WIP

His Dad [09-11-16 - 02:14]
WIP
Filename
HistOffline.lua
data/Group2.lua
data/en/en.lua
data/keys.lua
diff --git a/HistOffline.lua b/HistOffline.lua
index 0b5a1f5..7b0b20f 100644
--- a/HistOffline.lua
+++ b/HistOffline.lua
@@ -350,28 +350,28 @@ end
 			me.Grp1N_box:setcell(0,i, Area_names[i].long)
 		end
 		--set lines
-		me.Grp_box:setcell(0,0, L.Level)
-		me.Grp_box:setcell(1,0, "10+")
-		me.Grp_box:setcell(2,0, "17+")
-		me.Grp_box:setcell(3,0, "24+")
-		me.Grp_box:setcell(4,0, "31+")
-		me.Grp_box:setcell(5,0, "38+")
+		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+")

-		iup.SetAttribute(me.Grp_box, "READONLY", "YES")
+		iup.SetAttribute(me.Grp1N_box, "READONLY", "YES")

 		-- set all text to red
-		iup.SetAttribute(me.Grp_box,  "FGCOLOR*:1", FG_Colour_Not_Complete)
-		iup.SetAttribute(me.Grp_box,  "FGCOLOR*:2", FG_Colour_Not_Complete)
-		iup.SetAttribute(me.Grp_box,  "FGCOLOR*:3", FG_Colour_Not_Complete)
-		iup.SetAttribute(me.Grp_box,  "FGCOLOR*:4", FG_Colour_Not_Complete)
+		iup.SetAttribute(me.Grp1N_box,  "FGCOLOR*:1", FG_Colour_Not_Complete)
+		iup.SetAttribute(me.Grp1N_box,  "FGCOLOR*:2", FG_Colour_Not_Complete)
+		iup.SetAttribute(me.Grp1N_box,  "FGCOLOR*:3", FG_Colour_Not_Complete)
+		iup.SetAttribute(me.Grp1N_box,  "FGCOLOR*:4", FG_Colour_Not_Complete)


 		-- 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" .. grp1N1_dat[id].L .. ":" .. grp1N_dat[id].C
-				iup.SetAttribute(me.Grp_box, colour, FG_Colour_Complete)
+				colour = "FGCOLOR" .. grp1N_dat[id].L .. ":" .. grp1N_dat[id].C
+				iup.SetAttribute(me.Grp1N_box, colour, FG_Colour_Complete)
 				-- Add char to dungeon
 				key = tostring(grp1N_dat[id].L .. grp1N_dat[id].C)
 				dung.grp1N[key][playerID] = "Y"
@@ -380,15 +380,15 @@ end

 		--Set background of heading if all done
 		if thischar.ach[1073] ~= nil then  --EP Vanquisher
-				iup.SetAttribute(me.Grp_box,  "BGCOLOR0:1", Colour_Heading_Complete)
+				iup.SetAttribute(me.Grp1N_box,  "BGCOLOR0:1", Colour_Heading_Complete)
 		end

 		if thischar.ach[1074] ~= nil then  --DC Vanquisher
-				iup.SetAttribute(me.Grp_box,  "BGCOLOR0:2", Colour_Heading_Complete)
+				iup.SetAttribute(me.Grp1N_box,  "BGCOLOR0:2", Colour_Heading_Complete)
 		end

 		if thischar.ach[1075] ~= nil then  --AD Vanquisher
-				iup.SetAttribute(me.Grp_box,  "BGCOLOR0:3", Colour_Heading_Complete)
+				iup.SetAttribute(me.Grp1N_box,  "BGCOLOR0:3", Colour_Heading_Complete)
 		end

 --		local key = ""
@@ -396,10 +396,10 @@ end
 				local L = grp1N_dat[id].L
 				local C = grp1N_dat[id].C
 				local key = tostring(L).. tostring(C)	-- make name key
-				me.Grp_box:setcell(L, C, grp_names[key])
+				me.Grp1N_box:setcell(L, C, grp_names[key])
 		end

---		me.Grp_box.Redraw= "ALL"
+--		me.Grp1N_box.Redraw= "ALL"

 		-- Create Pub Dungeon Achievements Box==========================
 		me.Pub_box = iup.matrix {numcol=4, numcol_visible=4,  numlin=5, widthdef=100}
@@ -456,60 +456,7 @@ end

 		me.Pub_box.Redraw= "ALL"

