📄 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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