plugins:
- removed warlords of draenor dungeon info plugin. - removed hellfire citadel raid info plugin. - remove calc leech plugin. - added emerald nightmare raid info plugin. - added the nighthold raid info plugin. hotfixes: - fix for total bar where sometimes it desappears. - fix for overall data reseting its elapsed time making dps and hps goes to millions. - fix for overall not reseting when entering in a new dungeon. - fix for trash cleanup on dungeons. - fix for item level detection on dungeons. - fix for artifact offhand always being counter as 750 item level. - fix for segments menu sometimes not opening at all after a dungeon boss. - fix for segments menu not showing the boss icon above the sub panel. - fix for the top left corner of the window be ignoring the 'hide icon' setting at a /reload.
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@@ -2062,7 +2062,7 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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end
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instancia:AtualizarScrollBar (amount)
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local qual_barra = 1
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local barras_container = instancia.barras
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local percentage_type = instancia.row_info.percent_type
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@@ -2118,10 +2118,12 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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instancia.player_top_dps_threshold = instancia.player_top_dps - (instancia.player_top_dps * 0.65)
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end
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local totalBarIsShown
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if (instancia.bars_sort_direction == 1) then --top to bottom
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if (use_total_bar and instancia.barraS[1] == 1) then
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qual_barra = 2
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local iter_last = instancia.barraS[2]
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if (iter_last == instancia.rows_fit_in_window) then
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@@ -2141,6 +2143,7 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
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gump:Fade (row1, "out")
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totalBarIsShown = true
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if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
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for i = instancia.barraS[1], iter_last-1, 1 do
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@@ -2205,6 +2208,7 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
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gump:Fade (row1, "out")
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totalBarIsShown = true
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if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
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for i = iter_last-1, instancia.barraS[1], -1 do
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@@ -2248,6 +2252,12 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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end
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if (totalBarIsShown) then
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instancia:AtualizarScrollBar (amount + 1)
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else
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instancia:AtualizarScrollBar (amount)
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end
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if (use_animations) then
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instancia:fazer_animacoes (qual_barra - 1)
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end
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@@ -3015,6 +3025,55 @@ function atributo_damage:ToolTip_DamageDone (instancia, numero, barra, keydown)
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end
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--> ~Phases
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local segment = instancia:GetShowingCombat()
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if (segment and self.grupo) then
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local bossInfo = segment:GetBossInfo()
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local phasesInfo = segment:GetPhases()
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if (bossInfo and phasesInfo) then
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if (#phasesInfo > 1) then
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--_detalhes:AddTooltipSpellHeaderText ("Phases", headerColor, 1, [[Interface\Garrison\MobileAppIcons]], 2*130/1024, 3*130/1024, 5*130/1024, 6*130/1024)
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--_detalhes:AddTooltipSpellHeaderText ("Phases", headerColor, 1, [[Interface\Garrison\orderhall-missions-mechanic10]], 0, 1, 0, 1)
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_detalhes:AddTooltipSpellHeaderText ("Phases", headerColor, 1, [[Interface\Garrison\orderhall-missions-mechanic8]], 11/64, 53/64, 11/64, 53/64)
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--GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
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_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
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local playerPhases = {}
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local totalDamage = 0
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for phase, playersTable in pairs (phasesInfo.damage) do --each phase
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local allPlayers = {} --all players for this phase
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for playerName, amount in pairs (playersTable) do
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tinsert (allPlayers, {playerName, amount})
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totalDamage = totalDamage + amount
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end
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table.sort (allPlayers, function(a, b) return a[2] > b[2] end)
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local myRank = 0
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for i = 1, #allPlayers do
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if (allPlayers [i] [1] == self.nome) then
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myRank = i
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break
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end
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end
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tinsert (playerPhases, {phase, playersTable [self.nome] or 0, myRank, playersTable [self.nome]/totalDamage*100})
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end
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table.sort (playerPhases, function(a, b) return a[1] < b[1] end)
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for i = 1, #playerPhases do
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--[1] Phase Number [2] Amount Done [3] Rank [4] Percent
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GameCooltip:AddLine ("|cFFF0F0F0Phase|r " .. playerPhases [i][1], FormatTooltipNumber (_, playerPhases [i][2]) .. " (|cFFFFFF00#" .. playerPhases [i][3] .. "|r, " .. _cstr ("%.1f", playerPhases [i][4]) .. "%)")
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GameCooltip:AddIcon ([[Interface\Garrison\orderhall-missions-mechanic9]], 1, 1, 14, 14, 11/64, 53/64, 11/64, 53/64)
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_detalhes:AddTooltipBackgroundStatusbar()
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end
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end
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end
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end
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return true
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end
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