Files
coa-details/classes/classe_custom.lua
T
Tercio dd3451f99f - Chart Viewer (plugin): has been revamped and now it's less complicated to use.
- Time Line (plugin): added options to change the background color and scale.
- Raid Check (plugin): its window is now 'always on top'.
- Accuracy adjustments on overheal of Divine Aegis and Illuminated Healing.
- Removed healthstone from cooldown list, added Nature's Vigil.
- Enemies display now shows damage taken instead of damage done.
- Tooltip for enemies display now also show damage and healing done by the enemy.
- Added an option under miscellaneous to show neutral and hostile creatures on damage taken display.
- Added an option to ignore nicknames and always use character names.
- Enabling the display icon on title bar now makes the title text automatically move slightly to right.
- Fixed issue with skin changing when the window has the statusbar enabled.
2015-02-11 22:02:33 -02:00

1908 lines
65 KiB
Lua

--> customized display script
local _detalhes = _G._detalhes
local gump = _detalhes.gump
local _
_detalhes.custom_function_cache = {}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> local pointers
local _cstr = string.format --lua local
local _math_floor = math.floor --lua local
local _table_sort = table.sort --lua local
local _table_insert = table.insert --lua local
local _table_size = table.getn --lua local
local _setmetatable = setmetatable --lua local
local _ipairs = ipairs --lua local
local _pairs = pairs --lua local
local _rawget= rawget --lua local
local _math_min = math.min --lua local
local _math_max = math.max --lua local
local _bit_band = bit.band --lua local
local _unpack = unpack --lua local
local _type = type --lua local
local _pcall = pcall -- lua local
local _GetSpellInfo = _detalhes.getspellinfo -- api local
local _IsInRaid = IsInRaid -- api local
local _IsInGroup = IsInGroup -- api local
local _GetNumGroupMembers = GetNumGroupMembers -- api local
local _GetNumPartyMembers = GetNumPartyMembers or GetNumSubgroupMembers -- api local
local _GetNumRaidMembers = GetNumRaidMembers or GetNumGroupMembers -- api local
local _GetUnitName = GetUnitName -- api local
local _string_replace = _detalhes.string.replace --details api
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> constants
local atributo_custom = _detalhes.atributo_custom
atributo_custom.mt = {__index = atributo_custom}
local combat_containers = {
["damagedone"] = 1,
["healdone"] = 2,
}
--> hold the mini custom objects
atributo_custom._InstanceActorContainer = {}
atributo_custom._InstanceLastCustomShown = {}
atributo_custom._InstanceLastCombatShown = {}
atributo_custom._TargetActorsProcessed = {}
local ToKFunctions = _detalhes.ToKFunctions
local SelectedToKFunction = ToKFunctions [1]
local FormatTooltipNumber = ToKFunctions [8]
local TooltipMaximizedMethod = 1
local UsingCustomRightText = false
local UsingCustomLeftText = false
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> core
function atributo_custom:GetCombatContainerIndex (attribute)
return combat_containers [attribute]
end
function atributo_custom:RefreshWindow (instance, combat, force, export)
--> get the custom object
local custom_object = instance:GetCustomObject()
if (not custom_object) then
return instance:ResetAttribute()
end
--> save the custom name in the instance
instance.customName = custom_object:GetName()
--> get the container holding the custom actor objects for this instance
local instance_container = atributo_custom:GetInstanceCustomActorContainer (instance)
local last_shown = atributo_custom._InstanceLastCustomShown [instance:GetId()]
if (last_shown and last_shown ~= custom_object:GetName()) then
instance_container:WipeCustomActorContainer()
end
atributo_custom._InstanceLastCustomShown [instance:GetId()] = custom_object:GetName()
local last_combat_shown = atributo_custom._InstanceLastCombatShown [instance:GetId()]
if (last_combat_shown and last_combat_shown ~= combat) then
instance_container:WipeCustomActorContainer()
end
atributo_custom._InstanceLastCombatShown [instance:GetId()] = combat
--> declare the main locals
local total = 0
local top = 0
local amount = 0
--> check if is a custom script
if (custom_object:IsScripted()) then
--> be save reseting the values on every refresh
instance_container:ResetCustomActorContainer()
local func
if (_detalhes.custom_function_cache [instance.customName]) then
func = _detalhes.custom_function_cache [instance.customName]
else
func = loadstring (custom_object.script)
if (func) then
_detalhes.custom_function_cache [instance.customName] = func
end
local tooltip_script = custom_object.tooltip and loadstring (custom_object.tooltip)
if (tooltip_script) then
_detalhes.custom_function_cache [instance.customName .. "Tooltip"] = tooltip_script
end
local total_script = custom_object.total_script and loadstring (custom_object.total_script)
if (total_script) then
_detalhes.custom_function_cache [instance.customName .. "Total"] = total_script
end
local percent_script = custom_object.percent_script and loadstring (custom_object.percent_script)
if (percent_script) then
_detalhes.custom_function_cache [instance.customName .. "Percent"] = percent_script
end
end
if (not func) then
_detalhes:Msg (Loc ["STRING_CUSTOM_FUNC_INVALID"], func)
_detalhes:EndRefresh (instance, 0, combat, combat [1])
end
--> call the loop function
--total, top, amount = func (combat, instance_container, instance)
okey, total, top, amount = _pcall (func, combat, instance_container, instance)
if (not okey) then
_detalhes:Msg ("|cFFFF9900error on custom display function|r:", total)
return _detalhes:EndRefresh (instance, 0, combat, combat [1])
end
total = total or 0
top = top or 0
amount = amount or 0
else
--> get the attribute
local attribute = custom_object:GetAttribute()
--> get the custom function (actor, source, target, spellid)
local func = atributo_custom [attribute]
--> get the combat container
local container_index = self:GetCombatContainerIndex (attribute)
local combat_container = combat [container_index]._ActorTable
--> build container
total, top, amount = atributo_custom:BuildActorList (func, custom_object.source, custom_object.target, custom_object.spellid, combat, combat_container, container_index, instance_container, instance, custom_object)
end
if (custom_object:IsSpellTarget()) then
amount = atributo_custom._TargetActorsProcessedAmt
total = atributo_custom._TargetActorsProcessedTotal
top = atributo_custom._TargetActorsProcessedTop
end
if (amount == 0) then
if (force) then
if (instance:IsGroupMode()) then
for i = 1, instance.rows_fit_in_window do
gump:Fade (instance.barras [i], "in", 0.3)
end
end
end
instance:EsconderScrollBar()
