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43 Commits
1.4.1 ... 1.6

Author SHA1 Message Date
66c35b8277 Updated TOC to 8.2 2019-06-25 09:56:07 -05:00
e3d271e0ff Immediately update when a lock is picked 2019-06-25 09:55:29 -05:00
7b3cca585f Updated changelog 2019-01-12 17:25:23 -06:00
bcc53b8ed0 Updated TOC to 8.1 2019-01-12 17:24:49 -06:00
9775e3c30e Added Highmountain Armor as a disenchantable item 2019-01-12 17:24:33 -06:00
9595af7979 Fixed bugs in no-lib development mode 2018-07-19 09:57:01 -05:00
5ae7a5efb1 Updated changelog 2018-07-16 23:00:43 -05:00
bd0d8b51f8 Updated TOC for 8.0 2018-07-16 22:54:39 -05:00
0dbf1d7705 Updated for 8.0 API changes
The equipment manager has been converted to C code, so its functionality (and index basis) changed.
The ilvl squish made the "can this be disenchanted?" function completely wrong and I don't even know if there's an enchanting level restriction anymore, so for now if you're on 8.0 the ilvl check is just bypassed. This is probably going to need refining because it currently, for example, shows legendary items as disenchantable even though the game doesn't allow them to be disenchanted. I'm unsure if it works the same way on Live currently or not.
2018-07-08 11:58:54 -05:00
a94cba6c34 Added BfA herbs and ore 2018-07-07 22:54:57 -05:00
d000f77a53 Updated changelog 2018-06-11 23:15:41 -05:00
3c50d6fab5 Added Leystone Lockbox 2018-06-11 23:13:22 -05:00
b4416d6daa Fixed separate items sometimes showing up as one breakable
Items can have the same item ID but different rarities/levels, so now we compare the full item link instead of just the ID for determining duplicates. This allows herbs and ore and such to retain its old merging/stacking behavior within Breakables and fixes multiple items with different iLevels, for example, showing up as a single item.
2018-06-11 23:08:42 -05:00
e904b2c12f Updated changelog 2017-09-07 06:43:26 -05:00
5c44d9ae23 Added 7.3 herbs and ore 2017-09-07 06:43:10 -05:00
d73336f725 Updated TOC for 7.3 2017-08-31 16:16:52 -05:00
3897e6378d Updated TOC to 7.2 2017-03-28 14:28:18 -05:00
5e0cafd2c3 Fixed reported error 2017-03-09 09:07:08 -06:00
33e8bfd9b8 Update mailmap 2017-02-02 16:41:40 -06:00
fee9785107 Updated changelog 2016-11-26 01:08:39 -06:00
a339435212 Disabled Mass Milling
Didn't mean to commit this local testing change. Mass Milling can't be easily automated right now since it's a profession skill.
2016-11-25 23:34:52 -06:00
5e4bd58d92 Set default value for ignoreList array 2016-11-25 19:21:16 -06:00
129875fa02 Hide ignore list from options if not ignoring anything 2016-11-23 11:21:10 -06:00
575f2843aa Added ignore feature
Breakables can now be right-clicked to add them to an ignore list which prevents them from ever showing up as a breakable item. Ignored items may be viewed and cleared from the options screen.
2016-11-23 01:32:33 -06:00
2e4b7e413c Added artifact relics as disenchantable 2016-11-13 20:35:25 -06:00
db9fb7627b Added MoP Sparkling Shard as a combinable object 2016-11-13 20:35:04 -06:00
fbb4e090b6 Updated changelog 2016-10-25 14:44:56 -05:00
8116c0a843 Updated TOC for 7.1 2016-10-25 14:41:44 -05:00
1d0ad0f0ed Updated changelog 2016-10-11 17:20:58 -05:00
09d8e16e07 Update tooltip when pressing Shift
When the tooltip is showing a breakable item and the player presses/releases Shift, update the tooltip. This is so that disenchantable items can more easily show what the player currently has equipped.
2016-10-11 17:17:29 -05:00
1b3533e9f6 Automatically update the tooltip
When the player is hovering over a breakable button and something causes the breakable list to be regenerated, make sure we update the tooltip so they aren't looking at a stale tooltip.
2016-10-11 16:59:27 -05:00
6dbd396b87 Don't show legendary Legion items as disenchantable 2016-10-11 14:27:37 -05:00
9a4714e599 Ignore readme when packaging
Setup manual changelog instead of auto-generated one
2016-10-08 10:08:03 -05:00
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
7 changed files with 450 additions and 47 deletions

