Better options for Real Time DPS
- Removed 'Real Time DPS' from the time measure dropdown. - Added "Show 'Real Time' DPS" toggle to show real time dps while in combat. - Added "Order Bars By Real Time DPS" toggle to order bars by the amount of real time dps. - Added "Always Use Real Time in Arenas" toggle to always use real time dps in Arenas. - Added .last_dps_realtime to player actors, caches the latest real time dps calculated.
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-238
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@@ -213,7 +213,7 @@ function healingClass:RefreshWindow (instancia, tabela_do_combate, forcar, expor
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--n�o h� barras para mostrar -- not have something to show
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if (#showing._ActorTable < 1) then --n�o h� barras para mostrar
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--colocado isso recentemente para fazer as barras de dano sumirem na troca de atributo
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return _detalhes:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
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return _detalhes:HideBarsNotInUse(instancia, showing), "", 0, 0
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end
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--total
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@@ -309,7 +309,7 @@ function healingClass:RefreshWindow (instancia, tabela_do_combate, forcar, expor
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end
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if (#conteudo < 1) then
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return _detalhes:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
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return _detalhes:HideBarsNotInUse(instancia, showing), "", 0, 0
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end
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_detalhes:ContainerSortHeal (conteudo, nil, keyName)
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@@ -1992,7 +1992,7 @@ function healingClass:MontaInfoHealingDone()
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local actorCombatTime
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if (Details.time_type == 1 or not actorObject.grupo) then
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actorCombatTime = actorObject:Tempo()
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elseif (Details.time_type == 2 or Details.time_type == 3) then
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elseif (Details.time_type == 2 or Details.use_realtimedps) then
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actorCombatTime = breakdownWindowFrame.instancia.showing:GetCombatTime()
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end
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@@ -3273,7 +3273,7 @@ local function GetDpsHps (_thisActor, key)
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if (_thisActor [keyname]) then
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return _thisActor [keyname]
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else
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if ((Details.time_type == 2 and _thisActor.grupo) or not Details:CaptureGet("damage") or Details.time_type == 3) then
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if ((Details.time_type == 2 and _thisActor.grupo) or not Details:CaptureGet("damage") or Details.use_realtimedps) then
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local dps = _thisActor.total / _thisActor:GetCombatTime()
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_thisActor [keyname] = dps
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return dps
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@@ -3788,7 +3788,7 @@ function Details:envia_relatorio (linhas, custom)
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end
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--effective ou active time
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if (Details.time_type == 2 or Details.time_type == 3) then
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if (Details.time_type == 2 or Details.use_realtimedps) then
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linhas[1] = linhas[1] .. " [" .. segmentTime .. " EF]"
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else
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linhas[1] = linhas[1] .. " [" .. segmentTime .. " AC]"
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@@ -283,7 +283,7 @@ function atributo_energy:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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local showing = tabela_do_combate [class_type]
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if (#showing._ActorTable < 1) then --n�o h� barras para mostrar
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return _detalhes:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
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return _detalhes:HideBarsNotInUse(instancia, showing), "", 0, 0
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end
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local total = 0
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@@ -652,7 +652,7 @@ function atributo_misc:RefreshWindow(instance, combatObject, bIsForceRefresh, bI
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local utilityActorContainer = combatObject[class_type]
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if (#utilityActorContainer._ActorTable < 1) then --n�o h� barras para mostrar
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return _detalhes:EsconderBarrasNaoUsadas (instance, utilityActorContainer), "", 0, 0
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return _detalhes:HideBarsNotInUse(instance, utilityActorContainer), "", 0, 0
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end
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local total = 0
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