return _detalhes:EndRefresh (instance, total, combat, combat [container_index])
end
if (amount > #instance_container._ActorTable) then
amount = #instance_container._ActorTable
end
combat.totals [custom_object:GetName()] = total
instance_container:Sort()
instance_container:Remap()
if (export) then
-- key name value need to be formated
if (custom_object) then
local percent_script = _detalhes.custom_function_cache [instance.customName .. "Percent"]
local total_script = _detalhes.custom_function_cache [instance.customName .. "Total"]
for index, actor in _ipairs (instance_container._ActorTable) do
local percent, ptotal
if (percent_script) then
percent = percent_script (_math_floor (actor.value), top, total, combat, instance)
else
percent = _cstr ("%.1f", _math_floor (actor.value) / total * 100)
end
if (total_script) then
local value = total_script (_math_floor (actor.value), top, total, combat, instance)
if (type (value) == "number") then
ptotal = SelectedToKFunction (_, value)
else
ptotal = value
end
else
ptotal = SelectedToKFunction (_, _math_floor (actor.value))
end
actor.report_value = ptotal .. " (" .. percent .. "%)"
end
end
return total, instance_container._ActorTable, top, amount
end
instance:AtualizarScrollBar (amount)
atributo_custom:Refresh (instance, instance_container, combat, force, total, top, custom_object)
return _detalhes:EndRefresh (instance, total, combat, combat [container_index])
end
function atributo_custom:BuildActorList (func, source, target, spellid, combat, combat_container, container_index, instance_container, instance, custom_object)
--> do the loop
local total = 0
local top = 0
local amount = 0
--> check if is a spell target custom
if (custom_object:IsSpellTarget()) then
table.wipe (atributo_custom._TargetActorsProcessed)
atributo_custom._TargetActorsProcessedAmt = 0
atributo_custom._TargetActorsProcessedTotal = 0
atributo_custom._TargetActorsProcessedTop = 0
instance_container:ResetCustomActorContainer()
end
if (source == "[all]") then
for _, actor in _ipairs (combat_container) do
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
elseif (source == "[raid]") then
if (_detalhes.in_combat and instance.segmento == 0 and not export) then
if (container_index == 1) then
combat_container = _detalhes.cache_damage_group
elseif (container_index == 2) then
combat_container = _detalhes.cache_healing_group
end
end
for _, actor in _ipairs (combat_container) do
if (actor.grupo) then
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
end
elseif (source == "[player]") then
local pindex = combat [container_index]._NameIndexTable [_detalhes.playername]
if (pindex) then
local actor = combat [container_index]._ActorTable [pindex]
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
else
local pindex = combat [container_index]._NameIndexTable [source]
if (pindex) then
local actor = combat [container_index]._ActorTable [pindex]
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
end
return total, top, amount
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> refresh functions
function atributo_custom:Refresh (instance, instance_container, combat, force, total, top, custom_object)
local qual_barra = 1
local barras_container = instance.barras
local percentage_type = instance.row_info.percent_type
local combat_time = combat:GetCombatTime()
UsingCustomLeftText = instance.row_info.textL_enable_custom_text
UsingCustomRightText = instance.row_info.textR_enable_custom_text
--> total bar
local use_total_bar = false
if (instance.total_bar.enabled) then
use_total_bar = true
if (instance.total_bar.only_in_group and (not _IsInGroup() and not _IsInRaid())) then
use_total_bar = false
end
end
local percent_script = _detalhes.custom_function_cache [instance.customName .. "Percent"]
local total_script = _detalhes.custom_function_cache [instance.customName .. "Total"]
local bars_show_data = instance.row_info.textR_show_data
local bars_brackets = instance:GetBarBracket()
local bars_separator = instance:GetBarSeparator()
if (instance.bars_sort_direction == 1) then --top to bottom
if (use_total_bar and instance.barraS[1] == 1) then
qual_barra = 2
local iter_last = instance.barraS[2]
if (iter_last == instance.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = barras_container [1]
row1.minha_tabela = nil
row1.texto_esquerdo:SetText (Loc ["STRING_TOTAL"])
row1.texto_direita:SetText (_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
row1.statusbar:SetValue (100)
local r, b, g = unpack (instance.total_bar.color)
row1.textura:SetVertexColor (r, b, g)
row1.icone_classe:SetTexture (instance.total_bar.icon)
row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
gump:Fade (row1, "out")
for i = instance.barraS[1], iter_last, 1 do
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
qual_barra = qual_barra+1
end
else
for i = instance.barraS[1], instance.barraS[2], 1 do
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
qual_barra = qual_barra+1
end
end
elseif (instance.bars_sort_direction == 2) then --bottom to top
if (use_total_bar and instance.barraS[1] == 1) then
qual_barra = 2
local iter_last = instance.barraS[2]
if (iter_last == instance.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = barras_container [1]
row1.minha_tabela = nil
row1.texto_esquerdo:SetText (Loc ["STRING_TOTAL"])
row1.texto_direita:SetText (_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
row1.statusbar:SetValue (100)
local r, b, g = unpack (instance.total_bar.color)
row1.textura:SetVertexColor (r, b, g)
row1.icone_classe:SetTexture (instance.total_bar.icon)
row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
gump:Fade (row1, "out")
for i = iter_last, instance.barraS[1], -1 do --> vai atualizar só o range que esta sendo mostrado
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
qual_barra = qual_barra+1
end
else
for i = instance.barraS[2], instance.barraS[1], -1 do --> vai atualizar só o range que esta sendo mostrado
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
qual_barra = qual_barra+1
end
end
end
if (force) then
if (instance:IsGroupMode()) then
for i = qual_barra, instance.rows_fit_in_window do
gump:Fade (instance.barras [i], "in", 0.3)
end
end
end
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> custom object functions
local actor_class_color_r, actor_class_color_g, actor_class_color_b
function atributo_custom:UpdateBar (row_container, index, percentage_type, rank, total, top, instance, is_forced, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
local row = row_container [index]
local previous_table = row.minha_tabela
row.colocacao = rank
row.minha_tabela = self
self.minha_barra = row
local percent
if (percent_script) then
--local value, top, total, combat, instance = ...
