585 lines
15 KiB
Lua
585 lines
15 KiB
Lua
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--[=[
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Details API 2.0
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This is a high level API for Details! Damage Meter
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--]=]
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--local helpers
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local getCombatObject = function (segmentNumber)
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local combatObject
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--select which segment to use, use low level variables for performance
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if (segmentNumber == -1) then
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combatObject = _detalhes.tabela_overall
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elseif (segmentNumber == 0) then
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combatObject = _detalhes.tabela_vigente
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else
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combatObject = _detalhes.tabela_historico.tabelas [segment]
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end
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return combatObject
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end
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local getActorObjectFromCombat = function (combatObject, containerID, actorName)
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local index = combatObject [containerID]._NameIndexTable [actorName]
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return combatObject [containerID]._ActorTable [index]
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end
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local getUnitName = function (unitId)
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local unitName, serverName = UnitName (unitId)
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if (unitName) then
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if (serverName and serverName ~= "") then
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return unitName .. "-" .. serverName
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else
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return unitName
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end
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else
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return unitId
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end
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end
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--api
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Details.API_Description = {}
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--[=[
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Details.SegmentElapsedTime (segment)
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--=]=]
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Details.API_Description.SegmentElapsedTime = {
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desc = "Return the total elapsed time of a segment.",
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parameters = {
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "segmentElapsedTime",
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type = "number",
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desc = "Number representing the elapsed time of a combat.",
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}
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},
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}
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function Details.SegmentElapsedTime (segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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return combatObject:GetCombatTime()
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end
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--[=[
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Details.UnitDamage (unitId, segment)
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--=]=]
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Details.API_Description.UnitDamage = {
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desc = "Query the damage of a unit.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "unitDamage",
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type = "number",
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desc = "Number representing the unit damage.",
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}
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},
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}
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function Details.UnitDamage (unitId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return 0
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end
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return floor (playerObject.total or 0)
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end
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--[=[
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Details.UnitSpellDamage (unitId, spellId, segment)
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--=]=]
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Details.API_Description.UnitSpellDamage = {
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desc = "Query the total damage done of a spell casted by the unit.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "spellId",
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type = "number",
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desc = "Id of a spell to query the damage done. Accept spell names.",
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required = true,
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},
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{
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name = "segment",
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default = "0",
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type = "number",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "unitSpellDamage",
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type = "number",
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desc = "Number representing the spell damage done.",
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}
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},
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}
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function Details.UnitSpellDamage (unitId, spellId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return 0
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end
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if (type (spellId) == "string") then
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local newSpellId = select (7, GetSpellInfo (spellId))
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if (not newSpellId) then
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local passedSpellName = spellId:lower()
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for damageSpellId, spellInfo in pairs (playerObject.spells._ActorTable) do
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local spellName = GetSpellInfo (damageSpellId)
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if (spellName:lower() == passedSpellName) then
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spellId = damageSpellId
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break
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end
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end
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else
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spellId = newSpellId
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end
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end
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local spell = playerObject.spells._ActorTable [spellId]
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return spell and spell.total or 0
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end
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--[=[
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Details.UnitSpells (unitId, segment)
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--=]=]
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Details.API_Description.UnitSpells = {
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desc = "Return a numeric table with spells IDs used by the unit.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "unitSpellDamage",
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type = "number",
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desc = "Number representing the spell damage done.",
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}
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},
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}
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function Details.UnitSpells (unitId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return {}
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end
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local unitName = getUnitName (unitId)
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return {}
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end
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local unitSpells = playerObject.spells._ActorTable
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local resultTable = {}
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for spellId, spellObject in pairs (unitSpells) do
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resultTable [#resultTable + 1] = spellId
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end
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return resultTable
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end
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--[=[
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Details.UnitDamageTaken (unitId, segment)
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--=]=]
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Details.API_Description.UnitDamageTaken = {
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desc = "Query the unit damage taken.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "unitDamageTaken",
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type = "number",
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desc = "Number representing the damage taken by the unit.",
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}
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},
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}
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function Details.UnitDamageTaken (unitId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return 0
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end
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return playerObject.damage_taken
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end
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--[=[
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Details.UnitDamageOnUnit (unitId, targetUnitId, segment)
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--=]=]
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Details.API_Description.UnitDamageOnUnit = {
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desc = "Query the unit damage done on another unit.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "targetUnitId",
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type = "string",
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desc = "Name or ID of an unit, example: 'Thrall', 'Jaina', 'player', 'target', 'raid5'.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "unitDamageOnUnit",
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type = "number",
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desc = "Number representing the damage done by the unit on the target unit.",
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}
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},
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}
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function Details.UnitDamageOnUnit (unitId, targetUnitId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return 0
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end
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local targetName = getUnitName (targetUnitId)
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return playerObject.targets [targetName] or 0
