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- local AfterCombatText = CreateFrame("Frame", nil, UIParent)
- AfterCombatText:RegisterEvent("ADDON_LOADED")
- AfterCombatText:RegisterEvent("COMBAT_TEXT_UPDATE")
- AfterCombatText:SetScript("OnEvent", function(self, event, AddOn)
- if AddOn == "Blizzard_CombatText" then
- COMBAT_TEXT_HEIGHT = 100 -- you dn't wanna mess with this.
- COMBAT_TEXT_CRIT_MAXHEIGHT = 100 -- you don't wanna mess with this.
- COMBAT_TEXT_CRIT_MINHEIGHT = 100 -- you dont't wanna mess with this.
- COMBAT_TEXT_FADEOUT_TIME = 1.5
- COMBAT_TEXT_SCROLLSPEED = 3.5
- --COMBAT_TEXT_CRIT_SCALE_TIME = 3
- --COMBAT_TEXT_CRIT_SHRINKTIME = 0.9
- COMBAT_TEXT_TYPE_INFO["COMBO_POINTS"] = {r = 1.0, g = 1.0, b = 0.0, var = "COMBAT_TEXT_SHOW_COMBO_POINTS"} -- make combo points yellow!
- COMBAT_TEXT_TYPE_INFO["MANA_LOW"] = {r = 0, g = 144/255, b = 1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"} -- make mana light blue!
- local playerColor = RAID_CLASS_COLORS[select(2, UnitClass('player'))] -- lets class color the auras that we get, makes easier to spot them!
- COMBAT_TEXT_TYPE_INFO["SPELL_CAST"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, show = 1}
- COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, var = "COMBAT_TEXT_SHOW_AURAS"}
- COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, var = "COMBAT_TEXT_SHOW_AURAS"}
- COMBAT_TEXT_TYPE_INFO["SPELL_ACTIVE"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, var = "COMBAT_TEXT_SHOW_REACTIVES"}
- if AftermathhUI.config.combattextshowhealing == true then -- since we can't choose if we want healing then we gotta find our own way to filter it out. ;)
- COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1}
- COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1, show = 1}
- COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1}
- COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1}
- COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1}
- COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1}
- else
- COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {r = 0.1, g = 1, b = 0.1} -- no more healing showed from yourself, or from someone else </3
- COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1}
- COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1}
- COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1}
- COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {r = 0.1, g = 1, b = 0.1}
- COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1}
- end
- if AftermathhUI.config.showharmfulauras == true then -- lets color auras that we retrive from enemys red!
- COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0, var = "COMBAT_TEXT_SHOW_AURAS"}
- COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0, var = "COMBAT_TEXT_SHOW_AURAS"}
- else
- COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0}
- COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0}
- end
- end
- local fName, fHeight, fFlags = CombatTextFont:GetFont()
- CombatTextFont:SetFont(AftermathhUI.media.font2, 100, "THINOUTLINE")
- CombatTextFont:SetShadowOffset(1, -1)
- PowerBarColor["MANA"] = {r = 0, g = 144/255, b = 1} -- Recolors Mana on combat text. (0.81 0.75, 1.00 light purple) (0, 144/255, 1 light blue)
- DAMAGE_TEXT_FONT = AftermathhUI.media.font2 -- Change damge text font!
- end)
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