
--lua locals
local _cstr = string.format
local _math_floor = math.floor
local tinsert = table.insert
local ipairs = ipairs
local pairs = pairs
local min = math.min
local unpack = unpack
local type = type

--api locals
local _GetSpellInfo = Details.getspellinfo
local GameTooltip = GameTooltip
local IsInRaid = IsInRaid
local IsInGroup = IsInGroup
local GetNumGroupMembers = GetNumGroupMembers
local UnitGUID = UnitGUID
local _UnitName = UnitName
local format = _G.format
local GetSpellLink = GetSpellLink or C_Spell.GetSpellLink --api local

local UnitIsUnit = UnitIsUnit

local _string_replace = Details.string.replace --details api

local Details = 		_G.Details
local AceLocale = LibStub("AceLocale-3.0")
local Loc = AceLocale:GetLocale( "Details" )

---@type detailsframework
local detailsFramework = DetailsFramework
local addonName, Details222 = ...

local gump = 			Details.gump
local _
local container_habilidades = 	Details.container_habilidades
local atributo_misc =		Details.atributo_misc

local container_misc = Details.container_type.CONTAINER_MISC_CLASS

local modo_GROUP = Details.modos.group
local modo_ALL = Details.modos.all

local class_type = Details.atributos.misc

local ToKFunctions = Details.ToKFunctions
local UsingCustomLeftText = false
local UsingCustomRightText = false

local TooltipMaximizedMethod = 1

local breakdownWindowFrame = Details.BreakdownWindowFrame
local keyName

local headerColor = "yellow"

function Details.SortIfHaveKey(table1, table2)
	if (table1[keyName] and table2[keyName]) then
		return table1[keyName] > table2[keyName]

	elseif (table1[keyName] and not table2[keyName]) then
		return true
	else
		return false
	end
end

function Details.SortGroupIfHaveKey(table1, table2)
	if (table1.grupo and table2.grupo) then
		if (table1[keyName] and table2[keyName]) then
			return table1[keyName] > table2[keyName]

		elseif (table1[keyName] and not table2[keyName]) then
			return true
		else
			return false
		end

	elseif (table1.grupo and not table2.grupo) then
		return true

	elseif (not table1.grupo and table2.grupo) then
		return false

	else
		if (table1[keyName] and table2[keyName]) then
			return table1[keyName] > table2[keyName]

		elseif (table1[keyName] and not table2[keyName]) then
			return true
		else
			return false
		end
	end
end

function Details.SortGroupMisc(container, keyName2)
	keyName = keyName2
	return table.sort(container, Details.SortKeyGroupMisc)
end

function Details.SortKeyGroupMisc(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

function Details.SortKeySimpleMisc(table1, table2)
	return table1[keyName] > table2[keyName]
end

function Details:ContainerSortMisc(container, amount, keyName2)
	keyName = keyName2
	table.sort(container, Details.SortKeySimpleMisc)

	if (amount) then
		for i = amount, 1, -1 do
			if (container[i][keyName] < 1) then
				amount = amount-1
			else
				break
			end
		end

		return amount
	end
end

---attempt to get the amount of casts of a spell
---@param combat table the combat object
---@param actorName string name of the actor
---@param spellName string
function Details:GetSpellCastAmount(combat, actorName, spellName) --[[exported]]
	return combat:GetSpellCastAmount(actorName, spellName)
end

function atributo_misc:NovaTabela(serial, nome, link)
	local newUtilityActor = {
		last_event = 0,
		tipo = class_type,
		pets = {}
	}

	setmetatable(newUtilityActor, atributo_misc)

	detailsFramework:Mixin(newUtilityActor, Details222.Mixins.ActorMixin)

	return newUtilityActor
end

function atributo_misc:CreateBuffTargetObject()
	return {
		uptime = 0,
		actived = false,
		activedamt = 0,
		refreshamt = 0,
		appliedamt = 0,
	}
end

local statusBarBackgroundTable_ForDeathTooltip = {
	value = 100,
	texture = [[Interface\AddOns\Details\images\bar_serenity]],
	color = {DetailsFramework:GetDefaultBackdropColor()}
}

--expose in case someone want to customize the death tooltip background
Details.StatusBarBackgroundTable_ForDeathTooltip = statusBarBackgroundTable_ForDeathTooltip

function Details.ShowDeathTooltip(instance, lineFrame, combatObject, deathTable) --~death
	local events = deathTable[1]
	local timeOfDeath = deathTable[2]
	local maxHP = max(deathTable[5], 0.001)
	local battleress = false
	local lastcooldown = false
	local gameCooltip = GameCooltip

	local showSpark = Details.death_tooltip_spark
	local barTypeColors = Details.death_log_colors
	local statusbarTexture = Details.death_tooltip_texture
	local tooltipWidth = Details.death_tooltip_width

	local damageSourceColor = "FFFFFFFF" --FFC6B0D9
	local healingSourceColor = "FF988EA0" --FFC6B0D9

	local damageAmountColor = "FFFFFFFF"
	local healingAmountColor = "FF988EA0"

	local lineHeight = Details.deathlog_line_height

	gameCooltip:Reset()
	gameCooltip:SetType("tooltipbar")

	gameCooltip:AddLine(Loc ["STRING_REPORT_LEFTCLICK"], nil, 1, unpack(Details.click_to_report_color))
	gameCooltip:AddIcon([[Interface\TUTORIALFRAME\UI-TUTORIAL-FRAME]], 1, 1, 12, 16, 0.015625, 0.13671875, 0.4375, 0.59765625)

	--death parser
	for i, event in ipairs(events) do
		--local currentHP = event[5] * 100
		--local healthPercent = floor(currentHP / maxHP * 100)
		local healthPercent = floor((event[5] or 0) * 100)
		if (healthPercent > 100) then
			healthPercent = 100
		end

		local evType = event[1]
		local spellName, _, spellIcon = _GetSpellInfo(event[2])

		if (not spellName) then
			spellName = _G.UNKNOWN
		end

		if (not spellIcon) then
			spellIcon = [[Interface\ICONS\INV_MISC_QUESTIONMARK]]
		end

		local amount = event[3]
		local eventTime = event[4]
		local source = Details:GetOnlyName(event[6] or "")
		local eventFrom = event[6]

		if (eventTime + 10 > timeOfDeath) then
			if (type(evType) == "boolean") then
				--is damage or heal?
				if (evType) then --bool true
					--damage
					local overkill = event[10] or 0
					local critical = event[11] and (" " .. TEXT_MODE_A_STRING_RESULT_CRITICAL) or "" --(Critical)
					local crushing = event[12] and (" " .. TEXT_MODE_A_STRING_RESULT_CRUSHING) or "" --(Crushing)
					local critOrCrush = critical .. crushing

					if (overkill > 0) then
						--deprecated as the parser now removes the overkill damage from total damage
						--this should now sum the overkill from [10] with the damage from [3]
							--check the type of overkill that should be shown
							--if show_totalhitdamage_on_overkill is true it'll show the total damage of the hit
							--if false it shows the total damage of the hit minus the overkill
							--if (not Details.show_totalhitdamage_on_overkill) then
							--	amount = amount - overkill
							--end

						overkill = " (" .. Details:ToK(overkill) .. " |cFFFF8800overkill|r)"
						gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s |cFFFFFF00" .. spellName .. "|r(|c" .. damageSourceColor .. eventFrom .. "|r)", "|c" .. damageAmountColor .. "-" .. Details:ToK(amount) .. critOrCrush .. overkill .. " (" .. healthPercent .. "%)", 1, "white", "white")
					else
						overkill = ""
						gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (|c" .. damageSourceColor .. eventFrom .. "|r)", "|c" .. damageAmountColor .. "-" .. Details:ToK(amount) .. critOrCrush .. overkill .. " (" .. healthPercent .. "%)", 1, "white", "white")
					end

					gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)

					if (event[9]) then
						--friendly fire
						gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.friendlyfire, showSpark, statusBarBackgroundTable_ForDeathTooltip)
					else
						--from a enemy
						gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.damage, showSpark, statusBarBackgroundTable_ForDeathTooltip)
					end
				else
					--heal
					if (amount > Details.deathlog_healingdone_min) then
						if (combatObject.is_arena) then
							if (amount > Details.deathlog_healingdone_min_arena) then
								gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (|c" .. healingSourceColor .. source .. "|r)", "|c" .. healingAmountColor .. "+" .. Details:ToK(amount) .. " (" .. healthPercent .. "%)", 1, "white", "white")
								gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
								gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.heal, showSpark, statusBarBackgroundTable_ForDeathTooltip)
							end
						else
							gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (|c" .. healingSourceColor .. source .. "|r)",(event[11] and ("x" .. event[11] .. " ") or "") .. "|c" .. healingAmountColor .. "+" .. Details:ToK(amount) .. " (" .. healthPercent .. "%)", 1, "white", "white")
							gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
							gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.heal, showSpark, statusBarBackgroundTable_ForDeathTooltip)
						end
					end
				end

			elseif (type(evType) == "number") then
				if (evType == 1) then
					--cooldown
					gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "cooldown(" .. healthPercent .. "%)", 1, "white", "white")
					gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
					gameCooltip:AddStatusBar(100, 1, barTypeColors.cooldown, showSpark)

				elseif (evType == 2 and not battleress) then
					--battle ress
					battleress = event

				elseif (evType == 3) then
					--last cooldown used
					lastcooldown = event

				elseif (evType == 4) then
					--debuff
					gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "x" .. amount .. " " .. AURA_TYPE_DEBUFF .. " (" .. healthPercent .. "%)", 1, "white", "white")
					gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
					gameCooltip:AddStatusBar(100, 1, barTypeColors.debuff, showSpark)

				elseif (evType == 5) then
					--buff
					gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "x" .. amount .. " " .. AURA_TYPE_BUFF .. " (" .. healthPercent .. "%)", 1, "white", "white")
					gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
					gameCooltip:AddStatusBar(100, 1, barTypeColors.buff, showSpark)

				elseif (evType == 6) then
					--enemy cast
					gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "x" .. amount .. "", 1, "white", "white")
					gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
					local r, g, b, a = DetailsFramework:ParseColors("honeydew")
					gameCooltip:AddStatusBar(100, 1, {r, g, b, 0.6}, showSpark)
				end
			end
		end
	end

	gameCooltip:AddLine(deathTable[6] .. " " .. Loc["STRING_TIME_OF_DEATH"] , "-- -- -- ", 1, "white")
	gameCooltip:AddIcon("Interface\\AddOns\\Details\\images\\small_icons", 1, 1, nil, nil, .75, 1, 0, 1)
	gameCooltip:AddStatusBar(0, 1, .5, .5, .5, .5, false, {value = 100, color = {.5, .5, .5, 1}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar4_vidro]]})

	if (battleress) then
		local spellName, _, spellIcon = _GetSpellInfo(battleress[2])
		gameCooltip:AddLine("+" .. format("%.1f", battleress[4] - timeOfDeath) .. "s " .. spellName .. " (" .. battleress[6] .. ")", "", 1, "white")
		gameCooltip:AddIcon("Interface\\Glues\\CharacterSelect\\Glues-AddOn-Icons", 1, 1, lineHeight, lineHeight, .75, 1, 0, 1)
		gameCooltip:AddStatusBar(0, 1, .5, .5, .5, .5, false, {value = 100, color = {.5, .5, .5, 1}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar4_vidro]]})
	end

	if (lastcooldown) then
		if (lastcooldown[3] == 1) then
			local spellName, _, spellIcon = _GetSpellInfo(lastcooldown[2])
			gameCooltip:AddLine(format("%.1f", lastcooldown[4] - timeOfDeath) .. "s " .. spellName .. " (" .. Loc ["STRING_LAST_COOLDOWN"] .. ")")
			gameCooltip:AddIcon(spellIcon, 1, 1, lineHeight, lineHeight, .1, .9, .1, .9)
		else
			gameCooltip:AddLine(Loc ["STRING_NOLAST_COOLDOWN"])
			gameCooltip:AddIcon([[Interface\CHARACTERFRAME\UI-Player-PlayTimeUnhealthy]], 1, 1, 18, 18)
		end

		gameCooltip:AddStatusBar(0, 1, 1, 1, 1, 1, false, {value = 100, color = {.3, .3, .3, 1}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar_serenity]]})
	end

	--set the font and size of the text as defined in the options panel
	gameCooltip:SetOption("TextSize", Details.tooltip.fontsize)
	gameCooltip:SetOption("TextFont",  Details.tooltip.fontface)

	--move the left and right texts more close to the tooltip border
	gameCooltip:SetOption("LeftPadding", -4)
	gameCooltip:SetOption("RightPadding", 7)

	--space between each line, positive values make the lines be closer
    gameCooltip:SetOption("LinePadding", -2)

	--move each line in the Y axis(vertical offsett)
	gameCooltip:SetOption("LineYOffset", 0)

	--tooltip width
	gameCooltip:SetOption("FixedWidth",(type(tooltipWidth) == "number" and tooltipWidth) or 300)

	--progress bar texture
	gameCooltip:SetOption("StatusBarTexture", statusbarTexture)

	return true
end

function Details:ToolTipDead(instance, deathTable, barFrame)
	local gameCooltip = GameCooltip

	local builtTooltip = Details.ShowDeathTooltipFunction(instance, barFrame, instance:GetCombat(), deathTable)
	if (builtTooltip) then
		local myPoint = Details.tooltip.anchor_point
		local anchorPoint = Details.tooltip.anchor_relative
		local xOffset = Details.tooltip.anchor_offset[1]
		local yOffset = Details.tooltip.anchor_offset[2]

		if (Details.tooltip.anchored_to == 1) then
			gameCooltip:SetHost(barFrame, myPoint, anchorPoint, xOffset, yOffset)
		else
			gameCooltip:SetHost(DetailsTooltipAnchor, myPoint, anchorPoint, xOffset, yOffset)
		end

		gameCooltip:ShowCooltip()
	end
end

local function RefreshBarraMorte(morte, barra, instancia)
	atributo_misc:UpdateDeathRow(morte, morte.minha_barra, barra.colocacao, instancia)
end

--object death:
--[1] tabela [2] time [3] nome [4] classe [5] maxhealth [6] time of death
--[1] true damage/ false heal [2] spellid [3] amount [4] time [5] current health [6] source

local reportTable = {}
local ReportSingleDeathFunc = function(IsCurrent, IsReverse, AmtLines)
	AmtLines = AmtLines + 1

	local t = {}
	for i = 1, min(#reportTable, AmtLines) do
		local table = reportTable [i]
		t [#t+1] = table [1] .. table [4] .. table [2] .. table [3]
	end

	local title = table.remove(t, 1)
	t = Details.table.reverse(t)
	tinsert(t, 1, title)

	Details:SendReportLines(t)
end

function atributo_misc:ReportSingleDeadLine(morte, instancia)
	local barra = instancia.barras [morte.minha_barra]

	local max_health = morte [5]
	local time_of_death = morte [2]

	do
		if (not Details.fontstring_len) then
			Details.fontstring_len = Details.listener:CreateFontString(nil, "background", "GameFontNormal")
		end
		local _, fontSize = FCF_GetChatWindowInfo(1)
		if (fontSize < 1) then
			fontSize = 10
		end
		local fonte, _, flags = Details.fontstring_len:GetFont()
		Details.fontstring_len:SetFont(fonte, fontSize, flags)
		Details.fontstring_len:SetText("thisisspacement")
	end
	local default_len = Details.fontstring_len:GetStringWidth()