View File

@ -1,3 +1,4 @@
parnic <parnic@parnic.com> Parnic <chris@parnic.com>
parnic <parnic@parnic.com> Parnic <parnic@parnic.com>
parnic <parnic@parnic.com> Chris Pickett <cpickett@perniciousgames.com>
parnic <parnic@parnic.com> root <root@parnic.com>

View File

@ -34,3 +34,8 @@ externals:
libs/LibBabble-Inventory-3.0:
url: svn://svn.wowace.com/wow/libbabble-inventory-3-0/mainline/trunk
tag: latest
ignore:
- readme.md
manual-changelog: changelog.txt

View File

@ -5,6 +5,8 @@ local LBF = LibStub("Masque", true)
local lbfGroup
local WowVer = select(4, GetBuildInfo())
local MillingId = 51005
local MillingItemSubType = babbleInv["Herb"]
local MillingItemSecondarySubType = babbleInv["Other"]
@ -26,6 +28,26 @@ local AdditionalMillableItems = {
124105,
124106,
128304,
151565,
-- BfA herbs
152505,
152506,
152507,
152508,
152509,
152510,
152511,
}
local AdditionalProspectableItems = {
-- Legion ore
123918,
123919,
151564,
-- BfA ore
152512,
152513,
152579,
}
local MassMilling = {
@ -44,6 +66,24 @@ local MassMilling = {
[124105] = 209662,
[124106] = 209664,
[128304] = 210116,
[151565] = 247861,
}
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 = {
@ -54,11 +94,25 @@ local ProspectingId = 31252
local ProspectingItemSubType = babbleInv["Metal & Stone"]
local CanProspect = false
local OreCombineItems = {
-- MoP
97512, -- ghost iron nugget
97546, -- kyparite fragment
90407, -- sparkling shard
-- WoD
109991, -- true iron nugget
109992, -- blackrock fragment
}
local DisenchantId = 13262
local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
local CanDisenchant = false
local EnchantingProfessionId = 333
local AdditionalDisenchantableItems = {
137195, -- highmountain armor
}
local PickLockId = 1804
local PickableItems = {
16882, -- battered junkbox
@ -86,6 +140,7 @@ local PickableItems = {
68729, -- elementium lockbox
88567, -- ghost iron lockbox
116920, -- true steel lockbox
121331, -- leystone lockbox
}
local CanPickLock = false
@ -112,8 +167,9 @@ local BREAKABLE_HERB = 1
local BREAKABLE_ORE = 2
local BREAKABLE_DE = 3
local BREAKABLE_PICK = 4
local BREAKABLE_COMBINE = 5
local BagUpdateCheckDelay = 1.0
local BagUpdateCheckDelay = 0.1
local nextCheck = {}
for i=0,NUM_BAG_SLOTS do
nextCheck[i] = -1
@ -128,6 +184,8 @@ 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
local showingTooltip = nil
Breakables.optionsFrame = {}
Breakables.justClicked = false
@ -145,6 +203,7 @@ function Breakables:OnInitialize()
buttonScale = 1,
fontSize = 11,
growDirection = 2,
ignoreList = {},
}
}
self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults, true)
@ -275,7 +334,9 @@ function Breakables:RegisterEvents()
self:RegisterEvent("PLAYER_REGEN_DISABLED", "OnEnterCombat")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnLeaveCombat")
if CanDisenchant then
self:RegisterEvent("MODIFIER_STATE_CHANGED", "FindBreakables")
if CanDisenchant and WowVer < 80000 then
self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
end
@ -284,6 +345,12 @@ function Breakables:RegisterEvents()
end
end
function Breakables:OnModifierChanged()
if showingTooltip ~= nil and not self.bCombat then
self:OnEnterBreakableButton(showingTooltip)
end
end
function Breakables:OnDisable()
self:UnregisterAllEvents()
self.frame:SetScript("OnUpdate", nil)
@ -341,7 +408,7 @@ function Breakables:OnTradeSkillUpdate()
end
function Breakables:OnBagItemLockPicked()
nextCheck[1] = GetTime() + BagUpdateCheckDelay
self:FindBreakables()
end
function Breakables:FindLevelOfProfessionIndex(idx)
@ -365,6 +432,29 @@ function Breakables:GetEnchantingLevel()
end
end
local function GetIgnoreListOptions()
local ret = {}
for k,v in pairs(Breakables.settings.ignoreList) do
local name, _, _, _, _, _, _, _, _, texture = GetItemInfo(k)
if texture ~= nil and name ~= nil then
ret[k] = ("|T%s:0|t %s"):format(texture, name)
end
end
return ret
end
local function IsIgnoringAnything()
for k,v in pairs(Breakables.settings.ignoreList) do
if v ~= nil then
return true
end
end
return false
end
function Breakables:GetOptions()
local opts = {
name = L["Breakables"],
@ -498,6 +588,39 @@ function Breakables:GetOptions()
end,
order = 7,
},
ignoreList = {
type = 'multiselect',
name = L["Ignore list"],
desc = L["Items that have been right-clicked to exclude from the breakable list. Un-check the box to remove the item from the ignore list."],
