From dcc1f1c801347935d93d66588a57535e1e2301b6 Mon Sep 17 00:00:00 2001 From: pschifferer Date: Fri, 20 Nov 2009 03:48:17 +0000 Subject: [PATCH] Removed "have X, need X" display from intermediate items. In retrospect, showing those values is rather pointless, since the number on the icon tells you how many you need to make, and adjusting it according to inventory is already done before populating the intermediate queue, so a breakdown of have/need doesn't tell you anything you already know. --- CauldronMainUI.lua | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/CauldronMainUI.lua b/CauldronMainUI.lua index 59fa4b8..a0306f0 100644 --- a/CauldronMainUI.lua +++ b/CauldronMainUI.lua @@ -917,14 +917,15 @@ function Cauldron:UpdateQueue() -- set quantity info frame = _G["CauldronQueueIntItem"..i.."Info"]; local countInfo = Cauldron:ReagentCount(queueInfo.name); - local infoText = string.format(queueInfo.tradeskill.."; "..L["Have %d"], countInfo.has); + local infoText = queueInfo.tradeskill; + --[[ string.format(queueInfo.tradeskill.."; "..L["Have %d"], countInfo.has); if countInfo.bank > 0 then infoText = infoText..string.format(L[" (%d in bank)"], countInfo.bank); end local need = math.max(0, queueInfo.amount - countInfo.has); if need > 0 then infoText = infoText..string.format(L[", need %d"], need); - end + end --]] -- alts/bank/etc. frame:SetText(infoText); frame:SetTextColor(0.1, 0.1, 0.1, 1.0); -- 1.7.9.5