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Updated:09-26-12 03:38 PM
Created:12-17-10 04:35 PM
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AiL  Popular! (More than 5000 hits)

Version: 0.9.3
by: havoc74 [More]

Simply adds your average item level to your character frame, and adds other players' average item level to the tooltip.

*** NOTICE *** Version 0.9.1 may require you to actually click on your target to get correct results. This is a bug in Blizzard's API, sorry for the inconvenience.

12-30-2010: AiL-0.4: Bug Fix: While Inspect Frame is open, mousing over another player throws an exception. Thank you zaphon.

12-29-2010: AiL-0.3: Bug Fix: GetAiL() returning nil on a naked player unit. Thank you Krellmax and zaphon.

6-13-2012: AiL-0.6: As per comment requests, I updated AiL to update the Character Frame when an item is swapped with another. Also, as far as I can tell, the Transmog doesn't affect the addon in any way. All tests on self and other players proved to be accurate. Thank you again for the comments, and again, I apologize for not updating this addon more frequently.

6-13-2012: AiL-0.7: Quick Bug Fix - iLevel reporting as nil at load.

7-20-2012: AiL-0.8: Responded to a request to remove the "AiL -VERSION- Loaded." Chat Frame Notification.

9-1-2012: AiL-0.9: Updated to MoP Pre-Release patch 5.0.4.

9-7-2012: AiL-0.9.1: Using Skarj's suggestion, AiL works, but you may have to actually click on your target to get correct results.

9-23-2012: AiL-0.9.2: Fixed the issue of not being able to inspect a unit if AiL is enabled.

9-26-2012: AiL-0.9.3: Removed the un-needed Character Frame. This also eliminated an LUA error on showing the Character Frame.
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 AiL
0.9.2
2kB
havoc74
09-23-12 11:26 AM


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Unread 12-21-10, 04:30 PM  
havoc74
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Originally posted by Cralor
Well, I'm still having an issue getting to where I want.

Increasing INCMOD will increase the intensity, but for all of them.

Specifically, I want the iLvls that are significantly higher (like 15+) to be more red than others. Increasing the INCMOD will make iLvl 326 (lower than me) still a dark read. It's quite hard to tell the difference between that and an iLvl 352 anyway.

What should I change to achieve this?
Ok, sorry I haven't gotten back to you sooner, I work 3rd shift, and last night I worked 12 hours, I just woke up. Anyway.....

I don't want to change AiL, it was never meant to be a comparative addon, just an informative addon. But for you the answer is quite easy.

local function ColorText(iLvl)
local myLevel = tonumber(GetAIL("player"))
local color = "FFFFFF"

if iLvl >= (myLevel + 20) then
color = "FF0033" -- red
elseif iLvl >= (myLevel + 10) then
color = "FF6633" -- orange
elseif iLvl > myLevel then
color = "FFFF00" -- yellow
elseif iLvl <= myLevel then
color = "33CC00" -- green
end

return color
end

Add your ColorText function to the addon, then do this:

--GameTooltip:AddLine(format("AiL: " .. ail), r, gb, gb);
GameTooltip:AddLine(format(ColorText(ail).."AiL: "..ail.."|r"));

comment out the first line as above, and copy/paste the second line in. It uses your function and you can do it locally.
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Unread 12-20-10, 07:59 PM  
Cralor
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Well, I'm still having an issue getting to where I want.

Increasing INCMOD will increase the intensity, but for all of them.

Specifically, I want the iLvls that are significantly higher (like 15+) to be more red than others. Increasing the INCMOD will make iLvl 326 (lower than me) still a dark read. It's quite hard to tell the difference between that and an iLvl 352 anyway.

