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Relationship 7070b4b263 Add files via upload 2026-07-18 20:09:48 +01:00
Relationship 2cdf47dbb3 Update README.md 2026-07-18 19:45:31 +01:00
Relationship 9824274b2c Add files via upload 2026-07-18 19:41:02 +01:00
Relationship 78076b8010 Add files via upload 2026-07-18 19:15:12 +01:00
Relationship 322e7469fb Add files via upload 2026-07-18 19:14:52 +01:00
Relationship f44f5dfde4 Update README.md 2026-07-18 18:37:31 +01:00
Relationship 4129df824d Update README.md 2026-07-14 18:20:36 +01:00
Relationship d03a61938f Add files via upload 2026-07-13 23:24:30 +01:00
Relationship 147375b056 Add files via upload 2026-07-13 19:43:19 +01:00
Relationship 021a103dbc Add files via upload 2026-07-13 19:29:56 +01:00
Relationship 1d9d713476 Add files via upload 2026-07-12 12:44:17 +01:00
Relationship 885846b676 Add files via upload 2026-07-11 11:34:17 +01:00
Relationship aec9b66459 Add files via upload 2026-07-10 13:23:02 +01:00
Relationship e4d3242906 Update README.md 2026-07-10 12:37:50 +01:00
4 changed files with 506 additions and 102 deletions
+3
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@@ -1,3 +1,6 @@
<img src="https://i.postimg.cc/YjBwZFzk/sdf.png"/>
# Relationships PVP
Relationships PVP is an all-in-one PvP companion addon for Vanilla OctoWoW.
+452 -64
View File
@@ -63,41 +63,283 @@ local totalRow = nil
---------------------------------------------------------------
local function NewStatBlock()
return {
wins = 0, losses = 0,
wins = 0, draws = 0, losses = 0,
kills = 0, deaths = 0, hk = 0,
marks = 0, honor = 0,
marks = 0, honor = 0, spend = 0,
bestKB = 0, streak = 0, bestStreak = 0,
}
end
-- Read the player's current spendable honor from the honor UI ("H" panel).
-- Turtle / OctoWoW (1.18.1+) credits honor immediately as a currency; the
-- value shown at the top of the honor panel is the this-week honor total
-- returned by GetPVPThisWeekStats(). Fall back to session/lifetime stats
-- and finally GetHonorCurrency() for other clients.
local function GetSpendableHonor()
if type(GetPVPThisWeekStats) == "function" then
local hk, honor = GetPVPThisWeekStats()
if honor then return honor end
end
if type(GetPVPSessionStats) == "function" then
local hk, honor = GetPVPSessionStats()
if honor then return honor end
end
if type(GetHonorCurrency) == "function" then
return GetHonorCurrency() or 0
end
return nil
end
local function EnsureDB()
local db = RelationshipsPVPCharDB
db.stats = db.stats or {}
db.icon = db.icon or { point = "CENTER", x = 60, y = -60 }
if db.showIcon == nil then db.showIcon = true end
-- Snapshot of spendable honor captured on BG entry:
-- { key = <BG_KEY>, value = <spendable honor when we entered> }
-- Persisted so a disconnect/relog mid-BG still resolves to a correct delta.
db.honorSnap = db.honorSnap or nil
-- Enemy kill tracking (BGs only)
db.killedByAll = db.killedByAll or {}
db.lastMatchKilledBy = db.lastMatchKilledBy or {}
db.lastMatchKey = db.lastMatchKey or nil
db.currentMatch = db.currentMatch or nil
for i = 1, table.getn(ALL_KEYS) do
local k = ALL_KEYS[i]
local s = db.stats[k] or NewStatBlock()
if s.honor == nil then s.honor = 0 end
if s.spend == nil then s.spend = 0 end
if s.bestKB == nil then s.bestKB = 0 end
if s.streak == nil then s.streak = 0 end
if s.bestStreak == nil then s.bestStreak = 0 end
if s.hk == nil then s.hk = 0 end
if s.marks == nil then s.marks = 0 end
if s.draws == nil then s.draws = 0 end
db.stats[k] = s
end
return db
end
-- Capture the pre-match spendable-honor value on BG entry.
local function CaptureSpendableHonor(key)
if not key then return end
local db = EnsureDB()
if db.honorSnap and db.honorSnap.key == key then return end
local v = GetSpendableHonor()
if v == nil then return end
db.honorSnap = { key = key, value = v, credited = 0 }
end
-- Add any new delta between the current spendable-honor value and the
-- snapshot into the BG's spend total. Idempotent: tracks how much has
-- already been credited so RecordEnd + the on-leave transition together
-- never double-count. `clear` = true removes the snapshot afterwards.
local function FinalizeSpendableHonor(key, clear)
if not key then return end
local db = RelationshipsPVPCharDB
if not db or not db.honorSnap or db.honorSnap.key ~= key then return end
local now = GetSpendableHonor()
if now == nil then
if clear then db.honorSnap = nil end
return
end
local base = db.honorSnap.value or 0
local prior = db.honorSnap.credited or 0
local delta = (now - base) - prior
if delta < 0 then delta = 0 end
if delta > 0 then
local s = db.stats and db.stats[key]
if s then s.spend = (s.spend or 0) + delta end
db.honorSnap.credited = prior + delta
end
if clear then db.honorSnap = nil end
end
-- Handle a currentBG transition: capture on enter, finalize on leave.
