Mercurial > wow > askmrrobot
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
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| 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 |
