- testing the mercurial repo packpager.
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@@ -53,6 +53,16 @@
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return self.data_inicio, self.data_fim
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end
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--set the combat date
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function combate:SetDate (started, ended)
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if (started and type (started) == "string") then
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self.data_inicio = started
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end
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if (ended and type (ended) == "string") then
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self.data_fim = ended
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end
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end
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--return data for charts
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function combate:GetTimeData (name)
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return self.TimeData [name]
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@@ -90,6 +100,24 @@
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return self.is_pvp
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end
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function combate:GetMythicDungeonInfo()
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return self.is_mythic_dungeon
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end
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function combate:GetMythicDungeonTrashInfo()
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return self.is_mythic_dungeon_trash
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end
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function combate:IsMythicDungeon()
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local is_segment = self.is_mythic_dungeon_segment
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local run_id = self.is_mythic_dungeon_run_id
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return is_segment, run_id
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end
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function combate:IsMythicDungeonOverall()
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return self.is_mythic_dungeon and self.is_mythic_dungeon.OverallSegment
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end
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function combate:GetArenaInfo()
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return self.is_arena
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end
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@@ -500,19 +528,23 @@
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combate.__add = function (combate1, combate2)
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local all_containers = {combate2 [class_type_dano]._ActorTable, combate2 [class_type_cura]._ActorTable, combate2 [class_type_e_energy]._ActorTable, combate2 [class_type_misc]._ActorTable}
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local custom_combat
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if (combate1 ~= _detalhes.tabela_overall) then
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custom_combat = combate1
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end
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for class_type, actor_container in ipairs (all_containers) do
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for _, actor in ipairs (actor_container) do
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local shadow
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if (class_type == class_type_dano) then
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shadow = _detalhes.atributo_damage:r_connect_shadow (actor, true)
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shadow = _detalhes.atributo_damage:r_connect_shadow (actor, true, custom_combat)
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elseif (class_type == class_type_cura) then
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shadow = _detalhes.atributo_heal:r_connect_shadow (actor, true)
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shadow = _detalhes.atributo_heal:r_connect_shadow (actor, true, custom_combat)
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elseif (class_type == class_type_e_energy) then
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shadow = _detalhes.atributo_energy:r_connect_shadow (actor, true)
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shadow = _detalhes.atributo_energy:r_connect_shadow (actor, true, custom_combat)
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elseif (class_type == class_type_misc) then
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shadow = _detalhes.atributo_misc:r_connect_shadow (actor, true)
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shadow = _detalhes.atributo_misc:r_connect_shadow (actor, true, custom_combat)
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end
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shadow.boss_fight_component = actor.boss_fight_component
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