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-- damage object
local Details = _G.Details
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
local Translit = LibStub ("LibTranslit-1.0")
local gump = Details.gump
local _
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> 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 _getmetatable = getmetatable --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 _math_abs = math.abs --lua local
local _bit_band = bit.band --lua local
local _unpack = unpack --lua local
local _type = type --lua local
local GameTooltip = GameTooltip --api local
local _IsInRaid = IsInRaid --api local
local _IsInGroup = IsInGroup --api local
local GetSpellInfo = GetSpellInfo --api local
local _GetSpellInfo = Details.getspellinfo --details api
local _string_replace = Details.string.replace --details api
--show more information about spells
local debugmode = false
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> constants
local alvo_da_habilidade = Details.alvo_da_habilidade
local container_habilidades = Details.container_habilidades
local container_combatentes = Details.container_combatentes
local atributo_damage = Details.atributo_damage
local atributo_misc = Details.atributo_misc
local habilidade_dano = Details.habilidade_dano
local container_damage_target = Details.container_type.CONTAINER_DAMAGETARGET_CLASS
local container_damage = Details.container_type.CONTAINER_DAMAGE_CLASS
local container_friendlyfire = Details.container_type.CONTAINER_FRIENDLYFIRE
local modo_GROUP = Details.modos.group
local modo_ALL = Details.modos.all
local class_type = Details.atributos.dano
local ToKFunctions = Details.ToKFunctions
local SelectedToKFunction = ToKFunctions [1]
local UsingCustomLeftText = false
local UsingCustomRightText = false
local FormatTooltipNumber = ToKFunctions [8]
local TooltipMaximizedMethod = 1
--local CLASS_ICON_TCOORDS = _G.CLASS_ICON_TCOORDS
local is_player_class = Details.player_class
Details.tooltip_key_overlay1 = {1, 1, 1, .2}
Details.tooltip_key_overlay2 = {1, 1, 1, .5}
Details.tooltip_key_size_width = 24
Details.tooltip_key_size_height = 10
local enemies_background = {value = 100, color = {0.1960, 0.1960, 0.1960, 0.8697}, texture = "Interface\\AddOns\\Details\\images\\bar_background2"}
local headerColor = {1, 0.9, 0.0, 1}
local info = Details.playerDetailWindow
local keyName
local OBJECT_TYPE_PLAYER = 0x00000400
local ntable = {} --temp
local vtable = {} --temp
local tooltip_void_zone_temp = {} --temp
local bs_table = {} --temp
local bs_index_table = {} --temp
local bs_tooltip_table
local frags_tooltip_table
local tooltip_temp_table = {}
local OBJECT_TYPE_FRIENDLY_NPC = 0x00000A18
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> exported functions
--[[exported]] function Details:CreateActorLastEventTable()
local t = { {}, {}, {}, {}, {}, {}, {}, {} }
t.n = 1
return t
end
function atributo_damage:CreateFFTable (target_name)
local new_table = {total = 0, spells = {}}
self.friendlyfire [target_name] = new_table
return new_table
end
--[[exported]] function Details:CreateActorAvoidanceTable (no_overall)
if (no_overall) then
local t = {["ALL"] = 0, ["DODGE"] = 0, ["PARRY"] = 0, ["HITS"] = 0, ["ABSORB"] = 0, --quantas vezes foi dodge, parry, quandos hits tomou, quantos absorbs teve
["FULL_HIT"] = 0, ["FULL_ABSORBED"] = 0, ["PARTIAL_ABSORBED"] = 0, --full hit full absorbed and partial absortion
["FULL_HIT_AMT"] = 0, ["PARTIAL_ABSORB_AMT"] = 0, ["ABSORB_AMT"] = 0, ["FULL_ABSORB_AMT"] = 0, --amounts
["BLOCKED_HITS"] = 0, ["BLOCKED_AMT"] = 0, --amount of hits blocked - amout of damage mitigated
}
return t
else
local t = {
overall = {["ALL"] = 0, ["DODGE"] = 0, ["PARRY"] = 0, ["HITS"] = 0, ["ABSORB"] = 0, --quantas vezes foi dodge, parry, quandos hits tomou, quantos absorbs teve
["FULL_HIT"] = 0, ["FULL_ABSORBED"] = 0, ["PARTIAL_ABSORBED"] = 0, --full hit full absorbed and partial absortion
["FULL_HIT_AMT"] = 0, ["PARTIAL_ABSORB_AMT"] = 0, ["ABSORB_AMT"] = 0, ["FULL_ABSORB_AMT"] = 0, --amounts
["BLOCKED_HITS"] = 0, ["BLOCKED_AMT"] = 0, --amount of hits blocked - amout of damage mitigated
}
}
return t
end
end
--[[exported]] function Details.SortGroup (container, keyName2)
keyName = keyName2
return _table_sort (container, Details.SortKeyGroup)
end
--[[exported]] function Details.SortKeyGroup (table1, table2)
if (table1.grupo and table2.grupo) then
return table1 [keyName] > table2 [keyName]
elseif (table1.grupo and not table2.grupo) then
return true
elseif (not table1.grupo and table2.grupo) then
return false
else
return table1 [keyName] > table2 [keyName]
end
end
--[[exported]] function Details.SortKeySimple (table1, table2)
return table1 [keyName] > table2 [keyName]
end
--[[exported]] function Details:ContainerSort (container, amount, keyName2)
keyName = keyName2
_table_sort (container, Details.SortKeySimple)
if (amount) then
for i = amount, 1, -1 do --> de tr�s pra frente
if (container[i][keyName] < 1) then
amount = amount-1
else
break
end
end
return amount
end
end
--[[ exported]] function Details:IsGroupPlayer()
return self.grupo
end
--[[ exported]] function Details:IsPetOrGuardian()
return self.owner and true or false
end
--[[ exported]] function Details:IsPlayer()
if (self.flag_original) then
if (_bit_band (self.flag_original, OBJECT_TYPE_PLAYER) ~= 0) then
return true
end
end
return false
end
local ignored_enemy_npcs = {
[31216] = true, --mirror image
[53006] = true, --spirit link totem
[63508] = true, --xuen
[73967] = true, --xuen
}
-- Night-Twisted Brute - Creature-0-3024-1228-19402-85241-00001E2097
--[[ exported]] function Details:IsNeutralOrEnemy()
if (self.flag_original) then
if (_bit_band (self.flag_original, 0x00000060) ~= 0) then
local npcid1 = Details:GetNpcIdFromGuid (self.serial)
if (ignored_enemy_npcs [npcid1]) then
return false
end
return true
end
end
return false
end
function Details:IsFriendlyNpc()
local flag = self.flag_original
if (flag) then
if (bit.band(flag, 0x00000008) ~= 0) then
if (bit.band(flag, 0x00000010) ~= 0) then
if (bit.band(flag, 0x00000800) ~= 0) then
return true
end
end
end
end
return false
end
--[[ exported]] function Details:IsEnemy()
if (self.flag_original) then
if (_bit_band (self.flag_original, 0x00000060) ~= 0) then
local npcid1 = Details:GetNpcIdFromGuid (self.serial)
if (ignored_enemy_npcs [npcid1]) then
return false
end
return true
end
end
return false
end
--[[ exported]] function Details:GetSpellList()
return self.spells._ActorTable
end
-- enemies (sort function)
local sortEnemies = function (t1, t2)
local a = _bit_band (t1.flag_original, 0x00000060)
local b = _bit_band (t2.flag_original, 0x00000060)
if (a ~= 0 and b ~= 0) then
local npcid1 = Details:GetNpcIdFromGuid (t1.serial)
local npcid2 = Details:GetNpcIdFromGuid (t2.serial)
if (not ignored_enemy_npcs [npcid1] and not ignored_enemy_npcs [npcid2]) then
return t1.damage_taken > t2.damage_taken
elseif (ignored_enemy_npcs [npcid1] and not ignored_enemy_npcs [npcid2]) then
return false
elseif (not ignored_enemy_npcs [npcid1] and ignored_enemy_npcs [npcid2]) then
return true
else
return t1.damage_taken > t2.damage_taken
end
elseif (a ~= 0 and b == 0) then
return true
elseif (a == 0 and b ~= 0) then
return false
end
return false
end
--[[exported]] function Details:ContainerSortEnemies (container, amount, keyName2)
keyName = keyName2
_table_sort (container, sortEnemies)
local total = 0
for index, player in _ipairs (container) do
local npcid1 = Details:GetNpcIdFromGuid (player.serial)
--p rint (player.nome, npcid1, ignored_enemy_npcs [npcid1])
if (_bit_band (player.flag_original, 0x00000060) ~= 0 and not ignored_enemy_npcs [npcid1]) then --> � um inimigo
total = total + player [keyName]
else
amount = index-1
break
end
end
return amount, total
end
--[[Exported]] function Details:TooltipForCustom (barra)
GameCooltip:AddLine (Loc ["STRING_LEFT_CLICK_SHARE"])
return true
end
--[[ Void Zone Sort]]
local void_zone_sort = function (t1, t2)
if (t1.damage == t2.damage) then
return t1.nome <= t2.nome
else
return t1.damage > t2.damage
end
end
--[[exported]] function Details.Sort1 (table1, table2)
return table1 [1] > table2 [1]
end
--[[exported]] function Details.Sort2 (table1, table2)
return table1 [2] > table2 [2]
end
--[[exported]] function Details.Sort3 (table1, table2)
return table1 [3] > table2 [3]
end
--[[exported]] function Details.Sort4 (table1, table2)
return table1 [4] > table2 [4]
end
--[[exported]] function Details.Sort4Reverse (table1, table2)
if (not table2) then
return true
end
return table1 [4] < table2 [4]
end
--[[exported]] function Details:GetBarColor (actor)
actor = actor or self
if (actor.monster) then
return _unpack (Details.class_colors.ENEMY)
elseif (actor.owner) then
return _unpack (Details.class_colors [actor.owner.classe or "UNKNOW"])
elseif (actor.arena_team and Details.color_by_arena_team) then
if (actor.arena_team == 0) then
return _unpack (Details.class_colors.ARENA_GREEN)
else
return _unpack (Details.class_colors.ARENA_YELLOW)
end
--elseif (actor.enemy and not actor.arena_enemy) then
-- return 0.94117, 0.1, 0.1, 1
else
if (not is_player_class [actor.classe] and actor.flag_original and _bit_band (actor.flag_original, 0x00000020) ~= 0) then --> neutral
return _unpack (Details.class_colors.NEUTRAL)
elseif (actor.color) then
return _unpack(actor.color)
else
return _unpack (Details.class_colors [actor.classe or "UNKNOW"])
end
end
end
--[[exported]] function Details:GetSpellLink (spellid)
if (_type (spellid) ~= "number") then
return spellid
end
if (spellid == 1) then --melee
return GetSpellLink (6603)
elseif (spellid == 2) then --autoshot
return GetSpellLink (75)
elseif (spellid > 10) then
return GetSpellLink (spellid)
else
local spellname = _GetSpellInfo (spellid)
return spellname
end
end
--[[exported]] function Details:GameTooltipSetSpellByID (spellid)
if (spellid == 1) then
GameTooltip:SetSpellByID (6603)
elseif (spellid == 2) then
GameTooltip:SetSpellByID (75)
elseif (spellid > 10) then
GameTooltip:SetSpellByID (spellid)
else
GameTooltip:SetSpellByID (spellid)
end
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> class constructor
function atributo_damage:NovaTabela (serial, nome, link)
local alphabetical = Details:GetOrderNumber (nome)
--> constructor
local _new_damageActor = {
tipo = class_type,
total = alphabetical,
totalabsorbed = alphabetical,
total_without_pet = alphabetical,
custom = 0,
damage_taken = alphabetical,
damage_from = {},
dps_started = false,
last_event = 0,
on_hold = false,
delay = 0,
last_value = nil,
last_dps = 0,
end_time = nil,
start_time = 0,
pets = {},
raid_targets = {},
friendlyfire_total = 0,
friendlyfire = {},
targets = {},
spells = container_habilidades:NovoContainer (container_damage)
}
_setmetatable (_new_damageActor, atributo_damage)
return _new_damageActor
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> special cases
-- dps (calculate dps for actors)
function atributo_damage:ContainerRefreshDps (container, combat_time)
local total = 0
if (Details.time_type == 2 or not Details:CaptureGet ("damage")) then
for _, actor in _ipairs (container) do
if (actor.grupo) then
actor.last_dps = actor.total / combat_time
else
actor.last_dps = actor.total / actor:Tempo()
end
total = total + actor.last_dps
end
else
for _, actor in _ipairs (container) do
actor.last_dps = actor.total / actor:Tempo()
total = total + actor.last_dps
end
end
return total
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> damage taken by spell
local byspell_tooltip_background = {value = 100, color = {0.1960, 0.1960, 0.1960, 0.9097}, texture = [[Interface\AddOns\Details\images\bar_background2]]}
function Details:ToolTipBySpell (instance, tabela, thisLine, keydown)
local GameCooltip = GameCooltip
local combat = instance.showing
local from_spell = tabela [1] --spellid
local from_spellname
if (from_spell) then
from_spellname = select (1, GetSpellInfo (from_spell))
end
--> 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
local is_custom_spell = false
for _, spellcustom in ipairs (Details.savedCustomSpells) do
if (spellcustom[1] == from_spell) then
is_custom_spell = true
end
end
for index, character in ipairs (AllDamageCharacters) do
if (is_custom_spell) then
for playername, ff_table in pairs (character.friendlyfire) do
if (ff_table.spells [from_spell]) then
local damage_actor = combat (1, playername)
local heal_actor = combat (2, playername)
if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
local got
for index, t in ipairs (Targets) do
if (t[1] == playername) then
t[2] = t[2] + ff_table.spells [from_spell]
total = total + ff_table.spells [from_spell]
if (t[2] > top) then
top = t[2]
end
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {playername, ff_table.spells [from_spell]}
total = total + ff_table.spells [from_spell]
if (ff_table.spells [from_spell] > top) then
top = ff_table.spells [from_spell]
end
end
end
end
end
else
for playername, ff_table in pairs (character.friendlyfire) do
for spellid, amount in pairs (ff_table.spells) do
local spellname = select (1, GetSpellInfo (spellid))
if (spellname == from_spellname) then
local damage_actor = combat (1, playername)
local heal_actor = combat (2, playername)
if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
local got
for index, t in ipairs (Targets) do
if (t[1] == playername) then
t[2] = t[2] + amount
total = total + amount
if (t[2] > top) then
top = t[2]
end
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {playername, amount}
total = total + amount
if (amount > top) then
top = amount
end
end
end
end
end
end
end
--> search actors which used the spell shown in the bar
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
total = total + amount
if (t[2] > top) then
top = t[2]
end
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {targetname, amount}
total = total + amount
if (amount > top) then
top = amount
end
end
end
end
end
if (not is_custom_spell) then
for spellid, spell in pairs (character.spells._ActorTable) do
if (spellid ~= from_spell) then
local spellname = select (1, GetSpellInfo (spellid))
if (spellname == from_spellname) 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
total = total + amount
if (t[2] > top) then
top = t[2]
end
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {targetname, amount}
total = total + amount
if (amount > top) then
top = amount
end
end
end
end
end
end
end
end
end
table.sort (Targets, Details.Sort2)
bs_tooltip_table = Targets
bs_tooltip_table.damage_total = total
GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
local spellname, _, spellicon = select (1, _GetSpellInfo (from_spell))
GameCooltip:AddLine (spellname .. " " .. Loc ["STRING_CUSTOM_ATTRIBUTE_DAMAGE"], nil, nil, headerColor, nil, 10)
GameCooltip:AddIcon (spellicon, 1, 1, 14, 14, 0.078125, 0.921875, 0.078125, 0.921875)
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (1, 1, 1, 0.5)
local top = Targets[1] and Targets[1][2]
local lineHeight = Details.tooltip.line_height
for index, t in ipairs (Targets) do
GameCooltip:AddLine (Details:GetOnlyName(t[1]), Details:ToK (t[2]) .. " (" .. _cstr ("%.1f", t[2]/total*100) .. "%)")
local class, _, _, _, _, r, g, b = Details:GetClass (t[1])
GameCooltip:AddStatusBar (t[2]/top*100, 1, r, g, b, 0.8, false, byspell_tooltip_background)
if (class) then
local specID = Details:GetSpec (t[1])
if (specID) then
local texture, l, r, t, b = Details:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
local texture, l, r, t, b = Details:GetClassIcon (class)
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, lineHeight, lineHeight, l, r, t, b)
end
elseif (t[1] == Loc ["STRING_TARGETS_OTHER1"]) then
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small_alpha", 1, 1, lineHeight, lineHeight, 0.25, 0.49609375, 0.75, 1)
end
end
GameCooltip:AddLine (" ")
Details:AddTooltipReportLineText()
GameCooltip:SetOption ("YSpacingMod", 0)
GameCooltip:SetOwner (thisLine)
GameCooltip:Show()
end
local function RefreshBarraBySpell (tabela, barra, instancia)
atributo_damage:AtualizarBySpell (tabela, tabela.minha_barra, barra.colocacao, instancia)
end
local on_switch_DTBS_show = function (instance)
instance:TrocaTabela (instance, true, 1, 8)
return true
end
local DTBS_search_code = [[
--> get the parameters passed
local combat, instance_container, instance = ...
