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7 changed files with 392 additions and 159 deletions

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.gitignore vendored Executable file → Normal file
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.sync/

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@ -1,6 +1,6 @@
Turn In Turn In
v2.3 v2.1
by Sabindeus of Terenas by Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance)
DESCRIPTION DESCRIPTION
------------- -------------
@ -30,4 +30,25 @@ COMMAND SUMMARY
Please send bug reports, questions or comments to sabin@sabindeus.com CHANGE LOG
-------------
v2.1 - Quest selection logic rewrite thanks to Arcanemagus of Hyjal
v2.0 - Logic rewrite and added a real GUI for the new NPC DB. Updated for WoW 2.0.
v1.3 - Greedy mode now actually works properly... I think. More to come! :/
v1.2 - Added Saved Variables. Turn In status now persists. Turn In now selects active quests and gossip options as well as available quests. Greedy mode lets you select an option regardless of if the one you wanted is availble.
v1.1 - Fixed "bug" regarding Duke Nicholas Zverenhoff (and possibly other NPCs). Was more of a sloppy omission than a bug really.
v1.0a - Added toggle function
v1.0 - Initial Release
Special Thanks to Florrail and Makhno for beta testing like a pro!
Extra Special Thanks to Arcanemagus for his code input!
Please send bug reports, questions or comments to Sabin1936@mac.com

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@ -1,14 +1,22 @@
--[[ --[[
Turn-In Mod Turn-In Mod
version 2.3 version 2.1
Authored by Ian Friedman Authored by Ian Friedman
Sabindeus of Terenas (Alliance) Sabindeus of Smolderthorn (Alliance)
The repeatable quest turn in automating machine. The repeatable quest turn in automating machine.
Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input
]] ]]
-- WOW Version detection
local function TI_IsRetail()
if WOW_PROJECT_ID == WOW_PROJECT_MAINLINE then
return true;
else
return false;
end
end
TI_VersionString = "2.0"; TI_VersionString = "2.0";
local TI_slashtable; local TI_slashtable;
@ -37,6 +45,7 @@ local TI_GossipDefaults = {
banker = "Bank" banker = "Bank"
}; };
TI_FunctionList = {};
local TI_DefaultStatus = { local TI_DefaultStatus = {
state = false, state = false,
@ -111,7 +120,7 @@ end
function TI_debug(...) function TI_debug(...)
if(TI_status.debugstate) then if(TI_status.debugstate) then
C_AddOns.LoadAddOn("Blizzard_DebugTools") LoadAddOn("Blizzard_DebugTools")
local x = {...}; local x = {...};
for k,v in pairs(x) do for k,v in pairs(x) do
if type(v) == "table" and DevTools_Dump then if type(v) == "table" and DevTools_Dump then
@ -193,7 +202,6 @@ function TI_LoadEvents()
end end
function TI_ResetPointers() function TI_ResetPointers()
TI_debug("resetting pointers")
TI_activenumber = 1; TI_activenumber = 1;
TI_availnumber = 1; TI_availnumber = 1;
TI_specnum = 0; TI_specnum = 0;
@ -412,7 +420,6 @@ function TI_CompleteQuest()
TI_ResetPointers(); TI_ResetPointers();
else else
TI_debug("quest is not completable, declining"); TI_debug("quest is not completable, declining");
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick(); QuestDetailDeclineButton_OnClick();
end end
end end
@ -475,11 +482,7 @@ function TI_HandleGossipWindow(gorq)
local x={}; local x={};
x.name = v.name; x.name = v.name;
x.gorq = gorq; x.gorq = gorq;
if x.orderIndex then
x.args = v.orderIndex;
else
x.args = i; x.args = i;
end
x.type = v.type; x.type = v.type;
x.icon = v.icon; x.icon = v.icon;
x.state = false; x.state = false;