	Details:Destroy(reportTable)
	local report_array = reportTable
	report_array[1] = {"Details! " .. Loc ["STRING_REPORT_SINGLE_DEATH"] .. " " .. morte [3] .. " " .. Loc ["STRING_ACTORFRAME_REPORTAT"] .. " " .. morte [6], "", "", ""}

	for index, evento in ipairs(Details.table.reverse(morte [1])) do
		if (evento [1] and type(evento [1]) == "boolean") then --damage
			if (evento [3]) then
				local elapsed = _cstr("%.1f", evento [4] - time_of_death) .."s"
				local spellname, _, spellicon = _GetSpellInfo(evento [2])
				local spelllink

				if (evento [2] == 1) then
					spelllink = GetSpellLink(6603)
				elseif (evento [2] > 10) then
					spelllink = GetSpellLink(evento [2])
				else
					spelllink = spellname
				end

				local source = Details:GetOnlyName(evento [6])
				local amount = evento [3]
				local hp = _math_floor(evento [5] / max_health * 100)
				if (hp > 100) then
					hp = 100
				end

				tinsert(report_array, {elapsed .. " ", spelllink, " (" .. source .. ")", "-" .. Details:ToK(amount) .. " (" .. hp .. "%) "})
			end

		elseif (not evento [1] and type(evento [1]) == "boolean") then --heal

			local amount = evento [3]

			if (amount > Details.deathlog_healingdone_min) then
				local elapsed = _cstr("%.1f", evento [4] - time_of_death) .."s"
				local spelllink = GetSpellLink(evento [2])
				local source = Details:GetOnlyName(evento [6])
				local spellname, _, spellicon = _GetSpellInfo(evento [2])

				local hp = _math_floor(evento [5] / max_health * 100)
				if (hp > 100) then
					hp = 100
				end

				if (Details.report_heal_links) then
					tinsert(report_array, {elapsed .. " ", spelllink, " (" .. source .. ")", "+" .. Details:ToK(amount) .. " (" .. hp .. "%) "})
				else
					tinsert(report_array, {elapsed .. " ", spellname, " (" .. source .. ")", "+" .. Details:ToK(amount) .. " (" .. hp .. "%) "})
				end
			end

		elseif (type(evento [1]) == "number" and evento [1] == 4) then --debuff

			local elapsed = _cstr("%.1f", evento [4] - time_of_death) .."s"
			local spelllink = GetSpellLink(evento [2])
			local source = Details:GetOnlyName(evento [6])
			local spellname, _, spellicon = _GetSpellInfo(evento [2])
			local stacks = evento [3]
			local hp = _math_floor(evento [5] / max_health * 100)
			if (hp > 100) then
				hp = 100
			end

			tinsert(report_array, {elapsed .. " ", "x" .. stacks .. "" .. spelllink, " (" .. source .. ")", " (" .. hp .. "%) "})
		end
	end

	Details:SendReportWindow(ReportSingleDeathFunc, nil, nil, true)
end

function atributo_misc:ReportSingleCooldownLine(misc_actor, instancia)
	local reportar

	if (instancia.segmento == -1) then --overall
		reportar = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_OVERALL"] .. " " .. Loc ["STRING_ATTRIBUTE_MISC_DEFENSIVE_COOLDOWNS"]}
	else
		reportar = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_MISC_DEFENSIVE_COOLDOWNS"]}
	end

	local meu_total = _math_floor(misc_actor.cooldowns_defensive)
	local cooldowns = misc_actor.cooldowns_defensive_spells._ActorTable
	local cooldowns_used = {}

	for spellid, spell in pairs(cooldowns) do
		cooldowns_used [#cooldowns_used+1] = {spellid, spell.counter, spell}
	end
	table.sort(cooldowns_used, Details.Sort2)

	for i, spell in ipairs(cooldowns_used) do

		local spelllink = GetSpellLink(spell [1])
		reportar [#reportar+1] = spelllink .. ": " .. spell [2]

		for target_name, amount in pairs(spell[3].targets) do
			if (target_name ~= misc_actor.nome and target_name ~= Loc ["STRING_RAID_WIDE"] and amount > 0) then
				reportar [#reportar+1] = "  -" .. target_name .. ": " .. amount
			end
		end

	end
	return Details:Reportar(reportar, {_no_current = true, _no_inverse = true, _custom = true})
end

local buff_format_name = function(spellid)
	if (type(spellid) == "string") then
		return spellid
	end
	return Details:GetSpellLink(spellid)
end

local buff_format_amount = function(t)
	local total, percent = unpack(t)
	local m, s = _math_floor(total / 60), _math_floor(total % 60)
	return _cstr("%.1f", percent) .. "%(" .. m .. "m " .. s .. "s)"
end

local sort_buff_report = function(t1, t2)
	return t1[2][1] > t2[2][1]
end

function atributo_misc:ReportSingleBuffUptimeLine(misc_actor, instance)
	local report_table = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_MISC_BUFF_UPTIME"]}

	local buffs = {}
	local combat_time = floor(instance.showing:GetCombatTime())

	for spellid, spellTable in pairs(misc_actor.buff_uptime_spells._ActorTable) do
		if (spellTable.uptime and spellTable.uptime > 0) then -- and percent < 99.5
			local percent = spellTable.uptime / combat_time * 100
			buffs [#buffs+1] = {spellid, {spellTable.uptime, percent}}
		end
	end

	table.sort(buffs, sort_buff_report)
	Details:FormatReportLines(report_table, buffs, buff_format_name, buff_format_amount)
	return Details:Reportar(report_table, {_no_current = true, _no_inverse = true, _custom = true})
end

function atributo_misc:ReportSingleDebuffUptimeLine(misc_actor, instance)
	local report_table = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_MISC_DEBUFF_UPTIME"]}

	local debuffs = {}
	local combat_time = instance.showing:GetCombatTime()

	for spellid, spellTable in pairs(misc_actor.debuff_uptime_spells._ActorTable) do
		if (spellTable.uptime) then
			local percent = spellTable.uptime / combat_time * 100
			debuffs [#debuffs+1] = {spellid, {spellTable.uptime, percent}}
		end
	end

	table.sort(debuffs, sort_buff_report)
	Details:FormatReportLines(report_table, debuffs, buff_format_name, buff_format_amount)

	return Details:Reportar(report_table, {_no_current = true, _no_inverse = true, _custom = true})
end

---index[1] is the death log
---index[2] is the death time
---index[3] is the name of the player
---index[4] is the class of the player
---index[5] is the max health
---index[6] is the time of the fight as string

---update a row in an instance(window) showing death logs
---@param deathTable table
---@param whichRowLine number
---@param rankPosition number
---@param instanceObject table
function atributo_misc:UpdateDeathRow(deathTable, whichRowLine, rankPosition, instanceObject) --todo: change this function name
	local playerName, playerClass, deathTime, deathCombatTime, deathTimeString, playerMaxHealth, deathEvents, lastCooldown, spec = Details:UnpackDeathTable(deathTable)

	deathTable["dead"] = true
	local thisRow = instanceObject.barras[whichRowLine]

	if (not thisRow) then
		print("DEBUG: problema com <instancia.esta_barra> "..whichRowLine.." "..rankPosition)
		return
	end

	thisRow.minha_tabela = deathTable

	deathTable.nome = playerName
	deathTable.minha_barra = whichRowLine
	thisRow.colocacao = rankPosition

	if (not getmetatable(deathTable)) then
		setmetatable(deathTable, {__call = RefreshBarraMorte})
		deathTable._custom = true
	end

	local bUseCustomLeftText = instanceObject.row_info.textL_enable_custom_text

	local actorObject = instanceObject:GetCombat():GetContainer(DETAILS_ATTRIBUTE_MISC):GetActor(playerName)
	if (actorObject) then
		actorObject:SetBarLeftText(thisRow, instanceObject, false, false, false, bUseCustomLeftText)
	else
		Details:SetBarLeftText(thisRow, instanceObject, false, false, false, bUseCustomLeftText)
	end

	if (instanceObject.row_info.textL_class_colors) then
		local textColor_Red, textColor_Green, textColor_Blue = actorObject:GetTextColor(instanceObject, "left")
		thisRow.lineText1:SetTextColor(textColor_Red, textColor_Green, textColor_Blue) --the r, g, b color passed are the color used on the bar, so if the bar is not using class color, the text is painted with the fixed color for the bar
	end

	if (instanceObject.row_info.textR_class_colors) then
		local textColor_Red, textColor_Green, textColor_Blue = actorObject:GetTextColor(instanceObject, "right")
		thisRow.lineText4:SetTextColor(textColor_Red, textColor_Green, textColor_Blue) --the r, g, b color passed are the color used on the bar, so if the bar is not using class color, the text is painted with the fixed color for the bar
	end

	thisRow.lineText2:SetText("")
	thisRow.lineText3:SetText("")
	thisRow.lineText4:SetText(deathTimeString)

	local r, g, b, a = actorObject:GetBarColor()
	actorObject:SetBarColors(thisRow, instanceObject, r, g, b, a)

	thisRow:SetValue(100)
	if (thisRow.hidden or thisRow.fading_in or thisRow.faded) then
		Details.FadeHandler.Fader(thisRow, "out")
	end

	if (instanceObject.row_info.use_spec_icons) then
		local nome = deathTable[3]
		local spec = instanceObject.showing(1, nome) and instanceObject.showing(1, nome).spec or(instanceObject.showing(2, nome) and instanceObject.showing(2, nome).spec)
		if (spec and spec ~= 0 and Details.class_specs_coords[spec]) then
			thisRow.icone_classe:SetTexture(instanceObject.row_info.spec_file)
			thisRow.icone_classe:SetTexCoord(unpack(Details.class_specs_coords[spec]))
		else
			if (CLASS_ICON_TCOORDS [deathTable[4]]) then
				thisRow.icone_classe:SetTexture(instanceObject.row_info.icon_file)
				thisRow.icone_classe:SetTexCoord(unpack(CLASS_ICON_TCOORDS [deathTable[4]]))
			else
				local texture, l, r, t, b = Details:GetUnknownClassIcon()
				thisRow.icone_classe:SetTexture(texture)
				thisRow.icone_classe:SetTexCoord(l, r, t, b)
			end
		end
	else
		if (CLASS_ICON_TCOORDS [deathTable[4]]) then
			thisRow.icone_classe:SetTexture(instanceObject.row_info.icon_file)
			thisRow.icone_classe:SetTexCoord(unpack(CLASS_ICON_TCOORDS [deathTable[4]]))
		else
			local texture, l, r, t, b = Details:GetUnknownClassIcon()
			thisRow.icone_classe:SetTexture(texture)
			thisRow.icone_classe:SetTexCoord(l, r, t, b)
		end
	end

	thisRow.icone_classe:SetVertexColor(1, 1, 1)

	if (thisRow.mouse_over and not instanceObject.baseframe.isMoving) then --precisa atualizar o tooltip
		gump:UpdateTooltip(whichRowLine, thisRow, instanceObject)
	end

	thisRow.lineText1:SetSize(thisRow:GetWidth() - thisRow.lineText4:GetStringWidth() - 20, 15)
end

function atributo_misc:RefreshWindow(instance, combatObject, bIsForceRefresh, bIsExport)
	if not Details222.UpdateIsAllowed() then return end --temporary stop updates in th new dlc

	---@type actorcontainer
	local utilityActorContainer = combatObject[class_type]

	if (#utilityActorContainer._ActorTable < 1) then --n�o h� barras para mostrar
		return Details:HideBarsNotInUse(instance, utilityActorContainer), "", 0, 0
	end

	local total = 0
	instance.top = 0

	if detailsFramework.IsAddonApocalypseWow() then
		instance:CheckForSecretsAndAspects()
	end

	--the main attribute is utility, the sub attribute is the type of utility(cc break, ress, etc)
	local subAttribute = Details222.OverrideSubAttributeOnNextRefresh or instance.sub_atributo
	Details222.OverrideSubAttributeOnNextRefresh = nil

	local conteudo = utilityActorContainer._ActorTable
	local amount = #conteudo
	local modo = instance.modo

	if (bIsExport) then
		if (type(bIsExport) == "boolean") then
			if (subAttribute == 1) then --CC BREAKS
				keyName = "cc_break"
			elseif (subAttribute == 2) then --RESS
				keyName = "ress"
			elseif (subAttribute == 3) then --INTERRUPT
				keyName = "interrupt"
			elseif (subAttribute == 4) then --DISPELLS
				keyName = "dispell"
			elseif (subAttribute == 5) then --DEATHS
				keyName = "dead"
			elseif (subAttribute == 6) then --DEFENSIVE COOLDOWNS
				keyName = "cooldowns_defensive"
			elseif (subAttribute == 7) then --BUFF UPTIME
				keyName = "buff_uptime"
			elseif (subAttribute == 8) then --DEBUFF UPTIME
				keyName = "debuff_uptime"
			end
		else
			keyName = bIsExport.key
			modo = bIsExport.modo
		end

	elseif (instance.atributo == 5) then --custom
		keyName = "custom"
		total = combatObject.totals [instance.customName]

	else

		--pega qual a sub key que ser� usada
		if (subAttribute == 1) then --CC BREAKS
			keyName = "cc_break"
		elseif (subAttribute == 2) then --RESS
			keyName = "ress"
		elseif (subAttribute == 3) then --INTERRUPT
			keyName = "interrupt"
		elseif (subAttribute == 4) then --DISPELLS
			keyName = "dispell"
		elseif (subAttribute == 5) then --DEATHS
			keyName = "dead"
		elseif (subAttribute == 6) then --DEFENSIVE COOLDOWNS
			keyName = "cooldowns_defensive"
		elseif (subAttribute == 7) then --BUFF UPTIME
			keyName = "buff_uptime"
		elseif (subAttribute == 8) then --DEBUFF UPTIME
			keyName = "debuff_uptime"
		end
	end

	if (keyName == "dead") then
		local allDeathsInTheCombat = combatObject.last_events_tables
		instance.top = 1
		total = #allDeathsInTheCombat

		if (bIsExport) then
			return allDeathsInTheCombat
		end

		if (total < 1) then
			instance:EsconderScrollBar()
			return Details:EndRefresh(instance, total, combatObject, utilityActorContainer)
		end

		instance:RefreshScrollBar(total)

		local whichRowLine = 1

		local bIsRaidCombat = combatObject:GetCombatType() == DETAILS_SEGMENTTYPE_RAID_BOSS
		local bIsMythicDungeonOverall = combatObject:IsMythicDungeonOverall()
		local bIsOverallData = instance:GetSegmentId() == DETAILS_SEGMENTID_OVERALL

		local bReverseDeathLog = false
		if (bIsRaidCombat and Details.combat_log.inverse_deathlog_raid) then
			bReverseDeathLog = true

		elseif (bIsMythicDungeonOverall and Details.combat_log.inverse_deathlog_mplus) then
			bReverseDeathLog = true

		elseif (bIsOverallData and Details.combat_log.inverse_deathlog_overalldata) then
			bReverseDeathLog = true
		end

		if (bReverseDeathLog) then
			--reverse the table
			local tempTable = {}
			for i = #allDeathsInTheCombat, 1, -1 do
				tempTable[#tempTable+1] = allDeathsInTheCombat[i]
			end

			--update only the lines shown
			for i = instance.barraS[1], instance.barraS[2], 1 do
				if (tempTable[i]) then
					atributo_misc:UpdateDeathRow(tempTable[i], whichRowLine, i, instance)
					whichRowLine = whichRowLine+1
				end
			end
		else
			--update only the lines shown
			for i = instance.barraS[1], instance.barraS[2], 1 do
				if (allDeathsInTheCombat[i]) then
					atributo_misc:UpdateDeathRow(allDeathsInTheCombat[i], whichRowLine, i, instance)
					whichRowLine = whichRowLine+1
				end
			end
		end

		return Details:EndRefresh(instance, total, combatObject, utilityActorContainer)
	else
		if (instance.atributo == 5) then --custom
			table.sort(conteudo, Details.SortIfHaveKey)

			--strip results with zero
			for i = amount, 1, -1 do
				if (not conteudo[i][keyName] or conteudo[i][keyName] < 1) then
					amount = amount - 1
				else
					break
				end
			end

			--get the total done from the combat total data
			total = combatObject.totals[class_type][keyName]
			instance.top = conteudo[1][keyName]

		elseif (modo == modo_ALL) then --mostrando ALL
			table.sort(conteudo, Details.SortIfHaveKey)

			--strip results with zero
			for i = amount, 1, -1 do
				if (not conteudo[i][keyName] or conteudo[i][keyName] < 1) then
					amount = amount - 1
				else
					break
				end
			end

