Fixed reported bugs on the new breakdown window
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@@ -221,37 +221,44 @@ local auras_tab_create = function(tab, frame)
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end
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local auras_tab_fill = function(tab, player, combat)
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---@type actor
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local miscActor = combat:GetActor(4, player:name())
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---@type number
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local combatTime = combat:GetCombatTime()
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do --buffs
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local newAuraTable = {}
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if (miscActor and miscActor.buff_uptime_spells) then
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for spellID, spellObject in pairs(miscActor.buff_uptime_spells._ActorTable) do
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local spellName, _, spellIcon = GetSpellInfo(spellID)
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if (not spellObject.uptime) then
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--print(_GetSpellInfo(spellID))
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--dumpt(spellObject)
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if (miscActor) then
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do --buffs
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local newAuraTable = {}
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local spellContainer = miscActor:GetSpellContainer("buff")
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if (spellContainer) then
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for spellId, spellTable in spellContainer:ListSpells() do
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local spellName, _, spellIcon = GetSpellInfo(spellId)
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if (not spellTable.uptime) then
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--print(_GetSpellInfo(spellID))
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--dumpt(spellObject)
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end
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local uptime = spellTable.uptime or 0
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table.insert(newAuraTable, {spellIcon, spellName, uptime, spellTable.appliedamt, spellTable.refreshamt, uptime / combatTime * 100, spellID = spellId})
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end
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table.insert(newAuraTable, {spellIcon, spellName, spellObject.uptime, spellObject.appliedamt, spellObject.refreshamt, spellObject.uptime/combatTime*100, spellID = spellID})
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end
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table.sort(newAuraTable, Details.Sort3)
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tab.BuffScroll:SetData(newAuraTable)
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tab.BuffScroll:Refresh()
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end
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table.sort (newAuraTable, Details.Sort3)
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tab.BuffScroll:SetData (newAuraTable)
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tab.BuffScroll:Refresh()
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end
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do --debuffs
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local newAuraTable = {}
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if (miscActor and miscActor.debuff_uptime_spells) then
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for spellID, spellObject in pairs(miscActor.debuff_uptime_spells._ActorTable) do
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local spellName, _, spellIcon = GetSpellInfo(spellID)
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table.insert(newAuraTable, {spellIcon, spellName, spellObject.uptime, spellObject.appliedamt, spellObject.refreshamt, spellObject.uptime/combatTime*100, spellID = spellID})
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do --debuffs
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local newAuraTable = {}
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local spellContainer = miscActor:GetSpellContainer("debuff")
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if (spellContainer) then
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for spellId, spellTable in spellContainer:ListSpells() do
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local spellName, _, spellIcon = GetSpellInfo(spellId)
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table.insert(newAuraTable, {spellIcon, spellName, spellTable.uptime, spellTable.appliedamt, spellTable.refreshamt, spellTable.uptime / combatTime * 100, spellID = spellId})
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end
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end
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table.sort(newAuraTable, Details.Sort3)
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tab.DebuffScroll:SetData(newAuraTable)
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tab.DebuffScroll:Refresh()
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end
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table.sort (newAuraTable, Details.Sort3)
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tab.DebuffScroll:SetData (newAuraTable)
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tab.DebuffScroll:Refresh()
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end
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end
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