@ -495,7 +498,6 @@ function TI_HandleGossipWindow(gorq)
local npcname = UnitName("npc"); local npcname = UnitName("npc");
if not issecretvalue(npcname) then
TI_AddNPCToTempList(npcname, ListEntry); TI_AddNPCToTempList(npcname, ListEntry);
if(TI_status.autoadd and (not TI_NPCDB[npcname])) then if(TI_status.autoadd and (not TI_NPCDB[npcname])) then
@ -520,7 +522,6 @@ function TI_HandleGossipWindow(gorq)
end end
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_debug("Out of available/active quests, giving up ");
TI_ResetPointers(); TI_ResetPointers();
return; return;
end end
@ -555,11 +556,7 @@ function TI_HandleGossipWindow(gorq)
for i2,v2 in ipairs(GossipOptions) do for i2,v2 in ipairs(GossipOptions) do
if (v2.name == current.name) then if (v2.name == current.name) then
TI_debug(i1.."-Gossip Match Found: "..current.name..", "..current.type); TI_debug(i1.."-Gossip Match Found: "..current.name..", "..current.type);
if(v2.args) then
TI_FunctionList.g.gossip(v2.args);
else
TI_FunctionList.g.gossip(i2); TI_FunctionList.g.gossip(i2);
end
return; return;
end end
end end
@ -574,8 +571,6 @@ function TI_HandleGossipWindow(gorq)
else else
TI_debug("npc not in list"); TI_debug("npc not in list");
end end
end
if(TI_status.usedefault == false) then if(TI_status.usedefault == false) then
TI_debug("npc not in list, default set to off, returning."); TI_debug("npc not in list, default set to off, returning.");
return; return;
@ -586,6 +581,7 @@ function TI_HandleGossipWindow(gorq)
if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then
SAvQ(AvailableQuests[TI_availnumber].questID); SAvQ(AvailableQuests[TI_availnumber].questID);
TI_debug("Selecting Available Quest ".. TI_availnumber); TI_debug("Selecting Available Quest ".. TI_availnumber);
TI_ResetPointers();
return; return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
while TI_activenumber <= #ActiveQuests do while TI_activenumber <= #ActiveQuests do
@ -603,8 +599,7 @@ function TI_HandleGossipWindow(gorq)
for j,val in ipairs(GossipOptions) do for j,val in ipairs(GossipOptions) do
if(val.type == current.type) then if(val.type == current.type) then
TI_ResetPointers(); TI_ResetPointers();
TI_debug("Selecting Gossip Option "..j) TI_FunctionList.g.gossip(j);
TI_FunctionList.g.gossip(val.args);
return; return;
end end
end end
@ -677,7 +672,19 @@ function TI_StripDescriptors(...)
return x; return x;
end end
function TI_TabulateGossipQuestUIInfo(gquis) function TI_TabulateGossipOptions_Classic(...)
local x = {};
local arg = {...};
for i=1, #arg, 2 do
local temp = {};
temp.name = arg[i];
temp.type = arg[i+1];
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipQuestUIInfo_Retail(gquis)
local x = {}; local x = {};
for i,gqui in ipairs(gquis) do for i,gqui in ipairs(gquis) do
@ -699,9 +706,9 @@ function TI_TabulateGossipQuestUIInfo(gquis)
return x; return x;
end end
function TI_TabulateGossipUIInfo(guis) function TI_TabulateGossipUIInfo_Retail(guis)
local x = {}; local x = {};
table.sort(guis, GossipOptionSort);
for i,gui in ipairs(guis) do for i,gui in ipairs(guis) do
local temp = {}; local temp = {};
temp.name = gui.name; temp.name = gui.name;
@ -713,85 +720,109 @@ function TI_TabulateGossipUIInfo(guis)
temp.icon = gui.icon; temp.icon = gui.icon;
temp.gossipOptionID = gui.gossipOptionID temp.gossipOptionID = gui.gossipOptionID
temp.orderIndex = gui.orderIndex temp.orderIndex = gui.orderIndex
temp.args = gui.orderIndex
table.insert(x, temp); table.insert(x, temp);
end end
return x; return x;
end end
function TI_TabulateGossipAvailableQuests_Classic(...)
