- Several improvements on combatlog reader and custom displays.
- Improvements on enemies damage taken tooltip.
This commit is contained in:
+218
-135
@@ -508,20 +508,20 @@
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local row_value = _math_floor ((self.value / top) * 100)
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-- update tooltip function--
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-- update tooltip function --
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if (self.id) then
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--if (self.id == 1) then
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-- print (self.classe)
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--end
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local school_color = _detalhes.school_colors [self.classe]
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if (not school_color) then
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school_color = _detalhes.school_colors ["unknown"]
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local school = _detalhes.spell_school_cache [self.nome]
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if (school) then
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local school_color = _detalhes.school_colors [school]
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if (not school_color) then
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school_color = _detalhes.school_colors ["unknown"]
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end
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actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (school_color)
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else
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local color = _detalhes.school_colors ["unknown"]
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actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (color)
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end
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actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (school_color)
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else
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actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
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end
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@@ -605,11 +605,17 @@
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if (from_resize) then
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if (self.id) then
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local school_color = _detalhes.school_colors [self.classe]
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if (not school_color) then
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school_color = _detalhes.school_colors ["unknown"]
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local school = _detalhes.spell_school_cache [self.nome]
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if (school) then
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local school_color = _detalhes.school_colors [school]
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if (not school_color) then
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school_color = _detalhes.school_colors ["unknown"]
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end
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actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (school_color)
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else
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local color = _detalhes.school_colors ["unknown"]
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actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (color)
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end
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actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (school_color)
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else
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actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
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end
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@@ -777,6 +783,8 @@
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actors.new_actor.classe = actors.actor.classe
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end
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local icon_cache = {}
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function atributo_custom:GetActorTable (actor, name_complement)
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local index = self._NameIndexTable [actor.nome]
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@@ -786,7 +794,10 @@
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--> if is a spell object
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local class
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if (actor.id) then
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local spellname = _GetSpellInfo (actor.id)
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local spellname, _, icon = _GetSpellInfo (actor.id)
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if (not icon_cache [spellname]) then
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icon_cache [spellname] = icon
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end
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actor.nome = spellname
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actor.classe = actor.spellschool
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class = actor.spellschool
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@@ -817,7 +828,16 @@
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if (actor.id) then
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new_actor.id = actor.id
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new_actor.icon = select (3, _GetSpellInfo (actor.id))
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--icon
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if (icon_cache [actor.nome]) then
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new_actor.icon = icon_cache [actor.nome]
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else
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local _, _, icon = _GetSpellInfo (actor.id)
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if (icon) then
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icon_cache [actor.nome] = icon
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new_actor.icon = icon
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end
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end
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else
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if (not new_actor.classe) then
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new_actor.classe = _detalhes:GetClass (actor.nome) or "UNKNOW"
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@@ -1536,156 +1556,219 @@
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desc = Loc ["STRING_CUSTOM_DTBS_DESC"],
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source = false,
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target = false,
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script_version = 22,
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script_version = 27,
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on_shift_click = [[
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local row, object, instance = ...
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local spellname, _, spellicon = _detalhes.GetSpellInfo (object.id)
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_detalhes:OpenAuraPanel (object.id, spellname, spellicon)
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]],
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script = [[
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--> get the parameters passed
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local combat, instance_container, instance = ...
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--> declade the values to return
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local total, top, amount = 0, 0, 0
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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--> get the parameters passed
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local combat, instance_container, instance = ...
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--> declade the values to return
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local total, top, amount = 0, 0, 0
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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--> no amount increase for repeated spells
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local NoRepeat = {}
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--> no amount increase for repeated spells
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local NoRepeat = {}
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--> do a loop amoung the actors
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for index, character in ipairs (AllDamageCharacters) do
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--> do a loop amoung the actors
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for index, character in ipairs (AllDamageCharacters) do
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--> is the actor a player?
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if (character:IsPlayer()) then
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local taken_from = character.damage_from
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for source_name, _ in pairs (taken_from) do
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--> is the actor a enemy?
