- Added debuff uptime at misc attribute.

- Added API: instance:InstanceMsg (text, _, textcolor, icontexture, iconcoords).
- Added API: container:ActorCallFunction (func, args) run func for all actors.
- Added member .diff on combat.is_boss table, represent the dificult of raid.
- Disabled captures on Attribute menu now have darkness effect.
- Fixed some tainted which were triggered when dragging a windows.

- Started of major code cleanup.
This commit is contained in:
Tercio
2013-11-05 18:47:19 -02:00
parent f002a7546f
commit 627ab9b91c
20 changed files with 1507 additions and 903 deletions
+66
View File
@@ -2205,6 +2205,72 @@ function atributo_damage:Iniciar (iniciar)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> core functions
--> diminui o total das tabelas do combate
function atributo_damage:subtract_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] - self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] - self.total
end
end
--> restaura a tabela de last event
function atributo_damage:r_last_events_table (actor)
if (not actor) then
actor = self
end
actor.last_events_table = _detalhes:CreateActorLastEventTable()
end
--> restaura e liga o ator com a sua shadow durante a inicialização
function atributo_damage:r_connect_shadow (actor)
if (not actor) then
actor = self
end
local overall_dano = _detalhes.tabela_overall [1]
local shadow = overall_dano._ActorTable [overall_dano._NameIndexTable [actor.nome]]
--> constroi a shadow se não tiver uma
if (not shadow) then
shadow = overall_dano:PegarCombatente (actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow.start_time = time()
shadow.end_time = time()
end
--> reconstruir o container do friendly fire shadow
for index, friendlyfire in _ipairs (actor.friendlyfire._ActorTable) do
local ff_shadow = shadow.friendlyfire:PegarCombatente (friendlyfire.serial, friendlyfire.nome, friendlyfire.flag_original, true)
friendlyfire.shadow = ff_shadow
--nao reconstroi as habilidades aqui
end
--> aplica a meta e indexes
_detalhes.refresh:r_atributo_damage (actor, shadow)
--> soma os valores
shadow = shadow + actor
--> reconstroi o container de alvos
for index, alvo in _ipairs (actor.targets._ActorTable) do
_detalhes.refresh:r_alvo_da_habilidade (alvo, shadow.targets)
end
--> reconstroi o container de habilidades
for spellid, habilidade in _pairs (actor.spell_tables._ActorTable) do
_detalhes.refresh:r_habilidade_dano (habilidade, shadow.spell_tables)
for index, alvo in _ipairs (habilidade.targets._ActorTable) do
_detalhes.refresh:r_alvo_da_habilidade (alvo, habilidade.targets.shadow)
end
end
return shadow
end
function atributo_damage:FF_funcao_de_criacao (_, _, link)
local tabela = _setmetatable ({}, _detalhes) --> mudei de _detalhes para atributo_damage
tabela.total = 0