function TI_TabulateGossipAvailableQuests_Classic(gquis)
local x = {}; local x = {};
local idx = 1;
for i,gqui in ipairs(gquis) do for i=1, select("#", ...), 7 do
local temp = {}; local temp = {};
temp.name = gqui.title; temp.name = select(i, ...);
if ( gqui.repeatable ) then local isTrivial = select(i+2, ...);
local isDaily = select(i+3, ...);
local isRepeatable = select(i+4, ...);
local isLegendary = select(i+5, ...);
local isIgnored = select(i+6, ...);
if ( isDaily ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon"; temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then elseif ( isRepeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyActiveQuestIcon";
elseif ( isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon"; temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon"; temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end end
temp.questID = gqui.questID; temp.questID = idx;
temp.isComplete = gqui.isComplete;
table.insert(x, temp); table.insert(x, temp);
idx = idx + 1;
end end
return x; return x;
end end
function TI_TabulateGossipActiveQuests_Classic(gquis) function TI_TabulateGossipActiveQuests_Classic(...)
local x = {}; local x = {};
local idx = 1;
for i,gqui in ipairs(gquis) do for i=1, select("#", ...), 6 do
local temp = {}; local temp = {};
temp.name = gqui.title; temp.name = select(i, ...);
if ( gqui.repeatable ) then local isComplete = select(i+3, ...);
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon"; temp.isComplete = isComplete;
elseif ( gqui.isLegendary ) then local isLegendary = select(i+4, ...);
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon"; if(isComplete) then
if(isLegendary) then
temp.icon = "Interface\\GossipFrame\\ActiveLegendaryQuestIcon";
else else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon"; temp.icon = "Interface\\GossipFrame\\ActiveQuestIcon";
end end
temp.questID = gqui.questID; else
temp.isComplete = gqui.isComplete; temp.icon = "Interface\\GossipFrame\\IncompleteQuestIcon";
end
temp.questID = idx;
table.insert(x, temp); table.insert(x, temp);
idx = idx + 1;
end end
return x; return x;
end end
TI_FunctionList = {} -- set up functions by release type
function TI_SetupFunctions() if (TI_IsRetail()) then
TI_FunctionList = { TI_FunctionList = {
g = { g = {
availquest = C_GossipInfo.SelectAvailableQuest, availquest = C_GossipInfo.SelectAvailableQuest,
activequest = C_GossipInfo.SelectActiveQuest, activequest = C_GossipInfo.SelectActiveQuest,
gossip = C_GossipInfo.SelectOptionByIndex, gossip = SelectGossipOption,
getavailquests = C_GossipInfo.GetAvailableQuests, getavailquests = C_GossipInfo.GetAvailableQuests,
getactivequests = C_GossipInfo.GetActiveQuests, getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions, getoptions = C_GossipInfo.GetOptions,
tabulateOptions = TI_TabulateGossipUIInfo, tabulateAvailable = TI_TabulateGossipQuestUIInfo_Retail,
tabulateActive = TI_TabulateGossipQuestUIInfo_Retail,
tabulateOptions = TI_TabulateGossipUIInfo_Retail,
}, },
q = { q = {
activequest = SelectActiveQuest, activequest = SelectActiveQuest,
availquest = SelectAvailableQuest, availquest = SelectAvailableQuest,
} }
} };
if QuestUtil.GetQuestIconOffer then
TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipQuestUIInfo
TI_FunctionList.g.tabulateActive = TI_TabulateGossipQuestUIInfo
else else
TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic TI_FunctionList = {
TI_FunctionList.g.tabulateActive = TI_TabulateGossipActiveQuests_Classic g = {
availquest = SelectGossipAvailableQuest,
activequest = SelectGossipActiveQuest,
gossip = SelectGossipOption,
getavailquests = GetGossipAvailableQuests,
getactivequests = GetGossipActiveQuests,
getoptions = GetGossipOptions,
tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic,
tabulateActive = TI_TabulateGossipActiveQuests_Classic,
tabulateOptions = TI_TabulateGossipOptions_Classic,
},
q = {
activequest = SelectActiveQuest,
availquest = SelectAvailableQuest,
}
};
end end
end
TI_SetupFunctions()
--[[this function stolen from WhisperCast by Sarris, whom I love dearly for his contribution to Paladins everywhere.