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end
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--[=[
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Details.UnitDamageTakenFromSpell (unitId, spellId, segment)
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--=]=]
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Details.API_Description.UnitDamageTakenFromSpell = {
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desc = "Query the unit damage taken from a spell.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "spellId",
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type = "number",
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desc = "Id of a spell to query its damage to an unit. Accept spell names.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "unitDamageTakenFromSpell",
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type = "number",
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desc = "Number representing the damage taken by the unit from a spell.",
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}
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},
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}
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function Details.UnitDamageTakenFromSpell (unitId, spellId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local damageContainer = combatObject:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)
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local totalDamageTaken = 0
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local spellName = GetSpellInfo (spellId) or spellId
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for i = 1, #damageContainer._ActorTable do
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local playerObject = damageContainer._ActorTable [i]
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local unitSpells = playerObject.spells._ActorTable
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for spellId, spellObject in pairs (unitSpells) do
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local thisSpellName = GetSpellInfo (spellId)
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if (thisSpellName == spellName) then
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totalDamageTaken = totalDamageTaken + (spellObject.targets [unitName] or 0)
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end
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end
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end
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return totalDamageTaken
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end
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--[=[
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Details.UnitDamageInfo (unitId, segment)
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--=]=]
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Details.API_Description.UnitDamageInfo = {
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desc = "Return a table with damage information.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "damageInfo",
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type = "table",
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desc = "Table containing damage information, keys are: .total, .totalWithoutPet, .damageAbsorbed, .damageTaken, .friendlyFire and .activityTime",
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}
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},
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}
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function Details.UnitDamageInfo (unitId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local damageInfo = {
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total = 0,
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totalWithoutPet = 0,
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damageAbsorbed = 0,
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damageTaken = 0,
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friendlyFire = 0,
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activityTime = 0,
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}
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return damageInfo
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end
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damageInfo.total = floor (playerObject.total)
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damageInfo.totalWithoutPet = floor (playerObject.total_without_pet)
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damageInfo.damageAbsorbed = floor (playerObject.totalabsorbed)
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damageInfo.damageTaken = floor (playerObject.damage_taken)
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damageInfo.friendlyFire = playerObject.friendlyfire_total
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damageInfo.activityTime = playerObject:Tempo()
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return damageInfo
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end
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--[=[
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Details.UnitSpellInfo (unitId, spellId, segment)
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--=]=]
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Details.API_Description.UnitSpellInfo = {
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desc = "Return a table with the spell damage information.",
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parameters = {
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{
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name = "unitId",
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type = "string",
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desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
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required = true,
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},
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{
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name = "spellId",
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type = "number",
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desc = "Id of a spell to query its damage to an unit. Accept spell names.",
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required = true,
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},
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{
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name = "segment",
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type = "number",
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default = "0",
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desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
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},
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},
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returnValues = {
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{
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name = "spellDamageInfo",
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type = "table",
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desc = "Table containing damage information, keys are: '.total', '.spellId', '.count', '.name', '.casted', '.regularMin', '.regularMax', '.regularAmount', '.regularDamage', '.criticalMin', '.criticalMax', '.criticalAmount', '.criticalDamage'",
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}
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},
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}
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function Details.UnitSpellInfo (unitId, spellId, segment)
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segment = segment or 0
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local combatObject = getCombatObject (segment)
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if (not combatObject) then
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return 0
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end
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local unitName = getUnitName (unitId)
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local spellInfo = {
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total = 0,
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spellId = 0,
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count = 0,
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name = "",
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casted = 0,
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regularMin = 0,
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regularMax = 0,
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regularAmount = 0,
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regularDamage = 0,
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criticalMin = 0,
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criticalMax = 0,
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criticalAmount = 0,
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criticalDamage = 0,
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}
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local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
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if (not playerObject) then
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return spellInfo
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end
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local miscPlayerObject = getActorObjectFromCombat (combatObject, 4, unitName)
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local spellName = GetSpellInfo (spellId) or spellId
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local spellObject
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for thisSpellId, thisSpellObject in pairs (playerObject.spells._ActorTable) do
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local thisSpellName = GetSpellInfo (thisSpellId)
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if (thisSpellName == spellName) then
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spellObject = thisSpellObject
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spellId = thisSpellId
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if (miscPlayerObject) then
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local castedAmount = miscPlayerObject.spell_cast and miscPlayerObject.spell_cast [spellId]
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if (castedAmount) then
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spellInfo.casted = castedAmount
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else
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for castedSpellId, castedAmount in pairs (miscPlayerObject.spell_cast) do
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local castedSpellName = GetSpellInfo (castedSpellId)
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if (castedSpellName == spellName) then
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spellInfo.casted = castedAmount
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end
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end
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end
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end
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break
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end
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end
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spellInfo.total = spellObject.total
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spellInfo.count = spellObject.counter
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spellInfo.spellId = spellId
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spellInfo.name = spellName
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spellInfo.regularMin = spellObject.n_min
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spellInfo.regularMax = spellObject.n_max
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spellInfo.regularAmount = spellObject.n_amt
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spellInfo.regularDamage = spellObject.n_dmg
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spellInfo.criticalMin = spellObject.c_min
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spellInfo.criticalMax = spellObject.c_max
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spellInfo.criticalAmount = spellObject.c_amt
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spellInfo.criticalDamage = spellObject.c_dmg
|
|
|
|
return spellInfo
|
|
end
|
|
|
|
--stop auto complete: doo ende endp elsez |