Use:
Open (Yet)AnotherSCT with /yasct, /YASCT, or using Carbine's Interface menu.
With permission of the previous author (Ibonok), (Yet)AnotherSCT is a continuation of AnotherSCT, based on the Carbine Addon FloatText.
Features:
- Choose the Color, Size and Font of all outgoing and incoming Heal and Damage.
- Set minimum displayed values for outgoing damage, as well as incoming and outgoing damage.
- Disable display of shield damage done to enemies
- Set a marker to highlight your critical hits (I use !)
- And more!
Future Plans:
- Add the ability to set the anchor points of displayed combat text. Be able to set your damage taken at your feet, your incoming healing at your head, and anything else anywhere in between.
- Add the ability to blacklist for Crowd Control effects that you do to enemies. Some people don't like seeing "Stun" 15 times every time they cast it. I can understand that. I intend to provide options to disable display of items on the blacklist.
- Explore displaying timers next to CC'd or vulnerable enemies, so you can see how much time is left on the vulnerability or crowd control.
- Allow more options for scrolling text animations. Maybe you want them to go up instead of down. Maybe you like happy rainbows. Maybe you like your text to quickly move away from your player, but to slow down significantly as it falls away and fades out.
- This is by no means a concrete plan, but a general overview of the direction I am headed with this addons over time.
I need your help:
There were comments on the previous incarnation of this mod saying there were problems that needed to be fixed. Please let me know what those problems are, so I can get to work on them. As of now, this mod has been updated to the current API version (9) as I explore the comments and bug reports.
Attention:
The ColorPicker Addon is required
Thanks to CasstielCupcake
http://www.curse.com/ws-addons/wildstar/220167-colorpicker
Changelog: (newest changes first)
09/08/14:
- Added "Merge Mode" for incoming and outgoing damage. This merges all damage and healing into single line feeds to the left and right of the player. Any damage or heals that come IN to the player are shown on the left of the player, and damage or heals TO the player's target are shown on the right of the player.
- By default, "Merge Mode" moves text down from the anchor point toward the bottom of the screen. There is an option to "Invert" each feed of information. Inverting the merged text will cause it to move up from the point of origination toward the top of the player's screen.
- I might recommend Inverting Outgoing Damage and Heal combat text so that it moves "away" from the player toward the top of the screen and leaving Incoming Damage and Heal combat text set normal so that it moves "toward" the player to the bottom of the screen. However, it's up to you how what feels good.
08/15/14:
- Another fix for error ...lua:1263. Tested extensively in battlegrounds. Appears to be currently working. Please continue to report errors with lua:1263. I don't need the whole error log, just where you were, what you were targeting, what you were doing.
08/12/14:
- Rolled back to a previously working version, with a minor adjustment that may help with compatibility with AchievementTooltips. However, this is as much as I will be doing to accommodate that author, as going any further to help his addon be compatible breaks this one. So, I hope it works for those of you that are using both addons, but his code is really outside of my scope to fix (since I'm not the author of that mod).
- Fixed a problem with user settings saving and loading to/from the account level. If this wipes your settings, I'm sorry. I won't be fiddling with this part of the code again, I just had to fix something from the rollback.
08/11/14:
- Added corrections for enemy size. Enemies taller than the screen height will generate floating text at their feet. Enemies more than 80% of the screen height, but less than 100%+ of the screen height will generate combat text in their chest area. Enemies less than 80% of the screen height will continue to generate combat text above their nameplate bars. This should also be dynamic, so as you move or scroll your camera, positioning of combat text will adapt.
- Also made adjustments to the placement and animation of XP awards, Elder Gems gained, tradeskill up, path XP, etc.
- Fixed a miscalculation error in locating the position of enemy overhead anchors.
- Attempt to reduce conflicts with Achievement Tooltips mod. I had to remove a big chunk of code out of the package, so there's a chance that this will still fire errors in AchievementTooltips (the error occurs around line 171 or 172. If so, please let me know, since I don't actually play the game that often (too busy writing addons), so I don't get achievements very often.
- I've noticed that I'm not seeing incoming damage like I used to. If anyone else is noticing that, let me know. It may be a local setting that is acting strange, or I may have broken something. If you're not seeing incoming damage or healing like you expect to, report that as well, please.
08/09/14:
- Changed settings to account level so your configuration will carry across all characters. If too many people complain about this, then I may try to give an option to allow either Character or Account. I don't really want to do that, so don't complain :P
08/01/14:
- Started preliminary work on floating text containment on damage and healing output. In the current state, the numbers go straight up from the target's nameplate. Numbers will deviate a bit from left to right instead of overlapping and making everything unreadable. I'm trying to work on some shape profiles for these numbers (arcs, waterfalls, etc), but I'll have to do these one frame at a time to make minor adjustments for smooth shape animations. This will take time. I will probably release 1 new shape at a time, as I finish them. For now, we get boring animations that are clean instead of splattering all over the place.
