- 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:
Tercio
2013-11-12 01:52:27 -02:00
parent 69a27ba149
commit 2047b3e375
21 changed files with 1585 additions and 1243 deletions
+55
View File
@@ -331,6 +331,7 @@
end
--> verifica memoria
_detalhes:FlagActorsOnCommonFight() --fight_component
_detalhes:CheckMemoryAfterCombat()
else
@@ -651,6 +652,60 @@
end
end
end
local fight_component = function (energy_container, misc_container, name)
local on_energy = energy_container._ActorTable [energy_container._NameIndexTable [name]]
if (on_energy) then
on_energy.fight_component = true
end
local on_misc = misc_container._ActorTable [misc_container._NameIndexTable [name]]
if (on_misc) then
on_misc.fight_component = true
end
end
function _detalhes:FlagActorsOnCommonFight()
local damage_container = _detalhes.tabela_vigente [1]
local healing_container = _detalhes.tabela_vigente [2]
local energy_container = _detalhes.tabela_vigente [3]
local misc_container = _detalhes.tabela_vigente [4]
for class_type, container in _ipairs ({damage_container, healing_container}) do
for _, actor in _ipairs (container._ActorTable) do
if (actor.grupo) then
if (class_type == 1 or class_type == 2) then
for _, target_actor in _ipairs (actor.targets._ActorTable) do
local target_object = container._ActorTable [container._NameIndexTable [target_actor.nome]]
if (target_object) then
target_object.fight_component = true
fight_component (energy_container, misc_container, target_actor.nome)
end
end
if (class_type == 1) then
for damager_actor, _ in _pairs (actor.damage_from) do
local target_object = container._ActorTable [container._NameIndexTable [damager_actor]]
if (target_object) then
target_object.fight_component = true
fight_component (energy_container, misc_container, damager_actor)
end
end
elseif (class_type == 2) then
for healer_actor, _ in _pairs (actor.healing_from) do
local target_object = container._ActorTable [container._NameIndexTable [healer_actor]]
if (target_object) then
target_object.fight_component = true
fight_component (energy_container, misc_container, healer_actor)
end
end
end
end
end
end
end
end
function _detalhes:AtualizarJanela (instancia, _segmento)
if (_segmento) then --> apenas atualizar janelas que estejam mostrando o segmento solicitado