More spell reflection implementations

- added reflected spells in the player tooltip.
- added reflected spell in the player details window.
- reflection spells like Warrior's Spell Reflection now has a new spell school called "Reflection".
- soft tooltips and player details window improvements.
- damage spell object now has the member 'extra' which is a table that can store hash data.
- profile.tooltip.tooltip_max_abilities won't be forced to 6 any more, to set your own amount of spells shown on tooltips use:
/run Details.tooltip.tooltip_max_abilities = number;
This commit is contained in:
Tercio Jose
2020-06-01 20:51:48 -03:00
parent b9be3bbf39
commit fedfe341a3
12 changed files with 309 additions and 171 deletions
+4 -6
View File
@@ -1390,7 +1390,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
end
GameCooltip:AddIcon (ActorHealingTable[i][4][3], nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
GameCooltip:AddIcon (ActorHealingTable[i][4][3], nil, nil, icon_size.W+4, icon_size.H+4, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar (false, ActorHealingTable[i][2] / topAbility * 100)
end
@@ -1407,7 +1407,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
local topTarget = ActorHealingTargets [1] and ActorHealingTargets [1][2] or 0
if (instancia.sub_atributo == 1) then -- 1 or 2 -> healing done or hps
_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #ActorHealingTargets, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
local ismaximized = false
@@ -1504,6 +1504,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
if (not added_logo) then
added_logo = true
_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_PETS"], headerColor, #totais, [[Interface\COMMON\friendship-heart]], 0.21875, 0.78125, 0.09375, 0.6875)
if (ismaximized) then
@@ -1540,11 +1541,8 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
local phasesInfo = segment:GetPhases()
if (bossInfo and phasesInfo) then
if (#phasesInfo > 1) then
--_detalhes:AddTooltipSpellHeaderText ("Phases", headerColor, 1, [[Interface\Garrison\MobileAppIcons]], 2*130/1024, 3*130/1024, 5*130/1024, 6*130/1024)
--_detalhes:AddTooltipSpellHeaderText ("Phases", headerColor, 1, [[Interface\Garrison\orderhall-missions-mechanic10]], 0, 1, 0, 1)
_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
_detalhes:AddTooltipSpellHeaderText ("Healing by Encounter Phase", headerColor, 1, [[Interface\Garrison\orderhall-missions-mechanic8]], 11/64, 53/64, 11/64, 53/64)
--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)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local playerPhases = {}