vanilla-wow-addons – Rev 1
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local dewdrop = DewdropLib:GetInstance('1.0')
local tablet = TabletLib:GetInstance('1.0')
--[[
EmoteFu
by Cilraaz of Cenarion Circle
Please note that this mod is a port of TitanEmoteMenu by Dsanai of Whisperwind. Some of the functions are largely based
on that mod. The entire emote list is also borrowed from TitanEmoteMenu. So a huge thanks to Dsanai for even making
this mod possible.
Also, a special thanks to chuckg from www.wowinterface.com. Chuckg helped in straightening out a few problem areas in
my code, as well as pointing out the DoEmote API function, which was invalueable.
Welcome to EmoteFu! This is a FuBar port of TitanEmoteMenu. It is meant to give players an easily
accessible menu of emotes. The emotes have been sorted by category (ie. "Friendly", "Hostile", etc) to make it quite
simple to quickly access the emote you want. Emotes can end up in more than one category, where applicable (ie. /dance
can be found in "Happy" and "Affection").
Emotes in the list are colorized and marked with a label (A, V, AV) if they are Animated, Voice, or Both.
It is also possible to add your own custom emotes! To do so, simply edit the EmoteData.lua file. You will want to
match the format exactly or that mod may no longer function! If that occurs, just replace the EmoteData.lua with a good
copy from the zip.
Change Log:
v0.1.5 (TOC 11200)
-- Issue from v0.1.3 (gender handling) somehow occurred again in version 0.1.4, but this has now been corrected
v0.1.4 (TOC 11200)
-- Updated TOC
v0.1.3b (TOC 11100)
-- Re-upped the archive yet again. I added the directory structure to include a folder, so that the zip only needs unzipped into the AddOns folder, rather than the user needing to create a folder for it
v0.1.3a (TOC 11100)
-- Re-upped the archive as a ZIP file, rather than a RAR file. Sorry about that all!
v0.1.3 (TOC 11100)
-- Changed gender handling to fit Blizzard's new scheme (now 1=unknown, 2=male, 3=female...was 0=male, 1=female, 2=unknown)
-- Updated TOC
v0.1.2 (TOC 11000)
-- As per feature request 839, an option has been added to the menu labeled "Toggle Slash Commands". When selected, this will cause all emotes in the menus to be prefixed with their slash command. In the case of custom emotes, they will be prefixed with "Custom: ".
v0.1.1 (TOC 11000)
-- Fixed an issue with some emotes not working properly
-- Removed an unnecessary line from EmoteFuLocals.lua
-- Fixed one emote, which was showing as having neither an action or vocal, when in fact it had an action associated with it
-- Files changed: All
v0.1.0 (TOC 11000)
-- Initial Release
To do:
-- Add localization
]]
EmoteFu = FuBarPlugin:GetInstance("1.2"):new({
name = EmoteFuLocals.NAME,
description = EmoteFuLocals.DESCRIPTION,
version = "0.1.2",
releaseDate = "06-03-2006",
aceCompatible = 103,
fuCompatible = 101,
author = "Cilraaz",
email = "Cilraaz@gmail.com",
website = "http://cilraaz.wowinterface.com/",
category = "others",
db = AceDatabase:new("EmoteFuDB"),
cmd = AceChatCmd:new(EmoteFuLocals.COMMANDS, EmoteFuLocals.CMD_OPTIONS),
loc = EmoteFuLocals,
data = EmoteData,
hasIcon = "Interface\\Icons\\Spell_Shadow_Charm",
hasText = "EmoteFu",
cannotDetachTooltip = TRUE
})
EmoteFu.profileCode = true;
function EmoteFu:IsShowingSlashCommands()
return self.data.showSlashCommand
end
function EmoteFu:ToggleShowingSlashCommands()
self.data.showSlashCommand = not self.data.showSlashCommand
if loud then
self.cmd:status(self.loc.ARGUMENT_SLASH, self.data.showSlashCommand and 1 or 0, FuBarLocals.MAP_ONOFF)
end
return self.data.showSlashCommand
end
function EmoteFu:UpdateTooltip()
local cat = tablet:AddCategory()
cat:AddLine(
"text", self.loc.LMBTEXT
)
end
function EmoteFu:MenuSettings(level, value)
if level == 1 then
for k, v in EL_Types do
local elType = k;
local label = v;
dewdrop:AddLine(
'text', label,
'value', elType,
'hasArrow', TRUE
)
end
dewdrop:AddLine()
dewdrop:AddLine(
'text', "Toggle Slash Commands",
'arg1', self,
'func', "ToggleShowingSlashCommands",