get = function(info, key)
return true
end,
set = function(info, key)
Breakables.settings.ignoreList[key] = nil
Breakables:FindBreakables()
end,
confirm = function()
return L["Are you sure you want to remove this item from the ignore list?"]
end,
values = GetIgnoreListOptions,
hidden = function() return not IsIgnoringAnything() end,
order = 30,
},
clearIgnoreList = {
type = 'execute',
func = function()
for k,v in pairs(Breakables.settings.ignoreList) do
Breakables.settings.ignoreList[k] = nil
end
Breakables:FindBreakables()
end,
name = L["Clear ignore list"],
confirm = function()
return L["Are you sure you want to clear the ignore list?"]
end,
hidden = function() return not IsIgnoringAnything() end,
order = 31,
},
},
}
@ -633,11 +756,15 @@ end
function Breakables:GetSpellIdFromProfessionButton(itemType, itemId)
if itemType == BREAKABLE_HERB and itemId ~= nil then
if MassMilling[itemId] ~= nil and IsSpellKnown(MassMilling[itemId]) then
return MassMilling[itemId]
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)
@ -680,6 +807,14 @@ function Breakables:OnMouseUp(frame)
self.settings.buttonFrameTop[frameNum] = frame:GetTop()
end
local function IgnoreFunc(self, button)
if button == "RightButton" and not InCombatLockdown() then
Breakables.settings.ignoreList[self.itemId] = true
Breakables:FindBreakables()
LibStub("AceConfigRegistry-3.0"):NotifyChange("Breakables")
end
end
function Breakables:FindBreakables(bag)
if self.settings.hide then
return
@ -726,8 +861,8 @@ 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], foundBreakables[i][IDX_RARITY])
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], foundBreakables[i][IDX_LINK])
local isLockedItem = foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_PICK
if (CanDisenchant and isDisenchantable) or (CanPickLock and isLockedItem) or (foundBreakables[i][IDX_COUNT] >= 5) then
@ -749,7 +884,7 @@ function Breakables:FindBreakables(bag)
btn:EnableMouse(true)
btn:RegisterForClicks("AnyUp")
btn:SetAttribute("type", "spell")
btn:SetAttribute("type1", "spell")
if not btn.text then
btn.text = btn:CreateFontString()
@ -757,11 +892,15 @@ function Breakables:FindBreakables(bag)
end
btn.text:SetFont(NumberFont_Outline_Med:GetFont(), self.settings.fontSize, "OUTLINE")
btn:HookScript("OnClick", IgnoreFunc)
if lbfGroup then
lbfGroup:AddButton(btn)
end
end
btn.itemId = self:GetItemIdFromLink(foundBreakables[i][IDX_LINK])
local attachFrom = "LEFT"
local attachTo = "RIGHT"
if self.settings.growDirection then
@ -784,7 +923,11 @@ function Breakables:FindBreakables(bag)
if not isDisenchantable then
local appendText = ""
if not isLockedItem then
appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")"
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)
@ -795,16 +938,15 @@ function Breakables:FindBreakables(bag)
--or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId)
--or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_DE and DisenchantId)
--or PickLockId)
btn:SetAttribute("spell", BreakableAbilityName)
if BreakableAbilityName then
btn:SetAttribute("type1", "spell")
btn:SetAttribute("spell", BreakableAbilityName)
if isLockedItem then
btn:SetAttribute("target-item")
btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
else
btn:SetAttribute("target-item", foundBreakables[i][IDX_NAME])
btn:SetAttribute("target-bag")
btn:SetAttribute("target-slot")
btn:SetAttribute("type1", "item")
btn:SetAttribute("item", "item:" .. self:GetItemIdFromLink(foundBreakables[i][IDX_LINK]))
end
if lbfGroup then
@ -854,15 +996,22 @@ function Breakables:FindBreakables(bag)
end
end
end
if showingTooltip ~= nil then
self:OnEnterBreakableButton(showingTooltip)
end
end
function Breakables:OnEnterProfessionButton(btn)
GameTooltip:SetOwner(btn, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetSpellByID(self:GetSpellIdFromProfessionButton(btn.type))
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()
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:OnLeaveProfessionButton()
@ -875,15 +1024,19 @@ function Breakables:OnEnterBreakableButton(this)
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:AddLine(" ")
GameTooltip:AddLine(L["You can right-click on this button to ignore this item. Items can be unignored from the options screen."], 1, 1, 1, 1)
GameTooltip:Show()
showingTooltip = this
end
function Breakables:OnLeaveBreakableButton()