			--get the total done from the combat total data
			total = combatObject.totals[class_type][keyName]
			instance.top = conteudo[1][keyName]

		elseif (modo == modo_GROUP) then
			table.sort(conteudo, Details.SortGroupIfHaveKey)

			for index, player in ipairs(conteudo) do
				if (player.grupo) then --is a player and is in the player group
					--stop when the amount is zero
					if (not player[keyName] or player[keyName] < 1) then
						amount = index - 1
						break
					elseif (index == 1) then --esse IF aqui, precisa mesmo ser aqui? n�o daria pra pega-lo com uma chave [1] nad grupo == true?
						instance.top = conteudo[1][keyName]
					end

					total = total + player[keyName]
				else
					amount = index-1
					break
				end
			end

		end
	end

	--refresh the container map
	utilityActorContainer:remapear()

	if (bIsExport) then
		return total, keyName, instance.top, amount
	end

	--check if there's nothing to show
	if (amount < 1) then
		instance:EsconderScrollBar() --precisaria esconder a scroll bar
		return Details:EndRefresh(instance, total, combatObject, utilityActorContainer)
	end

	instance:RefreshScrollBar(amount)

	local whichRowLine = 1
	local barras_container = instance.barras
	local percentage_type = instance.row_info.percent_type
	local bars_show_data = instance.row_info.textR_show_data
	local bars_brackets = instance:GetBarBracket()
	local bars_separator = instance:GetBarSeparator()
	local bUseAnimations = Details.is_using_row_animations and (not instance.baseframe.isStretching and not bIsForceRefresh)

	if (total == 0) then
		total = 0.00000001
	end

	UsingCustomLeftText = instance.row_info.textL_enable_custom_text
	UsingCustomRightText = instance.row_info.textR_enable_custom_text

	if (instance.bars_sort_direction == 1) then --top to bottom
		for i = instance.barraS[1], instance.barraS[2], 1 do --vai atualizar s� o range que esta sendo mostrado
			conteudo[i]:RefreshLine(instance, barras_container, whichRowLine, i, total, subAttribute, bIsForceRefresh, keyName, nil, percentage_type, bUseAnimations, bars_show_data, bars_brackets, bars_separator)
			whichRowLine = whichRowLine+1
		end

	elseif (instance.bars_sort_direction == 2) then --bottom to top
		for i = instance.barraS[2], instance.barraS[1], -1 do --vai atualizar s� o range que esta sendo mostrado
			if (conteudo[i]) then
				conteudo[i]:RefreshLine(instance, barras_container, whichRowLine, i, total, subAttribute, bIsForceRefresh, keyName, nil, percentage_type, bUseAnimations, bars_show_data, bars_brackets, bars_separator)
				whichRowLine = whichRowLine+1
			end
		end

	end

	if (bUseAnimations) then
		instance:PerformAnimations(whichRowLine-1)
	end

	if (instance.atributo == 5) then --custom
		--zerar o .custom dos_ Actors
		for index, player in ipairs(conteudo) do
			if (player.custom > 0) then
				player.custom = 0
			else
				break
			end
		end
	end

	--beta, hidar barras n�o usadas durante um refresh for�ado
	if (bIsForceRefresh) then
		if (instance.modo == 2) then --group
			for i = whichRowLine, instance.rows_fit_in_window  do
				Details.FadeHandler.Fader(instance.barras [i], "in", Details.fade_speed)
			end
		end
	end

	return Details:EndRefresh(instance, total, combatObject, utilityActorContainer) --retorna a tabela que precisa ganhar o refresh

end

local actor_class_color_r, actor_class_color_g, actor_class_color_b

function atributo_misc:RefreshLine(instancia, barras_container, whichRowLine, lugar, total, sub_atributo, forcar, keyName, is_dead, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)

	local esta_barra = instancia.barras[whichRowLine] --pega a refer�ncia da barra na janela

	if (not esta_barra) then
		print("DEBUG: problema com <instancia.esta_barra> "..whichRowLine.." "..lugar)
		return
	end

	esta_barra.statusbar:SetMinMaxValues(0, 100)

	local tabela_anterior = esta_barra.minha_tabela

	---@cast instancia instance

	---@type combat
	local combatObject = instancia:GetCombat()

	esta_barra.minha_tabela = self
	esta_barra.colocacao = lugar

	self.minha_barra = esta_barra
	self.colocacao = lugar

	local meu_total = _math_floor(self [keyName] or 0) --total
	if (not meu_total) then
		return
	end

	--local porcentagem = meu_total / total * 100
	local porcentagem = ""
	if (not percentage_type or percentage_type == 1) then
		porcentagem = _cstr("%.1f", meu_total / total * 100)
	elseif (percentage_type == 2) then
		porcentagem = _cstr("%.1f", meu_total / instancia.top * 100)
	end

	local esta_porcentagem = _math_floor((meu_total/instancia.top) * 100)

	if (not bars_show_data [1]) then
		meu_total = ""
	end
	if (not bars_show_data [3]) then
		porcentagem = ""
	else
		porcentagem = porcentagem .. "%"
	end

	if (instancia.show_interrupt_casts) then
		if (sub_atributo == DETAILS_SUBATTRIBUTE_INTERRUPT) then --interrupts
			--get the interrupt spell for this actor class from libOpenRaid
			if (LIB_OPEN_RAID_SPELL_INTERRUPT_BYCLASS) then
				---@type table<spellname, table>
				local classInterrupts = LIB_OPEN_RAID_SPELL_INTERRUPT_BYCLASS[self.classe]
				if (classInterrupts) then
					---@type table<spellname, number> number is the amount of casts
					local spellCasts = combatObject.amountCasts[self.nome]
					local amountOfInterruptsCasted = 0
					--iterating between the spells that are interrupts for this class
					for spellNameOrId in pairs(classInterrupts) do
						--if the actor casted this spell
						if (spellCasts[spellNameOrId]) then
							amountOfInterruptsCasted = amountOfInterruptsCasted + spellCasts[spellNameOrId]
						end
					end

					if (amountOfInterruptsCasted > 0) then
						meu_total = meu_total .. " / " .. tostring(amountOfInterruptsCasted) .. ""
					end
				end
			end
		end
	end

	instancia.show_interrupt_overlaps = true

	if (instancia.show_interrupt_overlaps) then
		if (sub_atributo == DETAILS_SUBATTRIBUTE_INTERRUPT) then --interrupts
			--get the amount of overlaps for this actor
			local overlapsAmount = self.interrupt_cast_overlap
			if (overlapsAmount and overlapsAmount > 0) then
				meu_total = meu_total .. " / " .. tostring(overlapsAmount) .. ""
			else
				meu_total = meu_total .. " / 0"
			end
		end
	end

	local rightText = meu_total .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
	if (UsingCustomRightText) then
		esta_barra.lineText4:SetText(_string_replace(instancia.row_info.textR_custom_text, meu_total, "", porcentagem, self, instancia.showing, instancia, rightText))
	else
		if (instancia.use_multi_fontstrings) then
			instancia:SetInLineTexts(esta_barra, "", meu_total, porcentagem)
		else
			esta_barra.lineText4:SetText(rightText)
		end
	end

	if (esta_barra.mouse_over and not instancia.baseframe.isMoving) then --precisa atualizar o tooltip
		gump:UpdateTooltip(whichRowLine, esta_barra, instancia)
	end

	actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()

	return self:RefreshBarra2(esta_barra, instancia, tabela_anterior, forcar, esta_porcentagem, whichRowLine, barras_container, use_animations)
end

function atributo_misc:RefreshBarra2(esta_barra, instancia, tabela_anterior, forcar, esta_porcentagem, whichRowLine, barras_container, use_animations)

	--primeiro colocado
	if (esta_barra.colocacao == 1) then
		if (not tabela_anterior or tabela_anterior ~= esta_barra.minha_tabela or forcar) then
			esta_barra:SetValue(100)

			if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
				Details.FadeHandler.Fader(esta_barra, "out")
			end

			return self:RefreshBarra(esta_barra, instancia)
		else
			return
		end
	else

		if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then

			if (use_animations) then
				esta_barra.animacao_fim = esta_porcentagem
			else
				esta_barra:SetValue(esta_porcentagem)
				esta_barra.animacao_ignorar = true
			end

			Details.FadeHandler.Fader(esta_barra, "out")

			if (instancia.row_info.texture_class_colors) then
				esta_barra.textura:SetVertexColor(actor_class_color_r, actor_class_color_g, actor_class_color_b)
			end
			if (instancia.row_info.texture_background_class_color) then
				esta_barra.background:SetVertexColor(actor_class_color_r, actor_class_color_g, actor_class_color_b)
			end

			return self:RefreshBarra(esta_barra, instancia)

		else
			--agora esta comparando se a tabela da barra � diferente da tabela na atualiza��o anterior
			if (not tabela_anterior or tabela_anterior ~= esta_barra.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
					esta_barra.animacao_fim = esta_porcentagem
				else
					esta_barra:SetValue(esta_porcentagem)
					esta_barra.animacao_ignorar = true
				end

				esta_barra.last_value = esta_porcentagem --reseta o ultimo valor da barra

				return self:RefreshBarra(esta_barra, instancia)

			elseif (esta_porcentagem ~= esta_barra.last_value) then --continua mostrando a mesma tabela ent�o compara a porcentagem
				--apenas atualizar
				if (use_animations) then
					esta_barra.animacao_fim = esta_porcentagem
				else
					esta_barra:SetValue(esta_porcentagem)
				end
				esta_barra.last_value = esta_porcentagem

				return self:RefreshBarra(esta_barra, instancia)
			end
		end

	end

end

function atributo_misc:RefreshBarra(esta_barra, instancia, from_resize)
	local class, enemy, arena_enemy, arena_ally = self.classe, self.enemy, self.arena_enemy, self.arena_ally

	if (from_resize) then
		actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
	end

	--icon
	self:SetClassIcon(esta_barra.icone_classe, instancia, class)

	if (esta_barra.mouse_over) then
		local classIcon = esta_barra:GetClassIcon()
		esta_barra.iconHighlight:SetTexture(classIcon:GetTexture())
		esta_barra.iconHighlight:SetTexCoord(classIcon:GetTexCoord())
		esta_barra.iconHighlight:SetVertexColor(classIcon:GetVertexColor())
	end
	--texture color
	self:SetBarColors(esta_barra, instancia, actor_class_color_r, actor_class_color_g, actor_class_color_b)
	--left text
	self:SetBarLeftText(esta_barra, instancia, enemy, arena_enemy, arena_ally, UsingCustomLeftText)

	esta_barra.lineText1:SetSize(esta_barra:GetWidth() - esta_barra.lineText4:GetStringWidth() - 20, 15)
end

--------------------------------------------- // TOOLTIPS // ---------------------------------------------

--~tooltips
function atributo_misc:ToolTip(instance, numero, barFrame, keydown)
	GameTooltip:ClearLines()
	GameTooltip:AddLine(barFrame.colocacao .. ". " .. self.nome)

	if (instance.sub_atributo == 3) then --interrupt
		return self:ToolTipInterrupt(instance, numero, barFrame, keydown)

	elseif (instance.sub_atributo == 1) then --cc_break
		return self:ToolTipCC(instance, numero, barFrame, keydown)

	elseif (instance.sub_atributo == 2) then --ress
		return self:ToolTipRess(instance, numero, barFrame, keydown)

	elseif (instance.sub_atributo == 4) then --dispell
		return self:ToolTipDispell(instance, numero, barFrame, keydown)

	elseif (instance.sub_atributo == 5) then --mortes
		return self:ToolTipDead(instance, numero, barFrame, keydown)

	elseif (instance.sub_atributo == 6) then --defensive cooldowns
		return self:ToolTipDefensiveCooldowns(instance, numero, barFrame, keydown)

	elseif (instance.sub_atributo == 7) then --buff uptime
		return self:ToolTipBuffUptime(instance, barFrame)

	elseif (instance.sub_atributo == 8) then --debuff uptime
		return self:ToolTipDebuffUptime(instance, numero, barFrame, keydown)
	end
end

--tooltip locals
local r, g, b
local barAlha = .6

function atributo_misc:ToolTipDead(instancia, numero, barra)
	--is this even called?
	do return end
	local last_dead = self.dead_log [#self.dead_log]
	Details:Msg("utility class called ToolTipDead, a deprecated function.")
end

function atributo_misc:ToolTipCC(instancia, numero, barra)

	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 meu_total = self ["cc_break"]
	local habilidades = self.cc_break_spells._ActorTable

	--habilidade usada para tirar o CC
	local icon_size = Details.tooltip.icon_size
	local icon_border = Details.tooltip.icon_border_texcoord
	local lineHeight = Details.tooltip.line_height
	local icon_border = Details.tooltip.icon_border_texcoord

	for _spellid, _tabela in pairs(habilidades) do

		--quantidade
		local nome_magia, _, icone_magia = _GetSpellInfo(_spellid)
		GameCooltip:AddLine(nome_magia, _tabela.cc_break .. " (" .. _cstr("%.1f", _tabela.cc_break / meu_total * 100) .. "%)")
		GameCooltip:AddIcon(icone_magia, nil, nil, lineHeight, lineHeight, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
		Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

		--o que quebrou
		local quebrou_oque = _tabela.cc_break_oque
		for spellid_quebrada, amt_quebrada in pairs(_tabela.cc_break_oque) do
			local nome_magia, _, icone_magia = _GetSpellInfo(spellid_quebrada)
			GameCooltip:AddLine(nome_magia, amt_quebrada .. "  ")
			GameCooltip:AddIcon([[Interface\Buttons\UI-GroupLoot-Pass-Down]], nil, 1, 14, 14)
			GameCooltip:AddIcon(icone_magia, nil, 2, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			GameCooltip:AddStatusBar(100, 1, 1, 0, 0, .2)
		end

		--em quem quebrou
		for target_name, amount in pairs(_tabela.targets) do
			GameCooltip:AddLine(target_name .. ": ", amount .. "  ")

			local classe = Details:GetClass(target_name)
			GameCooltip:AddIcon([[Interface\AddOns\Details\images\espadas]], nil, 1, lineHeight, lineHeight)
			if (classe) then
				GameCooltip:AddIcon([[Interface\AddOns\Details\images\classes_small]], nil, 2, lineHeight, lineHeight, unpack(Details.class_coords [classe]))
			else
				GameCooltip:AddIcon("Interface\\LFGFRAME\\LFGROLE_BW", nil, 2, lineHeight, lineHeight, .25, .5, 0, 1)
			end

			Details:AddTooltipBackgroundStatusbar()
		end
	end


	return true
end

function atributo_misc:ToolTipDispell(instance, numero, barra)
	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 totalDispels = math.floor(self["dispell"])
	local habilidades = self.dispell_spells._ActorTable
	local combatObject = instance:GetCombat()

	--habilidade usada para dispelar
	local spellsUsedToDispel = {}
	for spellId, spellTable in pairs(habilidades) do
		if (spellTable.dispell) then
			spellsUsedToDispel[#spellsUsedToDispel+1] = {spellId, math.floor(spellTable.dispell)}
		else
			--happens when druid uses shapeshift to break root
			--Details:Msg("D! table.dispell is invalid. spellId:", spellId)
			spellsUsedToDispel[#spellsUsedToDispel+1] = {spellId, math.floor(-1)}
		end
	end
	table.sort(spellsUsedToDispel, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #spellsUsedToDispel, [[Interface\ICONS\Spell_Arcane_ArcaneTorrent]], 0.078125, 0.9375, 0.078125, 0.953125)
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	local icon_size = Details.tooltip.icon_size
	local icon_border = Details.tooltip.icon_border_texcoord

	if (#spellsUsedToDispel > 0) then
		for i = 1, math.min(25, #spellsUsedToDispel) do
			local spellInfo = spellsUsedToDispel[i]
			local spellId = spellInfo[1]
			local amountDispels = spellInfo[2]
			local spellName, _, spellicon = _GetSpellInfo(spellId)
			local amountOfDispelsStr = "" .. amountDispels

			if (amountDispels == -1) then
				amountOfDispelsStr = _G["UNKNOWN"]
			end

			GameCooltip:AddLine(spellName, amountOfDispelsStr .. " (" .. string.format("%.1f", amountDispels / totalDispels * 100) .. "%)")
			GameCooltip:AddIcon(spellicon, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			Details:AddTooltipBackgroundStatusbar()
		end
	else
		GameTooltip:AddLine(Loc ["STRING_NO_SPELL"])
	end

