- testing the mercurial repo packpager.
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+36
-28
@@ -230,10 +230,11 @@ function _detalhes:ToolTipDead (instancia, morte, esta_barra, keydown)
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end
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else
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--> heal
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GameCooltip:AddLine ("" .. _cstr ("%.1f", time - hora_da_morte) .. "s " .. spellname .. " (|cFFC6B0D9" .. source .. "|r)", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%)", 1, "white", "white")
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GameCooltip:AddIcon (spellicon)
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GameCooltip:AddStatusBar (hp, 1, "green", true) --, backgroud_bar_heal
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if (amount > _detalhes.deathlog_healingdone_min) then
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GameCooltip:AddLine ("" .. _cstr ("%.1f", time - hora_da_morte) .. "s " .. spellname .. " (|cFFC6B0D9" .. source .. "|r)", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%)", 1, "white", "white")
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GameCooltip:AddIcon (spellicon)
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GameCooltip:AddStatusBar (hp, 1, "green", true) --, backgroud_bar_heal
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end
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end
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elseif (type (evtype) == "number") then
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@@ -391,20 +392,25 @@ function atributo_misc:ReportSingleDeadLine (morte, instancia)
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end
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elseif (not evento [1] and type (evento [1]) == "boolean") then --> heal
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local elapsed = _cstr ("%.1f", evento [4] - time_of_death) .."s"
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local spelllink = GetSpellLink (evento [2])
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local source = _detalhes:GetOnlyName (evento [6])
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local spellname, _, spellicon = _GetSpellInfo (evento [2])
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local amount = evento [3]
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local hp = _math_floor (evento [5] / max_health * 100)
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if (hp > 100) then
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hp = 100
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end
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if (amount > _detalhes.deathlog_healingdone_min) then
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local elapsed = _cstr ("%.1f", evento [4] - time_of_death) .."s"
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local spelllink = GetSpellLink (evento [2])
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local source = _detalhes:GetOnlyName (evento [6])
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local spellname, _, spellicon = _GetSpellInfo (evento [2])
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local hp = _math_floor (evento [5] / max_health * 100)
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if (hp > 100) then
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hp = 100
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end
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if (_detalhes.report_heal_links) then
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tinsert (report_array, {elapsed .. " ", spelllink, " (" .. source .. ")", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
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else
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tinsert (report_array, {elapsed .. " ", spellname, " (" .. source .. ")", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
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if (_detalhes.report_heal_links) then
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tinsert (report_array, {elapsed .. " ", spelllink, " (" .. source .. ")", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
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else
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tinsert (report_array, {elapsed .. " ", spellname, " (" .. source .. ")", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
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end
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end
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elseif (type (evento [1]) == "number" and evento [1] == 4) then --> debuff
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@@ -2407,10 +2413,12 @@ local somar_habilidades = function (container1, container2)
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end
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end
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function atributo_misc:r_connect_shadow (actor, no_refresh)
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function atributo_misc:r_connect_shadow (actor, no_refresh, combat_object)
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local host_combat = combat_object or _detalhes.tabela_overall
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--> criar uma shadow desse ator se ainda não tiver uma
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local overall_misc = _detalhes.tabela_overall [4]
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local overall_misc = host_combat [4]
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local shadow = overall_misc._ActorTable [overall_misc._NameIndexTable [actor.nome]]
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if (not actor.nome) then
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@@ -2467,9 +2475,9 @@ function atributo_misc:r_connect_shadow (actor, no_refresh)
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end
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shadow.cooldowns_defensive = shadow.cooldowns_defensive + actor.cooldowns_defensive
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_detalhes.tabela_overall.totals[4].cooldowns_defensive = _detalhes.tabela_overall.totals[4].cooldowns_defensive + actor.cooldowns_defensive
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host_combat.totals[4].cooldowns_defensive = host_combat.totals[4].cooldowns_defensive + actor.cooldowns_defensive
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if (actor.grupo) then
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_detalhes.tabela_overall.totals_grupo[4].cooldowns_defensive = _detalhes.tabela_overall.totals_grupo[4].cooldowns_defensive + actor.cooldowns_defensive
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host_combat.totals_grupo[4].cooldowns_defensive = host_combat.totals_grupo[4].cooldowns_defensive + actor.cooldowns_defensive
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end
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somar_alvos (shadow.cooldowns_defensive_targets, actor.cooldowns_defensive_targets)
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@@ -2536,9 +2544,9 @@ function atributo_misc:r_connect_shadow (actor, no_refresh)
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end
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shadow.interrupt = shadow.interrupt + actor.interrupt
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_detalhes.tabela_overall.totals[4].interrupt = _detalhes.tabela_overall.totals[4].interrupt + actor.interrupt
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host_combat.totals[4].interrupt = host_combat.totals[4].interrupt + actor.interrupt
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if (actor.grupo) then
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_detalhes.tabela_overall.totals_grupo[4].interrupt = _detalhes.tabela_overall.totals_grupo[4].interrupt + actor.interrupt
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host_combat.totals_grupo[4].interrupt = host_combat.totals_grupo[4].interrupt + actor.interrupt
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end
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somar_alvos (shadow.interrupt_targets, actor.interrupt_targets)
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@@ -2567,9 +2575,9 @@ function atributo_misc:r_connect_shadow (actor, no_refresh)
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end
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shadow.ress = shadow.ress + actor.ress
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_detalhes.tabela_overall.totals[4].ress = _detalhes.tabela_overall.totals[4].ress + actor.ress
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host_combat.totals[4].ress = host_combat.totals[4].ress + actor.ress
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if (actor.grupo) then
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_detalhes.tabela_overall.totals_grupo[4].ress = _detalhes.tabela_overall.totals_grupo[4].ress + actor.ress
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host_combat.totals_grupo[4].ress = host_combat.totals_grupo[4].ress + actor.ress
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end
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somar_alvos (shadow.ress_targets, actor.ress_targets)
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@@ -2586,9 +2594,9 @@ function atributo_misc:r_connect_shadow (actor, no_refresh)
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end
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shadow.dispell = shadow.dispell + actor.dispell
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_detalhes.tabela_overall.totals[4].dispell = _detalhes.tabela_overall.totals[4].dispell + actor.dispell
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host_combat.totals[4].dispell = host_combat.totals[4].dispell + actor.dispell
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if (actor.grupo) then
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_detalhes.tabela_overall.totals_grupo[4].dispell = _detalhes.tabela_overall.totals_grupo[4].dispell + actor.dispell
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host_combat.totals_grupo[4].dispell = host_combat.totals_grupo[4].dispell + actor.dispell
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end
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somar_alvos (shadow.dispell_targets, actor.dispell_targets)
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@@ -2616,9 +2624,9 @@ function atributo_misc:r_connect_shadow (actor, no_refresh)
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end
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shadow.cc_break = shadow.cc_break + actor.cc_break
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_detalhes.tabela_overall.totals[4].cc_break = _detalhes.tabela_overall.totals[4].cc_break + actor.cc_break
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host_combat.totals[4].cc_break = host_combat.totals[4].cc_break + actor.cc_break
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if (actor.grupo) then
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_detalhes.tabela_overall.totals_grupo[4].cc_break = _detalhes.tabela_overall.totals_grupo[4].cc_break + actor.cc_break
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host_combat.totals_grupo[4].cc_break = host_combat.totals_grupo[4].cc_break + actor.cc_break
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end
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somar_alvos (shadow.cc_break_targets, actor.cc_break_targets)
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