You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

571 lines
23 KiB

local SLE, _, E = unpack(select(2, ...))
local Armory = SLE.Armory_Core
local SA = SLE.Armory_Stats
local M = E.Misc
local _G = _G
local math_min = math.min
local format = format
local GetAverageItemLevel = GetAverageItemLevel
SA.totalShown = 0
SA.OriginalPaperdollStats = PAPERDOLL_STATCATEGORIES
function SA:BuildNewStats()
SA:CreateStatCategory('OffenseCategory', STAT_CATEGORY_ATTACK)
SA:CreateStatCategory('DefenceCategory', DEFENSE)
SA.AlteredPaperdollStats = {
[1] = {
categoryFrame = 'AttributesCategory',
stats = {
[1] = { stat = 'STRENGTH', primary = LE_UNIT_STAT_STRENGTH },
[2] = { stat = 'AGILITY', primary = LE_UNIT_STAT_AGILITY },
[3] = { stat = 'INTELLECT', primary = LE_UNIT_STAT_INTELLECT },
[4] = { stat = 'STAMINA' },
[5] = { stat = 'HEALTH', option = true },
[6] = { stat = 'POWER', option = true },
[7] = { stat = 'ALTERNATEMANA', option = true, classes = {'PRIEST', 'SHAMAN', 'DRUID'} },
[8] = { stat = 'MOVESPEED', option = true },
},
},
[2] = {
categoryFrame = 'OffenseCategory',
stats = {
[1] = { stat = 'ATTACK_DAMAGE', option = true, hideAt = 0 },
[2] = { stat = 'ATTACK_AP', option = true, hideAt = 0 },
[3] = { stat = 'ATTACK_ATTACKSPEED', option = true, hideAt = 0 },
[4] = { stat = 'SPELLPOWER', option = true, hideAt = 0 },
[5] = { stat = 'MANAREGEN', option = true, power = 'MANA' },
[6] = { stat = 'ENERGY_REGEN', option = true, power = 'ENERGY', hideAt = 0, roles = {'TANK', 'DAMAGER'}, classes = {'ROUGE', 'DRUID', 'MONK'} },
[7] = { stat = 'FOCUS_REGEN', option = true, power = 'FOCUS', hideAt = 0, classes = {'HUNTER'} },
[8] = { stat = 'RUNE_REGEN', option = true, power = 'RUNIC_POWER', hideAt = 0, classes = {'DEATHKNIGHT'} },
},
},
[3] = {
categoryFrame = 'EnhancementsCategory',
stats = {
[1] = { stat = 'CRITCHANCE', option = true, hideAt = 0 },
[2] = { stat = 'HASTE', option = true, hideAt = 0 },
[3] = { stat = 'MASTERY', option = true, hideAt = 0 },
[4] = { stat = 'VERSATILITY', option = true, hideAt = 0 },
[5] = { stat = 'LIFESTEAL', option = true, hideAt = 0 },
},
},
[4] = {
categoryFrame = 'DefenceCategory',
stats = {
[1] = { stat = 'ARMOR', option = true, },
[2] = { stat = 'AVOIDANCE', option = true, hideAt = 0 },
[3] = { stat = 'DODGE', option = true,},
[4] = { stat = 'PARRY', option = true, hideAt = 0, },
[5] = { stat = 'BLOCK', option = true, hideAt = 0, },
[6] = { stat = 'STAGGER', hideAt = 0, roles = {'TANK'}, classes = {'MONK'} },
},
},
}
end
function SA:CreateStatCategory(catName, text, noop)
if not _G['CharacterStatsPane'][catName] then
_G['CharacterStatsPane'][catName] = CreateFrame('Frame', nil, _G.CharacterStatsPane, 'CharacterStatFrameCategoryTemplate')
_G['CharacterStatsPane'][catName].Title:SetText(text)
_G['CharacterStatsPane'][catName]:StripTextures()
_G['CharacterStatsPane'][catName]:CreateBackdrop('Transparent')
_G['CharacterStatsPane'][catName].backdrop:ClearAllPoints()
_G['CharacterStatsPane'][catName].backdrop:SetPoint('CENTER')
_G['CharacterStatsPane'][catName].backdrop:SetWidth(150)
_G['CharacterStatsPane'][catName].backdrop:SetHeight(18)
end
return catName
end
function SA:BuildScrollBar() --Creating new scroll
--Scrollframe Parent Frame
SA.ScrollframeParentFrame = CreateFrame('Frame', nil, _G.CharacterFrameInsetRight)
SA.ScrollframeParentFrame:SetSize(198, 352)
SA.ScrollframeParentFrame:SetPoint('TOP', _G.CharacterFrameInsetRight, 'TOP', 0, -4)
--Scrollframe
SA.ScrollFrame = CreateFrame('ScrollFrame', 'SLE_Armory_Scroll', SA.ScrollframeParentFrame)
