- If the skin selected does not exists, use the default skin.
- Added 'icon_offset' member into instances to offset the class icon. - Event Tracker not uses the cooldown and crowd control lists from the framework. - Added new gradient wallpapers.
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+16
-16
@@ -5700,7 +5700,7 @@ local CreateEventTrackerFrame = function (parent, name)
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--> set its backdrop
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line:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tile = true, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}})
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line:SetBackdropColor (1, 1, 1, 0.75)
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--line:SetBackdropColor (1, 1, 1, 0.75)
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--> statusbar
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local statusbar = CreateFrame ("statusbar", "$parentStatusBar", line)
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@@ -5884,9 +5884,9 @@ local CreateEventTrackerFrame = function (parent, name)
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line.LeftText:SetText (_detalhes:GetOnlyName (ability [ABILITYTABLE_CASTERNAME]))
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if (ability [ABILITYTABLE_ISENEMY]) then
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line:SetBackdropColor (1, .3, .3, 0.75)
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line:SetBackdropColor (1, .3, .3, 0.5)
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else
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line:SetBackdropColor (1, 1, 1, 0.75)
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line:SetBackdropColor (1, 1, 1, 0.5)
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end
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if (ability [ABILITYTABLE_SPELLTYPE] == SPELLTYPE_COOLDOWN) then
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@@ -6081,16 +6081,9 @@ local CreateEventTrackerFrame = function (parent, name)
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scrollframe:SetBackdropColor (0, 0, 0, 0)
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--> get tables used inside the combat parser
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local cooldownList1 = _detalhes.DefensiveCooldownSpellsNoBuff
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local cooldownList2 = _detalhes.DefensiveCooldownSpells
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local attackCooldownsList1 = _detalhes.AttackCooldownSpells
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local crowdControlList1 = _detalhes.CrowdControlSpells
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--> remove thise spells on shipping
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--cooldownList1 [194679] = {60, 10}
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--cooldownList1 [221699] = {60, 10}
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local cooldownListFromFramework = DetailsFramework.CooldownsAllDeffensive
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local attackCooldownsFromFramework = DetailsFramework.CooldownsAttack
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local crowdControlFromFramework = DetailsFramework.CrowdControlSpells
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local combatLog = CreateFrame ("frame")
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combatLog:RegisterEvent ("COMBAT_LOG_EVENT_UNFILTERED")
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@@ -6099,28 +6092,35 @@ local CreateEventTrackerFrame = function (parent, name)
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--> combat parser
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local is_player = function (flag)
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if (not flag) then
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return false
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end
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return bit.band (flag, OBJECT_TYPE_PLAYER) ~= 0
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end
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local is_enemy = function (flag)
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if (not flag) then
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return false
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end
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return bit.band (flag, OBJECT_TYPE_ENEMY) ~= 0
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end
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combatLog:SetScript ("OnEvent", function (self, event)
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local time, token, hidding, caster_serial, caster_name, caster_flags, caster_flags2, target_serial, target_name, target_flags, target_flags2, spellid, spellname, spelltype, extraSpellID, extraSpellName, extraSchool = CombatLogGetCurrentEventInfo()
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local added = false
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--> defensive cooldown
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if (token == "SPELL_CAST_SUCCESS" and (cooldownList1 [spellid] or cooldownList2 [spellid]) and is_player (caster_flags)) then
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if (token == "SPELL_CAST_SUCCESS" and (cooldownListFromFramework [spellid]) and is_player (caster_flags)) then
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tinsert (CurrentShowing, 1, {SPELLTYPE_COOLDOWN, spellid, caster_name, target_name, time, false, GetTime(), caster_serial, is_enemy (caster_flags), target_serial})
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added = true
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--> offensive cooldown
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elseif (token == "SPELL_CAST_SUCCESS" and (attackCooldownsList1 [spellid]) and is_player (caster_flags)) then
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elseif (token == "SPELL_CAST_SUCCESS" and (attackCooldownsFromFramework [spellid]) and is_player (caster_flags)) then
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tinsert (CurrentShowing, 1, {SPELLTYPE_OFFENSIVE, spellid, caster_name, target_name, time, false, GetTime(), caster_serial, is_enemy (caster_flags), target_serial})
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added = true
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--> crowd control
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elseif (token == "SPELL_AURA_APPLIED" and (crowdControlList1 [spellid])) then
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elseif (token == "SPELL_AURA_APPLIED" and (crowdControlFromFramework [spellid])) then
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--check if isnt a pet
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if (target_flags and is_player (target_flags)) then
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tinsert (CurrentShowing, 1, {SPELLTYPE_CROWDCONTROL, spellid, caster_name, target_name, time, false, GetTime(), caster_serial, is_enemy (caster_flags), target_serial})
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