- Added new sub attribute for Heal: Enemy Heal.

- Added new sub attribute for Heal: Damage Prevented.
- Added new sub attribute for Misc: Cooldowns.
- All tooltips has been revised and changed.
- Fixed issue with absobed heal amount.
- Actors will be placed inside cache only if Details is in combat.
- Added support to dual status bar on CoolTips.
- Fixed some labels over info window were text was to big.
- Cosmetic changes in many places.
This commit is contained in:
Tercio
2013-09-01 18:27:16 -03:00
parent 225980313a
commit 3f45e83047
34 changed files with 1813 additions and 189 deletions
+89 -21
View File
@@ -67,6 +67,7 @@ function atributo_heal:NovaTabela (serial, nome, link)
total = 0,
totalover = 0,
totalabsorb = 0,
custom = 0,
total_without_pet = 0,
@@ -88,6 +89,7 @@ function atributo_heal:NovaTabela (serial, nome, link)
pets = {}, --> nome já formatado: pet nome <owner nome>
heal_enemy = {}, --> quando o jogador cura um inimigo
heal_enemy_amt = 0,
--container armazenará os IDs das habilidades usadas por este jogador
spell_tables = container_habilidades:NovoContainer (container_heal),
@@ -144,6 +146,10 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
keyName = "totalover"
elseif (sub_atributo == 4) then --> healing take
keyName = "healing_taken"
elseif (sub_atributo == 5) then --> enemy heal
keyName = "heal_enemy_amt"
elseif (sub_atributo == 6) then --> absorbs
keyName = "totalabsorb"
end
else
keyName = exportar.key
@@ -161,6 +167,10 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
keyName = "totalover"
elseif (sub_atributo == 4) then --> healing take
keyName = "healing_taken"
elseif (sub_atributo == 5) then --> enemy heal
keyName = "heal_enemy_amt"
elseif (sub_atributo == 6) then --> absorbs
keyName = "totalabsorb"
end
end
@@ -171,7 +181,7 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
--> grava o total
instancia.top = conteudo[1][keyName]
elseif (instancia.modo == modo_ALL) then --> mostrando ALL
elseif (instancia.modo == modo_ALL or sub_atributo == 5) then --> mostrando ALL
amount = _detalhes:ContainerSort (conteudo, amount, keyName)
@@ -194,16 +204,15 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
instancia.top = conteudo[1][keyName]
elseif (instancia.modo == modo_GROUP) then --> mostrando GROUP
if (_detalhes.in_combat) then
using_cache = true
end
if (using_cache) then
conteudo = _detalhes.cache_healing_group
_table_sort (conteudo, _detalhes.SortKeySimple)
_detalhes:ContainerSort (conteudo, nil, keyName)
if (conteudo[1][keyName] < 1) then
amount = 0
@@ -254,6 +263,7 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
end
--> refaz o mapa do container
--> se for cache não precisa remapear
showing:remapear()
if (exportar) then
@@ -272,6 +282,8 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
local qual_barra = 1
local barras_container = instancia.barras --> evita buscar N vezes a key .barras dentro da instância
--print (sub_atributo, total, keyName)
local combat_time = instancia.showing:GetCombatTime()
for i = instancia.barraS[1], instancia.barraS[2], 1 do --> vai atualizar só o range que esta sendo mostrado
--conteudo[i]:AtualizaBarra (instancia, qual_barra, i, total, sub_atributo, forcar) --> instância, index, total, valor da 1º barra
@@ -378,7 +390,14 @@ function atributo_heal:AtualizaBarra (instancia, barras_container, qual_barra, l
elseif (sub_atributo == 4) then --> mostrando healing take
esta_barra.texto_direita:SetText (_detalhes:ToK (self.healing_taken) .." ".. div_abre .._cstr("%.1f", porcentagem).."%" .. div_fecha) --seta o texto da direita --_cstr("%.1f", dps) .. " - ".. DPS do damage taken não será possivel correto?