--> declade the values to return
local total, top, amount = 0, 0, 0
--> hold the targets
local Targets = {}
local from_spell = @SPELLID@
local from_spellname
if (from_spell) then
from_spellname = select (1, GetSpellInfo (from_spell))
end
--> get a list of all damage actors
local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
local is_custom_spell = false
for _, spellcustom in ipairs (Details.savedCustomSpells) do
if (spellcustom[1] == from_spell) then
is_custom_spell = true
end
end
for index, character in ipairs (AllDamageCharacters) do
if (is_custom_spell) then
for playername, ff_table in pairs (character.friendlyfire) do
if (ff_table.spells [from_spell]) then
local damage_actor = combat (1, playername)
local heal_actor = combat (2, playername)
if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
local got
for index, t in ipairs (Targets) do
if (t[1] == playername) then
t[2] = t[2] + ff_table.spells [from_spell]
if (t[2] > top) then
top = t[2]
end
got = true
break
end
end
if (not got) then
Targets [#Targets+1] = {playername, ff_table.spells [from_spell], damage_actor or heal_actor}
if (ff_table.spells [from_spell] > top) then
top = ff_table.spells [from_spell]
end
end
end
end
end
else
for playername, ff_table in pairs (character.friendlyfire) do
for spellid, amount in pairs (ff_table.spells) do
local spellname = select (1, GetSpellInfo (spellid))
if (spellname == from_spellname) then
local damage_actor = combat (1, playername)
local heal_actor = combat (2, playername)
if ((damage_actor or heal_actor) and ( (damage_actor and damage_actor:IsPlayer()) or (heal_actor and heal_actor:IsPlayer()))) then
local got
for index, t in ipairs (Targets) do
if (t[1] == playername) 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] = {playername, amount, damage_actor or heal_actor}
if (amount > top) then
top = amount
end
end
end
end
end
end
end
--> search actors which used the spell shown in the bar
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, damage_actor or heal_actor}
if (amount > top) then
top = amount
end
end
end
end
end
if (not is_custom_spell) then
for spellid, spell in pairs (character.spells._ActorTable) do
if (spellid ~= from_spell) then
local spellname = select (1, GetSpellInfo (spellid))
if (spellname == from_spellname) 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, damage_actor or heal_actor}
if (amount > top) then
top = amount
end
end
end
end
end
end
end
end
end
table.sort (Targets, Details.Sort2)
local amount = 0
for index, t in ipairs (Targets) do
instance_container:AddValue (t[3], t[2])
total = total + t[2]
amount = amount + 1
end
return total, top, amount
]]
local function ShowDTBSInWindow (spell, instance)
local spellname, _, icon = _GetSpellInfo (spell [1])
local custom_name = spellname .. " - " .. Loc ["STRING_CUSTOM_DTBS"] .. ""
--check if already exists
for index, CustomObject in _ipairs (Details.custom) do
if (CustomObject:GetName() == custom_name) then
--> fix for not saving funcs on logout
if (not CustomObject.OnSwitchShow) then
CustomObject.OnSwitchShow = on_switch_DTBS_show
end
return instance:TrocaTabela (instance.segmento, 5, index)
end
end
--create a custom for this spell
local new_custom_object = {
name = custom_name,
icon = icon,
attribute = false,
author = Details.playername,
desc = spellname .. " " .. Loc ["STRING_CUSTOM_DTBS"],
source = false,
target = false,
script = false,
tooltip = false,
temp = true,
notooltip = true,
OnSwitchShow = on_switch_DTBS_show,
}
local new_code = DTBS_search_code
new_code = new_code:gsub ("@SPELLID@", spell [1])
new_custom_object.script = new_code
tinsert (Details.custom, new_custom_object)
setmetatable (new_custom_object, Details.atributo_custom)
new_custom_object.__index = Details.atributo_custom
return instance:TrocaTabela (instance.segmento, 5, #Details.custom)
end
local DTBS_format_name = function (player_name) return Details:GetOnlyName (player_name) end
local DTBS_format_amount = function (amount) return Details:ToK (amount) .. " (" .. _cstr ("%.1f", amount / bs_tooltip_table.damage_total * 100) .. "%)" end
function atributo_damage:ReportSingleDTBSLine (spell, instance, ShiftKeyDown, ControlKeyDown)
if (ControlKeyDown) then
local spellname, _, spellicon = _GetSpellInfo (spell[1])
return Details:OpenAuraPanel (spell[1], spellname, spellicon)
elseif (ShiftKeyDown) then
return ShowDTBSInWindow (spell, instance)
end
local spelllink = Details:GetSpellLink (spell [1])
local report_table = {"Details!: " .. Loc ["STRING_CUSTOM_DTBS"] .. " " .. spelllink}
Details:FormatReportLines (report_table, bs_tooltip_table, DTBS_format_name, DTBS_format_amount)
return Details:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
function atributo_damage:AtualizarBySpell (tabela, whichRowLine, colocacao, instancia)
tabela ["byspell"] = true --> marca que esta tabela � uma tabela de frags, usado no controla na hora de montar o tooltip
local thisLine = instancia.barras [whichRowLine] --> pega a refer�ncia da barra na janela
if (not thisLine) then
print ("DEBUG: problema com <instancia.thisLine> "..whichRowLine .. " " .. colocacao)
return
end
thisLine.minha_tabela = tabela
local spellname, _, spellicon = _GetSpellInfo (tabela [1])
tabela.nome = spellname --> evita dar erro ao redimencionar a janela
tabela.minha_barra = whichRowLine
thisLine.colocacao = colocacao
if (not _getmetatable (tabela)) then
_setmetatable (tabela, {__call = RefreshBarraBySpell})
tabela._custom = true
end
local total = instancia.showing.totals.by_spell
local porcentagem
if (instancia.row_info.percent_type == 1) then
porcentagem = _cstr ("%.1f", tabela [2] / total * 100)
elseif (instancia.row_info.percent_type == 2) then
porcentagem = _cstr ("%.1f", tabela [2] / instancia.top * 100)
end
thisLine.lineText1:SetText (colocacao .. ". " .. spellname)
local bars_show_data = instancia.row_info.textR_show_data
local spell_damage = tabela [2] -- spell_damage passar por uma ToK function, precisa ser number
if (not bars_show_data [1]) then
spell_damage = tabela [2] --damage taken by spell n�o tem PS, ent�o � obrigado a passar o dano total
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local bars_brackets = instancia:GetBarBracket()
--
if (instancia.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, "", (spell_damage and SelectedToKFunction (_, spell_damage) or ""), porcentagem)
else
thisLine.lineText4:SetText ((spell_damage and SelectedToKFunction (_, spell_damage) or "") .. bars_brackets[1] .. porcentagem .. bars_brackets[2])
end
thisLine.lineText1:SetTextColor(1, 1, 1, 1)
thisLine.lineText2:SetTextColor(1, 1, 1, 1)
thisLine.lineText3:SetTextColor(1, 1, 1, 1)
thisLine.lineText4:SetTextColor(1, 1, 1, 1)
thisLine.lineText1:SetSize (thisLine:GetWidth() - thisLine.lineText4:GetStringWidth() - 20, 15)
if (colocacao == 1) then
thisLine:SetValue (100)
else
thisLine:SetValue (tabela [2] / instancia.top * 100)
end
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
Details.FadeHandler.Fader (thisLine, "out")
end
if (instancia.row_info.texture_class_colors) then
if (tabela [3] > 1) then
local r, g, b = Details:GetSpellSchoolColor (tabela [3])
thisLine.textura:SetVertexColor (r, g, b)
else
local r, g, b = Details:GetSpellSchoolColor (0)
thisLine.textura:SetVertexColor (r, g, b)
end
end
thisLine.icone_classe:SetTexture (spellicon)
thisLine.icone_classe:SetTexCoord (0.078125, 0.921875, 0.078125, 0.921875)
thisLine.icone_classe:SetVertexColor (1, 1, 1)
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> frags
function Details:ToolTipFrags (instancia, frag, thisLine, keydown)
local name = frag [1]
local GameCooltip = GameCooltip
--> mantendo a fun��o o mais low level poss�vel
local damage_container = instancia.showing [1]
local frag_actor = damage_container._ActorTable [damage_container._NameIndexTable [ name ]]
if (frag_actor) then
local damage_taken_table = {}
local took_damage_from = frag_actor.damage_from
local total_damage_taken = frag_actor.damage_taken
local total = 0
for aggressor, _ in _pairs (took_damage_from) do
local damager_actor = damage_container._ActorTable [damage_container._NameIndexTable [ aggressor ]]
if (damager_actor and not damager_actor.owner) then --> checagem por causa do total e do garbage collector que n�o limpa os names que deram dano
local target_amount = damager_actor.targets [name]
if (target_amount) then
damage_taken_table [#damage_taken_table+1] = {aggressor, target_amount, damager_actor.classe}
total = total + target_amount
end
end
end
_table_sort (damage_taken_table, Details.Sort2)
Details:AddTooltipSpellHeaderText (Loc ["STRING_DAMAGE_FROM"], headerColor, #damage_taken_table, [[Interface\Addons\Details\images\icons]], 0.126953125, 0.1796875, 0, 0.0546875)
Details:AddTooltipHeaderStatusbar (1, 1, 1, 0.5)
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
local min = 6
local ismaximized = false
--always maximized
if (true or keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3) then
min = 99
ismaximized = true
end
if (ismaximized) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
end
local top = damage_taken_table[1] and damage_taken_table[1][2]
frags_tooltip_table = damage_taken_table
frags_tooltip_table.damage_total = total
local lineHeight = Details.tooltip.line_height
if (#damage_taken_table > 0) then
for i = 1, math.min (min, #damage_taken_table) do
local t = damage_taken_table [i]
GameCooltip:AddLine (Details:GetOnlyName (t[1]), FormatTooltipNumber (_, t[2]) .. " (" .. _cstr ("%.1f", t[2] / total * 100) .. "%)")
local classe = t[3]
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, lineHeight, lineHeight, .25, .5, 0, 1)
else
local specID = Details:GetSpec (t[1])
if (specID) then
local texture, l, r, t, b = Details:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small_alpha]], nil, nil, lineHeight, lineHeight, _unpack (Details.class_coords [classe]))
end
end
local _, _, _, _, _, r, g, b = Details:GetClass (t[1])
GameCooltip:AddStatusBar (t[2] / top * 100, 1, r, g, b, 1, false, enemies_background)
end
else
GameCooltip:AddLine (Loc ["STRING_NO_DATA"], nil, 1, "white")
GameCooltip:AddIcon (instancia.row_info.icon_file, nil, nil, 14, 14, _unpack (Details.class_coords ["UNKNOW"]))
end
GameCooltip:AddLine (" ")
Details:AddTooltipReportLineText()
GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
GameCooltip:ShowCooltip()
end
end
local function RefreshBarraFrags (tabela, barra, instancia)
atributo_damage:AtualizarFrags (tabela, tabela.minha_barra, barra.colocacao, instancia)
end
function atributo_damage:AtualizarFrags (tabela, whichRowLine, colocacao, instancia)
tabela ["frags"] = true --> marca que esta tabela � uma tabela de frags, usado no controla na hora de montar o tooltip
local thisLine = instancia.barras [whichRowLine] --> pega a refer�ncia da barra na janela
if (not thisLine) then
print ("DEBUG: problema com <instancia.thisLine> "..whichRowLine.." "..rank)
return
end
local previousData = thisLine.minha_tabela
thisLine.minha_tabela = tabela
tabela.nome = tabela [1] --> evita dar erro ao redimencionar a janela
tabela.minha_barra = whichRowLine
thisLine.colocacao = colocacao
if (not _getmetatable (tabela)) then
_setmetatable (tabela, {__call = RefreshBarraFrags})
tabela._custom = true
end
local total = instancia.showing.totals.frags_total
local porcentagem
if (instancia.row_info.percent_type == 1) then
porcentagem = _cstr ("%.1f", tabela [2] / total * 100)
elseif (instancia.row_info.percent_type == 2) then
porcentagem = _cstr ("%.1f", tabela [2] / instancia.top * 100)
end
thisLine.lineText1:SetText (colocacao .. ". " .. tabela [1])
local bars_show_data = instancia.row_info.textR_show_data
local bars_brackets = instancia:GetBarBracket()
local total_frags = tabela [2]
if (not bars_show_data [1]) then
total_frags = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
--
if (instancia.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, "", total_frags, porcentagem)
else
thisLine.lineText4:SetText (total_frags .. bars_brackets[1] .. porcentagem .. bars_brackets[2])
end
thisLine.lineText1:SetSize (thisLine:GetWidth() - thisLine.lineText4:GetStringWidth() - 20, 15)
if (colocacao == 1) then
thisLine:SetValue (100)
else
thisLine:SetValue (tabela [2] / instancia.top * 100)
end
thisLine.lineText1:SetTextColor (1, 1, 1, 1)
thisLine.lineText4:SetTextColor (1, 1, 1, 1)
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
Details.FadeHandler.Fader (thisLine, "out")
end
Details:SetBarColors (thisLine, instancia, _unpack (Details.class_colors [tabela [3]]))
if (tabela [3] == "UNKNOW" or tabela [3] == "UNGROUPPLAYER" or tabela [3] == "ENEMY") then
thisLine.icone_classe:SetTexture ([[Interface\AddOns\Details\images\classes_plus]])
thisLine.icone_classe:SetTexCoord (0.50390625, 0.62890625, 0, 0.125)
thisLine.icone_classe:SetVertexColor (1, 1, 1)
else
thisLine.icone_classe:SetTexture (instancia.row_info.icon_file)
thisLine.icone_classe:SetTexCoord (_unpack (Details.class_coords [tabela [3]]))
thisLine.icone_classe:SetVertexColor (1, 1, 1)
end
if (thisLine.mouse_over and not instancia.baseframe.isMoving) then --> precisa atualizar o tooltip
--gump:UpdateTooltip (whichRowLine, thisLine, instancia)
end
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> void zones
local on_switch_AVZ_show = function (instance)
instance:TrocaTabela (instance, true, 1, 7)
return true
end
local AVZ_search_code = [[
--> get the parameters passed
local combat, instance_container, instance = ...
--> declade the values to return
local total, top, amount = 0, 0, 0
local actor_name = "@ACTORNAME@"
local actor = combat (4, actor_name)
if (not actor) then
return 0, 0, 0
end
local damage_actor = combat (1, actor.damage_twin)
local habilidade
local alvos
if (damage_actor) then
habilidade = damage_actor.spells._ActorTable [actor.damage_spellid]
end
if (habilidade) then
alvos = habilidade.targets
end
local container = actor.debuff_uptime_targets
local tooltip_void_zone_temp = {}
for target_name, debuff_table in pairs (container) do
if (alvos) then
local damage_alvo = alvos [target_name]
if (damage_alvo) then
debuff_table.damage = damage_alvo
else
debuff_table.damage = 0
end
else
debuff_table.damage = 0
end
end
local i = 1
for target_name, debuff_table in pairs (container) do
local t = tooltip_void_zone_temp [i]
if (not t) then
t = {}
tinsert (tooltip_void_zone_temp, t)
end
local target_actor = combat (1, target_name) or combat (2, target_name) or combat (4, target_name)
t[1] = target_name
t[2] = debuff_table.damage
t[3] = debuff_table
t[4] = target_actor
i = i + 1
end
--> sort no container:
table.sort (tooltip_void_zone_temp, Details.sort_tooltip_void_zones)
for index, t in ipairs (tooltip_void_zone_temp) do
instance_container:AddValue (t[4], t[2])
local custom_actor = instance_container:GetActorTable (t[4])
custom_actor.uptime = t[3].uptime
total = total + t[2]
amount = amount + 1
if (t[2] > top) then
top = t[2]
end
end
return total, top, amount
]]
local AVZ_total_code = [[
local value, top, total, combat, instance, custom_actor = ...
local uptime = custom_actor.uptime or 0
local minutos, segundos = floor (uptime / 60), floor (uptime % 60)
if (minutos > 0) then
uptime = "" .. minutos .. "m " .. segundos .. "s" .. ""
else
uptime = "" .. segundos .. "s" .. ""
end
return Details:ToK2 (value) .. " - " .. uptime .. " "
]]
local function ShowVoidZonesInWindow (actor, instance)
local spellid = tooltip_void_zone_temp.spellid
local spellname, _, icon = _GetSpellInfo (spellid)
local custom_name = spellname .. " - " .. Loc ["STRING_ATTRIBUTE_DAMAGE_DEBUFFS_REPORT"] .. ""
--check if already exists
for index, CustomObject in _ipairs (Details.custom) do
if (CustomObject:GetName() == custom_name) then
--> fix for not saving funcs on logout
if (not CustomObject.OnSwitchShow) then
CustomObject.OnSwitchShow = on_switch_AVZ_show
end
return instance:TrocaTabela (instance.segmento, 5, index)
end
end
--create a custom for this spell
local new_custom_object = {
name = custom_name,
icon = icon,
attribute = false,
author = Details.playername,
desc = spellname .. " " .. Loc ["STRING_ATTRIBUTE_DAMAGE_DEBUFFS_REPORT"],
source = false,
target = false,
script = false,
tooltip = false,
temp = true,
notooltip = true,
OnSwitchShow = on_switch_AVZ_show,
}
local new_code = AVZ_search_code
new_code = new_code:gsub ("@ACTORNAME@", actor.nome)
new_custom_object.script = new_code
local new_total_code = AVZ_total_code
new_total_code = new_total_code:gsub ("@ACTORNAME@", actor.nome)
new_total_code = new_total_code:gsub ("@SPELLID@", spellid)
new_custom_object.total_script = new_total_code
tinsert (Details.custom, new_custom_object)
setmetatable (new_custom_object, Details.atributo_custom)
new_custom_object.__index = Details.atributo_custom
return instance:TrocaTabela (instance.segmento, 5, #Details.custom)
end
function atributo_damage:ReportSingleVoidZoneLine (actor, instance, ShiftKeyDown, ControlKeyDown)
local spellid = tooltip_void_zone_temp.spellid
if (ControlKeyDown) then
local spellname, _, spellicon = _GetSpellInfo (spellid)
return Details:OpenAuraPanel (spellid, spellname, spellicon)
elseif (ShiftKeyDown) then
return ShowVoidZonesInWindow (actor, instance)
end
local spelllink = Details:GetSpellLink (spellid)
local report_table = {"Details!: " .. spelllink .. " " .. Loc ["STRING_ATTRIBUTE_DAMAGE_DEBUFFS_REPORT"]}
local t = {}
for index, void_table in ipairs (tooltip_void_zone_temp) do
--ir� reportar dano zero tamb�m
if (void_table[1] and type (void_table[1]) == "string" and void_table[2] and void_table[3] and type (void_table[3]) == "table") then
local actor_table = {Details:GetOnlyName (void_table[1])}
local m, s = _math_floor (void_table[3].uptime / 60), _math_floor (void_table[3].uptime % 60)
if (m > 0) then
actor_table [2] = FormatTooltipNumber (_, void_table[3].damage) .. " (" .. m .. "m " .. s .. "s" .. ")"
else
actor_table [2] = FormatTooltipNumber (_, void_table[3].damage) .. " (" .. s .. "s" .. ")"
end
t [#t+1] = actor_table
end
end
Details:FormatReportLines (report_table, t)
return Details:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
local sort_tooltip_void_zones = function (tabela1, tabela2)
if (tabela1 [2] > tabela2 [2]) then
return true
elseif (tabela1 [2] == tabela2 [2]) then
if (tabela1[1] ~= "" and tabela2[1] ~= "") then
return tabela1 [3].uptime > tabela2 [3].uptime
elseif (tabela1[1] ~= "") then
return true
elseif (tabela2[1] ~= "") then
return false
end
else
return false
end
end
Details.sort_tooltip_void_zones = sort_tooltip_void_zones
function Details:ToolTipVoidZones (instancia, actor, barra, keydown)
local damage_actor = instancia.showing[1]:PegarCombatente (_, actor.damage_twin)
local habilidade
local alvos
if (damage_actor) then
habilidade = damage_actor.spells._ActorTable [actor.damage_spellid]
end
if (habilidade) then
alvos = habilidade.targets
end
local container = actor.debuff_uptime_targets
for target_name, debuff_table in _pairs (container) do
if (alvos) then
local damage_alvo = alvos [target_name]
if (damage_alvo) then
debuff_table.damage = damage_alvo
else
debuff_table.damage = 0
end
else
debuff_table.damage = 0
end
end
for i = 1, #tooltip_void_zone_temp do
local t = tooltip_void_zone_temp [i]
t[1] = ""
t[2] = 0
t[3] = 0
end
local i = 1
for target_name, debuff_table in _pairs (container) do
local t = tooltip_void_zone_temp [i]
if (not t) then
t = {}
tinsert (tooltip_void_zone_temp, t)
end
t[1] = target_name
t[2] = debuff_table.damage
t[3] = debuff_table
i = i + 1
end
--> sort no container:
_table_sort (tooltip_void_zone_temp, sort_tooltip_void_zones)
--> monta o cooltip
local GameCooltip = GameCooltip
local spellname, _, spellicon = _GetSpellInfo (actor.damage_spellid)
Details:AddTooltipSpellHeaderText (spellname .. " " .. Loc ["STRING_VOIDZONE_TOOLTIP"], headerColor, #tooltip_void_zone_temp, spellicon, 0.078125, 0.921875, 0.078125, 0.921875)
Details:AddTooltipHeaderStatusbar (1, 1, 1, 0.5)
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
--for target_name, debuff_table in _pairs (container) do
local first = tooltip_void_zone_temp [1] and tooltip_void_zone_temp [1][3]
if (type (first) == "table") then
first = first.damage
end
tooltip_void_zone_temp.spellid = actor.damage_spellid
tooltip_void_zone_temp.current_actor = actor
local lineHeight = Details.tooltip.line_height
for index, t in _ipairs (tooltip_void_zone_temp) do
if (t[3] == 0) then
break
end
local debuff_table = t[3]
local minutos, segundos = _math_floor (debuff_table.uptime / 60), _math_floor (debuff_table.uptime % 60)
if (minutos > 0) then
GameCooltip:AddLine (Details:GetOnlyName (t[1]), FormatTooltipNumber (_, debuff_table.damage) .. " (" .. minutos .. "m " .. segundos .. "s" .. ")")
else
GameCooltip:AddLine (Details:GetOnlyName (t[1]), FormatTooltipNumber (_, debuff_table.damage) .. " (" .. segundos .. "s" .. ")")
end
local classe = Details:GetClass (t[1])
if (classe) then
local specID = Details:GetSpec (t[1])
if (specID) then
local texture, l, r, t, b = Details:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small_alpha]], nil, nil, lineHeight, lineHeight, unpack (Details.class_coords [classe]))
end
else
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, lineHeight, lineHeight, .25, .5, 0, 1)
end
local _, _, _, _, _, r, g, b = Details:GetClass (t[1])
if (first == 0) then
first = 0.0000000001
end
GameCooltip:AddStatusBar (debuff_table.damage / first * 100, 1, r, g, b, 1, false, enemies_background)
--Details:AddTooltipBackgroundStatusbar()
end
GameCooltip:AddLine (" ")
Details:AddTooltipReportLineText()
GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
GameCooltip:ShowCooltip()
end
local function RefreshBarraVoidZone (tabela, barra, instancia)
tabela:AtualizarVoidZone (tabela.minha_barra, barra.colocacao, instancia)
end
function atributo_misc:AtualizarVoidZone (whichRowLine, colocacao, instancia)
--> pega a refer�ncia da barra na janela
local thisLine = instancia.barras [whichRowLine]
if (not thisLine) then
print ("DEBUG: problema com <instancia.thisLine> "..whichRowLine.." "..rank)
return
end
self._refresh_window = RefreshBarraVoidZone
local previousData = thisLine.minha_tabela
thisLine.minha_tabela = self
self.minha_barra = whichRowLine
thisLine.colocacao = colocacao
local total = instancia.showing.totals.voidzone_damage
local combat_time = instancia.showing:GetCombatTime()
local dps = _math_floor (self.damage / combat_time)
local formated_damage = SelectedToKFunction (_, self.damage)
local formated_dps = SelectedToKFunction (_, dps)
local porcentagem
if (instancia.row_info.percent_type == 1) then
total = max (total, 0.0001)
porcentagem = _cstr ("%.1f", self.damage / total * 100)
elseif (instancia.row_info.percent_type == 2) then
local top = max (instancia.top, 0.0001)
porcentagem = _cstr ("%.1f", self.damage / top * 100)
end
local bars_show_data = instancia.row_info.textR_show_data
local bars_brackets = instancia:GetBarBracket()
local bars_separator = instancia:GetBarSeparator()
if (not bars_show_data [1]) then
formated_damage = ""
end
if (not bars_show_data [2]) then
formated_dps = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_damage .. bars_brackets[1] .. formated_dps .. bars_separator .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText (_string_replace (instancia.row_info.textR_custom_text, formated_damage, formated_dps, porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, formated_damage, formated_dps, porcentagem)
else
thisLine.lineText4:SetText (rightText)
end
end
thisLine.lineText1:SetText (colocacao .. ". " .. self.nome)
thisLine.lineText1:SetSize (thisLine:GetWidth() - thisLine.lineText4:GetStringWidth() - 20, 15)
thisLine.lineText1:SetTextColor (1, 1, 1, 1)
thisLine.lineText4:SetTextColor (1, 1, 1, 1)
thisLine:SetValue (100)
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
Details.FadeHandler.Fader (thisLine, "out")
end
local _, _, icon = GetSpellInfo (self.damage_spellid)
local school_color = Details.school_colors [self.spellschool]
if (not school_color) then
school_color = Details.school_colors ["unknown"]
end
Details:SetBarColors (thisLine, instancia, _unpack (school_color))
thisLine.icone_classe:SetTexture (icon)
thisLine.icone_classe:SetTexCoord (0.078125, 0.921875, 0.078125, 0.921875)
thisLine.icone_classe:SetVertexColor (1, 1, 1)
if (thisLine.mouse_over and not instancia.baseframe.isMoving) then
--need call a refresh function
end
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> main refresh function
function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, exportar, refresh_needed)
local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
--> n�o h� barras para mostrar -- not have something to show
if (#showing._ActorTable < 1) then
if (Details.debug and false) then
Details.showing_ActorTable_Timer = Details.showing_ActorTable_Timer or 0
if (time() > Details.showing_ActorTable_Timer) then
Details:Msg ("(debug) nothing to show -> #showing._ActorTable < 1")
Details.showing_ActorTable_Timer = time()+5
end
end
--> colocado isso recentemente para fazer as barras de dano sumirem na troca de atributo
return Details:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
end
--> total
local total = 0
--> top actor #1
instancia.top = 0
local using_cache = false
local sub_atributo = instancia.sub_atributo --> o que esta sendo mostrado nesta inst�ncia
local conteudo = showing._ActorTable --> pega a lista de jogadores -- get actors table from container
local amount = #conteudo
local modo = instancia.modo
--> pega qual a sub key que ser� usada --sub keys
if (exportar) then
if (_type (exportar) == "boolean") then
if (sub_atributo == 1) then --> DAMAGE DONE
keyName = "total"
elseif (sub_atributo == 2) then --> DPS
keyName = "last_dps"
elseif (sub_atributo == 3) then --> TAMAGE TAKEN
keyName = "damage_taken"
if (Details.damage_taken_everything) then
modo = modo_ALL
end
elseif (sub_atributo == 4) then --> FRIENDLY FIRE
keyName = "friendlyfire_total"
elseif (sub_atributo == 5) then --> FRAGS
keyName = "frags"
elseif (sub_atributo == 6) then --> ENEMIES
keyName = "enemies"
elseif (sub_atributo == 7) then --> AURAS VOIDZONES
keyName = "voidzones"
elseif (sub_atributo == 8) then --> BY SPELL
keyName = "damage_taken_by_spells"
end
else
keyName = exportar.key
modo = exportar.modo
end
elseif (instancia.atributo == 5) then --> custom
keyName = "custom"
total = tabela_do_combate.totals [instancia.customName]
else
if (sub_atributo == 1) then --> DAMAGE DONE
keyName = "total"
elseif (sub_atributo == 2) then --> DPS
keyName = "last_dps"
elseif (sub_atributo == 3) then --> TAMAGE TAKEN
keyName = "damage_taken"
if (Details.damage_taken_everything) then
modo = modo_ALL
end
elseif (sub_atributo == 4) then --> FRIENDLY FIRE
keyName = "friendlyfire_total"
elseif (sub_atributo == 5) then --> FRAGS
keyName = "frags"
elseif (sub_atributo == 6) then --> ENEMIES
keyName = "enemies"
elseif (sub_atributo == 7) then --> AURAS VOIDZONES
keyName = "voidzones"
elseif (sub_atributo == 8) then --> BY SPELL
keyName = "damage_taken_by_spells"
end
end
if (keyName == "frags") then
local frags = instancia.showing.frags
local frags_total_kills = 0
local index = 0
for fragName, fragAmount in _pairs (frags) do
index = index + 1
local fragged_actor = showing._NameIndexTable [fragName] --> get index
local actor_classe
if (fragged_actor) then
fragged_actor = showing._ActorTable [fragged_actor] --> get object
actor_classe = fragged_actor.classe
end
if (fragged_actor and fragged_actor.monster) then
actor_classe = "ENEMY"
elseif (not actor_classe) then
actor_classe = "UNGROUPPLAYER"
end
if (ntable [index]) then
ntable [index] [1] = fragName
ntable [index] [2] = fragAmount
ntable [index] [3] = actor_classe
else
ntable [index] = {fragName, fragAmount, actor_classe}
end
frags_total_kills = frags_total_kills + fragAmount
end
local tsize = #ntable
if (index < tsize) then
for i = index+1, tsize do
ntable [i][2] = 0
end
end
instancia.top = 0
if (tsize > 0) then
_table_sort (ntable, Details.Sort2)
instancia.top = ntable [1][2]
end
total = index
if (exportar) then
local export = {}
for i = 1, index do
export [i] = {ntable[i][1], ntable[i][2], ntable[i][3]}
end
return export
end
if (total < 1) then
instancia:EsconderScrollBar()
return Details:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
end
tabela_do_combate.totals.frags_total = frags_total_kills
instancia:RefreshScrollBar (total)
local whichRowLine = 1
local lineContainer = instancia.barras
for i = instancia.barraS[1], instancia.barraS[2], 1 do
atributo_damage:AtualizarFrags (ntable[i], whichRowLine, i, instancia)
whichRowLine = whichRowLine+1
end
return Details:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
elseif (keyName == "damage_taken_by_spells") then
local bs_index, total = 0, 0
wipe (bs_index_table)
local combat = tabela_do_combate
local AllDamageCharacters = combat:GetActorList (DETAILS_ATTRIBUTE_DAMAGE)
--> do a loop amoung the actors
for index, character in ipairs (AllDamageCharacters) do
--> is the actor a player?