]]
function TI_copyTable( src ) function TI_copyTable( src )
local copy = {} local copy = {}
for k1,v1 in pairs(src) do for k1,v1 in pairs(src) do

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@ -1,5 +1,5 @@
## Interface: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508 ## Interface: 100000
## X-Compatible-With: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508 ## X-Compatible-With: 100000
## Title: Turn In ## Title: Turn In
## Notes: Automates the selection of quest and gossip options. ## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex ## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex

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@ -684,6 +684,167 @@
<Size> <Size>
<AbsDimension x="200" y="30"/> <AbsDimension x="200" y="30"/>
</Size> </Size>
<!--<Layers>
<Layer level="OVERLAY">
<FontString name="$parentText" justifyV="top" justifyH="left" inherits="GameFontNormal" text="Gossip Options">
<Anchors>
<Anchor point="TOPLEFT" />
</Anchors>
</FontString>
</Layer>
<Layer level="BACKGROUND">
<Texture name="$parent_Background" setAllPoints="true">
<Color r="0" g="1" b="0" a="0.0"/>
</Texture>
</Layer>
</Layers>-->
<Frames>
<Button name="$parent1" id="1" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent2" id="2" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent1">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent3" id="3" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent2">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent4" id="4" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent3">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent5" id="5" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent4">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent6" id="6" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent5">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent7" id="7" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent6">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent8" id="8" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent7">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent9" id="9" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent8">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent10" id="10" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent9">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent11" id="11" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent10">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent12" id="12" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent11">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent13" id="13" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent12">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent14" id="14" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent13">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent15" id="15" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent14">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent16" id="16" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent15">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
</Frames>
</Frame> </Frame>
</ScrollChild> </ScrollChild>
</ScrollFrame> </ScrollFrame>

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@ -1,30 +1,3 @@
local TI_OptionsPriorityFramePool = {};
local TI_OptionsPriorityFramePoolMax = 0;
local function TI_GetOptionsPriorityFrame(idx)
if idx > TI_OptionsPriorityFramePoolMax then
for i=TI_OptionsPriorityFramePoolMax+1, idx, 1 do
local frame = CreateFrame("Button", "TI_OptionsPriority"..i,
getglobal("TI_OptionsPriority"), "TI_PriorityList", i);
if i == 1 then
frame:SetPoint("TOPLEFT", 0, 0);
else
frame:SetPoint("TOPLEFT", "TI_OptionsPriority"..i-1, "BOTTOMLEFT", 0, 0);
end
frame:Hide();
table.insert(TI_OptionsPriorityFramePool, i, frame);
TI_OptionsPriorityFramePoolMax = TI_OptionsPriorityFramePoolMax + 1;
end
end
return TI_OptionsPriorityFramePool[idx];
end
local function TI_HideUnusedOptionFrames(last)
