This is a short document for Details! API, describing attributes, combat, container, actor.
It still is incomplete, we are working on.

This is a diagram showing the structure: http://i.imgur.com/vyTjpFh.png



Attributes:
=======================================
All these keys are globals:

DETAILS_ATTRIBUTE_DAMAGE = 1
DETAILS_SUBATTRIBUTE_DAMAGEDONE = 1
DETAILS_SUBATTRIBUTE_DPS = 2
DETAILS_SUBATTRIBUTE_DAMAGETAKEN = 3
DETAILS_SUBATTRIBUTE_FRIENDLYFIRE = 4
DETAILS_SUBATTRIBUTE_FRAGS = 5
DETAILS_SUBATTRIBUTE_ENEMIES = 6
DETAILS_SUBATTRIBUTE_VOIDZONES = 7

DETAILS_ATTRIBUTE_HEAL = 2
DETAILS_SUBATTRIBUTE_HEALDONE = 1
DETAILS_SUBATTRIBUTE_HPS = 2
DETAILS_SUBATTRIBUTE_OVERHEAL = 3
DETAILS_SUBATTRIBUTE_HEALTAKEN = 4
DETAILS_SUBATTRIBUTE_HEALENEMY = 5
DETAILS_SUBATTRIBUTE_HEALPREVENTED = 6

DETAILS_ATTRIBUTE_ENERGY = 3
DETAILS_SUBATTRIBUTE_REGENMANA = 1
DETAILS_SUBATTRIBUTE_REGENRAGE = 2
DETAILS_SUBATTRIBUTE_REGENENERGY = 3
DETAILS_SUBATTRIBUTE_REGENRUNE = 4

DETAILS_ATTRIBUTE_MISC = 4
DETAILS_SUBATTRIBUTE_CCBREAK = 1
DETAILS_SUBATTRIBUTE_RESS = 2
DETAILS_SUBATTRIBUTE_INTERRUPT = 3
DETAILS_SUBATTRIBUTE_DISPELL = 4
DETAILS_SUBATTRIBUTE_DEATH = 5
DETAILS_SUBATTRIBUTE_DCOOLDOWN = 6
DETAILS_SUBATTRIBUTE_BUFFUPTIME = 7
DETAILS_SUBATTRIBUTE_DEBUFFUPTIME = 8



TL;DR
=======================================
Details! has three main objects: Combat, Container and Actor:

"Combat" holds containers, when a fight is gone, the "Current Combat" is placed inside the History Segment.
"Container" holds Actors.
"Actor" has members telling what the player or npc has made in the combat.

"Combat" has 4 indexes: [1] holds the Damage Container [2] Healing [3] Energy [4] Misc.
These indexes are called "Attributes"

"Actor" has different data depending on which container the actor are, for instance, if is a Damage Actor, it will have members like damage_taken, friendly fire,
if is a Healing Actor, it will have members for overheal, absorbs etc.
Actors also have tables for spells and targets.
An Actor only is created inside a container when it performs an action which fits the container, for instance, if the player didn't restored any energy/mana/rage, etc,
it won't have an actor inside the Energy Container.

"History Segment" is a table, it holds combat objects of previous combats.

==========
|    COMBAT     | = { [1] = {DAMAGE CONTAINER}, [2] = {HEAL CONTAINER}, [3] = {ENERGY CONTAINER}, [4] = {MISC CONTAINER} }
==========

============
|    CONTAINER    | = { ACTORS }
============

==========
|      ACTOR     | = {attribute_keys, spells = {}, targets = {}}
==========
attribute keys are the members which holds all the totals made by the actor (see more below).
spells = {spellid = {SPELL}} targets = {["targetname"] = amount}



Getting Details! Object:
=======================================
Just get the global 'Details', for instance:
local details = _G.Details



Important Functions:
=======================================
Details:Format (number, formatString)
if formatString is nil, Format uses current format chosen on details options panel.