if (character:IsPlayer()) then
for source_name, _ in pairs (character.damage_from) do
local source = combat (1, source_name)
if (source) then
--> came from an enemy
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
local spellname = _GetSpellInfo (spellid)
if (spellname) then
local has_index = bs_index_table [spellname]
local this_spell
if (has_index) then
this_spell = bs_table [has_index]
else
bs_index = bs_index + 1
this_spell = bs_table [bs_index]
if (this_spell) then
this_spell [1] = spellid
this_spell [2] = 0
this_spell [3] = spell.spellschool or Details.spell_school_cache [select (1, GetSpellInfo (spellid))] or 1
bs_index_table [spellname] = bs_index
else
this_spell = {spellid, 0, spell.spellschool or Details.spell_school_cache [select (1, GetSpellInfo (spellid))] or 1}
bs_table [bs_index] = this_spell
bs_index_table [spellname] = bs_index
end
end
this_spell [2] = this_spell [2] + on_player
total = total + on_player
else
error ("error - no spell id for DTBS " .. spellid)
end
end
end
elseif (source:IsGroupPlayer()) then -- friendly fire
local AllSpells = source.friendlyfire [character.nome] and source.friendlyfire [character.nome].spells
if (AllSpells) then -- se n�o existir pode ter vindo de um pet, talvez
for spellid, on_player in pairs (AllSpells) do
if (on_player and on_player >= 1) then
local spellname = _GetSpellInfo (spellid)
if (spellname) then
local has_index = bs_index_table [spellname]
local this_spell
if (has_index) then
this_spell = bs_table [has_index]
else
bs_index = bs_index + 1
this_spell = bs_table [bs_index]
if (this_spell) then
this_spell [1] = spellid
this_spell [2] = 0
this_spell [3] = Details.spell_school_cache [select (1, GetSpellInfo (spellid))] or 1
bs_index_table [spellname] = bs_index
else
this_spell = {spellid, 0, Details.spell_school_cache [select (1, GetSpellInfo (spellid))] or 1}
bs_table [bs_index] = this_spell
bs_index_table [spellname] = bs_index
end
end
this_spell [2] = this_spell [2] + on_player
total = total + on_player
else
error ("error - no spell id for DTBS friendly fire " .. spellid)
end
end
end
end
end
end
end
end
end
local tsize = #bs_table
if (bs_index < tsize) then
for i = bs_index+1, tsize do
bs_table [i][2] = 0
end
end
instancia.top = 0
if (tsize > 0) then
_table_sort (bs_table, Details.Sort2)
instancia.top = bs_table [1][2]
end
local total2 = bs_index
if (exportar) then
local export = {}
for i = 1, bs_index do
-- spellid, total, spellschool
export [i] = {spellid = bs_table[i][1], damage = bs_table[i][2], spellschool = bs_table[i][3]}
end
return total, "damage", instancia.top, bs_index, export
end
if (bs_index < 1) then
instancia:EsconderScrollBar()
return Details:EndRefresh (instancia, bs_index, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
end
tabela_do_combate.totals.by_spell = total
instancia:RefreshScrollBar (bs_index)
local whichRowLine = 1
local lineContainer = instancia.barras
--print (bs_index, #bs_table, instancia.barraS[1], instancia.barraS[2])
for i = instancia.barraS[1], instancia.barraS[2], 1 do
atributo_damage:AtualizarBySpell (bs_table[i], whichRowLine, i, instancia)
whichRowLine = whichRowLine+1
end
return Details:EndRefresh (instancia, bs_index, tabela_do_combate, showing)
elseif (keyName == "voidzones") then
local index = 0
local misc_container = tabela_do_combate [4]
local voidzone_damage_total = 0
for _, actor in _ipairs (misc_container._ActorTable) do
if (actor.boss_debuff) then
index = index + 1
--pega no container de dano o actor respons�vel por aplicar o debuff
local twin_damage_actor = showing._NameIndexTable [actor.damage_twin] or showing._NameIndexTable ["[*] " .. actor.damage_twin]
if (twin_damage_actor) then
local index = twin_damage_actor
twin_damage_actor = showing._ActorTable [twin_damage_actor]
local spell = twin_damage_actor.spells._ActorTable [actor.damage_spellid]
if (spell) then
--> fix spell, sometimes there is two spells with the same name, one is the cast and other is the debuff
if (spell.total == 0 and not actor.damage_spellid_fixed) then
local curname = _GetSpellInfo (actor.damage_spellid)
for spellid, spelltable in _pairs (twin_damage_actor.spells._ActorTable) do
if (spelltable.total > spell.total) then
local name = _GetSpellInfo (spellid)
if (name == curname) then
actor.damage_spellid = spellid
spell = spelltable
end
end
end
actor.damage_spellid_fixed = true
end
actor.damage = spell.total
voidzone_damage_total = voidzone_damage_total + spell.total
elseif (not actor.damage_spellid_fixed) then --not
--> fix spell, if the spellid passed for debuff uptime is actully the spell id of a ability and not if the aura it self
actor.damage_spellid_fixed = true
local found = false
for spellid, spelltable in _pairs (twin_damage_actor.spells._ActorTable) do
local name = _GetSpellInfo (spellid)
if (actor.damage_twin:find (name)) then
actor.damage = spelltable.total
voidzone_damage_total = voidzone_damage_total + spelltable.total
actor.damage_spellid = spellid
found = true
break
end
end
if (not found) then
actor.damage = 0
end
else
actor.damage = 0
end
else
actor.damage = 0
end
vtable [index] = actor
end
end
local tsize = #vtable
if (index < tsize) then
for i = index+1, tsize do
vtable [i] = nil
end
end
if (tsize > 0 and vtable[1]) then
_table_sort (vtable, void_zone_sort)
instancia.top = vtable [1].damage
end
total = index
if (exportar) then
for _, t in ipairs (vtable) do
t.report_name = Details:GetSpellLink (t.damage_spellid)
end
return voidzone_damage_total, "damage", instancia.top, total, vtable, "report_name"
end
if (total < 1) then
instancia:EsconderScrollBar()
return Details:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
end
tabela_do_combate.totals.voidzone_damage = voidzone_damage_total
instancia:RefreshScrollBar (total)
local whichRowLine = 1
local lineContainer = instancia.barras
for i = instancia.barraS[1], instancia.barraS[2], 1 do
vtable[i]:AtualizarVoidZone (whichRowLine, i, instancia)
whichRowLine = whichRowLine+1
end
return Details:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
else
if (keyName == "enemies") then
--amount, total = Details:ContainerSortEnemies (conteudo, amount, "total")
amount, total = Details:ContainerSortEnemies (conteudo, amount, "damage_taken")
--keyName = "enemies"
--> grava o total
instancia.top = conteudo[1][keyName]
elseif (modo == modo_ALL) then --> mostrando ALL
--> faz o sort da categoria e retorna o amount corrigido
--print (keyName)
if (sub_atributo == 2) then
local combat_time = instancia.showing:GetCombatTime()
total = atributo_damage:ContainerRefreshDps (conteudo, combat_time)
else
--> pega o total ja aplicado na tabela do combate
total = tabela_do_combate.totals [class_type]
end
amount = Details:ContainerSort (conteudo, amount, keyName)
--> grava o total
instancia.top = conteudo[1][keyName]
elseif (modo == modo_GROUP) then --> mostrando GROUP
--> organiza as tabelas
if (Details.in_combat and instancia.segmento == 0 and not exportar) then
using_cache = true
end
if (using_cache) then
conteudo = Details.cache_damage_group
if (sub_atributo == 2) then --> dps
local combat_time = instancia.showing:GetCombatTime()
atributo_damage:ContainerRefreshDps (conteudo, combat_time)
end
if (#conteudo < 1) then
if (Details.debug and false) then
Details.showing_ActorTable_Timer2 = Details.showing_ActorTable_Timer2 or 0
if (time() > Details.showing_ActorTable_Timer2) then
Details:Msg ("(debug) nothing to show -> #conteudo < 1 (using cache)")
Details.showing_ActorTable_Timer2 = time()+5
end
end
return Details:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
end
_table_sort (conteudo, Details.SortKeySimple)
if (conteudo[1][keyName] < 1) then
amount = 0
else
instancia.top = conteudo[1][keyName]
amount = #conteudo
end
for i = 1, amount do
total = total + conteudo[i][keyName]
end
else
if (sub_atributo == 2) then --> dps
local combat_time = instancia.showing:GetCombatTime()
atributo_damage:ContainerRefreshDps (conteudo, combat_time)
end
_table_sort (conteudo, Details.SortKeyGroup)
end
--
if (not using_cache) then
for index, player in _ipairs (conteudo) do
if (player.grupo) then --> � um player e esta em grupo
if (player[keyName] < 1) then --> dano menor que 1, interromper o loop
amount = index - 1
break
end
total = total + player[keyName]
else
amount = index-1
break
end
end
instancia.top = conteudo[1] and conteudo[1][keyName]
end
end
end
--> refaz o mapa do container
if (not using_cache) then
showing:remapear()
end
if (exportar) then
return total, keyName, instancia.top, amount
end
if (amount < 1) then --> n�o h� barras para mostrar
if (forcar) then
if (instancia.modo == 2) then --> group
for i = 1, instancia.rows_fit_in_window do
Details.FadeHandler.Fader (instancia.barras [i], "in", Details.fade_speed)
end
end
end
instancia:EsconderScrollBar() --> precisaria esconder a scroll bar
if (Details.debug and false) then
Details.showing_ActorTable_Timer2 = Details.showing_ActorTable_Timer2 or 0
if (time() > Details.showing_ActorTable_Timer2) then
Details:Msg ("(debug) nothing to show -> amount < 1")
Details.showing_ActorTable_Timer2 = time()+5
end
end
return Details:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
end
instancia:RefreshScrollBar (amount)
local whichRowLine = 1
local lineContainer = instancia.barras
local percentage_type = instancia.row_info.percent_type
local bars_show_data = instancia.row_info.textR_show_data
local bars_brackets = instancia:GetBarBracket()
local bars_separator = instancia:GetBarSeparator()
local baseframe = instancia.baseframe
local use_animations = Details.is_using_row_animations and (not baseframe.isStretching and not forcar and not baseframe.isResizing)
if (total == 0) then
total = 0.00000001
end
local myPos
local following = instancia.following.enabled and sub_atributo ~= 6
if (following) then
if (using_cache) then
local pname = Details.playername
for i, actor in _ipairs (conteudo) do
if (actor.nome == pname) then
myPos = i
break
end
end
else
myPos = showing._NameIndexTable [Details.playername]
end
end
local combat_time = instancia.showing:GetCombatTime()
UsingCustomLeftText = instancia.row_info.textL_enable_custom_text
UsingCustomRightText = instancia.row_info.textR_enable_custom_text
local use_total_bar = false
if (instancia.total_bar.enabled) then
use_total_bar = true
if (instancia.total_bar.only_in_group and (not _IsInGroup() and not _IsInRaid())) then
use_total_bar = false
end
if (sub_atributo > 4) then --enemies, frags, void zones
use_total_bar = false
end
end
if (sub_atributo == 2) then --> dps
instancia.player_top_dps = conteudo [1].last_dps
instancia.player_top_dps_threshold = instancia.player_top_dps - (instancia.player_top_dps * 0.65)
end
local totalBarIsShown
if (instancia.bars_sort_direction == 1) then --top to bottom
if (use_total_bar and instancia.barraS[1] == 1) then
whichRowLine = 2
local iter_last = instancia.barraS[2]
if (iter_last == instancia.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = lineContainer [1]
row1.minha_tabela = nil
row1.lineText1:SetText (Loc ["STRING_TOTAL"])
if (instancia.use_multi_fontstrings) then
row1.lineText2:SetText("")
row1.lineText3:SetText(Details:ToK2 (total))
row1.lineText4:SetText(Details:ToK (total / combat_time))
else
row1.lineText4:SetText(Details:ToK2 (total) .. " (" .. Details:ToK (total / combat_time) .. ")")
end
row1:SetValue (100)
local r, g, b = unpack (instancia.total_bar.color)
row1.textura:SetVertexColor (r, g, b)
row1.icone_classe:SetTexture (instancia.total_bar.icon)
row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
Details.FadeHandler.Fader (row1, "out")
totalBarIsShown = true
if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
for i = instancia.barraS[1], iter_last-1, 1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
conteudo[myPos]:RefreshLine (instancia, lineContainer, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
else
for i = instancia.barraS[1], iter_last, 1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
else
if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
for i = instancia.barraS[1], instancia.barraS[2]-1, 1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
conteudo[myPos]:RefreshLine (instancia, lineContainer, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
else
for i = instancia.barraS[1], instancia.barraS[2], 1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
end
elseif (instancia.bars_sort_direction == 2) then --bottom to top
if (use_total_bar and instancia.barraS[1] == 1) then
whichRowLine = 2
local iter_last = instancia.barraS[2]
if (iter_last == instancia.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = lineContainer [1]
row1.minha_tabela = nil
row1.lineText1:SetText (Loc ["STRING_TOTAL"])
if (instancia.use_multi_fontstrings) then
row1.lineText2:SetText("")
row1.lineText3:SetText(Details:ToK2 (total))
row1.lineText4:SetText(Details:ToK (total / combat_time))
else
row1.lineText4:SetText(Details:ToK2 (total) .. " (" .. Details:ToK (total / combat_time) .. ")")
end
row1:SetValue (100)
local r, g, b = unpack (instancia.total_bar.color)
row1.textura:SetVertexColor (r, g, b)
row1.icone_classe:SetTexture (instancia.total_bar.icon)
row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
Details.FadeHandler.Fader (row1, "out")
totalBarIsShown = true
if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
conteudo[myPos]:RefreshLine (instancia, lineContainer, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
for i = iter_last-1, instancia.barraS[1], -1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
else
for i = iter_last, instancia.barraS[1], -1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
else
if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
conteudo[myPos]:RefreshLine (instancia, lineContainer, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
for i = instancia.barraS[2]-1, instancia.barraS[1], -1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
else
-- /run print (Details:GetInstance(1).barraS[2]) -- vai do 5 ao 1 -- qual barra come�a no 1 -- i = 5 at� 1 -- player 5 atualiza na barra 1 / player 1 atualiza na barra 5
for i = instancia.barraS[2], instancia.barraS[1], -1 do
if (conteudo[i]) then
conteudo[i]:RefreshLine (instancia, lineContainer, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
end
end
if (totalBarIsShown) then
instancia:RefreshScrollBar(amount + 1)
else
instancia:RefreshScrollBar(amount)
end
if (use_animations) then
instancia:PerformAnimations(whichRowLine - 1)
end
--> beta, hidar barras n�o usadas durante um refresh for�ado
if (forcar) then
if (instancia.modo == 2) then --> group
for i = whichRowLine, instancia.rows_fit_in_window do
Details.FadeHandler.Fader (instancia.barras [i], "in", Details.fade_speed)
end
end
end
Details.LastFullDamageUpdate = Details._tempo
return Details:EndRefresh(instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
end
local actor_class_color_r, actor_class_color_g, actor_class_color_b
-- ~texts
function Details:SetTextsOnLine(thisLine, valueText, perSecondText, percentText)
--set defaults
valueText = valueText or ""
perSecondText = perSecondText or ""
percentText = percentText or ""
--parse information
if (percentText ~= "") then --has percent text
thisLine.lineText4:SetText(percentText)
if (perSecondText ~= "") then --has dps?
