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;
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@@ -1390,7 +1390,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
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end
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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)
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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)
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_detalhes:AddTooltipBackgroundStatusbar (false, ActorHealingTable[i][2] / topAbility * 100)
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end
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@@ -1407,7 +1407,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
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local topTarget = ActorHealingTargets [1] and ActorHealingTargets [1][2] or 0
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if (instancia.sub_atributo == 1) then -- 1 or 2 -> healing done or hps
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_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
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_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #ActorHealingTargets, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
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local ismaximized = false
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@@ -1504,6 +1504,7 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
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if (not added_logo) then
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added_logo = true
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_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
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_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_PETS"], headerColor, #totais, [[Interface\COMMON\friendship-heart]], 0.21875, 0.78125, 0.09375, 0.6875)
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if (ismaximized) then
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@@ -1540,11 +1541,8 @@ function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
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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 ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
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_detalhes:AddTooltipSpellHeaderText ("Healing by Encounter Phase", 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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