SA.ScrollFrame:SetPoint('TOP')
SA.ScrollFrame:SetSize(SA.ScrollframeParentFrame:GetSize())
--Scrollbar
SA.Scrollbar = CreateFrame('Slider', nil, SA.ScrollFrame, 'UIPanelScrollBarTemplate')
SA.Scrollbar:SetPoint('TOPLEFT', _G.CharacterFrameInsetRight, 'TOPRIGHT', -12, -20)
SA.Scrollbar:SetPoint('BOTTOMLEFT', _G.CharacterFrameInsetRight, 'BOTTOMRIGHT', -12, 18)
SA.Scrollbar:SetMinMaxValues(1, 2)
SA.Scrollbar:SetValueStep(1)
SA.Scrollbar.scrollStep = 1
SA.Scrollbar:SetValue(0)
SA.Scrollbar:SetWidth(8)
SA.Scrollbar:SetScript('OnValueChanged', function(frame, value)
local offset = value > 1 and frame:GetParent():GetVerticalScrollRange()/(SA.totalShown*Armory.Constants.Stats.ScrollStepMultiplier) or 1
frame:GetParent():SetVerticalScroll(value*offset)
end)
E.Skins:HandleScrollBar(SA.Scrollbar)
SA.Scrollbar:Hide()
--SA.ScrollChild Frame
SA.ScrollChild = CreateFrame('Frame', nil, SA.ScrollFrame)
SA.ScrollChild:SetSize(SA.ScrollFrame:GetSize())
SA.ScrollFrame:SetScrollChild(SA.ScrollChild)
CharacterStatsPane:ClearAllPoints()
CharacterStatsPane:SetParent(SA.ScrollChild)
CharacterStatsPane:SetSize(SA.ScrollChild:GetSize())
CharacterStatsPane:SetPoint('TOP', SA.ScrollChild, 'TOP', 0, 0)
CharacterStatsPane.ClassBackground:ClearAllPoints()
CharacterStatsPane.ClassBackground:SetParent( _G["CharacterFrameInsetRight"])
CharacterStatsPane.ClassBackground:SetPoint("CENTER")
-- Enable mousewheel scrolling
SA.ScrollFrame:EnableMouseWheel(true)
SA.ScrollFrame:SetScript('OnMouseWheel', function(_, delta)
local cur_val = SA.Scrollbar:GetValue()
SA.Scrollbar:SetValue(cur_val - delta*SA.totalShown) --This controls the speed of the scroll
end)
PaperDollSidebarTab1:HookScript('OnShow', function()
SA.ScrollframeParentFrame:Show()
end)
PaperDollSidebarTab1:HookScript('OnClick', function()
SA.ScrollframeParentFrame:Show()
end)
PaperDollSidebarTab2:HookScript('OnClick', function()
SA.ScrollframeParentFrame:Hide()
end)
PaperDollSidebarTab3:HookScript('OnClick', function()
SA.ScrollframeParentFrame:Hide()
end)
end
function SA:UpdateCharacterItemLevel(frame, which)
if not frame or which ~= 'Character' then return end
SA:UpdateIlvlFont()
if not E.db.sle.armory.stats.enable or not E.db.general.itemLevel.displayCharacterInfo then return end
local total, equipped = GetAverageItemLevel()
if E.db.sle.armory.stats.IlvlFull then
if E.db.sle.armory.stats.IlvlColor then
local r, g, b = E:ColorGradient((equipped / total), 1, 0, 0, 1, 1, 0, 0, 1, 0)
local avColor = E.db.sle.armory.stats.AverageColor
frame.ItemLevelText:SetFormattedText('%s%.2f|r |cffffffff/|r %s%.2f|r', E:RGBToHex(r, g, b), equipped, E:RGBToHex(avColor.r, avColor.g, avColor.b), total)
else
frame.ItemLevelText:SetFormattedText('%.2f / %.2f', equipped, total)
end
end
end
function SA:PaperDollFrame_UpdateStats()
SA.totalShown = 0
local categoryYOffset
local statYOffset
if E.db.sle.armory.stats.enable then
local total, equipped = GetAverageItemLevel()
if E.db.sle.armory.stats.IlvlFull then
if E.db.sle.armory.stats.IlvlColor then
local r, g, b = E:ColorGradient((equipped / total), 1, 0, 0, 1, 1, 0, 0, 1, 0)
local avColor = E.db.sle.armory.stats.AverageColor
_G.CharacterStatsPane.ItemLevelFrame.Value:SetFormattedText('%s%.2f|r |cffffffff/|r %s%.2f|r', E:RGBToHex(r, g, b), equipped, E:RGBToHex(avColor.r, avColor.g, avColor.b), total)
else
_G.CharacterStatsPane.ItemLevelFrame.Value:SetFormattedText('%.2f / %.2f', equipped, total)
end
else
_G.CharacterStatsPane.ItemLevelFrame.Value:SetTextColor(GetItemLevelColor())
PaperDollFrame_SetItemLevel(_G.CharacterStatsPane.ItemLevelFrame, 'player')
