")
local btn = self.breakableButtons[j][btnIdx]
if not self.breakableButtons[j][btnIdx] then
self.breakableButtons[j][btnIdx] = CreateFrame("Button", "BREAKABLES_BUTTON"..j.."-"..btnIdx, self.buttonFrame[j], "SecureActionButtonTemplate")
btn = self.breakableButtons[j][numBreakableStacks[j]]
btn = self.breakableButtons[j][btnIdx]
btn:SetPoint("LEFT", numBreakableStacks[j] == 1 and self.buttonFrame[j] or self.breakableButtons[j][numBreakableStacks[j] - 1], "RIGHT")
btn:SetWidth(buttonSize * self.settings.buttonScale)
btn:SetHeight(buttonSize * self.settings.buttonScale)
if lbfGroup then
btn.icon = btn:CreateTexture(btn:GetName().."Icon", "BACKGROUND")
end
btn:SetWidth(buttonSize)
btn:SetHeight(buttonSize)
btn:EnableMouse(true)
btn:RegisterForClicks("AnyUp")
btn:SetAttribute("type", "macro")
-- btn:SetAttribute("type1", "item")
-- btn:SetAttribute("bag1", foundBreakables[i][IDX_BAG])
-- btn:SetAttribute("slot1", foundBreakables[i][IDX_SLOT])
btn:SetAttribute("type", "spell")
if not btn.text then
btn.text = btn:CreateFontString()
@ -562,22 +794,80 @@ function Breakables:FindBreakables(bag)
end
btn.text:SetFont(NumberFont_Outline_Med:GetFont(), self.settings.fontSize, "OUTLINE")
if not btn.icon then
btn.icon = btn:CreateTexture(nil, "BACKGROUND")
if lbfGroup then
lbfGroup:AddButton(btn)
end
btn.icon:SetAllPoints(btn)
end
local attachFrom = "LEFT"
local attachTo = "RIGHT"
if self.settings.growDirection then
if self.settings.growDirection == 1 then -- left
attachFrom = "RIGHT"
attachTo = "LEFT"
--elseif self.settings.growDirection == 2 then -- right
elseif self.settings.growDirection == 3 then -- up
attachFrom = "BOTTOM"
attachTo = "TOP"
elseif self.settings.growDirection == 4 then -- down
attachFrom = "TOP"
attachTo = "BOTTOM"
end
end
btn:ClearAllPoints()
btn:SetPoint(attachFrom, btnIdx == 1 and self.buttonFrame[j] or self.breakableButtons[j][btnIdx - 1], attachTo)
if not isDisenchantable then
btn.text:SetText(foundBreakables[i][IDX_COUNT].." ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")")
local appendText = ""
if not isLockedItem then
local breakStackSize = 5
if foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_COMBINE then
breakStackSize = 10
end
appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/breakStackSize))..")"
end
btn.text:SetText(foundBreakables[i][IDX_COUNT] .. appendText)
end
local BreakableAbilityName = GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId) or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId) or DisenchantId)
btn:SetAttribute("macrotext", "/cast "..BreakableAbilityName.."\n/use "..foundBreakables[i][IDX_BAG].." "..foundBreakables[i][IDX_SLOT].."\n/script Breakables.justClicked=true")
btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
local BreakableAbilityName = GetSpellInfo(self:GetSpellIdFromProfessionButton(foundBreakables[i][IDX_BREAKABLETYPE], self:GetItemIdFromLink(foundBreakables[i][IDX_LINK])))
--GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId)
--or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId)
--or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_DE and DisenchantId)
--or PickLockId)
if BreakableAbilityName then
btn:SetAttribute("type", "spell")
btn:SetAttribute("spell", BreakableAbilityName)
btn:SetScript("OnEnter", function(this) self:OnEnterBreakableButton(this, foundBreakables[i]) end)
btn:SetScript("OnLeave", function() self:OnLeaveBreakableButton(foundBreakables[i]) end)
btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
else
btn:SetAttribute("type", "item")
btn:SetAttribute("item", "item:" .. self:GetItemIdFromLink(foundBreakables[i][IDX_LINK]))
end
if lbfGroup then
btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
else
btn:SetNormalTexture(foundBreakables[i][IDX_TEXTURE])
end
btn.bag = foundBreakables[i][IDX_BAG]
btn.slot = foundBreakables[i][IDX_SLOT]
if not btn.OnEnterFunc then
btn.OnEnterFunc = function(this) self:OnEnterBreakableButton(this) end