thisLine.lineText3:SetText(perSecondText) --set dps
thisLine.lineText2:SetText(valueText) --set amount
else
thisLine.lineText3:SetText(valueText) --set amount
thisLine.lineText2:SetText("") --clear
end
else --no percent text
if (perSecondText ~= "") then --has dps and no percent
thisLine.lineText4:SetText(perSecondText) --set dps
thisLine.lineText3:SetText(valueText) --set amount
thisLine.lineText2:SetText("") --clear
else --no dps and not percent
thisLine.lineText4:SetText(valueText) --set dps
thisLine.lineText3:SetText("") --clear
thisLine.lineText2:SetText("") --clear
end
end
end
-- ~atualizar ~barra ~update
function atributo_damage:RefreshLine (instance, lineContainer, whichRowLine, rank, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
local thisLine = lineContainer [whichRowLine]
if (not thisLine) then
print ("DEBUG: problema com <instance.thisLine> "..whichRowLine.." "..rank)
return
end
local previousData = thisLine.minha_tabela
thisLine.minha_tabela = self --store references
self.minha_barra = thisLine --store references
thisLine.colocacao = rank
self.colocacao = rank
local damage_total = self.total --total damage of this actor
local dps
local porcentagem
local esta_porcentagem
--calc the percent amount base on the percent type
if (percentage_type == 1) then
porcentagem = _cstr ("%.1f", self [keyName] / total * 100)
elseif (percentage_type == 2) then
porcentagem = _cstr ("%.1f", self [keyName] / instance.top * 100)
end
--> calculate the actor dps
if ( (Details.time_type == 2 and self.grupo) or not Details:CaptureGet ("damage") or instance.segmento == -1) then
if (instance.segmento == -1 and combat_time == 0) then
local p = Details.tabela_vigente (1, self.nome)
if (p) then
local t = p:Tempo()
dps = damage_total / t
self.last_dps = dps
else
dps = damage_total / combat_time
self.last_dps = dps
end
else
dps = damage_total / combat_time
self.last_dps = dps
end
else
if (not self.on_hold) then
dps = damage_total/self:Tempo() --calcula o dps deste objeto
self.last_dps = dps --salva o dps dele
else
if (self.last_dps == 0) then --> n�o calculou o dps dele ainda mas entrou em standby
dps = damage_total/self:Tempo()
self.last_dps = dps
else
dps = self.last_dps
end
end
end
--right text
if (sub_atributo == 1) then --damage done
dps = _math_floor (dps)
local formated_damage = SelectedToKFunction (_, damage_total)
local formated_dps = SelectedToKFunction (_, dps)
thisLine.ps_text = formated_dps
if (not bars_show_data [1]) then
formated_damage = ""
end
if (not bars_show_data [2]) then
formated_dps = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_damage .. bars_brackets[1] .. formated_dps .. bars_separator .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instance.row_info.textR_custom_text, formated_damage, formated_dps, porcentagem, self, instance.showing, instance, rightText))
else
if (instance.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, formated_damage, formated_dps, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor ((damage_total/instance.top) * 100)
elseif (sub_atributo == 2) then --dps
local raw_dps = dps
dps = _math_floor (dps)
local formated_damage = SelectedToKFunction (_, damage_total)
local formated_dps = SelectedToKFunction (_, dps)
thisLine.ps_text = formated_dps
local diff_from_topdps
if (rank > 1) then
diff_from_topdps = instance.player_top_dps - raw_dps
end
local rightText
if (diff_from_topdps) then
local threshold = diff_from_topdps / instance.player_top_dps_threshold * 100
if (threshold < 100) then
threshold = _math_abs (threshold - 100)
else
threshold = 5
end
local rr, gg, bb = Details:percent_color ( threshold )
rr, gg, bb = Details:hex (_math_floor (rr*255)), Details:hex (_math_floor (gg*255)), "28"
local color_percent = "" .. rr .. gg .. bb .. ""
if (not bars_show_data [1]) then
formated_dps = ""
end
if (not bars_show_data [2]) then
color_percent = ""
else
color_percent = bars_brackets[1] .. "|cFFFF4444-|r|cFF" .. color_percent .. SelectedToKFunction (_, _math_floor (diff_from_topdps)) .. "|r" .. bars_brackets[2]
end
rightText = formated_dps .. color_percent
else
local icon = " |TInterface\\GROUPFRAME\\UI-Group-LeaderIcon:14:14:0:0:16:16:0:16:0:16|t "
if (not bars_show_data [1]) then
formated_dps = ""
end
if (not bars_show_data [2]) then
icon = ""
end
rightText = formated_dps .. icon
end
if (UsingCustomRightText) then
thisLine.lineText4:SetText (_string_replace (instance.row_info.textR_custom_text, formated_dps, formated_damage, porcentagem, self, instance.showing, instance, rightText))
else
if (instance.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, formated_damage, formated_dps, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor ((dps/instance.top) * 100)
elseif (sub_atributo == 3) then --damage taken
local dtps = self.damage_taken / combat_time
local formated_damage_taken = SelectedToKFunction (_, self.damage_taken)
local formated_dtps = SelectedToKFunction (_, dtps)
thisLine.ps_text = formated_dtps
if (not bars_show_data [1]) then
formated_damage_taken = ""
end
if (not bars_show_data [2]) then
formated_dtps = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_damage_taken .. bars_brackets[1] .. formated_dtps .. bars_separator .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText (_string_replace (instance.row_info.textR_custom_text, formated_damage_taken, formated_dtps, porcentagem, self, instance.showing, instance, rightText))
else
if (instance.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, formated_damage_taken, formated_dtps, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor ((self.damage_taken/instance.top) * 100)
elseif (sub_atributo == 4) then --friendly fire
local formated_friendly_fire = SelectedToKFunction (_, self.friendlyfire_total)
if (not bars_show_data [1]) then
formated_friendly_fire = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_friendly_fire .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText (_string_replace (instance.row_info.textR_custom_text, formated_friendly_fire, "", porcentagem, self, instance.showing, instance, rightText))
else
if (instance.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, "", formated_friendly_fire, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor ((self.friendlyfire_total/instance.top) * 100)
elseif (sub_atributo == 6) then --enemies
local dtps = self.damage_taken / combat_time
local formated_damage_taken = SelectedToKFunction (_, self.damage_taken)
local formated_dtps = SelectedToKFunction (_, dtps)
thisLine.ps_text = formated_dtps
if (not bars_show_data [1]) then
formated_damage_taken = ""
end
if (not bars_show_data [2]) then
formated_dtps = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_damage_taken .. bars_brackets[1] .. formated_dtps .. bars_separator .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText (_string_replace (instance.row_info.textR_custom_text, formated_damage_taken, formated_dtps, porcentagem, self, instance.showing, instance, rightText))
else
if (instance.use_multi_fontstrings) then
Details:SetTextsOnLine(thisLine, formated_damage_taken, formated_dtps, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor ((self.damage_taken/instance.top) * 100)
end
--need tooltip update?
if (thisLine.mouse_over and not instance.baseframe.isMoving) then
gump:UpdateTooltip (whichRowLine, thisLine, instance)
end
if (self.need_refresh) then
self.need_refresh = false
forcar = true
end
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
return self:RefreshLineValue(thisLine, instance, previousData, forcar, esta_porcentagem, whichRowLine, lineContainer, use_animations)
end
--[[ exported]] function Details:RefreshLineValue(thisLine, instance, previousData, forcar, esta_porcentagem, whichRowLine, lineContainer, use_animations)
--> primeiro colocado
if (thisLine.colocacao == 1) then
--aqui
thisLine.animacao_ignorar = true
if (not previousData or previousData ~= thisLine.minha_tabela or forcar) then
thisLine:SetValue (100)
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
Details.FadeHandler.Fader (thisLine, "out")
end
return self:RefreshBarra (thisLine, instance)
else
return
end
else
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
--> setando o valor mesmo com anima��es pq o barra esta hidada com o value do �ltimo actor que ela mostrou
if (use_animations) then
thisLine.animacao_fim = esta_porcentagem
thisLine:SetValue (esta_porcentagem)
else
thisLine:SetValue (esta_porcentagem)
thisLine.animacao_ignorar = true
end
Details.FadeHandler.Fader (thisLine, "out")
return self:RefreshBarra (thisLine, instance)
else
--> agora esta comparando se a tabela da barra � diferente da tabela na atualiza��o anterior
if (not previousData or previousData ~= thisLine.minha_tabela or forcar) then --> aqui diz se a barra do jogador mudou de posi��o ou se ela apenas ser� atualizada
if (use_animations) then
thisLine.animacao_fim = esta_porcentagem
else
thisLine:SetValue (esta_porcentagem)
thisLine.animacao_ignorar = true
end
thisLine.last_value = esta_porcentagem --> reseta o ultimo valor da barra
return self:RefreshBarra (thisLine, instance)
elseif (esta_porcentagem ~= thisLine.last_value) then --> continua mostrando a mesma tabela ent�o compara a porcentagem
--> apenas atualizar
if (use_animations) then
thisLine.animacao_fim = esta_porcentagem
else
thisLine:SetValue (esta_porcentagem)
end
thisLine.last_value = esta_porcentagem
return self:RefreshBarra (thisLine, instance)
end
end
end
end
local set_text_size = function (bar, instance)
if (instance.bars_inverted) then
bar.lineText4:SetSize (instance.cached_bar_width - bar.lineText1:GetStringWidth() - 20, 15)
else
bar.lineText1:SetSize (instance.cached_bar_width - bar.lineText4:GetStringWidth() - 20, 15)
end
end
--> this is the in bar icon (icon inside the player bar, like faction or role icon) padding, icon has the row height as is width and height - padding
local InBarIconPadding = 6
--[[ exported]] function Details:SetBarLeftText (bar, instance, enemy, arena_enemy, arena_ally, UsingCustomLeftText)
local bar_number = ""
if (instance.row_info.textL_show_number) then
bar_number = bar.colocacao .. ". "
end
--translate cyrillic alphabet to western alphabet by Vardex (https://github.com/Vardex May 22, 2019)
if (instance.row_info.textL_translit_text) then
self.displayName = Translit:Transliterate(self.displayName, "!")
end
if (enemy) then
if (arena_enemy) then
if (Details.show_arena_role_icon) then
--> show arena role icon
local leftText = bar_number .. "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:256:" .. Details.role_texcoord [self.role or "NONE"] .. "|t " .. self.displayName
if (UsingCustomLeftText) then
bar.lineText1:SetText (_string_replace (instance.row_info.textL_custom_text, bar.colocacao, self.displayName, "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:256:" .. Details.role_texcoord [self.role or "NONE"] .. "|t ", self, instance.showing, instance, leftText))
else
bar.lineText1:SetText (leftText)
end
else
--don't show arena role icon
local leftText = bar_number .. self.displayName
if (UsingCustomLeftText) then
bar.lineText1:SetText (_string_replace (instance.row_info.textL_custom_text, bar.colocacao, self.displayName, " ", self, instance.showing, instance, leftText))
else
bar.lineText1:SetText (leftText)
end
end
else
if (Details.faction_against == "Horde") then
local leftText = bar_number .. "|TInterface\\AddOns\\Details\\images\\icones_barra:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:32:0:32:0:32|t"..self.displayName
if (UsingCustomLeftText) then
bar.lineText1:SetText (_string_replace (instance.row_info.textL_custom_text, bar.colocacao, self.displayName, "|TInterface\\AddOns\\Details\\images\\icones_barra:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:32:0:32:0:32|t", self, instance.showing, instance, leftText))
else
bar.lineText1:SetText (leftText) --seta o texto da esqueda -- HORDA
end
else --alliance
local leftText = bar_number .. "|TInterface\\AddOns\\Details\\images\\icones_barra:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:32:32:64:0:32|t"..self.displayName
if (UsingCustomLeftText) then
bar.lineText1:SetText (_string_replace (instance.row_info.textL_custom_text, bar.colocacao, self.displayName, "|TInterface\\AddOns\\Details\\images\\icones_barra:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:32:32:64:0:32|t", self, instance.showing, instance, leftText))
else
bar.lineText1:SetText (leftText) --seta o texto da esqueda -- ALLY
end
end
end
else
if (arena_ally and Details.show_arena_role_icon) then
local leftText = bar_number .. "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:256:" .. Details.role_texcoord [self.role or "NONE"] .. "|t " .. self.displayName
if (UsingCustomLeftText) then
bar.lineText1:SetText (_string_replace (instance.row_info.textL_custom_text, bar.colocacao, self.displayName, "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. (instance.row_info.height - InBarIconPadding)..":"..(instance.row_info.height - InBarIconPadding) .. ":0:0:256:256:" .. Details.role_texcoord [self.role or "NONE"] .. "|t ", self, instance.showing, instance, leftText))
else
bar.lineText1:SetText (leftText)
end
else
local leftText = bar_number .. self.displayName
if (UsingCustomLeftText) then
bar.lineText1:SetText (_string_replace (instance.row_info.textL_custom_text, bar.colocacao, self.displayName, "", self, instance.showing, instance, leftText))
else
bar.lineText1:SetText (leftText) --seta o texto da esqueda
end
end
end
set_text_size (bar, instance)
end
--[[ exported]] function Details:SetBarColors (bar, instance, r, g, b, a)
a = a or 1
if (instance.row_info.texture_class_colors) then
if (instance.bars_inverted) then
bar.right_to_left_texture:SetVertexColor (r, g, b, a)
else
bar.textura:SetVertexColor (r, g, b, a)
end
end
if (instance.row_info.texture_background_class_color) then
bar.background:SetVertexColor (r, g, b, a)
end
if (instance.row_info.textL_class_colors) then
bar.lineText1:SetTextColor (r, g, b, a)
end
if (instance.row_info.textR_class_colors) then
bar.lineText2:SetTextColor (r, g, b, a)
bar.lineText3:SetTextColor (r, g, b, a)
bar.lineText4:SetTextColor (r, g, b, a)
end
end
--[[ exported]] function Details:SetClassIcon (texture, instance, classe) --self is the actorObject
local customIcon
if (Details.immersion_unit_special_icons) then
customIcon = Details.Immersion.GetIcon(self.aID)
end
if (customIcon) then
texture:SetTexture(customIcon[1])
texture:SetTexCoord(unpack(customIcon[2]))
texture:SetVertexColor(1, 1, 1)
elseif (self.spellicon) then
texture:SetTexture (self.spellicon)
texture:SetTexCoord (0.078125, 0.921875, 0.078125, 0.921875)
texture:SetVertexColor (1, 1, 1)
elseif (classe == "UNKNOW") then
texture:SetTexture ([[Interface\AddOns\Details\images\classes_plus]])
texture:SetTexCoord (0.50390625, 0.62890625, 0, 0.125)
texture:SetVertexColor (1, 1, 1)
elseif (classe == "UNGROUPPLAYER") then
if (self.enemy) then
if (Details.faction_against == "Horde") then
texture:SetTexture ("Interface\\ICONS\\Achievement_Character_Troll_Male")
texture:SetTexCoord (0.05, 0.95, 0.05, 0.95)
else
texture:SetTexture ("Interface\\ICONS\\Achievement_Character_Nightelf_Female")
texture:SetTexCoord (0.05, 0.95, 0.05, 0.95)
end
else
if (Details.faction_against == "Horde") then
texture:SetTexture ("Interface\\ICONS\\Achievement_Character_Nightelf_Female")
texture:SetTexCoord (0.05, 0.95, 0.05, 0.95)
else
texture:SetTexture ("Interface\\ICONS\\Achievement_Character_Troll_Male")
texture:SetTexCoord (0.05, 0.95, 0.05, 0.95)
end
end
texture:SetVertexColor (1, 1, 1)
elseif (classe == "PET") then
texture:SetTexture(instance and instance.row_info.icon_file or [[Interface\AddOns\Details\images\classes_small]])
texture:SetTexCoord(0.25, 0.49609375, 0.75, 1)
texture:SetVertexColor(actor_class_color_r, actor_class_color_g, actor_class_color_b)
else
if (instance and instance.row_info.use_spec_icons) then
if (self.spec and Details.class_specs_coords[self.spec]) then
texture:SetTexture(instance.row_info.spec_file)
texture:SetTexCoord(_unpack (Details.class_specs_coords[self.spec]))
texture:SetVertexColor(1, 1, 1)
else
--if (self.spec and not Details.class_specs_coords[self.spec]) then
-- print("|cFFFFAA00Details!|r error 0x8525, report on discord", self.spec, self.classe)
--end
texture:SetTexture(instance.row_info.icon_file or [[Interface\AddOns\Details\images\classes_small]])
texture:SetTexCoord(_unpack (Details.class_coords[classe]))
texture:SetVertexColor(1, 1, 1)
end
else
texture:SetTexture(instance and instance.row_info.icon_file or [[Interface\AddOns\Details\images\classes_small]])
texture:SetTexCoord(_unpack (Details.class_coords[classe]))
texture:SetVertexColor(1, 1, 1)
end
end
end
--endd elsefi
--[[ exported]] function Details:RefreshBarra (thisLine, instance, from_resize)
local class, enemy, arena_enemy, arena_ally = self.classe, self.enemy, self.arena_enemy, self.arena_ally
if (not class) then
Details:Msg ("Warning, actor without a class:", self.nome, self.flag_original, self.serial)
self.classe = "UNKNOW"
class = "UNKNOW"
end
if (from_resize) then
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
end
--> icon
self:SetClassIcon (thisLine.icone_classe, instance, class)
--> texture color
self:SetBarColors (thisLine, instance, actor_class_color_r, actor_class_color_g, actor_class_color_b)
--> left text
self:SetBarLeftText (thisLine, instance, enemy, arena_enemy, arena_ally, UsingCustomLeftText)
end
--------------------------------------------- // TOOLTIPS // ---------------------------------------------
---------> TOOLTIPS BIFURCA��O
-- ~tooltip
function atributo_damage:ToolTip (instance, numero, barra, keydown)
--> seria possivel aqui colocar o icone da classe dele?
if (instance.atributo == 5) then --> custom
return self:TooltipForCustom (barra)
else
if (instance.sub_atributo == 1 or instance.sub_atributo == 2) then --> damage done or Dps or enemy
return self:ToolTip_DamageDone (instance, numero, barra, keydown)
elseif (instance.sub_atributo == 3) then --> damage taken
return self:ToolTip_DamageTaken (instance, numero, barra, keydown)
elseif (instance.sub_atributo == 6) then --> enemies
return self:ToolTip_Enemies (instance, numero, barra, keydown)
elseif (instance.sub_atributo == 4) then --> friendly fire
return self:ToolTip_FriendlyFire (instance, numero, barra, keydown)
end
end
end
--> tooltip locals
local r, g, b
local barAlha = .6
---------> DAMAGE DONE & DPS
function atributo_damage:ToolTip_DamageDone (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack (Details.class_colors [owner.classe])
else
if (not Details.class_colors [self.classe]) then
return print ("Details!: error class not found:", self.classe, "for", self.nome)
end
r, g, b = unpack (Details.class_colors [self.classe])
end
--> habilidades
local icon_size = Details.tooltip.icon_size
local icon_border = Details.tooltip.icon_border_texcoord
do
--> TOP HABILIDADES
--get variables
--local ActorDamage = self.total_without_pet --mostrando os pets no tooltip
local ActorDamage = self.total
local ActorDamageWithPet = self.total
if (ActorDamage == 0) then
ActorDamage = 0.00000001
end
local ActorSkillsContainer = self.spells._ActorTable
local ActorSkillsSortTable = {}
local reflectionSpells = {}
--get time type
local meu_tempo
if (Details.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (Details.time_type == 2) then
meu_tempo = instancia.showing:GetCombatTime()
end
--add actor spells
for _spellid, _skill in _pairs (ActorSkillsContainer) do
ActorSkillsSortTable [#ActorSkillsSortTable+1] = {_spellid, _skill.total, _skill.total/meu_tempo}
if (_skill.isReflection) then
reflectionSpells[#reflectionSpells+1] = _skill
end
end
--add actor pets
for petIndex, petName in _ipairs (self:Pets()) do
local petActor = instancia.showing[class_type]:PegarCombatente (nil, petName)
if (petActor) then
for _spellid, _skill in _pairs (petActor:GetActorSpells()) do
ActorSkillsSortTable [#ActorSkillsSortTable+1] = {_spellid, _skill.total, _skill.total/meu_tempo, petName:gsub ((" <.*"), "")}
end
end
end
--sort
_table_sort (ActorSkillsSortTable, Details.Sort2)
--> TOP INIMIGOS
--get variables
local ActorTargetsSortTable = {}
--add
for target_name, amount in _pairs (self.targets) do
ActorTargetsSortTable [#ActorTargetsSortTable+1] = {target_name, amount}
end
--sort
_table_sort (ActorTargetsSortTable, Details.Sort2)
--tooltip stuff
local tooltip_max_abilities = Details.tooltip.tooltip_max_abilities
local is_maximized = false
if (keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3) then
tooltip_max_abilities = 99
is_maximized = true
end
--> MOSTRA HABILIDADES
Details:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, #ActorSkillsSortTable, Details.tooltip_spell_icon.file, unpack (Details.tooltip_spell_icon.coords))
if (is_maximized) then
--highlight shift key
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (r, g, b, 1)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local topAbility = ActorSkillsSortTable [1] and ActorSkillsSortTable [1][2] or 0.0001
if (#ActorSkillsSortTable > 0) then
for i = 1, _math_min (tooltip_max_abilities, #ActorSkillsSortTable) do
local SkillTable = ActorSkillsSortTable [i]
local spellID = SkillTable [1]
local totalDamage = SkillTable [2]
local totalDPS = SkillTable [3]
local petName = SkillTable [4]
local nome_magia, _, icone_magia = _GetSpellInfo (spellID)
if (petName) then
if (not nome_magia) then
spellID = spellID or "spellId?"