end
_G.CharacterStatsPane.ItemLevelCategory:SetPoint('TOP', _G.CharacterStatsPane, 'TOP', 0, 8)
_G.CharacterStatsPane.AttributesCategory:SetPoint('TOP', _G.CharacterStatsPane.ItemLevelFrame, 'BOTTOM', 0, 6)
categoryYOffset = 8
statYOffset = 0
end
_G.CharacterStatsPane.ItemLevelCategory:Show()
_G.CharacterStatsPane.ItemLevelCategory.Title:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.font or E.db.general.itemLevel.itemLevelFont), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.outline or NONE)
_G.CharacterStatsPane.ItemLevelFrame:Show()
local spec = GetSpecialization()
local role = GetSpecializationRole(spec)
local _, powerType = UnitPowerType('player')
-- print(GetSpecializationInfo(spec))
_G.CharacterStatsPane.statsFramePool:ReleaseAll()
-- we need a stat frame to first do the math to know if we need to show the stat frame
-- so effectively we'll always pre-allocate
local statFrame = _G.CharacterStatsPane.statsFramePool:Acquire()
local lastAnchor
for catIndex = 1, #PAPERDOLL_STATCATEGORIES do
local catFrame = _G['CharacterStatsPane'][PAPERDOLL_STATCATEGORIES[catIndex].categoryFrame]
catFrame.Title:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.font or E.db.general.itemLevel.itemLevelFont), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.outline or NONE)
local numStatInCat = 0
for statIndex = 1, #PAPERDOLL_STATCATEGORIES[catIndex].stats do
local stat = PAPERDOLL_STATCATEGORIES[catIndex].stats[statIndex]
local showStat = true
if E.db.sle.armory.stats.enable and stat.option and not E.db.sle.armory.stats.List[stat.stat] then showStat = false end
if ( showStat and stat.primary ) then
local primaryStat = select(6, GetSpecializationInfo(spec, nil, nil, nil, UnitSex('player')))
if ( stat.primary ~= primaryStat ) and E.db.sle.armory.stats.OnlyPrimary then
showStat = false
end
end
if ( showStat and stat.roles ) then
local foundRole = false
for _, statRole in pairs(stat.roles) do
if ( role == statRole ) then
foundRole = true
break
end
end
if foundRole and stat.classes then
for _, statClass in pairs(stat.classes) do
if ( E.myclass == statClass ) then
showStat = true
break
end
end
else
showStat = foundRole
end
end
if showStat and stat.power and stat.power ~= powerType then showStat = false end
if ( showStat ) then
statFrame.onEnterFunc = nil
PAPERDOLL_STATINFO[stat.stat].updateFunc(statFrame, 'player')
statFrame.Label:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.font or E.db.sle.armory.stats.statFonts.font), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.outline or NONE)
statFrame.Value:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.font or E.db.sle.armory.stats.statFonts.font), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.outline or NONE)
if ( not stat.hideAt or stat.hideAt ~= statFrame.numericValue ) then
if ( numStatInCat == 0 ) then
if ( lastAnchor ) then
catFrame:SetPoint('TOP', lastAnchor, 'BOTTOM', 0, categoryYOffset)
end
lastAnchor = catFrame
statFrame:SetPoint('TOP', catFrame, 'BOTTOM', 0, 6)
else
statFrame:SetPoint('TOP', lastAnchor, 'BOTTOM', 0, statYOffset)
end
if statFrame:IsShown() then
SA.totalShown = SA.totalShown + 1
numStatInCat = numStatInCat + 1
-- statFrame.Background:SetShown((numStatInCat % 2) == 0)
statFrame.Background:SetShown(false)
if statFrame.leftGrad then statFrame.leftGrad:Hide() end
if statFrame.rightGrad then statFrame.rightGrad:Hide() end
lastAnchor = statFrame
end
-- done with this stat frame, get the next one
statFrame = _G.CharacterStatsPane.statsFramePool:Acquire()
end
end
end