end
if not btn.OnLeaveFunc then
btn.OnLeaveFunc = function() self:OnLeaveBreakableButton() end
end
if not btn.PostClickedFunc then
btn.PostClickedFunc = function(this) self:PostClickedBreakableButton(this) end
end
btn:SetScript("OnEnter", btn.OnEnterFunc)
btn:SetScript("OnLeave", btn.OnLeaveFunc)
btn:SetScript("PostClick", btn.PostClickedFunc)
btn:Show()
end
@ -593,7 +883,6 @@ function Breakables:FindBreakables(bag)
if self.breakableButtons[i] and numBreakableStacks[i] < #self.breakableButtons[i] then
for j=numBreakableStacks[i]+1,#self.breakableButtons[i] do
self.breakableButtons[i][j]:Hide()
self.breakableButtons[i][j].icon:SetTexture(nil)
end
end
@ -607,15 +896,41 @@ function Breakables:FindBreakables(bag)
end
end
function Breakables:OnEnterBreakableButton(this, breakable)
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetBagItem(breakable[IDX_BAG], breakable[IDX_SLOT])
function Breakables:OnEnterProfessionButton(btn)
local spellId = self:GetSpellIdFromProfessionButton(btn.type)
if spellId then
GameTooltip:SetOwner(btn, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetSpellByID(spellId)
GameTooltip:AddLine(" ")
GameTooltip:AddLine(L["Hold shift and left-click to drag the Breakables bar around."], 1, 1, 1, 1)
GameTooltip:Show()
end
end
function Breakables:OnLeaveBreakableButton(breakable)
function Breakables:OnLeaveProfessionButton()
GameTooltip:Hide()
end
function Breakables:OnEnterBreakableButton(this)
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetBagItem(this.bag, this.slot)
GameTooltip:AddLine(" ")
GameTooltip:AddLine(L["You can click on this button to break this item without having to click on the profession button first."], 1, 1, 1, 1)
GameTooltip:Show()
end
function Breakables:OnLeaveBreakableButton()
GameTooltip:Hide()
end
function Breakables:PostClickedBreakableButton(this)
if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE or this.type == BREAKABLE_COMBINE then
self.justClicked = true
end
end
function Breakables:FindBreakablesInBag(bagId)
local foundBreakables = {}
local i=1
@ -646,17 +961,21 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bagId, slotId)
if texture then
local itemLink = GetContainerItemLink(bagId, slotId)
local _, _, itemRarity, itemLevel, _, itemType, itemSubType, _, _, itemTexture = GetItemInfo(itemLink)
local itemName, _, itemRarity, itemLevel, _, itemType, itemSubType, _, equipSlot, itemTexture, vendorPrice = GetItemInfo(itemLink)
self.myTooltip:SetBagItem(bagId, slotId)
if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and self:BreakableIsDisenchantable(itemType, itemLevel) then
if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and itemRarity < RARITY_HEIRLOOM
and self:BreakableIsDisenchantable(itemType, itemLevel, itemRarity) then
local i = 1
local soulbound = false
for i=1,5 do
if _G["BreakablesTooltipTextLeft"..i]:GetText() == ITEM_SOULBOUND then
soulbound = true
break
for i=1,15 do
if _G["BreakablesTooltipTextLeft"..i] then
local textLine = _G["BreakablesTooltipTextLeft"..i]:GetText()
if textLine == ITEM_SOULBOUND or textLine == ITEM_ACCOUNTBOUND or textLine == ITEM_BNETACCOUNTBOUND then
soulbound = true
break
end
end
end
@ -664,29 +983,138 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
if self.settings.hideEqManagerItems then
isInEquipmentSet = self:IsInEquipmentSet(self:GetItemIdFromLink(itemLink))
end
local shouldHideThisItem = self.settings.hideEqManagerItems and isInEquipmentSet
local isTabard = false
if self.settings.hideTabards then
isTabard = equipSlot == "INVTYPE_TABARD"
end
local shouldHideThisItem = (self.settings.hideEqManagerItems and isInEquipmentSet) or (self.settings.hideTabards and isTabard)
or equipSlot == nil or equipSlot == ""
if (not soulbound or self.settings.showSoulbound) and not shouldHideThisItem then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound}
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound, itemName, itemRarity}
else
