NUM_COMBAT_TEXT_LINES = 20;COMBAT_TEXT_SCROLLSPEED = 1.9;COMBAT_TEXT_FADEOUT_TIME = 1.3;COMBAT_TEXT_HEIGHT = 25;COMBAT_TEXT_CRIT_MAXHEIGHT = 60;COMBAT_TEXT_CRIT_MINHEIGHT = 30;COMBAT_TEXT_CRIT_SCALE_TIME = 0.05;COMBAT_TEXT_CRIT_SHRINKTIME = 0.2;COMBAT_TEXT_TO_ANIMATE = {};COMBAT_TEXT_STAGGER_RANGE = 20;COMBAT_TEXT_SPACING = 10;COMBAT_TEXT_MAX_OFFSET = 100;COMBAT_TEXT_LOW_HEALTH_THRESHOLD = 0.2;COMBAT_TEXT_LOW_MANA_THRESHOLD = 0.2;COMBAT_TEXT_LOCATIONS = {};--[[List of COMBAT_TEXT_TYPE_INFO attributes======================================================r, g, b = [floats] -- The floating text colorshow = [nil, 1] -- Display this message type in the UIisStaggered = [nil, 1] -- Randomly stagger these messages from left to rightvar = [nil, 1] -- This messageType is shown if this variable resolves to "1"]]COMBAT_TEXT_TYPE_INFO = {};COMBAT_TEXT_TYPE_INFO["INTERRUPT"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["DAMAGE_CRIT"] = {r = 1, g = 0.1, b = 0.1, show = 1};COMBAT_TEXT_TYPE_INFO["DAMAGE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, show = 1};COMBAT_TEXT_TYPE_INFO["MISS"] = {r = 0.5, g = 0.5, b = 0.5, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["BLOCK"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["ABSORB"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["RESIST"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["EVADE"] = {r = 1, g = 1, b = 1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["DODGE"] = {r = 1, g = 1, b = 1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["PARRY"] = {r = 1, g = 1, b = 1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["IMMUNE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["DEFLECT"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["ENCHANTMENT_REMOVED"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["ENCHANTMENT_ADDED"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1};COMBAT_TEXT_TYPE_INFO["MANA"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_MANA"};COMBAT_TEXT_TYPE_INFO["RAGE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_MANA"};COMBAT_TEXT_TYPE_INFO["FOCUS"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_MANA"};COMBAT_TEXT_TYPE_INFO["ENERGY"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_MANA"};COMBAT_TEXT_TYPE_INFO["SPELL_ABSORBED"] = {r = 0.79, g = 0.3, b = 0.85, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["SPELL_RESISTED"] = {r = 0.79, g = 0.3, b = 0.85, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["PROC_RESISTED"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["DISPEL_FAILED"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["SPELL_CAST"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["SPELL_CAST_START"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["AURA_END"] = {r = 0.1, g = 1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURA_FADE"};COMBAT_TEXT_TYPE_INFO["AURA_END_HARMFUL"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURA_FADE"};COMBAT_TEXT_TYPE_INFO["AURA_START"] = {r = 0.1, g = 1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};COMBAT_TEXT_TYPE_INFO["AURA_START_HARMFUL"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE"] = {r = 0.79, g = 0.3, b = 0.85, show = 1};COMBAT_TEXT_TYPE_INFO["SPELL_DODGED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_PARRIED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_BLOCKED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};COMBAT_TEXT_TYPE_INFO["SPELL_EVADED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_IMMUNE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_DEFLECTED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_REFLECTED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_MISSED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};COMBAT_TEXT_TYPE_INFO["SPELL_ACTIVE"] = {r = 1, g = 0.82, b = 0, var = "COMBAT_TEXT_SHOW_REACTIVES"};COMBAT_TEXT_TYPE_INFO["FACTION"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_REPUTATION"};COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 