catFrame:SetShown(numStatInCat > 0)
end
-- release the current stat frame
_G.CharacterStatsPane.statsFramePool:Release(statFrame)
if SA.Scrollbar then
if SA.totalShown > 12 then
SA.Scrollbar:SetMinMaxValues(1, SA.totalShown*Armory.Constants.Stats.ScrollStepMultiplier)
SA.Scrollbar:Show()
else
SA.Scrollbar:SetMinMaxValues(1, 1)
SA.Scrollbar:Hide()
end
SA.Scrollbar:SetValue(SA.Scrollbar:GetValue())
end
end
function SA:UpdateIlvlFont()
local db = E.db.sle.armory.stats.itemLevel
local font, size, outline
font = E.db.sle.armory.stats.enable and E.LSM:Fetch('font', db.font) or nil
size = E.db.sle.armory.stats.enable and (db.size or 12) or 20
outline = E.db.sle.armory.stats.enable and db.outline or nil
_G.CharacterFrame.ItemLevelText:FontTemplate(font, size, outline)
_G.CharacterStatsPane.ItemLevelFrame.Value:FontTemplate(font, size, outline)
_G.CharacterStatsPane.ItemLevelFrame:SetHeight(size)
_G.CharacterStatsPane.ItemLevelFrame.Background:SetHeight(size)
if _G.CharacterStatsPane.ItemLevelFrame.leftGrad then
_G.CharacterStatsPane.ItemLevelFrame.leftGrad:SetHeight(size)
_G.CharacterStatsPane.ItemLevelFrame.rightGrad:SetHeight(size)
end
if not E.db.general.itemLevel.displayCharacterInfo then
_G.CharacterFrame.ItemLevelText:SetText('')
end
end
function SA:ToggleArmory()
PAPERDOLL_STATCATEGORIES = E.db.sle.armory.stats.enable and SA.AlteredPaperdollStats or SA.OriginalPaperdollStats
if E.db.sle.armory.stats.enable then
_G['CharacterStatsPane']['OffenseCategory']:Show()
_G['CharacterStatsPane']['DefenceCategory']:Show()
_G.CharacterStatsPane.ItemLevelFrame:SetPoint('TOP', _G.CharacterStatsPane.ItemLevelCategory, 'BOTTOM', 0, 6)
_G.CharacterFrame.ItemLevelText:SetText('')
-- SA:ToggleDecimals("enable")
else
_G['CharacterStatsPane']['OffenseCategory']:Hide()
_G['CharacterStatsPane']['DefenceCategory']:Hide()
_G.CharacterStatsPane.ItemLevelFrame:SetPoint('TOP', _G.CharacterStatsPane.ItemLevelCategory, 'BOTTOM', 0, 0)
-- SA:ToggleDecimals("disable")
SA.Scrollbar:Hide()
end
PaperDollFrame_UpdateStats()
M:UpdateCharacterItemLevel()
if not E.db.general.itemLevel.displayCharacterInfo then
_G.CharacterFrame.ItemLevelText:SetText('')
end
end
--Replacing broken Blizz function and adding some decimals
function SA:ReplaceBlizzFunctions()
function PaperDollFrame_SetAttackSpeed(statFrame, unit)
local meleeHaste = GetMeleeHaste()
local speed, offhandSpeed = UnitAttackSpeed(unit)
local displaySpeedxt
local displaySpeed = format('%.2f', speed)
if ( offhandSpeed ) then
offhandSpeed = format('%.2f', offhandSpeed)
end
if ( offhandSpeed ) then
displaySpeedxt = BreakUpLargeNumbers(displaySpeed)..' / '.. offhandSpeed
else
displaySpeedxt = BreakUpLargeNumbers(displaySpeed)
end
PaperDollFrame_SetLabelAndText(statFrame, WEAPON_SPEED, displaySpeed, false, speed)
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, ATTACK_SPEED).." "..displaySpeed..FONT_COLOR_CODE_CLOSE
statFrame.tooltip2 = format(STAT_ATTACK_SPEED_BASE_TOOLTIP, BreakUpLargeNumbers(meleeHaste))
statFrame:Show()
end
function PaperDollFrame_SetVersatility(statFrame, unit)
if ( unit ~= 'player' ) then
statFrame:Hide()
return
end
local versatility = GetCombatRating(CR_VERSATILITY_DAMAGE_DONE)
local versatilityDamageBonus = GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_DONE) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_DONE)
local versatilityDamageTakenReduction = GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_TAKEN) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_TAKEN)
if E.db.sle.armory.stats.decimals then --Alters format