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if (character:IsPlayer()) then
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local taken_from = character.damage_from
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for source_name, _ in pairs (taken_from) do
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local source = combat (1, source_name)
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if (source) then
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--> came from an enemy
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if (not source:IsPlayer()) then
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local source = combat (1, source_name)
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if (source) then
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local AllSpells = source:GetSpellList()
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for spellid, spell in pairs (AllSpells) do
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local on_player = spell.targets [character.nome]
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if (not source:IsPlayer()) then
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local AllSpells = source:GetSpellList()
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for spellid, spell in pairs (AllSpells) do
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local on_player = spell.targets [character.nome]
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if (on_player and on_player >= 1) then
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instance_container:AddValue (spell, on_player)
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total = total + on_player
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local value = instance_container:GetValue (spell)
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if (value > top) then
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top = value
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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end
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end
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end
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else -------------
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end -----------
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if (on_player and on_player >= 1) then
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instance_container:AddValue (spell, on_player)
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total = total + on_player
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local value = instance_container:GetValue (spell)
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if (value > top) then
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top = value
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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end
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end
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end
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end
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elseif (source:IsGroupPlayer()) then -- friendly fire
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local AllSpells = source.friendlyfire [character.nome] and source.friendlyfire [character.nome].spells
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for spellid, on_player in pairs (AllSpells) do
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if (on_player and on_player >= 1) then
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local TEMP_SPELL_OBJECT = _G ["DetailsDamageTakenBySpellTemp"..spellid]
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if (not TEMP_SPELL_OBJECT) then
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TEMP_SPELL_OBJECT = {}
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_G ["DetailsDamageTakenBySpellTemp"..spellid] = TEMP_SPELL_OBJECT
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end
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TEMP_SPELL_OBJECT.id = spellid
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TEMP_SPELL_OBJECT.spellschool = 1
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instance_container:AddValue (TEMP_SPELL_OBJECT, on_player)
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total = total + on_player
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local value = instance_container:GetValue (TEMP_SPELL_OBJECT)
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if (value > top) then
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top = value
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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end
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end
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end
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end
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end
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end
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end
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end
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end
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return total, top, amount
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return total, top, amount
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]],
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tooltip = [[
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--get the parameters passed
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local actor, combat, instance = ...
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local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