percent = percent_script (self.value, top, total, combat, instance)
else
if (percentage_type == 1) then
percent = _cstr ("%.1f", self.value / total * 100)
elseif (percentage_type == 2) then
percent = _cstr ("%.1f", self.value / top * 100)
end
end
if (not bars_show_data [3]) then
percent = ""
else
percent = percent .. "%"
end
if (total_script) then
local value = total_script (self.value, top, total, combat, instance)
if (type (value) == "number") then
row.texto_direita:SetText (SelectedToKFunction (_, value) .. bars_brackets[1] .. percent .. bars_brackets[2])
else
row.texto_direita:SetText (value .. bars_brackets[1] .. percent .. bars_brackets[2])
end
else
local formated_value = SelectedToKFunction (_, self.value)
if (UsingCustomRightText) then
row.texto_direita:SetText (_string_replace (instance.row_info.textR_custom_text, formated_value, "", percent, self))
else
row.texto_direita:SetText (formated_value .. bars_brackets[1] .. percent .. bars_brackets[2])
end
end
local row_value = _math_floor ((self.value / top) * 100)
-- update tooltip function--
if (self.id) then
--if (self.id == 1) then
-- self.classe = 1
--end
local school_color = _detalhes.school_colors [self.classe]
if (not school_color) then
school_color = _detalhes.school_colors ["unknown"]
end
actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (school_color)
else
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
end
self:RefreshBarra2 (row, instance, previous_table, is_forced, row_value, index, row_container)
end
function atributo_custom:RefreshBarra2 (esta_barra, instancia, tabela_anterior, forcar, esta_porcentagem, qual_barra, barras_container)
--> primeiro colocado
if (esta_barra.colocacao == 1) then
if (not tabela_anterior or tabela_anterior ~= esta_barra.minha_tabela or forcar) then
esta_barra.statusbar:SetValue (100)
if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
gump:Fade (esta_barra, "out")
end
return self:RefreshBarra (esta_barra, instancia)
else
return
end
else
if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
esta_barra.statusbar:SetValue (esta_porcentagem)
gump:Fade (esta_barra, "out")
if (instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.texture_background_class_color) then
esta_barra.background:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
return self:RefreshBarra (esta_barra, instancia)
else
--> agora esta comparando se a tabela da barra é diferente da tabela na atualização anterior
if (not tabela_anterior or tabela_anterior ~= esta_barra.minha_tabela or forcar) then --> aqui diz se a barra do jogador mudou de posição ou se ela apenas será atualizada
esta_barra.statusbar:SetValue (esta_porcentagem)
esta_barra.last_value = esta_porcentagem --> reseta o ultimo valor da barra
if (_detalhes.is_using_row_animations and forcar) then
esta_barra.tem_animacao = 0
esta_barra:SetScript ("OnUpdate", nil)
end
return self:RefreshBarra (esta_barra, instancia)
elseif (esta_porcentagem ~= esta_barra.last_value) then --> continua mostrando a mesma tabela então compara a porcentagem
--> apenas atualizar
if (_detalhes.is_using_row_animations) then
local upRow = barras_container [qual_barra-1]
if (upRow) then
if (upRow.statusbar:GetValue() < esta_barra.statusbar:GetValue()) then
esta_barra.statusbar:SetValue (esta_porcentagem)
else
instancia:AnimarBarra (esta_barra, esta_porcentagem)
end
else
instancia:AnimarBarra (esta_barra, esta_porcentagem)
end
else
esta_barra.statusbar:SetValue (esta_porcentagem)
end
esta_barra.last_value = esta_porcentagem
end
end
end
end
function atributo_custom:RefreshBarra (esta_barra, instancia, from_resize)
if (from_resize) then
if (self.id) then
local school_color = _detalhes.school_colors [self.classe]
if (not school_color) then
school_color = _detalhes.school_colors ["unknown"]
end
actor_class_color_r, actor_class_color_g, actor_class_color_b = _unpack (school_color)
else
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
end
end
if (instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.texture_background_class_color) then
esta_barra.background:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (self.classe == "UNKNOW") then
esta_barra.icone_classe:SetTexture ("Interface\\LFGFRAME\\LFGROLE_BW")
esta_barra.icone_classe:SetTexCoord (.25, .5, 0, 1)
esta_barra.icone_classe:SetVertexColor (1, 1, 1)
elseif (self.classe == "UNGROUPPLAYER") then
if (self.enemy) then
if (_detalhes.faction_against == "Horde") then
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Orc_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
else
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Human_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
end
else
if (_detalhes.faction_against == "Horde") then
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Human_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
else
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Orc_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
end
end
esta_barra.icone_classe:SetVertexColor (1, 1, 1)
elseif (self.classe == "PET") then
esta_barra.icone_classe:SetTexture (instancia.row_info.icon_file)
esta_barra.icone_classe:SetTexCoord (0.25, 0.49609375, 0.75, 1)
esta_barra.icone_classe:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
else
if (self.id) then
esta_barra.icone_classe:SetTexCoord (0.078125, 0.921875, 0.078125, 0.921875)
esta_barra.icone_classe:SetTexture (self.icon)
else
if (instancia.row_info.use_spec_icons and (self.spec or self.my_actor.spec)) then
esta_barra.icone_classe:SetTexture (instancia.row_info.spec_file)
esta_barra.icone_classe:SetTexCoord (_unpack (_detalhes.class_specs_coords [self.spec or self.my_actor.spec]))
else
esta_barra.icone_classe:SetTexture (instancia.row_info.icon_file)
esta_barra.icone_classe:SetTexCoord (_unpack (CLASS_ICON_TCOORDS [self.classe]))
end
end
esta_barra.icone_classe:SetVertexColor (1, 1, 1)
end
--texture and text
local bar_number = ""
if (instancia.row_info.textL_show_number) then
bar_number = esta_barra.colocacao .. ". "
end
if (self.enemy) then
if (self.arena_enemy) then
if (UsingCustomLeftText) then
esta_barra.texto_esquerdo:SetText (_string_replace (instancia.row_info.textL_custom_text, esta_barra.colocacao, self.displayName, "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. instancia.row_info.height .. ":" .. instancia.row_info.height .. ":0:0:256:256:" .. _detalhes.role_texcoord [self.role or "NONE"] .. "|t"))
else
esta_barra.texto_esquerdo:SetText (bar_number .. "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. instancia.row_info.height .. ":" .. instancia.row_info.height .. ":0:0:256:256:" .. _detalhes.role_texcoord [self.role or "NONE"] .. "|t" .. self.displayName)
end
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