PaperDollFrame_SetLabelAndText(statFrame, STAT_VERSATILITY, format('%.2f%%', versatilityDamageBonus) .. ' / ' .. format('%.2f%%', versatilityDamageTakenReduction), false, versatilityDamageBonus)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_VERSATILITY, versatilityDamageBonus, true, versatilityDamageBonus)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(VERSATILITY_TOOLTIP_FORMAT, STAT_VERSATILITY, versatilityDamageBonus, versatilityDamageTakenReduction) .. FONT_COLOR_CODE_CLOSE
statFrame.tooltip2 = format(CR_VERSATILITY_TOOLTIP, versatilityDamageBonus, versatilityDamageTakenReduction, BreakUpLargeNumbers(versatility), versatilityDamageBonus, versatilityDamageTakenReduction)
statFrame:Show()
end
function PaperDollFrame_SetMastery(statFrame, unit)
if ( unit ~= 'player' ) then
statFrame:Hide()
return
end
local mastery = GetMasteryEffect()
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_MASTERY, format('%.2f%%', mastery), false, mastery)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_MASTERY, mastery, true, mastery)
end
statFrame.onEnterFunc = Mastery_OnEnter
statFrame:Show()
end
function PaperDollFrame_SetLifesteal(statFrame, unit)
if ( unit ~= 'player' ) then
statFrame:Hide()
return
end
local lifesteal = GetLifesteal()
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_LIFESTEAL, format('%.2f%%', lifesteal), false, lifesteal)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_LIFESTEAL, lifesteal, true, lifesteal)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_LIFESTEAL) .. ' ' .. format('%.2f%%', lifesteal) .. FONT_COLOR_CODE_CLOSE
statFrame.tooltip2 = format(CR_LIFESTEAL_TOOLTIP, BreakUpLargeNumbers(GetCombatRating(CR_LIFESTEAL)), GetCombatRatingBonus(CR_LIFESTEAL))
statFrame:Show()
end
function PaperDollFrame_SetAvoidance(statFrame, unit)
if ( unit ~= 'player' ) then
statFrame:Hide()
return
end
local avoidance = GetAvoidance()
-- PaperDollFrame_SetLabelAndText Format Change
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_AVOIDANCE, format('%.2f%%', avoidance), false, avoidance)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_AVOIDANCE, avoidance, true, avoidance)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_AVOIDANCE) .. ' ' .. format('%.2f%%', avoidance) .. FONT_COLOR_CODE_CLOSE
statFrame.tooltip2 = format(CR_AVOIDANCE_TOOLTIP, BreakUpLargeNumbers(GetCombatRating(CR_AVOIDANCE)), GetCombatRatingBonus(CR_AVOIDANCE))
statFrame:Show()
end
function PaperDollFrame_SetDodge(statFrame, unit)
if (unit ~= 'player') then
statFrame:Hide()
return
end
local chance = GetDodgeChance()
-- PaperDollFrame_SetLabelAndText Format Change
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_DODGE, format('%.2f%%', chance), false, chance)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_DODGE, chance, true, chance)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, DODGE_CHANCE)..' '..format('%.2f', chance)..'%'..FONT_COLOR_CODE_CLOSE
statFrame.tooltip2 = format(CR_DODGE_TOOLTIP, GetCombatRating(CR_DODGE), GetCombatRatingBonus(CR_DODGE))
statFrame:Show()
end
function PaperDollFrame_SetParry(statFrame, unit)
if (unit ~= 'player') then
statFrame:Hide()
return
end
local chance = GetParryChance()
-- PaperDollFrame_SetLabelAndText Format Change
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_PARRY, format('%.2f%%', chance), false, chance)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_PARRY, chance, true, chance)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, PARRY_CHANCE)..' '..format('%.2f', chance)..'%'..FONT_COLOR_CODE_CLOSE
