- testing the mercurial repo packpager.

This commit is contained in:
Tercio
2017-09-19 12:56:32 -03:00
parent 1b07ba9276
commit 7df507bd46
48 changed files with 2860 additions and 532 deletions
+36 -4
View File
@@ -53,6 +53,16 @@
return self.data_inicio, self.data_fim
end
--set the combat date
function combate:SetDate (started, ended)
if (started and type (started) == "string") then
self.data_inicio = started
end
if (ended and type (ended) == "string") then
self.data_fim = ended
end
end
--return data for charts
function combate:GetTimeData (name)
return self.TimeData [name]
@@ -90,6 +100,24 @@
return self.is_pvp
end
function combate:GetMythicDungeonInfo()
return self.is_mythic_dungeon
end
function combate:GetMythicDungeonTrashInfo()
return self.is_mythic_dungeon_trash
end
function combate:IsMythicDungeon()
local is_segment = self.is_mythic_dungeon_segment
local run_id = self.is_mythic_dungeon_run_id
return is_segment, run_id
end
function combate:IsMythicDungeonOverall()
return self.is_mythic_dungeon and self.is_mythic_dungeon.OverallSegment
end
function combate:GetArenaInfo()
return self.is_arena
end
@@ -500,19 +528,23 @@
combate.__add = function (combate1, combate2)
local all_containers = {combate2 [class_type_dano]._ActorTable, combate2 [class_type_cura]._ActorTable, combate2 [class_type_e_energy]._ActorTable, combate2 [class_type_misc]._ActorTable}
local custom_combat
if (combate1 ~= _detalhes.tabela_overall) then
custom_combat = combate1
end
for class_type, actor_container in ipairs (all_containers) do
for _, actor in ipairs (actor_container) do
local shadow
if (class_type == class_type_dano) then
shadow = _detalhes.atributo_damage:r_connect_shadow (actor, true)
shadow = _detalhes.atributo_damage:r_connect_shadow (actor, true, custom_combat)
elseif (class_type == class_type_cura) then
shadow = _detalhes.atributo_heal:r_connect_shadow (actor, true)
shadow = _detalhes.atributo_heal:r_connect_shadow (actor, true, custom_combat)
elseif (class_type == class_type_e_energy) then
shadow = _detalhes.atributo_energy:r_connect_shadow (actor, true)
shadow = _detalhes.atributo_energy:r_connect_shadow (actor, true, custom_combat)
elseif (class_type == class_type_misc) then
shadow = _detalhes.atributo_misc:r_connect_shadow (actor, true)
shadow = _detalhes.atributo_misc:r_connect_shadow (actor, true, custom_combat)
end
shadow.boss_fight_component = actor.boss_fight_component