INVENTORY_ALERT_STATUS_SLOTS = {}; INVENTORY_ALERT_STATUS_SLOTS[1] = {slot = "Head"}; INVENTORY_ALERT_STATUS_SLOTS[2] = {slot ="Shoulders"}; INVENTORY_ALERT_STATUS_SLOTS[3] = {slot ="Chest"}; INVENTORY_ALERT_STATUS_SLOTS[4] = {slot ="Waist"}; INVENTORY_ALERT_STATUS_SLOTS[5] = {slot ="Legs"}; INVENTORY_ALERT_STATUS_SLOTS[6] = {slot ="Feet"}; INVENTORY_ALERT_STATUS_SLOTS[7] = {slot ="Wrists"}; INVENTORY_ALERT_STATUS_SLOTS[8] = {slot ="Hands"}; INVENTORY_ALERT_STATUS_SLOTS[9] = {slot ="Weapon", showSeparate = 1}; INVENTORY_ALERT_STATUS_SLOTS[10] = {slot ="Shield", showSeparate = 1}; INVENTORY_ALERT_STATUS_SLOTS[11] = {slot ="Ranged", showSeparate = 1}; INVENTORY_ALERT_COLORS = {}; INVENTORY_ALERT_COLORS[1] = {r = 1, g = 0.82, b = 0.18}; INVENTORY_ALERT_COLORS[2] = {r = 0.93, g = 0.07, b = 0.07}; function DurabilityFrame_SetAlerts() local numAlerts = 0; local texture, color, showDurability; for index, value in pairs(INVENTORY_ALERT_STATUS_SLOTS) do texture = _G["Durability"..value.slot]; if ( value.slot == "Shield" ) then if ( OffhandHasWeapon() ) then DurabilityShield:Hide(); texture = DurabilityOffWeapon; else DurabilityOffWeapon:Hide(); texture = DurabilityShield; end end color = INVENTORY_ALERT_COLORS[GetInventoryAlertStatus(index)]; if ( color ) then texture:SetVertexColor(color.r, color.g, color.b, 1.0); if ( value.showSeparate ) then texture:Show(); else showDurability = 1; end numAlerts = numAlerts + 1; else texture:SetVertexColor(1.0, 1.0, 1.0, 0.5); if ( value.showSeparate ) then texture:Hide(); end end end for index, value in pairs(INVENTORY_ALERT_STATUS_SLOTS) do if ( not value.showSeparate ) then if ( showDurability ) then _G["Durability"..value.slot]:Show(); else _G["Durability"..value.slot]:Hide(); end end end if ( numAlerts > 0 and (not VehicleSeatIndicator:IsShown()) and ((not ArenaEnemyFrames) or (not ArenaEnemyFrames:IsShown())) ) then DurabilityFrame:Show(); else DurabilityFrame:Hide(); end end