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.
Fixed! Update your addon, please :D
Whoever is working on the update I greatly appreciate it. You don't know what you got till its gone, and being stuck with the original combat text is just awful.lol Wish there was a way I could help speed things up :/
any news on the update ? :{ cant wait...
It's fixed now. Yay!
I have fixed the problem. Update the adon and you should be good to go.
Addon doesn't work since drop 3 patch. It just stays suspended when trying to load it. No errors are shown either:( Would really appreciate if a fix was in the works for this cause the default floating text addon is useless to me
Yeah, I forgot how bad the default SCT is since i've been using YASCT for so long.
A fix is in the works, but, without an error, I can't really figure out what is wrong with it. I did some testing, and it's not recognizing when events happen. Most likely, I'm going to have to go in and insert a ton of debug messages throughout the code and see where it fails to fire. :*(
Thanks for the hard work!
Cant wait to have this addon back in action.
Fixed! Update your addon, please :D
its not working since drop3, please fix :{
coder are the best shrinks :D
i also get some LUA error by disable cround control display settings options,
but weirdly only with: interrupt, deactivate, knock down, holding,
...SOFT\WildStar\Addons\YetAnotherSCT\YetAnotherSCT.lua:2773: table index is nil
stack trace:
...SOFT\WildStar\Addons\YetAnotherSCT\YetAnotherSCT.lua:2773: in function <...SOFT\WildStar\Addons\YetAnotherSCT\YetAnotherSCT.lua:2769>
CC error should be fixed with new update.
Still not sure what's going on with the font color issues. According to the code, everything should be working as intended. I know it's a pain, but you may try to delete the saved data file to see if setting it up again fixes it (unfortunately, it will force you to configure everything again). This has worked in the past when some errors were persisting across sessions. No guarantees that it will fix it, but I can't find anything in the code that would cause it to behave the way you're reporting.
ok lets see, here is what i did.
playing with english client at the moment
reinstalled the addon - manualy deleted the config file too
playing my warrior
set new colors for incoming dmg
disable outgoing dmg, in and out heal to make sure to see the incoming dmg only.
got some asskicking, incoming dmg color working so far.
activated "split incoming damage (left) and heal (right)
got more asskicking and incoming dmg color now is white again
got debug message: incomingDamageFontColor: 0xED64FC (base color:0xED64FC)
activated Swap option on incoming dmg too
more asskicking, still white
deactivate split
asskicking again, no more debug message, and working colors again.
switched to medic
deactivate incoming dmg, reactivate incoming heal
color is working
activate incoming split
incoming heal is white now
get debug message again: incomingHealFontColor: 0xB0FF6A (base color:0xB0FF6A)
Hmm. I will look over it again. I know where it splits, color is set within the split section, which should override any other colors. I'll use your debug messages to try to find the color issue. It's just showing the default color, but I don't know why it's not taking the color change once it's split.
Also, I really appreciate your help. There is a larger issue, I think, because I've found that a hook to the YASCT menu that should be picking up the color changes isn't working. I think this is where the problem actually lies, because the call for the font color in the split section is reference from the saved data, whereas the "normal" (or un-split) font color selection is not a reference.
Unfortunately, it's a tangled web that I have to dissect to figure out why the user preferences aren't saving for those specific colors in those specific instances. It may be an error in how the ColorPicker addon is used by YASCT, or it may be an error within the settings saving process in YASCT. Either way, I'm going to have to dig through a lot of code to figure it out, which may be a good project for this weekend.
I'm sorry that I haven't been faster in fixing this bug, but it seemed right in all the right places. It wasn't until I started digging through the addon saved data on my machine that I noticed that colors weren't being assigned like they're supposed to. I may just need to rewrite a bunch of relevant of code, I'm not sure what the best way to squash the bug is. I didn't write all of this myself, so I'm having to work from someone else's re-write of Carbine's original combat text. That's hard, but do-able. It's just tough when I get into areas that I haven't had to touch yet, and end up having to get in other people's head to see why something works the way it does (or scrap it, write my own from scratch, and bypass the old code).
the "only white color" bug depens on the "split xxx left / right " option..
acticvates = white only
deavtivates = working color
tested on german client
Thanks for your help. I will go hunt it down and fix it.
let me know if that fixed it.