comparison Constants.lua @ 89:6bbe64d587b4 v42

Improved artifact/relic reading, gear display. Now creates equipment manager sets when you use button or command to equip a set.
author yellowfive
date Sun, 18 Sep 2016 21:24:08 -0700
parents 0515882856f1
children b8e9664d3229
comparison
equal deleted inserted replaced
88:b3ff336fad77 89:6bbe64d587b4
24 Amr.IsSupportedInstance = Amr.Serializer.IsSupportedInstance 24 Amr.IsSupportedInstance = Amr.Serializer.IsSupportedInstance
25 Amr.SetTokenIds = Amr.Serializer.SetTokenIds 25 Amr.SetTokenIds = Amr.Serializer.SetTokenIds
26 Amr.GetItemTooltip = Amr.Serializer.GetItemTooltip 26 Amr.GetItemTooltip = Amr.Serializer.GetItemTooltip
27 Amr.GetItemLevel = Amr.Serializer.GetItemLevel 27 Amr.GetItemLevel = Amr.Serializer.GetItemLevel
28 Amr.GetItemUniqueId = Amr.Serializer.GetItemUniqueId 28 Amr.GetItemUniqueId = Amr.Serializer.GetItemUniqueId
29 Amr.ArtifactIdToSpecNumber = Amr.Serializer.ArtifactIdToSpecNumber
29 30
30 -- map of slot ID to display text 31 -- map of slot ID to display text
31 Amr.SlotDisplayText = { 32 Amr.SlotDisplayText = {
32 [1] = _G["HEADSLOT"], 33 [1] = _G["HEADSLOT"],
33 [2] = _G["NECKSLOT"], 34 [2] = _G["NECKSLOT"],
158 -- this indicates what kind of modifier appears after the bonus IDs 159 -- this indicates what kind of modifier appears after the bonus IDs
159 if itemObj.upgradeId and itemObj.upgradeId ~= 0 then 160 if itemObj.upgradeId and itemObj.upgradeId ~= 0 then
160 table.insert(parts, 4) 161 table.insert(parts, 4)
161 elseif itemObj.level and itemObj.level ~= 0 then 162 elseif itemObj.level and itemObj.level ~= 0 then
162 table.insert(parts, 512) 163 table.insert(parts, 512)
164 elseif itemObj.relicBonusIds then
165 table.insert(parts, 256)
163 else 166 else
164 table.insert(parts, 0) 167 table.insert(parts, 0)
165 end 168 end
166 169
167 table.insert(parts, 0) -- difficulty id, doesn't matter 170 table.insert(parts, 0) -- difficulty id, doesn't matter
182 table.insert(parts, itemObj.level) 185 table.insert(parts, itemObj.level)
183 else 186 else
184 table.insert(parts, 0) 187 table.insert(parts, 0)
185 end 188 end
186 189
187 -- technically relic stuff comes after this... but we ignore it for now, too much of a pain 190 -- sometimes we provide relic bonus IDs
188 table.insert(parts, 0) 191 if itemObj.relicBonusIds then
189 table.insert(parts, 0) 192 for i = 1,3 do
190 table.insert(parts, 0) 193 local bonusList = itemObj.relicBonusIds[i]
194 if bonusList and #bonusList > 0 then
195 table.insert(parts, #bonusList)
196 for bi, bv in ipairs(bonusList) do
197 table.insert(parts, bv)
198 end
199 else
200 table.insert(parts, 0)
201 end
202 end
203 else
204 table.insert(parts, 0)
205 table.insert(parts, 0)
206 table.insert(parts, 0)
207 end
191 208
192 return table.concat(parts, ":") 209 return table.concat(parts, ":")
193 end 210 end
194 211
195 212