info.hasArrow = nil |
|
|
|
wipe(info) |
info.text = "Equipped Gear" |
info.hasArrow = nil |
info.notCheckable = 1 |
info.func = function() |
|
local slots = { |
--"AmmoSlot" - Ranged ammunition slot |
{"HeadSlot", "Helm"}, |
{"NeckSlot", "Necklace"}, |
{"ShoulderSlot", "Shoulders"}, |
{"BackSlot", "Cloak"}, |
{"ShirtSlot", "Shirt"}, |
{"TabardSlot", "Tabard"}, |
{"ChestSlot", "Chest"}, |
{"WristSlot", "Wrist"}, |
{"HandsSlot", "Gloves"}, |
{"WaistSlot", "Belt"}, |
{"LegsSlot", "Legs"}, |
{"FeetSlot", "Foots"}, |
{"Finger0Slot", "Ring1"}, |
{"Finger1Slot", "Ring2"}, |
{"MainHandSlot", "Main Weapon"}, |
{"RangedSlot", "Ranged Weapon"}, |
{"SecondaryHandSlot", "Offhand"}, |
{"Trinket0Slot", "Trinket1"}, |
{"Trinket1Slot", "Trinket2"}, |
--[[Bag0Slot = "Backpack", |
Bag1Slot = "Bag1", |
Bag2Slot = "Bag2", |
Bag3Slot = "Bag3",]] |
}; |
|
Notes.NoteInsertText( GetCharName() .. "-" .. GetRealmName() .. ": Equipped Gear\n" ); |
local i,slottitle, slotname = nil; |
for i, slottitle in pairs( slots ) do |
slotname = slottitle[1]; |
local slotId, texture, checkRelic = GetInventorySlotInfo( slotname ); |
local itemLink = GetInventoryItemLink( "player", slotId ); |
if itemLink then |
Notes.NoteInsertText( string.format( "%s: %s\n", slottitle[2], itemLink or "<nothing" ) ); |
end |
end |
|
|
end |
info.tooltipText = nil |
UIDropDownMenu_AddButton(info, level) |
info.hasArrow = nil |
|
wipe(info) |
info.text = "Gear Inventory" |
info.hasArrow = nil |
info.notCheckable = 1 |
info.func = function() |
|
local slots = { |
--"AmmoSlot" - Ranged ammunition slot |
{"HeadSlot", "Helm"}, |
{"NeckSlot", "Necklace"}, |
{"ShoulderSlot", "Shoulders"}, |
{"BackSlot", "Cloak"}, |
{"ShirtSlot", "Shirt"}, |
{"TabardSlot", "Tabard"}, |
{"ChestSlot", "Chest"}, |
{"WristSlot", "Wrist"}, |
{"HandsSlot", "Gloves"}, |
{"WaistSlot", "Belt"}, |
{"LegsSlot", "Legs"}, |
{"FeetSlot", "Foots"}, |
{"Finger0Slot", "Ring1"}, |
{"Finger1Slot", "Ring2"}, |
{"MainHandSlot", "Main Weapon"}, |
{"RangedSlot", "Ranged Weapon"}, |
{"SecondaryHandSlot", "Offhand"}, |
{"Trinket0Slot", "Trinkets"}, |
--{"Trinket1Slot", "Trinket2"}, |
--[[Bag0Slot = "Backpack", |
Bag1Slot = "Bag1", |
Bag2Slot = "Bag2", |
Bag3Slot = "Bag3",]] |
}; |
|
Notes.NoteInsertText( GetCharName() .. "-" .. GetRealmName() .. ": Gear Inventory\n" ); |
Notes.NoteInsertText( "|cffffffccNote: To include items in your bank, your bank must be open|r\n" ); |
local i,slotname,slottitle = nil; |
for i, slottitle in pairs( slots ) do |
slotname = slottitle[1] |
local slotId, texture, checkRelic = GetInventorySlotInfo( slotname ); |
local availableItems, sortedByName = {}, {}; |
GetInventoryItemsForSlot( slotId, availableItems ); |
local bitlocation, itemID, sz = nil; |
|
for bitlocation, itemID in pairs( availableItems ) do |
local player, bank, bags, slot, bag = EquipmentManager_UnpackLocation( bitlocation ); |
local name, link, _, iLevel, _, _, _, _, _, texture, vendorPrice = GetItemInfo( itemID ); |
sortedByName[ string.format( " %s|cffffffcc(iLvl:%s%s%s%s)|r\n", link, iLevel, not bank and not bags and ", |cff99ffffEquipped|r" or "", not bank and bags and ", |cffccff99Bags|r" or "", bank and ", |cff99ffffBank|r" or "" ) ] = name .. (slot or ""); |
end |
|
table.sort( sortedByName ); |
local szout = ""; |
for szout, _ in pairs( sortedByName ) do |
sz = ( sz and sz or "" ) .. szout; |
end |
|
if sz then |
Notes.NoteInsertText( string.format( " |cffffff00%s:|r\n%s", slottitle[2], sz ) ); |
end |
|
end |
|
|
end |
info.tooltipText = nil |
UIDropDownMenu_AddButton(info, level) |
info.hasArrow = nil |
|
|
wipe(info) |
info.text = "Character Gold(No icons)" |
info.hasArrow = nil |
info.notCheckable = 1 |