v3 Release Candidate.

This commit is contained in:
tercio
2014-11-11 19:49:24 -02:00
parent 1ab15245b4
commit cf3219f436
41 changed files with 2835 additions and 3757 deletions
+21 -22
View File
@@ -59,7 +59,7 @@
for _, actor in _ipairs (_detalhes.tabela_vigente[class_type_dano]._ActorTable) do
if (not actor.grupo and not actor.owner and not actor.nome:find ("[*]") and _bit_band (actor.flag_original, 0x00000060) ~= 0) then --> 0x20+0x40 neutral + enemy reaction
for name, _ in _pairs (actor.targets._NameIndexTable) do
for name, _ in _pairs (actor.targets) do
if (name == _detalhes.playername) then
return actor.nome
else
@@ -76,8 +76,8 @@
for _, actor in _ipairs (_detalhes.tabela_vigente[class_type_dano]._ActorTable) do
if (actor.grupo and not actor.owner) then
for index, target in _ipairs (actor.targets._ActorTable) do
return target.nome
for target_name, _ in _pairs (actor.targets) do
return target_name
end
end
@@ -88,7 +88,7 @@
-- try get the current encounter name during the encounter
local boss_found = function (index, name, zone, mapid, diff)
local boss_found = function (index, name, zone, mapid, diff, encounterid)
local boss_table = {
index = index,
name = name,
@@ -98,6 +98,7 @@
diff = diff,
diff_string = select (4, GetInstanceInfo()),
ej_instance_id = EJ_GetCurrentInstance(),
id = encounterid,
}
_detalhes.tabela_vigente.is_boss = boss_table
@@ -156,7 +157,7 @@
if (_detalhes.encounter_table.name) then
local encounter_table = _detalhes.encounter_table
return boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff)
return boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff, encounter_table.id)
end
for index = 1, 5, 1 do
@@ -192,7 +193,7 @@
if (_detalhes.encounter_table.name) then
local encounter_table = _detalhes.encounter_table
return boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff)
return boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff, encounter_table.id)
end
local ZoneName, InstanceType, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo()
@@ -210,7 +211,9 @@
BossIndex = BossIds [serial]
if (BossIndex) then
Actor.boss = true
Actor.shadow.boss = true
if (Actor.shadow) then
Actor.shadow.boss = true
end
return boss_found (BossIndex, _detalhes:GetBossName (ZoneMapID, BossIndex), ZoneName, ZoneMapID, DifficultyID)
end
end
@@ -357,18 +360,6 @@
_detalhes:CatchRaidDebuffUptime ("DEBUFF_UPTIME_OUT")
_detalhes:CloseEnemyDebuffsUptime()
--> ugly fix for warlocks soul link, need to rewrite friendly fire code.
for index, actor in pairs (_detalhes.tabela_vigente[1]._ActorTable) do
if (actor.classe == "WARLOCK") then
local soullink = actor.spell_tables._ActorTable [108446]
if (soullink) then
actor.total = actor.total - soullink.total
actor.total_without_pet = actor.total_without_pet - soullink.total
soullink.total = 0
end
end
end
--> pega a zona do jogador e vê se foi uma luta contra um Boss -- identifica se a luta foi com um boss
if (not _detalhes.tabela_vigente.is_boss) then
@@ -451,6 +442,14 @@
if (bossKilled) then
_detalhes.tabela_vigente.is_boss.killed = true
--> add to storage
if (not InCombatLockdown() and not UnitAffectingCombat ("player")) then
pcall (_detalhes.StoreEncounter)
else
_detalhes.schedule_store_boss_encounter = true
end
end
--if (_detalhes:GetBossDetails (_detalhes.tabela_vigente.is_boss.mapid, _detalhes.tabela_vigente.is_boss.index) or ) then
@@ -888,14 +887,14 @@
for _, actor in _ipairs (container._ActorTable) do
if (actor.grupo) then
if (class_type == 1 or class_type == 2) then
for _, target_actor in _ipairs (actor.targets._ActorTable) do
local target_object = container._ActorTable [container._NameIndexTable [target_actor.nome]]
for target_name, amount in _pairs (actor.targets) do
local target_object = container._ActorTable [container._NameIndexTable [target_name]]
if (target_object) then
target_object.fight_component = true
if (target_object.shadow) then
target_object.shadow.fight_component = true
end
fight_component (energy_container, misc_container, target_actor.nome)
fight_component (energy_container, misc_container, target_name)
end
end
if (class_type == 1) then