- More improvements on parser and custom displays.
- Create Details! Forge, /details forge.
This commit is contained in:
+190
-106
@@ -758,7 +758,7 @@
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local actor_table = self:GetActorTable (actor)
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return actor_table.value
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end
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-- ~add
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function atributo_custom:AddValue (actor, actortotal, checktop, name_complement)
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local actor_table = self:GetActorTable (actor, name_complement)
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actor_table.my_actor = actor
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@@ -801,6 +801,12 @@
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actor.nome = spellname
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actor.classe = actor.spellschool
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class = actor.spellschool
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local index = self._NameIndexTable [actor.nome]
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if (index) then
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return self._ActorTable [index]
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end
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else
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class = actor.classe
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if (class == "UNKNOW") then
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@@ -813,9 +819,9 @@
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end
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local new_actor = _setmetatable ({
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nome = actor.nome,
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classe = class,
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value = _detalhes:GetOrderNumber (actor.nome),
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nome = actor.nome,
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classe = class,
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value = _detalhes:GetOrderNumber (actor.nome),
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}, atributo_custom.mt)
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new_actor.name_complement = name_complement
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@@ -1556,91 +1562,92 @@
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desc = Loc ["STRING_CUSTOM_DTBS_DESC"],
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source = false,
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target = false,
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script_version = 27,
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script_version = 29,
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on_shift_click = [[
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local row, object, instance = ...
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local spellname, _, spellicon = _detalhes.GetSpellInfo (object.id)
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_detalhes:OpenAuraPanel (object.id, spellname, spellicon)
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]],
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script = [[
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--> get the parameters passed
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local combat, instance_container, instance = ...
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--> declade the values to return
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local total, top, amount = 0, 0, 0
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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--> get the parameters passed
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local combat, instance_container, instance = ...
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--> declade the values to return
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local total, top, amount = 0, 0, 0
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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--> no amount increase for repeated spells
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local NoRepeat = {}
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--> no amount increase for repeated spells
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local NoRepeat = {}
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--> do a loop amoung the actors
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for index, character in ipairs (AllDamageCharacters) do
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--> is the actor a player?
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if (character:IsPlayer()) then
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local taken_from = character.damage_from
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for source_name, _ in pairs (taken_from) do
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--> do a loop amoung the actors
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for index, character in ipairs (AllDamageCharacters) do
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local source = combat (1, source_name)
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if (source) then
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--> came from an enemy
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if (not source:IsPlayer()) then
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--> is the actor a player?
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if (character:IsPlayer()) then
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local taken_from = character.damage_from
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for source_name, _ in pairs (taken_from) do
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local AllSpells = source:GetSpellList()
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for spellid, spell in pairs (AllSpells) do
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local on_player = spell.targets [character.nome]
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if (on_player and on_player >= 1) then
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instance_container:AddValue (spell, on_player)
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total = total + on_player
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local value = instance_container:GetValue (spell)
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if (value > top) then
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top = value
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local source = combat (1, source_name)
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if (source) then
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--> came from an enemy
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if (not source:IsPlayer()) then
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local AllSpells = source:GetSpellList()
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for spellid, spell in pairs (AllSpells) do
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local on_player = spell.targets [character.nome]
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if (on_player and on_player >= 1) then
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instance_container:AddValue (spell, on_player)
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total = total + on_player
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local value = instance_container:GetValue (spell)
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if (value > top) then
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top = value
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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end
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end
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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elseif (source:IsGroupPlayer()) then -- friendly fire
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local AllSpells = source.friendlyfire [character.nome] and source.friendlyfire [character.nome].spells
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for spellid, on_player in pairs (AllSpells) do
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if (on_player and on_player >= 1) then
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local spellname = select (1, GetSpellInfo(spellid))
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local TEMP_SPELL_OBJECT = _G ["DetailsDamageTakenBySpellTemp"..spellid]
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if (not TEMP_SPELL_OBJECT) then
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TEMP_SPELL_OBJECT = {}
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_G ["DetailsDamageTakenBySpellTemp"..spellid] = TEMP_SPELL_OBJECT
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end
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TEMP_SPELL_OBJECT.id = spellid
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TEMP_SPELL_OBJECT.spellschool = 1
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instance_container:AddValue (TEMP_SPELL_OBJECT, on_player)
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total = total + on_player
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local value = instance_container:GetValue (TEMP_SPELL_OBJECT)
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if (value > top) then
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top = value
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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end
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end
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end
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end
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end
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end
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elseif (source:IsGroupPlayer()) then -- friendly fire
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local AllSpells = source.friendlyfire [character.nome] and source.friendlyfire [character.nome].spells
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for spellid, on_player in pairs (AllSpells) do
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if (on_player and on_player >= 1) then
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local TEMP_SPELL_OBJECT = _G ["DetailsDamageTakenBySpellTemp"..spellid]
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if (not TEMP_SPELL_OBJECT) then
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TEMP_SPELL_OBJECT = {}
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_G ["DetailsDamageTakenBySpellTemp"..spellid] = TEMP_SPELL_OBJECT
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end
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TEMP_SPELL_OBJECT.id = spellid
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TEMP_SPELL_OBJECT.spellschool = 1
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instance_container:AddValue (TEMP_SPELL_OBJECT, on_player)
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total = total + on_player
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local value = instance_container:GetValue (TEMP_SPELL_OBJECT)
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if (value > top) then
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top = value
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end
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if (not NoRepeat [spellid]) then
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amount = amount + 1
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NoRepeat [spellid] = true
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end
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end