GameTooltip:Hide()
showingTooltip = nil
end
function Breakables:PostClickedBreakableButton(this)
if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE then
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
@ -918,12 +1071,17 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bagId, slotId)
if texture then
local itemLink = GetContainerItemLink(bagId, slotId)
local itemId = self:GetItemIdFromLink(itemLink)
if self.settings.ignoreList[itemId] then
return nil
end
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 itemRarity < RARITY_HEIRLOOM
and self:BreakableIsDisenchantable(itemType, itemLevel, itemRarity) then
and self:BreakableIsDisenchantable(itemType, itemLevel, itemRarity, itemLink, itemId) then
local i = 1
local soulbound = false
for i=1,15 do
@ -938,7 +1096,7 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
local isInEquipmentSet = false
if self.settings.hideEqManagerItems then
isInEquipmentSet = self:IsInEquipmentSet(self:GetItemIdFromLink(itemLink))
isInEquipmentSet = self:IsInEquipmentSet(itemId)
end
local isTabard = false
@ -947,7 +1105,7 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
end
local shouldHideThisItem = (self.settings.hideEqManagerItems and isInEquipmentSet) or (self.settings.hideTabards and isTabard)
or equipSlot == nil or equipSlot == ""
or equipSlot == nil or (equipSlot == "" and not IsArtifactRelicItem(itemLink))
if (not soulbound or self.settings.showSoulbound) and not shouldHideThisItem then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound, itemName, itemRarity}
@ -971,7 +1129,6 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
end
end
local itemId = self:GetItemIdFromLink(itemLink)
if CanMill and not millable then
for i=1,#AdditionalMillableItems do
if AdditionalMillableItems[i] == itemId then
@ -980,20 +1137,45 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
end
end
if CanProspect and prospectable then
for i=1,#UnProspectableItems do
if UnProspectableItems[i] == itemId then
prospectable = false
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)]] and millable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName, itemRarity}
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]] and prospectable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName, itemRarity}
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
@ -1048,13 +1230,26 @@ do
end
function Breakables:IsInEquipmentSet(itemId)
for setIdx=1, GetNumEquipmentSets() do
local set = GetEquipmentSetInfo(setIdx)
local itemArray = GetEquipmentSetItemIDs(set)
if WowVer < 80000 then
for setIdx=1, GetNumEquipmentSets() do
local set = GetEquipmentSetInfo(setIdx)
local itemArray = GetEquipmentSetItemIDs(set)
for i=1, EQUIPPED_LAST do
if itemArray[i] and itemArray[i] == itemId then
return true
for i=1, EQUIPPED_LAST do
if itemArray[i] and itemArray[i] == itemId then
return true
end
end
end
else
local sets = C_EquipmentSet.GetEquipmentSetIDs()
for k, v in ipairs(sets) do
local itemArray = C_EquipmentSet.GetItemIDs(v)
for i=1, EQUIPPED_LAST do
if itemArray[i] and itemArray[i] == itemId then
return true
end
end
end
end
@ -1068,10 +1263,13 @@ function Breakables:GetItemIdFromLink(itemLink)
end
function Breakables:MergeBreakables(foundBreakable, breakableList)
local foundItemId = self:GetItemIdFromLink(foundBreakable[IDX_LINK])
for n=1,#breakableList do
local listItemId = self:GetItemIdFromLink(breakableList[n][IDX_LINK])
if foundItemId == listItemId then
if foundBreakable[IDX_LINK] == breakableList[n][IDX_LINK] 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
@ -1094,9 +1292,21 @@ function Breakables:SortBreakables(foundBreakables)
end
end
function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity)
function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity, itemLink, itemId)
for i=1,#DisenchantTypes do
if DisenchantTypes[i] == itemType then
if DisenchantTypes[i] == itemType or IsArtifactRelicItem(itemLink) then
-- temp hack for bfa until disenchant item level scales are identified
if WowVer >= 80000 then
return true
end
-- 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
@ -1185,5 +1395,11 @@ function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity)
end
end
for i=1,#AdditionalDisenchantableItems do
if AdditionalDisenchantableItems[i] == itemId then
return true
end
end
return false
end

