- Fixed tooltip for Auras and Voidzones, now shows sorted by damage and time.
- More fixes for Korgath encounter on Highmaul. - Added slash commands: /details reset and /details config. - Spell bars on Player Details Window now is painted with the spell spellschool color. - Multistrike doesn't count any more for spell's Minimal Damage. - Resource display got an tooltip which shows what resource is and resource gained per minute. - Clicking on report button when the report window is already open, make it close.
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@@ -834,9 +834,29 @@ function atributo_energy:KeyNames (sub_atributo)
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end
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---------> TOOLTIPS BIFURCAÇÃO
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local resource_bg_color = {.1, .1, .1, 0.6}
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local resource_bg_coords = {.6, 0.1, 0, 0.64453125}
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function atributo_energy:ToolTip (instancia, numero, barra, keydown)
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if (instancia.sub_atributo <= 4) then
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return self:ToolTipRegenRecebido (instancia, numero, barra, keydown)
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elseif (instancia.sub_atributo == 5) then --resources
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local resource_string = _detalhes.resource_strings [self.resource_type]
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if (resource_string) then
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local icon = _detalhes.resource_icons [self.resource_type]
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GameCooltip:AddLine (resource_string, _cstr ("%.2f", self.resource / instancia.showing:GetCombatTime()) .. " per minute", 1, "white")
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GameCooltip:AddIcon (icon.file, 1, 1, 16, 16, unpack (icon.coords))
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GameCooltip:SetWallpaper (1, [[Interface\SPELLBOOK\Spellbook-Page-1]], resource_bg_coords, resource_bg_color, true)
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return true
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end
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end
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end
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@@ -1401,6 +1421,11 @@ end
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--> restaura a meta e indexes ao ator
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_detalhes.refresh:r_atributo_energy (actor, shadow)
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shadow.powertype = actor.powertype
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if (actor.resource) then
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shadow.resource = (shadow.resource or 0) + actor.resource
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shadow.resource_type = actor.resource_type
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end
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--> targets
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for target_name, amount in _pairs (actor.targets) do
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@@ -1447,10 +1472,15 @@ end
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shadow.received = shadow.received + actor.received
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if (not actor.powertype) then
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print ("actor without powertype", actor.nome, actor.powertype)
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--print ("actor without powertype", actor.nome, actor.powertype)
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end
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shadow.powertype = actor.powertype
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if (actor.resource) then
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shadow.resource = (shadow.resource or 0) + actor.resource
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shadow.resource_type = actor.resource_type
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end
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--> total no combate overall (captura de dados)
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_detalhes.tabela_overall.totals[3] [actor.powertype] = _detalhes.tabela_overall.totals[3] [actor.powertype] + actor.total
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@@ -1511,6 +1541,10 @@ atributo_energy.__add = function (tabela1, tabela2)
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if (not tabela1.powertype) then
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tabela1.powertype = tabela2.powertype
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end
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if (tabela1.resource) then
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tabela1.resource = tabela1.resource + (tabela2.resource or 0)
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end
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--> total and received
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tabela1.total = tabela1.total + tabela2.total
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@@ -1544,6 +1578,10 @@ atributo_energy.__sub = function (tabela1, tabela2)
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if (not tabela1.powertype) then
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tabela1.powertype = tabela2.powertype
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end
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if (tabela1.resource) then
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tabela1.resource = tabela1.resource - (tabela2.resource or 0)
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end
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--> total and received
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tabela1.total = tabela1.total - tabela2.total
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