diff --git a/HistOffline.lua b/HistOffline.lua index 5b0ab41..f6bcce0 100644 --- a/HistOffline.lua +++ b/HistOffline.lua @@ -16,7 +16,16 @@ version= "23" require( "iuplua" ) require( "iupluacontrols" ) dofile "../../SavedVariables/History.lua" -Grp={} +Grp_Dat={} + +Grp_Order={"1N","1V","1VH","2N","2V","2VH"} +Grp1_Order={"1N","1V","1VH"} +Grp2_Order={"2N","2V","2VH"} + +for _,i in ipairs(Grp_Order) do + Grp_Dat[i]={} +end + dofile "./data/DLC.lua" --Achievement to Grid lookup, language independent dofile "./data/Group1.lua" -- Grp Mode 1 data, N, V, VH dofile "./data/Group2.lua" -- Grp Mode 2 data, N, V, VH @@ -77,7 +86,7 @@ function load_lang(lang) end local path = "./data/" .. lang .. "/" - print ("path: " .. path) + dofile (path .. lang .. ".lua") dofile (path .. lang .."-data.lua") --Achievement Data from game lingua[lang] = {} @@ -238,30 +247,37 @@ end -- N Normal, V Vet, VH Vet hard mode dung = accounts[acc].dung dung.pub = {} - dung.grp1N = {} - dung.grp1V = {} - dung.grp1VH = {} - dung.grp2N = {} - dung.grp2V = {} - dung.grp2VH = {} + dung.Grp = {} + + for _,i in ipairs(Grp_Order) do + dung.Grp[i]= {} + end dung.trials = {} dung.DLC = {} -- a table for each dungeon to which we add characters + for _,i in ipairs(Grp1_Order) do + for _,j in ipairs(grp1tokey) do + dung.Grp[i][j] = {} + dung.Grp[i][j] = {} + dung.Grp[i][j] = {} + end + end + + for _,i in ipairs(Grp2_Order) do + for _,j in ipairs(grp2tokey) do + dung.Grp[i][j] = {} + dung.Grp[i][j] = {} + dung.Grp[i][j] = {} + end + end + for _,i in ipairs(grp1tokey) do dung.pub[i] = {} - dung.grp1N[i] = {} - dung.grp1V[i] = {} - dung.grp1VH[i] = {} end - for _,i in ipairs(grp2tokey) do - dung.grp2N[i] = {} - dung.grp2V[i] = {} - dung.grp2VH[i] = {} - end for _,i in ipairs(trial2key) do dung.trials[i] = {} @@ -346,82 +362,45 @@ end -- Create Grp Dungeon Boxes ==================================== me.Grp ={} -- Put them all together me.Grp_Display_Order ={} -- Store also in here for display by ipairs - me.Grp["1N"] = {} - me.Grp["1N"].vet = false - me.Grp["1N"].name= L.Grp1N - table.insert(me.Grp_Display_Order, me.Grp["1N"]) - - me.Grp["1V"] = {} - me.Grp["1V"].vet = true - me.Grp["1V"].name= L.Grp1V - table.insert(me.Grp_Display_Order, me.Grp["1V"]) - - me.Grp["1VH"] = {} - me.Grp["1VH"].vet = true - me.Grp["1VH"].name= L.Grp1VH - table.insert(me.Grp_Display_Order, me.Grp["1VH"]) - - me.Grp["2N"] = {} - me.Grp["2N"].vet = false - me.Grp["2N"].name= L.Grp2N - table.insert(me.Grp_Display_Order, me.Grp["2N"]) - - me.Grp["2V"] = {} - me.Grp["2V"].vet = true - me.Grp["2V"].name= L.Grp2V - table.insert(me.Grp_Display_Order, me.Grp["2V"]) - - me.Grp["2VH"] = {} - me.Grp["2VH"].vet = true - me.Grp["2VH"].name= L.Grp2VH - table.insert(me.Grp_Display_Order, me.Grp["2VH"]) - - for _,i in pairs (me.Grp) do - i.box= iup.matrix {numcol=4, numcol_visible=4, numlin=5, widthdef=100} - --Set Column titles + for _, i in ipairs(Grp_Order) do -- For Each Grp Dungeon + me.Grp[i] = {} -- Dungeon data storage + me.Grp[i].name= L.Grp_TabName[i] + me.Grp[i].vet = Grp_Dat[i].vet + me.Grp[i].box = iup.matrix {numcol=4, numcol_visible=4, numlin=5, widthdef=100} + + --Set Column titles in box for j=1, 4 do - i.box:setcell(0,j, Area_names[j].long) + me.Grp[i].box:setcell(0,j, Area_names[j].long) end - iup.SetAttribute(i.box, "READONLY", "YES") + iup.SetAttribute(me.Grp[i].box, "READONLY", "YES") -- set all text to red - iup.SetAttribute(i.box, "FGCOLOR*:1", FG_Colour_Not_Complete) - iup.SetAttribute(i.box, "FGCOLOR*:2", FG_Colour_Not_Complete) - iup.SetAttribute(i.box, "FGCOLOR*:3", FG_Colour_Not_Complete) - iup.SetAttribute(i.box, "FGCOLOR*:4", FG_Colour_Not_Complete) - - end - ---[[ - --set lines - me.Grp1N_box:setcell(0,0, L.Level) - me.Grp1N_box:setcell(1,0, "10+") - me.Grp1N_box:setcell(2,0, "17+") - me.Grp1N_box:setcell(3,0, "24+") - me.Grp1N_box:setcell(4,0, "31+") - me.Grp1N_box:setcell(5,0, "38+") - - me.Grp2N_box:setcell(0,0, L.Level) - me.Grp2N_box:setcell(1,0, "10+") - me.Grp2N_box:setcell(2,0, "17+") - me.Grp2N_box:setcell(3,0, "24+") - me.Grp2N_box:setcell(4,0, "31+") - me.Grp2N_box:setcell(5,0, "38+") - -]] - - - - -- set text to black if achievement found. - for id,_ in pairs (grp1N_dat) do - local colour,key - if thischar.ach[id] ~= nil then - colour = "FGCOLOR" .. grp1N_dat[id].L .. ":" .. grp1N_dat[id].C - iup.SetAttribute(me.Grp["1N"].box, colour, FG_Colour_Complete) - -- Add char to dungeon - key = tostring(grp1N_dat[id].L .. grp1N_dat[id].C) - dung.grp1N[key][playerID] = "Y" + iup.SetAttribute(me.Grp[i].box, "FGCOLOR*:1", FG_Colour_Not_Complete) + iup.SetAttribute(me.Grp[i].box, "FGCOLOR*:2", FG_Colour_Not_Complete) + iup.SetAttribute(me.Grp[i].box, "FGCOLOR*:3", FG_Colour_Not_Complete) + iup.SetAttribute(me.Grp[i].box, "FGCOLOR*:4", FG_Colour_Not_Complete) + + table.insert(me.Grp_Display_Order, me.Grp[i]) + + -- set text to black if achievement found. + + for id,_ in pairs (Grp_Dat[i]) do + local colour,key + if thischar.ach[id] ~= nil then + colour = "FGCOLOR" .. Grp_Dat[i][id].dat.L .. ":" .. Grp_Dat[i][id].dat.C + iup.SetAttribute(me.Grp[i].box, colour, FG_Colour_Complete) + -- Add char to dungeon + key = tostring(Grp_Dat[i][id].dat.L .. Grp_Dat[i][id].dat.C) + dung.Grp[i][key][playerID] = "Y" + end end + + -- Create display tab + me.Grp[i].tab = iup.vbox { + ["tabtitle"] =me.Grp[i].name, + me.Grp[i].box, + iup.fill{}, + } end --Set background of heading if all done @@ -438,14 +417,15 @@ end end -- local key = "" - for id,_ in pairs (grp1N_dat) do - local L = grp1N_dat[id].L - local C = grp1N_dat[id].C - local key = tostring(L).. tostring(C) -- make name key - me.Grp["1N"].box:setcell(L, C, grp_names[key]) + for _,i in ipairs(Grp_Order) do + for _, id in pairs (Grp_Dat[i].dat) do + local L = id.L + local C = id.C + local key = tostring(L).. tostring(C) -- make name key + me.Grp[i].box:setcell(L, C, grp_names[key]) + end end - -- Create Pub Dungeon Achievements Box========================== me.Pub_box = iup.matrix {numcol=4, numcol_visible=4, numlin=5, widthdef=100} for i=1, 4 do -- Load text @@ -913,11 +893,7 @@ end for _,i in ipairs (me.Grp_Display_Order) do if me.isvet or i.vet == false then -- non vet chars only see non-vet dungeons - iup.Append(me.data_tabs, iup.vbox { ["tabtitle"] =i.name, - iup.label{title=L.GrpLab,expand="HORIZONTAL"}, - i.box, - iup.fill{} - }) + iup.Append(me.data_tabs, i.tab) end end @@ -1037,170 +1013,6 