for i=last, TI_OptionsPriorityFramePoolMax, 1 do
TI_OptionsPriorityFramePool[i]:Hide();
end
end
function TI_PopulateOptions(arg) function TI_PopulateOptions(arg)
TI_debug(arg); TI_debug(arg);
local CurrOpts; local CurrOpts;
@ -37,9 +10,9 @@ function TI_PopulateOptions(arg)
end end
for i,v in ipairs(CurrOpts) do for i,v in ipairs(CurrOpts) do
local entrybutton = TI_GetOptionsPriorityFrame(i); local entry = "TI_OptionsPriority" .. i;
local icon, entrytext = entrybutton:GetRegions(); local entrybutton = getglobal(entry);
local checkbox = entrybutton:GetChildren(); local entrytext = getglobal("TI_OptionsPriority"..i.."_Text");
local iconpath; local iconpath;
if(v.name == nil) then TI_debug("oh noes") end; if(v.name == nil) then TI_debug("oh noes") end;
entrytext:SetText(v.name); entrytext:SetText(v.name);
@ -62,15 +35,16 @@ function TI_PopulateOptions(arg)
iconpath = "Interface/GossipFrame/" .. v.type .. "GossipIcon"; iconpath = "Interface/GossipFrame/" .. v.type .. "GossipIcon";
end end
end end
icon:SetTexture(iconpath); getglobal(entry .. "_Icon"):SetTexture(iconpath);
checkbox:SetChecked(v.state); getglobal(entry .. "_Check"):SetChecked(v.state);
entrytext:SetWidth(156); --make sure to change this if you change the anchors in the XML entrytext:SetWidth(156); --make sure to change this if you change the anchors in the XML
entrybutton:SetHeight( entrytext:GetHeight() + 6); entrybutton:SetHeight( entrytext:GetHeight() + 6);
entrybutton:Show(); entrybutton:Show();
last = last+1; last = last+1;
end end
TI_HideUnusedOptionFrames(last); for j=last, 16, 1 do
getglobal("TI_OptionsPriority" .. j):Hide();
end
TI_OptionsPriorityScrollFrame:SetVerticalScroll(0); TI_OptionsPriorityScrollFrame:SetVerticalScroll(0);
TI_OptionsPriorityScrollFrame:UpdateScrollChildRect(); TI_OptionsPriorityScrollFrame:UpdateScrollChildRect();
TI_StatusIndicatorUpdate(); TI_StatusIndicatorUpdate();
@ -79,6 +53,31 @@ function TI_PopulateOptions(arg)
TI_SettingCheckboxUpdate(); TI_SettingCheckboxUpdate();
end end
--[[
function TI_PopulateOptions(arg)
TI_debug(arg);
if(TI_status and TI_status.options) then
for i,v in ipairs(TI_status.options) do
local entry = "TI_OptionsPriority" .. i;
local iconpath;
if(v.name == nil) then TI_debug("oh noes") end;
if(getglobal(entry .. "_Text") == nil) then TI_debug("wtf "..entry .. "_Text") end;
getglobal(entry .. "_Text"):SetText(v.name);
if(v.type == "activequest") then
iconpath = "Interface\\GossipFrame\\ActiveQuestIcon";
elseif(v.type == "availquest") then
iconpath = "Interface\\GossipFrame\\AvailableQuestIcon";
else
iconpath = "Interface\\GossipFrame\\" .. v.type .. "GossipIcon";
end
getglobal(entry .. "_Icon"):SetTexture(iconpath);
getglobal(entry .. "_Check"):SetChecked(v.state);
getglobal(entry):Show();
end
end
TI_NPCListScrollBarUpdate();
end
]]--
function TI_NPCListScrollBarUpdate() function TI_NPCListScrollBarUpdate()
if(TI_NPCIndex) then if(TI_NPCIndex) then
@ -90,6 +89,19 @@ function TI_NPCListScrollBarUpdate()
local offset = FauxScrollFrame_GetOffset(TI_NPCListScrollFrame); local offset = FauxScrollFrame_GetOffset(TI_NPCListScrollFrame);
local i=1; local i=1;
local j=1; local j=1;
--~ for k, v in pairs(TI_NPCDB) do
--~ if(offset <= i and i < offset+8) then
--~ if(i <= table.getn(TI_NPCDB)) then
--~ getglobal("TI_OptionsNPCContainer"..j.."_Text"):SetText(k);
--~ getglobal("TI_OptionsNPCContainer"..j.."_Check"):SetChecked(v.state);
--~ getglobal("TI_OptionsNPCContainer"..j):Show();
--~ else
--~ getglobal("TI_OptionsNPCContainer"..j):Hide();
--~ end
--~ j = j + 1;
--~ end
--~ i = i + 1;
--~ end
for line=1,8 do for line=1,8 do
lineplusoffset = line + FauxScrollFrame_GetOffset(TI_NPCListScrollFrame); lineplusoffset = line + FauxScrollFrame_GetOffset(TI_NPCListScrollFrame);

7
TurnIn_Wrath.toc Executable file
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@ -0,0 +1,7 @@
## Interface: 30400
## X-Compatible-With: 30400
## Title: Turn In
## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex
## Version: 2.2
TurnIn.xml