Added an option to nest pet spells within a bar showing the pet name
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+6
-2
@@ -358,10 +358,11 @@
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---@field ListActors fun(container: actorcontainer) usage: for index, actorObject in container:ListActors() do
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---@class spellcontainer : table
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---@field _ActorTable table store [spellId] = spelltable
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---@field GetSpell fun(container: spellcontainer, spellId: number) get a spell by its id
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---@field ListActors fun(container: spellcontainer) : any, any usage: for spellId, spelltable in container:ListActors() do
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---@field ListSpells fun(container: spellcontainer) : any, any usage: for spellId, spelltable in container:ListActors() do
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---@field _ActorTable table
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---@field HasTwoOrMoreSpells fun(container: spellcontainer) : boolean return true if the container has two or more spells
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---@class friendlyfiretable : table
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---@field total number total amount of friendly fire caused by the actor
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@@ -593,8 +594,11 @@
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---@field expandedIndex number
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---@field bIsExpanded boolean
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---@field statusBarValue number
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---@field actorName string --when showing an actor header, this is the actor name
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---@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
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---@field actorIcon texture
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---@class bknesteddata : {spellId: number, spellTable: spelltable, petName: string, value: number}
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---@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
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---@class breakdowntargetframe : frame
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---@field spellId number
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