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13 Commits
Author | SHA1 | Date | |
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abea50f496 | |||
2a8bbfcda6 | |||
b970542bfe | |||
8edeeed9e1 | |||
7c19e414e7 | |||
4e65efadff | |||
fea232d8ae | |||
993b99e7be | |||
0442d560d5 | |||
e5968d9441 | |||
814e0ca54f | |||
610f1559fe | |||
140502e508 |
187
Breakables.lua
187
Breakables.lua
@ -17,6 +17,7 @@ local CanProspect = false
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local DisenchantId = 13262
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local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
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local CanDisenchant = false
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local EnchantingProfessionId = 333
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local PickLockId = 1804
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local PickableItems = {
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@ -27,11 +28,29 @@ local PickableItems = {
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29569, -- strong junkbox
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43575, -- reinforced junkbox
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63349, -- flame-scarred junkbox
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88165, -- vine-cracked junkbox
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4632, -- ornate bronze lockbox
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4633, -- heavy bronze lockbox
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4634, -- iron lockbox
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4636, -- strong iron lockbox
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4637, -- steel lockbox
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4638, -- reinforced steel lockbox
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5758, -- mithril lockbox
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5759, -- throium lockbox
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5760, -- eternium lockbox
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31952, -- khorium lockbox
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43622, -- froststeel lockbox
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43624, -- titanium lockbox
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45986, -- tiny titanium lockbox
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68729, -- elementium lockbox
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88567, -- ghost iron lockbox
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}
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local CanPickLock = false
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-- item rarity must meet or surpass this to be considered for disenchantability (is that a word?)
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local RARITY_UNCOMMON = 2
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local RARITY_RARE = 3
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local RARITY_EPIC = 4
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local RARITY_HEIRLOOM = 7
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local IDX_LINK = 1
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@ -45,6 +64,7 @@ local IDX_LEVEL = 8
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local IDX_BREAKABLETYPE = 9
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local IDX_SOULBOUND = 10
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local IDX_NAME = 11
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local IDX_RARITY = 12
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local BREAKABLE_HERB = 1
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local BREAKABLE_ORE = 2
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@ -143,6 +163,8 @@ function Breakables:OnEnable()
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CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
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CanPickLock = IsUsableSpell(GetSpellInfo(PickLockId))
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self.EnchantingLevel = 0
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LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), "breakables")
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self.optionsFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("Breakables")
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@ -169,6 +191,7 @@ function Breakables:OnEnable()
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end
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if CanDisenchant then
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numEligibleProfessions = numEligibleProfessions + 1
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self:GetEnchantingLevel()
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end
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if CanPickLock then
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numEligibleProfessions = numEligibleProfessions + 1
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@ -274,18 +297,31 @@ end
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function Breakables:OnTradeSkillUpdate()
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self:GetEnchantingLevel()
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self:FindBreakables()
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end
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function Breakables:OnBagItemLockPicked()
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nextCheck[1] = GetTime() + BagUpdateCheckDelay
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end
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function Breakables:GetEnchantingLevel()
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local skillName, skillType, numAvailable, isExpanded = GetTradeSkillInfo(1)
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function Breakables:FindLevelOfProfessionIndex(idx)
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if idx ~= nil then
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local name, texture, rank, maxRank, numSpells, spelloffset, skillLine = GetProfessionInfo(idx)
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return skillLine, rank
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end
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end
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if skillName == "Enchant" then
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local _, rank, maxRank = GetTradeSkillLine()
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self.settings.EnchantingLevel = rank
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function Breakables:GetEnchantingLevel()
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local prof1, prof2 = GetProfessions()
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local skillId, rank = self:FindLevelOfProfessionIndex(prof1)
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if skillId ~= nil and skillId == EnchantingProfessionId then
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self.EnchantingLevel = rank
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else
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skillId, rank = self:FindLevelOfProfessionIndex(prof2)
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if skillId ~= nil and skillId == EnchantingProfessionId then
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self.EnchantingLevel = rank
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end
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end
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end
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@ -461,6 +497,22 @@ function Breakables:GetOptions()
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end,
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order = 21,
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}
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opts.args.hideTabards = {
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type = "toggle",
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name = L["Hide Tabards"],
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desc = L["Whether or not to hide tabards from the disenchantable items list."],
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get = function(info)
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return self.settings.hideTabards
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end,
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set = function(info, v)
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self.settings.hideTabards = v
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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78hideTabards|r to " .. tostring(self.settings.hideTabards))
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end
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self:FindBreakables()
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end,
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order = 22,
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}
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end
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return opts
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@ -629,7 +681,7 @@ function Breakables:FindBreakables(bag)
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end
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if foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
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local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL])
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local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL], foundBreakables[i][IDX_RARITY])
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local isLockedItem = foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_PICK
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if (CanDisenchant and isDisenchantable) or (CanPickLock and isLockedItem) or (foundBreakables[i][IDX_COUNT] >= 5) then
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@ -819,18 +871,21 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
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local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bagId, slotId)
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if texture then
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local itemLink = GetContainerItemLink(bagId, slotId)
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local itemName, _, itemRarity, itemLevel, _, itemType, itemSubType, _, _, itemTexture = GetItemInfo(itemLink)
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local itemName, _, itemRarity, itemLevel, _, itemType, itemSubType, _, equipSlot, itemTexture, vendorPrice = GetItemInfo(itemLink)
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self.myTooltip:SetBagItem(bagId, slotId)
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if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and itemRarity < RARITY_HEIRLOOM
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and self:BreakableIsDisenchantable(itemType, itemLevel) then
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and self:BreakableIsDisenchantable(itemType, itemLevel, itemRarity) then
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local i = 1
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local soulbound = false
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for i=1,5 do
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if _G["BreakablesTooltipTextLeft"..i]:GetText() == ITEM_SOULBOUND then
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soulbound = true
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break
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for i=1,15 do