--quais habilidades foram dispaladas
	local dispelledSpells = {}
	for spellId, amount in pairs(self.dispell_oque) do
		dispelledSpells[#dispelledSpells+1] = {spellId, amount}
	end
	table.sort(dispelledSpells, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_DISPELLED"], headerColor, #dispelledSpells, [[Interface\ICONS\Spell_Arcane_ManaTap]], 0.078125, 0.9375, 0.078125, 0.953125)
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	if (#dispelledSpells > 0) then
		for i = 1, math.min(25, #dispelledSpells) do
			local spellInfo = dispelledSpells[i]
			local spellId = spellInfo[1]
			local amountDispels = spellInfo[2]
			local spellName, _, spellIcon = _GetSpellInfo(spellId)
			GameCooltip:AddLine(spellName, amountDispels .. " (" .. string.format("%.1f", amountDispels / totalDispels * 100) .. "%)")
			GameCooltip:AddIcon(spellIcon, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			Details:AddTooltipBackgroundStatusbar()
		end
	end

--alvos dispelados

	local alvos_dispelados = {}
	for target_name, amount in pairs(self.dispell_targets) do
		alvos_dispelados [#alvos_dispelados + 1] = {target_name, _math_floor(amount), amount / totalDispels * 100}
	end
	table.sort(alvos_dispelados, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_TARGETS"], headerColor, #alvos_dispelados, [[Interface\ICONS\ACHIEVEMENT_GUILDPERK_EVERYONES A HERO_RANK2]], 0.078125, 0.9375, 0.078125, 0.953125)
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	for i = 1, min(25, #alvos_dispelados) do
		if (alvos_dispelados[i][2] < 1) then
			break
		end

		GameCooltip:AddLine(alvos_dispelados[i][1], Details:comma_value(alvos_dispelados[i][2]) .." (".._cstr("%.1f", alvos_dispelados[i][3]).."%)")
		Details:AddTooltipBackgroundStatusbar()

		local targetActor = combatObject[4]:PegarCombatente(_, alvos_dispelados[i][1])

		if (targetActor) then
			local classe = targetActor.classe
			if (not classe) then
				classe = "UNKNOW"
			end
			if (classe == "UNKNOW") then
				GameCooltip:AddIcon("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
			else
				GameCooltip:AddIcon("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, unpack(Details.class_coords [classe]))
			end
		end
	end

--Pet
	local meus_pets = self.pets
	if (#meus_pets > 0) then --teve ajudantes

		local quantidade = {} --armazena a quantidade de pets iguais
		local interrupts = {} --armazena as habilidades
		local alvos = {} --armazena os alvos
		local totais = {} --armazena o dano total de cada objeto

		for index, nome in ipairs(meus_pets) do
			if (not quantidade [nome]) then
				quantidade [nome] = 1

				local my_self = combatObject[class_type]:PegarCombatente(nil, nome)
				if (my_self and my_self.dispell) then
					totais [#totais+1] = {nome, my_self.dispell}
				end
			else
				quantidade [nome] = quantidade [nome]+1
			end
		end

		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

		for index, _table in ipairs(totais) do

			if (_table [2] > 0 and (index < 3 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)
					Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)
				end

				local n = _table [1]:gsub(("%s%<.*"), "")
				GameCooltip:AddLine(n, _table [2] .. " (" .. _math_floor(_table [2]/self.dispell*100) .. "%)")
				Details:AddTooltipBackgroundStatusbar()
				GameCooltip:AddIcon([[Interface\AddOns\Details\images\classes_small]], 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
			end
		end

	end

	return true
end

local UnitReaction = UnitReaction

function Details:CloseEnemyDebuffsUptime()
	local combat = Details:GetCurrentCombat()
	local utilityContainer = combat:GetContainer(DETAILS_ATTRIBUTE_MISC)
	for _, actor in utilityContainer:ListActors() do
		if (actor.boss_debuff) then
			for targetName, target in ipairs(actor.debuff_uptime_targets) do
				if (target.actived and target.actived_at) then
					target.uptime = target.uptime + Details._tempo - target.actived_at
					actor.debuff_uptime = actor.debuff_uptime + Details._tempo - target.actived_at
					target.actived = false
					target.actived_at = nil
				end
			end
		end
	end
end

function Details:CatchRaidDebuffUptime(sOperationType) -- "DEBUFF_UPTIME_IN" ~scan
	if (sOperationType == "DEBUFF_UPTIME_OUT") then
		local combatObject = Details:GetCurrentCombat()
		local utilityContainer = combatObject:GetContainer(DETAILS_ATTRIBUTE_MISC)

		for _, actorObject in utilityContainer:ListActors() do
			if (actorObject.debuff_uptime) then
				---@type spellcontainer
				local debuffUptimeSpellContainer = actorObject.debuff_uptime_spells
				for spellId, spellTable in debuffUptimeSpellContainer:ListSpells() do
					if (spellTable.actived and spellTable.actived_at) then
						spellTable.uptime = spellTable.uptime + Details._tempo - spellTable.actived_at
						actorObject.debuff_uptime = actorObject.debuff_uptime + Details._tempo - spellTable.actived_at
						spellTable.actived = false
						spellTable.actived_at = nil
					end
				end
			end
		end
		return

	elseif (sOperationType == "DEBUFF_UPTIME_IN") then
		local cacheGetTime = GetTime()
		if (IsInRaid()) then
			local checked = {}
			local unitIdCache = Details222.UnitIdCache.RaidTargets

			for raidIndex = 1, GetNumGroupMembers() do
				local target = unitIdCache[raidIndex]
				local targetGUID = UnitGUID(target)
				if (targetGUID and not checked[targetGUID]) then
					local rect = UnitReaction(target, "player")
					if (rect and rect <= 4) then

						checked [targetGUID] = true

						for debuffIndex = 1, 41 do
							---@type aurainfo
							local auraInfo = C_UnitAuras.GetAuraDataByIndex(target, debuffIndex, "HARMFUL")
							if (auraInfo) then
								local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
								if (auraName and unitCaster) then
									local playerGUID = UnitGUID(unitCaster)
									if (playerGUID) then

										local playerName, realmName = _UnitName(unitCaster)
										if (realmName and realmName ~= "") then
											playerName = playerName .. "-" .. realmName
										end

										Details.parser:add_debuff_uptime(nil, cacheGetTime, playerGUID, playerName, 0x00000417, targetGUID, _UnitName(target), 0x842, nil, spellId, auraName, sOperationType)
									end
								end
							else
								break
							end
						end
					end
				end
			end

		elseif (IsInGroup()) then
			local checked = {}

			for raidIndex = 1, GetNumGroupMembers()-1 do
				local his_target = UnitGUID("party"..raidIndex.."target")
				local rect = UnitReaction("party"..raidIndex.."target", "player")
				if (his_target and not checked[his_target] and rect and rect <= 4) then
					checked [his_target] = true
					for debuffIndex = 1, 40 do
						---@type aurainfo
						local auraInfo = C_UnitAuras.GetAuraDataByIndex("party"..raidIndex.."target", debuffIndex, "HARMFUL")
						if (auraInfo) then
							local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
							if (auraName and unitCaster) then
								local playerName, realmName = _UnitName(unitCaster)
								local playerGUID = UnitGUID(unitCaster)
								if (playerGUID) then
									if (realmName and realmName ~= "") then
										playerName = playerName .. "-" .. realmName
									end
									Details.parser:add_debuff_uptime(nil, GetTime(), playerGUID, playerName, 0x00000417, his_target, _UnitName("party"..raidIndex.."target"), 0x842, nil, spellId, auraName, sOperationType)
								end
							end
						else
							break
						end
					end
				end
			end

			local his_target = UnitGUID("playertarget")
			local rect = UnitReaction("playertarget", "player")
			if (his_target and not checked [his_target] and rect and rect <= 4) then
				for debuffIndex = 1, 40 do
					---@type aurainfo
					local auraInfo = C_UnitAuras.GetAuraDataByIndex("playertarget", debuffIndex, "HARMFUL")
					if (auraInfo) then
						local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
						if (auraName and unitCaster) then
							local playerName, realmName = _UnitName(unitCaster)
							local playerGUID = UnitGUID(unitCaster)
							if (playerGUID) then
								if (realmName and realmName ~= "") then
									playerName = playerName .. "-" .. realmName
								end
								Details.parser:add_debuff_uptime(nil, GetTime(), playerGUID, playerName, 0x00000417, his_target, _UnitName("playertarget"), 0x842, nil, spellId, auraName, sOperationType)
							end
						end
					else
						break
					end
				end
			end
		else
			local his_target = UnitGUID("playertarget")
			if (his_target) then
				local reaction = UnitReaction("playertarget", "player")
				if (reaction and reaction <= 4) then
					for debuffIndex = 1, 40 do
						---@type aurainfo
						local auraInfo = C_UnitAuras.GetAuraDataByIndex("playertarget", debuffIndex, "HARMFUL")
						if (auraInfo) then
							local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
							if (auraName and unitCaster) then
								local playerName, realmName = _UnitName(unitCaster)
								local playerGUID = UnitGUID(unitCaster)
								if (playerGUID) then
									if (realmName and realmName ~= "") then
										playerName = playerName .. "-" .. realmName
									end
									Details.parser:add_debuff_uptime(nil, GetTime(), playerGUID, playerName, 0x00000417, his_target, _UnitName("playertarget"), 0x842, nil, spellId, auraName, sOperationType)
								end
							end
						else
							break
						end
					end
				end
			end
		end
	end
end

--this shouldn't be hardcoded
local runeIds = {
	[175457] = true, -- focus
	[175456] = true, --hyper
	[175439] = true, --stout
}

--called from control on leave / enter combat
function Details:CatchRaidBuffUptime(sOperationType) -- ~scan
	if (IsInRaid()) then
		local potUsage = {}
		local focusAugmentation = {}
		--raid groups
		local cacheGetTime = GetTime()

		local unitIdCache = Details222.UnitIdCache.Raid

		for raidIndex = 1, GetNumGroupMembers() do
			local unitId = unitIdCache[raidIndex]
			local playerGUID = UnitGUID(unitId)

			if (playerGUID) then
				local playerName, realmName = _UnitName(unitId)
				if (realmName and realmName ~= "") then
					playerName = playerName .. "-" .. realmName
				end

				for buffIndex = 1, 41 do
					---@type aurainfo
					local auraInfo = C_UnitAuras.GetAuraDataByIndex(unitId, buffIndex, "HELPFUL")
					if (auraInfo) then
						local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
						if (unitCaster and UnitExists(unitCaster) and UnitExists(unitId) and UnitIsUnit(unitCaster, unitId)) then
							if (auraInfo.duration == 3600) then
								Details222.OneHourAuras[spellId] = true
							end
							Details.parser:add_buff_uptime(nil, cacheGetTime, playerGUID, playerName, 0x00000514, playerGUID, playerName, 0x00000514, 0x0, spellId, auraName, sOperationType)
							if (sOperationType == "BUFF_UPTIME_IN") then
								if (Details.PotionList[spellId]) then
									potUsage[playerName] = spellId

								elseif (runeIds[spellId]) then
									focusAugmentation[playerName] = true
								end
							end
						end
					else
						break
					end
				end
			end
		end

		if (sOperationType == "BUFF_UPTIME_IN") then
			local string_output = "pre-potion: " --localize-me

			for playername, potspellid in pairs(potUsage) do
				local name, _, icon = _GetSpellInfo(potspellid)
				local unitClass = Details:GetUnitClass(playername)
				local class_color = ""
				if (unitClass and RAID_CLASS_COLORS[unitClass]) then
					class_color = RAID_CLASS_COLORS[unitClass].colorStr
				end
				string_output = string_output .. "|c" .. class_color .. playername .. "|r |T" .. icon .. ":14:14:0:0:64:64:0:64:0:64|t "
			end

			Details.pre_pot_used = string_output

			Details:SendEvent("COMBAT_PREPOTION_UPDATED", nil, potUsage, focusAugmentation)
		end

	elseif (IsInGroup()) then
		local potUsage = {}
		local focusAugmentation = {}

		--party members
		for groupIndex = 1, GetNumGroupMembers() - 1 do
			local unitId = "party" .. groupIndex
			for buffIndex = 1, 41 do
				if (UnitExists(unitId)) then
					---@type aurainfo
					local auraInfo = C_UnitAuras.GetAuraDataByIndex(unitId, buffIndex, "HELPFUL")
					if (auraInfo) then
						local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
						if (UnitExists(unitCaster)) then
							local bBuffIsPlacedOnTarget = Details.CreditBuffToTarget[spellId]
							local bUnitIsTheCaster = UnitIsUnit(unitCaster, unitId)
							if (bUnitIsTheCaster or bBuffIsPlacedOnTarget) then
								if (bBuffIsPlacedOnTarget and not bUnitIsTheCaster) then
									--could be prescince, ebom might or power infusion; casted on a target instead of the caster
									local sourceSerial = UnitGUID(unitCaster)
									local sourceName = Details:GetFullName(unitCaster)
									local sourceFlags = 0x514
									local targetSerial = UnitGUID(unitId)
									local targetName = Details:GetFullName(unitId)
									local targetFlags = 0x514
									local targetFlags2 = 0x0
									local spellName = auraName
									Details.parser:buff("SPELL_AURA_APPLIED", time(), sourceSerial, sourceName, sourceFlags, targetSerial, targetName, targetFlags, targetFlags2, spellId, spellName, 0x4, "BUFF", 0)

								elseif (bUnitIsTheCaster) then
									local playerGUID = UnitGUID(unitId)
									if (playerGUID) then
										if (auraInfo.duration == 3600) then
											Details222.OneHourAuras[spellId] = true
										end

										local playerName = Details:GetFullName(unitId)
										if (sOperationType == "BUFF_UPTIME_IN") then
											if (Details.PotionList[spellId]) then
												potUsage[playerName] = spellId
											elseif (runeIds[spellId]) then
												focusAugmentation [playerName] = true
											end
										end

										Details.parser:add_buff_uptime(nil, GetTime(), playerGUID, playerName, 0x00000417, playerGUID, playerName, 0x00000417, 0x0, spellId, auraName, sOperationType)
									end
								end
							end
						end
					else
						break
					end
				end
			end
		end

		--player it self(while in a party that isn't a raid group)
		local unitId = "player"
		for buffIndex = 1, 41 do
			---@type aurainfo
			local auraInfo = C_UnitAuras.GetAuraDataByIndex(unitId, buffIndex, "HELPFUL")
			if (auraInfo) then
				local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
				if (auraName and UnitExists(unitCaster)) then -- and unitCaster and UnitExists(unitCaster) and UnitIsUnit(unitCaster, unitId)
					local bBuffIsPlacedOnTarget = Details.CreditBuffToTarget[spellId] --give credits to evoker
					if (UnitIsUnit(unitCaster, unitId) or bBuffIsPlacedOnTarget) then
						if (bBuffIsPlacedOnTarget and not UnitIsUnit(unitCaster, unitId)) then
							--could be prescince, ebom might or power infusion; casted on a target instead of the caster
							--possible bug: the sOperationType could be BUFF_UP_TIME_OUT and it is calling aura applied, which shoud call aura_removed
							local sourceSerial = UnitGUID(unitCaster)
							local sourceName = Details:GetFullName(unitCaster)
							local sourceFlags = 0x514
							local targetSerial = UnitGUID(unitId)
							local targetName = Details:GetFullName(unitId)
							local targetFlags = 0x514
							local targetFlags2 = 0x0
							local spellName = auraName
							Details.parser:buff("SPELL_AURA_APPLIED", time(), sourceSerial, sourceName, sourceFlags, targetSerial, targetName, targetFlags, targetFlags2, spellId, spellName, 0x4, "BUFF", 0)
						else
							local playerName = Details:GetFullName(unitId)
							local playerGUID = UnitGUID(unitId)
							if (playerGUID) then
								if (auraInfo.duration == 3600) then
									Details222.OneHourAuras[spellId] = true
								end

								if (sOperationType == "BUFF_UPTIME_IN") then
									if (Details.PotionList[spellId]) then
										potUsage [playerName] = spellId
									elseif (runeIds[spellId]) then
										focusAugmentation[playerName] = true
									end
								end