nome_magia = "|cffffaa00" .. spellID .. " " .. " (|cFFCCBBBB" .. petName .. "|r)"
else
nome_magia = nome_magia .. " (|cFFCCBBBB" .. petName .. "|r)"
end
end
local percent = _cstr("%.1f", totalDamage/ActorDamage*100)
if (string.len(percent) < 4) then
percent = percent .. "0"
end
if (instancia.sub_atributo == 1 or instancia.sub_atributo == 6) then
GameCooltip:AddLine (nome_magia, FormatTooltipNumber (_, totalDamage) .." ("..percent.."%)")
else
GameCooltip:AddLine (nome_magia, FormatTooltipNumber (_, _math_floor (totalDPS)) .." ("..percent.."%)")
end
GameCooltip:AddIcon (icone_magia, nil, nil, icon_size.W + 4, icon_size.H + 4, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
Details:AddTooltipBackgroundStatusbar (false, totalDamage/topAbility*100)
end
else
GameCooltip:AddLine (Loc ["STRING_NO_SPELL"])
end
--> spell reflected
if (#reflectionSpells > 0) then
--small blank space
Details:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
Details:AddTooltipSpellHeaderText ("Spells Reflected", headerColor, 1, select(3, _GetSpellInfo(reflectionSpells[1].id)), 0.1, 0.9, 0.1, 0.9) --localize-me
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
for i = 1, #reflectionSpells do
local _spell = reflectionSpells[i]
local extraInfo = _spell.extra
for spellId, damageDone in pairs(extraInfo) do
local spellName, _, spellIcon = _GetSpellInfo(spellId)
if (spellName) then
GameCooltip:AddLine (spellName, FormatTooltipNumber (_, damageDone) .. " (" .. _math_floor (damageDone / self.total * 100) .. "%)")
Details:AddTooltipBackgroundStatusbar (false, damageDone / self.total * 100)
GameCooltip:AddIcon (spellIcon, 1, 1, icon_size.W, icon_size.H, 0.1, 0.9, 0.1, 0.9)
end
end
end
end
--> MOSTRA INIMIGOS
local topEnemy = ActorTargetsSortTable [1] and ActorTargetsSortTable [1][2] or 0
if (instancia.sub_atributo == 1 or instancia.sub_atributo == 6) then
--small blank space
Details:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true)
Details:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #ActorTargetsSortTable, [[Interface\Addons\Details\images\icons]], 0, 0.03125, 0.126953125, 0.15625)
local max_targets = Details.tooltip.tooltip_max_targets
local is_maximized = false
if (keydown == "ctrl" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 4) then
max_targets = 99
is_maximized = true
end
if (is_maximized) then
--highlight
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (r, g, b, 1)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
for i = 1, _math_min (max_targets, #ActorTargetsSortTable) do
local este_inimigo = ActorTargetsSortTable [i]
GameCooltip:AddLine (este_inimigo[1], FormatTooltipNumber (_, este_inimigo[2]) .." (".._cstr("%.1f", este_inimigo[2]/ActorDamageWithPet*100).."%)")
GameCooltip:AddIcon ([[Interface\PetBattles\PetBattle-StatIcons]], nil, nil, icon_size.W, icon_size.H, 0, 0.5, 0, 0.5, {.7, .7, .7, 1}, nil, true)
Details:AddTooltipBackgroundStatusbar (false, este_inimigo[2] / topEnemy * 100)
end
end
end
--> PETS
local meus_pets = self.pets
if (#meus_pets > 0) then --> teve ajudantes
local quantidade = {} --> armazena a quantidade de pets iguais
local danos = {} --> armazena as habilidades
local alvos = {} --> armazena os alvos
local totais = {} --> armazena o dano total de cada objeto
--small blank space
Details:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true)
for index, nome in _ipairs (meus_pets) do
if (not quantidade [nome]) then
quantidade [nome] = 1
local my_self = instancia.showing[class_type]:PegarCombatente (nil, nome)
if (my_self) then
local meu_total = my_self.total_without_pet
local tabela = my_self.spells._ActorTable
local meus_danos = {}
--totais [nome] = my_self.total_without_pet
local meu_tempo
if (Details.time_type == 1 or not self.grupo) then
meu_tempo = my_self:Tempo()
elseif (Details.time_type == 2) then
meu_tempo = my_self:GetCombatTime()
end
totais [#totais+1] = {nome, my_self.total_without_pet, my_self.total_without_pet/meu_tempo}
for spellid, tabela in _pairs (tabela) do
local nome, rank, icone = _GetSpellInfo (spellid)
_table_insert (meus_danos, {spellid, tabela.total, tabela.total/meu_total*100, {nome, rank, icone}})
end
_table_sort (meus_danos, Details.Sort2)
danos [nome] = meus_danos
local meus_inimigos = {}
tabela = my_self.targets
for target_name, amount in _pairs (tabela) do
_table_insert (meus_inimigos, {target_name, amount, amount/meu_total*100})
end
_table_sort (meus_inimigos,Details.Sort2)
alvos [nome] = meus_inimigos
end
else
quantidade [nome] = quantidade [nome]+1
end
end
--GameTooltip:AddLine (" ")
--GameCooltip:AddLine (" ")
local _quantidade = 0
local added_logo = false
_table_sort (totais, Details.Sort2)
local ismaximized = false
if (keydown == "alt" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 5) then
ismaximized = true
end
local topPet = totais [1] and totais [1][2] or 0
for index, _table in _ipairs (totais) do
if (_table [2] > 0 and (index <= Details.tooltip.tooltip_max_pets or ismaximized)) then
if (not added_logo) then
added_logo = true
Details:AddTooltipSpellHeaderText (Loc ["STRING_PETS"], headerColor, #totais, [[Interface\COMMON\friendship-heart]], 0.21875, 0.78125, 0.09375, 0.6875)
if (ismaximized) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_alt]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (r, g, b, 1)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_alt]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
end
local n = _table [1]:gsub (("%s%<.*"), "")
if (instancia.sub_atributo == 1) then
GameCooltip:AddLine (n, FormatTooltipNumber (_, _table [2]) .. " (" .. _math_floor (_table [2]/self.total*100) .. "%)")
else
GameCooltip:AddLine (n, FormatTooltipNumber (_, _math_floor (_table [3])) .. " (" .. _math_floor (_table [2]/self.total*100) .. "%)")
end
Details:AddTooltipBackgroundStatusbar (false, _table [2] / topPet * 100)
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small]], 1, 1, icon_size.W, icon_size.H, 0.25, 0.49609375, 0.75, 1)
end
end
end
--> ~Phases
local segment = instancia:GetShowingCombat()
if (segment and self.grupo) then
local bossInfo = segment:GetBossInfo()
local phasesInfo = segment:GetPhases()
if (bossInfo and phasesInfo) then
if (#phasesInfo > 1) then
--small blank space
Details:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true)
Details:AddTooltipSpellHeaderText ("Damage by Encounter Phase", headerColor, 1, [[Interface\Garrison\orderhall-missions-mechanic8]], 11/64, 53/64, 11/64, 53/64) --localize-me
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local playerPhases = {}
local totalDamage = 0
for phase, playersTable in pairs (phasesInfo.damage) do --each phase
local allPlayers = {} --all players for this phase
for playerName, amount in pairs (playersTable) do
tinsert (allPlayers, {playerName, amount})
totalDamage = totalDamage + amount
end
table.sort (allPlayers, function(a, b) return a[2] > b[2] end)
local myRank = 0
for i = 1, #allPlayers do
if (allPlayers [i] [1] == self.nome) then
myRank = i
break
end
end
tinsert (playerPhases, {phase, playersTable [self.nome] or 0, myRank, (playersTable [self.nome] or 0) / totalDamage * 100})
end
table.sort (playerPhases, function(a, b) return a[1] < b[1] end)
for i = 1, #playerPhases do
--[1] Phase Number [2] Amount Done [3] Rank [4] Percent
GameCooltip:AddLine ("|cFFF0F0F0Phase|r " .. playerPhases [i][1], FormatTooltipNumber (_, playerPhases [i][2]) .. " (|cFFFFFF00#" .. playerPhases [i][3] .. "|r, " .. _cstr ("%.1f", playerPhases [i][4]) .. "%)")
GameCooltip:AddIcon ([[Interface\Garrison\orderhall-missions-mechanic9]], 1, 1, 14, 14, 11/64, 53/64, 11/64, 53/64)
Details:AddTooltipBackgroundStatusbar()
end
end
end
end
return true
end
local on_switch_show_enemies = function (instance)
instance:TrocaTabela (instance, true, 1, 6)
return true
end
local on_switch_show_frags = function (instance)
instance:TrocaTabela (instance, true, 1, 5)
return true
end
local ENEMIES_format_name = function (player) if (player == 0) then return false end return Details:GetOnlyName (player.nome) end
local ENEMIES_format_amount = function (amount) if (amount <= 0) then return false end return Details:ToK (amount) .. " (" .. _cstr ("%.1f", amount / tooltip_temp_table.damage_total * 100) .. "%)" end
function atributo_damage:ReportEnemyDamageTaken (actor, instance, ShiftKeyDown, ControlKeyDown, fromFrags)
if (ShiftKeyDown) then
local inimigo = actor.nome
local custom_name = inimigo .. " -" .. Loc ["STRING_CUSTOM_ENEMY_DT"]
--> procura se j� tem um custom:
for index, CustomObject in _ipairs (Details.custom) do
if (CustomObject:GetName() == custom_name) then
--> fix for not saving funcs on logout
if (not CustomObject.OnSwitchShow) then
CustomObject.OnSwitchShow = fromFrags and on_switch_show_frags or on_switch_show_enemies
end
return instance:TrocaTabela (instance.segmento, 5, index)
end
end
--> criar um custom para este actor.
local new_custom_object = {
name = custom_name,
icon = [[Interface\ICONS\Pet_Type_Undead]],
attribute = "damagedone",
author = Details.playername,
desc = inimigo .. " Damage Taken",
source = "[raid]",
target = inimigo,
script = false,
tooltip = false,
temp = true,
OnSwitchShow = fromFrags and on_switch_show_frags or on_switch_show_enemies,
}
tinsert (Details.custom, new_custom_object)
setmetatable (new_custom_object, Details.atributo_custom)
new_custom_object.__index = Details.atributo_custom
return instance:TrocaTabela (instance.segmento, 5, #Details.custom)
end
local report_table = {"Details!: " .. actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_DAMAGE_TAKEN"]}
Details:FormatReportLines (report_table, tooltip_temp_table, ENEMIES_format_name, ENEMIES_format_amount)
return Details:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
local FRAGS_format_name = function (player_name) return Details:GetOnlyName (player_name) end
local FRAGS_format_amount = function (amount) return Details:ToK (amount) .. " (" .. _cstr ("%.1f", amount / frags_tooltip_table.damage_total * 100) .. "%)" end
function atributo_damage:ReportSingleFragsLine (frag, instance, ShiftKeyDown, ControlKeyDown)
if (ShiftKeyDown) then
return atributo_damage:ReportEnemyDamageTaken (frag, instance, ShiftKeyDown, ControlKeyDown, true)
end
local report_table = {"Details!: " .. frag [1] .. " - " .. Loc ["STRING_ATTRIBUTE_DAMAGE_TAKEN"]}
Details:FormatReportLines (report_table, frags_tooltip_table, FRAGS_format_name, FRAGS_format_amount)
return Details:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
function atributo_damage:ToolTip_Enemies (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack (Details.class_colors [owner.classe])
else
r, g, b = unpack (Details.class_colors [self.classe])
end
local combat = instancia:GetShowingCombat()
local enemy_name = self:name()
--> enemy damage taken
local i = 1
local damage_taken = 0
for _, actor in _ipairs (combat[1]._ActorTable) do
if (actor.grupo and actor.targets [self.nome]) then
local t = tooltip_temp_table [i]
if (not t) then
tooltip_temp_table [i] = {}
t = tooltip_temp_table [i]
end
t [1] = actor
t [2] = actor.targets [enemy_name] or 0
damage_taken = damage_taken + t [2]
i = i + 1
end
end
for o = i, #tooltip_temp_table do
local t = tooltip_temp_table [o]
t[2] = 0
t[1] = 0
end
_table_sort (tooltip_temp_table, Details.Sort2)
-- enemy damage taken
Details:AddTooltipSpellHeaderText (Loc ["STRING_DAMAGE_TAKEN_FROM"], headerColor, i-1, [[Interface\Buttons\UI-MicroStream-Red]], 0.1875, 0.8125, 0.15625, 0.78125)
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (1, 1, 1, 0.5)
--> build the tooltip
local top = (tooltip_temp_table [1] and tooltip_temp_table [1][2]) or 0
tooltip_temp_table.damage_total = damage_taken
local lineHeight = Details.tooltip.line_height
for o = 1, i-1 do
local player = tooltip_temp_table [o][1]
local total = tooltip_temp_table [o][2]
local player_name = Details:GetOnlyName (player:name())
GameCooltip:AddLine (player_name .. " ", FormatTooltipNumber (_, total) .." (" .. _cstr ("%.1f", (total / damage_taken) * 100) .. "%)")
local classe = player:class()
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, lineHeight, lineHeight, .25, .5, 0, 1)
else
local specID = player.spec
if (specID) then
local texture, l, r, t, b = Details:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon (instancia.row_info.icon_file, nil, nil, lineHeight, lineHeight, _unpack (Details.class_coords [classe]))
end
end
local r, g, b = unpack (Details.class_colors [classe])
GameCooltip:AddStatusBar (total/top*100, 1, r, g, b, 1, false, enemies_background)
end
GameCooltip:SetOption ("StatusBarTexture", "Interface\\AddOns\\Details\\images\\bar_serenity")
--> damage done and heal
GameCooltip:AddLine (" ")
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_DAMAGE_ENEMIES_DONE"], FormatTooltipNumber (_, _math_floor (self.total)))
local half = 0.00048828125
GameCooltip:AddIcon (instancia:GetSkinTexture(), 1, 1, 14, 14, 0.005859375 + half, 0.025390625 - half, 0.3623046875, 0.3818359375)
GameCooltip:AddStatusBar (0, 1, r, g, b, 1, false, enemies_background)
local heal_actor = instancia.showing (2, self.nome)
if (heal_actor) then
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_HEAL_ENEMY"], FormatTooltipNumber (_, _math_floor (heal_actor.heal_enemy_amt)))
else
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_HEAL_ENEMY"], 0)
end
GameCooltip:AddIcon (instancia:GetSkinTexture(), 1, 1, 14, 14, 0.037109375 + half, 0.056640625 - half, 0.3623046875, 0.3818359375)
GameCooltip:AddStatusBar (0, 1, r, g, b, 1, false, enemies_background)
GameCooltip:AddLine (" ")
Details:AddTooltipReportLineText()
GameCooltip:SetOption ("YSpacingMod", 0)
return true
end
---------> DAMAGE TAKEN
function atributo_damage:ToolTip_DamageTaken (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack (Details.class_colors [owner.classe])
else
r, g, b = unpack (Details.class_colors [self.classe])
end
local agressores = self.damage_from
local damage_taken = self.damage_taken
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
local meus_agressores = {}
if (instancia.sub_atributo == 6) then
for _, actor in _ipairs (showing._ActorTable) do
if (actor.grupo and actor.targets [self.nome]) then
meus_agressores [#meus_agressores+1] = {actor.nome, actor.targets [self.nome], actor.classe, actor}
end
end
else
--> aggressors
for nome, _ in _pairs (agressores) do --who damaged the player
--get the aggressor
local este_agressor = showing._ActorTable [showing._NameIndexTable [nome]]
if (este_agressor) then --> checagem por causa do total e do garbage collector que n�o limpa os nomes que deram dano
local name = nome
local table_added
local damage_amount = este_agressor.targets [self.nome]
if (damage_amount) then
if (este_agressor:IsPlayer() or este_agressor:IsNeutralOrEnemy()) then
table_added = {name, damage_amount, este_agressor.classe, este_agressor}
meus_agressores [#meus_agressores+1] = table_added
end
end
--special cases - Monk stagger
if (nome == self.nome and self.classe == "MONK") then
local ff = este_agressor.friendlyfire [nome]
if (ff and ff.total > 0) then
local staggerDamage = ff.spells [124255] or 0
if (staggerDamage > 0) then
if (table_added) then
table_added [2] = table_added [2] + staggerDamage
else
meus_agressores [#meus_agressores+1] = {name, staggerDamage, "MONK", este_agressor}
end
end
end
end
end
end
end
_table_sort (meus_agressores, Details.Sort2)
local max = #meus_agressores
if (max > 10) then
max = 10
end
local ismaximized = false
if (keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3 or instancia.sub_atributo == 6 or Details.damage_taken_everything) then
max = #meus_agressores
ismaximized = true
end
if (instancia.sub_atributo == 6) then
Details:AddTooltipSpellHeaderText (Loc ["STRING_DAMAGE_TAKEN_FROM"], headerColor, #meus_agressores, [[Interface\Buttons\UI-MicroStream-Red]], 0.1875, 0.8125, 0.15625, 0.78125)
else
Details:AddTooltipSpellHeaderText (Loc ["STRING_FROM"], headerColor, #meus_agressores, [[Interface\Addons\Details\images\icons]], 0.126953125, 0.1796875, 0, 0.0546875)
end
if (ismaximized) then
--highlight
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
if (instancia.sub_atributo == 6) then
GameCooltip:AddStatusBar (100, 1, 0.7, g, b, 1)
else
Details:AddTooltipHeaderStatusbar (r, g, b, 1)
end
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
if (instancia.sub_atributo == 6) then
GameCooltip:AddStatusBar (100, 1, 0.7, 0, 0, barAlha)
else
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
end
local icon_size = Details.tooltip.icon_size
local icon_border = Details.tooltip.icon_border_texcoord
for i = 1, max do
local aggressor = meus_agressores[i][4]
--only shows damage from enemies or from the player it self
--the player it self can only be placed on the list by the iteration above
--the iteration doesnt check friendly fire for all actors, only a few cases like Monk Stagger
if (aggressor:IsNeutralOrEnemy() or aggressor.nome == self.nome) then
local all_spells = {}
for spellid, spell in _pairs (aggressor.spells._ActorTable) do
local on_target = spell.targets [self.nome]
if (on_target) then
tinsert (all_spells, {spellid, on_target, aggressor.nome})
end
end
--friendly fire
local friendlyFire = aggressor.friendlyfire [self.nome]
if (friendlyFire) then
for spellid, amount in _pairs (friendlyFire.spells) do
tinsert (all_spells, {spellid, amount, aggressor.nome})
end
end
for _, spell in _ipairs (all_spells) do
local spellname, _, spellicon = _GetSpellInfo (spell [1])
GameCooltip:AddLine (spellname .. " (|cFFFFFF00" .. spell [3] .. "|r)", FormatTooltipNumber (_, spell [2]).." (" .. _cstr ("%.1f", (spell [2] / damage_taken) * 100).."%)")
GameCooltip:AddIcon (spellicon, 1, 1, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
Details:AddTooltipBackgroundStatusbar()
end
else
local aggressorName = Details:GetOnlyName (meus_agressores[i][1])
if (ismaximized and meus_agressores[i][1]:find (Details.playername)) then
GameCooltip:AddLine (aggressorName, FormatTooltipNumber (_, meus_agressores[i][2]).." (".._cstr("%.1f", (meus_agressores[i][2]/damage_taken) * 100).."%)", nil, "yellow")
else
GameCooltip:AddLine (aggressorName, FormatTooltipNumber (_, meus_agressores[i][2]).." (".._cstr("%.1f", (meus_agressores[i][2]/damage_taken) * 100).."%)")
end
local classe = meus_agressores[i][3]
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, icon_size.W, icon_size.H, .25, .5, 0, 1)
else
GameCooltip:AddIcon (instancia.row_info.icon_file, nil, nil, icon_size.W, icon_size.H, _unpack (Details.class_coords [classe]))
end
Details:AddTooltipBackgroundStatusbar()
end
end
if (instancia.sub_atributo == 6) then
GameCooltip:AddLine (" ")
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_DAMAGE_DONE"], FormatTooltipNumber (_, _math_floor (self.total)))
local half = 0.00048828125
GameCooltip:AddIcon (instancia:GetSkinTexture(), 1, 1, icon_size.W, icon_size.H, 0.005859375 + half, 0.025390625 - half, 0.3623046875, 0.3818359375)
Details:AddTooltipBackgroundStatusbar()
local heal_actor = instancia.showing (2, self.nome)
if (heal_actor) then
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_HEAL_DONE"], FormatTooltipNumber (_, _math_floor (heal_actor.heal_enemy_amt)))
else
GameCooltip:AddLine (Loc ["STRING_ATTRIBUTE_HEAL_DONE"], 0)
end
GameCooltip:AddIcon (instancia:GetSkinTexture(), 1, 1, icon_size.W, icon_size.H, 0.037109375 + half, 0.056640625 - half, 0.3623046875, 0.3818359375)
Details:AddTooltipBackgroundStatusbar()
end
return true
end
---------> FRIENDLY FIRE
function atributo_damage:ToolTip_FriendlyFire (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack (Details.class_colors [owner.classe])
else
r, g, b = unpack (Details.class_colors [self.classe])
end
local FriendlyFire = self.friendlyfire
local FriendlyFireTotal = self.friendlyfire_total
local combat = instancia:GetShowingCombat()
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type]
local icon_size = Details.tooltip.icon_size
local icon_border = Details.tooltip.icon_border_texcoord
local lineHeight = Details.tooltip.line_height
local DamagedPlayers = {}
local Skills = {}
for target_name, ff_table in _pairs (FriendlyFire) do
local actor = combat (1, target_name)
if (actor) then
DamagedPlayers [#DamagedPlayers+1] = {target_name, ff_table.total, actor.classe}