-		-- Create Vet Dungeon Achievements Box==========================
-		me.Vet_box= iup.matrix {numcol=3, numcol_visible=3,  numlin=5, widthdef=110}
-
-		for i=1, 3 do  -- Load headings
-			me.Vet_box:setcell(0,i, Area_names[i].long)
-		end
-
-		iup.SetAttribute(me.Vet_box, "READONLY", "YES")
-		iup.SetAttribute(me.Vet_box, "WIDTH4", "0")		-- Hide Coldharbour, Empty
-
-		iup.SetAttribute(me.Vet_box,  "FGCOLOR*:1", FG_Colour_Not_Complete)
-		iup.SetAttribute(me.Vet_box,  "FGCOLOR*:2", FG_Colour_Not_Complete)
-		iup.SetAttribute(me.Vet_box,  "FGCOLOR*:3", FG_Colour_Not_Complete)
-
-
-		-- Need to keep track of multiple achievements in Vet dungeons. Index them by dungeon LineColumn.
-		Vet_Info={}
-		for id,_ in pairs (vet_dat) do  -- Load Dungeons Name. Info LC is the Dungeon Identifier
-				local L = vet_dat[id].L
-				local C = vet_dat[id].C
-				local key = tostring(L) .. tostring(C)	-- make name key
-				Vet_Info[key] = {count = 0}
-				me.Vet_box:setcell(L,C,grp_names[key] .. " (0)")
-		end
-
-
-		for id,_ in pairs (vet_dat) do  -- For Achievements we have..
-			if thischar.ach[id] ~= nil then
-				local L = vet_dat[id].L
-				local C = vet_dat[id].C
-				--Set colour of LC
-				local colour = "FGCOLOR" .. L .. ":" .. C
-				iup.SetAttribute(me.Vet_box, colour, FG_Colour_Complete)
-
-				local key = tostring(L) .. tostring(C)	-- make name key
-				local dname = grp_names[key]				-- Vet Dungeons are grp
-					if dname == nil then
-				dname = "key " .. key .." not found"
-				end
-				-- Increment count and display
-				Vet_Info[key].count = Vet_Info[key].count+1
-				me.Vet_box:setcell(L,C,dname .. " (" .. Vet_Info[key].count ..")")
-
-				-- Add char to dungeon
-				dung.vet[key][playerID] = "Y"
-			end
-		end
-
-		if thischar.ach[1159] ~= nil 	then -- Coh All special.
-			iup.SetAttribute(me.Vet_box, "FGCOLOR3:3", Colour_Heading_Complete)
-		end
-
-
-		-- Create Trials Achievements Box==========================
+			-- Create Trials Achievements Box==========================
 		me.Trials_box= iup.matrix {numcol=1, numcol_visible=1,  numlin=4, widthdef=110}

 		-- Load heading
@@ -920,7 +867,7 @@ end

 		iup.Append(me.data_tabs, iup.vbox {	["tabtitle"] =L.GrpDungeon,
 												iup.label{title=L.GrpLab,expand="HORIZONTAL"},
-												me.Grp_box,
+												me.Grp1N_box,
 												iup.fill{}
 											})

@@ -930,6 +877,7 @@ end
 												iup.fill{}
 											})
 		if me.isvet then
+		--[[
 		iup.Append(me.data_tabs, iup.vbox {	["tabtitle"] =L.VetDungeon,
 												iup.label{title=L.VetLab,expand="HORIZONTAL"},
 												me.Vet_box,
@@ -943,7 +891,7 @@ end
 												me.Trials_Detail_Zbox,
 												iup.fill{}
 											})
-
+--]]
 		end

 		iup.Append(me.data_tabs, iup.vbox {	["tabtitle"] =L.Leveling,
@@ -1000,9 +948,9 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab)
 	-- Create Pub Dungeon Character Box=========================

 	dung.Pub_box = {}
-	dung.Pub_box = iup.matrix {numcol=#accounts[acc].playerIDs,  numlin=#grp2key, widthdef=100}
+	dung.Pub_box = iup.matrix {numcol=#accounts[acc].playerIDs,  numlin=#grp2tokey, widthdef=100}
 	--Set Line titles
-	for i,key in ipairs(grp2key) do
+	for i,key in ipairs(grp2tokey) do
 		dung.Pub_box:setcell(i, 0, pub_names[key])
 	end
 	--set lines
@@ -1016,7 +964,7 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab)
 	iup.SetAttribute(dung.Pub_box, "READONLY", "YES")

 	-- Populate with character data ============================
-	for line,key in ipairs(grp2key) do		-- over each dungeon
+	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.pub[key][playerID] == nil then
@@ -1038,44 +986,170 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab)

 	iup.Append(accounts[acc].dung_tabs, dung.Pub_tab)

-	-- Create Grp Dungeon Character Box=========================

-	dung.Grp_box = {}
-	dung.Grp_box = iup.matrix {numcol=#accounts[acc].playerIDs,  numlin=#grp2key, widthdef=100}
+	-- 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(grp2key) do
-		dung.Grp_box:setcell(i, 0, grp_names[key])
+	for i, key in ipairs(grp2tokey) do
+		dung.Grp1V_box:setcell(i, 0, grp_names[key])
 	end
 	--set lines
-	dung.Grp_box:setcell(0,0, L.Location)
+	dung.Grp1V_box:setcell(0,0, L.Location)
 	--Create Columns for Chars
 	for i,playerID in ipairs(accounts[acc].playerIDs) do
-		dung.Grp_box:setcell(0, i, playerNames[playerID])
+		dung.Grp1V_box:setcell(0, i, playerNames[playerID])
 	end

