More structural changes to the data collection. Some changes to the spec bolus to ensure we get the key on game exit
Cette révision appartient à :
Parent
1b27a605c5
révision
ec2e6864ee
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@ -27,7 +27,8 @@ local function Tooltipy(self)
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item.quality = quality
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item.ilevel = ilvl
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item.minlevel = min
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item.type = string.format("%s/%s", itype, isubtype)
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item.type = itype -- Was originally type/subtype, but we can do that during processing. Might want to eventually have it separated, so we separate here.
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item.subtype = isubtype
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local loc = string.match(equiploc, "INVTYPE_(.*)")
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if loc then
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@ -38,17 +38,18 @@ local function GetSpecBolus()
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local level = UnitLevel("player")
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local _, race = UnitRace("player")
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local talstr = "("
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--[[ assert(racelookup[race]) ]]
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--local bso = Bitstream.Output(8)
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local talents = {}
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for t = 1, GetNumTalentTabs() do -- come on. Is this ever not going to be 3? Seriously?
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talents[t] = {}
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local tkey = tostring(t)
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talents[tkey] = {}
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for ta = 1, GetNumTalents(t) do
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local _, _, _, _, rank, _ = GetTalentInfo(t, ta)
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talents[t][ta] = rank
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local takey = tostring(ta)
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talents[tkey][takey] = rank
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--bso:append(rank, 3)
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end
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--bso:append(6, 3) -- no 6-point talents, so we use this as an end-of-tree market
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@ -59,7 +60,7 @@ local function GetSpecBolus()
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local spec = {}
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spec.talents = talents
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spec.class = classlookup[id]
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spec.race = racelookup[id] or ""
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spec.race = racelookup[race] or ""
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spec.level = level
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--return string.format("(2%s,%s,%02d)", classlookup[id], racelookup[race] or "", level) .. talstr
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return spec
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