else
if (_detalhes.faction_against == "Horde") then
if (UsingCustomLeftText) then
esta_barra.texto_esquerdo:SetText (_string_replace (instancia.row_info.textL_custom_text, esta_barra.colocacao, self.displayName, "|TInterface\\AddOns\\Details\\images\\icones_barra:"..instancia.row_info.height..":"..instancia.row_info.height..":0:0:256:32:0:32:0:32|t"))
else
esta_barra.texto_esquerdo:SetText (bar_number .. "|TInterface\\AddOns\\Details\\images\\icones_barra:"..instancia.row_info.height..":"..instancia.row_info.height..":0:0:256:32:0:32:0:32|t"..self.displayName) --seta o texto da esqueda -- HORDA
end
else
if (UsingCustomLeftText) then
esta_barra.texto_esquerdo:SetText (_string_replace (instancia.row_info.textL_custom_text, esta_barra.colocacao, self.displayName, "|TInterface\\AddOns\\Details\\images\\icones_barra:"..instancia.row_info.height..":"..instancia.row_info.height..":0:0:256:32:32:64:0:32|t"))
else
esta_barra.texto_esquerdo:SetText (bar_number .. "|TInterface\\AddOns\\Details\\images\\icones_barra:"..instancia.row_info.height..":"..instancia.row_info.height..":0:0:256:32:32:64:0:32|t"..self.displayName) --seta o texto da esqueda -- ALLY
end
end
if (instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (0.94117, 0, 0.01960, 1)
end
end
else
if (self.arena_ally) then
if (UsingCustomLeftText) then
esta_barra.texto_esquerdo:SetText (_string_replace (instancia.row_info.textL_custom_text, esta_barra.colocacao, self.displayName, "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. instancia.row_info.height .. ":" .. instancia.row_info.height .. ":0:0:256:256:" .. _detalhes.role_texcoord [self.role or "NONE"] .. "|t"))
else
esta_barra.texto_esquerdo:SetText (bar_number .. "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. instancia.row_info.height .. ":" .. instancia.row_info.height .. ":0:0:256:256:" .. _detalhes.role_texcoord [self.role or "NONE"] .. "|t" .. self.displayName)
end
else
if (UsingCustomLeftText) then
esta_barra.texto_esquerdo:SetText (_string_replace (instancia.row_info.textL_custom_text, esta_barra.colocacao, self.displayName, ""))
else
esta_barra.texto_esquerdo:SetText (bar_number .. self.displayName) --seta o texto da esqueda
end
end
end
if (instancia.row_info.textL_class_colors) then
esta_barra.texto_esquerdo:SetTextColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.textR_class_colors) then
esta_barra.texto_direita:SetTextColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
esta_barra.texto_esquerdo:SetSize (esta_barra:GetWidth() - esta_barra.texto_direita:GetStringWidth() - 20, 15)
end
function atributo_custom:CreateCustomActorContainer()
return _setmetatable ({
_NameIndexTable = {},
_ActorTable = {}
}, {__index = atributo_custom})
end
function atributo_custom:ResetCustomActorContainer()
for _, actor in _ipairs (self._ActorTable) do
actor.value = actor.value - _math_floor (actor.value)
--actor.value = _detalhes:GetOrderNumber (actor.nome)
end
end
function atributo_custom:WipeCustomActorContainer()
table.wipe (self._ActorTable)
table.wipe (self._NameIndexTable)
end
function atributo_custom:GetValue (actor)
local actor_table = self:GetActorTable (actor)
return actor_table.value
end
function atributo_custom:AddValue (actor, actortotal, checktop)
local actor_table = self:GetActorTable (actor)
actor_table.my_actor = actor
actor_table.value = actor_table.value + actortotal
if (checktop) then
if (actor_table.value > atributo_custom._TargetActorsProcessedTop) then
atributo_custom._TargetActorsProcessedTop = actor_table.value
end
end
return actor_table.value
end
function atributo_custom:SetValue (actor, actortotal)
local actor_table = self:GetActorTable (actor)
actor_table.my_actor = actor
actor_table.value = actortotal
end
function atributo_custom:UpdateClass (actors)
actors.new_actor.classe = actors.actor.classe
end
function atributo_custom:GetActorTable (actor)
local index = self._NameIndexTable [actor.nome]
if (index) then
return self._ActorTable [index]
else
--> if is a spell object
if (actor.id) then
local spellname = _GetSpellInfo (actor.id)
actor.nome = spellname
actor.classe = actor.spellschool
end
local new_actor = _setmetatable ({
nome = actor.nome,
classe = actor.classe,
value = _detalhes:GetOrderNumber (actor.nome),
}, atributo_custom.mt)
new_actor.displayName = new_actor.nome
new_actor.spec = actor.spec
if (actor.id) then
new_actor.id = actor.id
new_actor.icon = select (3, _GetSpellInfo (actor.id))
else
if (not new_actor.classe) then
new_actor.classe = _detalhes:GetClass (actor.nome) or "UNKNOW"
end
if (new_actor.classe == "UNGROUPPLAYER") then
atributo_custom:ScheduleTimer ("UpdateClass", 5, {new_actor = new_actor, actor = actor})
end
end
index = #self._ActorTable+1
self._ActorTable [index] = new_actor
self._NameIndexTable [actor.nome] = index
return new_actor
end
end
function atributo_custom:GetInstanceCustomActorContainer (instance)
if (not atributo_custom._InstanceActorContainer [instance:GetId()]) then
atributo_custom._InstanceActorContainer [instance:GetId()] = self:CreateCustomActorContainer()
end
return atributo_custom._InstanceActorContainer [instance:GetId()]
end
function atributo_custom:CreateCustomDisplayObject()
return _setmetatable ({
name = "new custom",
icon = [[Interface\ICONS\TEMP]],
author = "unknown",
attribute = "damagedone",
source = "[all]",
target = "[all]",
spellid = false,
script = false,
}, {__index = atributo_custom})
end
local custom_sort = function (t1, t2)
return t1.value > t2.value
end
function atributo_custom:Sort (container)
container = container or self
_table_sort (container._ActorTable, custom_sort)
end
function atributo_custom:Remap()
local map = self._NameIndexTable
local actors = self._ActorTable
for i = 1, #actors do
map [actors[i].nome] = i
end
end
function atributo_custom:ToolTip (instance, bar_number, row_object, keydown)
--> get the custom object
local custom_object = instance:GetCustomObject()
--> get the actor
local actor = self.my_actor
local r, g, b
if (actor.id) then
local school_color = _detalhes.school_colors [actor.classe]
if (not school_color) then
school_color = _detalhes.school_colors ["unknown"]
end
r, g, b = _unpack (school_color)
else
r, g, b = actor:GetClassColor()
end
if (actor.id) then
_detalhes:AddTooltipSpellHeaderText (select (1, _GetSpellInfo (actor.id)), "yellow", 1, 0, 0, 0)
GameCooltip:AddIcon (select (3, _GetSpellInfo (actor.id)), 1, 1, 14, 14, 0.90625, 0.109375, 0.15625, 0.875)
else
_detalhes:AddTooltipSpellHeaderText (custom_object:GetName(), "yellow", 1, 0, 0, 0)
GameCooltip:AddIcon (custom_object:GetIcon(), 1, 1, 14, 14, 0.90625, 0.109375, 0.15625, 0.875)
end
GameCooltip:AddStatusBar (100, 1, r, g, b, 1)
if (custom_object:IsScripted()) then
if (custom_object.tooltip) then