07/31/14:
- Incoming damage and healing to player has set to drop vertically toward the bottom of your screen.
- Some constraints have been added to keep damage done to enemies more contained and not all over the place.
- Future development will be focused on adding more variety to how damage and healing are displayed in the game world. I does not appear that the position of the actual scrolling combat text window is moveable.
07/30/14:
- Added minimum threshold values for incoming and outgoing healing
- Also had to fix some bugs that I didn't find in initial testing (let me know if you find more)
- Added an option to "General Settings" to change or remove the critical hit marker. Delete the character to remove the marker, or set any character or string to identify your crit.
- Crit marker, when used, will be displayed on the upper right hand corner of the scrolling combat text
- Corrected an error in setting fonts that would result in outgoing damage font being controlled by the outgoing healing font, and setting outgoing healing fonts wouldn't do anything.
07/29/14:
- Initial conversion from AnotherSCT to (Yet)AnotherSCT
- Added option to disable display of damage done to enemy shields.
- Added minimum display value for damage done to enemies. Set this in the outgoing damage options, and any value below this amount will not be shown. You will need to adjust this value as you level up, obviously. By default the value is set to 0, which will show all values.
- Coming soon: Same option for healers to set minimum heal values that will be displayed.
- Updated to API 9.
Yep. That should be fixed as soon as the new upload is approved. There was a big snake's den of code from 1305-1338 and I missed an end in there. It works now, though :D
I think I know where the crit size/crit flash size is. I need to study a bit more to see how it's used, but essentially, there's a multiplier there that is getting hit twice (or so it seems on a quick look). Hopefully, I can correct this tonight.
Thank you for looking it up and trying to implement my request. Keep up the good work.
There's an old issue with crit size/crit flash for incoming damage, whatever font you chose the size will be random (can get really big). You can easilly test it with fall damage (show as crit).
Request: please add an option to customize font size / color of alert messages (Ex: deflected, double kill, etc).
Thanks.
I will look into both of these issues. One of the major challenges I'm looking at now is how the options menu was originally designed. I certainly don't want to reinvent the wheel, as the settings menu is fairly complex, and the labeling and identification of each of the elements is pretty arbitrary (meaning I would have to restructure the menu, AND THEN rewrite every line of code that references each element).
My initial approach has been to look at the menu and determine where I can add options without forcing myself to redesign that section of the menu. The font size and color of alert messages are options that would require some (minor) redesign to accommodate the new options, and then some relatively major redesign to fit that menu block in to the larger scheme of the settings window design. Short answer: I know how to do what you're asking, but know that it will be a lot of work to integrate it seamlessly.
I can probably hunt down the crit font size issue and put some contraints on it fairly easily. My guess is that it has something to do with a random value assigned to crit fonts and it doesn't have acceptable bounds to the random value (even if it's buggy behavior or improper categorization as a crit, that's still valid).
I think the changes you're requesting will probably be part of a larger package that opens up a number of options with display panels and their animations. But, I will look over the relevant sections of code to see if it may be easier than I think to just move incoming and outgoing to the same panels.
Loving this! Only thing I would be looking for improvement is the ability to put all Incoming on the left and Outgoing on the Right so I can see anything done to me on the left and anything done by me on the right. The splits are close but not quite exactly that and can be a bit confusing at times.
Thanks for the great work!!
Finally, thanks for thaking this addon
Is it possible to implement some customization for the location of text, like a box or something that we can move around to desired position, not sure if it can be done . thanks
I would also apreciate this if it were possible =)
In general, I am looking for improvements. People are already asking for a few things, which I've noted above. Anything from the comments section of the original mod that I haven't highlighted, any bugs, style issues (aside from importing your own custom fonts), etc.
I will look into being able to import custom fonts, but they will have to be done on my end and wrapped in the mod. That may still be broken in Houston, so it may not work.
I appreciate you taking a look at this. Going to install and give it some testing. Other than just noticing things, was there any particular area you were wanting focused? I was not a user of the original mod.
Not yet. I need to see that happening in action to see why it does it. By looking at the code, it shouldn't do it, but there may be something happening in the combat log that is triggering it. There's one spot where I can think of that may be causing that. If I can confirm tomorrow, I'll fix it.
does this remake address the issue of seeing other peoples damage numbers?
really looking forward to minimum thresholds for all values! ;-)
Can you let us have the option to control which verticle direction each form of damage/healing scrolls? Eg I want my incoming damage to scroll up, (same as my outgoing damage).
I will work on that, but given the original source that I started from, I'm going to have to get familiar with all of this first. (FYI it's 2200 lines of code)
However, I will be working on the easy fixes first. I've already implemented the request to allow disabling displaying damage done to enemy shields.
Next up, probably a minimum threshold for all values. My intent is that you can set a general "floor" for any value, and if it's below that floor, then it won't display, if it is above, then it will. We will see if that is next on the list or not. Changing directions means I'll have to edit the animation order. That may take a bit. to do for each thing in and out.
Well, let me get right on that. It'll be done tonight.