fixed secondary item slot (rings, weapon, trinkets) autoequip bug
Alex Shubert [10-12-12 - 06:42]
fixed secondary item slot (rings, weapon, trinkets) autoequip bug
diff --git a/AutoTurnIn.lua b/AutoTurnIn.lua
index f9e8323..0a08e03 100644
--- a/AutoTurnIn.lua
+++ b/AutoTurnIn.lua
@@ -347,13 +347,16 @@ function AutoTurnIn:TurnInQuest(rewardIndex)
local slotNumber = GetInventorySlotInfo(slot[1])
local invLink = GetInventoryItemLink("player", slotNumber)
local eqLevel = invLink and select(4, GetItemInfo(invLink)) or 0
+
-- If reward is a ring trinket or one-handed weapons all slots must be checked in order to swap one with a lesser item-level
if (#slot > 1) then
- invLink = GetInventoryItemLink("player", GetInventorySlotInfo(slot[2]))
+ local slot2Number = GetInventorySlotInfo(slot[2])
+ invLink = GetInventoryItemLink("player", slot2Number)
if (invLink) then
- local eq2Level = select(4, GetItemInfo(invLink))
+ local eq2Level = select(4, GetItemInfo(invLink)) or 0
+ -- do not reorder number and level assignments.
+ slotNumber = (eqLevel > eq2Level) and slot2Number or slotNumber
eqLevel = (eqLevel > eq2Level) and eq2Level or eqLevel
- slotNumber = (eqLevel > eq2Level) and GetInventorySlotInfo(slot[2]) or slotNumber
end
end
if(lootLevel > eqLevel) then
@@ -362,7 +365,6 @@ function AutoTurnIn:TurnInQuest(rewardIndex)
self.delayFrame:Show()
end
end
-
end
end
@@ -373,7 +375,7 @@ function AutoTurnIn:TurnInQuest(rewardIndex)
elseif (GetNumQuestChoices() == 0) then
self:Print("Debug: turning quest in")
end
- else
+ else
GetQuestReward(rewardIndex)
end
end
@@ -523,7 +525,7 @@ function AutoTurnIn:QUEST_COMPLETE()
end
end
else
- self:TurnInQuest(1)
+ self:TurnInQuest(1) -- index greater than '0' enables autoequip check.
end
end
end