Energy and Resources Revamp
- Energy overflow when using spells are now tracked (using a spell which gives energy and the energy gained passses the max amount of energy). - Energy overflow with classses with auto energy restoration like rogues are also tracked. - Resources now are shown as resource per second instead of per minute.
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@@ -74,6 +74,8 @@ function atributo_energy:NovaTabela (serial, nome, link)
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tipo = class_type,
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total = alphabetical,
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totalover = alphabetical,
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passiveover = alphabetical,
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received = alphabetical,
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resource = alphabetical,
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alternatepower = alphabetical,
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@@ -241,7 +243,7 @@ function atributo_energy:AtualizarResources (qual_barra, colocacao, instancia)
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porcentagem = porcentagem .. "%"
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end
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local rightText = formated_resource .. bars_brackets[1] .. formated_rps .. bars_separator .. porcentagem .. bars_brackets[2]
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local rightText = formated_resource .. bars_brackets[1] .. formated_rps .. " r/s" .. bars_separator .. porcentagem .. bars_brackets[2]
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if (UsingCustomRightText) then
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esta_barra.texto_direita:SetText (_string_replace (instancia.row_info.textR_custom_text, formated_resource, formated_rps, porcentagem, self, instancia.showing, instancia, rightText))
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else
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@@ -799,7 +801,7 @@ function atributo_energy:ToolTip (instancia, numero, barra, keydown)
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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:AddLine (resource_string, floor (self.resource) .. " (" .. _cstr ("%.2f", self.resource / instancia.showing:GetCombatTime()) .. " per second)", 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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@@ -914,7 +916,6 @@ function atributo_energy:ToolTipRegenRecebido (instancia, numero, barra, keydown
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end
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--> players
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reset_tooltips_table()
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i = 1
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@@ -981,6 +982,35 @@ function atributo_energy:ToolTipRegenRecebido (instancia, numero, barra, keydown
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end
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end
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--> player generators
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local allGeneratorSpells = {}
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local allGenerated = 0
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for spellid, spellObject in _pairs (self.spells._ActorTable) do
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tinsert (allGeneratorSpells, {spellObject, spellObject.total, spellObject.totalover})
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allGenerated = allGenerated + spellObject.total
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end
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table.sort (allGeneratorSpells, _detalhes.Sort2)
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_detalhes:AddTooltipSpellHeaderText (self.nome .. " Generators", headerColor, #allGeneratorSpells, [[Interface\HELPFRAME\HelpIcon-HotIssues]], 0.21875, 0.78125, 0.21875, 0.78125)
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_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
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for i = 1, #allGeneratorSpells do
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local thisGenerator = allGeneratorSpells [i]
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local spellName, _, spellIcon = GetSpellInfo (thisGenerator[1].id)
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GameCooltip:AddLine (spellName, FormatTooltipNumber (_, thisGenerator[2]) .. " (|cFFFF5555overflow: " .. FormatTooltipNumber (_, thisGenerator[3]) .. "|r | " .. _cstr ("%.1f", (thisGenerator[2] / allGenerated) * 100).."%)")
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GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, .1, .9, .1, .9)
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_detalhes:AddTooltipBackgroundStatusbar()
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end
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--auto regen overflow
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_detalhes:AddTooltipSpellHeaderText (self.nome .. " Auto Regen Overflow", headerColor, 1, [[Interface\CHARACTERFRAME\Disconnect-Icon]], 0.3, 0.7, 0.3, 0.7)
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_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
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GameCooltip:AddLine ("Auto Regen Overflow", FormatTooltipNumber (_, self.passiveover) .. " ( " .. _cstr ("%.1f", self.passiveover / (self.passiveover + self.total) * 100) .. "%)")
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GameCooltip:AddIcon ([[Interface\COMMON\Indicator-Red]], nil, nil, icon_size.W, icon_size.H)
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_detalhes:AddTooltipBackgroundStatusbar()
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return true
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end
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@@ -28,16 +28,18 @@
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id = id,
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counter = 0,
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total = 0,
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totalover = 0,
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targets = {}
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}
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return _newEnergySpell
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end
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function habilidade_energy:Add (serial, nome, flag, amount, who_nome, powertype)
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function habilidade_energy:Add (serial, nome, flag, amount, who_nome, powertype, overpower)
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self.counter = self.counter + 1
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self.total = self.total + amount
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self.totalover = self.totalover + overpower
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self.targets [nome] = (self.targets [nome] or 0) + amount
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end
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