- Major tooltip redesign now using cooltip.
- Details now support !Nicktag - Fixed a bug were instances with same attribute were not updating. - Schedule internal garbage collect if in encounter combat. - More functions and better communication for Cloud Capture. - New API _detalhes:FindGUIDFromName (name) - Added new options for limit number of instances which can be opened. - New options for custom nickname and avatar.
This commit is contained in:
+190
-58
@@ -667,6 +667,7 @@ end
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end
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---------> TOOLTIPS BIFURCAÇÃO
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function atributo_damage:ToolTip (instancia, numero, barra)
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--> seria possivel aqui colocar o icone da classe dele?
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@@ -682,6 +683,10 @@ function atributo_damage:ToolTip (instancia, numero, barra)
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end
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end
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end
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--> tooltip locals
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local r, g, b
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local headerColor = "yellow"
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local barAlha = .6
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--[[exported]] function _detalhes.Sort1 (table1, table2)
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return table1 [1] > table2 [1]
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@@ -698,15 +703,29 @@ end
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---------> DAMAGE DONE & DPS
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function atributo_damage:ToolTip_DamageDone (instancia, numero, barra)
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do
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local owner = self.owner
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if (owner and owner.classe) then
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r, g, b = unpack (_detalhes.class_colors [owner.classe])
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else
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r, g, b = unpack (_detalhes.class_colors [self.classe])
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end
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do
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--> TOP HABILIDADES
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local ActorDamage = self.total_without_pet
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local ActorSkillsContainer = self.spell_tables._ActorTable
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local ActorSkillsSortTable = {}
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local meu_tempo
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if (_detalhes.time_type == 1 or not self.grupo) then
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meu_tempo = self:Tempo()
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elseif (_detalhes.time_type == 2) then
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meu_tempo = self:GetCombatTime()
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end
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for _spellid, _skill in _pairs (ActorSkillsContainer) do
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ActorSkillsSortTable [#ActorSkillsSortTable+1] = {_spellid, _skill.total}
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ActorSkillsSortTable [#ActorSkillsSortTable+1] = {_spellid, _skill.total, _skill.total/meu_tempo}
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end
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_table_sort (ActorSkillsSortTable, _detalhes.Sort2)
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@@ -719,24 +738,47 @@ function atributo_damage:ToolTip_DamageDone (instancia, numero, barra)
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_table_sort (ActorTargetsSortTable, _detalhes.Sort2)
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--> MOSTRA HABILIDADES
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GameTooltip:AddLine (Loc ["STRING_SPELLS"]..":")
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--leftText, rightText, frame, ColorR, ColorG, ColorB, ColorA, ColorR1, ColorG2, ColorB3, ColorA4, fontSize, fontFace
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GameCooltip:AddLine (Loc ["STRING_SPELLS"].."", nil, nil, headerColor, nil, 12)
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GameCooltip:AddIcon ([[Interface\HELPFRAME\HotIssueIcon]], 1, 1, 14, 14, 0.0625, 0.90625, 0, 1)
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GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
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local tooltip_max_abilities = _detalhes.tooltip_max_abilities
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if (instancia.sub_atributo == 2) then
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tooltip_max_abilities = 6
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end
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if (#ActorSkillsSortTable > 0) then
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for i = 1, _math_min (_detalhes.tooltip_max_abilities, #ActorSkillsSortTable) do
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for i = 1, _math_min (tooltip_max_abilities, #ActorSkillsSortTable) do
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local SkillTable = ActorSkillsSortTable [i]
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local nome_magia, _, icone_magia = _GetSpellInfo (SkillTable [1])
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GameTooltip:AddDoubleLine (nome_magia..": ", _detalhes:comma_value (SkillTable [2]) .." (".._cstr("%.1f", SkillTable [2]/ActorDamage*100).."%)", 1, 1, 1, 1, 1, 1)