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab) iup.Append(accounts[acc].dung_tabs, dung.Pub_tab) - -- Create Grp1N Dungeon Character Box========================= - - dung.Grp1N_box = {} - dung.Grp1N_box = iup.matrix {numcol=#accounts[acc].playerIDs, numlin=#grp2tokey, widthdef=100} - --Set Line titles - for i, key in ipairs(grp2tokey) do - dung.Grp1N_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Grp1N_box:setcell(0,0, L.Location) - --Create Columns for Chars - for i,playerID in ipairs(accounts[acc].playerIDs) do - dung.Grp1N_box:setcell(0, i, playerNames[playerID]) - end - - iup.SetAttribute(dung.Grp1N_box, "READONLY", "YES") - - -- Populate with character data ============================ - for line,key in ipairs(grp2tokey) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs) do -- over each char in order - if dung.grp1N[key][playerID] == nil then - dung.Grp1N_box:setcell(line,i, "N") - iup.SetAttribute(dung.Grp1N_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Grp1N_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Grp1N_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - - - -- Create Grp1N Dungeon Tab ================================== - dung.Grp1N_tab = iup.vbox { - ["tabtitle"] =L.Grp1N, - dung.Grp1N_box, - iup.fill{}, - } - iup.Append(accounts[acc].dung_tabs, dung.Grp1N_tab) - - -- Create Grp1V Dungeon Character Box========================= - - dung.Grp1V_box = {} - dung.Grp1V_box = iup.matrix {numcol=#accounts[acc].playerIDs, numlin=#grp2tokey, widthdef=100} - --Set Line titles - for i, key in ipairs(grp2tokey) do - dung.Grp1V_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Grp1V_box:setcell(0,0, L.Location) - --Create Columns for Chars - for i,playerID in ipairs(accounts[acc].playerIDs) do - dung.Grp1V_box:setcell(0, i, playerNames[playerID]) - end - - iup.SetAttribute(dung.Grp1V_box, "READONLY", "YES") - - -- Populate with character data ============================ - for line,key in ipairs(grp2tokey) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs) do -- over each char in order - if dung.grp1V[key][playerID] == nil then - dung.Grp1V_box:setcell(line,i, "N") - iup.SetAttribute(dung.Grp1V_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Grp1V_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Grp1V_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - - - -- Create Grp1V Dungeon Tab ================================== - dung.Grp1V_tab = iup.vbox { - ["tabtitle"] =L.Grp1V, - dung.Grp1V_box, - iup.fill{}, - } - iup.Append(accounts[acc].dung_tabs, dung.Grp1V_tab) - - -- Create Grp1VH Dungeon Character Box========================= - - dung.Grp1VH_box = {} - dung.Grp1VH_box = iup.matrix {numcol=#accounts[acc].playerIDs, numlin=#grp2tokey, widthdef=100} - --Set Line titles - for i, key in ipairs(grp2tokey) do - dung.Grp1VH_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Grp1VH_box:setcell(0,0, L.Location) - --Create Columns for Chars - for i,playerID in ipairs(accounts[acc].playerIDs) do - dung.Grp1VH_box:setcell(0, i, playerNames[playerID]) - end - - iup.SetAttribute(dung.Grp1VH_box, "READONLY", "YES") - - -- Populate with character data ============================ - for line,key in