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211 lines
7.1 KiB
211 lines
7.1 KiB
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5 years ago
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-- To use random hearthstone toys gathered through world events.
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local AllHearthToyIndex = {} --All the toys
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local UsableHearthToyIndex = {} --Usable toys
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local RHTIndex = false --Macro index
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RHT = {} --Setup for button and timeout frame
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local RHTInitialized = false
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-- Setting up an invisible button named RHTB. Toys can only be used through a button click, so we need one for the macro to click.
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local frame = CreateFrame("Frame")
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RHT.b = CreateFrame("Button","RHTB",nil,"SecureActionButtonTemplate")
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RHT.b:SetAttribute("type","item")
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-- Setting up a frame to wait and see if the toybox is loaded before getting stones on login.
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local timeOut = 10 --Delay for checking stones.
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RHT.to = CreateFrame("Frame","RHTO", UIParent)
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RHT.to:SetScript("OnUpdate", function (self, elapse)
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if timeOut > 0 then
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timeOut = timeOut - elapse
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else
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if C_ToyBox.GetNumToys() > 0 then
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GetLearnedStones()
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if RHTInitialized then
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SetRandomHearthToy()
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print "RHT initialized"
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RHT.to:SetScript("OnUpdate", nil)
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else
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timeOut = 1
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end
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else
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timeOut = 1
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end
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end
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end)
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frame:RegisterEvent("PLAYER_ENTERING_WORLD")
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-- Blizz broke deleting items from bags, leaving code incase I find a fix. Yeah. Right.
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--frame:RegisterEvent("BAG_UPDATE")
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-- Spellcast stopping is the check for if a hearthstone has been used.
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frame:RegisterEvent("UNIT_SPELLCAST_STOP")
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local function Event(self, event, arg1, arg2, arg3)
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if event == "PLAYER_ENTERING_WORLD" then
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GetMacroIndex()
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frame:UnregisterEvent("PLAYER_ENTERING_WORLD")
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end
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-- When a spell cast stops and it's the player's spell, send the ID to check if it's a stone.
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if event == "UNIT_SPELLCAST_STOP" and arg1 == "player" then
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SpellcastUpdate(arg3)
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end
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-- Currently not used. Thx Blizz.
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if event == "BAG_UPDATE" then
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DeleteHearthstone()
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end
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end
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frame:SetScript("OnEvent", Event)
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-- Generate list of stones in game.
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AllHearthToyIndex[166747] = 286353 --Brewfest
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AllHearthToyIndex[165802] = 286031 --Noble
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AllHearthToyIndex[165670] = 285424 --Peddlefeet
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AllHearthToyIndex[165669] = 285362 --Lunar
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AllHearthToyIndex[166746] = 286331 --Fire Eater
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AllHearthToyIndex[163045] = 278559 --Horseman
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AllHearthToyIndex[162973] = 278244 --Greatfather
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AllHearthToyIndex[142542] = 231504 --Tome of TP
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AllHearthToyIndex[64488] = 94719 --Innkeeper
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AllHearthToyIndex[54452] = 75136 --Ethereal
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AllHearthToyIndex[93672] = 136508 --Dark Portal
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AllHearthToyIndex[168907] = 298068 --Holographic Digitalization
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AllHearthToyIndex[172179] = 308742 --Eternal Traveler
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--Necrolords have to be special, can't use it unless you are one. Also, covenant check can't occur until fully loaded; moving this to check along stone checking.
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--AllHearthToyIndex[182773] = 340200 --Necrolord
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AllHearthToyIndex[180290] = 326064 --Night Fae
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AllHearthToyIndex[184353] = 345393 --Kyrian
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AllHearthToyIndex[183716] = 342122 --Venthyr
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-- This is the meat right here.
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function SetRandomHearthToy()
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-- Setting the new stone while in combat is bad.
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--if not InCombatLockdown() then
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-- Find the macro.
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CheckMacroIndex()
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-- Rebuild the stone list if it's empty.
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if next(UsableHearthToyIndex) == nil then
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GetLearnedStones()
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end
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local itemID, toyName = ''
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-- Randomly pick one.
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local k = RandomKey(UsableHearthToyIndex)
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local itemID, toyName = C_ToyBox.GetToyInfo(k)
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if toyName then
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-- Remove it from the list so we don't pick it again.
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RemoveStone(k)
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-- Write the macro.