local func = loadstring (custom_object.tooltip)
func (actor, instance.showing, instance)
end
else
--> get the attribute
local attribute = custom_object:GetAttribute()
local container_index = atributo_custom:GetCombatContainerIndex (attribute)
--> get the tooltip function
local func = atributo_custom [attribute .. "Tooltip"]
--> build the tooltip
func (_, actor, custom_object.target, custom_object.spellid, instance.showing, instance)
end
return true
end
function atributo_custom:GetName()
return self.name
end
function atributo_custom:GetIcon()
return self.icon
end
function atributo_custom:GetAuthor()
return self.author
end
function atributo_custom:GetDesc()
return self.desc
end
function atributo_custom:GetAttribute()
return self.attribute
end
function atributo_custom:GetSource()
return self.source
end
function atributo_custom:GetTarget()
return self.target
end
function atributo_custom:GetSpellId()
return self.spellid
end
function atributo_custom:GetScript()
return self.script
end
function atributo_custom:GetScriptToolip()
return self.tooltip
end
function atributo_custom:GetScriptTotal()
return self.total_script
end
function atributo_custom:GetScriptPercent()
return self.percent_script
end
function atributo_custom:SetName (name)
self.name = name
end
function atributo_custom:SetIcon (path)
self.icon = path
end
function atributo_custom:SetAuthor (author)
self.author = author
end
function atributo_custom:SetDesc (desc)
self.desc = desc
end
function atributo_custom:SetAttribute (newattribute)
self.attribute = newattribute
end
function atributo_custom:SetSource (source)
self.source = source
end
function atributo_custom:SetTarget (target)
self.target = target
end
function atributo_custom:SetSpellId (spellid)
self.spellid = spellid
end
function atributo_custom:SetScript (code)
self.script = code
end
function atributo_custom:SetScriptToolip (code)
self.tooltip = code
end
function atributo_custom:IsScripted()
return self.script and true or false
end
function atributo_custom:IsSpellTarget()
return self.spellid and self.target and true
end
function atributo_custom:RemoveCustom (index)
if (not _detalhes.tabela_instancias) then
--> do not remove customs while the addon is loading.
return
end
table.remove (_detalhes.custom, index)
for _, instance in _ipairs (_detalhes.tabela_instancias) do
if (instance.atributo == 5 and instance.sub_atributo == index) then
instance:ResetAttribute()
elseif (instance.atributo == 5 and instance.sub_atributo > index) then
instance.sub_atributo = instance.sub_atributo - 1
instance.sub_atributo_last [5] = 1
else
instance.sub_atributo_last [5] = 1
end
end
_detalhes.switch:OnRemoveCustom (index)
end
function _detalhes:ResetCustomFunctionsCache()
table.wipe (_detalhes.custom_function_cache)
end
function _detalhes.refresh:r_atributo_custom()
--> check for non used temp displays
if (_detalhes.tabela_instancias) then
for i = #_detalhes.custom, 1, -1 do
local custom_object = _detalhes.custom [i]
if (custom_object.temp) then
--> check if there is a instance showing this custom
local showing = false
for index, instance in _ipairs (_detalhes.tabela_instancias) do
if (instance.atributo == 5 and instance.sub_atributo == i) then
showing = true
end
end
if (not showing) then
atributo_custom:RemoveCustom (i)
end
end
end
end
--> restore metatable and indexes
for index, custom_object in _ipairs (_detalhes.custom) do
_setmetatable (custom_object, atributo_custom)
custom_object.__index = atributo_custom
end
end
function _detalhes.clear:c_atributo_custom()
for _, custom_object in _ipairs (_detalhes.custom) do
custom_object.__index = nil
end
end
function atributo_custom:UpdateSelectedToKFunction()
SelectedToKFunction = ToKFunctions [_detalhes.ps_abbreviation]
FormatTooltipNumber = ToKFunctions [_detalhes.tooltip.abbreviation]
TooltipMaximizedMethod = _detalhes.tooltip.maximize_method
atributo_custom:UpdateDamageDoneBracket()
atributo_custom:UpdateHealingDoneBracket()
end
function _detalhes:AddDefaultCustomDisplays()
local PotionUsed = {
name = Loc ["STRING_CUSTOM_POT_DEFAULT"],
icon = [[Interface\ICONS\Trade_Alchemy_PotionD4]],
attribute = false,
spellid = false,
author = "Details!",
desc = Loc ["STRING_CUSTOM_POT_DEFAULT_DESC"],
source = false,
target = false,
script_version = 1,
script = [[
--init:
local combat, instance_container, instance = ...
local total, top, amount = 0, 0, 0
--get the misc actor container
local misc_container = combat:GetActorList ( DETAILS_ATTRIBUTE_MISC )
--do the loop:
for _, player in ipairs ( misc_container ) do
--only player in group
if (player:IsGroupPlayer()) then
local found_potion = false
--get the spell debuff uptime container
local debuff_uptime_container = player.debuff_uptime and player.debuff_uptime_spells and player.debuff_uptime_spells._ActorTable
if (debuff_uptime_container) then
--potion of focus (can't use as pre-potion, so, its amount is always 1
local focus_potion = debuff_uptime_container [156432] --WoD
--local focus_potion = debuff_uptime_container [105701] --MoP
if (focus_potion) then
total = total + 1
found_potion = true
if (top < 1) then
top = 1
end
--add amount to the player
instance_container:AddValue (player, 1)
end
end
--get the spell buff uptime container
local buff_uptime_container = player.buff_uptime and player.buff_uptime_spells and player.buff_uptime_spells._ActorTable
if (buff_uptime_container) then
--potion of the jade serpent
local jade_serpent_potion = buff_uptime_container [156426] --WoD
--local jade_serpent_potion = buff_uptime_container [105702] --MoP
if (jade_serpent_potion) then
local used = jade_serpent_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--potion of mogu power
local mogu_power_potion = buff_uptime_container [156428] --WoD
--local mogu_power_potion = buff_uptime_container [105706] --MoP
if (mogu_power_potion) then
local used = mogu_power_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--virmen's bite
local virmens_bite_potion = buff_uptime_container [156423] --WoD
--local virmens_bite_potion = buff_uptime_container [105697] --MoP
if (virmens_bite_potion) then
local used = virmens_bite_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--pure rage
local pure_rage_potion = buff_uptime_container [175821] --WoD
if (pure_rage_potion) then
local used = pure_rage_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--potion of the mountains
local mountains_potion = buff_uptime_container [156430] --WoD
--local mountains_potion = buff_uptime_container [105698] --MoP
if (mountains_potion) then
local used = mountains_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
end
if (found_potion) then
amount = amount + 1
end
end
end
--return:
return total, top, amount
]],
tooltip = [[
--init:
local player, combat, instance = ...
