Bug Fixed
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@@ -205,7 +205,8 @@ function Details:GetDisplayTypeFromBreakdownWindow()
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return breakdownWindowFrame.atributo, breakdownWindowFrame.sub_atributo
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end
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--return the actor object in use by the breakdown window
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---return the actor object in use by the breakdown window
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---@return actor actorObject
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function Details:GetActorObjectFromBreakdownWindow()
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return breakdownWindowFrame.jogador
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end
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@@ -218,6 +219,12 @@ function Details:IsBreakdownWindowOpen()
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return breakdownWindowFrame.ativo
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end
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function Details222.BreakdownWindow.RefreshPlayerScroll()
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if (breakdownWindowFrame.playerScrollBox) then
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breakdownWindowFrame.playerScrollBox:Refresh()
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end
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end
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---open the breakdown window
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---@param self details
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---@param instanceObject instance
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@@ -2250,7 +2250,7 @@ local iconFrame_OnEnter = function(self)
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end
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end
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if (actor.spec == 1473) then
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if (actor.spec == 1473 and actor.tipo == DETAILS_ATTRIBUTE_DAMAGE) then
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local damageDone = math.floor(actor.total + actor.extra_bar)
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GameCooltip:AddLine("Evoker Predicted Damage:", Details:Format(damageDone) .. " (" .. Details:Format(damageDone / Details:GetCurrentCombat():GetCombatTime()) .. ")", 1, "white")
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GameCooltip:AddIcon([[]], 1, 1, 1, 20)
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