Details:GetActorsOnDamageCache()
only usable while in combat, it returns a numeric table with all damage actors in the group (combatlog flag matching 0x00000007).
the table is always sorted and only contains players in the raid or party.

Details:GetActorsOnHealingCache()
only usable while in combat, it returns a numeric table with all healing actors in the group (combatlog flag matching 0x00000007).
the table is always sorted and only contains players in the raid or party.

*For out of combat, energy and misc containers or get all actors even pets, enemies etc, you may use Container:SortByKey(key) and Container:ListActors().

Getting a Combat Object:
=======================================
combat = Details:GetCurrentCombat()
returns the current combat object.

combat = Details:GetCombat (combat)
returns the requested combat object.
if 'combat' is omitted, returns the current combat.
combat can be a number: -1 for overall, 0 for current and > 0 for past segments (1, 2, 3, ...).
combat also can be a string "overall" or "current".

history_segment_container = Details:GetCombatSegments()
returns the numeric table containing all past segments.

Details:ResetSegmentData()
reset the segment data including the overall segment

Details:ResetSegmentOverallData()
reset only the overall segment


Getting an Actor:
=======================================
local actor = Details:GetActor (combat = "current", attribute = DETAILS_ATTRIBUTE_DAMAGE, actorname = Details.playername)
returns the actor for the requested combat, attribute and actor name.
if some parameter are omitted, it uses the default value which are current combat, damage container and the name of the player character.



Combat Object:
=======================================
A Combat object is a table with 4 numerical indexes holding: damage, healing, energy and misc containers.
function for combat objects:

actor = combat:GetActor ( attribute, character_name ) or actor = combat ( attribute, character_name )
returns an actor object

characterList = combat:GetActorList ( attribute )
returns a numeric table with all actors of the specific attribute, contains players, npcs, pets, etc.

combatName = combat:GetCombatName ( try_to_find )
returns the segment name, e.g. "Trainning Dummy", if try_to_find is true, it searches the combat for a enemy name.

bossInfo = combat:GetBossInfo()
returns the table containing informations about the boss encounter.
table members: name, zone, mapid, diff, diff_string, id, killed, index

battlegroudInfo = combat:GetPvPInfo()
returns the table containing infos about the battlegroud:
table members: name, mapid

arenaInfo = combat:GetArenaInfo()
returns the table containing infos about the arena:
table members: name, mapid, zone

time = combat:GetCombatTime()
returns the length of the combat in seconds, if the combat is in progress, returns the current elapsed time.

minutes, seconds = GetFormatedCombatTime()
returns the combat time formated with minutes and seconds.

startDate, endDate = combat:GetDate()
returns the start and end date as %H:%M:%S.

isTrash = combat:IsTrash()
returns true if the combat is a trash segment.

encounterDiff = combat:GetDifficulty()
returns the difficulty number of the raid encounter.

deaths = combat:GetDeaths()
returns a numeric table containing the deaths, table is ordered by first death to last death.

combatNumber = combat:GetCombatNumber()
returns an ID for the combat, this number is unique among other combats.

combatId = combat:GetCombatId()
returns an ID for the combat, this number represents valid combat, it may have the same ID of a previous invalid combat.

container = combat:GetContainer ( attribute )
returns the container table for the requested attribute.

roster = combat:GetRoster()
returns a hash table with player names preset in the raid group at the start of the combat.

chartData = combat:GetTimeData ( chart_data_name )
returns the table containing the data for create a chart.

start_at = GetStartTime()
returns the GetTime() of when the combat started.

ended_at = GetEndTime()
returns the GetTime() of when the combat ended.

DETAILS_TOTALS_ONLYGROUP = true

total = combat:GetTotal ( attribute, subAttribute [, onlyGroup] )
returns the total of the requested attribute.

combatType = combat:GetCombatType()
returns the combat identification (see segment types).