local FinalizeMatchKillers
local function OnCurrentBGChanged(prevKey, newKey)
if newKey and newKey ~= prevKey then
if prevKey then FinalizeSpendableHonor(prevKey, true) end
CaptureSpendableHonor(newKey)
elseif prevKey and not newKey then
FinalizeSpendableHonor(prevKey, true)
FinalizeMatchKillers()
end
if newKey and newKey ~= prevKey then
-- Starting a fresh BG: clear any stale currentMatch that didn't belong to this key.
local db = RelationshipsPVPCharDB
if db and db.currentMatch and db.currentMatch.key ~= newKey then
FinalizeMatchKillers()
end
end
end
---------------------------------------------------------------
-- Enemy kill tracking (who kills you the most)
---------------------------------------------------------------
local lastAttackerName = nil
local lastAttackerTime = 0
local ATTACKER_WINDOW = 15 -- seconds a hostile hit counts as "the killer"
-- Pull an attacker name out of a hostile combat log message. Handles:
-- "Name hits you for X." (melee)
-- "Name crits you for X." (melee crit)
-- "Name's Spell hits you for X Fire damage." (direct spell)
-- "You suffer X Shadow damage from Name's Curse of Agony." (periodic)
local function ExtractAttackerName(msg)
if not msg then return nil end
local n = string.gfind and nil -- unused; keep 1.12-safe
local from = string.find(msg, "from ")
if from then
local rest = string.sub(msg, from + 5)
local nm = string.gsub(rest, "'s.*$", "")
nm = string.gsub(nm, "%..*$", "")
nm = string.gsub(nm, "%s.*$", "")
if nm and nm ~= "" then return nm end
end
-- Fall back to the first token (attacker name, possibly with "'s")
local first = msg
local space = string.find(first, " ")
if space then first = string.sub(first, 1, space - 1) end
first = string.gsub(first, "'s$", "")
if first == "" then return nil end
-- Ignore garbage tokens that clearly aren't a player name.
if string.find(first, "^[%l]") then return nil end
if first == "You" or first == "you" then return nil end
return first
end
local function NoteHostileHit(msg)
if not currentBG then return end
local name = ExtractAttackerName(msg)
if not name then return end
lastAttackerName = name
lastAttackerTime = GetTime()
end
-- Called on PLAYER_DEAD while in a BG: credit the most recent hostile hit
-- as the killer. Only tracked for real battlegrounds (AV/WSG/AB), not arenas.
local function RegisterDeath()
if not currentBG then return end
if currentBG ~= "AV" and currentBG ~= "WSG" and currentBG ~= "AB" then return end
if not lastAttackerName then return end
if (GetTime() - lastAttackerTime) > ATTACKER_WINDOW then return end
local db = EnsureDB()
if not db.currentMatch or db.currentMatch.key ~= currentBG then
db.currentMatch = { key = currentBG, killedBy = {} }
-- Fresh match: reset the "last match" tally so the Nemesis line
-- starts from zero and updates live as deaths accumulate.
db.lastMatchKilledBy = {}
db.lastMatchKey = currentBG
end
local n = lastAttackerName
db.currentMatch.killedBy[n] = (db.currentMatch.killedBy[n] or 0) + 1
-- Live update: promote this death straight into the "last match" and
-- all-time KOS tables so the UI reflects it immediately, instead of
-- waiting until FinalizeMatchKillers() runs at match end.
db.lastMatchKilledBy[n] = (db.lastMatchKilledBy[n] or 0) + 1
db.killedByAll[n] = (db.killedByAll[n] or 0) + 1
end
-- Called when we transition out of a BG: promote currentMatch tallies to
-- "last match" and roll them into the all-time KOS table.
function FinalizeMatchKillers()
local db = RelationshipsPVPCharDB
if not db or not db.currentMatch then return end
-- Deaths are now folded into lastMatchKilledBy / killedByAll live in
-- RegisterDeath(), so there's nothing to promote here -- just clear
-- the in-progress match marker.
db.currentMatch = nil
end
local function TopKiller(tbl)
if not tbl then return nil, 0 end
local best, count = nil, 0
for name, c in pairs(tbl) do
if c > count then best, count = name, c end
end
return best, count
end
-- Clamp a UIParent-relative CENTER offset so the button stays visible on screen.
function RelationshipsPVP_ClampScreenOffset(x, y)
x = x or 0
y = y or 0
if not UIParent or not UIParent.GetWidth then return x, y end
local w = UIParent:GetWidth() or 1024
local h = UIParent:GetHeight() or 768
local pad = -60
local maxX = (w / 2) - pad
local maxY = (h / 2) - pad
if x > maxX then x = maxX end
if x < -maxX then x = -maxX end
if y > maxY then y = maxY end
if y < -maxY then y = -maxY end
return x, y
end
-- Position the icon anywhere on screen (parented to UIParent for free drag).
