Definitions Update
This commit is contained in:
+17
-5
@@ -214,6 +214,14 @@
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---@field aura1 spellid?
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---@field aura1 spellid?
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---@field aura2 spellid?
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---@field aura2 spellid?
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---@class pvpcombatinfo : table
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---@field name string zone name
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---@field mapid number zone mapid
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---@class arenacombatinfo : table
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---@field name string zone name
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---@field zone string zone name
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---@field mapid number zone mapid
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---@class savedspelldata : {key1: number, key2: string, key3: number}
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---@class savedspelldata : {key1: number, key2: string, key3: number}
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---@class alternatepowertable : {last: number, total: number}
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---@class alternatepowertable : {last: number, total: number}
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@@ -255,11 +263,16 @@
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---@field end_time gametime
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---@field end_time gametime
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---@field combat_counter number
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---@field combat_counter number
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---@field is_trash boolean while in raid this is set to true if the combat isn't raid boss, in dungeon this is set to true if the combat isn't a boss or if the dungeon isn't a mythic+
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---@field is_trash boolean while in raid this is set to true if the combat isn't raid boss, in dungeon this is set to true if the combat isn't a boss or if the dungeon isn't a mythic+
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---@field raid_roster table<string, string> [unitName] = unitGUID
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---@field is_boss bossinfo
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---@field overall_added boolean is true when the combat got added into the overall combat
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---@field is_world_trash_combat boolean when true this combat is a regular combat done in the world, not in a dungeon, raid, battleground, arena, ...
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---@field is_mythic_dungeon mythicdungeoninfo
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---@field is_mythic_dungeon mythicdungeoninfo
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---@field is_mythic_dungeon_run_id number
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---@field is_mythic_dungeon_run_id number
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---@field is_mythic_dungeon_segment boolean
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---@field is_mythic_dungeon_segment boolean
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---@field is_pvp pvpcombatinfo
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---@field is_arena arenacombatinfo
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---@field arena boolean
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---@field raid_roster table<string, string> [unitName] = unitGUID
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---@field overall_added boolean is true when the combat got added into the overall combat
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---@field trinketProcs table<actorname, table<spellid, {cooldown: number, total: number}>>
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---@field trinketProcs table<actorname, table<spellid, {cooldown: number, total: number}>>
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---@field _trashoverallalreadyadded boolean
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---@field _trashoverallalreadyadded boolean
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---@field alternate_power table<actorname, alternatepowertable>
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---@field alternate_power table<actorname, alternatepowertable>
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@@ -267,8 +280,6 @@
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---@field totals_grupo {key1: table, key2: table, key3: table, key3: table}
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---@field totals_grupo {key1: table, key2: table, key3: table, key3: table}
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---@field __destroyed boolean
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---@field __destroyed boolean
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---@field PhaseData table
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---@field PhaseData table
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---@field is_boss bossinfo
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---@field is_world_trash_combat boolean when true this combat is a regular combat done in the world, not in a dungeon, raid, battleground, arena, ...
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---@field player_last_events table<string, table[]> record the latest events of each player, latter used to build the death log
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---@field player_last_events table<string, table[]> record the latest events of each player, latter used to build the death log
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---@field
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---@field
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---@field GetCurrentPhase fun(combat: combat) : number return the current phase of the combat or the phase where the combat ended
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---@field GetCurrentPhase fun(combat: combat) : number return the current phase of the combat or the phase where the combat ended
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@@ -322,7 +333,7 @@
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---@class actorcontainer : table contains two tables _ActorTable and _NameIndexTable, the _ActorTable contains the actors, the _NameIndexTable contains the index of the actors in the _ActorTable, making quick to reorder them without causing overhead
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---@class actorcontainer : table contains two tables _ActorTable and _NameIndexTable, the _ActorTable contains the actors, the _NameIndexTable contains the index of the actors in the _ActorTable, making quick to reorder them without causing overhead
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---@field need_refresh boolean when true the container is dirty and needs to be refreshed
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---@field need_refresh boolean when true the container is dirty and needs to be refreshed
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---@field _ActorTable table array of actors
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---@field _ActorTable table a table containing all actors stored in the container
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---@field _NameIndexTable table<string, number> [actorName] = actorIndex in the _ActorTable, actorcontainer:Remap() refreshes the _NameIndexTable
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---@field _NameIndexTable table<string, number> [actorName] = actorIndex in the _ActorTable, actorcontainer:Remap() refreshes the _NameIndexTable
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---@field GetActor fun(container: actorcontainer, actorName: string) get an actor by its name
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---@field GetActor fun(container: actorcontainer, actorName: string) get an actor by its name
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---@field GetOrCreateActor fun(container: actorcontainer, actorSerial: guid, actorName: actorname, actorFlags: controlflags, bShouldCreateActor: boolean) get an actor by its name, if the actor doesn't exist it will be created
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---@field GetOrCreateActor fun(container: actorcontainer, actorSerial: guid, actorName: actorname, actorFlags: controlflags, bShouldCreateActor: boolean) get an actor by its name, if the actor doesn't exist it will be created
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@@ -442,6 +453,7 @@
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---@field GetDisplayName fun(actor: actor) : string Get the display name of the actor. Display name is often the player name without the realm name.
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---@field GetDisplayName fun(actor: actor) : string Get the display name of the actor. Display name is often the player name without the realm name.
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---@field GetActorSpells fun(actor: actor) : spellcontainer get the spell container of the actor
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---@field GetActorSpells fun(actor: actor) : spellcontainer get the spell container of the actor
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---@field Pets fun(actor: actor) : petname[] get the pets of the actor
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---@field Pets fun(actor: actor) : petname[] get the pets of the actor
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---@field SetSpecId fun(actor: actor, specId: number) set the specId of the actor
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---@field
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---@field
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---@class actordamage : actor
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---@class actordamage : actor
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