for spellid, amount in _pairs (ff_table.spells) do
Skills [spellid] = (Skills [spellid] or 0) + amount
end
end
end
_table_sort (DamagedPlayers, Details.Sort2)
Details:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #DamagedPlayers, Details.tooltip_target_icon.file, unpack (Details.tooltip_target_icon.coords))
local ismaximized = false
if (keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local max_abilities = Details.tooltip.tooltip_max_abilities
if (ismaximized) then
max_abilities = 99
end
for i = 1, _math_min (max_abilities, #DamagedPlayers) do
local classe = DamagedPlayers[i][3]
if (not classe) then
classe = "UNKNOW"
end
GameCooltip:AddLine (Details:GetOnlyName (DamagedPlayers[i][1]), FormatTooltipNumber (_, DamagedPlayers[i][2]).." (".._cstr("%.1f", DamagedPlayers[i][2]/FriendlyFireTotal*100).."%)")
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\espadas", nil, nil, lineHeight, lineHeight)
Details:AddTooltipBackgroundStatusbar()
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, lineHeight, lineHeight, _unpack (Details.class_coords ["UNKNOW"]))
else
local specID = Details:GetSpec (DamagedPlayers[i][1])
if (specID) then
local texture, l, r, t, b = Details:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, lineHeight, lineHeight, _unpack (Details.class_coords [classe]))
end
end
end
Details:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, 1, Details.tooltip_spell_icon.file, unpack (Details.tooltip_spell_icon.coords))
local ismaximized = false
if (keydown == "ctrl" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 4) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
Details:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay1)
Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local max_abilities2 = Details.tooltip.tooltip_max_abilities
if (ismaximized) then
max_abilities2 = 99
end
--spells usadas no friendly fire
local SpellsInOrder = {}
for spellID, amount in _pairs (Skills) do
SpellsInOrder [#SpellsInOrder+1] = {spellID, amount}
end
_table_sort (SpellsInOrder, Details.Sort2)
for i = 1, _math_min (max_abilities2, #SpellsInOrder) do
local nome, _, icone = _GetSpellInfo (SpellsInOrder[i][1])
GameCooltip:AddLine (nome, FormatTooltipNumber (_, SpellsInOrder[i][2]).." (".._cstr("%.1f", SpellsInOrder[i][2]/FriendlyFireTotal*100).."%)")
GameCooltip:AddIcon (icone, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
Details:AddTooltipBackgroundStatusbar()
end
return true
end
--------------------------------------------- // JANELA DETALHES // ---------------------------------------------
---------> DETALHES BIFURCA��O ~detalhes ~detailswindow
function atributo_damage:MontaInfo()
if (info.sub_atributo == 1 or info.sub_atributo == 2 or info.sub_atributo == 6) then --> damage done & dps
return self:MontaInfoDamageDone()
elseif (info.sub_atributo == 3) then --> damage taken
return self:MontaInfoDamageTaken()
elseif (info.sub_atributo == 4) then --> friendly fire
return self:MontaInfoFriendlyFire()
end
end
---------> DETALHES bloco da direita BIFURCA��O
function atributo_damage:MontaDetalhes (spellid, barra, instancia)
if (info.sub_atributo == 1 or info.sub_atributo == 2) then
return self:MontaDetalhesDamageDone (spellid, barra, instancia)
elseif (info.sub_atributo == 3) then
return self:MontaDetalhesDamageTaken (spellid, barra, instancia)
elseif (info.sub_atributo == 4) then
return self:MontaDetalhesFriendlyFire (spellid, barra, instancia)
elseif (info.sub_atributo == 6) then
if (_bit_band (self.flag_original, 0x00000400) ~= 0) then --� um jogador
return self:MontaDetalhesDamageDone (spellid, barra, instancia)
end
return self:MontaDetalhesEnemy (spellid, barra, instancia)
--return self:MontaDetalhesDamageDone (spellid, barra)
end
end
------ Friendly Fire
function atributo_damage:MontaInfoFriendlyFire()
local instancia = info.instancia
local combat = instancia:GetShowingCombat()
local barras = info.barras1
local barras2 = info.barras2
local barras3 = info.barras3
local FriendlyFireTotal = self.friendlyfire_total
local DamagedPlayers = {}
local Skills = {}
for target_name, ff_table in _pairs (self.friendlyfire) do
local actor = combat (1, target_name)
if (actor) then
_table_insert (DamagedPlayers, {target_name, ff_table.total, ff_table.total / FriendlyFireTotal * 100, actor.classe})
for spellid, amount in _pairs (ff_table.spells) do
Skills [spellid] = (Skills [spellid] or 0) + amount
end
end
end
_table_sort (DamagedPlayers, Details.Sort2)
local amt = #DamagedPlayers
gump:JI_AtualizaContainerBarras (amt)
local FirstPlaceDamage = DamagedPlayers [1] and DamagedPlayers [1][2] or 0
for index, tabela in _ipairs (DamagedPlayers) do
local barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1)
barra.on_focus = false
end
if (not info.mostrando_mouse_over) then
if (tabela[1] == self.detalhes) then --> tabela [1] = NOME = NOME que esta na caixa da direita
if (not barra.on_focus) then --> se a barra n�o tiver no foco
barra.textura:SetStatusBarColor (129/255, 125/255, 69/255, 1)
barra.on_focus = true
if (not info.mostrando) then
info.mostrando = barra
end
end
else
if (barra.on_focus) then
barra.textura:SetStatusBarColor (1, 1, 1, 1) --> volta a cor antiga
barra:SetAlpha (.9) --> volta a alfa antiga
barra.on_focus = false
end
end
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/FirstPlaceDamage*100)
end
barra.lineText1:SetText (index .. instancia.divisores.colocacao .. Details:GetOnlyName (tabela[1])) --seta o texto da esqueda
barra.lineText4:SetText (Details:comma_value (tabela[2]) .. " (" .. _cstr ("%.1f", tabela[3]) .."%)") --seta o texto da direita
local classe = tabela[4]
if (not classe) then
classe = "MONSTER"
end
barra.icone:SetTexture (info.instancia.row_info.icon_file)
if (Details.class_coords [classe]) then
barra.icone:SetTexCoord (_unpack (Details.class_coords [classe]))
else
barra.icone:SetTexture (nil)
end
local color = Details.class_colors [classe]
if (color) then
barra.textura:SetStatusBarColor (_unpack (color))
else
barra.textura:SetStatusBarColor (1, 1, 1)
end
barra.minha_tabela = self
barra.show = tabela[1]
barra:Show()
if (self.detalhes and self.detalhes == barra.show) then
self:MontaDetalhes (self.detalhes, barra, instancia)
end
end
local SkillTable = {}
for spellid, amt in _pairs (Skills) do
local nome, _, icone = _GetSpellInfo (spellid)
SkillTable [#SkillTable+1] = {nome, amt, amt/FriendlyFireTotal*100, icone}
end
_table_sort (SkillTable, Details.Sort2)
amt = #SkillTable
if (amt < 1) then
return
end
gump:JI_AtualizaContainerAlvos (amt)
FirstPlaceDamage = SkillTable [1] and SkillTable [1][2] or 0
for index, tabela in _ipairs (SkillTable) do
local barra = barras2 [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo2 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1)
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/FirstPlaceDamage*100)
end
barra.lineText1:SetText (index..instancia.divisores.colocacao..tabela[1]) --seta o texto da esqueda
barra.lineText4:SetText (Details:comma_value (tabela[2]) .." (" .._cstr("%.1f", tabela[3]) .. ")") --seta o texto da direita
barra.icone:SetTexture (tabela[4])
barra.minha_tabela = nil --> desativa o tooltip
barra:Show()
end
end
------ Damage Taken
function atributo_damage:MontaInfoDamageTaken()
local damage_taken = self.damage_taken
local agressores = self.damage_from
local instancia = info.instancia
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
local barras = info.barras1
local meus_agressores = {}
local este_agressor
for nome, _ in _pairs (agressores) do
este_agressor = showing._ActorTable[showing._NameIndexTable[nome]]
if (este_agressor) then
local alvos = este_agressor.targets
local este_alvo = alvos [self.nome]
if (este_alvo) then
meus_agressores [#meus_agressores+1] = {nome, este_alvo, este_alvo/damage_taken*100, este_agressor.classe}
end
end
end
local amt = #meus_agressores
if (amt < 1) then --> caso houve apenas friendly fire
return true
end
--_table_sort (meus_agressores, function (a, b) return a[2] > b[2] end)
_table_sort (meus_agressores, Details.Sort2)
gump:JI_AtualizaContainerBarras (amt)
local max_ = meus_agressores [1] and meus_agressores [1][2] or 0
local barra
for index, tabela in _ipairs (meus_agressores) do
barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
end
self:FocusLock (barra, tabela[1])
local texCoords = Details.class_coords [tabela[4]]
if (not texCoords) then
texCoords = Details.class_coords ["UNKNOW"]
end
local formated_value = SelectedToKFunction (_, _math_floor (tabela[2]))
self:UpdadeInfoBar (barra, index, tabela[1], tabela[1], tabela[2], formated_value, max_, tabela[3], "Interface\\AddOns\\Details\\images\\classes_small_alpha", true, texCoords, nil, tabela[4])
end
end
--[[exported]] function Details:UpdadeInfoBar (row, index, spellid, name, value, value_formated, max, percent, icon, detalhes, texCoords, spellschool, class)
--> seta o tamanho da barra
if (index == 1) then
row.textura:SetValue (100)
else
row.textura:SetValue (value/max*100)
end
if (type (index) == "number") then
if (debugmode) then
row.lineText1:SetText (index .. ". " .. name .. " (" .. spellid .. ")")
else
row.lineText1:SetText (index .. ". " .. name)
end
else
row.lineText1:SetText (name)
end
row.lineText1.text = row.lineText1:GetText()
if (value_formated) then
row.lineText4:SetText (value_formated .. " (" .. _cstr ("%.1f", percent) .."%)")
end
row.lineText1:SetSize (row:GetWidth() - row.lineText4:GetStringWidth() - 40, 15)
--> seta o icone
if (icon) then
row.icone:SetTexture (icon)
if (icon == "Interface\\AddOns\\Details\\images\\classes_small") then
row.icone:SetTexCoord (0.25, 0.49609375, 0.75, 1)
else
row.icone:SetTexCoord (0, 1, 0, 1)
end
else
row.icone:SetTexture ("")
end
if (not row.IconUpBorder) then
row.IconUpBorder = CreateFrame ("frame", nil, row,"BackdropTemplate")
row.IconUpBorder:SetAllPoints (row.icone)
row.IconUpBorder:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1})
row.IconUpBorder:SetBackdropBorderColor (0, 0, 0, 0.75)
end
if (texCoords) then
row.icone:SetTexCoord (unpack (texCoords))
else
local icon_border = Details.tooltip.icon_border_texcoord
row.icone:SetTexCoord (icon_border.L, icon_border.R, icon_border.T, icon_border.B)
end
row.minha_tabela = self
row.show = spellid
row:Show() --> mostra a barra
if (spellschool) then
local t = Details.spells_school [spellschool]
if (t and t.decimals) then
row.textura:SetStatusBarColor (t.decimals[1], t.decimals[2], t.decimals[3])
else
row.textura:SetStatusBarColor (1, 1, 1)
end
elseif (class) then
local color = Details.class_colors [class]
if (color) then
row.textura:SetStatusBarColor (_unpack (color))
else
row.textura:SetStatusBarColor (1, 1, 1)
end
else
if (spellid == 98021) then --spirit linkl
row.textura:SetStatusBarColor (1, 0.4, 0.4)
else
row.textura:SetStatusBarColor (1, 1, 1)
end
end
if (detalhes and self.detalhes and self.detalhes == spellid and info.showing == index) then
--self:MontaDetalhes (spellid, row) --> poderia deixar isso pro final e montar uma tail call??
self:MontaDetalhes (row.show, row, info.instancia) --> poderia deixar isso pro final e montar uma tail call??
end
end
--[[exported]] function Details:FocusLock (row, spellid)
if (not info.mostrando_mouse_over) then
if (spellid == self.detalhes) then --> tabela [1] = spellid = spellid que esta na caixa da direita
if (not row.on_focus) then --> se a barra n�o tiver no foco
row.textura:SetStatusBarColor (129/255, 125/255, 69/255, 1)
row.on_focus = true
if (not info.mostrando) then
info.mostrando = row
end
end
else
if (row.on_focus) then
row.textura:SetStatusBarColor (1, 1, 1, 1) --> volta a cor antiga
row:SetAlpha (.9) --> volta a alfa antiga
row.on_focus = false
end
end
end
end
------ Damage Done & Dps
function atributo_damage:MontaInfoDamageDone()
local barras = info.barras1
local instancia = info.instancia
local total = self.total_without_pet --> total de dano aplicado por este jogador
local ActorTotalDamage = self.total
local ActorSkillsSortTable = {}
local ActorSkillsContainer = self.spells._ActorTable
--get time type
local meu_tempo
if (Details.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (Details.time_type == 2) then
meu_tempo = info.instancia.showing:GetCombatTime()
end
for _spellid, _skill in _pairs (ActorSkillsContainer) do --> da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo (_spellid)
if (nome) then
_table_insert (ActorSkillsSortTable, {_spellid, _skill.total, _skill.total/ActorTotalDamage*100, nome, icone, nil, _skill.spellschool})
end
end
--damage rank
local combat = instancia:GetShowingCombat()
local diff = combat:GetDifficulty()
local attribute, subattribute = instancia:GetDisplay()
--> check if is a raid encounter and if is heroic or mythic
if (diff and (diff == 15 or diff == 16)) then
local db = Details.OpenStorage()
if (db) then
local bestRank, encounterTable = Details.storage:GetBestFromPlayer (diff, combat:GetBossInfo().id, "damage", self.nome, true)
if (bestRank) then
--> discover which are the player position in the guild rank
local playerTable, onEncounter, rankPosition = Details.storage:GetPlayerGuildRank (diff, combat:GetBossInfo().id, "damage", self.nome, true)
local text1 = self.nome .. " Guild Rank on " .. (combat:GetBossInfo().name or "") .. ": |cFFFFFF00" .. (rankPosition or "x") .. "|r Best Dps: |cFFFFFF00" .. Details:ToK2 ((bestRank[1] or 0) / encounterTable.elapsed) .. "|r (" .. encounterTable.date:gsub (".*%s", "") .. ")"
info:SetStatusbarText (text1, 10, "gray")
else
info:SetStatusbarText()
end
else
info:SetStatusbarText()
end
else
info:SetStatusbarText()
end
--> add pets
local ActorPets = self.pets
--local class_color = RAID_CLASS_COLORS [self.classe] and RAID_CLASS_COLORS [self.classe].colorStr
local class_color = "FFCCBBBB"
--local class_color = "FFDDDD44"
for _, PetName in _ipairs (ActorPets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor) then
local PetSkillsContainer = PetActor.spells._ActorTable
for _spellid, _skill in _pairs (PetSkillsContainer) do --> da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo (_spellid)
--_table_insert (ActorSkillsSortTable, {_spellid, _skill.total, _skill.total/ActorTotalDamage*100, nome .. " |TInterface\\AddOns\\Details\\images\\classes_small_alpha:12:12:0:0:128:128:33:64:96:128|t|c" .. class_color .. PetName:gsub ((" <.*"), "") .. "|r", icone, PetActor, _skill.spellschool})
if (nome) then
_table_insert (ActorSkillsSortTable, {_spellid, _skill.total, _skill.total/ActorTotalDamage*100, nome .. " (|c" .. class_color .. PetName:gsub ((" <.*"), "") .. "|r)", icone, PetActor, _skill.spellschool})
end
end
end
end
_table_sort (ActorSkillsSortTable, Details.Sort2)
gump:JI_AtualizaContainerBarras (#ActorSkillsSortTable + 1)
local max_ = ActorSkillsSortTable[1] and ActorSkillsSortTable[1][2] or 0 --> dano que a primeiro magia vez
local barra
--aura bar
if (false) then --> disabled for now
barra = barras [1]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, 1)
end
self:UpdadeInfoBar (barra, "", -51, "Auras", max_, false, max_, 100, [[Interface\BUTTONS\UI-GroupLoot-DE-Up]], true, nil, nil)
barra.textura:SetStatusBarColor (Details.gump:ParseColors ("purple"))
end
--spell bars
for index, tabela in _ipairs (ActorSkillsSortTable) do
--index = index + 1 --with the aura bar
index = index
barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
end
barra.other_actor = tabela [6]
local name = tabela[4]
if (info.sub_atributo == 2) then
local formated_value = SelectedToKFunction (_, _math_floor (tabela[2]/meu_tempo))
self:UpdadeInfoBar (barra, index, tabela[1], name, tabela[2], formated_value, max_, tabela[3], tabela[5], true, nil, tabela [7])
else
local formated_value = SelectedToKFunction (_, _math_floor (tabela[2]))
self:UpdadeInfoBar (barra, index, tabela[1], name, tabela[2], formated_value, max_, tabela[3], tabela[5], true, nil, tabela [7])
end
self:FocusLock (barra, tabela[1])
end
--> TOP INIMIGOS
if (instancia.sub_atributo == 6) then
local damage_taken = self.damage_taken
local agressores = self.damage_from
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
local barras = info.barras2
local meus_agressores = {}
local este_agressor
for nome, _ in _pairs (agressores) do
este_agressor = showing._ActorTable[showing._NameIndexTable[nome]]
if (este_agressor) then
local este_alvo = este_agressor.targets [self.nome]
if (este_alvo) then
meus_agressores [#meus_agressores+1] = {nome, este_alvo, este_alvo/damage_taken*100, este_agressor.classe}
end
end
end
local amt = #meus_agressores
if (amt < 1) then --> caso houve apenas friendly fire
return true
end
gump:JI_AtualizaContainerAlvos (amt)
--_table_sort (meus_agressores, function (a, b) return a[2] > b[2] end)
_table_sort (meus_agressores, Details.Sort2)
local max_ = meus_agressores[1] and meus_agressores[1][2] or 0 --> dano que a primeiro magia vez
local barra
for index, tabela in _ipairs (meus_agressores) do
barra = barras [index]
if (not barra) then --> se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo2 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1) --> isso aqui � a parte da sele��o e descele��o
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/max_*100)
end
barra.lineText1:SetText (index .. ". " .. Details:GetOnlyName (tabela[1])) --seta o texto da esqueda
barra.lineText4:SetText (Details:comma_value (tabela[2]) .. " (" .. _cstr ("%.1f", tabela[3]) .. "%)") --seta o texto da direita
barra.icone:SetTexture ([[Interface\AddOns\Details\images\classes_small_alpha]]) --CLASSE
local texCoords = Details.class_coords [tabela[4]]
if (not texCoords) then
texCoords = Details.class_coords ["UNKNOW"]
end
barra.icone:SetTexCoord (_unpack (texCoords))
local color = Details.class_colors [tabela[4]]
if (color) then
barra.textura:SetStatusBarColor (_unpack (color))
else
barra.textura:SetStatusBarColor (1, 1, 1)
end
Details:name_space_info (barra)
if (barra.mouse_over) then --> atualizar o tooltip
if (barra.isAlvo) then
GameTooltip:Hide()
GameTooltip:SetOwner (barra, "ANCHOR_TOPRIGHT")
if (not barra.minha_tabela:MontaTooltipDamageTaken (barra, index)) then
return
end
GameTooltip:Show()
end
end
barra.minha_tabela = self --> grava o jogador na tabela
barra.nome_inimigo = tabela [1] --> salva o nome do inimigo na barra --> isso � necess�rio?
-- no rank do spell id colocar o que?
barra.spellid = "enemies"
barra:Show() --> mostra a barra
end
else
local meus_inimigos = {}
--> my target container
conteudo = self.targets
for target_name, amount in _pairs (conteudo) do
_table_insert (meus_inimigos, {target_name, amount, amount/total*100})
end
--> sort
_table_sort (meus_inimigos, Details.Sort2)
local amt_alvos = #meus_inimigos
if (amt_alvos < 1) then
return
end
gump:JI_AtualizaContainerAlvos (amt_alvos)
local max_inimigos = meus_inimigos[1] and meus_inimigos[1][2] or 0
local barra
for index, tabela in _ipairs (meus_inimigos) do
barra = info.barras2 [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo2 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1)
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/max_inimigos*100)
end
local target_actor = instancia.showing (1, tabela[1])
if (target_actor) then
target_actor:SetClassIcon (barra.icone, instancia, target_actor.classe)
else
barra.icone:SetTexture ([[Interface\AddOns\Details\images\classes_small_alpha]]) --CLASSE
local texCoords = Details.class_coords ["ENEMY"]
barra.icone:SetTexCoord (_unpack (texCoords))
end
barra.textura:SetStatusBarColor (1, 0.8, 0.8)
barra.textura:SetStatusBarColor (1, 1, 1, 1)
barra.lineText1:SetText (index .. ". " .. Details:GetOnlyName (tabela[1]))
if (info.sub_atributo == 2) then
barra.lineText4:SetText (Details:comma_value ( _math_floor (tabela[2]/meu_tempo)) .. " (" .. _cstr ("%.1f", tabela[3]) .. "%)")
else
barra.lineText4:SetText (SelectedToKFunction (_, tabela[2]) .." (" .. _cstr ("%.1f", tabela[3]) .. "%)")
end
if (barra.mouse_over) then --> atualizar o tooltip
if (barra.isAlvo) then
--GameTooltip:Hide()
--GameTooltip:SetOwner (barra, "ANCHOR_TOPRIGHT")
if (not barra.minha_tabela:MontaTooltipAlvos (barra, index, instancia)) then
return
end
--GameTooltip:Show()
end
end
barra.minha_tabela = self --> grava o jogador na tabela
barra.nome_inimigo = tabela [1] --> salva o nome do inimigo na barra --> isso � necess�rio?
