-- To use random hearthstone toys gathered through world events. local AllHearthToyIndex = {} --All the toys local UsableHearthToyIndex = {} --Usable toys local RHTIndex = false --Macro index RHT = {} --Setup for button and timeout frame local RHTInitialized = false --Frame to catch events local frame = CreateFrame("Frame") -- 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. RHT.b = CreateFrame("Button","RHTB",nil,"SecureActionButtonTemplate") RHT.b:RegisterForClicks("AnyUp","AnyDown") RHT.b:SetAttribute("type","item") -- Setting up a frame to wait and see if the toybox is loaded before getting stones on login. local timeOut = 10 --Delay for checking stones. RHT.to = CreateFrame("Frame","RHTO", UIParent) RHT.to:SetScript("OnUpdate", function (self, elapse) if timeOut > 0 then timeOut = timeOut - elapse else if C_ToyBox.GetNumToys() > 0 then GetLearnedStones() if RHTInitialized then SetRandomHearthToy() print "RHT initialized" RHT.to:SetScript("OnUpdate", nil) else timeOut = 1 end else timeOut = 1 end end end) frame:RegisterEvent("PLAYER_ENTERING_WORLD") -- Blizz broke deleting items from bags, leaving code incase I find a fix. Yeah. Right. --frame:RegisterEvent("BAG_UPDATE") -- Spellcast stopping is the check for if a hearthstone has been used. frame:RegisterEvent("UNIT_SPELLCAST_STOP") local function Event(self, event, arg1, arg2, arg3) if event == "PLAYER_ENTERING_WORLD" then GetMacroIndex() frame:UnregisterEvent("PLAYER_ENTERING_WORLD") end -- When a spell cast stops and it's the player's spell, send the ID to check if it's a stone. if event == "UNIT_SPELLCAST_STOP" and arg1 == "player" then SpellcastUpdate(arg3) end -- Currently not used. Thx Blizz. if event == "BAG_UPDATE" then DeleteHearthstone() end end frame:SetScript("OnEvent", Event) -- Generate list of stones in game. -- [Item ID] = Spell ID AllHearthToyIndex[166747] = 286353 --Brewfest AllHearthToyIndex[165802] = 286031 --Noble AllHearthToyIndex[165670] = 285424 --Peddlefeet AllHearthToyIndex[165669] = 285362 --Lunar AllHearthToyIndex[166746] = 286331 --Fire Eater AllHearthToyIndex[163045] = 278559 --Horseman AllHearthToyIndex[162973] = 278244 --Greatfather AllHearthToyIndex[142542] = 231504 --Tome of TP AllHearthToyIndex[64488] = 94719 --Innkeeper AllHearthToyIndex[54452] = 75136 --Ethereal AllHearthToyIndex[93672] = 136508 --Dark Portal AllHearthToyIndex[168907] = 298068 --Holographic Digitalization AllHearthToyIndex[172179] = 308742 --Eternal Traveler AllHearthToyIndex[190237] = 367013 --Broker AllHearthToyIndex[188952] = 363799 --Dominated AllHearthToyIndex[200630] = 391042 --Windsage AllHearthToyIndex[206195] = 412555 --Path of the Naaru --These need covenat checks, can't use it unless you are one. Also, covenant check can't occur until fully loaded; moving this to check along stone checking. --AllHearthToyIndex[182773] = 340200 --Necrolord --AllHearthToyIndex[180290] = 326064 --Night Fae --AllHearthToyIndex[184353] = 345393 --Kyrian --AllHearthToyIndex[183716] = 342122 --Venthyr -- This is the meat right here. function SetRandomHearthToy() -- Setting the new stone while in combat is bad. --if not InCombatLockdown() then -- Find the macro. CheckMacroIndex() -- Rebuild the stone list if it's empty. if next(UsableHearthToyIndex) == nil then GetLearnedStones() end local itemID, toyName = '' -- Randomly pick one. local k = RandomKey(UsableHearthToyIndex) local itemID, toyName = C_ToyBox.GetToyInfo(k) if toyName then -- Remove it from the list so we don't pick it again. RemoveStone(k) -- Write the macro. GenMacro(itemID, toyName) -- Set button for first use if not RHT.b:GetAttribute("item") then