I've got my lvl 2 shipyard. so time to get new IDs. I suppose lvl 3 is 207.
Darthpred [06-28-15 - 11:29]
I've got my lvl 2 shipyard. so time to get new IDs. I suppose lvl 3 is 207.
diff --git a/ElvUI_SLE/modules/garrison.lua b/ElvUI_SLE/modules/garrison.lua
index ca25bf5..1ec055a 100644
--- a/ElvUI_SLE/modules/garrison.lua
+++ b/ElvUI_SLE/modules/garrison.lua
@@ -3,13 +3,15 @@ local S = E:GetModule("Skins")
local G = E:GetModule("SLE_Garrison")
local buildID = {
- [8] = "War",
- [9] = "War",
- [10] = "War",
- [111] = "Trade",
- [144] = "Trade",
- [145] = "Trade",
+ [8] = "War",
+ [9] = "War",
+ [10] = "War",
+ [111] = "Trade",
+ [144] = "Trade",
+ [145] = "Trade",
[205] = "Ship",
+ [206] = "Ship",
+ [207] = "Ship",
}
function G:SHIPMENT_CRAFTER_INFO(event, success, _, maxShipments, plotID)
@@ -19,6 +21,7 @@ function G:SHIPMENT_CRAFTER_INFO(event, success, _, maxShipments, plotID)
G.clicked = true
local ID = C_Garrison.GetOwnedBuildingInfo(plotID)
local nope = buildID[ID]
+ print(ID, nope)
if nope then
if E.db.sle.garrison['auto'..nope] then
GarrisonCapacitiveDisplayFrame.CreateAllWorkOrdersButton:Click()