- Attempt to delete the last trash segment in a dungeon run if this trash is the current segment. I'll delete it and pass the last boss segment as the current segment, after that it'll create the overall segment for the dungeon run.
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@@ -0,0 +1,158 @@
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--[=[
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Details API 2.0
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This is a high level API for Details! Damage Meter
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--]=]
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--local helpers
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local getCombatObject = function (segmentNumber)
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local combatObject
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--select which segment to use, use low level variables for performance
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if (segment == -1) then
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combatObject = _detalhes.tabela_overall
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elseif (segment == 0) then
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combatObject = _detalhes.tabela_vigente
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else
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combatObject = _detalhes.tabela_historico.tabelas [segment]
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end
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return combatObject
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end
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local getActorObjectFromCombat = function (combatObject, containerID, actorName)
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local index = combatObject [containerID]._NameIndexTable [actorName]
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return combatObject [containerID]._ActorTable [index]
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end
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--api
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Details.API_Description = {}
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--[=[
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Details:GetPlayerDamage ( playerName, segment = 0 )
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returns the damage of player or npc, must pass the full player name (with realm name if the player is from a different realm), pet names must have the owner name.
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--=]=]
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Details.API_Description.GetPlayerDamage = {
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desc = "Returns the damage of player or npc, must pass the full player name (with realm name if the player is from a different realm), pet names must have the owner name.",
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parameters = {
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{
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name = "playerName",
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desc = "Name of the player, pet, npc. Must be the exactly name with realm included if the player isn't from the same server as you.",
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},
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{
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name = "segment",
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type = "number",
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desc = "Which segment to retrive the player damage, default value is current segment. Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "playerDamage",
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type = "number",
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desc = "Number (float) representing the player damage.",
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}
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},
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}
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function Details.GetPlayerDamage (playerName, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local playerObject = getActorObjectFromCombat (combatObject, 1, playerName)
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if (not playerObject) then
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return 0
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end
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return playerObject.total or 0
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end
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--[=[
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Details:GetPlayerDamageOnUnit ( playerName, unitName, segment = 0 )
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returns the damage of player or npc in a specific target
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--=]=]
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Details.API_Description.GetPlayerDamageOnUnit = {
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desc = "Returns the damage of player or npc in a specific target.",
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parameters = {
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{
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name = "playerName",
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desc = "Name of the player, pet, npc. Must be the exactly name with realm included if the player isn't from the same server as you.",
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},
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{
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name = "unitName",
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desc = "Name of the unit target.",
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},
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{
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name = "segment",
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type = "number",
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desc = "Which segment to retrive the player damage, default value is current segment. Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "damageOnTarget",
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type = "number",
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desc = "Number (float) representing the player damage on the unit target.",
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}
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},
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}
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function Details.GetPlayerDamageOnUnit (playerName, unitName, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local playerObject = getActorObjectFromCombat (combatObject, 1, playerName)
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if (not playerObject) then
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return 0
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end
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return playerObject.targets [unitName] or 0
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end
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--[=[
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--=]=]
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--[=[
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--=]=]
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--[=[
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--=]=]
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--[=[
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--=]=]
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--[=[
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--=]=]
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--[=[
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--=]=]
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