View File

@ -1,4 +1,4 @@
## Interface: 70000
## Interface: 80200
## Author: Parnic
## Name: Breakables
## Title: Breakables |cff7fff7f-Ace3-|r
@ -6,7 +6,7 @@
## Version: @project-version@ (Revision: @project-revision@)
## SavedVariables: BreakablesDB
## OptionalDeps: Ace3, LibBabble-Inventory-3.0, Masque
## X-Compatible-With: 60200
## X-Compatible-With: 70300
#@no-lib-strip@
embeds.xml

159
changelog.txt Normal file
View File

@ -0,0 +1,159 @@
v1.6:
- Updated TOC for 8.2
v1.5.1:
- Updated TOC for 8.1
- Added Highmountain Armor as a disenchantable item
v1.5:
- Updated TOC for 8.0
- Added BfA herbs and ore
- Fixed separate items sometimes showing up as one breakable
- Added Leystone Lockbox
v1.4.9.1:
- Added 7.3 herbs and ore
v1.4.9:
- Updated TOC for 7.3
v1.4.8:
- Fixed error in ignored items when the ignored item had not been loaded by the server since the last restart.
- Updated TOC for 7.2
v1.4.7:
- Fixed up milling herbs that the player knows Mass Milling for. Since Mass Mill is a profession ability and not a player ability/"spell", the addon can't currently automatically cast Mass Milling.
v1.4.6:
- Added MoP Sparkling Shard as a combinable object.
- Added support for registering artifact relics as disenchantable.
- Added an ignore feature so certain items can be set to never show up as breakable.
v1.4.5:
- Updated TOC for 7.1
v1.4.4:
- Cap the disenchantable item rarity for Legion items at Epic (so we don't show the player's artifact weapon as disenchantable).
- Automatically update the tooltip when the breakable list is updated while the player is hovering over a breakable item button.
- Update the tooltip when the player presses Shift so that disenchantable items show what the player currently has equipped to compare against quickly.
v1.4.3:
- Fixed up Mass Milling support.
- Fixed the mod accidentally trying to break the wrong stack of something if, for example, you had a smaller stack placed in front of a larger stack in your bags.
- Fixed the mod sometimes failing to break something if you had 2 similarly-named items in your bags in a specific order (Whiptail Stems in front of Whiptails, for example).
- Added better support for disenchanting items in WoD and higher where Enchanting skill level is not a factor in whether you can disenchant an item or not.
- Made the breakable bar respond to changes much faster so it's less frustrating to work with.
- Added support for combining items that then result in more breakables ("broken"/"stem" versions of herbs which can be combined into their proper breakable types) so it can all be done from the Breakables bar.
v1.4.2:
- Added support for Legion ore since the ore items don't match previous expansions.
v1.4.1:
- Added support for Mass Milling. Mass Milling of a particular herb type will be automatically chosen when clicking on an herb type if that herb is eligible for mass milling and the player knows that mass milling spell.
- Added support for Legion herbs
v1.4:
- Updated TOC for patch 7.0
v1.3.21:
- Updated TOC for patch 6.2
- Cleared the tooltip after successfully breaking an item so that we don't keep stale tooltips around.
v1.3.20:
- Updated TOC for patch 6.1
v1.3.19:
- Stopped True Iron Ore from showing up as prospectable.
v1.3.18:
- Changed garrison follower armor items to not show up as disenchantable.
v1.3.17:
- Revised WoD herb fix such that it doesn't cause the game to flag false positives on herbs that are not millable.
v1.3.16:
- Made WoD herbs show up as millable. They weren't showing up before because they don't contain the "millable" text in the tooltip like every other herb in the game does.
