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📄 enchantrixbarker.lua

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				step = 1,				key = 'factor_item',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = '2H Weapon',				tooltip = 'The priority score for 2H weapon enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'TwoHanded',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Any Weapon',				tooltip = 'The priority score for enchants to any weapon.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'AnyWeapon',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Bracer',				tooltip = 'The priority score for bracer enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'Bracer',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Gloves',				tooltip = 'The priority score for glove enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'Gloves',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Boots',				tooltip = 'The priority score for boots enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'Boots',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Chest',				tooltip = 'The priority score for chest enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'Chest',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Cloak',				tooltip = 'The priority score for cloak enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'Cloak',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Shield',				tooltip = 'The priority score for shield enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'Shield',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			}		}	},	{		title = 'Stats 1',		options = {			{				name = 'Overall Stats Priority',				tooltip = 'This sets how important the stat is to the overall priority for advertising.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'factor_stat',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Intellect',				tooltip = 'The priority score for Intellect enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'INT',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Strength',				tooltip = 'The priority score for Strength enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'STR',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Agility',				tooltip = 'The priority score for Agility enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'AGI',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Stamina',				tooltip = 'The priority score for Stamina enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'STA',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Spirit',				tooltip = 'The priority score for Spirit enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'SPI',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'All Stats',				tooltip = 'The priority score for enchants that increase all stats.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'all stats',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			}		}	},	{		title = 'Stats 2',		options = {			{				name = 'All Resistances',				tooltip = 'The priority score for enchants that boost all resistances.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'all res',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Armour',				tooltip = 'The priority score for Armour enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'armour',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Fire Resistance',				tooltip = 'The priority score for Fire Resistance enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'INT',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Mana',				tooltip = 'The priority score for Mana enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'mana',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Health',				tooltip = 'The priority score for Health enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'health',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Damage',				tooltip = 'The priority score for Damage enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'DMG',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Defense',				tooltip = 'The priority score for Defense enchants.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'DEF',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},			{				name = 'Other',				tooltip = 'The priority score for enchants such as skinning, mining, riding etc.',				units = 'percentage',				min = 0,				max = 100,				step = 1,				key = 'other',				getvalue = Enchantrix_BarkerOptions_Factors_Slider_GetValue,				valuechanged = Enchantrix_BarkerOptions_Factors_Slider_OnValueChanged			},		}	}};function EnchantrixBarker_OptionsSlider_OnValueChanged()	if Enchantrix_BarkerOptions_ActiveTab ~= -1 then		--Enchantrix.Util.ChatPrint( "Tab - Slider changed: "..Enchantrix_BarkerOptions_ActiveTab..' - '..this:GetID() );		Enchantrix_BarkerOptions_TabFrames[Enchantrix_BarkerOptions_ActiveTab].options[this:GetID()].valuechanged();		value = this:GetValue();		--Enchantrix_BarkerOptions_TabFrames[Enchantrix_BarkerOptions_ActiveTab].options[this:GetID()].getvalue();		valuestr = EnchantrixBarker_OptionsSlider_GetTextFromValue( value, Enchantrix_BarkerOptions_TabFrames[Enchantrix_BarkerOptions_ActiveTab].options[this:GetID()].units );		getglobal(this:GetName().."Text"):SetText(Enchantrix_BarkerOptions_TabFrames[Enchantrix_BarkerOptions_ActiveTab].options[this:GetID()].name.." - "..valuestr );	endendfunction EnchantrixBarker_OptionsSlider_GetTextFromValue( value, units )	local valuestr = ''	if units == 'percentage' then		valuestr = value..'%'	elseif units == 'money' then		local p_gold,p_silver,p_copper = EnhTooltip.GetGSC(value);		if( p_gold > 0 ) then			valuestr = p_gold.."g";		end		if( p_silver > 0 ) then			valuestr = valuestr..p_silver.."s";		end	end	return valuestr;endfunction Enchantrix_BarkerOptions_Tab_OnClick()	--Enchantrix.Util.ChatPrint( "Clicked Tab: "..this:GetID() );	Enchantrix_BarkerOptions_ShowFrame( this:GetID() )endfunction Enchantrix_BarkerOptions_ShowFrame( frame_index )	Enchantrix_BarkerOptions_ActiveTab = -1	for index, frame in pairs(Enchantrix_BarkerOptions_TabFrames) do		if ( index == frame_index ) then			--Enchantrix.Util.ChatPrint( "Showing Frame: "..index );			for i = 1,10 do				local slider = getglobal('EnchantrixBarker_OptionsSlider_'..i);				slider:Hide();			end			for i, opt in pairs(frame.options) do				local slidername = 'EnchantrixBarker_OptionsSlider_'..i				local slider = getglobal(slidername);				slider:SetMinMaxValues(opt.min, opt.max);				slider:SetValueStep(opt.step);				slider.tooltipText = opt.tooltip;				getglobal(slidername.."High"):SetText();				getglobal(slidername.."Low"):SetText();				slider:Show();			end			Enchantrix_BarkerOptions_ActiveTab = index			for i, opt in pairs(frame.options) do				local slidername = 'EnchantrixBarker_OptionsSlider_'..i				local slider = getglobal(slidername);				slider:SetValue(opt.getvalue(i));				getglobal(slidername.."Text"):SetText(opt.name..' - '..EnchantrixBarker_OptionsSlider_GetTextFromValue(slider:GetValue(),opt.units));			end		end	endendfunction Enchantrix_BarkerOptions_OnClick()	--Enchantrix.Util.ChatPrint("You pressed the options button." );	Enchantrix_BarkerOptions_Frame:Show();	--ShowUIPanel(Enchantrix_BarkerOptions_Frame);endfunction Enchantrix_CheckButton_OnShow()endfunction Enchantrix_CheckButton_OnClick()endfunction Enchantrix_CheckButton_OnEnter()endfunction Enchantrix_CheckButton_OnLeave()end-- end UI code

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