return nil
end
end
local extraInfo = BreakablesTooltipTextLeft2:GetText()
if CanMill and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType) and extraInfo == ITEM_MILLABLE then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false}
local idx = 1
local millable = false
local prospectable = false
for idx=1,5 do
if _G["BreakablesTooltipTextLeft"..idx] then
if _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_MILLABLE then
millable = true
break
elseif _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_PROSPECTABLE then
prospectable = true
break
end
end
end
if CanProspect and itemSubType == ProspectingItemSubType and extraInfo == ITEM_PROSPECTABLE then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false}
local itemId = self:GetItemIdFromLink(itemLink)
if CanMill and not millable then
for i=1,#AdditionalMillableItems do
if AdditionalMillableItems[i] == itemId then
millable = true
end
end
end
if CanProspect then
if not prospectable then
for i=1,#AdditionalProspectableItems do
if AdditionalProspectableItems[i] == itemId then
prospectable = true
end
end
end
if prospectable then
for i=1,#UnProspectableItems do
if UnProspectableItems[i] == itemId then
prospectable = false
end
end
end
end
if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] then
if millable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName, itemRarity}
else
for i=1,#HerbCombineItems do
if HerbCombineItems[i] == itemId then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_COMBINE, false, itemName, itemRarity}
end
end
end
end
if CanProspect --[[and itemSubType == ProspectingItemSubType]] then
if prospectable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName, itemRarity}
else
for i=1,#OreCombineItems do
if OreCombineItems[i] == itemId then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_COMBINE, false, itemName, itemRarity}
end
end
end
end
if CanPickLock and self:ItemIsPickable(itemId) and self:ItemIsLocked(bagId, slotId) then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_PICK, false, itemName, itemRarity}
end
end
return nil
end
function Breakables:ItemIsPickable(itemId)
for i=1,#PickableItems do
if PickableItems[i] == itemId then
return true
end
end
return nil
end
do
local regions = {}
local tooltipBuffer = CreateFrame("GameTooltip","tooltipBuffer",nil,"GameTooltipTemplate")
tooltipBuffer:SetOwner(WorldFrame, "ANCHOR_NONE")
local function makeTable(t, ...)
wipe(t)
for i = 1, select("#", ...) do
t[i] = select(i, ...)
end
end
function Breakables:ItemIsLocked(bagId, slotId)
tooltipBuffer:ClearLines()
tooltipBuffer:SetBagItem(bagId, slotId)
-- Grab all regions, stuff em into our table
makeTable(regions, tooltipBuffer:GetRegions())
-- Convert FontStrings to strings, replace anything else with ""
for i=1, #regions do
local region = regions[i]
if region:GetObjectType() == "FontString" then
if region:GetText() == LOCKED then
return true
end
end
end
return false
end
end
function Breakables:IsInEquipmentSet(itemId)
for setIdx=1, GetNumEquipmentSets() do
local set = GetEquipmentSetInfo(setIdx)
@ -712,6 +1140,11 @@ function Breakables:MergeBreakables(foundBreakable, breakableList)
for n=1,#breakableList do
local listItemId = self:GetItemIdFromLink(breakableList[n][IDX_LINK])
if foundItemId == listItemId then
-- always prefer the larger stack
if foundBreakable[IDX_COUNT] > breakableList[n][IDX_COUNT] then
breakableList[n][IDX_BAG] = foundBreakable[IDX_BAG]
breakableList[n][IDX_SLOT] = foundBreakable[IDX_SLOT]
end
breakableList[n][IDX_COUNT] = breakableList[n][IDX_COUNT] + foundBreakable[IDX_COUNT]
return true
end
@ -734,11 +1167,100 @@ function Breakables:SortBreakables(foundBreakables)
end
end
function Breakables:BreakableIsDisenchantable(itemType, itemLevel)
function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity)
for i=1,#DisenchantTypes do
if DisenchantTypes[i] == itemType then
-- todo: figure out if the iLevel works with our enchanting skill level.
