This is a short document for Details! API, describing attributes, combat, container, actor. It still is incomplete, we are working on. This is a diagram showing the structure: http://i.imgur.com/vyTjpFh.png Attributes: ======================================= All these keys are globals: DETAILS_ATTRIBUTE_DAMAGE = 1 DETAILS_SUBATTRIBUTE_DAMAGEDONE = 1 DETAILS_SUBATTRIBUTE_DPS = 2 DETAILS_SUBATTRIBUTE_DAMAGETAKEN = 3 DETAILS_SUBATTRIBUTE_FRIENDLYFIRE = 4 DETAILS_SUBATTRIBUTE_FRAGS = 5 DETAILS_SUBATTRIBUTE_ENEMIES = 6 DETAILS_SUBATTRIBUTE_VOIDZONES = 7 DETAILS_ATTRIBUTE_HEAL = 2 DETAILS_SUBATTRIBUTE_HEALDONE = 1 DETAILS_SUBATTRIBUTE_HPS = 2 DETAILS_SUBATTRIBUTE_OVERHEAL = 3 DETAILS_SUBATTRIBUTE_HEALTAKEN = 4 DETAILS_SUBATTRIBUTE_HEALENEMY = 5 DETAILS_SUBATTRIBUTE_HEALPREVENTED = 6 DETAILS_ATTRIBUTE_ENERGY = 3 DETAILS_SUBATTRIBUTE_REGENMANA = 1 DETAILS_SUBATTRIBUTE_REGENRAGE = 2 DETAILS_SUBATTRIBUTE_REGENENERGY = 3 DETAILS_SUBATTRIBUTE_REGENRUNE = 4 DETAILS_ATTRIBUTE_MISC = 4 DETAILS_SUBATTRIBUTE_CCBREAK = 1 DETAILS_SUBATTRIBUTE_RESS = 2 DETAILS_SUBATTRIBUTE_INTERRUPT = 3 DETAILS_SUBATTRIBUTE_DISPELL = 4 DETAILS_SUBATTRIBUTE_DEATH = 5 DETAILS_SUBATTRIBUTE_DCOOLDOWN = 6 DETAILS_SUBATTRIBUTE_BUFFUPTIME = 7 DETAILS_SUBATTRIBUTE_DEBUFFUPTIME = 8 Combat Object: ======================================= Combat Objects holds the containers for each main attribute. actor = combat ( attribute, character_name ) returns actor object container = combat:GetContainer (attribute) chartData = combat:GetTimeData ( chart_data_name ) returns the table containing the data for create a chart. startDate, endDate = combat:GetDate() returns the start and end date as %H:%M:%S. isTrash = combat:IsTrash() returns true if the combat is a trash segment. encounterDiff = combat:GetDifficulty() returns the difficulty number of the raid encounter. bossInfo = combat:GetBossInfo() returns the table containing informations about the boss encounter. deaths = combat:GetDeaths() returns a numeric table containing the deaths. combatNumber = combat:GetCombatNumber() returns the unique ID number for the combat. combatName = combat:GetCombatName ( try_to_find ) returns the segment name, e.g. "Trainning Dummy", if try_to_find is true, it searches the combat for a enemy name. characterList = combat:GetActorList ( attribute ) returns a numeric table with all actors of the specific attribute. time = combat:GetCombatTime() returns the length of the combat, if the combat is in progress, returns the elapsed time. DETAILS_TOTALS_ONLYGROUP = true total = combat:GetTotal ( attribute, subAttribute [, onlyGroup] ) returns the total of the requested attribute. -------------------------------------------------------------------- Other Calls: _detalhes:GetCurrentCombat() returns the current combat object. _detalhes:GetCombatSegments() returns the numeric table containing all past segments. _detalhes:GetCombatId() returns the current unique combat number counter. combat number is a unique number given to each combat started, this number won't reset when data is wiped and each character have its own combat number counter. _detalhes:IsInCombat() returns if Details! is in combat or not. _detalhes:GetCombat (combat = "current") returns the requested combat object. is 'combat' is omitted, returns the current combat. combat can be a number: -1 for overall, 0 for current and > 0 for past segments. combat also can be a string "overall" for overall combat and "current" for current segment. damage, healing, energy, misc = _detalhes:GetAllActors (combat, actorname) returns all the four actor objects for the requested combat and actor. combat must be a combat object. local actor = _detalhes:GetActor (combat = "current", attribute = 1, actorname = playername) returns the actor for the requested combat, attribute and actor name. if all parameters are omitted, returns the damage actor object of the player for the current combat. Container Object: ======================================= A container is used to store actors, each combat have four containers, one for each attribute. amount = container:GetAmount (actorName [, key = "total"]) returns the amount of the requested member key, is key is not passed, "total" is used. total = container:GetTotal (key = "total") returns the total amount of all actors inside the container, if key is omitted, "total" is used. total = container:GetTotalOnRaid (key = "total", combat) similar to GetTotal, but only counts the total of raid members. ipairs_list = container:ListActors() returns a iterated table of actors inside the container. Usage: for index, actor in container:ListActors() do Actor Object: ======================================= Holds all total keys, spells and targets of a character. name = actor:Name() returns the actor's name. displayName = actor:GetDisplayName() returns the name shown on the player bar, can soffer modifications from realm name removed, nicknames, etc. name = actor:GetOnlyName() returns only the actor name, remove realm or owner names. class = actor:Class() returns the actor class. activity = actor:Tempo() returns the activity time for the actor. isGroupMember = actor:IsGroupPlayer() return true if the actor is a player and member of the raid group. isPlayer = actor:IsPlayer() return true if the actor is a player. IsneutralOrEnemy = actor:IsNeutralOrEnemy() return true if the actor is a neutral of an enemy. isEnemy = actor:IsEnemy() return true if the actor is a enemy. list = actor:GetSpellList() returns a hash table with spellid, spelltable. spell = actor:GetSpell (spellid) returns a spell table of requested spell id. r, g, b = actor:GetBarColor() returns the color which the player bar will be painted on the window, it respects owner, arena team, enemy, monster. r, g, b = _detalhes:GetClassColor() returns the class color. icon, left, right, top, bottom = actor:GetClassIcon() returns the icon texture path and the texture's texcoords. Damage Actor Keys: total = total of damage done. total_without_pet = without pet. damage_taken = total of damage taken. last_dps = cache of the last calculed dps, it's best just use actor.total / actor:Tempo() last_event = when the last event for this actor occured. start_time = time when this actor started to apply damage. end_time = time when the actor stopped with damage. friendlyfire_total = amount of friendlyfire. targets = hash table of targets: targetName, amount. damage_from = hash table of actors which applied damage to this actor: aggresorName, true. pets = numeric table of GUIDs of pets summoned by this actor. friendlyfire = hash table of friendly fire targets: targetName, table {total = 0, spells = hash table: spellId, amount} spells = hash table with spells used to apply damage: spellId, spellTable.