--------------------------------------------------------------------

Other Calls:

Details:GetCombatNumber()
returns the current unique combat number counter.
combat number is a unique number given to each combat started, this number won't 
reset when data is wiped and each character have its own combat number counter.

Details:IsInCombat()
returns if Details! is in combat or not.

Details:IsInEncounter()
returns if Details! is in a raid encounter combat.

damage, healing, energy, misc = Details:GetAllActors (combat, actorname)
returns all the four actor objects for the requested combat and actor.
combat must be a combat object.

Details:UnpackDeathTable (deathTable)
break a death table returning the data from it:
playername, playerclass, deathtime, deathcombattime, deathtimestring, playermaxhealth, deathevents, lastcooldown = Details:UnpackDeathTable (deathTable)


Container Object:
=======================================

A container is used to store actors, each combat have four containers, one for each attribute.
There is spell containers which holds the spells used by actors, spell containers are more limited and have only few functions.

ipairs() = container:ListActors()
returns a iterated table of actors inside the container.
Usage: 'for index, actor in container:ListActors() do'
Note: if the container is a spell container, returns pairs() instead: 'for spellid, spelltable in container:ListActors() do'

actor = container:GetActor (character_name)
returns the actor, for spell container use the spellid instead.

container:GetSpell (spellid)
unique for spell container.
e.g. actor.spells:GetSpell (spellid)
return the spelltable for the requested spellid.

amount = container:GetAmount (actorName [, key = "total"])
returns the amount of the requested member key, if key is not passed, "total" is used.

container:SortByKey (keyname)
sort the actor container placing in descending order actors with bigger amounts on their 'keyname'.
*only works for actor container

sourceName = container:GetSpellSource (spellid)
return the name of the first actor found inside the container which used a spell with the desired spellid.
note: this is important for multi-language auras/displays where you doesn't want to hardcode the npc name.
*only works for actor container

total = container:GetTotal (key = "total")
returns the total amount of all actors inside the container, if key is omitted, "total" is used.
*only works for actor container

total = container:GetTotalOnRaid (key = "total", combat)
similar to GetTotal, but only counts the total of raid members.
combat is the combat object owner of this container.
*only works for actor container


Actor Object:
=======================================

Holds keys, spells and targets of a character.
Actor can be anything, player, npc, pet, boss, enemy, etc.

name = actor:name()
returns the actor's name.

class = actor:class()
returns the actor class.

guid = actor:guid()
returns the GUID for this actor.

flag = actor:flag()
returns the combatlog flag for the actor.

displayName = actor:GetDisplayName()
returns the name shown on the player bar, can suffer modifications from realm name removed, nicknames, etc.

name = actor:GetOnlyName()
returns only the actor name, remove realm or owner names.

activity = actor:Tempo()
returns the activity time for the actor.

isPlayer = actor:IsPlayer()
return true if the actor is a player.

isGroupMember = actor:IsGroupPlayer()
return true if the actor is a player and member of the raid group.

IsneutralOrEnemy = actor:IsNeutralOrEnemy()
return true if the actor is a neutral of an enemy.

isEnemy = actor:IsEnemy()
return true if the actor is a enemy.

isPet = actor:IsPetOrGuardian()
return true if the actor is a pet or guardian

list = actor:GetSpellList()
returns a hash table with spellid, spelltable.

spell = actor:GetSpell (spellid)
returns a spell table of requested spell id.

r, g, b = actor:GetBarColor()
returns the color which the player bar will be painted on the window, it respects owner, arena team, enemy, monster.

r, g, b = Details:GetClassColor()
returns the class color.

texture, left, right, top, bottom = actor:GetClassIcon()
returns the icon texture path and the texture's texcoords.



Spell and Target Tables:
=======================================
Target and Spells are simple tables and has different member names and keys for each attribute.
See below how each one is named on each attribute.