esta_porcentagem = _math_floor ((self.healing_taken/instancia.top) * 100) --> determina qual o tamanho da barra
elseif (sub_atributo == 5) then --> mostrando enemy heal
esta_barra.texto_direita:SetText (_detalhes:ToK (self.heal_enemy_amt) .." ".. div_abre .._cstr("%.1f", porcentagem).."%" .. div_fecha) --seta o texto da direita --_cstr("%.1f", dps) .. " - ".. DPS do damage taken não será possivel correto?
esta_porcentagem = _math_floor ((self.heal_enemy_amt/instancia.top) * 100) --> determina qual o tamanho da barra
elseif (sub_atributo == 6) then --> mostrando enemy heal
esta_barra.texto_direita:SetText (_detalhes:ToK (self.totalabsorb) .." ".. div_abre .._cstr("%.1f", porcentagem).."%" .. div_fecha) --seta o texto da direita --_cstr("%.1f", dps) .. " - ".. DPS do damage taken não será possivel correto?
esta_porcentagem = _math_floor ((self.totalabsorb/instancia.top) * 100) --> determina qual o tamanho da barra
end
end
@@ -403,6 +422,8 @@ function atributo_heal:ToolTip (instancia, numero, barra)
--GameTooltip:AddLine (barra.colocacao..". "..self.nome)
if (instancia.sub_atributo <= 3) then --> healing done, HPS or Overheal
return self:ToolTip_HealingDone (instancia, numero, barra)
elseif (instancia.sub_atributo == 6) then --> healing done, HPS or Overheal
return self:ToolTip_HealingDone (instancia, numero, barra)
elseif (instancia.sub_atributo == 4) then --> healing taken
return self:ToolTip_HealingTaken (instancia, numero, barra)
end
@@ -471,6 +492,7 @@ function atributo_heal:ToolTip_HealingTaken (instancia, numero, barra)
end
---------> HEALING DONE / HPS / OVERHEAL
local background_heal_vs_absorbs = {value = 100, color = {1, 1, 0, .25}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar4_glass]]}
function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
local owner = self.owner
@@ -486,7 +508,9 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
local actor_key, skill_key = "total", "total"
if (instancia.sub_atributo == 3) then
key = "totalover", "overheal"
actor_key, skill_key = "totalover", "overheal"
elseif (instancia.sub_atributo == 6) then
actor_key, skill_key = "totalabsorb", "totalabsorb"
end
local meu_tempo
@@ -495,10 +519,12 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
elseif (_detalhes.time_type == 2) then
meu_tempo = self:GetCombatTime()
end
local ActorTotal = self [actor_key]
for _spellid, _skill in _pairs (ActorSkillsContainer) do
local SkillName, _, SkillIcon = _GetSpellInfo (_spellid)
_table_insert (ActorHealingTable, {_spellid, _skill [skill_key], _skill [skill_key]/ActorTotal*100, {SkillName, nil, SkillIcon}, _skill [skill_key]/meu_tempo})
_table_insert (ActorHealingTable, {_spellid, _skill [skill_key], _skill [skill_key]/ActorTotal*100, {SkillName, nil, SkillIcon}, _skill [skill_key]/meu_tempo, _skill.total})
end
_table_sort (ActorHealingTable, _detalhes.Sort2)
@@ -511,9 +537,6 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
--> Mostra as habilidades no tooltip
GameCooltip:AddLine (Loc ["STRING_SPELLS"], nil, nil, headerColor, nil, 12) --> localiza-me
--GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0.03515625, 0.087890625, 0.0234375, 0.09765625, _detalhes.class_colors [self.classe])
--GameCooltip:AddIcon ([[Interface\HELPFRAME\HotIssueIcon]], 1, 1, 14, 14, 0, 1, 0, 1)
--GameCooltip:AddIcon ([[Interface\TUTORIALFRAME\UI-TUTORIALFRAME-SPIRITREZ]], 1, 1, 14, 14, 0.283203125, 0.470703125, 0.0859375, 0.9296875)
GameCooltip:AddIcon ([[Interface\RAIDFRAME\Raid-Icon-Rez]], 1, 1, 14, 14, 0.109375, 0.890625, 0.0625, 0.90625)
GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