-- formula (from http://www.wowwiki.com/Disenchanting): 5*ceiling(iLevel,5)-100
-- account for WoD and higher no longer needing specific ilvl. numbers from http://wow.gamepedia.com/Item_level
if (itemRarity == RARITY_UNCOMMON and itemLevel >= 483)
or (itemRarity == RARITY_RARE and itemLevel >= 515)
or (itemRarity >= RARITY_EPIC and itemLevel >= 640) then
return true
end
-- this is awful. is there an easier way? taken from www.wowpedia.org/Disenchanting
if itemRarity == RARITY_UNCOMMON then
if itemLevel <= 20 then
return self.EnchantingLevel >= 1
elseif itemLevel <= 25 then
return self.EnchantingLevel >= 25
elseif itemLevel <= 30 then
return self.EnchantingLevel >= 50
elseif itemLevel <= 35 then
return self.EnchantingLevel >= 75
elseif itemLevel <= 40 then
return self.EnchantingLevel >= 100
elseif itemLevel <= 45 then
return self.EnchantingLevel >= 125
elseif itemLevel <= 50 then
return self.EnchantingLevel >= 150
elseif itemLevel <= 55 then
return self.EnchantingLevel >= 175
elseif itemLevel <= 60 then
return self.EnchantingLevel >= 200
elseif itemLevel <= 99 then
return self.EnchantingLevel >= 225
elseif itemLevel <= 120 then
return self.EnchantingLevel >= 275
elseif itemLevel <= 150 then
return self.EnchantingLevel >= 325
elseif itemLevel <= 182 then
return self.EnchantingLevel >= 350
elseif itemLevel <= 318 then
return self.EnchantingLevel >= 425
elseif itemLevel <= 437 then
return self.EnchantingLevel >= 475
else
return self.EnchantingLevel >= 475
end
elseif itemRarity == RARITY_RARE then
if itemLevel <= 25 then
return self.EnchantingLevel >= 25
elseif itemLevel <= 30 then
return self.EnchantingLevel >= 50
elseif itemLevel <= 35 then
return self.EnchantingLevel >= 75
elseif itemLevel <= 40 then
return self.EnchantingLevel >= 100
elseif itemLevel <= 45 then
return self.EnchantingLevel >= 125
elseif itemLevel <= 50 then
return self.EnchantingLevel >= 150
elseif itemLevel <= 55 then
return self.EnchantingLevel >= 175
elseif itemLevel <= 60 then
return self.EnchantingLevel >= 200
elseif itemLevel <= 97 then
return self.EnchantingLevel >= 225
elseif itemLevel <= 115 then
return self.EnchantingLevel >= 275
elseif itemLevel <= 200 then
return self.EnchantingLevel >= 325
elseif itemLevel <= 346 then
return self.EnchantingLevel >= 450
elseif itemLevel <= 424 then
return self.EnchantingLevel >= 525
elseif itemLevel <= 463 then
return self.EnchantingLevel >= 550
else
return self.EnchantingLevel >= 550
end
elseif itemRarity == RARITY_EPIC then
if itemLevel <= 95 then
return self.EnchantingLevel >= 225
elseif itemLevel <= 164 then
return self.EnchantingLevel >= 300
elseif itemLevel <= 277 then
return self.EnchantingLevel >= 375
elseif itemLevel <= 416 then
return self.EnchantingLevel >= 475
elseif itemLevel <= 575 then
return self.EnchantingLevel >= 575
else
return self.EnchantingLevel >= 575
end
else
return false
end
return true
end
end

View File

@ -1,11 +1,12 @@
## Interface: 40000
## Interface: 70000
## Author: Parnic
## Name: Breakables
## Title: Breakables |cff7fff7f-Ace3-|r
## Notes: Tracks herbs/ore/items that can be broken into component pieces
## Version: @project-version@ (Revision: @project-revision@)
## SavedVariables: BreakablesDB
## OptionalDeps: Ace3, LibBabble-Inventory-3.0
## OptionalDeps: Ace3, LibBabble-Inventory-3.0, Masque
## X-Compatible-With: 60200
#@no-lib-strip@
embeds.xml
@ -14,4 +15,4 @@ embeds.xml
LibDataBroker-1.1.lua
loc\loc.xml
Breakables.lua
Breakables.lua

View File

@ -2,12 +2,12 @@
<Script file="libs\LibStub\LibStub.lua"/>
<Script file="libs\CallbackHandler-1.0\CallbackHandler-1.0.lua"/>
<Include file="libs\AceAddon-3.0\AceAddon-3.0.xml"/>
<Include file="libs\AceGUI-3.0\AceGUI-3.0.xml"/>
<Include file="libs\AceConfig-3.0\AceConfig-3.0.xml"/>