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local GameCooltip = GameCooltip
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local from_spell = actor.id
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--get the parameters passed
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local actor, combat, instance = ...
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local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
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local GameCooltip = GameCooltip
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local from_spell = actor.id
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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--> hold the targets
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local Targets = {}
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local total = 0
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local top = 0
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--> hold the targets
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local Targets = {}
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local total = 0
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local top = 0
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for index, character in ipairs (AllDamageCharacters) do
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for index, character in ipairs (AllDamageCharacters) do
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for playername, ff_table in pairs (character.friendlyfire) do
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if (ff_table.spells [from_spell]) then
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--> playername = target which suffered the damage
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--> character = who dealt the damage
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--> ff_table.spells [from_spell] = total done
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local spell = character.spells._ActorTable [from_spell]
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local damage_actor = combat (1, playername)
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local heal_actor = combat (2, playername)
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if (spell) then
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for targetname, amount in pairs (spell.targets) do
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if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
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local got
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for index, t in ipairs (Targets) do
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if (t[1] == playername) then
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t[2] = t[2] + ff_table.spells [from_spell]
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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local got = false
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local damage_actor = combat (1, targetname)
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local heal_actor = combat (2, targetname)
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if ( (damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()) ) ) then
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for index, t in ipairs (Targets) do
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if (t[1] == targetname) then
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t[2] = t[2] + amount
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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Targets [#Targets+1] = {targetname, amount}
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if (amount > top) then
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top = amount
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end
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end
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else
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for index, t in ipairs (Targets) do
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if (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
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t[2] = t[2] + amount
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got = true
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break
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end
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end
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if (not got) then
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Targets [#Targets+1] = {Loc ["STRING_TARGETS_OTHER1"], amount}
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end
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Targets [#Targets+1] = {playername, ff_table.spells [from_spell]}
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if (ff_table.spells [from_spell] > top) then
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top = ff_table.spells [from_spell]
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end
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end
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end
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end
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table.sort (Targets, _detalhes.Sort2)
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GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
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local bar_background = {value = 100, color = {0, 0, 0, 0.7}, texture = "Interface\\AddOns\\Details\\images\\bar4"}
