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aftercombatttext

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Apr 24th, 2011
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Lua 3.68 KB | None | 0 0
  1. local AfterCombatText = CreateFrame("Frame", nil, UIParent)
  2. AfterCombatText:RegisterEvent("ADDON_LOADED")
  3. AfterCombatText:RegisterEvent("COMBAT_TEXT_UPDATE")
  4. AfterCombatText:SetScript("OnEvent", function(self, event, AddOn)
  5.     if AddOn == "Blizzard_CombatText" then     
  6.         COMBAT_TEXT_HEIGHT = 100 -- you dn't wanna mess with this.
  7.         COMBAT_TEXT_CRIT_MAXHEIGHT = 100 -- you don't wanna mess with this.
  8.         COMBAT_TEXT_CRIT_MINHEIGHT = 100  -- you dont't wanna mess with this.
  9.         COMBAT_TEXT_FADEOUT_TIME = 1.5
  10.         COMBAT_TEXT_SCROLLSPEED = 3.5
  11.         --COMBAT_TEXT_CRIT_SCALE_TIME = 3
  12.         --COMBAT_TEXT_CRIT_SHRINKTIME = 0.9
  13.        
  14.         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!
  15.         COMBAT_TEXT_TYPE_INFO["MANA_LOW"] = {r = 0, g = 144/255, b = 1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"} -- make mana light blue!
  16.        
  17.         local playerColor = RAID_CLASS_COLORS[select(2, UnitClass('player'))] -- lets class color the auras that we get, makes easier to spot them!
  18.         COMBAT_TEXT_TYPE_INFO["SPELL_CAST"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, show = 1}
  19.         COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, var = "COMBAT_TEXT_SHOW_AURAS"}
  20.         COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, var = "COMBAT_TEXT_SHOW_AURAS"}
  21.         COMBAT_TEXT_TYPE_INFO["SPELL_ACTIVE"] = {r = playerColor.r, g = playerColor.g, b = playerColor.b, var = "COMBAT_TEXT_SHOW_REACTIVES"}
  22.        
  23.         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. ;)
  24.             COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1}
  25.             COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1, show = 1}
  26.             COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1}
  27.             COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1}
  28.             COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1}
  29.             COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1}
  30.         else
  31.             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
  32.             COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1}
  33.             COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1}
  34.             COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1}
  35.             COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {r = 0.1, g = 1, b = 0.1}
  36.             COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1}
  37.         end
  38.        
  39.         if AftermathhUI.config.showharmfulauras == true then -- lets color auras that we retrive from enemys red!
  40.             COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0, var = "COMBAT_TEXT_SHOW_AURAS"}
  41.             COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0, var = "COMBAT_TEXT_SHOW_AURAS"}
  42.         else
  43.             COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0}
  44.             COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END_HARMFUL"] = {r = 1.0, g = 0.0, b = 0.0}
  45.         end
  46.     end
  47.  
  48.     local fName, fHeight, fFlags = CombatTextFont:GetFont()
  49.     CombatTextFont:SetFont(AftermathhUI.media.font2, 100, "THINOUTLINE")
  50.     CombatTextFont:SetShadowOffset(1, -1)
  51.    
  52.     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)
  53.    
  54.     DAMAGE_TEXT_FONT = AftermathhUI.media.font2 -- Change damge text font!
  55. end)
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