Keys for Damage Actors:
=======================================

members:
actor.total = total of damage done.
actor.total_without_pet = without pet.
actor.damage_taken = total of damage taken.
actor.last_event = when the last event for this actor occured.
actor.start_time = time when this actor started to apply damage.
actor.end_time = time when the actor stopped with damage.
actor.friendlyfire_total = amount of friendlyfire.

tables:
actor.targets = hash table of targets: {[targetName] = amount}.
actor.damage_from = hash table of actors which applied damage to this actor: {[aggresorName] = true}.
actor.pets = numeric table of GUIDs of pets summoned by this actor.
actor.friendlyfire = hash table of friendly fire targets: {[targetName] = table {total = 0, spells = hash table: {[spellId] = amount}}}
actor.spells = spell container.

spell:
spell.total = total of damage by this spell.
spell.counter = how many hits this spell made.
spell.id = spellid

spell.successful_casted = how many times this spell has been casted successfully (only for enemies).
	- players has its own spell cast counter inside Misc Container with the member "spell_cast".
	- the reason os this is spell_cast holds all spells regardless of its attribute (can hold healing/damage/energy/misc).

spell.n_min = minimal damage made on a normal hit.
spell.n_max = max damage made on a normal hit.
spell.n_amt = amount of normal hits.
spell.n_dmg = total amount made doing only normal hits.
spell.c_min = minimal damage made on a critical hit.
spell.c_max = max damage made on a critical hit.
spell.c_amt = how many times this spell got a critical hit (doesn't count critical by multistrike).
spell.c_dmg = total amount made doing only normal hits.
spell.g_amt = how many glancing blows this spell has.
spell.g_dmg = total damage made by glancing blows.
spell.r_amt = total of times this spell got resisted by the target.
spell.r_dmg = amount of damage made when it got resisted.
spell.b_amt = amount of times this spell got blocked by the enemy.
spell.b_dmg = damage made when the spell got blocked.
spell.a_amt = amount of times this spell got absorbed.
spell.a_dmg = total damage while absorbed.

spell.targets = hash table containing {["targetname"] = total damage done by this spell on this target}

Getting Dps:
For activity time: DPS = actor.total / actor:Tempo() 
For effective time: DPS = actor.total / combat:GetCombatTime()



Keys for Healing Actors:
=======================================

members:
actor.total = total of healing done.
actor.totalover = total of overheal.
actor.totalabsorb = total of absorbs.
actor.total_without_pet = total without count the healing done from pets.
actor.totalover_without_pet = overheal without pets.
actor.heal_enemy_amt = how much this actor healing an enemy actor.
actor.healing_taken = total of received healing.
actor.last_event = when the last event for this actor occured.
actor.start_time = time when this actor started to apply heals.
actor.end_time = time when the actor stopped with healing.

tables:
actor.spells = spell container.
actor.targets = hash table of targets: {[targetName] = amount}.
actor.targets_overheal = hash table of overhealed targets: {[targetName] = amount}.
actor.targets_absorbs = hash table of shield absorbs: {[targetName] = amount}.
actor.healing_from = hash table of actors which applied healing to this actor: {[healerName] = true}.
actor.pets = numeric table of GUIDs of pets summoned by this actor.
actor.heal_enemy = spells used to heal the enemy: {[spellid] = amount healed}

spell:
spell.total = total healing made by this spell.
spell.counter = how many times this spell healed something.
spell.id = spellid.

spell.totalabsorb = only for shields, tells how much damage this spell prevented.
spell.absorbed = is how many healing has been absorbed by some external mechanic like Befouled on Fel Lord Zakuun encounter.
spell.overheal = amount of overheal made by this spell.
spell.n_min = minimal heal made on a normal hit.
spell.n_max = max heal made on a normal hit.
spell.n_amt = amount of normal hits.
spell.n_curado = total amount made doing only normal hits (weird name I know).
spell.c_min = minimal heal made on a critical hit.
spell.c_max = max heal made on a critical hit.
spell.c_amt = how many times this spell got a critical hit (doesn't count critical by multistrike).
spell.c_curado = total amount made doing only normal hits.