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GameTooltip:AddTexture (icone_magia)
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if (instancia.sub_atributo == 1) then
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GameCooltip:AddLine (nome_magia..": ", _detalhes:comma_value (SkillTable [2]) .." (".._cstr("%.1f", SkillTable [2]/ActorDamage*100).."%)")
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else
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GameCooltip:AddLine (nome_magia..": ", _detalhes:comma_value (_math_floor (SkillTable [3])) .." (".._cstr("%.1f", SkillTable [2]/ActorDamage*100).."%)")
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end
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GameCooltip:AddIcon (icone_magia, nil, nil, 14, 14)
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GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .3)
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end
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else
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GameTooltip:AddLine (Loc ["STRING_NO_SPELL"])
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GameCooltip:AddLine (Loc ["STRING_NO_SPELL"])
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end
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--> MOSTRA INIMIGOS
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GameTooltip:AddLine (Loc ["STRING_TARGETS"]..":")
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for i = 1, _math_min (_detalhes.tooltip_max_targets, #ActorTargetsSortTable) do
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local este_inimigo = ActorTargetsSortTable [i]
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GameTooltip:AddDoubleLine (este_inimigo[1]..": ", _detalhes:comma_value (este_inimigo[2]) .." (".._cstr("%.1f", este_inimigo[2]/ActorDamage*100).."%)", 1, 1, 1, 1, 1, 1)
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GameTooltip:AddTexture ("Interface\\AddOns\\Details\\images\\espadas")
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if (instancia.sub_atributo == 1) then
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GameCooltip:AddLine (Loc ["STRING_TARGETS"].."", nil, nil, headerColor, nil, 12)
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--GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0.03515625, 0.087890625, 0.0234375, 0.09765625, _detalhes.class_colors [self.classe])
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GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0, 0.03125, 0.126953125, 0.15625)
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GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
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for i = 1, _math_min (_detalhes.tooltip_max_targets, #ActorTargetsSortTable) do
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local este_inimigo = ActorTargetsSortTable [i]
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GameCooltip:AddLine (este_inimigo[1]..": ", _detalhes:comma_value (este_inimigo[2]) .." (".._cstr("%.1f", este_inimigo[2]/ActorDamage*100).."%)")
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\espadas", nil, nil, 14, 14)
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GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .2)
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end
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end
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end
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@@ -759,7 +801,14 @@ function atributo_damage:ToolTip_DamageDone (instancia, numero, barra)
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local tabela = my_self.spell_tables._ActorTable
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local meus_danos = {}
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totais [nome] = my_self.total_without_pet
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--totais [nome] = my_self.total_without_pet
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local meu_tempo
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if (_detalhes.time_type == 1 or not self.grupo) then
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meu_tempo = my_self:Tempo()
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elseif (_detalhes.time_type == 2) then
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meu_tempo = my_self:GetCombatTime()
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end
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totais [#totais+1] = {nome, my_self.total_without_pet, my_self.total_without_pet/meu_tempo}
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for spellid, tabela in _pairs (tabela) do
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local nome, rank, icone = _GetSpellInfo (spellid)
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@@ -782,42 +831,83 @@ function atributo_damage:ToolTip_DamageDone (instancia, numero, barra)
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end
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end
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GameTooltip:AddLine (" ")
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--GameTooltip:AddLine (" ")
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--GameCooltip:AddLine (" ")
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local _quantidade = 0
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local added_logo = false
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_table_sort (totais, _detalhes.Sort2)
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for nome, meus_danos in _pairs (danos) do --> um pet de cada vez
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local n = nome:gsub (("%s%<.*"), "")
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--GameTooltip:AddDoubleLine ("Ajudante: ", "x"..quantidade[nome].." "..n.." (".._math_floor (totais [nome]/self.total*100).."%)", nil, nil, nil, 1, 1, 1)
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--> pintar o nome do pet com a cor da classe do jogador