								Details.parser:add_buff_uptime(nil, GetTime(), playerGUID, playerName, 0x00000417, playerGUID, playerName, 0x00000417, 0x0, spellId, auraName, sOperationType)
							end
						end
					end
				end
			else
				break
			end
		end

		if (sOperationType == "BUFF_UPTIME_IN") then
			local string_output = "pre-potion: "

			for playername, potspellid in pairs(potUsage) do
				local auraName, _, icon = _GetSpellInfo(potspellid)
				local unitClass = Details:GetUnitClass(playername)
				local class_color = ""
				if (unitClass and RAID_CLASS_COLORS[unitClass]) then
					class_color = RAID_CLASS_COLORS[unitClass].colorStr
				end
				string_output = string_output .. "|c" .. class_color .. playername .. "|r |T" .. icon .. ":14:14:0:0:64:64:0:64:0:64|t "
			end

			Details.pre_pot_used = string_output
			Details:SendEvent("COMBAT_PREPOTION_UPDATED", nil, potUsage, focusAugmentation)
		end

	else --end of IsInGroup
		--player alone
		local pot_usage = {}
		local focus_augmentation = {}

		--print("Combat Ended - details - classutility, OPMODE:", sOperationType)

		for buffIndex = 1, 41 do
			---@type aurainfo
			local auraInfo = C_UnitAuras.GetAuraDataByIndex("player", buffIndex, "HELPFUL")
			if (auraInfo) then
				local auraName, unitCaster, spellId = auraInfo.name, auraInfo.sourceUnit, auraInfo.spellId
				if (auraName and unitCaster and UnitExists(unitCaster) and UnitIsUnit(unitCaster, "player")) then
					local playerName = Details.playername
					local playerGUID = UnitGUID("player")
					if (playerGUID) then
						if (auraInfo.duration == 3600) then  --1hr buffs, record auras which has 1 hr of duration, hence they can be checked for 100% at the end of the combat
							Details222.OneHourAuras[spellId] = true
						end

						if (sOperationType == "BUFF_UPTIME_IN") then
							if (Details.PotionList[spellId]) then
								pot_usage[playerName] = spellId
							elseif (runeIds[spellId]) then
								focus_augmentation[playerName] = true
							end
						end

						--add the uptime, closing the aura time if passing 'BUFF_UPTIME_OUT' on sOperationType
						Details.parser:add_buff_uptime(nil, GetTime(), playerGUID, playerName, 0x00000417, playerGUID, playerName, 0x00000417, 0x0, spellId, auraName, sOperationType)
					end
				end
			else
				break
			end
		end

		--[
		if (sOperationType == "BUFF_UPTIME_IN") then
			local string_output = "pre-potion: "
			for playername, potspellid in pairs(pot_usage) do
				local auraName, _, icon = _GetSpellInfo(potspellid)
				local unitClass = Details:GetUnitClass(playername)
				local class_color = ""
				if (unitClass and RAID_CLASS_COLORS[unitClass]) then
					class_color = RAID_CLASS_COLORS[unitClass].colorStr
				end
				string_output = string_output .. "|c" .. class_color .. playername .. "|r |T" .. icon .. ":14:14:0:0:64:64:0:64:0:64|t "
			end

			Details.pre_pot_used = string_output
			Details:SendEvent("COMBAT_PREPOTION_UPDATED", nil, pot_usage, focus_augmentation)
		end

		--]]
		-- Details:Msg(string_output)

	end

	if (sOperationType == "BUFF_UPTIME_OUT") then
		
	end
end

local Sort2Reverse = function(a, b)
	return a[2] < b[2]
end

function atributo_misc:ToolTipDebuffUptime(instance, numero, barra)

	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 meu_total = self ["debuff_uptime"]
	local minha_tabela = self.debuff_uptime_spells._ActorTable
	local combatObject = instance:GetCombat()

--habilidade usada para interromper
	local debuffs_usados = {}

	local _combat_time = combatObject:GetCombatTime()

	for _spellid, _tabela in pairs(minha_tabela) do
		if (_tabela.uptime and _tabela.uptime > 0) then
			debuffs_usados [#debuffs_usados+1] = {_spellid, _tabela.uptime}
		end
	end
	table.sort(debuffs_usados, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #debuffs_usados, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	local icon_size = Details.tooltip.icon_size
	local icon_border = Details.tooltip.icon_border_texcoord

	if (#debuffs_usados > 0) then
		for i = 1, min(30, #debuffs_usados) do
			local esta_habilidade = debuffs_usados[i]

			if (esta_habilidade[2] > 0) then
				local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])

				local minutos, segundos = _math_floor(esta_habilidade[2]/60), _math_floor(esta_habilidade[2]%60)
				if (esta_habilidade[2] >= _combat_time) then
					--GameCooltip:AddLine(nome_magia, minutos .. "m " .. segundos .. "s" .. " (" .. _cstr("%.1f", esta_habilidade[2] / _combat_time * 100) .. "%)", nil, "gray", "gray")
					--GameCooltip:AddStatusBar(100, nil, 1, 0, 1, .3, false)
				elseif (minutos > 0) then
					GameCooltip:AddLine(nome_magia, minutos .. "m " .. segundos .. "s" .. " (" .. _cstr("%.1f", esta_habilidade[2] / _combat_time * 100) .. "%)")
					Details:AddTooltipBackgroundStatusbar(false, esta_habilidade[2] / _combat_time * 100)
				else
					GameCooltip:AddLine(nome_magia, segundos .. "s" .. " (" .. _cstr("%.1f", esta_habilidade[2] / _combat_time * 100) .. "%)")
					Details:AddTooltipBackgroundStatusbar(false, esta_habilidade[2] / _combat_time * 100)
				end

				GameCooltip:AddIcon(icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			end
		end
	else
		GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
	end

	return true
end

function atributo_misc:ToolTipBuffUptime(instance, barFrame)
	---@cast instance instance

	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 combatTime = instance:GetCombat():GetCombatTime()
	combatTime = floor(combatTime) --aura update is registered as integers and combat time as float, rouding it to avoid 99.8% uptime issue.

	local buffUptimeSpells = self:GetSpellContainer("buff")
	local buffUptimeTable = {}

	if (buffUptimeSpells) then
		for spellId, spellTable in buffUptimeSpells:ListSpells() do
			if (not Details.BuffUptimeSpellsToIgnore[spellId]) then
				local uptime = spellTable.uptime or 0
				if (uptime > 0) then
					buffUptimeTable[#buffUptimeTable+1] = {spellId, uptime}
				end
			end
		end

		--check if this player has a augmentation buff container		
		local augmentedBuffContainer = self.received_buffs_spells
		if (augmentedBuffContainer) then
			for sourceNameSpellId, spellTable in augmentedBuffContainer:ListSpells() do
				local sourceName, spellId = strsplit("@", sourceNameSpellId)
				spellId = tonumber(spellId)
				local spellName, _, spellIcon = Details.GetSpellInfo(spellId)

				if (spellName) then
					sourceName = detailsFramework:RemoveRealmName(sourceName)
					local uptime = spellTable.uptime or 0
					buffUptimeTable[#buffUptimeTable+1] = {spellId, uptime, sourceName}
				end
			end
		end

		table.sort(buffUptimeTable, Details.Sort2)

		Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #buffUptimeTable, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
		Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

		local iconSizeInfo = Details.tooltip.icon_size
		local iconBorderInfo = Details.tooltip.icon_border_texcoord

		if (#buffUptimeTable > 0) then
			for i = 1, min(30, #buffUptimeTable) do
				local uptimeTable = buffUptimeTable[i]

				local spellId = uptimeTable[1]
				local uptime = uptimeTable[2]
				local sourceName = uptimeTable[3]

				local uptimePercent = uptime / combatTime * 100

				if (uptime > 0) then -- and uptimePercent < 99.5, removed this check to show all buffs, the check was previously added to avoid showing buff that stayed up for the entire fight like stamina, intellect buffs.
					local spellName, _, spellIcon = _GetSpellInfo(spellId)

					if (sourceName) then
						spellName = spellName .. " [" .. sourceName .. "]"
					end

					if (uptime <= combatTime) then
						local minutes, seconds = math.floor(uptime / 60), math.floor(uptime % 60)
						if (minutes > 0) then
							GameCooltip:AddLine(spellName, minutes .. "m " .. seconds .. "s" .. " (" .. format("%.1f", uptimePercent) .. "%)")
							Details:AddTooltipBackgroundStatusbar(false, uptimePercent, true, sourceName and "green")
						else
							GameCooltip:AddLine(spellName, seconds .. "s" .. " (" .. format("%.1f", uptimePercent) .. "%)")
							Details:AddTooltipBackgroundStatusbar(false, uptimePercent, true, sourceName and "green")
						end

						GameCooltip:AddIcon(spellIcon, nil, nil, iconSizeInfo.W, iconSizeInfo.H, iconBorderInfo.L, iconBorderInfo.R, iconBorderInfo.T, iconBorderInfo.B)
					end
				end
			end
		else
			GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
		end
	else
		Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #buffUptimeTable, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
		Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)
		GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
	end

	return true
end

function atributo_misc:ToolTipDefensiveCooldowns(instance, numero, barra)

	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 meu_total = _math_floor(self ["cooldowns_defensive"])
	local minha_tabela = self.cooldowns_defensive_spells._ActorTable
	local combatObject = instance:GetCombat()

--spells
	local cooldowns_usados = {}

	for _spellid, _tabela in pairs(minha_tabela) do
		cooldowns_usados [#cooldowns_usados+1] = {_spellid, _tabela.counter}
	end
	table.sort(cooldowns_usados, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #cooldowns_usados, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	local icon_size = Details.tooltip.icon_size
	local icon_border = Details.tooltip.icon_border_texcoord
	local lineHeight = Details.tooltip.line_height

	if (#cooldowns_usados > 0) then
		for i = 1, min(25, #cooldowns_usados) do
			local esta_habilidade = cooldowns_usados[i]
			local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
			GameCooltip:AddLine(nome_magia, esta_habilidade[2].." (".._cstr("%.1f", esta_habilidade[2]/meu_total*100).."%)")
			GameCooltip:AddIcon(icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			Details:AddTooltipBackgroundStatusbar()
		end
	else
		GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
	end

--targets
	local meus_alvos = self.cooldowns_defensive_targets
	local alvos = {}

	for target_name, amount in pairs(meus_alvos) do
		alvos [#alvos+1] = {target_name, amount}
	end
	table.sort(alvos, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_TARGETS"], headerColor, #alvos, Details.tooltip_target_icon.file, unpack(Details.tooltip_target_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	if (#alvos > 0) then
		for i = 1, min(25, #alvos) do
			GameCooltip:AddLine(Details:GetOnlyName(alvos[i][1]) .. ": ", alvos[i][2], 1, "white", "white")
			Details:AddTooltipBackgroundStatusbar()

			GameCooltip:AddIcon("Interface\\Icons\\PALADIN_HOLY", nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)

			local targetActor = combatObject[4]:PegarCombatente(_, alvos[i][1])
			if (targetActor) then
				local classe = targetActor.classe
				if (not classe) then
					classe = "UNKNOW"
				end
				if (classe == "UNKNOW") then
					GameCooltip:AddIcon("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
				else
					local specID = Details:GetSpec(alvos[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, 14, 14, unpack(Details.class_coords [classe]))
					end
				end
			end

		end
	end

	return true

end

function atributo_misc:ToolTipRess(instance, numero, barra)

	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

	---@type combat
	local combatObject = instance:GetCombat()
	local meu_total = self ["ress"]
	local minha_tabela = self.ress_spells._ActorTable
	local lineHeight = Details.tooltip.line_height
	local icon_border = Details.tooltip.icon_border_texcoord

--habilidade usada para interromper
	local meus_ress = {}

	for _spellid, _tabela in pairs(minha_tabela) do
		meus_ress [#meus_ress+1] = {_spellid, _tabela.ress}
	end
	table.sort(meus_ress, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #meus_ress, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	if (#meus_ress > 0) then
		for i = 1, min(3, #meus_ress) do
			local esta_habilidade = meus_ress[i]
			local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
			GameCooltip:AddLine(nome_magia, esta_habilidade[2] .. " (" .. _cstr("%.1f", floor(esta_habilidade[2]) / floor(meu_total) * 100).."%)")
			GameCooltip:AddIcon(icone_magia, nil, nil, lineHeight, lineHeight, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			Details:AddTooltipBackgroundStatusbar()
		end
	else
		GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
	end

--quem foi que o cara reviveu
	local meus_alvos = self.ress_targets
	local alvos = {}

	for target_name, amount in pairs(meus_alvos) do
		alvos [#alvos+1] = {target_name, amount}
	end
	table.sort(alvos, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_TARGETS"], headerColor, #alvos, Details.tooltip_target_icon.file, unpack(Details.tooltip_target_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	if (#alvos > 0) then
		for i = 1, min(3, #alvos) do
			GameCooltip:AddLine(alvos[i][1], alvos[i][2])
			Details:AddTooltipBackgroundStatusbar()

			local targetActor = combatObject[4]:PegarCombatente(_, alvos[i][1])
			if (targetActor) then
				local classe = targetActor.classe
				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(alvos[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

		end
	end

	return true

end

function atributo_misc:ToolTipInterrupt(instance, numero, barra)
	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 meu_total = self ["interrupt"]
	local minha_tabela = self.interrupt_spells._ActorTable

	---@type combat
	local combatObject = instance:GetCombat()

	local icon_size = Details.tooltip.icon_size
	local icon_border = Details.tooltip.icon_border_texcoord
	local lineHeight = Details.tooltip.line_height

--habilidade usada para interromper
	local actorInterrupts = {}

	for _spellid, _tabela in pairs(minha_tabela) do
		actorInterrupts [#actorInterrupts+1] = {_spellid, _tabela.counter}
	end
	table.sort(actorInterrupts, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #actorInterrupts, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	if (#actorInterrupts > 0) then
		for i = 1, min(25, #actorInterrupts) do
			local esta_habilidade = actorInterrupts[i]
			local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
			GameCooltip:AddLine(nome_magia, esta_habilidade[2].." (".._cstr("%.1f", floor(esta_habilidade[2])/floor(meu_total)*100).."%)")
			GameCooltip:AddIcon(icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			Details:AddTooltipBackgroundStatusbar()
		end
	else
		GameTooltip:AddLine(Loc ["STRING_NO_SPELL"])
	end

	local amountOfInterruptsCasted = 0
	if (LIB_OPEN_RAID_SPELL_INTERRUPT_BYCLASS) then
		---@type table<spellname, table>
		local classInterrupts = LIB_OPEN_RAID_SPELL_INTERRUPT_BYCLASS[self.classe]
		if (classInterrupts) then
			---@type table<spellname, number> number is the amount of casts
			local spellCasts = combatObject.amountCasts[self.nome]
			--iterating between the spells that are interrupts for this class
			if (spellCasts) then
				for spellNameOrId in pairs(classInterrupts) do
					--if the actor casted this spell
					if (spellCasts[spellNameOrId]) then
						amountOfInterruptsCasted = amountOfInterruptsCasted + spellCasts[spellNameOrId]
					end
				end
			end
		end
	end

	local interruptAmount = combatObject:GetInterruptCastAmount(self.nome)
	GameCooltip:AddLine("Total Interrupt Cast", interruptAmount)
	GameCooltip:AddIcon("", nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
	Details:AddTooltipBackgroundStatusbar()

	local overlapsAmount = self.interrupt_cast_overlap or 0
	amountOfInterruptsCasted = detailsFramework.Math.PositiveNonZero(amountOfInterruptsCasted)

	GameCooltip:AddLine("Overlaps", overlapsAmount .. " (" .. _cstr("%.1f", floor(overlapsAmount)/floor(amountOfInterruptsCasted)*100).."%)")
	GameCooltip:AddIcon("", nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
	Details:AddTooltipBackgroundStatusbar()


--quais habilidades foram interrompidas
	local interruptedSpells = {}

	for _spellid, amt in pairs(self.interrompeu_oque) do
		interruptedSpells [#interruptedSpells+1] = {_spellid, amt}
	end
	table.sort(interruptedSpells, Details.Sort2)

	Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELL_INTERRUPTED"] .. ":", headerColor, #interruptedSpells, Details.tooltip_target_icon.file, unpack(Details.tooltip_target_icon.coords))
	Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)

	if (#interruptedSpells > 0) then
		for i = 1, min(25, #interruptedSpells) do
			local esta_habilidade = interruptedSpells[i]
			local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
			GameCooltip:AddLine(nome_magia, esta_habilidade[2].." (".._cstr("%.1f", floor(esta_habilidade[2])/floor(meu_total)*100).."%)")
			GameCooltip:AddIcon(icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
			Details:AddTooltipBackgroundStatusbar()
		end
	end

--Pet
	local allActorPets = self.pets
	if (#allActorPets > 0) then --teve ajudantes

		local quantidade = {} --armazena a quantidade de pets iguais
		local interrupts = {} --armazena as habilidades
		local alvos = {} --armazena os alvos
		local totais = {} --armazena o dano total de cada objeto

		for index, nome in ipairs(allActorPets) do
			if (not quantidade [nome]) then
				quantidade [nome] = 1

				local my_self = combatObject[class_type]:PegarCombatente(nil, nome)
				if (my_self and my_self.interrupt) then
					totais [#totais+1] = {nome, my_self.interrupt}
				end
			else
				quantidade [nome] = quantidade [nome]+1
			end
		end

		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

		for index, _table in ipairs(totais) do

			if (_table [2] > 0 and (index < 3 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)
					Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)
				end

				local n = _table [1]:gsub(("%s%<.*"), "")
				GameCooltip:AddLine(n, floor(_table [2]) .. " (" .. _math_floor(_table [2]/self.interrupt*100) .. "%)")
				Details:AddTooltipBackgroundStatusbar()
				GameCooltip:AddIcon([[Interface\AddOns\Details\images\classes_small]], 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
			end
		end

	end

	return true
end


--------------------------------------------- // JANELA DETALHES // ---------------------------------------------


---------DETALHES BIFURCA��O
function atributo_misc:MontaInfo()
	if (breakdownWindowFrame.sub_atributo == 3) then --interrupt
		return self:MontaInfoInterrupt()
	end
end

---------DETALHES bloco da direita BIFURCA��O
function atributo_misc:MontaDetalhes(spellid, barra)
	if (breakdownWindowFrame.sub_atributo == 3) then --interrupt
		return self:MontaDetalhesInterrupt(spellid, barra)
	end
end

------ Interrupt
function atributo_misc:MontaInfoInterrupt()

	local meu_total = self ["interrupt"]

	if (not self.interrupt_spells) then
		return
	end

	local minha_tabela = self.interrupt_spells._ActorTable

	local barras = breakdownWindowFrame.barras1
	local instancia = breakdownWindowFrame.instancia

	local meus_interrupts = {}

	--player
	for _spellid, _tabela in pairs(minha_tabela) do --da foreach em cada spellid do container
		local nome, _, icone = _GetSpellInfo(_spellid)
		tinsert(meus_interrupts, {_spellid, _tabela.counter, _tabela.counter/meu_total*100, nome, icone})
	end
	--pet
	local ActorPets = self.pets
	local class_color = "FFDDDDDD"
	for _, PetName in ipairs(ActorPets) do
		local PetActor = instancia.showing(class_type, PetName)
		if (PetActor and PetActor.interrupt and PetActor.interrupt > 0) then
			local PetSkillsContainer = PetActor.interrupt_spells._ActorTable
			for _spellid, _skill in pairs(PetSkillsContainer) do --da foreach em cada spellid do container
				local nome, _, icone = _GetSpellInfo(_spellid)
				tinsert(meus_interrupts, {_spellid, _skill.counter, _skill.counter/meu_total*100, nome .. " (|c" .. class_color .. PetName:gsub((" <.*"), "") .. "|r)", icone, PetActor})
			end
		end
	end

	table.sort(meus_interrupts, Details.Sort2)

	local amt = #meus_interrupts
	gump:JI_AtualizaContainerBarras(amt)

	local max_ = meus_interrupts [1][2] --dano que a primeiro magia vez

	local barra
	for index, tabela in ipairs(meus_interrupts) do

		barra = barras [index]

		if (not barra) then --se a barra n�o existir, criar ela ent�o
			barra = gump:CriaNovaBarraInfo1(instancia, index)

			barra.textura:SetStatusBarColor(1, 1, 1, 1) --isso aqui � a parte da sele��o e descele��o
			barra.on_focus = false --isso aqui � a parte da sele��o e descele��o
		end

		--isso aqui � tudo da sele��o e descele��o das barras

		if (not breakdownWindowFrame.mostrando_mouse_over) then
			if (tabela[1] == self.detalhes) then --tabela [1] = spellid = spellid 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 breakdownWindowFrame.mostrando) then
						breakdownWindowFrame.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]/max_*100) --muito mais rapido...
		end

		barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[4]) --seta o texto da esqueda
		barra.lineText4:SetText(tabela[2] .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[3]) .."%".. instancia.divisores.fecha) --seta o texto da direita

		barra.icone:SetTexture(tabela[5])

		barra.minha_tabela = self --grava o jogador na barrinho... � estranho pq todas as barras v�o ter o mesmo valor do jogador
		barra.show = tabela[1] --grava o spellid na barra
		barra:Show() --mostra a barra

		if (self.detalhes and self.detalhes == barra.show) then
			self:MontaDetalhes(self.detalhes, barra) --poderia deixar isso pro final e montar uma tail call??
		end
	end

	--Alvos do interrupt
	local meus_alvos = {}
	for target_name, amount in pairs(self.interrupt_targets) do
		meus_alvos [#meus_alvos+1] = {target_name, amount}
	end
	table.sort(meus_alvos, Details.Sort2)

	local amt_alvos = #meus_alvos
	if (amt_alvos < 1) then
		return
	end
	gump:JI_AtualizaContainerAlvos(amt_alvos)

	local max_alvos = meus_alvos[1][2]

	local barra
	for index, tabela in ipairs(meus_alvos) do

		barra = breakdownWindowFrame.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_alvos*100)
		end

		barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[1]) --seta o texto da esqueda
		barra.lineText4:SetText(tabela[2] .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[2]/meu_total*100) .. instancia.divisores.fecha) --seta o texto da direita

		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)) 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?

		barra:Show()
	end

end


------ Detalhe Info Interrupt
function atributo_misc:MontaDetalhesInterrupt(spellid, barra)

	local esta_magia = self.interrupt_spells._ActorTable [spellid]
	if (not esta_magia) then
		return
	end

	--icone direito superior
	local nome, _, icone = _GetSpellInfo(spellid)
	local infospell = {nome, nil, icone}

	Details.BreakdownWindowFrame.spell_icone:SetTexture(infospell[3])

	local total = self.interrupt
	local meu_total = esta_magia.counter

	local index = 1

	local data = {}

	local barras = breakdownWindowFrame.barras3
	local instancia = breakdownWindowFrame.instancia

	local habilidades_alvos = {}
	for spellid, amt in pairs(esta_magia.interrompeu_oque) do
		habilidades_alvos [#habilidades_alvos+1] = {spellid, amt}
	end
	table.sort(habilidades_alvos, Details.Sort2)
	local max_ = habilidades_alvos[1][2]

	local lastIndex = 1
	local barra
	for index, tabela in ipairs(habilidades_alvos) do
		lastIndex = index
		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

		barra.show = tabela[1]

		if (index == 1) then
			barra.textura:SetValue(100)
		else
			barra.textura:SetValue(tabela[2]/max_*100) --muito mais rapido...
		end

		local nome, _, icone = _GetSpellInfo(tabela[1])

		barra.lineText1:SetText(index..instancia.divisores.colocacao..nome) --seta o texto da esqueda
		barra.lineText4:SetText(tabela[2] .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[2]/total*100) .."%".. instancia.divisores.fecha) --seta o texto da direita

		barra.icone:SetTexture(icone)

		barra:Show() --mostra a barra

		if (index == 15) then
			break
		end
	end

	for i = lastIndex+1, #barras do
		barras[i]:Hide()
	end

end


function atributo_misc:MontaTooltipAlvos(esta_barra, index)

	local inimigo = esta_barra.nome_inimigo

	local container
	if (breakdownWindowFrame.instancia.sub_atributo == 3) then --interrupt
		container = self.interrupt_spells._ActorTable
	end

	local habilidades = {}
	local total = self.interrupt

	for spellid, tabela in pairs(container) do
		--tabela = classe_damage_habilidade
		local alvos = tabela.targets
		for target_name, amount in ipairs(alvos) do
			--tabela = classe_target
			if (target_name == inimigo) then
				habilidades [#habilidades+1] = {spellid, amount}
			end
		end
	end

	table.sort(habilidades, Details.Sort2)

	GameTooltip:AddLine(index..". "..inimigo)
	GameTooltip:AddLine(Loc ["STRING_SPELL_INTERRUPTED"] .. ":")
	GameTooltip:AddLine(" ")

	for index, tabela in ipairs(habilidades) do
		local nome, rank, icone = _GetSpellInfo(tabela[1])
		if (index < 8) then
			GameTooltip:AddDoubleLine(index..". |T"..icone..":0|t "..nome, tabela[2].." (".._cstr("%.1f", tabela[2]/total*100).."%)", 1, 1, 1, 1, 1, 1)
		else
			GameTooltip:AddDoubleLine(index..". "..nome, tabela[2].." (".._cstr("%.1f", tabela[2]/total*100).."%)", .65, .65, .65, .65, .65, .65)
		end
	end

	return true

end

--controla se o dps do jogador esta travado ou destravado
function atributo_misc:GetOrChangeActivityStatus(iniciar)
	return false --retorna se o dps esta aberto ou fechado para este jogador
end

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--core functions

	--atualize a funcao de abreviacao
		function atributo_misc:UpdateSelectedToKFunction()
			SelectedToKFunction = ToKFunctions [Details.ps_abbreviation]
			FormatTooltipNumber = ToKFunctions [Details.tooltip.abbreviation]
			TooltipMaximizedMethod = Details.tooltip.maximize_method
			headerColor = Details.tooltip.header_text_color
		end


	local sub_list = {"cc_break", "ress", "interrupt", "cooldowns_defensive", "dispell", "dead"}

	--subtract total from a combat table
		function atributo_misc:subtract_total(combat_table)
			for _, sub_attribute in ipairs(sub_list) do
				if (self [sub_attribute]) then
					combat_table.totals [class_type][sub_attribute] = combat_table.totals [class_type][sub_attribute] - self [sub_attribute]
					if (self.grupo) then
						combat_table.totals_grupo [class_type][sub_attribute] = combat_table.totals_grupo [class_type][sub_attribute] - self [sub_attribute]
					end
				end
			end
		end
		function atributo_misc:add_total(combat_table)
			for _, sub_attribute in ipairs(sub_list) do
				if (self [sub_attribute]) then
					combat_table.totals [class_type][sub_attribute] = combat_table.totals [class_type][sub_attribute] + self [sub_attribute]
					if (self.grupo) then
						combat_table.totals_grupo [class_type][sub_attribute] = combat_table.totals_grupo [class_type][sub_attribute] + self [sub_attribute]
					end
				end
			end
		end

local refresh_alvos = function(container1, container2)
	for target_name, amount in pairs(container2) do
		container1 [target_name] = container1 [target_name] or 0
	end
end
local refresh_habilidades = function(container1, container2)
	for spellid, habilidade in pairs(container2._ActorTable) do
		local habilidade_shadow = container1:PegaHabilidade(spellid, true, nil, true)
		refresh_alvos(habilidade_shadow.targets , habilidade.targets)
	end
end

function atributo_misc:r_onlyrefresh_shadow(actor)

	local overall_misc = Details.tabela_overall [4]
	local shadow = overall_misc._ActorTable [overall_misc._NameIndexTable [actor.nome]]

	if (not actor.nome) then
		actor.nome = "unknown"
	end

	if (not shadow) then
		shadow = overall_misc:PegarCombatente(actor.serial, actor.nome, actor.flag_original, true)

		shadow.classe = actor.classe
		shadow:SetSpecId(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

	end

	Details.refresh:r_atributo_misc(actor, shadow)

	--cc done
		if (actor.cc_done) then
			refresh_alvos(shadow.cc_done_targets, actor.cc_done_targets)
			refresh_habilidades(shadow.cc_done_spells, actor.cc_done_spells)
		end

	--cooldowns
		if (actor.cooldowns_defensive) then
			refresh_alvos(shadow.cooldowns_defensive_targets, actor.cooldowns_defensive_targets)
			refresh_habilidades(shadow.cooldowns_defensive_spells, actor.cooldowns_defensive_spells)
		end

	--buff uptime
		if (actor.buff_uptime) then
			refresh_alvos(shadow.buff_uptime_targets, actor.buff_uptime_targets)
			refresh_habilidades(shadow.buff_uptime_spells, actor.buff_uptime_spells)

			if (actor.received_buffs_spells) then
				if (not shadow.received_buffs_spells) then
					shadow.received_buffs_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
				end
				refresh_habilidades(shadow.received_buffs_spells, actor.received_buffs_spells)
			end
		end

	--debuff uptime
		if (actor.debuff_uptime) then
			refresh_habilidades(shadow.debuff_uptime_spells, actor.debuff_uptime_spells)
			if (actor.boss_debuff) then
				--
			else
				refresh_alvos(shadow.debuff_uptime_targets, actor.debuff_uptime_targets)
			end

		end

	--interrupt
		if (actor.interrupt) then
			refresh_alvos(shadow.interrupt_targets, actor.interrupt_targets)
			refresh_habilidades(shadow.interrupt_spells, actor.interrupt_spells)
			for spellid, habilidade in pairs(actor.interrupt_spells._ActorTable) do
				local habilidade_shadow = shadow.interrupt_spells:PegaHabilidade(spellid, true, nil, true)
				habilidade_shadow.interrompeu_oque = habilidade_shadow.interrompeu_oque or {}
			end
		end

	--ress
		if (actor.ress) then
			refresh_alvos(shadow.ress_targets, actor.ress_targets)
			refresh_habilidades(shadow.ress_spells, actor.ress_spells)
		end

	--dispell
		if (actor.dispell) then
			refresh_alvos(shadow.dispell_targets, actor.dispell_targets)
			refresh_habilidades(shadow.dispell_spells, actor.dispell_spells)
			for spellid, habilidade in pairs(actor.dispell_spells._ActorTable) do
				local habilidade_shadow = shadow.dispell_spells:PegaHabilidade(spellid, true, nil, true)
				habilidade_shadow.dispell_oque = habilidade_shadow.dispell_oque or {}
			end
		end

	--cc break
		if (actor.cc_break) then
			refresh_alvos(shadow.cc_break_targets, actor.cc_break_targets)
			refresh_habilidades(shadow.cc_break_spells, actor.cc_break_spells)
			for spellid, habilidade in pairs(actor.cc_break_spells._ActorTable) do
				local habilidade_shadow = shadow.cc_break_spells:PegaHabilidade(spellid, true, nil, true)
				habilidade_shadow.cc_break_oque = habilidade_shadow.cc_break_oque or {}
			end
		end

	return shadow
end

local sumKeyValues = function(habilidade, habilidade_tabela1)
	for key, value in pairs(habilidade) do
		if (type(value) == "number") then
			if (key ~= "id" and key ~= "spellschool") then
				habilidade_tabela1[key] = (habilidade_tabela1[key] or 0) + value
			end
		end
	end
end

local sumTargetValues = function(container1, container2)
	for targetName, amount in pairs(container2) do
		container1[targetName] = (container1[targetName] or 0) + amount
	end
end

local sumSpellTableKeyValues = function(container1, container2)
	for spellId, spellTable in pairs(container2._ActorTable) do
		local spellTable1 = container1:PegaHabilidade(spellId, true, nil, false)
		sumTargetValues(spellTable1.targets, spellTable.targets)
		sumKeyValues(spellTable, spellTable1)
	end
end

function atributo_misc:r_connect_shadow(actor, no_refresh, combat_object)
	local host_combat = combat_object or Details.tabela_overall

