Fix repuation and completed quest detection

This commit is contained in:
2025-11-25 09:08:14 -05:00
parent 4fe4f65882
commit 330de41b3e
3 changed files with 36 additions and 14 deletions

View File

@@ -362,7 +362,7 @@ function TillerTracker:ReputationDone(reputationId)
local friendRep = C_GossipInfo.GetFriendshipReputation(reputationId).standing
-- Done if over exalted
return (friendRep > 42000)
return (friendRep >= 42000)
end
function TillerTracker:AllReputationsDone()
@@ -388,6 +388,9 @@ function TillerTracker:UpdateData()
-- Loop over each quest in the data
for _, quest_info in pairs(private.QUESTS) do
-- Reset completed to false
quest_info["COMPLETED"] = false
-- Loop over the mats required to cook the food for the quest
for _, mat_data in pairs(quest_info["MATS"]) do
@@ -403,6 +406,15 @@ function TillerTracker:UpdateData()
end
end
-- Loop over each quest completed
for _, quest_id in pairs(questsCompleted) do
-- Set completed to true if it is one we're tracking
if (private.QUESTS[quest_id]) then
private.QUESTS[quest_id]["COMPLETED"] = true
end
end
-- Create a table to hold the information to display for each quest
private.quest_table = {}
private.quest_count = 0
@@ -434,7 +446,7 @@ function TillerTracker:UpdateData()
local quest_status = ""
local can_craft = 0
if (questsCompleted[quest_id]) then
if (quest_info["COMPLETED"]) then
-- Quest has already been completed today
quest_status = L["|cFF00FF00Complete|r"]
else