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for index, t in ipairs (Targets) do
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GameCooltip:AddLine (_detalhes:GetOnlyName(t[1]), _detalhes:ToK (t[2]))
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local class, _, _, _, _, r, g, b = _detalhes:GetClass (t[1])
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end
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--> search actors which used the spell shown in the bar
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local spell = character.spells._ActorTable [from_spell]
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if (spell) then
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for targetname, amount in pairs (spell.targets) do
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GameCooltip:AddStatusBar (t[2]/top*100, 1, r, g, b, 0.6, true, bar_background)
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local got = false
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if (class) then
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local texture, l, r, t, b = _detalhes:GetClassIcon (class)
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, 14, 14, l, r, t, b)
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elseif (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
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local damage_actor = combat (1, targetname)
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local heal_actor = combat (2, targetname)
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if ( (damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()) ) ) then
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for index, t in ipairs (Targets) do
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if (t[1] == targetname) then
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t[2] = t[2] + amount
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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Targets [#Targets+1] = {targetname, amount}
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if (amount > top) then
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top = amount
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end
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end
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-- else
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-- for index, t in ipairs (Targets) do
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-- if (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
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-- t[2] = t[2] + amount
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-- got = true
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--print (damage_actor and damage_actor.nome, heal_actor and heal_actor.nome)
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-- break
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-- end
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-- end
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-- if (not got) then
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-- Targets [#Targets+1] = {Loc ["STRING_TARGETS_OTHER1"], amount}
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-- end
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end
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end
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local aura = ""
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if (WeakAuras) then
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aura = "|cFFffa200Shift Click|r: Create Aura"
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end
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end
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end
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GameCooltip:AddLine (" ")
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GameCooltip:AddLine ("|cFFffa200Click|r: Report Results", aura, 1, "white", "white")
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GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.6, false, bar_background)
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table.sort (Targets, _detalhes.Sort2)
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GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
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local bar_background = {value = 100, color = {0, 0, 0, 0.7}, texture = "Interface\\AddOns\\Details\\images\\bar4"}
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for index, t in ipairs (Targets) do
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GameCooltip:AddLine (_detalhes:GetOnlyName(t[1]), _detalhes:ToK (t[2]))
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local class, _, _, _, _, r, g, b = _detalhes:GetClass (t[1])
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GameCooltip:AddStatusBar (t[2]/top*100, 1, r, g, b, 0.6, true, bar_background)
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if (class) then
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local texture, l, r, t, b = _detalhes:GetClassIcon (class)
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, 14, 14, l, r, t, b)
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elseif (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
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GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
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end
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end
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local aura = ""
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if (WeakAuras) then