ipairs(grp2tokey) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs) do -- over each char in order - if dung.grp1VH[key][playerID] == nil then - dung.Grp1VH_box:setcell(line,i, "N") - iup.SetAttribute(dung.Grp1VH_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Grp1VH_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Grp1VH_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - - - -- Create Grp1VH Dungeon Tab ================================== - dung.Grp1VH_tab = iup.vbox { - ["tabtitle"] =L.Grp1VH, - dung.Grp1VH_box, - iup.fill{}, - } - iup.Append(accounts[acc].dung_tabs, dung.Grp1VH_tab) - - - - -- Create Grp2N Dungeon Character Box========================= - - dung.Grp2N_box = {} - dung.Grp2N_box = iup.matrix {numcol=#accounts[acc].playerIDs, numlin=#grp2tokey, widthdef=100} - --Set Line titles - for i, key in ipairs(grp2tokey) do - dung.Grp2N_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Grp2N_box:setcell(0,0, L.Location) - --Create Columns for Chars - for i,playerID in ipairs(accounts[acc].playerIDs) do - dung.Grp2N_box:setcell(0, i, playerNames[playerID]) - end - - iup.SetAttribute(dung.Grp2N_box, "READONLY", "YES") - - -- Populate with character data ============================ - for line,key in ipairs(grp2tokey) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs) do -- over each char in order - if dung.grp2N[key][playerID] == nil then - dung.Grp2N_box:setcell(line,i, "N") - iup.SetAttribute(dung.Grp2N_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Grp2N_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Grp2N_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - -- Create Grp2N Dungeon Tab ================================== - dung.Grp2N_tab = iup.vbox { - ["tabtitle"] =L.Grp2N, - dung.Grp2N_box, - iup.fill{}, - } - iup.Append(accounts[acc].dung_tabs, dung.Grp2N_tab) - -- Create DLC Dungeon Character Box========================= dung.DLC_box = {} @@ -1232,89 +1044,6 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab) end end - -- Create Grp2V Dungeon Character Box========================= - - dung.Grp2V_box = {} - dung.Grp2V_box = iup.matrix {numcol=#accounts[acc].playerIDs, numlin=#grp2tokey, widthdef=100} - --Set Line titles - for i, key in ipairs(grp2tokey) do - dung.Grp2V_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Grp2V_box:setcell(0,0, L.Location) - --Create Columns for Chars - for i,playerID in ipairs(accounts[acc].playerIDs) do - dung.Grp2V_box:setcell(0, i, playerNames[playerID]) - end - - iup.SetAttribute(dung.Grp2V_box, "READONLY", "YES") - - -- Populate with character data ============================ - for line,key in ipairs(grp2tokey) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs) do -- over each char in order - if dung.grp2V[key][playerID] == nil then - dung.Grp2V_box:setcell(line,i, "N") - iup.SetAttribute(dung.Grp2V_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Grp2V_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Grp2V_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - - - -- Create Grp2V Dungeon Tab ================================== - dung.Grp2V_tab = iup.vbox { - ["tabtitle"] =L.Grp2V, - dung.Grp2V_box, - iup.fill{}, - } - iup.Append(accounts[acc].dung_tabs, dung.Grp2V_tab) - - -- Create