Parser: fix energize events. Remove energize overflow since its not tracked in 3.3.5
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@@ -1017,19 +1017,11 @@ function atributo_energy:ToolTipRegenRecebido (instancia, numero, barra, keydown
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for i = 1, #allGeneratorSpells do
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for i = 1, #allGeneratorSpells do
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local thisGenerator = allGeneratorSpells [i]
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local thisGenerator = allGeneratorSpells [i]
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local spellName, _, spellIcon = _GetSpellInfo(thisGenerator[1].id)
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local spellName, _, spellIcon = _GetSpellInfo(thisGenerator[1].id)
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GameCooltip:AddLine(spellName, FormatTooltipNumber (_, thisGenerator[2]) .. " (|cFFFF5555overflow: " .. FormatTooltipNumber (_, thisGenerator[3]) .. "|r | " .. _cstr ("%.1f", (thisGenerator[2] / allGenerated) * 100).."%)")
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GameCooltip:AddLine(spellName, FormatTooltipNumber (_, thisGenerator[2]))
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GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, .1, .9, .1, .9)
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GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, .1, .9, .1, .9)
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_detalhes:AddTooltipBackgroundStatusbar()
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_detalhes:AddTooltipBackgroundStatusbar()
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end
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end
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--auto regen overflow
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_detalhes:AddTooltipSpellHeaderText (self.nome .. " Auto Regen Overflow", headerColor, 1, [[Interface\CHARACTERFRAME\Disconnect-Icon]], 0.3, 0.7, 0.3, 0.7)
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_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
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GameCooltip:AddLine("Auto Regen Overflow", FormatTooltipNumber (_, self.passiveover) .. " ( " .. _cstr ("%.1f", self.passiveover / (self.passiveover + self.total) * 100) .. "%)")
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GameCooltip:AddIcon ([[Interface\COMMON\Indicator-Red]], nil, nil, icon_size.W, icon_size.H)
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_detalhes:AddTooltipBackgroundStatusbar()
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return true
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return true
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end
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end
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@@ -19,6 +19,6 @@
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function habilidade_energy:Add(serial, nome, flag, amount, who_nome, powertype, overpower)
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function habilidade_energy:Add(serial, nome, flag, amount, who_nome, powertype, overpower)
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self.counter = self.counter + 1
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self.counter = self.counter + 1
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self.total = self.total + amount
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self.total = self.total + amount
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self.totalover = self.totalover + overpower
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self.totalover = 0
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self.targets[nome] = (self.targets[nome] or 0) + amount
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self.targets[nome] = (self.targets[nome] or 0) + amount
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end
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end
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+2
-3
@@ -3298,7 +3298,7 @@ local SPELL_POWER_PAIN = SPELL_POWER_PAIN or (PowerEnum and PowerEnum.Pain) or 1
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end
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end
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-- ~energy ~resource
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-- ~energy ~resource
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function parser:energize (token, time, sourceSerial, sourceName, sourceFlags, targetSerial, targetName, targetFlags, targetFlags2, spellId, spellName, spellType, amount, overpower, powerType, altpower)
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function parser:energize (token, time, sourceSerial, sourceName, sourceFlags, targetSerial, targetName, targetFlags, targetFlags2, spellId, spellName, spellType, amount, powerType)
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if (not sourceName) then
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if (not sourceName) then
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sourceName = "[*] " .. spellName
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sourceName = "[*] " .. spellName
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elseif (not targetName) then
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elseif (not targetName) then
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@@ -3375,7 +3375,6 @@ local SPELL_POWER_PAIN = SPELL_POWER_PAIN or (PowerEnum and PowerEnum.Pain) or 1
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--regen produced amount
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--regen produced amount
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sourceActor.total = sourceActor.total + amount
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sourceActor.total = sourceActor.total + amount
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sourceActor.totalover = sourceActor.totalover + overpower
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--target regenerated amount
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--target regenerated amount
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targetActor.received = targetActor.received + amount
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targetActor.received = targetActor.received + amount
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@@ -3392,7 +3391,7 @@ local SPELL_POWER_PAIN = SPELL_POWER_PAIN or (PowerEnum and PowerEnum.Pain) or 1
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end
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end
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--return spell:Add (alvo_serial, alvo_name, alvo_flags, amount, who_name, powertype)
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--return spell:Add (alvo_serial, alvo_name, alvo_flags, amount, who_name, powertype)
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return _spell_energy_func (spellTable, targetSerial, targetName, targetFlags, amount, sourceName, powerType, overpower)
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return _spell_energy_func (spellTable, targetSerial, targetName, targetFlags, amount, sourceName, powerType)
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else
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else
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--is a resource
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--is a resource
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sourceActor.resource = sourceActor.resource + resourceAmount
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sourceActor.resource = sourceActor.resource + resourceAmount
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