<Include file="libs\AceConsole-3.0\AceConsole-3.0.xml"/>
<Include file="libs\AceDB-3.0\AceDB-3.0.xml"/>
<Include file="libs\AceDBOptions-3.0\AceDBOptions-3.0.xml"/>
<Include file="libs\AceEvent-3.0\AceEvent-3.0.xml"/>
<Include file="libs\AceGUI-3.0\AceGUI-3.0.xml"/>
<Include file="libs\AceLocale-3.0\AceLocale-3.0.xml"/>
<Include file="libs\LibBabble-Inventory-3.0\lib.xml"/>
</Ui>

View File

@ -9,5 +9,7 @@ local L = LibStub("AceLocale-3.0"):NewLocale("Breakables", "enUS", true, debug)
--@debug@
L["Welcome"] = [[Thanks for using |cff33ff99Breakables|r! Use |cffffff78/brk|r to open this menu or |cffffff78/breakables|r to access the same options on the command line.
Hold shift and drag the profession button to move the breakables bar around. If you have any feature requests or problems, please email |cff33ff99breakables@parnic.com|r or visit the |cffffff78curse.com|r or |cffffff78wowinterface.com|r page and leave a comment.]]
Hold shift and drag the profession button to move the breakables bar around. You can also click directly on any breakable item button to break it without having to click the profession button first.
If you have any feature requests or problems, please email |cff33ff99breakables@parnic.com|r or visit the |cffffff78curse.com|r or |cffffff78wowinterface.com|r page and leave a comment.]]
--@end-debug@

20
readme.md Normal file
View File

@ -0,0 +1,20 @@
### **Description**
Displays a bar on screen that allows quick access to enchanting, jewelcrafting, and inscription professions by presenting a Disenchant/Prospect/Mill button and all of the breakable items you have for that profession next to it. Also displays a bar for any locked junkboxes in your inventory if you're a Rogue. This allows one-click access for breaking down items instead of finding the item in your bag, clicking the appropriate profession/skill button, and clicking the item for each and every item you want to break. For prospecting and milling, you will see the number of items you have alongside the number of times you can break it. In the prospecting screenshot on the right, the player has 169 total Saronite Ore in his bags which will allow for 33 total prospects.
### **Usage**
By default, if you have the appropriate profession and items in your inventory, a bar will appear with the profession ability followed by any items that are eligible for breaking. You can hold shift to drag the bar around if you want to move it. Clicking the profession button will activate that ability (disenchant/prospect/mill) and clicking an item will break it. You don't have to click the profession button first as simply clicking the item will automatically break it down.
### **Configuration**
Typing */brk* will open the configuration settings (or you can get to it from Blizzard's Interface options) which consist of:
* **Hide if no breakables**: this will control whether you see the profession button or not when nothing breakable is detected
* **Max number to display**: this controls the highest number of items that you will see next to your profession button. If this is 5 but you have 10 breakable items in your bags, you will only see 5 at a time.
* **Show soulbound items**: aimed at enchanters, this controls whether or not you will see items that are soulbound as breakable items or not.
### **Known issues**
* If you have more than 5 of a breakable item but split into stacks all smaller than 5, the game will say you do not have enough items to break. The default UI now has a built-in button to compress stacks that should solve this issue.
* If you know Mass Milling for a specific type of herb, the current alpha will try to use this ability and fail. I am in the process of leveling a scribe up high enough to debug this problem.