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if _G["BreakablesTooltipTextLeft"..i] then
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local textLine = _G["BreakablesTooltipTextLeft"..i]:GetText()
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if textLine == ITEM_SOULBOUND or textLine == ITEM_ACCOUNTBOUND or textLine == ITEM_BNETACCOUNTBOUND then
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soulbound = true
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break
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end
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end
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end
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@ -838,10 +893,16 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
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if self.settings.hideEqManagerItems then
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isInEquipmentSet = self:IsInEquipmentSet(self:GetItemIdFromLink(itemLink))
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end
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local shouldHideThisItem = self.settings.hideEqManagerItems and isInEquipmentSet
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local isTabard = false
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if self.settings.hideTabards then
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isTabard = equipSlot == "INVTYPE_TABARD"
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end
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local shouldHideThisItem = (self.settings.hideEqManagerItems and isInEquipmentSet) or (self.settings.hideTabards and isTabard)
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if (not soulbound or self.settings.showSoulbound) and not shouldHideThisItem then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound, itemName}
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound, itemName, itemRarity}
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else
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return nil
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end
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@ -862,16 +923,16 @@ 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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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName}
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if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] and 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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if CanProspect and itemSubType == ProspectingItemSubType and prospectable then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName}
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if CanProspect --[[and itemSubType == ProspectingItemSubType]] and prospectable then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName, itemRarity}
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end
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if CanPickLock and self:ItemIsPickable(self:GetItemIdFromLink(itemLink)) and self:ItemIsLocked(bagId, slotId) then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_PICK, false, itemName}
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_PICK, false, itemName, itemRarity}
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end
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end
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@ -968,11 +1029,93 @@ function Breakables:SortBreakables(foundBreakables)
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end
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end
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function Breakables:BreakableIsDisenchantable(itemType, itemLevel)
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function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity)
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for i=1,#DisenchantTypes do
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if DisenchantTypes[i] == itemType then
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-- todo: figure out if the iLevel works with our enchanting skill level.
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-- formula (from http://www.wowwiki.com/Disenchanting): 5*ceiling(iLevel,5)-100
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-- this is awful. is there an easier way? taken from www.wowpedia.org/Disenchanting
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if itemRarity == RARITY_UNCOMMON then
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if itemLevel <= 20 then
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return self.EnchantingLevel >= 1
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elseif itemLevel <= 25 then
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return self.EnchantingLevel >= 25
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elseif itemLevel <= 30 then
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return self.EnchantingLevel >= 50
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elseif itemLevel <= 35 then
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return self.EnchantingLevel >= 75
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elseif itemLevel <= 40 then
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return self.EnchantingLevel >= 100
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elseif itemLevel <= 45 then
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return self.EnchantingLevel >= 125
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elseif itemLevel <= 50 then
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return self.EnchantingLevel >= 150
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elseif itemLevel <= 55 then
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return self.EnchantingLevel >= 175
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elseif itemLevel <= 60 then
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return self.EnchantingLevel >= 200
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elseif itemLevel <= 99 then
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return self.EnchantingLevel >= 225
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elseif itemLevel <= 120 then
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return self.EnchantingLevel >= 275
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elseif itemLevel <= 150 then
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return self.EnchantingLevel >= 325
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elseif itemLevel <= 182 then
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return self.EnchantingLevel >= 350
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elseif itemLevel <= 318 then
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return self.EnchantingLevel >= 425
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elseif itemLevel <= 437 then
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return self.EnchantingLevel >= 475
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else
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return self.EnchantingLevel >= 475
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end
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elseif itemRarity == RARITY_RARE then
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if itemLevel <= 25 then
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return self.EnchantingLevel >= 25
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elseif itemLevel <= 30 then
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return self.EnchantingLevel >= 50
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elseif itemLevel <= 35 then
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return self.EnchantingLevel >= 75
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elseif itemLevel <= 40 then
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return self.EnchantingLevel >= 100
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elseif itemLevel <= 45 then
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return self.EnchantingLevel >= 125
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elseif itemLevel <= 50 then
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return self.EnchantingLevel >= 150
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elseif itemLevel <= 55 then
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return self.EnchantingLevel >= 175
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elseif itemLevel <= 60 then
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return self.EnchantingLevel >= 200
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elseif itemLevel <= 97 then
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return self.EnchantingLevel >= 225
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elseif itemLevel <= 115 then
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return self.EnchantingLevel >= 275
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elseif itemLevel <= 200 then
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return self.EnchantingLevel >= 325
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elseif itemLevel <= 346 then
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return self.EnchantingLevel >= 450
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elseif itemLevel <= 424 then
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return self.EnchantingLevel >= 525
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elseif itemLevel <= 463 then
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return self.EnchantingLevel >= 550
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else
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return self.EnchantingLevel >= 550
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end
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elseif itemRarity == RARITY_EPIC then
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if itemLevel <= 95 then
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return self.EnchantingLevel >= 225
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elseif itemLevel <= 164 then
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return self.EnchantingLevel >= 300
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elseif itemLevel <= 277 then
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return self.EnchantingLevel >= 375
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elseif itemLevel <= 416 then
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return self.EnchantingLevel >= 475
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elseif itemLevel <= 575 then
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return self.EnchantingLevel >= 575
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else
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return self.EnchantingLevel >= 575
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end
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else
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return false
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end
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return true
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end
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end
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@ -1,4 +1,4 @@
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## Interface: 50001
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## Interface: 60000
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## Author: Parnic
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## Name: Breakables
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## Title: Breakables |cff7fff7f-Ace3-|r
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Reference in New Issue
Block a user