statFrame.tooltip2 = format(CR_PARRY_TOOLTIP, GetCombatRating(CR_PARRY), GetCombatRatingBonus(CR_PARRY))
statFrame:Show()
end
function PaperDollFrame_SetCritChance(statFrame, unit)
if ( unit ~= 'player' ) then
statFrame:Hide()
return
end
local rating
local spellCrit, rangedCrit, meleeCrit
local critChance
-- Start at 2 to skip physical damage
local holySchool = 2
local minCrit = GetSpellCritChance(holySchool)
statFrame.spellCrit = {}
statFrame.spellCrit[holySchool] = minCrit
for i=(holySchool+1), MAX_SPELL_SCHOOLS do
spellCrit = GetSpellCritChance(i)
minCrit = math_min(minCrit, spellCrit)
statFrame.spellCrit[i] = spellCrit
end
spellCrit = minCrit
rangedCrit = GetRangedCritChance()
meleeCrit = GetCritChance()
if (spellCrit >= rangedCrit and spellCrit >= meleeCrit) then
critChance = spellCrit
rating = CR_CRIT_SPELL
elseif (rangedCrit >= meleeCrit) then
critChance = rangedCrit
rating = CR_CRIT_RANGED
else
critChance = meleeCrit
rating = CR_CRIT_MELEE
end
-- PaperDollFrame_SetLabelAndText Format Change
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_CRITICAL_STRIKE, format('%.2f%%', critChance), false, critChance)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_CRITICAL_STRIKE, critChance, true, critChance)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_CRITICAL_STRIKE)..' '..format('%.2f%%', critChance)..FONT_COLOR_CODE_CLOSE
local extraCritChance = GetCombatRatingBonus(rating)
local extraCritRating = GetCombatRating(rating)
if (GetCritChanceProvidesParryEffect()) then
statFrame.tooltip2 = format(CR_CRIT_PARRY_RATING_TOOLTIP, BreakUpLargeNumbers(extraCritRating), extraCritChance, GetCombatRatingBonusForCombatRatingValue(CR_PARRY, extraCritRating))
else
statFrame.tooltip2 = format(CR_CRIT_TOOLTIP, BreakUpLargeNumbers(extraCritRating), extraCritChance)
end
statFrame:Show()
end
function PaperDollFrame_SetHaste(statFrame, unit)
if ( unit ~= 'player' ) then
statFrame:Hide()
return
end
local haste = GetHaste()
local rating = CR_HASTE_MELEE
local hasteFormatString
if (haste < 0) then
hasteFormatString = RED_FONT_COLOR_CODE..'%s'..FONT_COLOR_CODE_CLOSE
else
hasteFormatString = '%s'
end
-- PaperDollFrame_SetLabelAndText Format Change
if E.db.sle.armory.stats.decimals then
PaperDollFrame_SetLabelAndText(statFrame, STAT_HASTE, format(hasteFormatString, format('%.2f%%', haste)), false, haste)
else
PaperDollFrame_SetLabelAndText(statFrame, STAT_HASTE, format(hasteFormatString, format('%d%%', haste + 0.5)), false, haste)
end
statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_HASTE) .. ' ' .. format(hasteFormatString, format('%.2f%%', haste)) .. FONT_COLOR_CODE_CLOSE
local _, class = UnitClass(unit)
statFrame.tooltip2 = _G['STAT_HASTE_'..class..'_TOOLTIP']
if (not statFrame.tooltip2) then
statFrame.tooltip2 = STAT_HASTE_TOOLTIP
end
statFrame.tooltip2 = statFrame.tooltip2 .. format(STAT_HASTE_BASE_TOOLTIP, BreakUpLargeNumbers(GetCombatRating(rating)), GetCombatRatingBonus(rating))
statFrame:Show()
end
end
function SA:LoadAndSetup()
if SLE._Compatibility['DejaCharacterStats'] then return end
SA:ReplaceBlizzFunctions()
hooksecurefunc('PaperDollFrame_UpdateStats', SA.PaperDollFrame_UpdateStats)
hooksecurefunc(M, 'UpdateCharacterItemLevel', SA.UpdateCharacterItemLevel)
hooksecurefunc(M, 'ToggleItemLevelInfo', SA.UpdateCharacterItemLevel)
hooksecurefunc(M, 'UpdateAverageString', SA.UpdateCharacterItemLevel)
SA:BuildScrollBar()
SA:BuildNewStats()
SA:ToggleArmory()
_G.CharacterFrame:HookScript('OnShow', SA.UpdateCharacterItemLevel)
_G.CharacterFrame.ItemLevelText:SetText('')
end