- added ignore list for pets which owner can't be found.
- added class color and icon for frags. - added an options to capture only frags on enemy players. - fixed an issue with report during combat lockdown. - fixed some bugs with pet owner recognition. - parser code clean up. - added API: _detalhes:hex (number) return a hex stringr. - segment available freeze text are more brighter now.
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@@ -323,11 +323,19 @@ function atributo_damage:AtualizarFrags (tabela, qual_barra, colocacao, instanci
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end
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--> ele nao come o texto quando a instância esta muito pequena
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esta_barra.textura:SetVertexColor (1, 1, 1)
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esta_barra.icone_classe:SetTexture ("Interface\\LFGFRAME\\LFGROLE_BW")
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esta_barra.icone_classe:SetTexCoord (.25, .5, 0, 1)
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esta_barra.icone_classe:SetVertexColor (1, 1, 1)
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esta_barra.textura:SetVertexColor (_unpack (_detalhes.class_colors [tabela [3]]))
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esta_barra.icone_classe:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small")
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if (tabela [3] == "UNKNOW" or tabela [3] == "UNGROUPPLAYER") then
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esta_barra.icone_classe:SetTexture ("Interface\\LFGFRAME\\LFGROLE_BW")
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esta_barra.icone_classe:SetTexCoord (.25, .5, 0, 1)
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esta_barra.icone_classe:SetVertexColor (1, 1, 1)
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else
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esta_barra.icone_classe:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small")
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esta_barra.icone_classe:SetTexCoord (_unpack (_detalhes.class_coords [tabela [3]])) --very slow method
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esta_barra.icone_classe:SetVertexColor (1, 1, 1)
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end
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if (esta_barra.mouse_over and not instancia.baseframe.isMoving) then --> precisa atualizar o tooltip
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--gump:UpdateTooltip (qual_barra, esta_barra, instancia)
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@@ -403,11 +411,22 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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index = index + 1
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local actor_classe = showing._NameIndexTable [fragName] --> get index
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if (actor_classe) then
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actor_classe = showing._ActorTable [actor_classe] --> get object
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actor_classe = actor_classe.classe
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end
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if (not actor_classe) then
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actor_classe = "UNGROUPPLAYER"
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end
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if (ntable [index]) then
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ntable [index] [1] = fragName
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ntable [index] [2] = fragAmount
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ntable [index] [3] = actor_classe
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else
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ntable [index] = {fragName, fragAmount}
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ntable [index] = {fragName, fragAmount, actor_classe}
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end
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end
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@@ -432,7 +451,7 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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if (exportar) then
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local export = {}
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for i = 1, index do
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export [i] = {ntable[i][1], ntable[i][2]}
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export [i] = {ntable[i][1], ntable[i][2], ntable[i][3]}
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end
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return export
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end
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@@ -485,7 +504,7 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
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--> organiza as tabelas
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if (_detalhes.in_combat and instancia.segmento == 0) then
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if (_detalhes.in_combat and instancia.segmento == 0 and not exportar) then
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using_cache = true
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end
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