'checked', self:IsShowingSlashCommands()
)
elseif level == 2 then
local hasTarget = UnitName("target");
local genderCode = UnitSex("player");
local genderHe = nil;
local genderHis = nil;
local genderhe = nil;
local genderhis = nil;
if (genderCode==2) then -- male
genderHe = "He";
genderhe = "he";
genderHis = "His";
genderhis = "his";
else -- female (we hope)
genderHe = "She";
genderhe = "she";
genderHis = "Her";
genderhis = "her";
end
for k2, v2 in EL_Emotes do
for k3, v3 in v2.types do
if (value == v3) then
local info = nil;
if (hasTarget) then
info = self:GetOnDemandText(v2,true);
info = string.gsub(info,"<Target>",hasTarget);
else
info = self:GetOnDemandText(v2,false);
end
info = string.gsub(info,"<He>",genderHe);
info = string.gsub(info,"<His>",genderHis);
info = string.gsub(info,"<he>",genderhe);
info = string.gsub(info,"<his>",genderhis);
for k4, v4 in v2.custom do
if (v4 == 1) then
slshCmd = "Custom: ";
else
slshCmd = "/"..k2..": ";
end
end
if (self.data.showSlashCommand) then
dewdrop:AddLine(
'text', slshCmd..info,
'level', 2,
'arg1', k2,
'func', function(k2)
self:HandleModClick(k2)
end,
'closeWhenClicked', true
)
else
dewdrop:AddLine(
'text', info,
'level', 2,
'arg1', k2,
'func', function(k2)
self:HandleModClick(k2)
end,
'closeWhenClicked', true
)
end
end
end
end
end
end
function EmoteFu:GetOnDemandText(v2,hasTarget)
local color;
local flag = nil;
local returnCode;
local emoteText;
if (hasTarget) then emoteText = v2.target else emoteText = v2.none end
if (EL_Types[v2["types"][1]] and EL_Types[v2["types"][1]]=="Custom") then
emoteText = UnitName("player").." "..emoteText; -- custom emote
end
if (EL_React[v2.react] == "") then -- None (text only) White
color = "fffefefe";
elseif (EL_React[v2.react] == "A") then -- Animated - Purple
color = "ffa335ee";
flag = "A";
elseif (EL_React[v2.react] == "V") then -- Voice - Orange
color = "ffff8000";
flag = "V";
elseif (EL_React[v2.react] == "AV") then -- Both - Green
color = "ff1eff00";
flag = "AV";
else -- Grey (Unknown)
color = "ff9d9d9d";
end
returnCode = "|c" .. color .. emoteText .. FONT_COLOR_CODE_CLOSE;
if (flag) then returnCode = returnCode.." ["..flag.."]"; end
return returnCode;
end
function EmoteFu:HandleModClick(k2)
if (k2) then
if (EL_Types[EL_Emotes[k2]["types"][1]] and EL_Types[EL_Emotes[k2]["types"][1]]=="Custom") then -- Custom emote
local emoteText;
local hasTarget = UnitName("target");
local genderCode = UnitSex("player");
local genderHe = nil;
local genderHis = nil;
local genderhe = nil;
local genderhis = nil;
if (genderCode==2) then -- male
genderHe = "He";
genderhe = "he";
genderHis = "His";
genderhis = "his";
else -- female (we hope)
genderHe = "She";
genderhe = "she";
genderHis = "Her";
genderhis = "her";
end
if (hasTarget) then
emoteText = EL_Emotes[k2].target;
emoteText = string.gsub(emoteText,"<Target>",hasTarget);
else
emoteText = EL_Emotes[k2].none;
end
emoteText = string.gsub(emoteText,"<He>",genderHe);
emoteText = string.gsub(emoteText,"<His>",genderHis);
emoteText = string.gsub(emoteText,"<he>",genderhe);
emoteText = string.gsub(emoteText,"<his>",genderhis);
SendChatMessage(emoteText,"EMOTE");
else
emoteToken = string.upper(k2);
if (emoteToken == "LAVISH") then
emoteToken = "PRAISE";
end
if (emoteToken == "EXCITED") then
emoteToken = "TALKEX";
end
if (emoteToken == "DOOM") then
emoteToken = "THREATEN";
end
if (emoteToken == "SILLY") then
emoteToken = "JOKE";
end
if (emoteToken == "LAY") then
emoteToken = "LAYDOWN";
end
if (emoteToken == "REAR") then
emoteToken = "SHAKE";
end
if (emoteToken == "BELCH") then
emoteToken = "BURP";
end
if (emoteToken == "SMELL") then
emoteToken = "STINK";
end
if (emoteToken == "GOODBYE") then
emoteToken = "BYE";
end
if (emoteToken == "FOLLOWME") then
emoteToken = "FOLLOW";
end
if (emoteToken == "ATTACKTARGET") then
emoteToken = "ATTACKMYTARGET";
end
if (emoteToken == "CONGRATS") then
emoteToken = "CONGRATULATE";
end
if (emoteToken == "PUZZLED") then
emoteToken = "PUZZLE";
end
if (emoteToken == "QUESTION") then
emoteToken = "TALKQ";
end
DoEmote(emoteToken);
end
end
end
EmoteFu:RegisterForLoad()