Update on LibOpenRaid
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@@ -1470,7 +1470,7 @@ function openRaidLib.playerInfoManager.GetPlayerFullInfo()
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local nodes = tree.nodes
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table.sort(nodes, function(t1, t2) return t1.row < t2.row end)
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local C_Soulbinds_GetConduitCollectionData = C_Soulbinds.GetConduitCollectionData
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for nodeId, nodeInfo in ipairs(nodes) do
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--check if the node is a conduit placed by the player
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@@ -1487,9 +1487,9 @@ function openRaidLib.playerInfoManager.GetPlayerFullInfo()
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if (spellId == 0) then
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--is player conduit
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spellId = C_Soulbinds.GetConduitSpellID(nodeInfo.conduitID, nodeInfo.conduitRank)
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local conduitItemLevel = C_Soulbinds.GetConduitItemLevel(conduitId, conduitRank)
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conduits[#conduits+1] = spellId
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conduits[#conduits+1] = conduitItemLevel
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local collectionData = C_Soulbinds_GetConduitCollectionData(conduitId)
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conduits[#conduits+1] = collectionData and collectionData.conduitItemLevel or 0
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else
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--is default conduit
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conduits[#conduits+1] = spellId
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@@ -593,6 +593,14 @@ _detalhes.EncounterDetailsTempWindow = function (EncounterDetails)
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local phase_colors = {{0.2, 1, 0.2, phase_alpha}, {1, 1, 0.2, phase_alpha}, {1, 0.2, 0.2, phase_alpha}, {0.2, 1, 1, phase_alpha}, {0.2, 0.2, 1, phase_alpha},
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[1.5] = {0.25, 0.95, 0.25, phase_alpha}, [2.5] = {0.95, 0.95, 0.25, phase_alpha}, [3.5] = {0.95, 0.25, 0.25, phase_alpha}
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}
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--> bloodlust indicators
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g.bloodlustIndicators = {}
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for i = 1, 5 do
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local texture = g:CreateTexture(nil, "overlay")
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texture:SetColorTexture(0, 1, 0, 0,6)
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g.bloodlustIndicators[#g.bloodlustIndicators+1] = texture
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end
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--> build the phase panel
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local phase_panel = CreateFrame ("frame", "EncounterDetailsPhasePanel", g, "BackdropTemplate")
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