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aura = "|cFFffa200Shift Click|r: Create Aura"
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end
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GameCooltip:AddLine (" ")
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GameCooltip:AddLine ("|cFFffa200Click|r: Report Results", aura, 1, "white", "white")
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GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.6, false, bar_background)
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]],
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}
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+205
-10
@@ -76,6 +76,8 @@
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local ntable = {} --temp
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local vtable = {} --temp
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local tooltip_temp_table = {}
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> exported functions
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@@ -1855,8 +1857,10 @@ function atributo_damage:ToolTip (instancia, numero, barra, keydown)
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else
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if (instancia.sub_atributo == 1 or instancia.sub_atributo == 2) then --> damage done or Dps or enemy
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return self:ToolTip_DamageDone (instancia, numero, barra, keydown)
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elseif (instancia.sub_atributo == 3 or instancia.sub_atributo == 6) then --> damage taken
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elseif (instancia.sub_atributo == 3) then --> damage taken
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return self:ToolTip_DamageTaken (instancia, numero, barra, keydown)
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elseif (instancia.sub_atributo == 6) then --> enemies
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return self:ToolTip_Enemies (instancia, numero, barra, keydown)
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elseif (instancia.sub_atributo == 4) then --> friendly fire
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return self:ToolTip_FriendlyFire (instancia, numero, barra, keydown)
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end
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@@ -2105,6 +2109,111 @@ function atributo_damage:ToolTip_DamageDone (instancia, numero, barra, keydown)
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return true
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end
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|
||||
function atributo_damage:ToolTip_Enemies (instancia, numero, barra, keydown)
|
||||
|
||||
local owner = self.owner
|
||||
if (owner and owner.classe) then
|
||||
r, g, b = unpack (_detalhes.class_colors [owner.classe])
|
||||
else
|
||||
r, g, b = unpack (_detalhes.class_colors [self.classe])
|
||||
end
|
||||
|
||||
local combat = instancia:GetShowingCombat()
|
||||
local enemy_name = self:name()
|
||||
|
||||
--> enemy damage taken
|
||||
local i = 1
|
||||
local damage_taken = 0
|
||||
for _, actor in _ipairs (combat[1]._ActorTable) do
|
||||
if (actor.grupo and actor.targets [self.nome]) then
|
||||
local t = tooltip_temp_table [i]
|
||||
if (not t) then
|
||||
tooltip_temp_table [i] = {}
|
||||
t = tooltip_temp_table [i]
|
||||
end
|
||||
t [1] = actor
|
||||
t [2] = actor.targets [enemy_name] or 0
|
||||
damage_taken = damage_taken + t [2]
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
|
||||
for o = i, #tooltip_temp_table do
|
||||
local t = tooltip_temp_table [o]
|
||||
t[2] = 0
|
||||
t[1] = 0
|
||||
end
|
||||
|
||||
_table_sort (tooltip_temp_table, _detalhes.Sort2)
|
||||
|
||||
-- enemy damage taken
|
||||
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_DAMAGE_TAKEN_FROM"], headerColor, r, g, b, i-1)
|
||||
GameCooltip:AddIcon ([[Interface\Buttons\UI-MicroStream-Red]], 1, 1, 14, 14, 0.1875, 0.8125, 0.15625, 0.78125)
|
||||
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
|
||||
GameCooltip:AddStatusBar (100, 1, 0.7, g, b, 1)
|
||||
|
||||
--> build the tooltip
|
||||
for o = 1, i-1 do
|
||||
|
||||
local player = tooltip_temp_table [o][1]
|
||||
local total = tooltip_temp_table [o][2]
|
||||
local player_name = _detalhes:GetOnlyName (player:name())
|
||||
|
||||
if (player_name:find (_detalhes.playername)) then
|
||||
GameCooltip:AddLine (player_name .. ": ", FormatTooltipNumber (_, total) .. " (" .. _cstr ("%.1f", (total / damage_taken) * 100) .. "%)", nil, "yellow")
|
||||
else
|
||||
GameCooltip:AddLine (player_name .. ": ", FormatTooltipNumber (_, total) .." (" .. _cstr ("%.1f", (total / damage_taken) * 100) .. "%)")
|
||||
end
|
||||
|
||||
local classe = player:class()
|
||||
if (not classe) then
|
||||
classe = "UNKNOW"
|
||||
end
|
||||
if (classe == "UNKNOW") then
|
||||
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
|
||||
else
|
||||
GameCooltip:AddIcon (instancia.row_info.icon_file, nil, nil, 14, 14, _unpack (_detalhes.class_coords [classe]))
|
||||
end
|
||||
_detalhes:AddTooltipBackgroundStatusbar()
|
||||
|
||||
end
|
||||
|
||||
--> damage done and heal
|
||||
GameCooltip:AddLine (" ")
|
||||
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_DAMAGE_DONE"], FormatTooltipNumber (_, _math_floor (self.total)))
|
||||
local half = 0.00048828125
|
||||
GameCooltip:AddIcon (instancia:GetSkinTexture(), 1, 1, 14, 14, 0.005859375 + half, 0.025390625 - half, 0.3623046875, 0.3818359375)
|
||||
_detalhes:AddTooltipBackgroundStatusbar()
|
||||
|
||||
local heal_actor = instancia.showing (2, self.nome)
|
||||
if (heal_actor) then
|
||||
