Originally Posted by Fizzlemizz
Lua Code:
local GetCostForPointAtRank = C_ArtifactUI.GetCostForPointAtRank local itemID, altItemID, name, icon, artifactXP, pointsSpent, quality, artifactAppearanceID, appearanceModID, itemAppearanceID, altItemAppearanceID, altOnTop, artifactTier = C_ArtifactUI.GetEquippedArtifactInfo() local pointsAvailable = 0 local xpForNextPoint = GetCostForPointAtRank(pointsSpent + pointsAvailable, artifactTier) or 0 while artifactXP >= xpForNextPoint do artifactXP = artifactXP - xpForNextPoint pointsAvailable = pointsAvailable + 1 xpForNextPoint = GetCostForPointAtRank(pointsSpent + pointsAvailable, artifactTier) or 0 end local text = floor((artifactXP/xpForNextPoint)*100).."%"
You might want to add a check for artifactXP/xpForNextPoint being less than 0 or greater than 1.
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in a wierd little way i do that here
Lua Code:
if not HasArtifactEquipped() then self:Hide() return end