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if (true) then
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local cor = self.cor
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GameTooltip:AddDoubleLine (Loc ["STRING_PET"]..":", n.." (".._math_floor (totais [nome]/self.total*100).."%)", nil, nil, nil, _unpack (_detalhes.class_colors [self.classe])) --> removido a quantidade
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GameTooltip:AddLine (Loc ["STRING_SPELLS"])
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for i = 1, 3 do
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if (meus_danos[i]) then
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--> meus_danos = { [1] = spellid [2] = total [3] = % [4] = { [1] = nome [2] = rank [3] = icone } }
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GameTooltip:AddDoubleLine (meus_danos[i][4][1]..": ", _detalhes:comma_value (meus_danos[i][2]).." (".._cstr("%.1f", meus_danos[i][3]).."%)", 1, 1, 1, 1, 1, 1)
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GameTooltip:AddTexture (meus_danos[i][4][3])
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for _, _table in _ipairs (totais) do
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if (_table [2] > 0) then
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if (not added_logo) then
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added_logo = true
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GameCooltip:AddLine (Loc ["STRING_PETS"].."", nil, nil, headerColor, nil, 12)
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--GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0.03515625, 0.087890625, 0.0234375, 0.09765625, _detalhes.class_colors [self.classe])
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GameCooltip:AddIcon ([[Interface\COMMON\friendship-heart]], 1, 1, 14, 14, 0.21875, 0.78125, 0.09375, 0.6875)
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GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
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end
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local n = _table [1]:gsub (("%s%<.*"), "")
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if (instancia.sub_atributo == 1) then
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GameCooltip:AddLine (n, _detalhes:comma_value (_table [2]) .. " (" .. _math_floor (_table [2]/self.total*100) .. "%)")
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else
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GameCooltip:AddLine (n, _detalhes:comma_value ( _math_floor (_table [3])) .. " (" .. _math_floor (_table [2]/self.total*100) .. "%)")
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end
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GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .3)
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GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small]], 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
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end
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end
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GameTooltip:AddLine (Loc ["STRING_TARGETS"])
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for i = 1, 3 do
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local meus_inimigos = alvos [nome]
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if (meus_inimigos[i]) then
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GameTooltip:AddDoubleLine (meus_inimigos[i][1]..": ", _detalhes:comma_value (meus_inimigos[i][2]).." (".._cstr("%.1f", meus_inimigos[i][3]).."%)", 1, 1, 1, 1, 1, 1)
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--GameTooltip:AddTexture ("Interface\\GossipFrame\\BattleMasterGossipIcon.blp")
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else
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--> old pet display mode
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for nome, meus_danos in _pairs (danos) do --> um pet de cada vez
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local n = nome:gsub (("%s%<.*"), "")
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--GameTooltip:AddDoubleLine ("Ajudante: ", "x"..quantidade[nome].." "..n.." (".._math_floor (totais [nome]/self.total*100).."%)", nil, nil, nil, 1, 1, 1)
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--> pintar o nome do pet com a cor da classe do jogador
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local cor = self.cor
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GameCooltip:AddLine (Loc ["STRING_PET"]..":", n.." (".._math_floor (totais [nome]/self.total*100).."%)", 1, 1, 1, 1, _unpack (_detalhes.class_colors [self.classe])) --> removido a quantidade
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--GameCooltip:AddLine (Loc ["STRING_SPELLS"])
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--GameTooltip:AddDoubleLine (Loc ["STRING_PET"]..":", n.." (".._math_floor (totais [nome]/self.total*100).."%)", nil, nil, nil, _unpack (_detalhes.class_colors [self.classe])) --> removido a quantidade
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--GameTooltip:AddLine (Loc ["STRING_SPELLS"])
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for i = 1, 3 do
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if (meus_danos[i]) then
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--> meus_danos = { [1] = spellid [2] = total [3] = % [4] = { [1] = nome [2] = rank [3] = icone } }
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GameCooltip:AddLine (meus_danos[i][4][1]..": ", _detalhes:comma_value (meus_danos[i][2]).." (".._cstr("%.1f", meus_danos[i][3]).."%)")
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GameCooltip:AddIcon (meus_danos[i][4][3], nil, nil, 14, 14)
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GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .2)
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--GameTooltip:AddDoubleLine (meus_danos[i][4][1]..": ", _detalhes:comma_value (meus_danos[i][2]).." (".._cstr("%.1f", meus_danos[i][3]).."%)", 1, 1, 1, 1, 1, 1)