function RelationshipsPVP_SetIconPosition(x, y, save)
local btn = RelationshipsPVPMinimapButton
if not btn or not UIParent then return end
x, y = RelationshipsPVP_ClampScreenOffset(x, y)
btn:ClearAllPoints()
btn:SetParent(UIParent)
btn:SetPoint("CENTER", UIParent, "CENTER", x, y)
if btn.SetFrameStrata then btn:SetFrameStrata("MEDIUM") end
if btn.SetFrameLevel then btn:SetFrameLevel(10) end
if save then
local db = EnsureDB()
db.icon.point = "CENTER"
db.icon.relPoint = "CENTER"
db.icon.parent = "UIParent"
db.icon.x = x
db.icon.y = y
end
end
-- Read the button's current center in UIParent coordinates and persist it.
function RelationshipsPVP_SaveIconPos()
local db = EnsureDB()
local btn = RelationshipsPVPMinimapButton
if not btn or not UIParent then return end
local x = db.icon.x or 0
local y = db.icon.y or 0
if btn.GetCenter and UIParent.GetCenter then
local bx, by = btn:GetCenter()
local ux, uy = UIParent:GetCenter()
if bx and by and ux and uy then
x = bx - ux
y = by - uy
end
end
x, y = RelationshipsPVP_ClampScreenOffset(x, y)
db.icon.point = "CENTER"
db.icon.relPoint = "CENTER"
db.icon.parent = "UIParent"
db.icon.x = x
db.icon.y = y
end
-- Free drag: reparent to UIParent and let the client move the frame.
function RelationshipsPVP_StartIconDrag()
local btn = RelationshipsPVPMinimapButton
if not btn then return end
local point, _, _, x, y = btn:GetPoint()
db.icon.point = point or "CENTER"
db.icon.x = x or 0
db.icon.y = y or 0
db.icon.parent = "Minimap"
btn:SetParent(UIParent)
if btn.SetFrameStrata then btn:SetFrameStrata("MEDIUM") end
if btn.SetFrameLevel then btn:SetFrameLevel(10) end
if btn.StartMoving then btn:StartMoving() end
end
function RelationshipsPVP_StopIconDrag()
local btn = RelationshipsPVPMinimapButton
if not btn then return end
if btn.StopMovingOrSizing then btn:StopMovingOrSizing() end
RelationshipsPVP_SaveIconPos()
local db = EnsureDB()
-- Re-anchor cleanly to a single CENTER/CENTER offset so the saved value is
-- exactly what we restore on next login.
RelationshipsPVP_SetIconPosition(db.icon.x, db.icon.y, 1)
end
local function ApplyIconVisibility()
@@ -107,10 +349,8 @@ local function ApplyIconVisibility()
if db.showIcon then btn:Show() else btn:Hide() end
end
-- The Minimap frame can be briefly hidden during loading screens / entering
-- battlegrounds; when it re-shows, child buttons parented to it sometimes
-- stay hidden until touched. This ticker re-asserts our intended visibility
-- once per second so the icon never "randomly disappears".
-- Loading screens / entering BGs can briefly hide parent frames; re-assert
-- our intended visibility so the icon never "randomly disappears".
local iconWatcher
local function InstallIconWatcher()
if iconWatcher then return end
@@ -136,9 +376,22 @@ local function RestoreIconPos()
local db = EnsureDB()
local btn = RelationshipsPVPMinimapButton
if not btn then return end
local parent = (db.icon.parent == "UIParent") and UIParent or Minimap
btn:ClearAllPoints()
btn:SetPoint(db.icon.point, parent, db.icon.point, db.icon.x, db.icon.y)
-- Migrate any prior Minimap-relative save into a UIParent-relative offset
-- so free-drag mode has a valid starting position.
if db.icon.parent == "Minimap" and Minimap and Minimap.GetCenter and UIParent and UIParent.GetCenter then
local mx, my = Minimap:GetCenter()
local ux, uy = UIParent:GetCenter()
if mx and my and ux and uy then
db.icon.x = (mx - ux) + (db.icon.x or 0)
db.icon.y = (my - uy) + (db.icon.y or 0)
end
db.icon.parent = "UIParent"
db.icon.point = "CENTER"
db.icon.relPoint = "CENTER"
end
RelationshipsPVP_SetIconPosition(db.icon.x or 0, db.icon.y or 0, 1)
ApplyIconVisibility()
InstallIconWatcher()
end
@@ -228,26 +481,42 @@ local function RecordEnd(key, index)
if not s then return end
local playerWon = false
local isDraw = false
local winner = GetBattlefieldWinner()
if winner then
local myFaction = UnitFactionGroup("player")
local wonAsAlliance = (winner == 1 and myFaction == "Alliance")
local wonAsHorde = (winner == 0 and myFaction == "Horde")
playerWon = wonAsAlliance or wonAsHorde
if playerWon then
s.wins = s.wins + 1
s.streak = s.streak + 1
if s.streak > s.bestStreak then s.bestStreak = s.streak end
else
s.losses = s.losses + 1
-- Some server builds (incl. Turtle/Octo) report a draw as a winner
-- value that is neither 0 (Horde) nor 1 (Alliance). Treat anything
-- else as a draw so it isn't miscounted as a loss.
isDraw = (winner ~= 0 and winner ~= 1)
if isDraw then
s.draws = s.draws + 1
s.streak = 0
else
local wonAsAlliance = (winner == 1 and myFaction == "Alliance")
local wonAsHorde = (winner == 0 and myFaction == "Horde")
playerWon = wonAsAlliance or wonAsHorde
if playerWon then
s.wins = s.wins + 1
s.streak = s.streak + 1
if s.streak > s.bestStreak then s.bestStreak = s.streak end
else
s.losses = s.losses + 1
s.streak = 0
end
end
local isBG = (key == "AV" or key == "WSG" or key == "AB")
if isBG then
-- Draws award the loss-tier mark count.
s.marks = s.marks + (playerWon and MARKS_WIN or MARKS_LOSS)
end
end
-- Roll up any spendable honor gained so far this match. Snapshot is
-- kept until the currentBG->nil transition so late-credit ticks
-- (e.g. end-of-match bonus) still count.
