chore: hoist plugins to root and move main into Details/
Each Details_* plugin and the main Details addon now lives in its own repo-root folder, matching the Exiles fork-layout convention.
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local Details = _G.Details
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local _
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local addonName, Details222 = ...
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local classDamageSpellTable = Details.habilidade_dano
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function Details222.DamageSpells.CreateSpellTable(spellId, cleuToken)
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return classDamageSpellTable:NovaTabela(spellId, nil, cleuToken)
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end
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--cleu token is used to check if the spell is a dot
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function Details.CreateSpellTable(spellId, cleuToken)
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return classDamageSpellTable:NovaTabela(spellId, nil, cleuToken)
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end
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---create a spelltable to store the damage of a spell
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---@param self any
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---@param spellId number
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---@param link nil
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---@param token string
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---@return spelltable
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function classDamageSpellTable:NovaTabela(spellId, link, token)
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---@type spelltable
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local spellTable = {
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total = 0, --total damage
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counter = 0, --counter
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id = spellId, --spellid
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successful_casted = 0, --successful casted times (only for enemies)
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--min damage made by normal hits
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n_min = 0,
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--max damage made by normal hits
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n_max = 0,
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--amount normal hits
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n_amt = 0,
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--total damage of normal hits
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n_total = 0,
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--critical hits
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c_min = 0,
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c_max = 0,
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c_amt = 0,
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c_total = 0,
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--glacing hits
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g_amt = 0,
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g_dmg = 0,
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--resisted
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r_amt = 0,
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r_dmg = 0,
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--blocked
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b_amt = 0,
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b_dmg = 0,
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--obsorved
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a_amt = 0,
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a_dmg = 0,
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targets = {},
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extra = {}
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}
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if (token == "SPELL_PERIODIC_DAMAGE") and Details.combat_log.separate_dot_effects then
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Details:SetAsDotSpell(spellId)
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end
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return spellTable
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end
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function classDamageSpellTable:AddMiss(serial, targetName, targetFlags, sourceName, missType)
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self.counter = self.counter + 1
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self[missType] = (self[missType] or 0) + 1
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self.targets[targetName] = self.targets[targetName] or 0
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end
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function classDamageSpellTable:Add(targetSerial, targetName, targetFlags, amount, sourceName, resisted, blocked, absorbed, critical, glacing, token, bIsOffhand, bIsReflected)
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self.total = self.total + amount
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--when reflected add the spellId into the extra table to show which spells has reflected
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if (bIsReflected) then
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self.extra[bIsReflected] = (self.extra[bIsReflected] or 0) + amount
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end
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self.targets[targetName] = (self.targets[targetName] or 0) + amount
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self.counter = self.counter + 1
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if (resisted and resisted > 0) then
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self.r_dmg = self.r_dmg + amount
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self.r_amt = self.r_amt + 1
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end
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if (blocked and blocked > 0) then
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self.b_dmg = self.b_dmg + amount
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self.b_amt = self.b_amt + 1
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end
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if (absorbed and absorbed > 0) then
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self.a_dmg = self.a_dmg + amount
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self.a_amt = self.a_amt + 1
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end
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if (glacing) then
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self.g_dmg = self.g_dmg + amount
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self.g_amt = self.g_amt + 1
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elseif (critical) then
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self.c_total = self.c_total + amount
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self.c_amt = self.c_amt + 1
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if (amount > self.c_max) then
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self.c_max = amount
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end
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if (self.c_min > amount or self.c_min == 0) then
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self.c_min = amount
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end
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else
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self.n_total = self.n_total + amount
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self.n_amt = self.n_amt + 1
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if (amount > self.n_max) then
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self.n_max = amount
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end
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if (self.n_min > amount or self.n_min == 0) then
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self.n_min = amount
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end
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end
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end
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