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--GameTooltip:AddTexture (meus_danos[i][4][3])
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end
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end
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GameTooltip:AddLine (Loc ["STRING_TARGETS"])
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for i = 1, 3 do
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local meus_inimigos = alvos [nome]
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if (meus_inimigos[i]) then
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GameTooltip:AddLine (meus_inimigos[i][1]..": ", _detalhes:comma_value (meus_inimigos[i][2]).." (".._cstr("%.1f", meus_inimigos[i][3]).."%)")
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--GameTooltip:AddDoubleLine (meus_inimigos[i][1]..": ", _detalhes:comma_value (meus_inimigos[i][2]).." (".._cstr("%.1f", meus_inimigos[i][3]).."%)", 1, 1, 1, 1, 1, 1)
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--GameTooltip:AddTexture ("Interface\\GossipFrame\\BattleMasterGossipIcon.blp")
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GameTooltip:AddTexture ("Interface\\AddOns\\Details\\images\\espadas")
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\espadas", nil, nil, 14, 14)
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GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .2)
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--GameTooltip:AddTexture ("Interface\\AddOns\\Details\\images\\espadas")
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end
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end
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--GameTooltip:AddLine (" ")
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_quantidade = _quantidade + 1
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if (_quantidade >= _detalhes.tooltip_max_pets) then
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return true
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end
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end
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GameTooltip:AddLine (" ")
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_quantidade = _quantidade + 1
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if (_quantidade >= _detalhes.tooltip_max_pets) then
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return true
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end
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end
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end
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@@ -828,6 +918,13 @@ end
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---------> DAMAGE TAKEN
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function atributo_damage:ToolTip_DamageTaken (instancia, numero, barra)
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local owner = self.owner
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if (owner and owner.classe) then
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r, g, b = unpack (_detalhes.class_colors [owner.classe])
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else
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r, g, b = unpack (_detalhes.class_colors [self.classe])
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end
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local agressores = self.damage_from
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local damage_taken = self.damage_taken
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@@ -835,7 +932,7 @@ function atributo_damage:ToolTip_DamageTaken (instancia, numero, barra)
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local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
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local meus_agressores = {}
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for nome, _ in _pairs (agressores) do --> agressores seria a lista de nomes
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local este_agressor = showing._ActorTable[showing._NameIndexTable[nome]]
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if (este_agressor) then --> checagem por causa do total e do garbage collector que não limpa os nomes que deram dano
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@@ -849,21 +946,30 @@ function atributo_damage:ToolTip_DamageTaken (instancia, numero, barra)
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_table_sort (meus_agressores, function (a, b) return a[2] > b[2] end)
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GameTooltip:AddLine (" ")
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GameCooltip:AddLine (Loc ["STRING_FROM"], nil, nil, headerColor, nil, 12)
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--GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0.03515625, 0.087890625, 0.0234375, 0.09765625, _detalhes.class_colors [self.classe])
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GameCooltip:AddIcon ([[Interface\Addons\Details\images\icons]], 1, 1, 14, 14, 0.126953125, 0.1796875, 0, 0.0546875)
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GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
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local max = #meus_agressores
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if (max > 6) then
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max = 6
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end
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for i = 1, max do
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GameTooltip:AddDoubleLine (meus_agressores[i][1]..": ", _detalhes:comma_value (meus_agressores[i][2]).." (".._cstr("%.1f", (meus_agressores[i][2]/damage_taken) * 100).."%)", 1, 1, 1, 1, 1, 1)
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GameCooltip:AddLine (meus_agressores[i][1]..": ", _detalhes:comma_value (meus_agressores[i][2]).." (".._cstr("%.1f", (meus_agressores[i][2]/damage_taken) * 100).."%)")