FinalizeSpendableHonor(key, false)
RequestBattlefieldScoreData()
local me = UnitName("player")
local rows = GetNumBattlefieldScores() or 0
@@ -271,9 +540,15 @@ local function RecordEnd(key, index)
if key == "AV" or key == "WSG" or key == "AB" then
marksMsg = " +" .. (playerWon and MARKS_WIN or MARKS_LOSS) .. " marks"
end
Print(BG_NAMES[key] .. " recorded ("
.. (playerWon and "|cff66ff66win|r" or "|cffff6666loss|r")
.. marksMsg .. ").")
local outcomeStr
if isDraw then
outcomeStr = "|cffffff66draw|r"
elseif playerWon then
outcomeStr = "|cff66ff66win|r"
else
outcomeStr = "|cffff6666loss|r"
end
Print(BG_NAMES[key] .. " recorded (" .. outcomeStr .. marksMsg .. ").")
end
---------------------------------------------------------------
@@ -281,41 +556,71 @@ end
---------------------------------------------------------------
-- Auto-close the Blizzard PvP panels if they pop up as a side effect
-- of the arena / BG queueing calls.
-- NOTE: We deliberately do NOT call HideUIPanel() here. HideUIPanel on a
-- frame that Blizzard's UI panel system has slotted into a left/center
-- slot triggers a slot reflow, which is what caused Character / Friends /
-- Spellbook panels to jump to the middle of the screen after the PvP
-- panel was opened. Directly calling :Hide() bypasses the slot manager
-- entirely; the slot suppression below (SuppressUIPanelWindows) ensures
-- Blizzard never registered a slot for these frames to begin with.
local function HidePvPPanels()
if BattlefieldFrame and BattlefieldFrame:IsVisible() then HideUIPanel(BattlefieldFrame) end
if PVPBattlegroundFrame and PVPBattlegroundFrame:IsVisible() then HideUIPanel(PVPBattlegroundFrame) end
if PVPFrame and PVPFrame:IsVisible() then HideUIPanel(PVPFrame) end
if HonorFrame and HonorFrame:IsVisible() then HideUIPanel(HonorFrame) end
if BattlefieldFrame and BattlefieldFrame:IsVisible() then BattlefieldFrame:Hide() end
if PVPBattlegroundFrame and PVPBattlegroundFrame:IsVisible() then PVPBattlegroundFrame:Hide() end
if PVPFrame and PVPFrame:IsVisible() then PVPFrame:Hide() end
if HonorFrame and HonorFrame:IsVisible() then HonorFrame:Hide() end
end
-- Suppress the PvP panel entirely while we are auto-queueing. Reference-counted
-- so nested queues (Queue All BGs) do not release too early.
--
-- IMPORTANT: We previously hijacked BattlefieldFrame.Show / PVPBattlegroundFrame.Show
-- to no-op during suppression. That was the source of the "Character / Friends
-- panels jump to the middle of the screen" bug: Blizzard's ShowUIPanel() first
-- allocates a UI panel slot (left / center / doublewide) via UIPanelWindows,
-- THEN calls frame:Show(). Silently dropping :Show() left the slot reserved by
-- an invisible frame, so the next panel the user opened (Character, Friends,
-- Spellbook, ...) got shoved into a different slot -> centered.
--
-- The correct approach on 1.12 is to temporarily remove these frames from
-- UIPanelWindows while suppressing, so ShowUIPanel treats them as plain
-- frames and never allocates a slot. When suppression ends, the original
-- UIPanelWindows entries are restored so normal Blizzard UI behaviour is
-- preserved for the rest of the session.
local suppressPanels = 0
local suppressHooked = false
local origBattlefieldShow, origPVPBGShow
local savedUIPanelEntries = nil
local function InstallPanelSuppressor()
if suppressHooked then return end
suppressHooked = true
if BattlefieldFrame then
origBattlefieldShow = BattlefieldFrame.Show
BattlefieldFrame.Show = function(self, ...)
if suppressPanels > 0 then return end
origBattlefieldShow(self)
end
end
if PVPBattlegroundFrame then
origPVPBGShow = PVPBattlegroundFrame.Show
PVPBattlegroundFrame.Show = function(self, ...)
