- fixed a problem with debuff uptime.
- fixed many issues with overall data. - fixed some bugs with sword and book menus. - fixed issue were garbage collector erased actors with interactions with the player. - fixed damage dealt to targets on overall data. - fixed issue with uptading raid dps on micro display for overall data. - overall data now always use combat time fos dps and hps. - added more trash mobs recognition.
This commit is contained in:
@@ -331,6 +331,7 @@
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end
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--> verifica memoria
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_detalhes:FlagActorsOnCommonFight() --fight_component
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_detalhes:CheckMemoryAfterCombat()
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else
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@@ -651,6 +652,60 @@
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end
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end
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end
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local fight_component = function (energy_container, misc_container, name)
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local on_energy = energy_container._ActorTable [energy_container._NameIndexTable [name]]
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if (on_energy) then
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on_energy.fight_component = true
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end
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local on_misc = misc_container._ActorTable [misc_container._NameIndexTable [name]]
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if (on_misc) then
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on_misc.fight_component = true
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end
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end
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function _detalhes:FlagActorsOnCommonFight()
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local damage_container = _detalhes.tabela_vigente [1]
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local healing_container = _detalhes.tabela_vigente [2]
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local energy_container = _detalhes.tabela_vigente [3]
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local misc_container = _detalhes.tabela_vigente [4]
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for class_type, container in _ipairs ({damage_container, healing_container}) do
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for _, actor in _ipairs (container._ActorTable) do
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if (actor.grupo) then
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if (class_type == 1 or class_type == 2) then
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for _, target_actor in _ipairs (actor.targets._ActorTable) do
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local target_object = container._ActorTable [container._NameIndexTable [target_actor.nome]]
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if (target_object) then
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target_object.fight_component = true
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fight_component (energy_container, misc_container, target_actor.nome)
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end
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end
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if (class_type == 1) then
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for damager_actor, _ in _pairs (actor.damage_from) do
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local target_object = container._ActorTable [container._NameIndexTable [damager_actor]]
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if (target_object) then
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target_object.fight_component = true
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fight_component (energy_container, misc_container, damager_actor)
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end
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end
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elseif (class_type == 2) then
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for healer_actor, _ in _pairs (actor.healing_from) do
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local target_object = container._ActorTable [container._NameIndexTable [healer_actor]]
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if (target_object) then
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target_object.fight_component = true
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fight_component (energy_container, misc_container, healer_actor)
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end
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end
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end
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end
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end
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end
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end
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end
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function _detalhes:AtualizarJanela (instancia, _segmento)
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if (_segmento) then --> apenas atualizar janelas que estejam mostrando o segmento solicitado
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