v1.3.15:
- Switched from LibButtonFacade to Masque (ticket #20).
v1.3.14:
- Added WoD lockboxes/junkboxes. Oops.
v1.3.13:
- Updated TOC for patch 6.0
v1.3.12:
- Updated TOC for patch 5.4
- 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).
- Added option to hide tabards from the list of breakables. (ticket #16)
- Only display items the player is capable of disenchanting.
- Suppress account-bound and bnet-account-bound items when "show soulbound items" is unchecked.
v1.3.11:
- fixed soulbound items not being ignored sometimes despite the option being checked
- added lockboxes to the pickable items list
v1.3.10:
- updated TOC for patch 5.3
v1.3.9:
- updated TOC for patch 5.2
v1.3.8:
- updated TOC for patch 5.1
v1.3.7:
- fixed recognition of MoP junkboxes, herbs, and ore
v1.3.6:
- updated TOC for patch 5.0.4
v1.3.5:
- updated TOC for patch 4.3
v1.3.4:
- updated TOC for patch 4.2
v1.3.3:
- updated TOC for patch 4.1
- 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
- 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)
- 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)
v1.3.2:
- 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.
v1.3.1:
- fixed a bug where the tooltip could be completely wrong or empty sometimes
v1.3:
- fixed an error about AceGUI and AceConfigDialog that were showing up on load in certain situations
- minor garbage/performance fixes
- added spell tooltip to profession button
- added ButtonFacade support (ticket #7)
- added option to specify which direction the buttons grow toward (by Slayman's request)
- enabled new target-item/spell attributes for secure buttons instead of hacking together a macro
- don't show heirloom items as disenchantable
v1.2.2:
- fixed bar position not being saved/restored properly when moved out of the upper left section of the screen
v1.2.1:
- fixed reported error message
v1.2:
- created one bar per profession for the case where someone has some combination of inscription, enchanting, and jewelcrafting
- set bar to update immediately after clicking an item to break it instead of waiting the 1.5 seconds. it was making life harder for mass breaking
- added button scale and font size options
- added localization support
- optimized a little bit of the code that finds breakables in your bags by delaying checks on BAG_UPDATE until 1.5 seconds after the last update request has come in
- set the button font for item counts to use NumberFont_Outline_Med so that any font overrides (like tekticles) work automagically
- added LibDataBroker support
- added option to hide the bar entirely (ticket 5) and option to hide the bar when in combat
- added short description to the config page explaining the functionality in the mod and how to get support/request features
- made all slash commands print something back to the user so they know what they changed
v1.1:
- added ability to hide soulbound disenchantable items that are part of an equipment manager set (since some quest rewards and such are soulbound but the player doesn't actually use them)

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@ -1,4 +1,5 @@
<Ui xsi:schemaLocation="http://www.blizzard.com/wow/ui/ ..\FrameXML\UI.xsd">
<!--@non-debug@
<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"/>
@ -10,4 +11,5 @@
<Include file="libs\AceEvent-3.0\AceEvent-3.0.xml"/>
<Include file="libs\AceLocale-3.0\AceLocale-3.0.xml"/>
<Include file="libs\LibBabble-Inventory-3.0\lib.xml"/>
</Ui>
@end-non-debug@-->
</Ui>

20
readme.md Normal file
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@ -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.