1, g = 1, b = 1, show = 1};COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1};COMBAT_TEXT_TYPE_INFO["DAMAGE_SHIELD"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["SPELL_DISPELLED"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["EXTRA_ATTACKS"] = {r = 1, g = 1, b = 1};COMBAT_TEXT_TYPE_INFO["SPLIT_DAMAGE"] = {r = 1, g = 1, b = 1, show = 1};COMBAT_TEXT_TYPE_INFO["HONOR_GAINED"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_REPUTATION"};COMBAT_TEXT_TYPE_INFO["HEALTH_LOW"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"};COMBAT_TEXT_TYPE_INFO["MANA_LOW"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"};COMBAT_TEXT_TYPE_INFO["ENTERING_COMBAT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBAT_STATE"};COMBAT_TEXT_TYPE_INFO["LEAVING_COMBAT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBAT_STATE"};COMBAT_TEXT_TYPE_INFO["COMBO_POINTS"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBO_POINTS"};function CombatText_OnLoad() CombatText_UpdateDisplayedMessages(); CombatText.previousMana = {};endfunction CombatText_OnEvent(event) -- Set up the messageType local messageType, message; -- Set the message data local data = arg2; local displayType; if ( event == "UNIT_HEALTH" ) then if ( arg1 == "player" ) then if ( UnitHealth("player")/UnitHealthMax("player") <= COMBAT_TEXT_LOW_HEALTH_THRESHOLD ) then if ( not CombatText.lowHealth ) then messageType = "HEALTH_LOW"; CombatText.lowHealth = 1; end else CombatText.lowHealth = nil; end end -- Didn't meet any of the criteria so just return if ( not messageType ) then return; end elseif ( event == "UNIT_MANA" ) then local mana = UnitMana("player"); local powerType = UnitPowerType("player"); if ( arg1 == "player" ) then if ( mana/UnitManaMax("player") <= COMBAT_TEXT_LOW_MANA_THRESHOLD and powerType == 0 ) then if ( CombatText.lowMana ) then messageType = "MANA_LOW"; CombatText.lowMana = 1; end else CombatText.lowMana = nil; end end -- Didn't meet any of the criteria so just return if ( not messageType ) then return; end elseif ( event == "PLAYER_REGEN_DISABLED" ) then messageType = "ENTERING_COMBAT"; elseif ( event == "PLAYER_REGEN_ENABLED" ) then messageType = "LEAVING_COMBAT"; elseif ( event == "PLAYER_COMBO_POINTS" ) then local comboPoints = GetComboPoints(); if ( comboPoints > 0 ) then messageType = "COMBO_POINTS"; data = comboPoints; -- Show message as a crit if max combo points if ( comboPoints == MAX_COMBO_POINTS ) then displayType = "crit"; end else return; end elseif ( event == "COMBAT_TEXT_UPDATE" ) then messageType = arg1; else messageType = event; end -- Process the messageType and format the message --Check to see if there's a COMBAT_TEXT_TYPE_INFO associated with this combat message local info = COMBAT_TEXT_TYPE_INFO[messageType]; if ( not info ) then info = {r = 1, g =1, b = 1}; end -- See if we should display the message or not if ( not info.show ) then return; end local isStaggered = info.isStaggered; if ( messageType == "" ) then elseif ( messageType == "DAMAGE_CRIT" ) then displayType = "crit"; message = "-"..data; elseif ( messageType == "DAMAGE" or messageType == "SPELL_DAMAGE" ) then message = "-"..data; elseif ( messageType == "AURA_START" ) then message = "<"..data..">"; elseif ( messageType == "AURA_START_HARMFUL" ) then message = "<"..data..">"; elseif ( messageType == "AURA_END" or messageType == "AURA_END_HARMFUL" ) then message = format(AURA_END, data); elseif ( messageType == "HEAL" or messageType == "PERIODIC_HEAL") then if ( COMBAT_TEXT_SHOW_FRIENDLY_NAMES == "1" ) then message = "+"..arg3.." ["..data.."]"; else message = "+"..arg3; end elseif ( messageType == "MANA" ) then message = "+"..data.." "..MANA; elseif ( messageType == "RAGE" ) then message = "+"..data.." "..RAGE; elseif ( messageType == "FOCUS" ) then message = "+"..data.." "..FOCUS; elseif ( messageType == "ENERGY" ) then message = "+"..data.." "..ENERGY; elseif ( messageType == "FACTION" ) then if ( tonumber(arg3) > 0 ) then arg3 = "+"..arg3; end message = "("..data.." "..arg3..")"; elseif ( messageType == "BLOCK" ) then if ( arg3 ) then -- Partial block message = data.." "..format(BLOCK_TRAILER, arg3); else message = BLOCK; end elseif ( messageType == "ABSORB" ) then if ( arg3 ) then -- Partial block message = arg2.." "..format(ABSORB_TRAILER, arg3); else message = ABSORB; end elseif ( messageType == "RESIST" ) then if ( arg3 ) then -- Partial resist message = data.." "..format(RESIST_TRAILER, arg3); else message = RESIST; end elseif ( messageType == "SPELL_RESISTED" ) then if ( arg3 ) then -- Partial resist message = data.." "..format(RESIST_TRAILER, arg3); else message = RESIST; end elseif ( messageType == "SPELL_ACTIVE" ) then displayType = "crit"; message = "<"..data..">"; elseif ( messageType == "COMBO_POINTS" ) then message = format(GetText("COMBAT_TEXT_COMBO_POINTS", nil, data), data); else message = getglobal(messageType); if ( not message ) then message = getglobal("COMBAT_TEXT_"..messageType); end end -- Add the message if ( message ) then CombatText_AddMessage(message, COMBAT_TEXT_SCROLL_FUNCTION, info.r, info.g, info.b, displayType, isStaggered); endendfunction CombatText_OnUpdate(elapsed) local lowestMessage = COMBAT_TEXT_LOCATIONS.startY; local alpha, xPos, yPos; for index, value in COMBAT_TEXT_TO_ANIMATE do if ( value.scrollTime >= COMBAT_TEXT_SCROLLSPEED ) then CombatText_RemoveMessage(value); else value.scrollTime = value.scrollTime + elapsed; -- Calculate x and y positions xPos, yPos = value.scrollFunction(value); -- Record Y position value.yPos = yPos; value:SetPoint("TOP", UIParent, "BOTTOM", xPos, yPos); if ( value.scrollTime >= COMBAT_TEXT_FADEOUT_TIME ) then alpha = 1-((value.scrollTime-COMBAT_TEXT_FADEOUT_TIME)/(COMBAT_TEXT_SCROLLSPEED-COMBAT_TEXT_FADEOUT_TIME)); alpha = max(alpha, 0); value:SetAlpha(alpha); end -- Handle crit if ( value.isCrit ) then if ( value.scrollTime <= COMBAT_TEXT_CRIT_SCALE_TIME ) then value:SetTextHeight(floor(COMBAT_TEXT_CRIT_MINHEIGHT+((COMBAT_TEXT_CRIT_MAXHEIGHT-COMBAT_TEXT_CRIT_MINHEIGHT)*value.scrollTime/COMBAT_TEXT_CRIT_SCALE_TIME))); elseif ( value.scrollTime <= COMBAT_TEXT_CRIT_SHRINKTIME ) then value:SetTextHeight(floor(COMBAT_TEXT_CRIT_MAXHEIGHT - ((COMBAT_TEXT_CRIT_MAXHEIGHT-COMBAT_TEXT_CRIT_MINHEIGHT)*(value.scrollTime - COMBAT_TEXT_CRIT_SCALE_TIME)/(COMBAT_TEXT_CRIT_SHRINKTIME - COMBAT_TEXT_CRIT_SCALE_TIME)))); else value.isCrit = nil; end end end endendfunction CombatText_AddMessage(message, scrollFunction, r, g, b, displayType, isStaggered) local string, noStringsAvailable = CombatText_GetAvailableString(); if ( noStringsAvailable ) then return; end string:SetText(message); string:SetTextColor(r, g, b); string.scrollTime = 0; string.scrollFunction = scrollFunction; -- See which direction the message should flow local yDir; local lowestMessage; if ( COMBAT_TEXT_LOCATIONS.startY < COMBAT_TEXT_LOCATIONS.endY ) then -- Flowing up lowestMessage = string:GetBottom(); -- Find lowest message to anchor to for index, value in COMBAT_TEXT_TO_ANIMATE do if ( lowestMessage >= value.yPos - 16 - COMBAT_TEXT_SPACING) then lowestMessage = value.yPos - 16 - COMBAT_TEXT_SPACING; end end if ( lowestMessage < (COMBAT_TEXT_LOCATIONS.startY - COMBAT_TEXT_MAX_OFFSET) ) then lowestMessage = string:GetBottom(); end else -- Flowing down lowestMessage = string:GetTop(); -- Find lowest message to anchor to for index, value in COMBAT_TEXT_TO_ANIMATE do if ( lowestMessage <= value.yPos + 16 + COMBAT_TEXT_SPACING) then lowestMessage = value.yPos + 16 + COMBAT_TEXT_SPACING; end end if ( lowestMessage > (COMBAT_TEXT_LOCATIONS.startY + COMBAT_TEXT_MAX_OFFSET) ) then lowestMessage = string:GetTop(); end end -- Handle crits if ( displayType == "crit" ) then string.endY = COMBAT_TEXT_LOCATIONS.startY; string.isCrit = 