What should I change to achieve this?
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Unread 12-19-10, 08:35 PM  
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Originally posted by havoc74
Feel free to make changes as you would like, if you increase INCMOD, you should get the results you want. INCMOD's range is 0.0 to 1.0.
Great, thanks.
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Unread 12-19-10, 02:45 PM  
havoc74
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Originally posted by Cralor
One other suggestion Can the intensity's slope be increased? I'm iLvl 336 and hovering over a iLvl 352 player just doesn't blow up in your face like it should :P
Feel free to make changes as you would like, if you increase INCMOD, you should get the results you want. INCMOD's range is 0.0 to 1.0.
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Unread 12-19-10, 02:21 PM  
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One other suggestion Can the intensity's slope be increased? I'm iLvl 336 and hovering over a iLvl 352 player just doesn't blow up in your face like it should :P
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Unread 12-19-10, 01:33 AM  
havoc74
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Originally posted by Cralor
Oh nvm so you made the changes. Nice!!!


Yes, the changes have been made, but I do like your changes as well, comparative instead of red intensity. You can post a patch if you'd like to your version, or use my code as a baseline and make your own, feel free to do whatever
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Unread 12-18-10, 12:22 PM  
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Oh nvm so you made the changes. Nice!!!
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Unread 12-18-10, 12:07 PM  
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Ah, okay, I hadn't known that about the API function. Thanks for clearing that up

Anyway, here is the changes I have made:

http://pastey.net/144037/45:60:63:64:38
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Unread 12-18-10, 11:06 AM  
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Originally posted by XokEE
Thanks for the addon, exactly what I was slooking for.

As for the average ilvl function, I believe it uses every item you own (inclused stuff in your bags and bank) so it wouldnt be your real equiped average item level.

Keep up the good work!
I'm not using that function anyway, my addon scans your equipped slots and gets an average of only those items. Thank you for trying it out
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Last edited by havoc74 : 12-19-10 at 02:47 PM.
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Unread 12-18-10, 10:20 AM  
XokEE
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Thanks for the addon, exactly what I was slooking for.

As for the average ilvl function, I believe it uses every item you own (including stuff in your bags and bank) so it wouldnt be your real equiped average item level.

Keep up the good work!
Last edited by XokEE : 12-18-10 at 03:20 PM.
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Unread 12-18-10, 03:05 AM  
havoc74
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Originally posted by Cralor
I started working on something like this... but glad someone beat me to it

Couple suggestions / feedback:

1) Player iLvl can simply be obtained using the new GetAverageItemLevel() method No need to use your created function unless if it is another unit.

2) Include a ClearInspectPlayer() call after NotifyInspect(unit) & GetAIL() calls. (This will stop any continuing inspection of the player - saving resources.)

3) Color code the item level of other players based on the comparison between yours and theirs. e.g. red if they are 20 or more ilvl above you, orange for 10 or more, etc.

EDIT: I've made all of the above changes in my local edition if you'd like to see them
1. Your right, GetAverageItemLevel() would do the trick just fine, but I didn't want yet another function, and I needed the current function for other units.

2. Excellent, I must have overlooked that, I will update it immediately!

3. I love this idea, I will also include it into this next update!

Cralor, thank you for your suggestions, I do appreciate it!

EDIT: Yes, post your changes, I'll look them over, I'd to make other units' color to change from white to dark red, similar to GearScore.
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Last edited by havoc74 : 12-18-10 at 03:16 AM.
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Unread 12-17-10, 10:55 PM  
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I started working on something like this... but glad someone beat me to it

Couple suggestions / feedback:

1) Player iLvl can simply be obtained using the new GetAverageItemLevel() method No need to use your created function unless if it is another unit.

2) Include a ClearInspectPlayer() call after NotifyInspect(unit) & GetAIL() calls. (This will stop any continuing inspection of the player - saving resources.)

3) Color code the item level of other players based on the comparison between yours and theirs. e.g. red if they are 20 or more ilvl above you, orange for 10 or more, etc.

EDIT: I've made all of the above changes in my local edition if you'd like to see them
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Last edited by Cralor : 12-18-10 at 12:21 AM.
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Unread 12-17-10, 10:41 PM  
havoc74
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Originally posted by GHC
finally...i've waited for this so thanks a lot.
Your very welcome
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Unread 12-17-10, 09:03 PM  
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finally...i've waited for this so thanks a lot.
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Unread 12-17-10, 07:07 PM  
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Originally posted by Sideshow
Very good, I thought of that before
Ty, feel free to improve on it. I just whipped it fast so I could monitor when I had good enough gear for the new dungeons.
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