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10 Commits
1.4.3 ... 1.4.6

Author SHA1 Message Date
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
4 changed files with 244 additions and 10 deletions

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

@ -81,6 +81,7 @@ local OreCombineItems = {
-- MoP
97512, -- ghost iron nugget
97546, -- kyparite fragment
90407, -- sparkling shard
-- WoD
109991, -- true iron nugget
109992, -- blackrock fragment
@ -161,6 +162,8 @@ 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
@ -308,6 +311,8 @@ function Breakables:RegisterEvents()
self:RegisterEvent("PLAYER_REGEN_DISABLED", "OnEnterCombat")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnLeaveCombat")
self:RegisterEvent("MODIFIER_STATE_CHANGED", "FindBreakables")
if CanDisenchant then
self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
end
@ -317,6 +322,12 @@ 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)
@ -398,6 +409,19 @@ function Breakables:GetEnchantingLevel()
end
end
local function GetIgnoreListOptions()
local ret = {}
if Breakables.settings.ignoreList ~= nil then
for k,v in pairs(Breakables.settings.ignoreList) do
local name, _, _, _, _, _, _, _, _, texture = GetItemInfo(k)
ret[k] = ("|T%s:0|t %s"):format(texture, name)
end
end
return ret
end
function Breakables:GetOptions()
local opts = {
name = L["Breakables"],
@ -531,6 +555,50 @@ 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,
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,
disabled = function()
if Breakables.settings.ignoreList == nil then
return true
end
for k,v in pairs(Breakables.settings.ignoreList) do
if v ~= nil then
return false
end
end
return true
end,
order = 31,
},
},
}
@ -717,6 +785,18 @@ function Breakables:OnMouseUp(frame)
self.settings.buttonFrameTop[frameNum] = frame:GetTop()
end
local function IgnoreFunc(self, button)
if button == "RightButton" and not InCombatLockdown() then
if Breakables.settings.ignoreList == nil then
Breakables.settings.ignoreList = {}
end
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
@ -764,7 +844,7 @@ function Breakables:FindBreakables(bag)
end
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 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
@ -786,7 +866,7 @@ 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()
@ -794,11 +874,15 @@ 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
@ -837,13 +921,13 @@ function Breakables:FindBreakables(bag)
--or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_DE and DisenchantId)
--or PickLockId)
if BreakableAbilityName then
btn:SetAttribute("type", "spell")
btn:SetAttribute("type1", "spell")
btn:SetAttribute("spell", BreakableAbilityName)
btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
else
btn:SetAttribute("type", "item")
btn:SetAttribute("type1", "item")
btn:SetAttribute("item", "item:" .. self:GetItemIdFromLink(foundBreakables[i][IDX_LINK]))
end
@ -894,6 +978,10 @@ function Breakables:FindBreakables(bag)
end
end
end
if showingTooltip ~= nil then
self:OnEnterBreakableButton(showingTooltip)
end
end
function Breakables:OnEnterProfessionButton(btn)
@ -918,11 +1006,15 @@ 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)
@ -961,12 +1053,16 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bagId, slotId)
if texture then
local itemLink = GetContainerItemLink(bagId, slotId)
if self.settings.ignoreList and self.settings.ignoreList[self:GetItemIdFromLink(itemLink)] 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) then
local i = 1
local soulbound = false
for i=1,15 do
@ -990,7 +1086,7 @@ 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}
@ -1167,13 +1263,13 @@ function Breakables:SortBreakables(foundBreakables)
end
end
function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity)
function Breakables:BreakableIsDisenchantable(itemType, itemLevel, itemRarity, itemLink)
for i=1,#DisenchantTypes do
if DisenchantTypes[i] == itemType then
if DisenchantTypes[i] == itemType or IsArtifactRelicItem(itemLink) then
-- 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
or (itemRarity == RARITY_EPIC and itemLevel >= 640) then
return true
end

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@ -1,4 +1,4 @@
## Interface: 70000
## Interface: 70100
## Author: Parnic
## Name: Breakables
## Title: Breakables |cff7fff7f-Ace3-|r

133
changelog.txt Normal file
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@ -0,0 +1,133 @@
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)