if suppressPanels > 0 then return end
origPVPBGShow(self)
end
local SUPPRESSED_PANEL_NAMES = {
"BattlefieldFrame",
"PVPBattlegroundFrame",
"PVPFrame",
"HonorFrame",
}
local function SuppressUIPanelWindows()
if savedUIPanelEntries then return end
savedUIPanelEntries = {}
if type(UIPanelWindows) ~= "table" then return end
for i = 1, table.getn(SUPPRESSED_PANEL_NAMES) do
local name = SUPPRESSED_PANEL_NAMES[i]
savedUIPanelEntries[name] = UIPanelWindows[name]
UIPanelWindows[name] = nil
end
end
local function RestoreUIPanelWindows()
if not savedUIPanelEntries then return end
if type(UIPanelWindows) == "table" then
for i = 1, table.getn(SUPPRESSED_PANEL_NAMES) do
local name = SUPPRESSED_PANEL_NAMES[i]
UIPanelWindows[name] = savedUIPanelEntries[name]
end
end
savedUIPanelEntries = nil
end
local function BeginSuppress()
InstallPanelSuppressor()
suppressPanels = suppressPanels + 1
SuppressUIPanelWindows()
HidePvPPanels()
end
@@ -323,6 +628,9 @@ local function EndSuppress()
suppressPanels = suppressPanels - 1
if suppressPanels < 0 then suppressPanels = 0 end
HidePvPPanels()
if suppressPanels == 0 then
RestoreUIPanelWindows()
end
end
-- Central pending-queue state. `pendingQueue` is a FIFO of items:
@@ -682,10 +990,10 @@ end
---------------------------------------------------------------
-- UI: build row FontStrings inside the stats panel
---------------------------------------------------------------
local COL_X = { 14, 158, 208, 258, 308, 354, 400, 446, 496, 550, 614 }
local COL_W = { 140, 46, 46, 46, 46, 46, 46, 46, 50, 60, 58 }
local COL_J = { "LEFT", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER" }
local COL_NAMES = { "bg", "games", "win", "loss", "ratio", "kb", "hk", "dth", "kd", "honor", "mk" }
local COL_X = { 14, 158, 208, 258, 308, 358, 408, 458, 508, 558, 612, 668, 740 }
local COL_W = { 140, 46, 46, 46, 46, 46, 46, 46, 46, 50, 54, 70, 100 }
local COL_J = { "LEFT", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER", "CENTER" }
local COL_NAMES = { "bg", "games", "win", "draw", "loss", "ratio", "kb", "hk", "dth", "kd", "mk", "bonus", "spend" }
local ROW_HEIGHT = 22
local ROW_TOP = -34
@@ -695,7 +1003,7 @@ local function MakeRow(panel, tag, yOff, striped)
if striped then
local bg = panel:CreateTexture("RPVPRowBG"..tag, "BACKGROUND")
bg:SetTexture(1, 1, 1, 0.04)
bg:SetWidth(660); bg:SetHeight(ROW_HEIGHT - 2)
bg:SetWidth(846); bg:SetHeight(ROW_HEIGHT - 2)
bg:SetPoint("TOPLEFT", panel, "TOPLEFT", 14, yOff + 2)
end
for c = 1, table.getn(COL_NAMES) do
@@ -731,7 +1039,7 @@ local function BuildStatsRows()
local totalY = ROW_TOP - n * ROW_HEIGHT - 4
local div = panel:CreateTexture("RPVPTotalDivider", "ARTWORK")
div:SetTexture(1, 1, 1, 0.25)
div:SetWidth(660); div:SetHeight(1)
div:SetWidth(846); div:SetHeight(1)
div:SetPoint("TOPLEFT", panel, "TOPLEFT", 14, totalY + 2)
totalRow = MakeRow(panel, "TOTAL", totalY - 6, false)
@@ -766,7 +1074,8 @@ local function FormatQueueLine()
end
local function FillRow(r, s)
local games = s.wins + s.losses
local draws = s.draws or 0
local games = s.wins + draws + s.losses
local pct = 0
if games > 0 then pct = math.floor((s.wins / games) * 100 + 0.5) end
local kd = "-"
@@ -778,14 +1087,23 @@ local function FillRow(r, s)
r.games:SetText(games)
r.win:SetText(s.wins)
r.draw:SetText(draws)
r.loss:SetText(s.losses)
r.ratio:SetText(pct .. "%")
r.kb:SetText(s.kills)
r.hk:SetText(s.hk)
r.dth:SetText(s.deaths)
r.kd:SetText(kd)
r.honor:SetText(FormatNumber(s.honor))
r.mk:SetText(s.marks)
-- Bonus honor is the honor gained from the battlefield scoreboard
-- (GetBattlefieldScore -> honorGained). Tracked per-match, per-bracket.
r.bonus:SetText(FormatNumber(s.honor or 0))
r.bonus:SetTextColor(0.6, 0.85, 1.0)
-- Spendable honor is measured as the delta of the honor UI ("H" panel)
-- from BG entry -> BG exit. This is the honor actually credited to the
-- character wallet for this BG, tracked per-player from the client.