spell.targets = hash table containing {["targetname"] = total healing done by this spell on this target}
spell.targets_overheal = hash table containing {["targetname"] = total overhealing by this spell on this target}
spell.targets_absorbs = hash table containing {["targetname"] = total absorbs by shields (damage prevented) done by this spell on this target}

Getting Hps:
For activity time: HPS = actor.total / actor:Tempo() 
For effective time: HPS = actor.total / combat:GetCombatTime()



Keys for Energy Actors:
=======================================

actor.total = total of energy generated.
actor.received = total of energy received.
actor.resource = total of resource generated.
actor.resource_type = type of the resource used by the actor.

actor.pets = numeric table of GUIDs of pets summoned by this actor.
actor.targets = hash table of targets: {[targetName] = amount}.
actor.spells = spell container.

spell:
total = total energy restored by this spell.
counter = how many times this spell restored energy.
id = spellid

targets = hash table containing {["targetname"] = total energy produced towards this target}



Keys for Misc Actors:
=======================================
these members and tables may not be present on all actors, depends what the actor performs during the combat, these tables are created on the fly by the parser.

- Crowd Control Done:
actor.cc_done = amount of crowd control done.
actor.cc_done_targets = hash table with target names and amount {[targetName] = amount}.
actor.cc_done_spells = spell container.

spell:
spell.counter = amount of times this spell has been used to perform a crowd control.
spell.targets = hash table containing {["targetname"] = total of times this spell made a CC on this target}


- Interrupts:
actor.interrupt = total amount of interrupts.
actor.interrupt_targets = hash table with target names and amount {[targetName] = amount}.
actor.interrupt_spells = spell container.
actor.interrompeu_oque = hash table which tells what this actor interrupted {[spell interrupted spellid] = amount}

spell:
spell.counter = amount of interrupts performed by this spell.
spell.interrompeu_oque = hash table talling what this spell interrupted {[spell interrupted spellid] = amount}
spell.targets = hash table containing {["castername"] = total of times this spell interrupted something from this caster}


- Aura Uptime:
actor.buff_uptime = seconds of all buffs uptime.
actor.buff_uptime_spells = spell container.
actor.debuff_uptime = seconds of all debuffs uptime.
actor.debuff_uptime_spells = spell container.

spell:
spell.id = spellid
spell.uptime = uptime amount in seconds.


- Cooldowns:
actor.cooldowns_defensive = amount of defensive cooldowns used by this actor.
actor.cooldowns_defensive_targets = in which player the cooldown was been used {[targetName] = amount}.
actor.cooldowns_defensive_spells = spell container.

spell:
spell.id = spellid
spell.counter = how many times the player used this cooldown.
spell.targets = hash table with {["targetname"] = amount}


- Ress
actor.ress = amount of ress performed by this actor.
actor.ress_targets = which actors got ressed by this actor {["targetname"] = amount}
actor.ress_spells = spell container.

spell:
spell.ress = amount of resses made by this spell.
spell.targets = hash table containing player names resurrected by this spell {["playername"] = amount}


- Dispel (members has 2 "L" instead of 1)
actor.dispell = amount of dispels done.
actor.dispell_targets = hash table telling who got dispel from this actor {[targetName] = amount}.
actor.dispell_spells = spell container.
actor.dispell_oque = hash table with the ids of the spells dispelled by this actor {[spellid of the spell dispelled] = amount}

spell:
spell.dispell = amount of dispels by this spell.
spell.dispell_oque = hash table with {[spellid of the spell dispelled]} = amount
spell.targets = hash table with target names dispelled {["targetname"] = amount}


- CC Break
actor.cc_break = amount of times the actor broke a crowd control.
actor.cc_break_targets = hash table containing who this actor broke the CC {[targetName] = amount}.
actor.cc_break_spells = spell container.
actor.cc_break_oque = hash table with spells broken {[CC spell id] = amount}

spell:
spell.cc_break = amount of CC broken by this spell.
spell.cc_break_oque = hash table with {[CC spellid] = amount}
spell.targets = hash table with {["targetname"] = amount}.