@@ -527,8 +550,12 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
if (ActorHealingTable[i][2] < 1) then
break
end
if (instancia.sub_atributo == 2) then
if (instancia.sub_atributo == 2) then --> hps
GameCooltip:AddLine (ActorHealingTable[i][4][1]..": ", _detalhes:comma_value ( _math_floor (ActorHealingTable[i][5])).." (".._cstr ("%.1f", ActorHealingTable[i][3]).."%)")
elseif (instancia.sub_atributo == 3) then --> overheal
local overheal = ActorHealingTable[i][2]
local total = ActorHealingTable[i][6]
GameCooltip:AddLine (ActorHealingTable[i][4][1] .." (|cFFFF3333" .. _math_floor ( (overheal / (overheal+total)) *100) .. "%|r):", _detalhes:comma_value ( _math_floor (ActorHealingTable[i][5])).." (".._cstr ("%.1f", ActorHealingTable[i][3]).."%)")
else
GameCooltip:AddLine (ActorHealingTable[i][4][1]..": ", _detalhes:comma_value (ActorHealingTable[i][2]).." (".._cstr ("%.1f", ActorHealingTable[i][3]).."%)")
end
@@ -541,8 +568,6 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
if (instancia.sub_atributo == 1) then -- 1 or 2 -> healing done or hps
GameCooltip:AddLine (Loc ["STRING_TARGETS"].."", nil, nil, headerColor, nil, 12)
--GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0.03515625, 0.087890625, 0.0234375, 0.09765625, _detalhes.class_colors [self.classe])
--GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0, 0.03125, 0.126953125, 0.15625)
GameCooltip:AddIcon ([[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 1, 1, 14, 14, 0.10546875, 0.89453125, 0.05859375, 0.6796875)
GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
@@ -573,7 +598,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
--> PETS
local meus_pets = self.pets
if (#meus_pets > 0) then --> teve ajudantes
if (#meus_pets > 0 and (instancia.sub_atributo == 1 or instancia.sub_atributo == 2)) then --> teve ajudantes
local quantidade = {} --> armazena a quantidade de pets iguais
local danos = {} --> armazena as habilidades
@@ -650,6 +675,46 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra)
end
--> absorbs vs heal
if (instancia.sub_atributo == 1 or instancia.sub_atributo == 2) then
local total_healed = self.total - self.totalabsorb
local total_previned = self.totalabsorb
local healed_percentage = total_healed / self.total * 100
local previned_percentage = total_previned / self.total * 100
if (healed_percentage > 1 and previned_percentage > 1) then
GameCooltip:AddLine (_math_floor (healed_percentage).."%", _math_floor (previned_percentage).."%")
local r, g, b = _unpack (_detalhes.class_colors [self.classe])
background_heal_vs_absorbs.color[1] = r
background_heal_vs_absorbs.color[2] = g
background_heal_vs_absorbs.color[3] = b
background_heal_vs_absorbs.specialSpark = false
GameCooltip:AddStatusBar (healed_percentage, 1, r, g, b, .9, false, background_heal_vs_absorbs)
GameCooltip:AddIcon ([[Interface\ICONS\Ability_Priest_ReflectiveShield]], 1, 2, 14, 14, 0.0625, 0.9375, 0.0625, 0.9375)
GameCooltip:AddIcon ([[Interface\ICONS\Ability_Monk_ChiWave]], 1, 1, 14, 14, 0.9375, 0.0625, 0.0625, 0.9375)
end
elseif (instancia.sub_atributo == 3) then
local total_healed = self.total
local total_overheal = self.totalover
local both = total_healed + total_overheal
local healed_okey = total_healed / both * 100
local healed_disposed = total_overheal / both * 100
if (healed_okey > 1 and healed_disposed > 1) then
GameCooltip:AddLine (_math_floor (healed_okey).."%", _math_floor (healed_disposed).."%")
background_heal_vs_absorbs.color[1] = 1
background_heal_vs_absorbs.color[2] = 0
background_heal_vs_absorbs.color[3] = 0
