Files
ShagaTweaks/mods/equip-compare.lua
T

144 lines
4.7 KiB
Lua

local _G = _G or getfenv(0)
local GetExpansion = ShaguTweaks.GetExpansion
-- already part of the game
if GetExpansion() ~= "vanilla" then return end
local module = ShaguTweaks:register({
title = "Equip Compare",
description = "Shows currently equipped items on tooltips while the shift key is pressed.",
enabled = true,
})
local itemtypes = {
["deDE"] = {
["INVTYPE_WAND"] = "Zauberstab",
["INVTYPE_THROWN"] = "Wurfwaffe",
["INVTYPE_GUN"] = "Schusswaffe",
["INVTYPE_CROSSBOW"] = "Armbrust",
["INVTYPE_PROJECTILE"] = "Projektil",
},
["enUS"] = {
["INVTYPE_WAND"] = "Wand",
["INVTYPE_THROWN"] = "Thrown",
["INVTYPE_GUN"] = "Gun",
["INVTYPE_CROSSBOW"] = "Crossbow",
["INVTYPE_PROJECTILE"] = "Projectile",
},
["esES"] = {
["INVTYPE_WAND"] = "Varita",
["INVTYPE_THROWN"] = "Arma arrojadiza",
["INVTYPE_GUN"] = "Arma de fuego",
["INVTYPE_CROSSBOW"] = "Ballesta",
["INVTYPE_PROJECTILE"] = "Proyectil",
},
["frFR"] = {
["INVTYPE_WAND"] = "Baguette",
["INVTYPE_THROWN"] = "Armes de jet",
["INVTYPE_GUN"] = "Arme à feu",
["INVTYPE_CROSSBOW"] = "Arbalète",
["INVTYPE_PROJECTILE"] = "Projectile",
},
["koKR"] = {
["INVTYPE_WAND"] = "마법봉",
["INVTYPE_THROWN"] = "투척 무기",
["INVTYPE_GUN"] = "총",
["INVTYPE_CROSSBOW"] = "석궁",
["INVTYPE_PROJECTILE"] = "투사체",
},
["ruRU"] = {
["INVTYPE_WAND"] = "Жезл",
["INVTYPE_THROWN"] = "Метательное",
["INVTYPE_GUN"] = "Огнестрельное",
["INVTYPE_CROSSBOW"] = "Арбалет",
["INVTYPE_PROJECTILE"] = "Боеприпасы",
},
["zhCN"] = {
["INVTYPE_WAND"] = "魔杖",
["INVTYPE_THROWN"] = "投掷武器",
["INVTYPE_GUN"] = "枪械",
["INVTYPE_CROSSBOW"] = "弩",
["INVTYPE_PROJECTILE"] = "弹药",
}
}
-- set globals for all inventory types
for key, value in pairs(itemtypes[GetLocale()]) do setglobal(key, value) end
INVTYPE_WEAPON_OTHER = INVTYPE_WEAPON.."_other";
INVTYPE_FINGER_OTHER = INVTYPE_FINGER.."_other";
INVTYPE_TRINKET_OTHER = INVTYPE_TRINKET.."_other";
local slots = {
[INVTYPE_2HWEAPON] = "MainHandSlot",
[INVTYPE_BODY] = "ShirtSlot",
[INVTYPE_CHEST] = "ChestSlot",
[INVTYPE_CLOAK] = "BackSlot",
[INVTYPE_FEET] = "FeetSlot",
[INVTYPE_FINGER] = "Finger0Slot",
[INVTYPE_FINGER_OTHER] = "Finger1Slot",
[INVTYPE_HAND] = "HandsSlot",
[INVTYPE_HEAD] = "HeadSlot",
[INVTYPE_HOLDABLE] = "SecondaryHandSlot",
[INVTYPE_LEGS] = "LegsSlot",
[INVTYPE_NECK] = "NeckSlot",
[INVTYPE_RANGED] = "RangedSlot",
[INVTYPE_RELIC] = "RangedSlot",
[INVTYPE_ROBE] = "ChestSlot",
[INVTYPE_SHIELD] = "SecondaryHandSlot",
[INVTYPE_SHOULDER] = "ShoulderSlot",
[INVTYPE_TABARD] = "TabardSlot",
[INVTYPE_TRINKET] = "Trinket0Slot",
[INVTYPE_TRINKET_OTHER] = "Trinket1Slot",
[INVTYPE_WAIST] = "WaistSlot",
[INVTYPE_WEAPON] = "MainHandSlot",
[INVTYPE_WEAPON_OTHER] = "SecondaryHandSlot",
[INVTYPE_WEAPONMAINHAND] = "MainHandSlot",
[INVTYPE_WEAPONOFFHAND] = "SecondaryHandSlot",
[INVTYPE_WRIST] = "WristSlot",
[INVTYPE_WAND] = "RangedSlot",
[INVTYPE_GUN] = "RangedSlot",
[INVTYPE_PROJECTILE] = "AmmoSlot",
[INVTYPE_CROSSBOW] = "RangedSlot",
[INVTYPE_THROWN] = "RangedSlot",
}
module.enable = function(self)
local compare = CreateFrame( "Frame" , nil, GameTooltip )
compare:SetScript("OnShow", function()
-- abort if shift is not pressed
if not IsShiftKeyDown() then return end
for i=1,GameTooltip:NumLines() do
local tmpText = _G[GameTooltip:GetName() .. "TextLeft"..i]
for slotType, slotName in pairs(slots) do
if tmpText:GetText() == slotType then
local slotID = GetInventorySlotInfo(slotName)
-- determine screen part
local x = GetCursorPosition() / UIParent:GetEffectiveScale()
local anchor = x < GetScreenWidth() / 2 and "BOTTOMLEFT" or "BOTTOMRIGHT"
local relative = x < GetScreenWidth() / 2 and "BOTTOMRIGHT" or "BOTTOMLEFT"
-- first tooltip
ShoppingTooltip1:SetOwner(GameTooltip, "ANCHOR_NONE");
ShoppingTooltip1:ClearAllPoints();
ShoppingTooltip1:SetPoint(anchor, GameTooltip, relative, 0, 0);
ShoppingTooltip1:SetInventoryItem("player", slotID)
ShoppingTooltip1:Show()
-- second tooltip
if slots[slotType .. "_other"] then
local slotID_other = GetInventorySlotInfo(slotName)
ShoppingTooltip2:SetOwner(GameTooltip, "ANCHOR_NONE");
ShoppingTooltip2:ClearAllPoints();
ShoppingTooltip2:SetPoint(anchor, ShoppingTooltip1, relative, 0, 0);
ShoppingTooltip2:SetInventoryItem("player", slotID_other)
ShoppingTooltip2:Show();
end
end
end
end
end)
end