r.spend:SetText(FormatNumber(s.spend or 0))
r.spend:SetTextColor(1.0, 0.82, 0.0)
if games == 0 then
r.ratio:SetTextColor(0.7, 0.7, 0.7)
@@ -811,11 +1129,13 @@ function RelationshipsPVP_Refresh()
if r then FillRow(r, s) end
totals.wins = totals.wins + s.wins
totals.draws = totals.draws + (s.draws or 0)
totals.losses = totals.losses + s.losses
totals.kills = totals.kills + s.kills
totals.hk = totals.hk + s.hk
totals.deaths = totals.deaths + s.deaths
totals.honor = totals.honor + s.honor
totals.spend = (totals.spend or 0) + (s.spend or 0)
totals.marks = totals.marks + s.marks
if s.bestStreak > totals.bestStreak then totals.bestStreak = s.bestStreak end
if s.bestKB > totals.bestKB then totals.bestKB = s.bestKB end
@@ -827,10 +1147,33 @@ function RelationshipsPVP_Refresh()
RelationshipsPVPExtrasText:SetText(
"|cffffd200Best win streak:|r " .. totals.bestStreak
.. " |cffffd200Best KBs (single match):|r " .. totals.bestKB
.. " |cffffd200Total honor:|r " .. FormatNumber(totals.honor)
.. " |cffffd200Total bonus honor:|r |cffffd100" .. FormatNumber(totals.honor or 0) .. "|r"
.. " |cffffd200Total spendable honor:|r |cffffd100" .. FormatNumber(totals.spend or 0) .. "|r"
)
end
if RelationshipsPVPNemesisText then
local nm = TopKiller(db.lastMatchKilledBy)
if nm then
RelationshipsPVPNemesisText:SetText(
"|cffff9966Last BG Nemesis:|r |cffffffff" .. nm .. "|r"
)
else
RelationshipsPVPNemesisText:SetText("|cffff9966Last BG Nemesis:|r |cff888888none yet|r")
end
end
if RelationshipsPVPKOSText then
local nm = TopKiller(db.killedByAll)
if nm then
RelationshipsPVPKOSText:SetText(
"|cffff3333KOS:|r |cffffffff" .. nm .. "|r"
)
else
RelationshipsPVPKOSText:SetText("|cffff3333KOS:|r |cff888888none yet|r")
end
end
local qtext = FormatQueueLine()
if currentBG then
qtext = qtext .. "\n |cff66ff66Currently inside: " .. BG_NAMES[currentBG] .. "|r"
@@ -853,12 +1196,12 @@ function RelationshipsPVP_ResetPositions()
end
if RelationshipsPVPMinimapButton then
RelationshipsPVPMinimapButton:ClearAllPoints()
RelationshipsPVPMinimapButton:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
db.icon.point = "CENTER"
db.icon.x = 0
db.icon.y = 0
db.icon.parent = "UIParent"
RelationshipsPVP_SetIconPosition(0, 0, 1)
db.icon.point = "CENTER"
db.icon.relPoint = "CENTER"
db.icon.x = 0
db.icon.y = 0
db.icon.parent = "UIParent"
end
db.panel = { point = "CENTER", x = 0, y = 0 }
@@ -880,6 +1223,7 @@ end
function RelationshipsPVP_OnLoad()
this:RegisterEvent("PLAYER_LOGIN")
this:RegisterEvent("PLAYER_ENTERING_WORLD")
this:RegisterEvent("PLAYER_LOGOUT")
this:RegisterEvent("UPDATE_BATTLEFIELD_STATUS")
this:RegisterEvent("UPDATE_BATTLEFIELD_SCORE")
this:RegisterEvent("PLAYER_DEAD")
@@ -887,6 +1231,12 @@ function RelationshipsPVP_OnLoad()
this:RegisterEvent("CHAT_MSG_BG_SYSTEM_NEUTRAL")
this:RegisterEvent("CHAT_MSG_BG_SYSTEM_ALLIANCE")
this:RegisterEvent("CHAT_MSG_BG_SYSTEM_HORDE")
this:RegisterEvent("CHAT_MSG_COMBAT_HONOR_GAIN")
this:RegisterEvent("PLAYER_PVP_KILLS_CHANGED")
this:RegisterEvent("HONOR_CURRENCY_UPDATE")
this:RegisterEvent("CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS")
this:RegisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE")
this:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")
SLASH_RELATIONSHIPSPVP1 = "/rpvp"
SLASH_RELATIONSHIPSPVP2 = "/relpvp"
@@ -917,6 +1267,13 @@ function RelationshipsPVP_OnLoad()
RelationshipsPVP_ResetPositions()
elseif msg == "clear" or msg == "wipe" then
RelationshipsPVP_ResetStats()
elseif msg == "clearkos" or msg == "kos" then
RelationshipsPVPCharDB.killedByAll = {}
RelationshipsPVPCharDB.lastMatchKilledBy = {}
RelationshipsPVPCharDB.lastMatchKey = nil
RelationshipsPVPCharDB.currentMatch = nil
Print("Enemy kill tracking cleared.")