background_heal_vs_absorbs.specialSpark = false
GameCooltip:AddStatusBar (healed_okey, 1, 0, 1, 0, .9, false, background_heal_vs_absorbs)
GameCooltip:AddIcon ([[Interface\Scenarios\ScenarioIcon-Check]], 1, 1, 14, 14, 0, 1, 0, 1)
GameCooltip:AddIcon ([[Interface\Glues\LOGIN\Glues-CheckBox-Check]], 1, 2, 14, 14, 1, 0, 0, 1)
end
end
return true
end
@@ -767,7 +832,7 @@ function atributo_heal:MontaInfoOverHealing()
local barras = info.barras1
for spellid, tabela in _pairs (tabela) do
local nome, rank, icone = _GetSpellInfo (spellid)
local nome, _, icone = _GetSpellInfo (spellid)
_table_insert (minhas_curas, {spellid, tabela.overheal, tabela.overheal/total*100, nome, icone})
end
@@ -813,7 +878,7 @@ function atributo_heal:MontaInfoOverHealing()
end
barra.texto_esquerdo:SetText (index..instancia.divisores.colocacao..tabela[4]) --seta o texto da esqueda
barra.texto_direita:SetText (tabela[2] .." ".. instancia.divisores.abre .. _cstr ("%.1f", tabela[3]) .."%".. instancia.divisores.fecha) --seta o texto da direita
barra.texto_direita:SetText (_detalhes:comma_value (tabela[2]) .." ".. instancia.divisores.abre .. _cstr ("%.1f", tabela[3]) .."%".. instancia.divisores.fecha) --seta o texto da direita
barra.icone:SetTexture (tabela[5])
@@ -855,7 +920,8 @@ function atributo_heal:MontaInfoOverHealing()
end
barra.texto_esquerdo:SetText (index..instancia.divisores.colocacao..tabela[1]) --seta o texto da esqueda
barra.texto_direita:SetText (tabela[2] .." ".. instancia.divisores.abre .. _cstr ("%.1f", tabela[3]) .. instancia.divisores.fecha) --seta o texto da direita
barra.texto_direita:SetText (_detalhes:comma_value (tabela[2]) .." ".. instancia.divisores.abre .. _cstr ("%.1f", tabela[3]) .. instancia.divisores.fecha) --seta o texto da direita
barra.texto_esquerdo:SetWidth (barra:GetWidth() - barra.texto_direita:GetStringWidth() - 30)
-- o que mostrar no local do ícone?
--barra.icone:SetTexture (tabela[4][3])
@@ -1321,19 +1387,20 @@ atributo_heal.__add = function (shadow, tabela2)
local tempo = (tabela2.end_time or time()) - tabela2.start_time
shadow.start_time = shadow.start_time - tempo
shadow.total = shadow.total - tabela2.total
shadow.total = shadow.total + tabela2.total
_detalhes.tabela_overall.totals[2] = _detalhes.tabela_overall.totals[2] + tabela2.total
if (tabela2.grupo) then
_detalhes.tabela_overall.totals_grupo[2] = _detalhes.tabela_overall.totals_grupo[2] + tabela2.total
end
shadow.totalover = shadow.totalover - tabela2.totalover
shadow.totalover = shadow.totalover + tabela2.totalover
shadow.heal_enemy_amt = shadow.heal_enemy_amt + tabela2.heal_enemy_amt
shadow.total_without_pet = shadow.total_without_pet - tabela2.total_without_pet
shadow.totalover_without_pet = shadow.totalover_without_pet - tabela2.totalover_without_pet
shadow.total_without_pet = shadow.total_without_pet + tabela2.total_without_pet
shadow.totalover_without_pet = shadow.totalover_without_pet + tabela2.totalover_without_pet
shadow.healing_taken = shadow.healing_taken - tabela2.healing_taken
shadow.healing_taken = shadow.healing_taken + tabela2.healing_taken
--> copia o healing_from
for nome, _ in _pairs (tabela2.healing_from) do
@@ -1388,6 +1455,7 @@ end
atributo_heal.__sub = function (tabela1, tabela2)
tabela1.total = tabela1.total - tabela2.total
tabela1.totalover = tabela1.totalover - tabela2.totalover
tabela1.heal_enemy_amt = tabela1.heal_enemy_amt - tabela2.heal_enemy_amt
tabela1.total_without_pet = tabela1.total_without_pet - tabela2.total_without_pet
tabela1.totalover_without_pet = tabela1.totalover_without_pet - tabela2.totalover_without_pet