/trunk
for name, slot in pairs(slots) do |
slot.id = GetInventorySlotInfo(name) |
slot.frame = _G["Character"..name] |
slot.textBottom = slot.frame:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall") |
slot.textBottom = _G["Character"..name]:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall") |
slot.textBottom:SetPoint("BOTTOM", 1, 0) |
slot.textTop = slot.frame:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall") |
slot.textTop = _G["Character"..name]:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall") |
slot.textTop:SetPoint("TOP", 1, 0) |
slot.textTop:SetTextColor(1, 0.2, 0.2) |
end |
local QualityColors = {} |
for quality, color in pairs(ITEM_QUALITY_COLORS) do |
QualityColors[quality] = { r = color.r, g = color.g, b = color.b } |
QualityColors[quality] = { r = color.r, color.g, color.b } |
end |
-- Brighter colors for Rare, Epic |
QualityColors[3].r, QualityColors[3].g, QualityColors[3].b = 0.2, 0.6, 1 |
QualityColors[4].r, QualityColors[4].g, QualityColors[4].b = 0.7, 0.3, 1 |
local color = QualityColors[quality] |
slot.textBottom:SetText(level) |
slot.textBottom:SetTextColor(color.r, color.g, color.b) |
slot.frame.IconBorder:SetVertexColor(color.r, color.g, color.b) |
slot.frame.IconBorder:Show() |
else |
slot.textBottom:SetText(nil) |
slot.frame.IconBorder:Hide() |
end |
end |
end |