Grp2VH Dungeon Character Box========================= - - dung.Grp2VH_box = {} - dung.Grp2VH_box = iup.matrix {numcol=#accounts[acc].playerIDs, numlin=#grp2tokey, widthdef=100} - --Set Line titles - for i, key in ipairs(grp2tokey) do - dung.Grp2VH_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Grp2VH_box:setcell(0,0, L.Location) - --Create Columns for Chars - for i,playerID in ipairs(accounts[acc].playerIDs) do - dung.Grp2VH_box:setcell(0, i, playerNames[playerID]) - end - - iup.SetAttribute(dung.Grp2VH_box, "READONLY", "YES") - - -- Populate with character data ============================ - for line,key in ipairs(grp2tokey) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs) do -- over each char in order - if dung.grp2VH[key][playerID] == nil then - dung.Grp2VH_box:setcell(line,i, "N") - iup.SetAttribute(dung.Grp2VH_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Grp2VH_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Grp2VH_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - - - -- Create Grp2VH Dungeon Tab ================================== - dung.Grp2VH_tab = iup.vbox { - ["tabtitle"] =L.Grp2VH, - dung.Grp2VH_box, - iup.fill{}, - } - iup.Append(accounts[acc].dung_tabs, dung.Grp2VH_tab) - - -- Create DLC Dungeon Tab ================================== dung.DLC_tab = iup.vbox { @@ -1326,57 +1055,7 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab) - - if #accounts[acc].playerIDs_vet > 0 then -- skip vet and trials if no eligible chars ---[[ - -- Create Vet Grp Dungeon Character Box======================= - dung.Vet1_box = {} - dung.Vet1_box = iup.matrix {numcol=#accounts[acc].playerIDs_vet, numlin=#vet2tokey, widthdef=100} - --Set Line titles - for i,key in ipairs(vet2key) do - dung.Vet1_box:setcell(i, 0, grp_names[key]) - end - --set lines - dung.Vet1_box:setcell(0,0, L.Location) - - local col = 0 - --Create Columns for Chars - for line,playerID in ipairs(accounts[acc].playerIDs_vet) do - col = col +1 - dung.Vet1_box.numcol = col - dung.Vet1_box:setcell(0, line, playerNames[playerID]) - end - - for line,key in ipairs(vet2key) do -- over each dungeon - -- does that char exist in the table. - for i,playerID in ipairs(accounts[acc].playerIDs_vet) do -- over each char in order - if dung.vet[key] == nil then - print ("key: " .. key .. " missing") - end - if dung.vet[key][playerID] == nil then - dung.Vet_box:setcell(line,i, "N") - iup.SetAttribute(dung.Vet_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete) - else - dung.Vet_box:setcell(line,i, "Y") - iup.SetAttribute(dung.Vet_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete) - end - end - end - - - iup.SetAttribute(dung.Vet1_box, "READONLY", "YES") - - - -- Create Vet Dungeon Tab ================================== - dung.Vet1_tab = iup.vbox { - ["tabtitle"] =L.Vet, - dung.Vet1_box, - iup.fill{}, - } - - iup.Append(accounts[acc].dung_tabs, dung.Vet1_tab) ---]] -- Create Trials Character Box======================= diff --git a/data/Group1.lua b/data/Group1.lua index 192e396..d0b614c 100644 --- a/data/Group1.lua +++ b/data/Group1.lua @@ -1,7 +1,7 @@ --Mode 1 Data N, V, VH -- key is Achievement ID, L,C are Line Column in Grid -Grp["1N"].dat = { +Grp_Dat["1N"].dat = { [294]= {L=1, C=1}, -- "Fungal Grotto I Vanquisher", [78]= {L=2, C=1}, -- "Darkshade Caverns I Vanquisher" [272]= {L=3, C=1}, -- "Arx Corinium Vanquisher" @@ -22,9 +22,10 @@ Grp["1N"].dat = { [570]= {L=5, C=4}, -- "Vaults of Madness Vanquisher" } -Grp["1N"].vet = false +Grp_Dat["1N"].vet = false -Grp["1V"].dat = { + +Grp_Dat["1V"].dat = { [1556]= {L=1, C=1}, -- "Fungal Grotto I Conqueror" [1581]= {L=2, C=1}, -- "Darkshade Caverns I Conqueror" [1604]= {L=3, C=1}, -- "Arx Corinium Conqueror" @@ -45,10 +46,10 @@ Grp["1V"].dat = { [1653]= {L=5, C=4}, -- "Vaults of Madness Conqueror" } -Grp["1V"].vet = true +Grp_Dat["1V"].vet = true --Hard Mode -Grp["1VH"].dat = { +Grp_Dat["1VH"].dat = { [1561]= {L=1, C=1}, -- "Catch of the Day" [1585]= {L=2, C=1}, -- "Well Out of Warranty" [1608]= {L=3, C=1}, -- "Snake Skinner" @@ -70,4 +71,4 @@ Grp["1VH"].dat = { [1658]= {L=5, C=4}, -- "New Mayor of Crazy Town" } -Grp["1VH"].vet = true \ No newline at end of file +Grp_Dat["1VH"].vet = true \ No newline at end of file diff --git a/data/Group2.lua b/data/Group2.lua index 9137c79..f65f08a 100644 --- a/data/Group2.lua +++ b/data/Group2.lua @@ -3,7 +3,7 @@ -- key is Achievement ID, L,C are Line Column in Grid -- Not all dungeons have second mode -Grp["2N"].dat = { +Grp_Dat["2N"].dat = { [1562]= {L=1, C=1}, -- "Fungal Grotto II Vanquisher" [1587]= {L=2, C=1}, -- "Darkshade Caverns II Vanquisher" --[272]= {L=3, C=1}, -- "Arx Corinium Vanquisher" @@ -24,9 +24,9 @@ Grp["2N"].dat = { -- [570]= {L=5, C=4}, -- "Vaults of Madness Vanquisher" } -Grp["2N"].vet = false +Grp_Dat["2N"].vet = false -Grp["2V"].dat = { +Grp_Dat["2V"].dat = { [343]= {L=1, C=1}, -- "Fungal Grotto II Conqueror" [464]= {L=2, C=1}, -- "Darkshade Caverns II Conqueror" --[272]= {L=3, C=1}, -- "Arx Corinium Vanquisher" @@ -47,15 +47,15 @@ Grp["2V"].dat = { -- [570]= {L=5, C=4}, -- "Vaults of Madness Vanquisher" } -Grp["2V"].vet = true +Grp_Dat["2V"].vet = true -- Hard Mode Activated -Grp["2VH"].dat = { +Grp_Dat["2VH"].dat = { [324]= {L=1, C=1}, -- "Fearless Assaulter" [467]= {L=2, C=1}, -- "Deadly Engineer" -- 272]= {L=3, C=1}, -- "Arx Corinium Vanquisher" -- [357]= {L=4, C=1}, -- "Direfrost Keep Vanquisher" --- [393]= {L=5, C=1}, -- Blessed Crucible +-- [393]= {L=5, C=1}, -- Blessed Crucible [448]= {L=1, C=2}, -- "Compassionate Hero" [681]= {L=2, C=2}, -- "Pellingare Ghoul Slayer" @@ -71,4 +71,4 @@ Grp["2VH"].dat = { -- [570]= {L=5, C=4}, -- "Vaults of Madness Vanquisher" } -Grp["2VH"].vet = true +Grp_Dat["2VH"].vet = true diff --git a/data/en/en.lua b/data/en/en.lua index a2f3732..0d5a3c7 100644 --- a/data/en/en.lua +++ b/data/en/en.lua @@ -68,6 +68,7 @@ DLC_names = { Characters = "Characters", Dungeons = "Dungeons", Mode = "Showing", + Grp_TabName={}, Grp1N = "Mode 1N", Grp1V = "Mode 1V", Grp1VH = "Mode 1VH", @@ -91,6 +92,13 @@ DLC_names = { ChooseAccounttoDelete = "Choose Account to Delete", ChooseChartoDelete = "Choose Character to Delete", } +L.Grp_TabName["1N"] = "Mode 1N" +L.Grp_TabName["1V"] = "Mode 1V" +L.Grp_TabName["1VH"] = "Mode 1VH" +L.Grp_TabName["2N"] = "Mode 2N" +L.Grp_TabName["2V"] = "Mode 2V" +L.Grp_TabName["2VH"] = "Mode 2VH" + pub_names = { --EP