--[[-------------------------------------------------------------------- Ovale Spell Priority Copyright (C) 2013 Johnny C. Lam This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License in the LICENSE file accompanying this program. --]]-------------------------------------------------------------------- local _, Ovale = ... do local OvaleCondition = Ovale.OvaleCondition local OvaleState = Ovale.OvaleState local Compare = OvaleCondition.Compare local state = OvaleState.state --- Get the current damage multiplier of a spell. -- This currently does not take into account increased damage due to mastery. -- @name DamageMultiplier -- @paramsig number or boolean -- @param id The spell ID. -- @param operator Optional. Comparison operator: less, atMost, equal, atLeast, more. -- @param number Optional. The number to compare against. -- @return The current damage multiplier of the given spell. -- @return A boolean value for the result of the comparison. -- @see LastDamageMultiplier -- @usage -- if {DamageMultiplier(rupture) / LastDamageMultiplier(rupture)} >1.1 -- Spell(rupture) local function DamageMultiplier(condition) local spellId, comparator, limit = condition[1], condition[2], condition[3] local bdm = state.snapshot.baseDamageMultiplier local dm = state:GetDamageMultiplier(spellId) local value = bdm * dm return Compare(value, comparator, limit) end OvaleCondition:RegisterCondition("damagemultiplier", false, DamageMultiplier) end