RHT.b:SetAttribute("item",toyName) end end --end end -- Get stones learned and usable by character function GetLearnedStones() -- Checking to see if we're a Necrolord. We should be fully loaded by now since we're wating for the ToyBox to load. if C_Covenants.GetActiveCovenantID() == 4 then AllHearthToyIndex[182773] = 340200 --Necrolord elseif C_Covenants.GetActiveCovenantID() == 3 then AllHearthToyIndex[180290] = 326064 --Night Fae elseif C_Covenants.GetActiveCovenantID() == 2 then AllHearthToyIndex[183716] = 342122 --Venthyr elseif C_Covenants.GetActiveCovenantID() == 1 then AllHearthToyIndex[184353] = 345393 --Kyrian end -- Get the current setting for the toybox so we can set it back after we're done. ToyCollSetting = C_ToyBox.GetCollectedShown() ToyUnCollSetting = C_ToyBox.GetUncollectedShown() ToyUsableSetting = C_ToyBox.GetUnusableShown() C_ToyBox.SetCollectedShown(true) -- List collected toys C_ToyBox.SetUncollectedShown(false) -- Don't list uncollected toys C_ToyBox.SetUnusableShown(false) -- Don't list unusable toys in the the collection. -- Go through all the toys to find the usable stons. for i = 1, C_ToyBox.GetNumFilteredToys() do -- Go through all the stone to see if this toy is a stone. for k in pairs(AllHearthToyIndex) do if k == C_ToyBox.GetToyFromIndex(i) then UsableHearthToyIndex [k] = 1 end end end -- Reset the toybox filter C_ToyBox.SetCollectedShown(ToyCollSetting) C_ToyBox.SetUncollectedShown(ToyUnCollSetting) C_ToyBox.SetUnusableShown(ToyUsableSetting) if next(UsableHearthToyIndex) then RHTInitialized = true end end -- We've removed the name from the macro, so now we need to find it so we know which one to edit. function GetMacroIndex() local numg, numc = GetNumMacros() for i = 1, numg do local macroCont = GetMacroBody(i) -- Hopefully no other macro ever made has "RHT.b" in it... if string.find(macroCont, "RHT.b") then RHTIndex = i end end end -- 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. function CheckMacroIndex() local macroCont = GetMacroBody(RHTIndex) if macroCont then if string.find(macroCont, "RHT.b") then return end end GetMacroIndex() end -- Macro writing time. function GenMacro(itemID, toyName) -- 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 if RHTIndex then EditMacro(RHTIndex, " ", "INV_MISC_QUESTIONMARK", "#showtooltip item:" .. itemID .. "\r/run if not InCombatLockdown() then RHT.b:SetAttribute(\"item\",\"" .. toyName .. "\") end\r/click RHTB X " .. GetCVar("ActionButtonUseKeyDown")) else -- 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. CreateMacro("RHT", "INV_MISC_QUESTIONMARK", "#showtooltip item:" .. itemID .. "\r/run if not InCombatLockdown() then RHT.b:SetAttribute(\"item\",\"" .. toyName .. "\") end\r/click RHTB X " .. GetCVar("ActionButtonUseKeyDown")) GetMacroIndex() end end -- Remove stone from the list so we don't use it again. (Here for debugging) function RemoveStone(k) UsableHearthToyIndex[k] = nil end -- Did a stone get used? function SpellcastUpdate(spellID) if not InCombatLockdown() then for k in pairs(AllHearthToyIndex) do if spellID == AllHearthToyIndex[k] then SetRandomHearthToy() break end end end end -- Old function to delete the base HS from bags. Leaving in case I can find a workaround from Blizz's change. function DeleteHearthstone() for bag = 0,4 do for slot = 1, 32 do local itemID = GetContainerItemID(bag,slot) if itemID == 6948 then PickupContainerItem(bag,slot) DeleteCursorItem() end end end end -- Code to randomly pick a key from a table. function RandomKey(t) local keys = {} for key, value in pairs(t) do keys[#keys+1] = key --Store keys in another table. end index = keys[math.random(1, #keys)] return index end