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character: durability % per inventory slot
Adds a Fizzle-style durability label to each character pane slot. Renders at the bottom of the slot icon as "N%" colored by the existing DURABILITY_THRESHOLD_COLORS table (red < orange < yellow < invasion < green), or hidden when the item has no durability stat (necks, rings, trinkets) or the slot is empty. api/api.lua: new pfUI.api.CreateFontString(f, key, layer, size, flags, font) helper following the CreateBackdrop pattern — idempotent get-or-create that attaches the FontString to the parent frame as the named field. Defaults to pfUI.font_default at C.global.font_size with OUTLINE on the OVERLAY layer. skins/blizzard/character.lua: scoreText migrated from the inline "if not frame.scoreText then ..." block to the new helper as a working example; new durabilityText created the same way at BOTTOM/size 10. Durability render added to RefreshCharacterSlot — runs on every PaperDollItemSlotButton_Update so equip/unequip/repair/damage all refresh automatically. api/config.lua + modules/gui.lua: new C.character.inventory.durability toggle (default "1"). GUI lives under a new top-level "Character" tab → "Inventory" sub-tab, leaving room for future "Reputation" / "Skills" sub-tabs at the same level.
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+20
@@ -1167,6 +1167,26 @@ function pfUI.api.CreateBackdrop(f, inset, legacy, transp, backdropSetting)
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end
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end
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-- [ Create FontString ]
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-- Get-or-create a FontString attached to `f` as the named field. Idempotent —
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-- subsequent calls return the existing FontString. Defaults to pfUI's typical
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-- font style: default font at config size, OUTLINE flag, OVERLAY layer.
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-- 'f' [frame] parent frame
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-- 'key' [string] field name on `f` to stash the FontString (e.g. "scoreText")
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-- 'layer' [string] draw layer. Defaults to "OVERLAY".
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-- 'size' [int] font size. Defaults to C.global.font_size.
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-- 'flags' [string] font flags. Defaults to "OUTLINE".
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-- 'font' [string] font path. Defaults to pfUI.font_default.
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function pfUI.api.CreateFontString(f, key, layer, size, flags, font)
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if not f or not key then return end
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if f[key] then return f[key] end
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local fs = f:CreateFontString(nil, layer or "OVERLAY")
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fs:SetFont(font or pfUI.font_default, size or C.global.font_size, flags or "OUTLINE")
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f[key] = fs
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return fs
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end
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-- [ Create Shadow ]
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-- Creates a pfUI compatible frame as shadow element
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-- 'f' [frame] the frame which should get a backdrop.
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@@ -913,6 +913,8 @@ function pfUI:LoadConfig()
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pfUI:UpdateConfig("gm", nil, "server", "elysium")
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pfUI:UpdateConfig("questlog", nil, "showQuestLevels", "0")
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pfUI:UpdateConfig("character", "inventory", "durability", "1")
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pfUI:UpdateConfig("thirdparty", nil, "chatbg", "1")
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pfUI:UpdateConfig("thirdparty", nil, "showmeter", "0")
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pfUI:UpdateConfig("thirdparty", "dpsmate", "skin", "0")
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@@ -2393,6 +2393,10 @@ pfUI:RegisterModule("gui", function ()
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end)
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end
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CreateGUIEntry(T["Character"], T["Inventory"], function()
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CreateConfig(nil, T["Show Durability"], C.character.inventory, "durability", "checkbox")
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end)
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CreateGUIEntry(T["Bags & Bank"], nil, function()
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CreateConfig(nil, T["Disable Item Quality Color For \"Common\" Items"], C.appearance.bags, "borderlimit", "checkbox")
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CreateConfig(nil, T["Enable Item Quality Color For Equipment Only"], C.appearance.bags, "borderonlygear", "checkbox")
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@@ -81,6 +81,14 @@ pfUI:RegisterSkin("Character", function ()
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"AmmoSlot"
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}
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local DURABILITY_THRESHOLD_COLORS = {
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RED_FONT_COLOR,
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ORANGE_THREAT_COLOR,
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YELLOW_FONT_COLOR,
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INVASION_FONT_COLOR,
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PURE_GREEN_COLOR,
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}
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local function RefreshPetPosition()
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CharacterFrameTab3:ClearAllPoints()
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CharacterFrameTab3:SetPoint("LEFT", HasPetUI() and CharacterFrameTab2 or CharacterFrameTab1, "RIGHT", border*2 + 1, 0)
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@@ -88,9 +96,9 @@ pfUI:RegisterSkin("Character", function ()
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local function RefreshCharacterSlot(slot)
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local slotId = slot:GetID()
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local link = GetInventoryItemLink("player", slotId)
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local itemID = GetInventoryItemID("player", slotId)
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if slot and slot.backdrop then
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if link then
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if itemID then
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local isBroken = GetInventoryItemBroken("player", slotId)
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local quality = GetInventoryItemQuality("player", slotId)
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if isBroken then
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@@ -101,13 +109,31 @@ pfUI:RegisterSkin("Character", function ()
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else
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slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
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end
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if C.character.inventory.durability == "1" then
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local current, maximum = GetInventoryItemDurability(slotId)
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if current and maximum and maximum > 0 then
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local pct = math.floor((current / maximum) * 100)
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slot.durabilityText:SetText(pct .. "%")
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-- 0-20% red, 20-40% orange, 40-60% yellow, 60-80% invasion, 80-100% green
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local color = DURABILITY_THRESHOLD_COLORS[math.max(1, math.ceil(pct / 20))]
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slot.durabilityText:SetTextColor(color:GetRGB())
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slot.durabilityText:Show()
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else
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slot.durabilityText:SetText("")
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slot.durabilityText:Hide()
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end
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else
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slot.durabilityText:SetText("")
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slot.durabilityText:Hide()
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end
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else
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slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
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slot.durabilityText:SetText("")
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slot.durabilityText:Hide()
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end
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if ShaguScore and link then
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local _, _, itemID = string.find(GetInventoryItemLink("player", slotId), "item:(%d+):%d+:%d+:%d+")
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local itemLevel = ShaguScore.Database[tonumber(itemID)] or 0
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if ShaguScore and itemID then
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local itemLevel = C_Item.GetCurrentItemLevel({ equipmentSlotIndex = slotId })
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local _, _, quality, _, _, _, _, _, itemSlot, _ = GetItemInfo(itemID)
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local score = ShaguScore:Calculate(itemSlot, quality, itemLevel)
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if score and score > 0 and quality and quality > 0 then
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@@ -174,11 +200,11 @@ pfUI:RegisterSkin("Character", function ()
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HandleIcon(frame.backdrop, _G["Character"..slotName.."IconTexture"])
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if not frame.scoreText then
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frame.scoreText = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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frame.scoreText:SetFont(pfUI.font_default, 12, "OUTLINE")
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frame.scoreText:SetPoint("TOPRIGHT", 0, 0)
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end
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CreateFontString(frame, "scoreText", "OVERLAY", 12)
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frame.scoreText:SetPoint("TOPRIGHT", 0, 0)
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CreateFontString(frame, "durabilityText", "OVERLAY", 10)
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frame.durabilityText:SetPoint("BOTTOM", 0, 2)
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end
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end
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