Other API Calls:
=======================================

Details:GetSourceFromNpcId (npcId)
return the npc name for the specific npcId.
this is a expensive function, once you get a valid result, store the npc name somewhere.

bestResult, encounterTable = Details.storage:GetBestFromPlayer (encounterDiff, encounterId, playerRole, playerName)
query the storage for the best result of the player on the encounter.
encounterDiff = raid difficult ID (1 for 10 normal, 2 for 25 normal, 3 for 10 heroic, 4 for 25 heroic).
encounterId = may be found on "id" member getting combat:GetBossInfo().
playerRole = "DAMAGER" or "HEALER", tanks are considered "DAMAGER".
playerName = name of the player to query (with server name if the player is from another realm).
bestResult = integer, best damage or healing done on the boss made by the player.
encounterTable = {["date"] = formated time() ["time"] = time() ["elapsed"] = combat time ["guild"] = guild name ["damage"] = all damage players ["healing"] = all healers}

heal_or_damage_done = Details.storage:GetPlayerData (encounterDiff, encounterId, playerName)
query the storage for previous ecounter data for the player.
returns a numeric table with the damage or healing done by the player on all encounters found.
encounterDiff = raid difficult ID (1 for 10 normal, 2 for 25 normal, 3 for 10 heroic, 4 for 25 heroic).
encounterId = may be found on "id" member getting combat:GetBossInfo().
playerName = name of the player to query (with server name if the player is from another realm).

itemLevel = Details.ilevel:GetIlvl (guid)
returns a table with {name = "actor name", ilvl = itemLevel, time = time() when the item level was gotten}.
return NIL if no data for the player is avaliable yet.

talentsTable = Details:GetTalents (guid)
if available, returns a table with 7 indexes with the talentId selected for each tree {talentId, talentId, talentId, talentId, talentId, talentId, talentId}.
use with GetTalentInfoByID()

spec = Details:GetSpec (guid)
if available, return the spec id of the actor, use with GetSpecializationInfoByID()

Details:SetDeathLogLimit (limit)
Set the amount of lines to store on death log.

npcId = Details:GetNpcIdFromGuid (guid)
Extract the npcId from the actor guid.



Examples:
======================================= ---

1) Get the player damage, heal, dps and hps:

local combat = Details:GetCurrentCombat()
local damageActor = combat:GetActor (DETAILS_ATTRIBUTE_DAMAGE, UnitName ("player"))
local healingActor = combat:GetActor (DETAILS_ATTRIBUTE_HEAL, UnitName ("player"))
or
local damageActor = Details:GetActor ("current", DETAILS_ATTRIBUTE_DAMAGE, Details.playername)
local healingActor = Details:GetActor ("current", DETAILS_ATTRIBUTE_HEAL, Details.playername)

local totalDamage, totalHeal = damageActor.total, healingActor.total

local effectiveDps, effectiveHps = totalDamage / combat:GetCombatTime(), totalHeal / combat:GetCombatTime()
local activeDps, activeHps = totalDamage / damageActor:Tempo(), totalHeal / healingActor:Tempo()


2) Get a list of all overhealing:

-- get the combat, here we want the current combat:
local combat = Details:GetCurrentCombat()

-- as we want all players, we get here the container which stores all healing actors:
local healingContainer = combat:GetContainer (DETAILS_ATTRIBUTE_HEAL)

-- sort the container with the key "totalover" - we got this key from "Keys for Healing Actors":
healingContainer:SortByKey ("totalover")