1; string:SetTextHeight(COMBAT_TEXT_CRIT_MINHEIGHT); elseif ( displayType == "sticky" ) then string.endY = COMBAT_TEXT_LOCATIONS.startY; string:SetTextHeight(COMBAT_TEXT_HEIGHT); else string.endY = COMBAT_TEXT_LOCATIONS.endY; string:SetTextHeight(COMBAT_TEXT_HEIGHT); end -- Stagger the text if flagged local staggerAmount = 0; if ( isStaggered ) then staggerAmount = random(0, COMBAT_TEXT_STAGGER_RANGE) - COMBAT_TEXT_STAGGER_RANGE/2; end -- Alternate x direction if ( not CombatText.xDir or CombatText.xDir < 0 ) then CombatText.xDir = 1; else CombatText.xDir = -1; end string.xDir = CombatText.xDir; string.startX = COMBAT_TEXT_LOCATIONS.startX + staggerAmount; string.startY = lowestMessage; string.yPos = lowestMessage; string:SetPoint("TOP", UIParent, "BOTTOM", string.startX, lowestMessage); string:SetAlpha(1); string:Show(); tinsert(COMBAT_TEXT_TO_ANIMATE, string);endfunction CombatText_RemoveMessage(string) for index, value in COMBAT_TEXT_TO_ANIMATE do if ( value == string ) then tremove(COMBAT_TEXT_TO_ANIMATE, index); string:SetAlpha(0); string:Hide(); string:SetPoint("TOP", UIParent, "BOTTOM", COMBAT_TEXT_LOCATIONS.startX, COMBAT_TEXT_LOCATIONS.startY); break; end endendfunction CombatText_GetAvailableString() local string; for i=1, NUM_COMBAT_TEXT_LINES do string = getglobal("CombatText"..i); if ( not string:IsShown() ) then return string; end end return CombatText_GetOldestString(), 1;endfunction CombatText_GetOldestString() local oldestString = COMBAT_TEXT_TO_ANIMATE[1]; CombatText_RemoveMessage(oldestString); return oldestString;endfunction CombatText_ClearAnimationList() local string; for i=1, NUM_COMBAT_TEXT_LINES do string = getglobal("CombatText"..i); string:SetAlpha(0); string:Hide(); string:SetPoint("TOP", UIParent, "BOTTOM", COMBAT_TEXT_LOCATIONS.startX, COMBAT_TEXT_LOCATIONS.startY); endendfunction CombatText_UpdateDisplayedMessages() -- Unregister events if combat text is disabled if ( SHOW_COMBAT_TEXT == "0" ) then CombatText:UnregisterEvent("COMBAT_TEXT_UPDATE"); CombatText:UnregisterEvent("UNIT_HEALTH"); CombatText:UnregisterEvent("UNIT_MANA"); CombatText:UnregisterEvent("PLAYER_REGEN_DISABLED"); CombatText:UnregisterEvent("PLAYER_REGEN_ENABLED"); CombatText:UnregisterEvent("PLAYER_COMBO_POINTS"); return; else CombatText:RegisterEvent("COMBAT_TEXT_UPDATE"); CombatText:RegisterEvent("UNIT_HEALTH"); CombatText:RegisterEvent("UNIT_MANA"); CombatText:RegisterEvent("PLAYER_REGEN_DISABLED"); CombatText:RegisterEvent("PLAYER_REGEN_ENABLED"); CombatText:RegisterEvent("PLAYER_COMBO_POINTS"); end -- Update shown messages for index, value in COMBAT_TEXT_TYPE_INFO do if ( value.var ) then if ( getglobal(value.var) == "1" ) then value.show = 1; else value.show = nil; end end end -- Update scrolldirection if ( COMBAT_TEXT_FLOAT_MODE == "1" ) then COMBAT_TEXT_SCROLL_FUNCTION = CombatText_StandardScroll; COMBAT_TEXT_LOCATIONS = { startX = 0, startY = 384, endX = 0, endY = 609 }; elseif ( COMBAT_TEXT_FLOAT_MODE == "2" ) then COMBAT_TEXT_SCROLL_FUNCTION = CombatText_StandardScroll; COMBAT_TEXT_LOCATIONS = { startX = 0, startY = 384, endX = 0, endY = 159 }; else COMBAT_TEXT_SCROLL_FUNCTION = CombatText_FountainScroll; COMBAT_TEXT_LOCATIONS = { startX = 0, startY = 384, endX = 0, endY = 609 }; end CombatText_ClearAnimationList();endfunction CombatText_StandardScroll(value) -- Calculate x and y positions local xPos = value.startX+((COMBAT_TEXT_LOCATIONS.endX - COMBAT_TEXT_LOCATIONS.startX)*value.scrollTime/COMBAT_TEXT_SCROLLSPEED); local yPos = value.startY+((value.endY - COMBAT_TEXT_LOCATIONS.startY)*value.scrollTime/COMBAT_TEXT_SCROLLSPEED); return xPos, yPos;endfunction CombatText_FountainScroll(value) -- Calculate x and y positions local radius = 150; local xPos = value.xDir*(value.startX+radius*cos(90*value.scrollTime/COMBAT_TEXT_SCROLLSPEED))-value.xDir*radius; local yPos = value.startY+radius*sin(90*value.scrollTime/COMBAT_TEXT_SCROLLSPEED); return xPos, yPos;end