RelationshipsPVP_Refresh()
else
if RelationshipsPVPFrame:IsVisible() then
RelationshipsPVPFrame:Hide()
@@ -934,18 +1291,28 @@ function RelationshipsPVP_SavePanelPos()
end
function RelationshipsPVP_OnEvent(event)
if event == "PLAYER_LOGOUT" then
RelationshipsPVP_SaveIconPos()
SavePanelPos()
return
end
if event == "PLAYER_LOGIN" or event == "PLAYER_ENTERING_WORLD" then
EnsureDB()
RestoreIconPos()
RestorePanelPos()
local key = DetectCurrentBG()
local prev = currentBG
currentBG = key
OnCurrentBGChanged(prev, key)
if not key then endReported = {} end
RelationshipsPVP_Refresh()
elseif event == "UPDATE_BATTLEFIELD_STATUS" then
local key = DetectCurrentBG()
local prev = currentBG
currentBG = key
OnCurrentBGChanged(prev, key)
RelationshipsPVP_Refresh()
elseif event == "UPDATE_BATTLEFIELD_SCORE" then
@@ -962,5 +1329,26 @@ function RelationshipsPVP_OnEvent(event)
or event == "CHAT_MSG_BG_SYSTEM_ALLIANCE"
or event == "CHAT_MSG_BG_SYSTEM_HORDE" then
RequestBattlefieldScoreData()
elseif event == "CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS"
or event == "CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE"
or event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" then
NoteHostileHit(arg1)
elseif event == "PLAYER_DEAD" then
RegisterDeath()
RelationshipsPVP_Refresh()
elseif event == "CHAT_MSG_COMBAT_HONOR_GAIN"
or event == "PLAYER_PVP_KILLS_CHANGED"
or event == "HONOR_CURRENCY_UPDATE" then
-- Honor was just credited. If we're currently in a tracked BG, roll
-- the spendable-honor delta into this BG's spend total right away so
-- the value ticks live instead of only at the final scoreboard.
if currentBG then
CaptureSpendableHonor(currentBG)
FinalizeSpendableHonor(currentBG, false)
RelationshipsPVP_Refresh()
end
end
end
+1 -1
View File
@@ -2,7 +2,7 @@
## Title: Relationships PVP
## Notes: PvP panel with per-battleground and per-arena stats, marks, kills/deaths, honor, K/D, and queue controls. Supports the Battleground Finder and Arena on OctoWoW.
## Author: Relationship
## Version: 1.0
## Version: 1.4
## SavedVariablesPerCharacter: RelationshipsPVPCharDB
RelationshipsPVP.xml
+50 -37
View File
@@ -6,7 +6,7 @@
============================================================ -->
<Frame name="RelationshipsPVPFrame" parent="UIParent" toplevel="true" movable="true" enableMouse="true" hidden="true" frameStrata="HIGH">
<Size>
<AbsDimension x="740" y="740"/>
<AbsDimension x="916" y="740"/>
</Size>
<Anchors>
<Anchor point="CENTER"/>
@@ -53,7 +53,7 @@
</Anchors>
</FontString>
<FontString name="RelationshipsPVPActionLabel" inherits="GameFontNormal" text="Queue Battleground / Arena" justifyH="LEFT">
<FontString name="RelationshipsPVPActionLabel" inherits="GameFontNormal" text=" Queue Battleground / Arena" justifyH="LEFT">
<Anchors>
<Anchor point="TOPLEFT">
<Offset><AbsDimension x="24" y="-454"/></Offset>
@@ -74,7 +74,7 @@
<!-- ================= Stats Panel ================= -->
<Frame name="RelationshipsPVPStatsPanel">
<Size><AbsDimension x="692" y="266"/></Size>
<Size><AbsDimension x="868" y="266"/></Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset><AbsDimension x="24" y="-72"/></Offset>
@@ -99,58 +99,80 @@
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="208" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrLoss" inherits="GameFontNormalSmall" text="Loss" justifyH="CENTER">
<FontString name="RPVPHdrDraw" inherits="GameFontNormalSmall" text="Draw" justifyH="CENTER">
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="258" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrRatio" inherits="GameFontNormalSmall" text="Win%" justifyH="CENTER">
<FontString name="RPVPHdrLoss" inherits="GameFontNormalSmall" text="Loss" justifyH="CENTER">
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="308" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrRatio" inherits="GameFontNormalSmall" text="Win%" justifyH="CENTER">
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="358" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrKB" inherits="GameFontNormalSmall" text="KB" justifyH="CENTER">
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="354" y="-10"/></Offset></Anchor></Anchors>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="408" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrHK" inherits="GameFontNormalSmall" text="HK" justifyH="CENTER">
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="400" y="-10"/></Offset></Anchor></Anchors>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="458" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrDth" inherits="GameFontNormalSmall" text="Deaths" justifyH="CENTER">
<Size><AbsDimension x="46" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="446" y="-10"/></Offset></Anchor></Anchors>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="508" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrKD" inherits="GameFontNormalSmall" text="K/D" justifyH="CENTER">
<Size><AbsDimension x="50" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="496" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrHonor" inherits="GameFontNormalSmall" text="Honor" justifyH="CENTER">