--get the debuff container for potion of focus
local debuff_uptime_container = player.debuff_uptime and player.debuff_uptime_spells and player.debuff_uptime_spells._ActorTable
if (debuff_uptime_container) then
local focus_potion = debuff_uptime_container [156432] --WoD
--local focus_potion = debuff_uptime_container [105701] --MoP
if (focus_potion) then
local name, _, icon = GetSpellInfo (156432) --WoD
--local name, _, icon = GetSpellInfo (105701) --MoP
GameCooltip:AddLine (name, 1) --> can use only 1 focus potion (can't be pre-potion)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
end
--get the buff container for all the others potions
local buff_uptime_container = player.buff_uptime and player.buff_uptime_spells and player.buff_uptime_spells._ActorTable
if (buff_uptime_container) then
--potion of the jade serpent
local jade_serpent_potion = buff_uptime_container [156426] --WoD
--local jade_serpent_potion = buff_uptime_container [105702] --MoP
if (jade_serpent_potion) then
local name, _, icon = GetSpellInfo (156426) --WoD
--local name, _, icon = GetSpellInfo (105702) --MoP
GameCooltip:AddLine (name, jade_serpent_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--potion of mogu power
local mogu_power_potion = buff_uptime_container [156428] --WoD
--local mogu_power_potion = buff_uptime_container [105706] --MoP
if (mogu_power_potion) then
local name, _, icon = GetSpellInfo (156428) --WoD
--local name, _, icon = GetSpellInfo (105706) --MoP
GameCooltip:AddLine (name, mogu_power_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--pure rage
local pure_rage_potion = buff_uptime_container [175821] --WoD
if (pure_rage_potion) then
local name, _, icon = GetSpellInfo (175821) --WoD
GameCooltip:AddLine (name, pure_rage_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--virmen's bite
local virmens_bite_potion = buff_uptime_container [156423] --WoD
--local virmens_bite_potion = buff_uptime_container [105697] --MoP
if (virmens_bite_potion) then
local name, _, icon = GetSpellInfo (156423) --WoD
--local name, _, icon = GetSpellInfo (105697) --MoP
GameCooltip:AddLine (name, virmens_bite_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--potion of the mountains
local mountains_potion = buff_uptime_container [156430] --WoD
--local mountains_potion = buff_uptime_container [105698] --MoP
if (mountains_potion) then
local name, _, icon = GetSpellInfo (156430) --WoD
--local name, _, icon = GetSpellInfo (105698) --MoP
GameCooltip:AddLine (name, mountains_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
end
]]
}
local have = false
for _, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_POT_DEFAULT"] and (custom.script_version and custom.script_version >= PotionUsed.script_version) ) then
have = true
break
end
end
if (not have) then
for i, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_POT_DEFAULT"]) then
table.remove (self.custom, i)
end
end
setmetatable (PotionUsed, _detalhes.atributo_custom)
PotionUsed.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = PotionUsed
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- /run _detalhes:AddDefaultCustomDisplays()
local Healthstone = {
name = Loc ["STRING_CUSTOM_HEALTHSTONE_DEFAULT"],
icon = [[Interface\ICONS\warlock_ healthstone]],
attribute = false,
spellid = false,
author = "Details! Team",
desc = Loc ["STRING_CUSTOM_HEALTHSTONE_DEFAULT_DESC"],
source = false,
target = false,
script = [[
--get the parameters passed
local combat, instance_container, instance = ...
--declade the values to return
local total, top, amount = 0, 0, 0
--do the loop
local AllHealCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_HEAL)
for index, character in ipairs (AllHealCharacters) do
local AllSpells = character:GetSpellList()
local found = false
for spellid, spell in pairs (AllSpells) do
if (spellid == 6262 or spellid == 156445 or spellid == 156438) then --healthstone, reju potion, health potion
instance_container:AddValue (character, spell.total)
total = total + spell.total
if (top < spell.total) then
top = spell.total
end
found = true
end
end
if (found) then
amount = amount + 1
end
end
--loop end
--return the values
return total, top, amount
]],
tooltip = [[
--get the parameters passed
local actor, combat, instance = ...
--get the cooltip object (we dont use the convencional GameTooltip here)
local GameCooltip = GameCooltip
local R, G, B, A = 0, 0, 0, 0.75
local hs = actor:GetSpell (6262)
if (hs) then
GameCooltip:AddLine (select (1, GetSpellInfo(6262)), _detalhes:ToK(hs.total))
GameCooltip:AddIcon (select (3, GetSpellInfo (6262)), 1, 1, 16, 16)
GameCooltip:AddStatusBar (100, 1, R, G, B, A)
end
local pot = actor:GetSpell (156445)
if (pot) then
GameCooltip:AddLine (select (1, GetSpellInfo(156445)), _detalhes:ToK(pot.total))
GameCooltip:AddIcon (select (3, GetSpellInfo (156445)), 1, 1, 16, 16)
GameCooltip:AddStatusBar (100, 1, R, G, B, A)
end
local pot = actor:GetSpell (156438)
if (pot) then
GameCooltip:AddLine (select (1, GetSpellInfo(156438)), _detalhes:ToK(pot.total))
GameCooltip:AddIcon (select (3, GetSpellInfo (156438)), 1, 1, 16, 16)
GameCooltip:AddStatusBar (100, 1, R, G, B, A)
end
--Cooltip code
]],
percent_script = false,
total_script = false,
script_version = 9,
}
-- /run_detalhes:AddDefaultCustomDisplays()
local have = false
for _, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_HEALTHSTONE_DEFAULT"] and (custom.script_version and custom.script_version >= Healthstone.script_version) ) then
have = true
break
end
end
if (not have) then
for i, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_HEALTHSTONE_DEFAULT"]) then
table.remove (self.custom, i)
end
end
setmetatable (Healthstone, _detalhes.atributo_custom)
Healthstone.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = Healthstone
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local DamageActivityTime = {
name = Loc ["STRING_CUSTOM_ACTIVITY_DPS"],
icon = [[Interface\ICONS\Achievement_PVP_H_06]],
attribute = false,
spellid = false,
author = "Details!",
desc = Loc ["STRING_CUSTOM_ACTIVITY_DPS_DESC"],
source = false,
target = false,
script_version = 1,
total_script = [[
local value, top, total, combat, instance = ...
local minutos, segundos = math.floor (value/60), math.floor (value%60)
return minutos .. "m " .. segundos .. "s"
]],
percent_script = [[
local value, top, total, combat, instance = ...