-- no rank do spell id colocar o que?
barra.spellid = tabela[5]
barra:Show()
end
end
end
------ Detalhe Info Friendly Fire
function atributo_damage:MontaDetalhesFriendlyFire (nome, barra)
for _, barra in _ipairs (info.barras3) do
barra:Hide()
end
local barras = info.barras3
local instancia = info.instancia
local tabela_do_combate = info.instancia.showing
local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
local friendlyfire = self.friendlyfire
local ff_table = self.friendlyfire [nome] --> assumindo que nome � o nome do Alvo que tomou dano // bastaria pegar a tabela de habilidades dele
if (not ff_table) then
return
end
local total = ff_table.total
local minhas_magias = {}
for spellid, amount in _pairs (ff_table.spells) do --> da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo (spellid)
_table_insert (minhas_magias, {spellid, amount, amount / total * 100, nome, icone})
end
_table_sort (minhas_magias, Details.Sort2)
local max_ = minhas_magias[1] and minhas_magias[1][2] or 0 --> dano que a primeiro magia vez
local barra
for index, tabela in _ipairs (minhas_magias) do
barra = barras [index]
if (not barra) then --> se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo3 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1) --> isso aqui � a parte da sele��o e descele��o
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/max_*100) --> muito mais rapido...
end
barra.lineText1:SetText (index..instancia.divisores.colocacao..tabela[4]) --seta o texto da esqueda
barra.lineText4:SetText (Details:comma_value (tabela[2]) .. " " .. instancia.divisores.abre .. _cstr ("%.1f", tabela[3]) .. "%" .. instancia.divisores.fecha) --seta o texto da direita
barra.icone:SetTexture (tabela[5])
barra.icone:SetTexCoord (0, 1, 0, 1)
barra:Show() --> mostra a barra
if (index == 15) then
break
end
end
end
-- detalhes info enemies
function atributo_damage:MontaDetalhesEnemy (spellid, barra)
for _, barra in _ipairs (info.barras3) do
barra:Hide()
end
local container = info.instancia.showing[1]
local barras = info.barras3
local instancia = info.instancia
local other_actor = barra.other_actor
if (other_actor) then
self = other_actor
end
if (barra.lineText1:IsTruncated()) then
Details:CooltipPreset (2)
GameCooltip:SetOption ("FixedWidth", nil)
GameCooltip:AddLine (barra.lineText1.text)
GameCooltip:SetOwner (barra, "bottomleft", "topleft", 5, -10)
GameCooltip:ShowCooltip()
end
local spell = self.spells:PegaHabilidade (spellid)
local targets = spell.targets
local target_pool = {}
for target_name, amount in _pairs (targets) do
local classe
local this_actor = info.instancia.showing (1, target_name)
if (this_actor) then
classe = this_actor.classe or "UNKNOW"
else
classe = "UNKNOW"
end
target_pool [#target_pool+1] = {target_name, amount, classe}
end
_table_sort (target_pool, Details.Sort2)
local max_ = target_pool [1] and target_pool [1][2] or 0
local barra
for index, tabela in _ipairs (target_pool) do
barra = barras [index]
if (not barra) then --> se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo3 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1) --> isso aqui � a parte da sele��o e descele��o
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/max_*100) --> muito mais rapido...
end
barra.lineText1:SetText (index .. ". " .. Details:GetOnlyName (tabela [1])) --seta o texto da esqueda
Details:name_space_info (barra)
if (spell.total > 0) then
barra.lineText4:SetText (Details:comma_value (tabela[2]) .." (".. _cstr("%.1f", tabela[2] / spell.total * 100) .."%)") --seta o texto da direita
else
barra.lineText4:SetText (tabela[2] .." (0%)") --seta o texto da direita
end
local texCoords = Details.class_coords [tabela[3]]
if (not texCoords) then
texCoords = Details.class_coords ["UNKNOW"]
end
local color = Details.class_colors [tabela[3]]
if (color) then
barra.textura:SetStatusBarColor (_unpack (color))
else
barra.textura:SetStatusBarColor (1, 1, 1, 1)
end
barra.icone:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small_alpha")
barra.icone:SetTexCoord (unpack (texCoords))
barra:Show() --> mostra a barra
if (index == 15) then
break
end
end
end
------ Detalhe Info Damage Taken
function atributo_damage:MontaDetalhesDamageTaken (nome, barra)
for _, barra in _ipairs (info.barras3) do
barra:Hide()
end
local barras = info.barras3
local instancia = info.instancia
local tabela_do_combate = info.instancia.showing
local showing = tabela_do_combate [class_type] --> o que esta sendo mostrado -> [1] - dano [2] - cura --> pega o container com ._NameIndexTable ._ActorTable
local este_agressor = showing._ActorTable[showing._NameIndexTable[nome]]
if (not este_agressor ) then
return
end
local conteudo = este_agressor.spells._ActorTable --> _pairs[] com os IDs das magias
local actor = info.jogador.nome
local total = este_agressor.targets [actor] or 0
local minhas_magias = {}
for spellid, tabela in _pairs (conteudo) do --> da foreach em cada spellid do container
local este_alvo = tabela.targets [actor]
if (este_alvo) then --> esta magia deu dano no actor
local spell_nome, rank, icone = _GetSpellInfo (spellid)
_table_insert (minhas_magias, {spellid, este_alvo, este_alvo/total*100, spell_nome, icone})
end
end
_table_sort (minhas_magias, Details.Sort2)
--local amt = #minhas_magias
--gump:JI_AtualizaContainerBarras (amt)
local max_ = minhas_magias[1] and minhas_magias[1][2] or 0 --> dano que a primeiro magia vez
local barra
for index, tabela in _ipairs (minhas_magias) do
barra = barras [index]
if (not barra) then --> se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo3 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1) --> isso aqui � a parte da sele��o e descele��o
end
if (index == 1) then
barra.textura:SetValue (100)
else
barra.textura:SetValue (tabela[2]/max_*100)
end
barra.lineText1:SetText (index .. "." .. tabela[4]) --seta o texto da esqueda
Details:name_space_info (barra)
barra.lineText4:SetText (Details:comma_value (tabela[2]) .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[3]) .."%".. instancia.divisores.fecha) --seta o texto da direita
barra.icone:SetTexture (tabela[5])
barra.icone:SetTexCoord (0, 1, 0, 1)
barra:Show() --> mostra a barra
if (index == 15) then
break
end
end
end
------ Detalhe Info Damage Done e Dps
--local defenses_table = {c = {117/255, 58/255, 0/255}, p = 0}
--local normal_table = {c = {255/255, 180/255, 0/255, 0.5}, p = 0}
--local critical_table = {c = {249/255, 74/255, 45/255, 0.5}, p = 0}
local defenses_table = {c = {1, 1, 1, 0.5}, p = 0}
local normal_table = {c = {1, 1, 1, 0.5}, p = 0}
local critical_table = {c = {1, 1, 1, 0.5}, p = 0}
local data_table = {}
local t1, t2, t3, t4 = {}, {}, {}, {}
local function FormatSpellString(str)
return (string.gsub(str, "%d+", function(spellID)
local name, _, icon = GetSpellInfo (spellID);
return string.format("|T%s:16|t", icon);
end));
end
local MontaDetalhesBuffProcs = function (actor, row, instance)
instance = instance or info.instancia
local spec = actor.spec
if (spec) then
local mainAuras = Details.important_auras [spec]
if (mainAuras) then
local miscActor = instance:GetShowingCombat():GetActor (4, actor:name())
if (miscActor and miscActor.buff_uptime_spells) then
--> get the auras
local added = 0
for i = 1, #mainAuras do
local spellID = mainAuras [i]
local spellObject = miscActor.buff_uptime_spells._ActorTable [spellID]
if (spellObject) then
local spellName, spellIcon = GetSpellInfo (spellID)
local spellUptime = spellObject.uptime
local spellApplies = spellObject.appliedamt
local spellRefreshes = spellObject.refreshamt
gump:SetaDetalheInfoTexto (i, 100, FormatSpellString ("" .. spellID .. " " .. spellName), "Activations: " .. spellApplies, " ", "Refreshes: " .. spellRefreshes, " ", "Uptime: " .. spellUptime .. "s")
added = added + 1
end
end
for i = added + 1, 5 do
gump:HidaDetalheInfo (i)
end
return
end
end
end
for i = 1, 5 do
gump:HidaDetalheInfo (i)
end
end
function atributo_damage:MontaDetalhesDamageDone (spellid, barra, instancia)
local esta_magia
if (barra.other_actor) then
esta_magia = barra.other_actor.spells._ActorTable [spellid]
else
esta_magia = self.spells._ActorTable [spellid]
end
if (spellid == -51) then
return MontaDetalhesBuffProcs (self, barra, instancia)
end
if (not esta_magia) then
return
end
--> icone direito superior
local _, _, icone = _GetSpellInfo (spellid)
Details.playerDetailWindow.spell_icone:SetTexture (icone)
local total = self.total
local meu_tempo
if (Details.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (Details.time_type == 2) then
meu_tempo = info.instancia.showing:GetCombatTime()
end
local total_hits = esta_magia.counter
local index = 1
local data = data_table
table.wipe (t1)
table.wipe (t2)
table.wipe (t3)
table.wipe (t4)
table.wipe (data)
--> GERAL
local media = 0
if (total_hits > 0) then
media = esta_magia.total/total_hits
end
local this_dps = nil
if (esta_magia.counter > esta_magia.c_amt) then
this_dps = Loc ["STRING_DPS"] .. ": " .. Details:comma_value (esta_magia.total/meu_tempo)
else
this_dps = Loc ["STRING_DPS"] .. ": " .. Loc ["STRING_SEE_BELOW"]
end
local spellschool, schooltext = esta_magia.spellschool, ""
if (spellschool) then
local t = Details.spells_school [spellschool]
if (t and t.name) then
schooltext = t.formated
end
end
local hits_string = "" .. total_hits
local cast_string = Loc ["STRING_CAST"] .. ": "
local misc_actor = info.instancia.showing (4, self:name())
if (misc_actor) then
local uptime_spellid = esta_magia.id
--if (uptime_spellid == 233490) then
-- uptime_spellid = 233496
-- uptime_spellid = 233490
--end
local debuff_uptime = misc_actor.debuff_uptime_spells and misc_actor.debuff_uptime_spells._ActorTable [uptime_spellid] and misc_actor.debuff_uptime_spells._ActorTable [uptime_spellid].uptime
if (debuff_uptime) then
hits_string = hits_string .. " |cFFDDDD44(" .. _math_floor (debuff_uptime / info.instancia.showing:GetCombatTime() * 100) .. "% uptime)|r"
end
local spell_cast = misc_actor.spell_cast and misc_actor.spell_cast [spellid]
if (not spell_cast and misc_actor.spell_cast) then
local spellname = GetSpellInfo (spellid)
for casted_spellid, amount in _pairs (misc_actor.spell_cast) do
local casted_spellname = GetSpellInfo (casted_spellid)
if (casted_spellname == spellname) then
spell_cast = amount .. " (|cFFFFFF00?|r)"
end
end
end
if (not spell_cast) then
spell_cast = "(|cFFFFFF00?|r)"
end
cast_string = cast_string .. spell_cast
end
gump:SetaDetalheInfoTexto ( index, 100,
cast_string,
Loc ["STRING_DAMAGE"]..": "..Details:ToK (esta_magia.total),
schooltext, --offhand,
Loc ["STRING_AVERAGE"] .. ": " .. Details:comma_value (media),
this_dps,
Loc ["STRING_HITS"]..": " .. hits_string)
--> NORMAL
local normal_hits = esta_magia.n_amt
if (normal_hits > 0) then
local normal_dmg = esta_magia.n_dmg
local media_normal = normal_dmg/normal_hits
local T = (meu_tempo*normal_dmg)/esta_magia.total
local P = media/media_normal*100
T = P*T/100
normal_table.p = normal_hits/total_hits*100
data[#data+1] = t1
t1[1] = esta_magia.n_amt
t1[2] = normal_table
t1[3] = Loc ["STRING_NORMAL_HITS"]
t1[4] = Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:comma_value (esta_magia.n_min)
t1[5] = Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:comma_value (esta_magia.n_max)
t1[6] = Loc ["STRING_AVERAGE"] .. ": " .. Details:comma_value (media_normal)
t1[7] = Loc ["STRING_DPS"] .. ": " .. Details:comma_value (normal_dmg/T)
t1[8] = normal_hits .. " [|cFFC0C0C0" .. _cstr ("%.1f", normal_hits/total_hits*100) .. "%|r]"
end
--> CRITICO
if (esta_magia.c_amt > 0) then
local media_critico = esta_magia.c_dmg/esta_magia.c_amt
local T = (meu_tempo*esta_magia.c_dmg)/esta_magia.total
local P = media/media_critico*100
T = P*T/100
local crit_dps = esta_magia.c_dmg/T
if (not crit_dps) then
crit_dps = 0
end
critical_table.p = esta_magia.c_amt/total_hits*100
data[#data+1] = t2
t2[1] = esta_magia.c_amt
t2[2] = critical_table
t2[3] = Loc ["STRING_CRITICAL_HITS"]
t2[4] = Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:comma_value (esta_magia.c_min)
t2[5] = Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:comma_value (esta_magia.c_max)
t2[6] = Loc ["STRING_AVERAGE"] .. ": " .. Details:comma_value (media_critico)
t2[7] = Loc ["STRING_DPS"] .. ": " .. Details:comma_value (crit_dps)
t2[8] = esta_magia.c_amt .. " [|cFFC0C0C0" .. _cstr ("%.1f", esta_magia.c_amt/total_hits*100) .. "%|r]"
end
--> Outros erros: GLACING, resisted, blocked, absorbed
local outros_desvios = esta_magia.g_amt + esta_magia.b_amt
local parry = esta_magia ["PARRY"] or 0
local dodge = esta_magia ["DODGE"] or 0
local erros = parry + dodge
if (outros_desvios > 0 or erros > 0) then
local porcentagem_defesas = (outros_desvios+erros) / total_hits * 100
data[#data+1] = t3
defenses_table.p = porcentagem_defesas
t3[1] = outros_desvios+erros
t3[2] = defenses_table
t3[3] = Loc ["STRING_DEFENSES"]
t3[4] = Loc ["STRING_GLANCING"] .. ": " .. _math_floor (esta_magia.g_amt/esta_magia.counter*100) .. "%"
t3[5] = Loc ["STRING_PARRY"] .. ": " .. parry
t3[6] = Loc ["STRING_DODGE"] .. ": " .. dodge
t3[7] = Loc ["STRING_BLOCKED"] .. ": " .. _math_floor (esta_magia.b_amt/esta_magia.counter*100)
t3[8] = (outros_desvios+erros) .. " / " .. _cstr ("%.1f", porcentagem_defesas) .. "%"
end
--Details:BuildPlayerDetailsSpellChart()
--DetailsPlayerDetailSmallChart.ShowChart (Details.playerDetailWindow.grupos_detalhes [5].bg, info.instancia.showing, info.instancia.showing.cleu_events, self.nome, false, spellid, 1, 2, 3, 4, 5, 6, 7, 8, 15)
--> spell damage chart
--events: 1 2 3 4 5 6 7 8 15
_table_sort (data, Details.Sort1)
for index, tabela in _ipairs (data) do
gump:SetaDetalheInfoTexto (index+1, tabela[2], tabela[3], tabela[4], tabela[5], tabela[6], tabela[7], tabela[8])
end
for i = #data+2, 5 do
gump:HidaDetalheInfo (i)
end
end
function Details:BuildPlayerDetailsSpellChart()
local playerDetailSmallChart = DetailsPlayerDetailSmallChart
if (not playerDetailSmallChart) then
playerDetailSmallChart = CreateFrame ("frame", "DetailsPlayerDetailSmallChart", info,"BackdropTemplate")
DetailsFramework:ApplyStandardBackdrop (playerDetailSmallChart)
playerDetailSmallChart.Lines = {}
for i = 1, 200 do
local texture = playerDetailSmallChart:CreateTexture (nil, "artwork")
texture:SetColorTexture (1, 1, 1, 1)
tinsert (playerDetailSmallChart.Lines, texture)
end
--Details.playerDetailWindow.grupos_detalhes [index]
function playerDetailSmallChart.ShowChart (parent, combatObject, cleuData, playerName, targetName, spellId, ...)
local tokenIdList = {}
local eventList = {}
--build the list of tokens
for i = 1, select ("#", ... ) do
local tokenId = select (i, ...)
