- 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:
+9
-4
@@ -90,7 +90,7 @@
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if (serial) then
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local ZoneName, _, _, _, _, _, _, ZoneMapID = _GetInstanceInfo()
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local ZoneName, _, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo()
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local BossIds = _detalhes:GetBossIds (ZoneMapID)
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if (BossIds) then
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@@ -148,7 +148,8 @@
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name = _detalhes:GetBossName (ZoneMapID, BossIndex),
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zone = ZoneName,
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mapid = ZoneMapID,
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encounter = _detalhes:GetBossName (ZoneMapID, BossIndex)
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encounter = _detalhes:GetBossName (ZoneMapID, BossIndex),
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diff = DifficultyID
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}
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_detalhes:SendEvent ("COMBAT_BOSS_FOUND", nil, _detalhes.tabela_vigente.is_boss.index, _detalhes.tabela_vigente.is_boss.name)
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return _detalhes.tabela_vigente.is_boss
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@@ -163,7 +164,7 @@
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--try to get the encounter name after the encounter (can be called during the combat as well)
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function _detalhes:FindBoss()
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local ZoneName, _, _, _, _, _, _, ZoneMapID = _GetInstanceInfo()
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local ZoneName, _, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo()
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local BossIds = _detalhes:GetBossIds (ZoneMapID)
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if (BossIds) then
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@@ -184,7 +185,9 @@
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name =_detalhes:GetBossName (ZoneMapID, BossIndex),
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zone = ZoneName,
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mapid = ZoneMapID,
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encounter = _detalhes:GetBossName (ZoneMapID, BossIndex)}
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encounter = _detalhes:GetBossName (ZoneMapID, BossIndex),
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diff = DifficultyID
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}
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end
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end
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end
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@@ -277,6 +280,7 @@
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end
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_detalhes:CatchRaidBuffUptime ("BUFF_UPTIME_IN")
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_detalhes:CatchRaidDebuffUptime ("DEBUFF_UPTIME_IN")
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_detalhes:UptadeRaidMembersCache()
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_detalhes:HaveOneCurrentInstance()
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@@ -291,6 +295,7 @@
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end
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_detalhes:CatchRaidBuffUptime ("BUFF_UPTIME_OUT")
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_detalhes:CatchRaidDebuffUptime ("DEBUFF_UPTIME_OUT")
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--> pega a zona do jogador e vê se foi uma luta contra um Boss -- identifica se a luta foi com um boss
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if (not _detalhes.tabela_vigente.is_boss) then
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