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GenMacro(itemID, toyName)
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-- Set button for first use
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if not RHT.b:GetAttribute("item") then RHT.b:SetAttribute("item",toyName) end
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end
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--end
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end
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-- Get stones learned and usable by character
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function GetLearnedStones()
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-- Checking to see if we're a Necrolord. We should be fully loaded by now since we're wating for the ToyBox to load.
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if C_Covenants.GetActiveCovenantID() == 4 then
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AllHearthToyIndex[182773] = 340200 --Necrolord
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end
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-- Get the current setting for the toybox so we can set it back after we're done.
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ToyCollSetting = C_ToyBox.GetCollectedShown()
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ToyUnCollSetting = C_ToyBox.GetUncollectedShown()
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ToyUsableSetting = C_ToyBox.GetUnusableShown()
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C_ToyBox.SetCollectedShown(true) -- List collected toys
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C_ToyBox.SetUncollectedShown(false) -- Don't list uncollected toys
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C_ToyBox.SetUnusableShown(false) -- Don't list unusable toys in the the collection.
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-- Go through all the toys to find the usable stons.
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for i = 1, C_ToyBox.GetNumFilteredToys() do
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-- Go through all the stone to see if this toy is a stone.
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for k in pairs(AllHearthToyIndex) do
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if k == C_ToyBox.GetToyFromIndex(i) then
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UsableHearthToyIndex [k] = 1
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end
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end
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end
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-- Reset the toybox filter
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C_ToyBox.SetCollectedShown(ToyCollSetting)
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C_ToyBox.SetUncollectedShown(ToyUnCollSetting)
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C_ToyBox.SetUnusableShown(ToyUsableSetting)
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if next(UsableHearthToyIndex) then
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RHTInitialized = true
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end
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end
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-- We've removed the name from the macro, so now we need to find it so we know which one to edit.
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function GetMacroIndex()
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local numg, numc = GetNumMacros()
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for i = 1, numg do
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local macroCont = GetMacroBody(i)
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-- Hopefully no other macro ever made has "RHT.b" in it...
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if string.find(macroCont, "RHT.b") then
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RHTIndex = i
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end
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end
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end
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-- Have we found the macro yet? Also, make sure the macro we're editing is the right one in case the user rearranged things or deleted it. If not, go find it.
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function CheckMacroIndex()
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local macroCont = GetMacroBody(RHTIndex)
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if macroCont then
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if string.find(macroCont, "RHT.b") then
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return
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end
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end
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GetMacroIndex()
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end
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-- Macro writing time.
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function GenMacro(itemID, toyName)
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-- Did we find the index? If so, edit that. The macro changes the button to the next stone, but only if we aren't in combat; can't SetAttribute. It then "clicks" the RHTB button
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if RHTIndex then
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EditMacro(RHTIndex, " ", "INV_MISC_QUESTIONMARK", "#showtooltip item:" .. itemID .. "\r/run if not InCombatLockdown() then RHT.b:SetAttribute(\"item\",\"" .. toyName .. "\") end\r/click RHTB")
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else
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-- No macro found, make a new one, get it's ID, then set the toy on the invisble button. This one is named so people can find it on first use.
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CreateMacro("RHT", "INV_MISC_QUESTIONMARK", "#showtooltip item:" .. itemID .. "\r/run if not InCombatLockdown() then RHT.b:SetAttribute(\"item\",\"" .. toyName .. "\") end\r/click RHTB")
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GetMacroIndex()
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end
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end
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-- Remove stone from the list so we don't use it again. (Here for debugging)
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function RemoveStone(k)
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UsableHearthToyIndex[k] = nil
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end
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-- Did a stone get used?
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function SpellcastUpdate(spellID)
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if not InCombatLockdown() then
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for k in pairs(AllHearthToyIndex) do
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if spellID == AllHearthToyIndex[k] then
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SetRandomHearthToy()
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break
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end
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end
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end
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end
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-- Old function to delete the base HS from bags. Leaving in case I can find a workaround from Blizz's change.
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function DeleteHearthstone()
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for bag = 0,4 do
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for slot = 1, 32 do
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local itemID = GetContainerItemID(bag,slot)
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if itemID == 6948 then
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PickupContainerItem(bag,slot)
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DeleteCursorItem()
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end
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end
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end
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end
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-- Code to randomly pick a key from a table.
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function RandomKey(t)
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local keys = {}
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for key, value in pairs(t) do
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keys[#keys+1] = key --Store keys in another table.
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end
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index = keys[math.random(1, #keys)]
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return index
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end
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