return string.format ("%.1f", value/top*100)
]],
script = [[
--init:
local combat, instance_container, instance = ...
local total, amount = 0, 0
--get the misc actor container
local damage_container = combat:GetActorList ( DETAILS_ATTRIBUTE_DAMAGE )
--do the loop:
for _, player in ipairs ( damage_container ) do
if (player.grupo) then
local activity = player:Tempo()
total = total + activity
amount = amount + 1
--add amount to the player
instance_container:AddValue (player, activity)
end
end
--return:
return total, combat:GetCombatTime(), amount
]],
tooltip = [[
]],
}
local have = false
for _, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_ACTIVITY_DPS"] and (custom.script_version and custom.script_version >= DamageActivityTime.script_version) ) then
have = true
break
end
end
if (not have) then
for i, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_ACTIVITY_DPS"]) then
table.remove (self.custom, i)
end
end
setmetatable (DamageActivityTime, _detalhes.atributo_custom)
DamageActivityTime.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = DamageActivityTime
end
local HealActivityTime = {
name = Loc ["STRING_CUSTOM_ACTIVITY_HPS"],
icon = [[Interface\ICONS\Achievement_PVP_G_06]],
attribute = false,
spellid = false,
author = "Details!",
desc = Loc ["STRING_CUSTOM_ACTIVITY_HPS_DESC"],
source = false,
target = false,
script_version = 1,
total_script = [[
local value, top, total, combat, instance = ...
local minutos, segundos = math.floor (value/60), math.floor (value%60)
return minutos .. "m " .. segundos .. "s"
]],
percent_script = [[
local value, top, total, combat, instance = ...
return string.format ("%.1f", value/top*100)
]],
script = [[
--init:
local combat, instance_container, instance = ...
local total, top, amount = 0, 0, 0
--get the misc actor container
local damage_container = combat:GetActorList ( DETAILS_ATTRIBUTE_HEAL )
--do the loop:
for _, player in ipairs ( damage_container ) do
if (player.grupo) then
local activity = player:Tempo()
total = total + activity
amount = amount + 1
--add amount to the player
instance_container:AddValue (player, activity)
end
end
--return:
return total, combat:GetCombatTime(), amount
]],
tooltip = [[
]],
}
local have = false
for _, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_ACTIVITY_HPS"] and (custom.script_version and custom.script_version >= HealActivityTime.script_version) ) then
have = true
break
end
end
if (not have) then
for i, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_ACTIVITY_HPS"]) then
table.remove (self.custom, i)
end
end
setmetatable (HealActivityTime, _detalhes.atributo_custom)
HealActivityTime.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = HealActivityTime
end
---------------------------------------
local DamageTakenBySpell = {
name = Loc ["STRING_CUSTOM_DTBS"],
icon = [[Interface\ICONS\spell_mage_infernoblast]],
attribute = false,
spellid = false,
author = "Details!",
desc = Loc ["STRING_CUSTOM_DTBS_DESC"],
source = false,
target = false,
script_version = 20,
on_shift_click = [[
local row, object, instance = ...
local spellname, _, spellicon = _detalhes.GetSpellInfo (object.id)
_detalhes:OpenAuraPanel (object.id, spellname, spellicon)
]],
script = [[
--> get the parameters passed
local combat, instance_container, instance = ...
--> declade the values to return
local total, top, amount = 0, 0, 0
--> get a list of all damage actors
local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
--> no amount increase for repeated spells
local NoRepeat = {}
--> do a loop amoung the actors
for index, character in ipairs (AllDamageCharacters) do
--> is the actor a enemy?
if (character:IsPlayer()) then
local taken_from = character.damage_from
for source_name, _ in pairs (taken_from) do
local source = combat (1, source_name)
if (source) then
if (not source:IsPlayer()) then
local AllSpells = source:GetSpellList()
for spellid, spell in pairs (AllSpells) do
local on_player = spell.targets [character.nome]
if (on_player and on_player >= 1) then
instance_container:AddValue (spell, on_player)
total = total + on_player
local value = instance_container:GetValue (spell)
if (value > top) then
top = value
end
if (not NoRepeat [spellid]) then
amount = amount + 1
NoRepeat [spellid] = true
end
end
end
else -------------
end -----------
end
end
end
end
return total, top, amount
]],
tooltip = [[
--get the parameters passed
local actor, combat, instance = ...
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
local GameCooltip = GameCooltip
local from_spell = actor.id
--> get a list of all damage actors
local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
--> hold the targets
local Targets = {}
local total = 0
local top = 0
for index, character in ipairs (AllDamageCharacters) do
local spell = character.spells._ActorTable [from_spell]
if (spell) then
for targetname, amount in pairs (spell.targets) do
local got = false
local damage_actor = combat (1, targetname)
local heal_actor = combat (2, targetname)
if ( (damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()) ) ) then
for index, t in ipairs (Targets) do
if (t[1] == targetname) then
t[2] = t[2] + amount
if (t[2] > top) then
top = t[2]
end
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {targetname, amount}
if (amount > top) then
top = amount
end
end
else
for index, t in ipairs (Targets) do
if (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
t[2] = t[2] + amount
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {Loc ["STRING_TARGETS_OTHER1"], amount}
end
end
end
end
end
table.sort (Targets, _detalhes.Sort2)
GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
local bar_background = {value = 100, color = {0, 0, 0, 0.7}, texture = "Interface\\AddOns\\Details\\images\\bar4"}
for index, t in ipairs (Targets) do
GameCooltip:AddLine (_detalhes:GetOnlyName(t[1]), _detalhes:ToK (t[2]))
local class, _, _, _, _, r, g, b = _detalhes:GetClass (t[1])
GameCooltip:AddStatusBar (t[2]/top*100, 1, r, g, b, 0.6, true, bar_background)
if (class) then
local texture, l, r, t, b = _detalhes:GetClassIcon (class)
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, 14, 14, l, r, t, b)
elseif (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
end
end
if (WeakAuras) then
GameCooltip:AddLine (" ")
GameCooltip:AddLine ("Shift Click: Create WeakAura")
GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.6, true, bar_background)
end
]],
}
local have = false
for _, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_DTBS"] and (custom.script_version and custom.script_version >= DamageTakenBySpell.script_version) ) then
have = true
break
end
end
if (not have) then
for i, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_DTBS"]) then
table.remove (self.custom, i)
end
end
setmetatable (DamageTakenBySpell, _detalhes.atributo_custom)
DamageTakenBySpell.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = DamageTakenBySpell
end
----------------------------------------------------------------------------------------------------------------------------------------------------
local MySpells = {
name = Loc ["STRING_CUSTOM_MYSPELLS"],
icon = [[Interface\ICONS\ABILITY_MAGE_ARCANEBARRAGE]],
attribute = false,
spellid = false,
author = "Details!",
desc = Loc ["STRING_CUSTOM_MYSPELLS_DESC"],
source = false,
target = false,
script_version = 2,
script = [[
--get the parameters passed
local combat, instance_container, instance = ...