<Size><AbsDimension x="60" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="550" y="-10"/></Offset></Anchor></Anchors>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="558" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrMk" inherits="GameFontNormalSmall" text="Marks" justifyH="CENTER">
<Size><AbsDimension x="58" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="614" y="-10"/></Offset></Anchor></Anchors>
<Size><AbsDimension x="54" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="612" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrBonus" inherits="GameFontNormalSmall" text="Bonus Honor" justifyH="CENTER">
<Size><AbsDimension x="70" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="668" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<FontString name="RPVPHdrSpend" inherits="GameFontNormalSmall" text=" Spendable Honor" justifyH="CENTER">
<Size><AbsDimension x="100" y="14"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="740" y="-10"/></Offset></Anchor></Anchors>
</FontString>
<Texture name="RPVPHdrDivider" file="Interface\Tooltips\UI-Tooltip-Background">
<Size><AbsDimension x="664" y="1"/></Size>
<Size><AbsDimension x="846" y="1"/></Size>
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="14" y="-28"/></Offset></Anchor></Anchors>
<Color r="0.6" g="0.6" b="0.6" a="0.6"/>
</Texture>
<FontString name="RelationshipsPVPExtrasText" inherits="GameFontHighlightSmall" justifyH="LEFT">
<Size><AbsDimension x="664" y="16"/></Size>
<Size><AbsDimension x="640" y="16"/></Size>
<Anchors>
<Anchor point="BOTTOMLEFT"><Offset><AbsDimension x="14" y="10"/></Offset></Anchor>
</Anchors>
</FontString>
<FontString name="RelationshipsPVPNemesisText" inherits="GameFontHighlightSmall" justifyH="CENTER">
<Size><AbsDimension x="200" y="16"/></Size>
<Anchors>
<Anchor point="BOTTOM"><Offset><AbsDimension x="220" y="10"/></Offset></Anchor>
</Anchors>
</FontString>
<FontString name="RelationshipsPVPKOSText" inherits="GameFontHighlightSmall" justifyH="RIGHT">
<Size><AbsDimension x="80" y="16"/></Size>
<Anchors>
<Anchor point="BOTTOMRIGHT"><Offset><AbsDimension x="-14" y="10"/></Offset></Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
</Frame>
<!-- ================= Queue Status Panel ================= -->
<Frame name="RelationshipsPVPQueuePanel">
<Size><AbsDimension x="692" y="84"/></Size>
<Size><AbsDimension x="868" y="84"/></Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset><AbsDimension x="24" y="-368"/></Offset>
@@ -164,7 +186,7 @@
<Layers>
<Layer level="ARTWORK">
<FontString name="RelationshipsPVPQueueText" inherits="GameFontHighlightSmall" justifyH="LEFT" justifyV="TOP">
<Size><AbsDimension x="664" y="70"/></Size>
<Size><AbsDimension x="846" y="70"/></Size>
<Anchors>
<Anchor point="TOPLEFT"><Offset><AbsDimension x="14" y="-10"/></Offset></Anchor>
</Anchors>
@@ -173,15 +195,9 @@
</Layers>
</Frame>
<!-- ================= Action Panel =================
Layout math (panel width 692, side padding 24 → usable 644):
Row 1 (3 BGs) : 3 × 200w + 2 × 22gap = 644
Row 2 (4 arena) : 4 × 149w + 3 × 16gap = 596 + 48 = 644
Row 4 (4 utility) : 4 × 149w + 3 × 16gap = 644
All rows share x=24 left edge and end at x=668 right edge.
-->
<!-- ================= Action Panel ================= -->
<Frame name="RelationshipsPVPActionPanel">
<Size><AbsDimension x="692" y="230"/></Size>
<Size><AbsDimension x="868" y="230"/></Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset><AbsDimension x="24" y="-472"/></Offset>
@@ -199,7 +215,7 @@
<Size><AbsDimension x="200" y="32"/></Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset><AbsDimension x="24" y="-18"/></Offset>
<Offset><AbsDimension x="112" y="-18"/></Offset>
</Anchor>
</Anchors>
<Scripts><OnClick>RelationshipsPVP_Queue("AV")</OnClick></Scripts>
@@ -265,8 +281,8 @@
<CheckButton name="RelationshipsPVPGroupCheck" inherits="UICheckButtonTemplate">
<Size><AbsDimension x="32" y="32"/></Size>
<Anchors>
<Anchor point="TOPLEFT" relativeTo="RelationshipsPVPQueueA2" relativePoint="BOTTOMLEFT">
<Offset><AbsDimension x="-1" y="-28"/></Offset>
<Anchor point="TOP" relativeTo="RelationshipsPVPActionPanel" relativePoint="TOP">
<Offset><AbsDimension x="-76" y="-124"/></Offset>
</Anchor>
</Anchors>
<Scripts>
@@ -280,12 +296,12 @@
</Scripts>
</CheckButton>
<!-- Row 4: Utility buttons (4 equal-width columns matching arena row) -->
<!-- Row 4: Utility buttons -->
<Button name="RelationshipsPVPLeave" inherits="UIPanelButtonTemplate" text="Leave / Cancel Queue">
<Size><AbsDimension x="149" y="30"/></Size>
<Anchors>
<Anchor point="BOTTOMLEFT">
<Offset><AbsDimension x="24" y="20"/></Offset>
<Offset><AbsDimension x="112" y="20"/></Offset>
</Anchor>
</Anchors>
<Scripts><OnClick>RelationshipsPVP_LeaveAll()</OnClick></Scripts>
@@ -383,11 +399,8 @@
if icon and icon.SetTexCoord then
icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
end
this:SetScript("OnDragStart", function() this:StartMoving() end)
this:SetScript("OnDragStop", function()
this:StopMovingOrSizing()
RelationshipsPVP_SaveIconPos()
end)
this:SetScript("OnDragStart", function() RelationshipsPVP_StartIconDrag() end)
this:SetScript("OnDragStop", function() RelationshipsPVP_StopIconDrag() end)
</OnLoad>
<OnClick>
if RelationshipsPVPFrame:IsVisible() then