tokenIdList [tokenId] = true
end
--check which lines can be added
local index = 1
local peakValue = 0
for i = 1, cleuData.n -1 do
local event = cleuData [i]
if (event [2]) then --index 2 = token
local playerNameFilter = playerName and playerName == event [3]
local targetNameFilter = targetName and targetName == event [4]
local spellIdFilter = spellId and spellId == event [5]
if (playerNameFilter or targetNameFilter or spellIdFilter) then
eventList [index] = cleuData [i]
if (peakValue < cleuData [i] [6]) then
peakValue = cleuData [i] [6]
end
index = index + 1
end
end
end
--200 lines, adjust the mini chart
playerDetailSmallChart:SetPoint ("topleft", parent, "topleft")
playerDetailSmallChart:SetPoint ("bottomright", parent, "bottomright")
--update lines
local width = playerDetailSmallChart:GetWidth()
local combatTime = combatObject:GetCombatTime()
local secondsPerBar = combatTime / 200
local barWidth = width / 200
local barHeight = playerDetailSmallChart:GetHeight()
local currentTime = eventList [1][1]
local currentIndex = 1
local eventAmount = #eventList
for i = 1, #playerDetailSmallChart.Lines do
playerDetailSmallChart.Lines [i]:SetWidth (width / 200)
playerDetailSmallChart.Lines [i]:SetHeight (1)
for o = currentIndex, eventAmount do
if (eventList [o][1] <= currentTime + secondsPerBar or eventList [o][1] >= currentTime) then
playerDetailSmallChart.Lines [i]:SetPoint ("bottomleft", playerDetailSmallChart, "bottomleft", barWidth * (i - 1), 0)
playerDetailSmallChart.Lines [i]:SetWidth (barWidth)
playerDetailSmallChart.Lines [i]:SetHeight (eventList [o][6] / peakValue * barHeight)
else
currentIndex = o
break
end
end
currentTime = currentTime + secondsPerBar
end
end
end
end
function atributo_damage:MontaTooltipDamageTaken (thisLine, index)
local aggressor = info.instancia.showing [1]:PegarCombatente (_, thisLine.nome_inimigo)
local container = aggressor.spells._ActorTable
local habilidades = {}
local total = 0
for spellid, spell in _pairs (container) do
for target_name, amount in _pairs (spell.targets) do
if (target_name == self.nome) then
total = total + amount
habilidades [#habilidades+1] = {spellid, amount}
end
end
end
_table_sort (habilidades, Details.Sort2)
GameTooltip:AddLine (index..". "..thisLine.nome_inimigo)
GameTooltip:AddLine (Loc ["STRING_DAMAGE_TAKEN_FROM2"]..":")
GameTooltip:AddLine (" ")
for index, tabela in _ipairs (habilidades) do
local nome, _, icone = _GetSpellInfo (tabela[1])
if (index < 8) then
GameTooltip:AddDoubleLine (index..". |T"..icone..":0|t "..nome, Details:comma_value (tabela[2]).." (".._cstr("%.1f", tabela[2]/total*100).."%)", 1, 1, 1, 1, 1, 1)
else
GameTooltip:AddDoubleLine (index..". "..nome, Details:comma_value (tabela[2]).." (".._cstr("%.1f", tabela[2]/total*100).."%)", .65, .65, .65, .65, .65, .65)
end
end
return true
--GameTooltip:AddDoubleLine (meus_danos[i][4][1]..": ", meus_danos[i][2].." (".._cstr("%.1f", meus_danos[i][3]).."%)", 1, 1, 1, 1, 1, 1)
end
function atributo_damage:MontaTooltipAlvos (thisLine, index, instancia)
local inimigo = thisLine.nome_inimigo
local habilidades = {}
local total = self.total
local i = 1
Details:FormatCooltipForSpells()
GameCooltip:SetOwner(thisLine, "bottom", "top", 4, -2)
GameCooltip:SetOption ("MinWidth", _math_max (230, thisLine:GetWidth()*0.98))
for spellid, spell in _pairs (self.spells._ActorTable) do
if (spell.isReflection) then
for target_name, amount in _pairs (spell.targets) do
if (target_name == inimigo) then
for reflectedSpellId, amount in _pairs (spell.extra) do
local spellName, _, spellIcon = _GetSpellInfo(reflectedSpellId)
local t = habilidades [i]
if (not t) then
habilidades [i] = {}
t = habilidades [i]
end
t[1], t[2], t[3] = spellName .. " (|cFFCCBBBBreflected|r)", amount, spellIcon
i = i + 1
end
end
end
else
for target_name, amount in _pairs (spell.targets) do
if (target_name == inimigo) then
local nome, _, icone = _GetSpellInfo (spellid)
local t = habilidades [i]
if (not t) then
habilidades [i] = {}
t = habilidades [i]
end
t[1], t[2], t[3] = nome, amount, icone
i = i + 1
end
end
end
end
--> add pets
for _, PetName in _ipairs (self.pets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor) then
local PetSkillsContainer = PetActor.spells._ActorTable
for _spellid, _skill in _pairs (PetSkillsContainer) do
local alvos = _skill.targets
for target_name, amount in _pairs (alvos) do
if (target_name == inimigo) then
local t = habilidades [i]
if (not t) then
habilidades [i] = {}
t = habilidades [i]
end
local nome, _, icone = _GetSpellInfo (_spellid)
t[1], t[2], t[3] = nome .. " (" .. PetName:gsub ((" <.*"), "") .. ")", amount, icone
i = i + 1
end
end
end
end
end
_table_sort (habilidades, Details.Sort2)
--get time type
local meu_tempo
if (Details.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (Details.time_type == 2) then
meu_tempo = info.instancia.showing:GetCombatTime()
end
local is_dps = info.instancia.sub_atributo == 2
if (is_dps) then
Details:AddTooltipSpellHeaderText (Loc ["STRING_DAMAGE_DPS_IN"] .. ":", {1, 0.9, 0.0, 1}, 1, Details.tooltip_spell_icon.file, unpack (Details.tooltip_spell_icon.coords))
Details:AddTooltipHeaderStatusbar (1, 1, 1, 1)
else
Details:AddTooltipSpellHeaderText (Loc ["STRING_DAMAGE_FROM"] .. ":", {1, 0.9, 0.0, 1}, 1, Details.tooltip_spell_icon.file, unpack (Details.tooltip_spell_icon.coords))
Details:AddTooltipHeaderStatusbar (1, 1, 1, 1)
end
local icon_size = Details.tooltip.icon_size
local icon_border = Details.tooltip.icon_border_texcoord
local topSpellDamage = habilidades[1] and habilidades[1][2]
if (topSpellDamage) then
for index, tabela in _ipairs (habilidades) do
if (tabela [2] < 1) then
break
end
if (is_dps) then
--GameCooltip:AddDoubleLine (index..". |T"..tabela[3]..":0|t "..tabela[1], Details:comma_value ( _math_floor (tabela[2] / meu_tempo) ).." (".._cstr("%.1f", tabela[2]/total*100).."%)", 1, 1, 1, 1, 1, 1)
GameCooltip:AddLine (tabela[1], Details:comma_value ( _math_floor (tabela[2] / meu_tempo) ).." (".._cstr("%.1f", tabela[2]/total*100).."%)")
else
--GameCooltip:AddDoubleLine (index..". |T"..tabela[3]..":0|t " .. tabela[1], SelectedToKFunction (_, tabela[2]) .. " (".._cstr("%.1f", tabela[2]/total*100).."%)", 1, 1, 1, 1, 1, 1)
GameCooltip:AddLine (tabela[1], SelectedToKFunction (_, tabela[2]) .. " (".._cstr("%.1f", tabela[2]/total*100).."%)")
end
GameCooltip:AddIcon (tabela[3], nil, nil, icon_size.W + 4, icon_size.H + 4, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
Details:AddTooltipBackgroundStatusbar (false, tabela[2] / topSpellDamage * 100)
end
end
GameCooltip:Show()
return true
end
--> controla se o dps do jogador esta travado ou destravado
function atributo_damage:Iniciar (iniciar)
if (iniciar == nil) then
return self.dps_started --> retorna se o dps esta aberto ou fechado para este jogador
elseif (iniciar) then
self.dps_started = true
self:RegistrarNaTimeMachine() --coloca ele da timeMachine
else
self.dps_started = false
self:DesregistrarNaTimeMachine() --retira ele da timeMachine
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> core functions
--> limpa as tabelas tempor�rias ao resetar
function atributo_damage:ClearTempTables()
for i = #ntable, 1, -1 do
ntable [i] = nil
end
for i = #vtable, 1, -1 do
vtable [i] = nil
end
for i = #bs_table, 1, -1 do
bs_table [i] = nil
end
if (bs_tooltip_table) then
wipe (bs_tooltip_table)
end
if (frags_tooltip_table) then
wipe (frags_tooltip_table)
end
wipe (bs_index_table)
wipe (tooltip_temp_table)
wipe (tooltip_void_zone_temp)
end
--> atualize a funcao de abreviacao
function atributo_damage:UpdateSelectedToKFunction()
SelectedToKFunction = ToKFunctions [Details.ps_abbreviation]
FormatTooltipNumber = ToKFunctions [Details.tooltip.abbreviation]
TooltipMaximizedMethod = Details.tooltip.maximize_method
headerColor = Details.tooltip.header_text_color
end
--> diminui o total das tabelas do combate
function atributo_damage:subtract_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] - self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] - self.total
end
end
function atributo_damage:add_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] + self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] + self.total
end
end
--> restaura a tabela de last event
function atributo_damage:r_last_events_table (actor)
if (not actor) then
actor = self
end
--actor.last_events_table = Details:CreateActorLastEventTable()
end
--> restaura e liga o ator com a sua shadow durante a inicializa��o (startup function)
function atributo_damage:r_onlyrefresh_shadow (actor)
--> criar uma shadow desse ator se ainda n�o tiver uma
local overall_dano = Details.tabela_overall [1]
local shadow = overall_dano._ActorTable [overall_dano._NameIndexTable [actor.nome]]
if (not shadow) then
shadow = overall_dano:PegarCombatente (actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow.spec = actor.spec
shadow.grupo = actor.grupo
shadow.pvp = actor.pvp
shadow.isTank = actor.isTank
shadow.boss = actor.boss
shadow.boss_fight_component = actor.boss_fight_component
shadow.fight_component = actor.fight_component
shadow.start_time = time() - 3
shadow.end_time = time()
end
--> restaura a meta e indexes ao ator
Details.refresh:r_atributo_damage (actor, shadow)
--> copia o container de alvos (captura de dados)
for target_name, amount in _pairs (actor.targets) do
--> cria e soma o valor do total
if (not shadow.targets [target_name]) then
shadow.targets [target_name] = 0
end
end
--> copia o container de habilidades (captura de dados)
for spellid, habilidade in _pairs (actor.spells._ActorTable) do
--> cria e soma o valor
local habilidade_shadow = shadow.spells:PegaHabilidade (spellid, true, nil, true)
--> create the target value
for target_name, amount in _pairs (habilidade.targets) do
if (not habilidade_shadow.targets [target_name]) then
habilidade_shadow.targets [target_name] = 0
end
end
--> create the extra value
for spellId, amount in _pairs (habilidade.extra) do
if (not habilidade_shadow.extra [spellId]) then
habilidade_shadow.extra [spellId] = 0
end
end
end
--> copia o container de friendly fire (captura de dados)
for target_name, ff_table in _pairs (actor.friendlyfire) do
--> cria ou pega a shadow
local friendlyFire_shadow = shadow.friendlyfire [target_name] or shadow:CreateFFTable (target_name)
--> some as spells
for spellid, amount in _pairs (ff_table.spells) do
friendlyFire_shadow.spells [spellid] = 0
end
end
return shadow
end
function atributo_damage:r_connect_shadow (actor, no_refresh, combat_object)
--check if there's a custom combat, if not just use the overall container
local host_combat = combat_object or Details.tabela_overall
--check if the host combat object has a shadow actor for this actor, if not, just create one new
local overall_dano = host_combat [1]
local shadow = overall_dano._ActorTable [overall_dano._NameIndexTable [actor.nome]]
if (not shadow) then
shadow = overall_dano:PegarCombatente (actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow.spec = actor.spec
shadow.isTank = actor.isTank
shadow.grupo = actor.grupo
shadow.pvp = actor.pvp
shadow.boss = actor.boss
shadow.boss_fight_component = actor.boss_fight_component
shadow.fight_component = actor.fight_component
shadow.start_time = time() - 3
shadow.end_time = time()
end
shadow.boss_fight_component = actor.boss_fight_component or shadow.boss_fight_component
shadow.fight_component = actor.fight_component or shadow.fight_component
shadow.grupo = actor.grupo or shadow.grupo
--check if need to restore meta tables and indexes for this actor
if (not no_refresh) then
Details.refresh:r_atributo_damage (actor, shadow)
end
--> tempo decorrido (captura de dados)
local end_time = actor.end_time
if (not actor.end_time) then
end_time = time()
end
local tempo = end_time - actor.start_time
shadow.start_time = shadow.start_time - tempo
--> pets (add unique pet names)
for _, petName in _ipairs (actor.pets) do
local hasPet = false
for i = 1, #shadow.pets do
if (shadow.pets[i] == petName) then
hasPet = true
break
end
end
if (not hasPet) then
shadow.pets [#shadow.pets+1] = petName
end
end
--> total de dano (captura de dados)
shadow.total = shadow.total + actor.total
shadow.totalabsorbed = shadow.totalabsorbed + actor.totalabsorbed
--> total de dano sem o pet (captura de dados)
shadow.total_without_pet = shadow.total_without_pet + actor.total_without_pet
--> total de dano que o ator sofreu (captura de dados)
shadow.damage_taken = shadow.damage_taken + actor.damage_taken
--> total do friendly fire causado
shadow.friendlyfire_total = shadow.friendlyfire_total + actor.friendlyfire_total
--> total no combate overall (captura de dados)
host_combat.totals[1] = host_combat.totals[1] + actor.total
if (actor.grupo) then
host_combat.totals_grupo[1] = host_combat.totals_grupo[1] + actor.total
end
--> copia o damage_from (captura de dados)
for nome, _ in _pairs (actor.damage_from) do
shadow.damage_from [nome] = true
end
--> copia o container de alvos (captura de dados)
for target_name, amount in _pairs (actor.targets) do
shadow.targets [target_name] = (shadow.targets [target_name] or 0) + amount
end
--> copiar o container de raid targets
for flag, amount in _pairs (actor.raid_targets) do
shadow.raid_targets = shadow.raid_targets or {} --deu invalido noutro dia
shadow.raid_targets [flag] = (shadow.raid_targets [flag] or 0) + amount
end
--> copia o container de habilidades (captura de dados)
for spellid, habilidade in _pairs (actor.spells._ActorTable) do
--> cria e soma o valor
local habilidade_shadow = shadow.spells:PegaHabilidade (spellid, true, nil, true)
--> refresh e soma os valores dos alvos
for target_name, amount in _pairs (habilidade.targets) do
habilidade_shadow.targets [target_name] = (habilidade_shadow.targets [target_name] or 0) + amount
end
--> refresh and add extra values
for spellId, amount in _pairs (habilidade.extra) do
habilidade_shadow.extra [spellId] = (habilidade_shadow.extra [spellId] or 0) + amount
end
--> soma todos os demais valores
for key, value in _pairs (habilidade) do
if (_type (value) == "number") then
if (key ~= "id" and key ~= "spellschool") then
if (not habilidade_shadow [key]) then
habilidade_shadow [key] = 0
end
if (key == "n_min" or key == "c_min") then
if (habilidade_shadow [key] > value) then
habilidade_shadow [key] = value
end
elseif (key == "n_max" or key == "c_max") then
if (habilidade_shadow [key] < value) then
habilidade_shadow [key] = value
end
else
habilidade_shadow [key] = habilidade_shadow [key] + value
end
end
end
end
end
--> copia o container de friendly fire (captura de dados)
for target_name, ff_table in _pairs (actor.friendlyfire) do
--> cria ou pega a shadow
local friendlyFire_shadow = shadow.friendlyfire [target_name] or shadow:CreateFFTable (target_name)
--> soma o total
friendlyFire_shadow.total = friendlyFire_shadow.total + ff_table.total
--> some as spells
for spellid, amount in _pairs (ff_table.spells) do
friendlyFire_shadow.spells [spellid] = (friendlyFire_shadow.spells [spellid] or 0) + amount
end
end
return shadow
end
function atributo_damage:ColetarLixo (lastevent)
return Details:ColetarLixo (class_type, lastevent)
end
atributo_damage.__add = function (tabela1, tabela2)
--> tempo decorrido
local tempo = (tabela2.end_time or time()) - tabela2.start_time
tabela1.start_time = tabela1.start_time - tempo
--> total de dano
tabela1.total = tabela1.total + tabela2.total
tabela1.totalabsorbed = tabela1.totalabsorbed + tabela2.totalabsorbed
--> total de dano sem o pet
tabela1.total_without_pet = tabela1.total_without_pet + tabela2.total_without_pet
--> total de dano que o cara levou
tabela1.damage_taken = tabela1.damage_taken + tabela2.damage_taken
--> total do friendly fire causado
tabela1.friendlyfire_total = tabela1.friendlyfire_total + tabela2.friendlyfire_total
--> soma o damage_from
for nome, _ in _pairs (tabela2.damage_from) do
tabela1.damage_from [nome] = true
end
--> pets (add unique pet names)
for _, petName in _ipairs (tabela2.pets) do
local hasPet = false
for i = 1, #tabela1.pets do
if (tabela1.pets[i] == petName) then
hasPet = true
break
end
end
if (not hasPet) then
tabela1.pets [#tabela1.pets+1] = petName
end
end
--> soma os containers de alvos
for target_name, amount in _pairs (tabela2.targets) do
tabela1.targets [target_name] = (tabela1.targets [target_name] or 0) + amount
end
--> soma o container de raid targets
for flag, amount in _pairs (tabela2.raid_targets) do
tabela1.raid_targets [flag] = (tabela1.raid_targets [flag] or 0) + amount
end
--> soma o container de habilidades
for spellid, habilidade in _pairs (tabela2.spells._ActorTable) do
--> pega a habilidade no primeiro ator
local habilidade_tabela1 = tabela1.spells:PegaHabilidade (spellid, true, "SPELL_DAMAGE", false)
--> soma os alvos
for target_name, amount in _pairs (habilidade.targets) do
habilidade_tabela1.targets = (habilidade_tabela1.targets [target_name] or 0) + amount
end
--> soma os extras
for spellId, amount in _pairs (habilidade.extra) do
habilidade_tabela1.extra = (habilidade_tabela1.extra [spellId] or 0) + amount
end
--> soma os valores da habilidade
for key, value in _pairs (habilidade) do
if (_type (value) == "number") then
if (key ~= "id" and key ~= "spellschool") then
if (not habilidade_tabela1 [key]) then
habilidade_tabela1 [key] = 0
end
if (key == "n_min" or key == "c_min") then
if (habilidade_tabela1 [key] > value) then
habilidade_tabela1 [key] = value
end
elseif (key == "n_max" or key == "c_max") then
if (habilidade_tabela1 [key] < value) then
habilidade_tabela1 [key] = value
end
else
habilidade_tabela1 [key] = habilidade_tabela1 [key] + value
end
end
end
end
end
--> soma o container de friendly fire
for target_name, ff_table in _pairs (tabela2.friendlyfire) do
--> pega o ator ff no ator principal
local friendlyFire_tabela1 = tabela1.friendlyfire [target_name] or tabela1:CreateFFTable (target_name)
--> soma o total
friendlyFire_tabela1.total = friendlyFire_tabela1.total + ff_table.total
--> soma as habilidades
for spellid, amount in _pairs (ff_table.spells) do
friendlyFire_tabela1.spells [spellid] = (friendlyFire_tabela1.spells [spellid] or 0) + amount
end
end
return tabela1
end
atributo_damage.__sub = function (tabela1, tabela2)
--> tempo decorrido
local tempo = (tabela2.end_time or time()) - tabela2.start_time
tabela1.start_time = tabela1.start_time + tempo
--> total de dano
tabela1.total = tabela1.total - tabela2.total
tabela1.totalabsorbed = tabela1.totalabsorbed - tabela2.totalabsorbed
--> total de dano sem o pet
tabela1.total_without_pet = tabela1.total_without_pet - tabela2.total_without_pet
--> total de dano que o cara levou
tabela1.damage_taken = tabela1.damage_taken - tabela2.damage_taken
--> total do friendly fire causado
tabela1.friendlyfire_total = tabela1.friendlyfire_total - tabela2.friendlyfire_total
--> reduz os containers de alvos
for target_name, amount in _pairs (tabela2.targets) do
local alvo_tabela1 = tabela1.targets [target_name]
if (alvo_tabela1) then
tabela1.targets [target_name] = tabela1.targets [target_name] - amount
end
end
--> reduz o container de raid targets
for flag, amount in _pairs (tabela2.raid_targets) do
if (tabela1.raid_targets [flag]) then
tabela1.raid_targets [flag] = _math_max (tabela1.raid_targets [flag] - amount, 0)
end
end
--> reduz o container de habilidades
for spellid, habilidade in _pairs (tabela2.spells._ActorTable) do
--> get the spell from the first actor
local habilidade_tabela1 = tabela1.spells:PegaHabilidade (spellid, true, "SPELL_DAMAGE", false)
--> subtract targets
for target_name, amount in _pairs (habilidade.targets) do
local alvo_tabela1 = habilidade_tabela1.targets [target_name]
if (alvo_tabela1) then
habilidade_tabela1.targets [target_name] = habilidade_tabela1.targets [target_name] - amount
end
end
--> subtract extra table
for spellId, amount in _pairs (habilidade.extra) do
local extra_tabela1 = habilidade_tabela1.extra [spellId]
if (extra_tabela1) then
habilidade_tabela1.extra [spellId] = habilidade_tabela1.extra [spellId] - amount
end
end
--> subtrai os valores da habilidade
for key, value in _pairs (habilidade) do
if (_type (value) == "number") then
if (key ~= "id" and key ~= "spellschool") then
if (not habilidade_tabela1 [key]) then
habilidade_tabela1 [key] = 0
end
if (key == "n_min" or key == "c_min") then
if (habilidade_tabela1 [key] > value) then
habilidade_tabela1 [key] = value
end
elseif (key == "n_max" or key == "c_max") then
if (habilidade_tabela1 [key] < value) then
habilidade_tabela1 [key] = value
end
else
habilidade_tabela1 [key] = habilidade_tabela1 [key] - value
end
end
end
end
end
--> reduz o container de friendly fire
for target_name, ff_table in _pairs (tabela2.friendlyfire) do
--> pega o ator ff no ator principal
local friendlyFire_tabela1 = tabela1.friendlyfire [target_name]
if (friendlyFire_tabela1) then
friendlyFire_tabela1.total = friendlyFire_tabela1.total - ff_table.total
for spellid, amount in _pairs (ff_table.spells) do
if (friendlyFire_tabela1.spells [spellid]) then
friendlyFire_tabela1.spells [spellid] = friendlyFire_tabela1.spells [spellid] - amount
end
end
end
end
return tabela1
end
function Details.refresh:r_atributo_damage (este_jogador, shadow)
--> restaura metas do ator
_setmetatable (este_jogador, Details.atributo_damage)
este_jogador.__index = Details.atributo_damage
--> restaura as metas dos containers
Details.refresh:r_container_habilidades (este_jogador.spells, shadow and shadow.spells)
end
function Details.clear:c_atributo_damage (este_jogador)
este_jogador.__index = nil
este_jogador.shadow = nil
este_jogador.links = nil
este_jogador.minha_barra = nil
Details.clear:c_container_habilidades (este_jogador.spells)
end
--[[
--> enemy damage done
i = 1
local enemy = combat (1, enemy_name)
if (enemy) then
local damage_done = 0
--> get targets
for target_name, amount in _pairs (enemy.targets) do
local player = combat (1, target_name)
if (player and player.grupo) then
local t = tooltip_temp_table [i]
if (not t) then
tooltip_temp_table [i] = {}
t = tooltip_temp_table [i]
end
t [1] = player
t [2] = amount
damage_done = damage_done + amount
i = i + 1
end
end
--> first clenup
for o = i, #tooltip_temp_table do
local t = tooltip_temp_table [o]
t[2] = 0
t[1] = 0
end
_table_sort (tooltip_temp_table, Details.Sort2)
--> enemy damage taken
Details:AddTooltipSpellHeaderText (Loc ["STRING_ATTRIBUTE_DAMAGE"], headerColor, i-1, true)
GameCooltip:AddIcon ([=[Interface\Buttons\UI-MicroStream-Green]=], 2, 1, 14, 14, 0.1875, 0.8125, 0.15625, 0.78125)
GameCooltip:AddIcon ([=[Interface\AddOns\Details\images\key_shift]=], 2, 2, Details.tooltip_key_size_width, Details.tooltip_key_size_height, 0, 1, 0, 0.640625, Details.tooltip_key_overlay2)
GameCooltip:AddStatusBar (100, 2, 0.7, g, b, 1)
--> build the tooltip
for o = 1, i-1 do
local player = tooltip_temp_table [o][1]
local total = tooltip_temp_table [o][2]
local player_name = player:name()
if (player_name:find (Details.playername)) then
GameCooltip:AddLine (player_name .. ": ", FormatTooltipNumber (_, total) .. " (" .. _cstr ("%.1f", (total / damage_done) * 100) .. "%)", 2, "yellow")
else
GameCooltip:AddLine (player_name .. ": ", FormatTooltipNumber (_, total) .." (" .. _cstr ("%.1f", (total / damage_done) * 100) .. "%)", 2)
end
local classe = player:class()
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", 2, nil, 14, 14, .25, .5, 0, 1)
else
GameCooltip:AddIcon (instancia.row_info.icon_file, 2, nil, 14, 14, _unpack (Details.class_coords [classe]))
end
Details:AddTooltipBackgroundStatusbar (2)
end
end
--> clean up
for o = 1, #tooltip_temp_table do
local t = tooltip_temp_table [o]
t[2] = 0
t[1] = 0
end
--]]