--declade the values to return
local total, top, amount = 0, 0, 0
local player
local role = UnitGroupRolesAssigned ("player")
if (role == "DAMAGER") then
player = combat (DETAILS_ATTRIBUTE_DAMAGE, _detalhes.playername)
elseif (role == "HEALER") then
player = combat (DETAILS_ATTRIBUTE_HEAL, _detalhes.playername)
else
player = combat (DETAILS_ATTRIBUTE_DAMAGE, _detalhes.playername)
end
--do the loop
if (player) then
local spells = player:GetSpellList()
for spellid, spell in pairs (spells) do
instance_container:AddValue (spell, spell.total)
total = total + spell.total
if (top < spell.total) then
top = spell.total
end
amount = amount + 1
end
end
--loop end
--return the values
return total, top, amount
]],
tooltip = [[
--config:
--Background RBG and Alpha:
local R, G, B, A = 0, 0, 0, 0.75
--get the parameters passed
local spell, combat, instance = ...
--get the cooltip object (we dont use the convencional GameTooltip here)
local GC = GameCooltip
GC:SetOption ("YSpacingMod", 1)
local role = UnitGroupRolesAssigned ("player")
if (spell.n_dmg) then
local spellschool, schooltext = spell.spellschool, ""
if (spellschool) then
local t = _detalhes.spells_school [spellschool]
if (t and t.name) then
schooltext = t.formated
end
end
local total_hits = spell.counter
local combat_time = instance.showing:GetCombatTime()
--Cooltip code
GC:AddLine ("Hits:", spell.counter)
GC:AddStatusBar (100, 1, R, G, B, A)
local average = spell.total / total_hits
GC:AddLine ("Average:", _detalhes:ToK (average))
GC:AddStatusBar (100, 1, R, G, B, A)
GC:AddLine ("E-Dps:", _detalhes:ToK (spell.total / combat_time))
GC:AddStatusBar (100, 1, R, G, B, A)
GC:AddLine ("School:", schooltext)
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine (" ")
GC:AddLine ("Normal Hits: ", spell.n_amt .. " (" ..floor ( spell.n_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
local n_average = spell.n_dmg / spell.n_amt
local T = (combat_time*spell.n_dmg)/spell.total
local P = average/n_average*100
T = P*T/100
GC:AddLine ("Average / E-Dps: ", _detalhes:ToK (n_average) .. " / " .. format ("%.1f",spell.n_dmg / T ))
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine (" ")
GC:AddLine ("Critical Hits: ", spell.c_amt .. " (" ..floor ( spell.c_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
if (spell.c_amt > 0) then
local c_average = spell.c_dmg/spell.c_amt
local T = (combat_time*spell.c_dmg)/spell.total
local P = average/c_average*100
T = P*T/100
local crit_dps = spell.c_dmg / T
GC:AddLine ("Average / E-Dps: ", _detalhes:ToK (c_average) .. " / " .. _detalhes:comma_value (crit_dps))
else
GC:AddLine ("Average / E-Dps: ", "0 / 0")
end
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine (" ")
GC:AddLine ("Multistrike: ", spell.m_amt .. " (" ..floor ( spell.m_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
GC:AddLine ("On Normal / On Critical:", spell.m_amt - spell.m_crit .. " / " .. spell.m_crit)
GC:AddStatusBar (100, 1, R, G, B, A)
elseif (spell.n_curado) then
local spellschool, schooltext = spell.spellschool, ""
if (spellschool) then
local t = _detalhes.spells_school [spellschool]
if (t and t.name) then
schooltext = t.formated
end
end
local total_hits = spell.counter
local combat_time = instance.showing:GetCombatTime()
--Cooltip code
GC:AddLine ("Hits:", spell.counter)
GC:AddStatusBar (100, 1, R, G, B, A)
local average = spell.total / total_hits
GC:AddLine ("Average:", _detalhes:ToK (average))
GC:AddStatusBar (100, 1, R, G, B, A)
GC:AddLine ("E-Hps:", _detalhes:ToK (spell.total / combat_time))
GC:AddStatusBar (100, 1, R, G, B, A)
GC:AddLine ("School:", schooltext)
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine (" ")
GC:AddLine ("Normal Hits: ", spell.n_amt .. " (" ..floor ( spell.n_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
local n_average = spell.n_curado / spell.n_amt
local T = (combat_time*spell.n_curado)/spell.total
local P = average/n_average*100
T = P*T/100
GC:AddLine ("Average / E-Dps: ", _detalhes:ToK (n_average) .. " / " .. format ("%.1f",spell.n_curado / T ))
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine (" ")
GC:AddLine ("Critical Hits: ", spell.c_amt .. " (" ..floor ( spell.c_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
if (spell.c_amt > 0) then
local c_average = spell.c_curado/spell.c_amt
local T = (combat_time*spell.c_curado)/spell.total
local P = average/c_average*100
T = P*T/100
local crit_dps = spell.c_curado / T
GC:AddLine ("Average / E-Hps: ", _detalhes:ToK (c_average) .. " / " .. _detalhes:comma_value (crit_dps))
else
GC:AddLine ("Average / E-Hps: ", "0 / 0")
end
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine (" ")
GC:AddLine ("Multistrike: ", spell.m_amt .. " (" ..floor ( spell.m_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
GC:AddLine ("On Normal / On Critical:", spell.m_amt - spell.m_crit .. " / " .. spell.m_crit)
GC:AddStatusBar (100, 1, R, G, B, A)
end
]],
percent_script = [[
local value, top, total, combat, instance = ...
local dps = _detalhes:ToK (floor (value) / combat:GetCombatTime())
local percent = string.format ("%.1f", value/total*100)
return dps .. ", " .. percent
]],
}
local have = false
for _, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_MYSPELLS"] and (custom.script_version and custom.script_version >= MySpells.script_version) ) then
have = true
break
end
end
if (not have) then
for i, custom in ipairs (self.custom) do
if (custom.name == Loc ["STRING_CUSTOM_MYSPELLS"]) then
table.remove (self.custom, i)
end
end
setmetatable (MySpells, _detalhes.atributo_custom)
MySpells.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = MySpells
end
_detalhes:ResetCustomFunctionsCache()
end