	--criar uma shadow desse ator se ainda n�o tiver uma
	local overall_misc = host_combat[4]
	local shadow = overall_misc._ActorTable[overall_misc._NameIndexTable[actor.nome]]

	if (not actor.nome) then
		actor.nome = "unknown"
	end

	if (not shadow) then
		shadow = overall_misc:PegarCombatente(actor.serial, actor.nome, actor.flag_original, true)

		shadow.classe = actor.classe
		shadow:SetSpecId(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
	end

	--aplica a meta e indexes
	if (not no_refresh) then
		Details.refresh:r_atributo_misc(actor, shadow)
	end

	--pets(add unique pet names)
	for _, petName in ipairs(actor.pets) do
		DetailsFramework.table.addunique(shadow.pets, petName)
	end

	if (actor.cleu_prescience_time) then
		local shadowPrescienceStackData = shadow.cleu_prescience_time
		if (not shadowPrescienceStackData) then
			shadow.cleu_prescience_time = detailsFramework.table.copy({}, actor.cleu_prescience_time)
		else
			for amountOfPrescienceApplied, time in pairs(actor.cleu_prescience_time.stackTime) do
				shadow.cleu_prescience_time.stackTime[amountOfPrescienceApplied] = shadow.cleu_prescience_time.stackTime[amountOfPrescienceApplied] + time
			end
		end
	end

	if (actor.cc_done) then
		if (not shadow.cc_done_targets) then
			shadow.cc_done = Details:GetOrderNumber()
			shadow.cc_done_targets = {}
			shadow.cc_done_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end

		shadow.cc_done = shadow.cc_done + actor.cc_done

		sumTargetValues(shadow.cc_done_targets, actor.cc_done_targets)
		sumSpellTableKeyValues(shadow.cc_done_spells, actor.cc_done_spells)
	end

	if (actor.cooldowns_defensive) then
		if (not shadow.cooldowns_defensive_targets) then
			shadow.cooldowns_defensive =  Details:GetOrderNumber(actor.nome)
			shadow.cooldowns_defensive_targets = {}
			shadow.cooldowns_defensive_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end

		shadow.cooldowns_defensive = shadow.cooldowns_defensive + actor.cooldowns_defensive
		host_combat.totals[4].cooldowns_defensive = host_combat.totals[4].cooldowns_defensive + actor.cooldowns_defensive
		if (actor.grupo) then
			host_combat.totals_grupo[4].cooldowns_defensive = host_combat.totals_grupo[4].cooldowns_defensive + actor.cooldowns_defensive
		end

		sumTargetValues(shadow.cooldowns_defensive_targets, actor.cooldowns_defensive_targets)
		sumSpellTableKeyValues(shadow.cooldowns_defensive_spells, actor.cooldowns_defensive_spells)
	end

	if (actor.buff_uptime) then
		if (not shadow.buff_uptime_targets) then
			shadow.buff_uptime = 0
			shadow.buff_uptime_targets = {}
			shadow.buff_uptime_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end

		if (actor.received_buffs_spells) then
			if (not shadow.received_buffs_spells) then
				shadow.received_buffs_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
			end
			sumSpellTableKeyValues(shadow.received_buffs_spells, actor.received_buffs_spells)
		end

		shadow.buff_uptime = shadow.buff_uptime + actor.buff_uptime
		sumTargetValues(shadow.buff_uptime_targets, actor.buff_uptime_targets)
		sumSpellTableKeyValues(shadow.buff_uptime_spells, actor.buff_uptime_spells)
	end


	if (actor.debuff_uptime) then
		if (not shadow.debuff_uptime_targets) then
			shadow.debuff_uptime = 0
			if (actor.boss_debuff) then
				shadow.debuff_uptime_targets = {}
				shadow.boss_debuff = true
				shadow.damage_twin = actor.damage_twin
				shadow.spellschool = actor.spellschool
				shadow.damage_spellid = actor.damage_spellid
				shadow.debuff_uptime = 0
			else
				shadow.debuff_uptime_targets = {}
			end
			shadow.debuff_uptime_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end

		shadow.debuff_uptime = shadow.debuff_uptime + actor.debuff_uptime

		for target_name, amount in pairs(actor.debuff_uptime_targets) do
			if (type(amount) == "table") then --boss debuff
				local t = shadow.debuff_uptime_targets [target_name]
				if (not t) then
					shadow.debuff_uptime_targets [target_name] = atributo_misc:CreateBuffTargetObject()
					t = shadow.debuff_uptime_targets [target_name]
				end
				t.uptime = t.uptime + amount.uptime
				t.activedamt = t.activedamt + amount.activedamt
				t.refreshamt = t.refreshamt + amount.refreshamt
				t.appliedamt = t.appliedamt + amount.appliedamt
			else
				shadow.debuff_uptime_targets [target_name] = (shadow.debuff_uptime_targets [target_name] or 0) + amount
			end
		end

		sumSpellTableKeyValues(shadow.debuff_uptime_spells, actor.debuff_uptime_spells)
	end

	--interrupt
	if (actor.interrupt) then
		if (not shadow.interrupt_targets) then
			shadow.interrupt = 0
			shadow.interrupt_cast_overlap = 0
			shadow.interrupt_targets = {}
			shadow.interrupt_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS) --cria o container das habilidades usadas para interromper
			shadow.interrompeu_oque = {}
		end

		shadow.interrupt_cast_overlap = shadow.interrupt_cast_overlap or 0
		shadow.interrupt_cast_overlap = shadow.interrupt_cast_overlap + (actor.interrupt_cast_overlap or 0)

		shadow.interrupt = shadow.interrupt + actor.interrupt
		host_combat.totals[4].interrupt = host_combat.totals[4].interrupt + actor.interrupt
		if (actor.grupo) then
			host_combat.totals_grupo[4].interrupt = host_combat.totals_grupo[4].interrupt + actor.interrupt
		end

		sumTargetValues(shadow.interrupt_targets, actor.interrupt_targets)
		sumSpellTableKeyValues(shadow.interrupt_spells, actor.interrupt_spells)

		for spellid, habilidade in pairs(actor.interrupt_spells._ActorTable) do
			local habilidade_shadow = shadow.interrupt_spells:PegaHabilidade(spellid, true, nil, true)

			habilidade_shadow.interrompeu_oque = habilidade_shadow.interrompeu_oque or {}

			for _spellid, amount in pairs(habilidade.interrompeu_oque) do
				habilidade_shadow.interrompeu_oque [_spellid] = (habilidade_shadow.interrompeu_oque [_spellid] or 0) + amount
			end
		end
		for spellid, amount in pairs(actor.interrompeu_oque) do
			shadow.interrompeu_oque [spellid] = (shadow.interrompeu_oque [spellid] or 0) + amount
		end
	end

	--ress
	if (actor.ress) then
		if (not shadow.ress_targets) then
			shadow.ress = 0
			shadow.ress_targets = {}
			shadow.ress_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end

		shadow.ress = shadow.ress + actor.ress
		host_combat.totals[4].ress = host_combat.totals[4].ress + actor.ress
		if (actor.grupo) then
			host_combat.totals_grupo[4].ress = host_combat.totals_grupo[4].ress + actor.ress
		end

		sumTargetValues(shadow.ress_targets, actor.ress_targets)
		sumSpellTableKeyValues(shadow.ress_spells, actor.ress_spells)
	end

	--dispell
	if (actor.dispell) then
		if (not shadow.dispell_targets) then
			shadow.dispell = 0
			shadow.dispell_targets = {}
			shadow.dispell_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
			shadow.dispell_oque = {}
		end

		shadow.dispell = shadow.dispell + actor.dispell
		host_combat.totals[4].dispell = host_combat.totals[4].dispell + actor.dispell
		if (actor.grupo) then
			host_combat.totals_grupo[4].dispell = host_combat.totals_grupo[4].dispell + actor.dispell
		end

		sumTargetValues(shadow.dispell_targets, actor.dispell_targets)
		sumSpellTableKeyValues(shadow.dispell_spells, actor.dispell_spells)

		for spellid, habilidade in pairs(actor.dispell_spells._ActorTable) do
			local habilidade_shadow = shadow.dispell_spells:PegaHabilidade(spellid, true, nil, true)
			habilidade_shadow.dispell_oque = habilidade_shadow.dispell_oque or {}
			for _spellid, amount in pairs(habilidade.dispell_oque) do
				habilidade_shadow.dispell_oque [_spellid] = (habilidade_shadow.dispell_oque [_spellid] or 0) + amount
			end
		end

		for spellid, amount in pairs(actor.dispell_oque) do
			shadow.dispell_oque [spellid] = (shadow.dispell_oque [spellid] or 0) + amount
		end
	end

	if (actor.cc_break) then
		if (not shadow.cc_break) then
			shadow.cc_break = 0
			shadow.cc_break_targets = {}
			shadow.cc_break_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS) --cria o container das habilidades usadas para interromper
			shadow.cc_break_oque = {}
		end

		shadow.cc_break = shadow.cc_break + actor.cc_break
		host_combat.totals[4].cc_break = host_combat.totals[4].cc_break + actor.cc_break
		if (actor.grupo) then
			host_combat.totals_grupo[4].cc_break = host_combat.totals_grupo[4].cc_break + actor.cc_break
		end

		sumTargetValues(shadow.cc_break_targets, actor.cc_break_targets)
		sumSpellTableKeyValues(shadow.cc_break_spells, actor.cc_break_spells)

		for spellid, habilidade in pairs(actor.cc_break_spells._ActorTable) do
			local habilidade_shadow = shadow.cc_break_spells:PegaHabilidade(spellid, true, nil, true)
			habilidade_shadow.cc_break_oque = habilidade_shadow.cc_break_oque or {}
			for _spellid, amount in pairs(habilidade.cc_break_oque) do
				habilidade_shadow.cc_break_oque [_spellid] = (habilidade_shadow.cc_break_oque [_spellid] or 0) + amount
			end
		end
		for spellid, amount in pairs(actor.cc_break_oque) do
			shadow.cc_break_oque [spellid] = (shadow.cc_break_oque [spellid] or 0) + amount
		end
	end

	return shadow

end

function Details.refresh:r_atributo_misc(thisActor, shadow)
	setmetatable(thisActor, Details.atributo_misc)
	detailsFramework:Mixin(thisActor, Details222.Mixins.ActorMixin)

	thisActor.__index = Details.atributo_misc

	--refresh cc done
	if (thisActor.cc_done) then
		if (shadow and not shadow.cc_done_targets) then
			shadow.cc_done = 0
			shadow.cc_done_targets = {}
			shadow.cc_done_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end
		Details.refresh:r_container_habilidades(thisActor.cc_done_spells, shadow and shadow.cc_done_spells)
	end

	--refresh interrupts
	if (thisActor.interrupt_targets) then
		if (shadow and not shadow.interrupt_targets) then
			shadow.interrupt = 0
			shadow.interrupt_targets = {}
			shadow.interrupt_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
			shadow.interrompeu_oque = {}
		end
		Details.refresh:r_container_habilidades(thisActor.interrupt_spells, shadow and shadow.interrupt_spells)
	end

	--refresh buff uptime
	if (thisActor.buff_uptime_targets) then
		if (shadow and not shadow.buff_uptime_targets) then
			shadow.buff_uptime = 0
			shadow.buff_uptime_targets = {}
			shadow.buff_uptime_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)

			if (thisActor.received_buffs_spells) then
				shadow.received_buffs_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
			end
		end

		Details.refresh:r_container_habilidades(thisActor.buff_uptime_spells, shadow and shadow.buff_uptime_spells)

		if (thisActor.received_buffs_spells) then
			Details.refresh:r_container_habilidades(thisActor.received_buffs_spells, shadow and shadow.received_buffs_spells)
		end
	end

	--refresh buff uptime
	if (thisActor.debuff_uptime_targets) then
		if (shadow and not shadow.debuff_uptime_targets) then
			shadow.debuff_uptime = 0
			if (thisActor.boss_debuff) then
				shadow.debuff_uptime_targets = {}
				shadow.boss_debuff = true
				shadow.damage_twin = thisActor.damage_twin
				shadow.spellschool = thisActor.spellschool
				shadow.damage_spellid = thisActor.damage_spellid
				shadow.debuff_uptime = 0
			else
				shadow.debuff_uptime_targets = {}
			end
			shadow.debuff_uptime_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end
		Details.refresh:r_container_habilidades(thisActor.debuff_uptime_spells, shadow and shadow.debuff_uptime_spells)
	end

	--refresh cooldowns defensive
	if (thisActor.cooldowns_defensive_targets) then
		if (shadow and not shadow.cooldowns_defensive_targets) then
			shadow.cooldowns_defensive = 0
			shadow.cooldowns_defensive_targets = {}
			shadow.cooldowns_defensive_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end
		Details.refresh:r_container_habilidades(thisActor.cooldowns_defensive_spells, shadow and shadow.cooldowns_defensive_spells)
	end

	--refresh ressers
	if (thisActor.ress_targets) then
		if (shadow and not shadow.ress_targets) then
			shadow.ress = 0
			shadow.ress_targets = {}
			shadow.ress_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
		end
		Details.refresh:r_container_habilidades(thisActor.ress_spells, shadow and shadow.ress_spells)
	end

	--refresh dispells
	if (thisActor.dispell_targets) then
		if (shadow and not shadow.dispell_targets) then
			shadow.dispell = 0
			shadow.dispell_targets = {}
			shadow.dispell_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS) --cria o container das habilidades usadas para interromper
			shadow.dispell_oque = {}
		end
		Details.refresh:r_container_habilidades(thisActor.dispell_spells, shadow and shadow.dispell_spells)
	end

	--refresh cc_breaks
	if (thisActor.cc_break_targets) then
		if (shadow and not shadow.cc_break) then
			shadow.cc_break = 0
			shadow.cc_break_targets = {}
			shadow.cc_break_spells = container_habilidades:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS)
			shadow.cc_break_oque = {}
		end
		Details.refresh:r_container_habilidades(thisActor.cc_break_spells, shadow and shadow.cc_break_spells)
	end
end

function Details.clear:c_atributo_misc(este_jogador)
	este_jogador.__index = nil
	este_jogador.links = nil
	este_jogador.minha_barra = nil

	if (este_jogador.cc_done_targets) then
		Details.clear:c_container_habilidades(este_jogador.cc_done_spells)
	end

	if (este_jogador.interrupt_targets) then
		Details.clear:c_container_habilidades(este_jogador.interrupt_spells)
	end

	if (este_jogador.cooldowns_defensive_targets) then
		Details.clear:c_container_habilidades(este_jogador.cooldowns_defensive_spells)
	end

	if (este_jogador.buff_uptime_targets) then
		Details.clear:c_container_habilidades(este_jogador.buff_uptime_spells)

		if (este_jogador.received_buffs_spells) then
			Details.clear:c_container_habilidades(este_jogador.received_buffs_spells)
		end
	end

	if (este_jogador.debuff_uptime_targets) then
		Details.clear:c_container_habilidades(este_jogador.debuff_uptime_spells)
	end

	if (este_jogador.ress_targets) then
		Details.clear:c_container_habilidades(este_jogador.ress_spells)
	end

	if (este_jogador.cc_break_targets) then
		Details.clear:c_container_habilidades(este_jogador.cc_break_spells)
	end

	if (este_jogador.dispell_targets) then
		Details.clear:c_container_habilidades(este_jogador.dispell_spells)
	end

end

atributo_misc.__add = function(tabela1, tabela2)
	if (tabela2.cleu_prescience_time) then --timeline
		local shadowPrescienceStackData = tabela1.cleu_prescience_time
		if (not shadowPrescienceStackData) then
			tabela1.cleu_prescience_time = detailsFramework.table.copy({}, tabela2.cleu_prescience_time)
		else
			for amountOfPrescienceApplied, time in pairs(tabela2.cleu_prescience_time.stackTime) do
				tabela1.cleu_prescience_time.stackTime[amountOfPrescienceApplied] = tabela1.cleu_prescience_time.stackTime[amountOfPrescienceApplied] + time
			end
		end
	end

	if (tabela2.cc_done) then
		tabela1.cc_done = tabela1.cc_done + tabela2.cc_done

		for targetName, amount in pairs(tabela2.cc_done_targets) do
			tabela1.cc_done_targets[targetName] = (tabela1.cc_done_targets[targetName] or 0) + amount
		end

		for spellId, spellTable in pairs(tabela2.cc_done_spells._ActorTable) do
			local spellTable1 = tabela1.cc_done_spells:PegaHabilidade(spellId, true, nil, false)

			for target_name, amount in pairs(spellTable.targets) do
				spellTable1.targets[target_name] = (spellTable1.targets[target_name] or 0) + amount
			end

			sumKeyValues(spellTable, spellTable1)
		end
	end

	if (tabela2.interrupt) then
		if (not tabela1.interrupt) then
			tabela1.interrupt = 0
			tabela1.interrupt_cast_overlap = 0
			tabela1.interrupt_targets = {}
			tabela1.interrupt_spells = container_habilidades:NovoContainer(container_misc)
			tabela1.interrompeu_oque = {}
		end