-- now just iterate among the actors:
local actorsFound = 0
for i, actor in healingContainer:ListActors() do

	-- inside the container has all entities which made any heal during the combat, here we check if the actor is a player for our group.
	if (actor:IsGroupPlayer()) then
		actorsFound = actorsFound + 1
	end
end


3) Damage done to an add called "Grand Corruptor U'rogg":

local combat = Details:GetCurrentCombat()
local damageContainer = combat:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)
local targetName = "Grand Corruptor U'rogg"

there is two ways for do this:

1 - with an external table:

	local actorsAmount = {}
	for i, actor in damageContainer:ListActors() do
		local amount = actor.targets [targetName]
		if (amount and amount >= 1) then
			tinsert (actorsAmount, {name = actor:name(), total = amount})
		end
	end

	table.sort (actorsAmount, function (a,b) return a.total > b.total end)

2 - replacing the member "custom" on the actor:

	for i, actor in damageContainer:ListActors() do
		if (actor:IsGroupPlayer()) then
			local amount = actor.targets [targetName]
			if (amount and amount >= 1) then
				actor.custom = amount
			else
				actor.custom = 0
			end
		else
			actor.custom = 0
		end
	end

	damageContainer:SortByKey ("custom")

	local actorsDamagedTheTarget = 0
	for i, actor in damageContainer:ListActors() do
		actorsDamagedTheTarget = actorsDamagedTheTarget + 1
	end


4) Get everyone who took damage from an ability:

local combat = Details:GetCurrentCombat()
local damageContainer = combat:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)

local targetSpell = 183449 --Felfire Volley from hellfire assault encounter
local sourceNpc = "Gorebound Felcaster"
--in cases of multi-language auras or displays, we doesn't want to hardcode the npc name.
sourceNpc = damageContainer:GetSpellSource (targetSpell)

--reset the custom member on all actors:
for i, actor in damageContainer:ListActors() do
	actor.custom = 0
end

local source = damageContainer:GetActor (sourceNpc)
local felfireVolleySpell = source:GetSpell (targetSpell)
if (felfireVolleySpell) then
	for playerName, amount in pairs (felfireVolleySpell.targets) do
		--players who took damage from this ability
		--now this result may be placed on a external table or .custom may also be used
		local targetActor = damageContainer:GetActor (playerName)
		targetActor.custom = amount
	end
end

damageContainer:SortByKey ("custom")


5) Get damage taken by an enemy

local combat = Details:GetCurrentCombat()
local damageContainer = combat:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)

--get the npc name for multi-language auras or displays.
local npcName = Details:GetSourceFromNpcId (90409) -- "Gorebound Felcaster"
if (not npcName) then
	npcName = Details:GetSourceFromNpcId (93931) -- "Gorebound Felcaster"
end
--once we get a valid npcName, we need to cache the name since GetSourceFromNpcId is an expensive call.
aura_env.npcName = npcName -- for weakauras
Details.cache_npc_ids [93931] = npcName --for details!
Details.cache_npc_ids [90409] = npcName --for details!

-- here, there is two ways:

1 - iterage among all actor and get their .targets [npcName].

	for i, actor in damageContainer:ListActors() do
		local amount = actor.targets [npcName]
		if (amount and amount >= 1) then
			player.custom = amount
		else
			player.custom = 0
		end
	end
	
	damageContainer:SortByKey ("custom")


2 - get the npc actor and its damage_from table.

	local actor = damageContainer:GetActor (npcName)
	if (actor) then
		--reset the custom member on all actors:
		for i, actor in damageContainer:ListActors() do
			actor.custom = 0
		end
		for playerName, _ in pairs (actor.damage_from) do
			local player = damageContainer:GetActor (playerName)
			if (player:IsPlayer()) then --we only want players. pets always has their damage merged on its owner damage.
				player.custom = actor.targets [npcName]
			end
		end
		
		damageContainer:SortByKey ("custom")
	end