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end
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end
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end
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end
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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 total, top, amount
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return total, top, amount
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]],
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tooltip = [[
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@@ -1649,6 +1656,10 @@
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local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
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local GameCooltip = GameCooltip
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local from_spell = actor.id
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local from_spellname
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if (from_spell) then
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from_spellname = select (1, GetSpellInfo (actor.id))
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end
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--> get a list of all damage actors
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local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
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@@ -1658,42 +1669,77 @@
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local total = 0
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local top = 0
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local is_custom_spell = false
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for _, spellcustom in ipairs (_detalhes.savedCustomSpells) do
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if (spellcustom[1] == from_spell) then
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is_custom_spell = true
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end
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end
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for index, character in ipairs (AllDamageCharacters) do
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for playername, ff_table in pairs (character.friendlyfire) do
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if (ff_table.spells [from_spell]) then
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--> playername = target which suffered the damage
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--> character = who dealt the damage
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--> ff_table.spells [from_spell] = total done
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local damage_actor = combat (1, playername)
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local heal_actor = combat (2, playername)
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if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
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if (is_custom_spell) then
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for playername, ff_table in pairs (character.friendlyfire) do
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if (ff_table.spells [from_spell]) then
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local damage_actor = combat (1, playername)
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local heal_actor = combat (2, playername)
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local got
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for index, t in ipairs (Targets) do
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if (t[1] == playername) then
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t[2] = t[2] + ff_table.spells [from_spell]
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
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Targets [#Targets+1] = {playername, ff_table.spells [from_spell]}
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if (ff_table.spells [from_spell] > top) then
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top = ff_table.spells [from_spell]
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local got
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for index, t in ipairs (Targets) do
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if (t[1] == playername) then
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t[2] = t[2] + ff_table.spells [from_spell]
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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Targets [#Targets+1] = {playername, ff_table.spells [from_spell]}
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if (ff_table.spells [from_spell] > top) then
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top = ff_table.spells [from_spell]
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end
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end
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end
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end
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end
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else
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for playername, ff_table in pairs (character.friendlyfire) do
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for spellid, amount in pairs (ff_table.spells) do
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local spellname = select (1, GetSpellInfo (spellid))
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if (spellname == from_spellname) then
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local damage_actor = combat (1, playername)
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local heal_actor = combat (2, playername)
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if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
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local got
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for index, t in ipairs (Targets) do
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if (t[1] == playername) then
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t[2] = t[2] + amount
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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Targets [#Targets+1] = {playername, amount}
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if (amount > top) then
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top = amount
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end
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end
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end
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end
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end
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end
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end
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--> search actors which used the spell shown in the bar
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@@ -1739,19 +1785,57 @@
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end
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end
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end
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if (not is_custom_spell) then
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for spellid, spell in pairs (character.spells._ActorTable) do
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if (spellid ~= from_spell) then
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local spellname = select (1, GetSpellInfo (spellid))
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if (spellname == from_spellname) then
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for targetname, amount in pairs (spell.targets) do
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local got = false
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local damage_actor = combat (1, targetname)
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local heal_actor = combat (2, targetname)
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if ( (damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()) ) ) then
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for index, t in ipairs (Targets) do
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if (t[1] == targetname) then
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t[2] = t[2] + amount
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if (t[2] > top) then
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top = t[2]
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end
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got = true
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break
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end
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end
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if (not got) then
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Targets [#Targets+1] = {targetname, amount}
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if (amount > top) then
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top = amount
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end
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end
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end
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end
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end
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end
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end
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end
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end
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table.sort (Targets, _detalhes.Sort2)
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GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
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local bar_background = {value = 100, color = {0, 0, 0, 0.7}, texture = "Interface\\AddOns\\Details\\images\\bar4"}
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--local bar_background = {value = 100, color = {0.1, 0.1, 0.1, 0.9}, texture = "Interface\\AddOns\\Details\\images\\bar_background"}
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local bar_background = {value = 100, color = {0.1, 0.1, 0.15, 1}, texture = "Interface\\AddOns\\Details\\images\\bar_background2"}
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for index, t in ipairs (Targets) do
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GameCooltip:AddLine (_detalhes:GetOnlyName(t[1]), _detalhes:ToK (t[2]))
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local class, _, _, _, _, r, g, b = _detalhes:GetClass (t[1])
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GameCooltip:AddStatusBar (t[2]/top*100, 1, r, g, b, 0.6, true, bar_background)
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GameCooltip:AddStatusBar (t[2]/top*100, 1, r, g, b, 0.8, false, bar_background)
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if (class) then
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local texture, l, r, t, b = _detalhes:GetClassIcon (class)
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@@ -1768,8 +1852,8 @@
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GameCooltip:AddLine (" ")
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GameCooltip:AddLine ("|cFFffa200Click|r: Report Results", aura, 1, "white", "white")
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GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.6, false, bar_background)
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]],
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GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.7, false, bar_background)
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]],
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}
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local have = false
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Reference in New Issue
Block a user