-	iup.SetAttribute(dung.Grp_box, "READONLY", "YES")
+	iup.SetAttribute(dung.Grp1V_box, "READONLY", "YES")

 	-- Populate with character data ============================
-	for line,key in ipairs(grp2key) do		-- over each dungeon
+	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.grp[key][playerID] == nil then
-				dung.Grp_box:setcell(line,i, "N")
-				iup.SetAttribute(dung.Grp_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Not_Complete)
+			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.Grp_box:setcell(line,i, "Y")
-				iup.SetAttribute(dung.Grp_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete)
+				dung.Grp1V_box:setcell(line,i, "Y")
+				iup.SetAttribute(dung.Grp1V_box,"BGCOLOR" .. tostring(line) .. ":" .. tostring(i), BG_Colour_Complete)
 			end
 		end
 	end

-	-- Create Grp Dungeon Tab ==================================
-	dung.Grp_tab = iup.vbox {
-						["tabtitle"] =L.Grp,
-						dung.Grp_box,
+
+
+	-- Create Grp1V Dungeon Tab ==================================
+	dung.Grp1V_tab = iup.vbox {
+						["tabtitle"] =L.Grp1V,
+						dung.Grp1V_box,
 						iup.fill{},
 				}
-	iup.Append(accounts[acc].dung_tabs, dung.Grp_tab)
+	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=========================

@@ -1107,7 +1181,91 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab)
 			end
 		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 {
 						["tabtitle"] =L.DLC,
@@ -1121,22 +1279,23 @@ 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.Vet_box = {}
-		dung.Vet_box = iup.matrix {numcol=#accounts[acc].playerIDs_vet,  numlin=#vet2key, widthdef=100}
+		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.Vet_box:setcell(i, 0, grp_names[key])
+			dung.Vet1_box:setcell(i, 0, grp_names[key])
 		end
 		--set lines
-		dung.Vet_box:setcell(0,0, L.Location)
+		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.Vet_box.numcol = col
-			dung.Vet_box:setcell(0, line, playerNames[playerID])
+			dung.Vet1_box.numcol = col
+			dung.Vet1_box:setcell(0, line, playerNames[playerID])
 		end

 		for line,key in ipairs(vet2key) do		-- over each dungeon
@@ -1156,18 +1315,18 @@ iup.Append(accounts[acc].char_tabs, accounts[acc].log_tab)
 		end


-		iup.SetAttribute(dung.Vet_box, "READONLY", "YES")
+		iup.SetAttribute(dung.Vet1_box, "READONLY", "YES")


 		-- Create Vet Dungeon Tab ==================================
-		dung.Vet_tab = iup.vbox {
+		dung.Vet1_tab = iup.vbox {
 							["tabtitle"] =L.Vet,
-							dung.Vet_box,
+							dung.Vet1_box,
 							iup.fill{},
 					}

-		iup.Append(accounts[acc].dung_tabs, dung.Vet_tab)
-
+		iup.Append(accounts[acc].dung_tabs, dung.Vet1_tab)
+--]]

 	-- Create Trials  Character Box=======================

diff --git a/data/Group2.lua b/data/Group2.lua
index 786ee6f..4eb369f 100644
--- a/data/Group2.lua
+++ b/data/Group2.lua
@@ -50,7 +50,7 @@ grp2V_dat = {
 grp2VH_dat = {
 [324]= {L=1, C=1},		-- "Fearless Assaulter"
 [467]= {L=2, C=1},		-- "Deadly Engineer"
-[-- 272]= {L=3, C=1},		-- "Arx Corinium Vanquisher"
+-- 272]= {L=3, C=1},		-- "Arx Corinium Vanquisher"
 -- [357]= {L=4, C=1},		-- "Direfrost Keep Vanquisher"
 -- [393]= {L=5, C=1},		-- Blessed Crucible

diff --git a/data/en/en.lua b/data/en/en.lua
index 867c1a3..a2f3732 100644
--- a/data/en/en.lua
+++ b/data/en/en.lua
@@ -68,7 +68,12 @@ DLC_names = {
 		Characters = "Characters",
 		Dungeons = "Dungeons",
 		Mode = "Showing",
-		Grp = "Group",
+		Grp1N = "Mode 1N",
+		Grp1V = "Mode 1V",
+		Grp1VH = "Mode 1VH",
+		Grp2N = "Mode 2N",
+		Grp2V = "Mode 2V",
+		Grp2VH = "Mode 2VH",
 		Pub = "Public",
 		Vet = "Veteran",
 		Trials = "Trials",
diff --git a/data/keys.lua b/data/keys.lua
index 22b3aaf..7da0277 100644
--- a/data/keys.lua
+++ b/data/keys.lua
@@ -51,7 +51,7 @@ trial2key = {
 }

 --list vet dungeons. Not all Grp Dungeons have veteran difficulty
-vet2key = {
+vet2tokey = {
 "11",	--Fungal Grotto
 "21",	--Darkshade
 "12",	--Spindleclutch