		--total de interrupts
			tabela1.interrupt = tabela1.interrupt + tabela2.interrupt
			tabela1.interrupt_cast_overlap = tabela1.interrupt_cast_overlap or 0
			tabela1.interrupt_cast_overlap = tabela1.interrupt_cast_overlap + (tabela2.interrupt_cast_overlap or 0)

		--soma o interrompeu o que
			for spellid, amount in pairs(tabela2.interrompeu_oque) do
				tabela1.interrompeu_oque[spellid] = (tabela1.interrompeu_oque [spellid] or 0) + amount
			end

		--soma os containers de alvos
			for target_name, amount in pairs(tabela2.interrupt_targets) do
				tabela1.interrupt_targets[target_name] = (tabela1.interrupt_targets[target_name] or 0) + amount
			end

		--soma o container de habilidades
			for spellid, habilidade in pairs(tabela2.interrupt_spells._ActorTable) do
				local habilidade_tabela1 = tabela1.interrupt_spells:PegaHabilidade(spellid, true, nil, false)

				habilidade_tabela1.interrompeu_oque = habilidade_tabela1.interrompeu_oque or {}
				for _spellid, amount in pairs(habilidade.interrompeu_oque) do
					habilidade_tabela1.interrompeu_oque[_spellid] = (habilidade_tabela1.interrompeu_oque[_spellid] or 0) + amount
				end

				for target_name, amount in pairs(habilidade.targets) do
					habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
				end

				sumKeyValues(habilidade, habilidade_tabela1)
			end

	end

	if (tabela2.buff_uptime) then
		if (not tabela1.buff_uptime) then
			tabela1.buff_uptime = 0
			tabela1.buff_uptime_targets = {}
			tabela1.buff_uptime_spells = container_habilidades:NovoContainer(container_misc)
		end

		if (tabela2.received_buffs_spells) then
			if (not tabela1.received_buffs_spells) then
				tabela1.received_buffs_spells = container_habilidades:NovoContainer(container_misc)
			end

			for spellId, spellTable in pairs(tabela2.received_buffs_spells._ActorTable) do
				local habilidade_tabela1 = tabela1.received_buffs_spells:PegaHabilidade(spellId, true, nil, false)

				for target_name, amount in pairs(spellTable.targets) do
					habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
				end

				sumKeyValues(spellTable, habilidade_tabela1)
			end
		end

		tabela1.buff_uptime = tabela1.buff_uptime + tabela2.buff_uptime

		for target_name, amount in pairs(tabela2.buff_uptime_targets) do
			tabela1.buff_uptime_targets[target_name] = (tabela1.buff_uptime_targets[target_name] or 0) + amount
		end

		for spellId, spellTable in pairs(tabela2.buff_uptime_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.buff_uptime_spells:PegaHabilidade(spellId, true, nil, false)

			for target_name, amount in pairs(spellTable.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
			end

			sumKeyValues(spellTable, habilidade_tabela1)
		end
	end

	if (tabela2.debuff_uptime) then
		if (not tabela1.debuff_uptime) then
			if (tabela2.boss_debuff) then
				tabela1.debuff_uptime_targets = {}
				tabela1.boss_debuff = true
				tabela1.damage_twin = tabela2.damage_twin
				tabela1.spellschool = tabela2.spellschool
				tabela1.damage_spellid = tabela2.damage_spellid
			else
				tabela1.debuff_uptime_targets = {}
			end

			tabela1.debuff_uptime = 0
			tabela1.debuff_uptime_spells = container_habilidades:NovoContainer(container_misc)
		end

		tabela1.debuff_uptime = tabela1.debuff_uptime + tabela2.debuff_uptime

		for target_name, amount in pairs(tabela2.debuff_uptime_targets) do
			if (type(amount) == "table") then --boss debuff
				local t = tabela1.debuff_uptime_targets[target_name]
				if (not t) then
					tabela1.debuff_uptime_targets[target_name] = atributo_misc:CreateBuffTargetObject()
					t = tabela1.debuff_uptime_targets[target_name]
				end
				t.uptime = t.uptime + amount.uptime
				t.activedamt = t.activedamt + amount.activedamt
				t.refreshamt = t.refreshamt + amount.refreshamt
				t.appliedamt = t.appliedamt + amount.appliedamt
			else
				tabela1.debuff_uptime_targets[target_name] = (tabela1.debuff_uptime_targets[target_name] or 0) + amount
			end
		end

		for spellid, habilidade in pairs(tabela2.debuff_uptime_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.debuff_uptime_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
			end

			sumKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.cooldowns_defensive) then
		if (not tabela1.cooldowns_defensive) then
			tabela1.cooldowns_defensive = 0
			tabela1.cooldowns_defensive_targets = {}
			tabela1.cooldowns_defensive_spells = container_habilidades:NovoContainer(container_misc)
		end

		tabela1.cooldowns_defensive = tabela1.cooldowns_defensive + tabela2.cooldowns_defensive

		for target_name, amount in pairs(tabela2.cooldowns_defensive_targets) do
			tabela1.cooldowns_defensive_targets[target_name] = (tabela1.cooldowns_defensive_targets[target_name] or 0) + amount
		end

		for spellid, habilidade in pairs(tabela2.cooldowns_defensive_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.cooldowns_defensive_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
			end

			sumKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.ress) then
		if (not tabela1.ress) then
			tabela1.ress = 0
			tabela1.ress_targets = {}
			tabela1.ress_spells = container_habilidades:NovoContainer(container_misc)
		end

		tabela1.ress = tabela1.ress + tabela2.ress

		for target_name, amount in pairs(tabela2.ress_targets) do
			tabela1.ress_targets[target_name] = (tabela1.ress_targets[target_name] or 0) + amount
		end

		for spellid, habilidade in pairs(tabela2.ress_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.ress_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
			end

			sumKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.dispell) then

		if (not tabela1.dispell) then
			tabela1.dispell = 0
			tabela1.dispell_targets = {}
			tabela1.dispell_spells = container_habilidades:NovoContainer(container_misc)
			tabela1.dispell_oque = {}
		end

		tabela1.dispell = tabela1.dispell + tabela2.dispell

		for target_name, amount in pairs(tabela2.dispell_targets) do
			tabela1.dispell_targets[target_name] = (tabela1.dispell_targets[target_name] or 0) + amount
		end

		for spellid, habilidade in pairs(tabela2.dispell_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.dispell_spells:PegaHabilidade(spellid, true, nil, false)

			habilidade_tabela1.dispell_oque = habilidade_tabela1.dispell_oque or {}

			for _spellid, amount in pairs(habilidade.dispell_oque) do
				habilidade_tabela1.dispell_oque[_spellid] = (habilidade_tabela1.dispell_oque[_spellid] or 0) + amount
			end

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
			end

			sumKeyValues(habilidade, habilidade_tabela1)
		end

		for spellid, amount in pairs(tabela2.dispell_oque) do
			tabela1.dispell_oque[spellid] = (tabela1.dispell_oque[spellid] or 0) + amount
		end

	end

	if (tabela2.cc_break) then
		if (not tabela1.cc_break) then
			tabela1.cc_break = 0
			tabela1.cc_break_targets = {}
			tabela1.cc_break_spells = container_habilidades:NovoContainer(container_misc)
			tabela1.cc_break_oque = {}
		end

		tabela1.cc_break = tabela1.cc_break + tabela2.cc_break

		for target_name, amount in pairs(tabela2.cc_break_targets) do
			tabela1.cc_break_targets[target_name] = (tabela1.cc_break_targets[target_name] or 0) + amount
		end

		for spellid, habilidade in pairs(tabela2.cc_break_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.cc_break_spells:PegaHabilidade(spellid, true, nil, false)

			habilidade_tabela1.cc_break_oque = habilidade_tabela1.cc_break_oque or {}
			for _spellid, amount in pairs(habilidade.cc_break_oque) do
				habilidade_tabela1.cc_break_oque[_spellid] = (habilidade_tabela1.cc_break_oque[_spellid] or 0) + amount
			end

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
			end

			sumKeyValues(habilidade, habilidade_tabela1)
		end

		for spellid, amount in pairs(tabela2.cc_break_oque) do
			tabela1.cc_break_oque[spellid] = (tabela1.cc_break_oque[spellid] or 0) + amount
		end
	end

	return tabela1
end

local subtractKeyValues = function(habilidade, habilidade_tabela1)
	for key, value in pairs(habilidade) do
		if (type(value) == "number") then
			if (key ~= "id" and key ~= "spellschool") then
				habilidade_tabela1[key] = (habilidade_tabela1[key] or 0) - value
			end
		end
	end
end

atributo_misc.__sub = function(tabela1, tabela2)
	if (tabela2.cleu_prescience_time) then --timeline
		local shadowPrescienceStackData = tabela1.cleu_prescience_time
		if (shadowPrescienceStackData) then
			for amountOfPrescienceApplied, time in pairs(tabela2.cleu_prescience_time.stackTime) do
				tabela1.cleu_prescience_time.stackTime[amountOfPrescienceApplied] = tabela1.cleu_prescience_time.stackTime[amountOfPrescienceApplied] - time
			end
		end
	end

	if (tabela2.cc_done) then
		tabela1.cc_done = tabela1.cc_done - tabela2.cc_done

		for target_name, amount in pairs(tabela2.cc_done_targets) do
			tabela1.cc_done_targets[target_name] = (tabela1.cc_done_targets[target_name] or 0) - amount
		end

		for spellid, habilidade in pairs(tabela2.cc_done_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.cc_done_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.interrupt) then
		--total de interrupts
			tabela1.interrupt = tabela1.interrupt - tabela2.interrupt
			tabela1.interrupt_cast_overlap = tabela1.interrupt_cast_overlap - tabela2.interrupt_cast_overlap

		--soma o interrompeu o que
			for spellid, amount in pairs(tabela2.interrompeu_oque) do
				tabela1.interrompeu_oque[spellid] = (tabela1.interrompeu_oque[spellid] or 0) - amount
			end

		--soma os containers de alvos
			for target_name, amount in pairs(tabela2.interrupt_targets) do
				tabela1.interrupt_targets[target_name] = (tabela1.interrupt_targets[target_name] or 0) - amount
			end

		--soma o container de habilidades
			for spellid, habilidade in pairs(tabela2.interrupt_spells._ActorTable) do
				local habilidade_tabela1 = tabela1.interrupt_spells:PegaHabilidade(spellid, true, nil, false)

				habilidade_tabela1.interrompeu_oque = habilidade_tabela1.interrompeu_oque or {}
				for _spellid, amount in pairs(habilidade.interrompeu_oque) do
					habilidade_tabela1.interrompeu_oque[_spellid] = (habilidade_tabela1.interrompeu_oque[_spellid] or 0) - amount
				end

				for target_name, amount in pairs(habilidade.targets) do
					habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
				end

				subtractKeyValues(habilidade, habilidade_tabela1)
			end
	end

	if (tabela2.buff_uptime) then
		tabela1.buff_uptime = tabela1.buff_uptime - tabela2.buff_uptime

		for target_name, amount in pairs(tabela2.buff_uptime_targets) do
			tabela1.buff_uptime_targets[target_name] = (tabela1.buff_uptime_targets[target_name] or 0) - amount
		end

		for spellid, habilidade in pairs(tabela2.buff_uptime_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.buff_uptime_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end

		if (tabela2.received_buffs_spells) then
			for spellId, spellTable in pairs(tabela2.received_buffs_spells._ActorTable) do
				local habilidade_tabela1 = tabela1.received_buffs_spells:PegaHabilidade(spellId, true, nil, false)
				subtractKeyValues(spellTable, habilidade_tabela1)
			end
		end
	end

	if (tabela2.debuff_uptime) then
		tabela1.debuff_uptime = tabela1.debuff_uptime - tabela2.debuff_uptime

		for target_name, amount in pairs(tabela2.debuff_uptime_targets) do
			if (type(amount) == "table") then --boss debuff
				local t = tabela1.debuff_uptime_targets[target_name]
				if (not t) then
					tabela1.debuff_uptime_targets[target_name] = atributo_misc:CreateBuffTargetObject()
					t = tabela1.debuff_uptime_targets[target_name]
				end
				t.uptime = t.uptime - amount.uptime
				t.activedamt = t.activedamt - amount.activedamt
				t.refreshamt = t.refreshamt - amount.refreshamt
				t.appliedamt = t.appliedamt - amount.appliedamt
			else
				tabela2.debuff_uptime_targets[target_name] = (tabela2.debuff_uptime_targets[target_name] or 0) - amount
			end
		end

		for spellid, habilidade in pairs(tabela2.debuff_uptime_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.debuff_uptime_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.cooldowns_defensive) then
		tabela1.cooldowns_defensive = tabela1.cooldowns_defensive - tabela2.cooldowns_defensive

		for target_name, amount in pairs(tabela2.cooldowns_defensive_targets) do
			tabela1.cooldowns_defensive_targets[target_name] = (tabela1.cooldowns_defensive_targets[target_name] or 0) - amount
		end

		for spellid, habilidade in pairs(tabela2.cooldowns_defensive_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.cooldowns_defensive_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.ress) then
		tabela1.ress = tabela1.ress - tabela2.ress

		for target_name, amount in pairs(tabela2.ress_targets) do
			tabela1.ress_targets[target_name] = (tabela1.ress_targets[target_name] or 0) - amount
		end

		for spellid, habilidade in pairs(tabela2.ress_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.ress_spells:PegaHabilidade(spellid, true, nil, false)

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end
	end

	if (tabela2.dispell) then
		tabela1.dispell = tabela1.dispell - tabela2.dispell

		for target_name, amount in pairs(tabela2.dispell_targets) do
			tabela1.dispell_targets[target_name] = (tabela1.dispell_targets[target_name] or 0) - amount
		end

		for spellid, habilidade in pairs(tabela2.dispell_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.dispell_spells:PegaHabilidade(spellid, true, nil, false)

			habilidade_tabela1.dispell_oque = habilidade_tabela1.dispell_oque or {}

			for _spellid, amount in pairs(habilidade.dispell_oque) do
				habilidade_tabela1.dispell_oque[_spellid] = (habilidade_tabela1.dispell_oque[_spellid] or 0) - amount
			end

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end

		for spellid, amount in pairs(tabela2.dispell_oque) do
			tabela1.dispell_oque[spellid] = (tabela1.dispell_oque[spellid] or 0) - amount
		end
	end

	if (tabela2.cc_break) then
		tabela1.cc_break = tabela1.cc_break - tabela2.cc_break

		for target_name, amount in pairs(tabela2.cc_break_targets) do
			tabela1.cc_break_targets[target_name] = (tabela1.cc_break_targets[target_name] or 0) - amount
		end

		for spellid, habilidade in pairs(tabela2.cc_break_spells._ActorTable) do
			local habilidade_tabela1 = tabela1.cc_break_spells:PegaHabilidade(spellid, true, nil, false)

			habilidade_tabela1.cc_break_oque = habilidade_tabela1.cc_break_oque or {}
			for _spellid, amount in pairs(habilidade.cc_break_oque) do
				habilidade_tabela1.cc_break_oque[_spellid] = (habilidade_tabela1.cc_break_oque[_spellid] or 0) - amount
			end

			for target_name, amount in pairs(habilidade.targets) do
				habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
			end

			subtractKeyValues(habilidade, habilidade_tabela1)
		end

		for spellid, amount in pairs(tabela2.cc_break_oque) do
			tabela1.cc_break_oque[spellid] = (tabela1.cc_break_oque[spellid] or 0) - amount
		end
	end

	return tabela1
end
