Format the text in the breakdown player list using the same font, size and outline of the damage window

This commit is contained in:
Tercio Jose
2022-10-09 17:12:13 -03:00
parent 61644c755a
commit 9974a87119
92 changed files with 5980 additions and 5978 deletions
+11 -11
View File
@@ -66,7 +66,7 @@ function atributo_energy:NovaTabela (serial, nome, link)
--> constructor
local alphabetical = _detalhes:GetOrderNumber (nome)
local alphabetical = _detalhes:GetOrderNumber(nome)
local _new_energyActor = {
@@ -137,7 +137,7 @@ end
local power_table = {0, 1, 3, 6}
local power_type
local sort_energy = function (t1, t2)
local sort_energy = function(t1, t2)
if (t1.powertype == power_type and t2.powertype == power_type) then
return t1.received > t2.received
elseif (t1.powertype == power_type) then
@@ -149,11 +149,11 @@ local sort_energy = function (t1, t2)
end
end
local sort_energyalternate = function (t1, t2)
local sort_energyalternate = function(t1, t2)
return t1.alternatepower > t2.alternatepower
end
local sort_energy_group = function (t1, t2)
local sort_energy_group = function(t1, t2)
if (t1.grupo and t2.grupo) then
if (t1.powertype == power_type and t2.powertype == power_type) then
return t1.received > t2.received
@@ -175,7 +175,7 @@ local sort_energy_group = function (t1, t2)
end
end
local sort_alternateenergy_group = function (t1, t2)
local sort_alternateenergy_group = function(t1, t2)
if (t1.grupo and t2.grupo) then
return t1.alternatepower > t2.alternatepower
else
@@ -924,7 +924,7 @@ function atributo_energy:ToolTipRegenRecebido (instancia, numero, barra, keydown
break
end
local nome_magia, _, icone_magia = _GetSpellInfo (spell [1])
local nome_magia, _, icone_magia = _GetSpellInfo(spell [1])
GameCooltip:AddLine (nome_magia, FormatTooltipNumber (_, spell [2]).." (".._cstr("%.1f", (spell [2]/total_regenerado) * 100).."%)")
GameCooltip:AddIcon (icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar (false, spell [2] / energy_tooltips_table [1][2] * 100)
@@ -1013,7 +1013,7 @@ function atributo_energy:ToolTipRegenRecebido (instancia, numero, barra, keydown
for i = 1, #allGeneratorSpells do
local thisGenerator = allGeneratorSpells [i]
local spellName, _, spellIcon = GetSpellInfo (thisGenerator[1].id)
local spellName, _, spellIcon = GetSpellInfo(thisGenerator[1].id)
GameCooltip:AddLine (spellName, FormatTooltipNumber (_, thisGenerator[2]) .. " (|cFFFF5555overflow: " .. FormatTooltipNumber (_, thisGenerator[3]) .. "|r | " .. _cstr ("%.1f", (thisGenerator[2] / allGenerated) * 100).."%)")
GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, .1, .9, .1, .9)
_detalhes:AddTooltipBackgroundStatusbar()
@@ -1122,7 +1122,7 @@ function atributo_energy:MontaInfoRegenRecebido()
self:FocusLock (barra, tabela[1])
local spellname, _, spellicon = _GetSpellInfo (tabela [1])
local spellname, _, spellicon = _GetSpellInfo(tabela [1])
local percent = tabela [2] / total_regenerado * 100
self:UpdadeInfoBar (barra, index, tabela[1], spellname, tabela[2], _detalhes:comma_value (tabela[2]), max_, percent, spellicon, true)
@@ -1343,7 +1343,7 @@ function atributo_energy:MontaTooltipAlvos (esta_barra, index)
break
end
local spellname, _, spellicon = _GetSpellInfo (spell [1])
local spellname, _, spellicon = _GetSpellInfo(spell [1])
GameTooltip:AddDoubleLine(spellname .. ": ", _detalhes:comma_value (spell [2]) .. " (" .. _cstr ("%.1f", (spell [2] / total_regenerado) * 100).."%)", 1, 1, 1, 1, 1, 1)
GameTooltip:AddTexture(spellicon)
end
@@ -1542,7 +1542,7 @@ function _detalhes.clear:c_atributo_energy (este_jogador)
_detalhes.clear:c_container_habilidades (este_jogador.spells)
end
atributo_energy.__add = function (tabela1, tabela2)
atributo_energy.__add = function(tabela1, tabela2)
if (not tabela1.powertype) then
tabela1.powertype = tabela2.powertype
@@ -1580,7 +1580,7 @@ atributo_energy.__add = function (tabela1, tabela2)
return tabela1
end
atributo_energy.__sub = function (tabela1, tabela2)
atributo_energy.__sub = function(tabela1, tabela2)
if (not tabela1.powertype) then
tabela1.powertype = tabela2.powertype