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_HEAL_DONE"], FormatTooltipNumber (_, _math_floor (heal_actor.heal_enemy_amt)))
|
||||
else
|
||||
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_HEAL_DONE"], 0)
|
||||
end
|
||||
GameCooltip:AddIcon (instancia:GetSkinTexture(), 1, 1, 14, 14, 0.037109375 + half, 0.056640625 - half, 0.3623046875, 0.3818359375)
|
||||
_detalhes:AddTooltipBackgroundStatusbar()
|
||||
|
||||
--> enemy description
|
||||
if (instancia.sub_atributo == 6) then
|
||||
GameCooltip:AddLine (" ")
|
||||
GameCooltip:AddLine (Loc ["STRING_LEFTCLICK_DAMAGETAKEN"])
|
||||
GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.7)
|
||||
GameCooltip:AddLine (Loc ["STRING_MIDDLECLICK_DAMAGETAKEN"])
|
||||
GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.7)
|
||||
end
|
||||
|
||||
--> clean up
|
||||
for o = 1, #tooltip_temp_table do
|
||||
local t = tooltip_temp_table [o]
|
||||
t[2] = 0
|
||||
t[1] = 0
|
||||
end
|
||||
|
||||
return true
|
||||
|
||||
end
|
||||
|
||||
---------> DAMAGE TAKEN
|
||||
function atributo_damage:ToolTip_DamageTaken (instancia, numero, barra, keydown)
|
||||
|
||||
@@ -2123,15 +2232,23 @@ function atributo_damage:ToolTip_DamageTaken (instancia, numero, barra, keydown)
|
||||
|
||||
local meus_agressores = {}
|
||||
|
||||
for nome, _ in _pairs (agressores) do --> lista de nomes
|
||||
local este_agressor = showing._ActorTable [showing._NameIndexTable [nome]]
|
||||
if (este_agressor) then --> checagem por causa do total e do garbage collector que não limpa os nomes que deram dano
|
||||
local name = nome
|
||||
local damage_amount = este_agressor.targets [self.nome]
|
||||
|
||||
if (damage_amount) then
|
||||
if (este_agressor:IsPlayer() or este_agressor:IsNeutralOrEnemy()) then
|
||||
meus_agressores [#meus_agressores+1] = {name, damage_amount, este_agressor.classe, este_agressor}
|
||||
if (instancia.sub_atributo == 6) then
|
||||
for _, actor in _ipairs (showing._ActorTable) do
|
||||
if (actor.grupo and actor.targets [self.nome]) then
|
||||
meus_agressores [#meus_agressores+1] = {actor.nome, actor.targets [self.nome], actor.classe, actor}
|
||||
end
|
||||
end
|
||||
else
|
||||
for nome, _ in _pairs (agressores) do --> lista de nomes
|
||||
local este_agressor = showing._ActorTable [showing._NameIndexTable [nome]]
|
||||
if (este_agressor) then --> checagem por causa do total e do garbage collector que não limpa os nomes que deram dano
|
||||
local name = nome
|
||||
local damage_amount = este_agressor.targets [self.nome]
|
||||
|
||||
if (damage_amount) then
|
||||
if (este_agressor:IsPlayer() or este_agressor:IsNeutralOrEnemy()) then
|
||||
meus_agressores [#meus_agressores+1] = {name, damage_amount, este_agressor.classe, este_agressor}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -3503,6 +3620,8 @@ end
|
||||
for i = #vtable, 1, -1 do
|
||||
vtable [i] = nil
|
||||
end
|
||||
|
||||
wipe (tooltip_temp_table)
|
||||
end
|
||||
|
||||
--> atualize a funcao de abreviacao
|
||||
@@ -3870,3 +3989,79 @@ function _detalhes.clear:c_atributo_damage (este_jogador)
|
||||
|
||||
_detalhes.clear:c_container_habilidades (este_jogador.spells)
|
||||
end
|
||||
|
||||
|
||||
--[[
|
||||
--> enemy damage done
|
||||
i = 1
|
||||
local enemy = combat (1, enemy_name)
|
||||
if (enemy) then
|
||||
|
||||
local damage_done = 0
|
||||
|
||||
--> get targets
|
||||
for target_name, amount in _pairs (enemy.targets) do
|
||||
local player = combat (1, target_name)
|
||||
if (player and player.grupo) then
|
||||
local t = tooltip_temp_table [i]
|
||||
if (not t) then
|
||||
tooltip_temp_table [i] = {}
|
||||
t = tooltip_temp_table [i]
|
||||
end
|
||||
t [1] = player
|
||||
t [2] = amount
|
||||
damage_done = damage_done + amount
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
|
||||
--> first clenup
|
||||
for o = i, #tooltip_temp_table do
|
||||
local t = tooltip_temp_table [o]
|
||||
t[2] = 0
|
||||
t[1] = 0
|
||||
end
|
||||
|
||||
_table_sort (tooltip_temp_table, _detalhes.Sort2)
|
||||
|
||||
--> enemy damage taken
|
||||
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_ATTRIBUTE_DAMAGE"], headerColor, r, g, b, i-1, true)
|
||||
GameCooltip:AddIcon ([=[Interface\Buttons\UI-MicroStream-Green]=], 2, 1, 14, 14, 0.1875, 0.8125, 0.15625, 0.78125)
|
||||
GameCooltip:AddIcon ([=[Interface\AddOns\Details\images\key_shift]=], 2, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
|
||||
GameCooltip:AddStatusBar (100, 2, 0.7, g, b, 1)
|
||||
|
||||
--> build the tooltip
|
||||
for o = 1, i-1 do
|
||||
|
||||
local player = tooltip_temp_table [o][1]
|
||||
local total = tooltip_temp_table [o][2]
|
||||
local player_name = player:name()
|
||||
|
||||
if (player_name:find (_detalhes.playername)) then
|
||||
GameCooltip:AddLine (player_name .. ": ", FormatTooltipNumber (_, total) .. " (" .. _cstr ("%.1f", (total / damage_done) * 100) .. "%)", 2, "yellow")
|
||||
else
|
||||
GameCooltip:AddLine (player_name .. ": ", FormatTooltipNumber (_, total) .." (" .. _cstr ("%.1f", (total / damage_done) * 100) .. "%)", 2)
|
||||
end
|
||||
|
||||
local classe = player:class()
|
||||
if (not classe) then
|
||||
classe = "UNKNOW"
|
||||
end
|
||||
if (classe == "UNKNOW") then
|
||||
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", 2, nil, 14, 14, .25, .5, 0, 1)
|
||||
else
|
||||
GameCooltip:AddIcon (instancia.row_info.icon_file, 2, nil, 14, 14, _unpack (_detalhes.class_coords [classe]))
|
||||
end
|
||||
_detalhes:AddTooltipBackgroundStatusbar (2)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--> clean up
|
||||
for o = 1, #tooltip_temp_table do
|
||||
local t = tooltip_temp_table [o]
|
||||
t[2] = 0
|
||||
t[1] = 0
|
||||
end
|
||||
--]]
|
||||
Reference in New Issue
Block a user