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local classe = meus_agressores[i][3]
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if (not classe) then
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classe = "monster"
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classe = "UNKNOW"
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end
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GameTooltip:AddTexture ("Interface\\AddOns\\Details\\images\\"..classe:lower().."_small")
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if (classe == "UNKNOW") then
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GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
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else
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack (_detalhes.class_coords [classe]))
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end
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GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .3)
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end
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return true
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@@ -872,6 +978,13 @@ end
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---------> FRIENDLY FIRE
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function atributo_damage:ToolTip_FriendlyFire (instancia, numero, barra)
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local owner = self.owner
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if (owner and owner.classe) then
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r, g, b = unpack (_detalhes.class_colors [owner.classe])
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else
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r, g, b = unpack (_detalhes.class_colors [self.classe])
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end
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local FriendlyFire = self.friendlyfire --> container de jogadores
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local FriendlyFireTotal = self.friendlyfire_total
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@@ -880,10 +993,10 @@ function atributo_damage:ToolTip_FriendlyFire (instancia, numero, barra)
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local DamagedPlayers = {}
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local Skills = {}
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for nome, index in _pairs (FriendlyFire._NameIndexTable) do
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local TargetActor = FriendlyFire._ActorTable [index]
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DamagedPlayers [#DamagedPlayers+1] = {nome, TargetActor.total}
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DamagedPlayers [#DamagedPlayers+1] = {nome, TargetActor.total, TargetActor.classe}
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local SkillTable = TargetActor.spell_tables --> container das habilidades
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for spellid, tabela in _pairs (SkillTable._ActorTable) do
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@@ -894,20 +1007,39 @@ function atributo_damage:ToolTip_FriendlyFire (instancia, numero, barra)
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_table_sort (DamagedPlayers, _detalhes.Sort2)
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_table_sort (Skills, _detalhes.Sort2)
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GameTooltip:AddLine (Loc ["STRING_TARGETS"]..":")
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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, 0.126953125, 0.224609375, 0.056640625, 0.140625)
|
||||
GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
|
||||
|
||||
for i = 1, _math_min (_detalhes.tooltip_max_abilities, #DamagedPlayers) do
|
||||
GameTooltip:AddDoubleLine (DamagedPlayers[i][1]..": ", _detalhes:comma_value (DamagedPlayers[i][2]).." (".._cstr("%.1f", DamagedPlayers[i][2]/FriendlyFireTotal*100).."%)", 1, 1, 1, 1, 1, 1)
|
||||
GameTooltip:AddTexture ("Interface\\AddOns\\Details\\images\\espadas")
|
||||
local classe = DamagedPlayers[i][3]
|
||||
if (not classe) then
|
||||
classe = "UNKNOW"
|
||||
end
|
||||
|
||||
GameCooltip:AddLine (DamagedPlayers[i][1]..": ", _detalhes:comma_value (DamagedPlayers[i][2]).." (".._cstr("%.1f", DamagedPlayers[i][2]/FriendlyFireTotal*100).."%)")
|
||||
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\espadas", nil, nil, 14, 14)
|
||||
GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .3)
|
||||
|
||||
if (classe == "UNKNOW") then
|
||||
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack (_detalhes.class_coords ["UNKNOW"]))
|
||||
else
|
||||
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack (_detalhes.class_coords [classe]))
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
GameTooltip:AddLine (" ")
|
||||
GameCooltip:AddLine (Loc ["STRING_SPELLS"].."", 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\PVPFrame\bg-down-on]], 1, 1, 14, 14, 0, 1, 0, 1)
|
||||
GameCooltip:AddStatusBar (100, 1, r, g, b, barAlha)
|
||||
|
||||
--> Mostra as habilidades no tooltip
|
||||
GameTooltip:AddLine (Loc ["STRING_SPELLS"]..":")
|
||||
for i = 1, _math_min (_detalhes.tooltip_max_abilities, #Skills) do
|
||||
local nome, _, icone = _GetSpellInfo (Skills[i][1])
|
||||
GameTooltip:AddDoubleLine (nome.." (x".. Skills[i][3].."): ", _detalhes:comma_value (Skills[i][2]).." (".._cstr("%.1f", Skills[i][2]/FriendlyFireTotal*100).."%)", 1, 1, 1, 1, 1, 1)
|
||||
GameTooltip:AddTexture (icone)
|
||||
GameCooltip:AddLine (nome.." (x".. Skills[i][3].."): ", _detalhes:comma_value (Skills[i][2]).." (".._cstr("%.1f", Skills[i][2]/FriendlyFireTotal*100).."%)")
|
||||
GameCooltip:AddIcon (icone, nil, nil, 14, 14)
|
||||
GameCooltip:AddStatusBar (100, 1, .1, .1, .1, .3)
|
||||
end
|
||||
|
||||
return true
|
||||
|
||||
Reference in New Issue
Block a user