Added an option to nest pet spells within a bar showing the pet name

This commit is contained in:
Tercio Jose
2023-05-14 16:30:09 -03:00
parent 907d88fad5
commit 7fb0ae469c
8 changed files with 152 additions and 68 deletions
+6 -2
View File
@@ -358,10 +358,11 @@
---@field ListActors fun(container: actorcontainer) usage: for index, actorObject in container:ListActors() do
---@class spellcontainer : table
---@field _ActorTable table store [spellId] = spelltable
---@field GetSpell fun(container: spellcontainer, spellId: number) get a spell by its id
---@field ListActors fun(container: spellcontainer) : any, any usage: for spellId, spelltable in container:ListActors() do
---@field ListSpells fun(container: spellcontainer) : any, any usage: for spellId, spelltable in container:ListActors() do
---@field _ActorTable table
---@field HasTwoOrMoreSpells fun(container: spellcontainer) : boolean return true if the container has two or more spells
---@class friendlyfiretable : table
---@field total number total amount of friendly fire caused by the actor
@@ -593,8 +594,11 @@
---@field expandedIndex number
---@field bIsExpanded boolean
---@field statusBarValue number
---@field actorName string --when showing an actor header, this is the actor name
---@field bIsActorHeader boolean is this is true, the spellbar is an actor header, which is a bar with the actor name with the actor spells nested
---@field actorIcon texture
---@class bknesteddata : {spellId: number, spellTable: spelltable, petName: string, value: number}
---@class bknesteddata : {spellId: number, spellTable: spelltable, actorName: string, value: number, bIsActorHeader: boolean} fills .nestedData table in spelltableadv, used to store the nested spells data, 'value' is set when the breakdown sort the values by the selected header
---@class breakdowntargetframe : frame
---@field spellId number