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GaruCombatText

An alternative way of implementing a scrolling combat text.
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v2.3.0

File nameGaruCombatText-v2.3.0.zip
Uploader
GarufoGarufo
Uploaded
Oct 22, 2026
Downloads
7
Size
200.3 KB
Flavors
Classic TBCForever
File ID
9290444
Type
R
Release
Supported game versions
  • 2.5.5
  • 1.60.1

What's new

Garu Combat Text

v2.3.0 (2026-10-22)

Full Changelog Previous Releases

  • Version 2.3.0
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Translate the addon into the ten other client languages
    German, French, Spanish (Spain and Latin America), Brazilian Portuguese,
    Italian, Russian, Korean, and Chinese (Simplified and Traditional), in
    Locales/, listed in the TOC ahead of everything else, with the TOC's title
    and notes for each. The English text is the key, so anything a language
    lacks shows in English.
    262 keys: every settings label, description and choice, the settings and
    profile windows, chat output, anchor labels, the combat timer, and the
    feeds' own words. Sentences that were glued from fragments are whole
    sentences now, joined with a space, so each language keeps its own word
    order. Names the client already has in its language come from Blizzard:
    schools (STRING_SCHOOL_*), the kinds of avoid (DODGE, PARRY...), Melee,
    Mana, environmental damage, and the previews' spells by ID.
    Left in English on purpose: /gct probe and the damage-meter dump (tools
    for working out a misplaced fight, read back in bug reports) and the
    fight recorder's lines. A row's name now stops short of its control,
    cut with an ellipsis rather than running under it, and the header and
    profile buttons widen to fit their words.
    The load test runs in German and Chinese too: the words translated, a
    missing key falling back to English, every settings page drawn.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Add profile export and import
    General > Profile (and /gct export, /gct import) opens a window with every
    setting, anchor and position as one string to copy, or a box to paste one
    into. The string is "GCT1:" and base64 of the settings in a small format of
    our own, read back by a parser that accepts only that, never run as code.
    Import checks the tag, the addon and the version, and that the string
    decodes. A bad one is refused with the reason and changes nothing. Every
    value is checked against the defaults' types (a point or a colour against
    its kinds), anything unknown is dropped, anything missing comes from the
    defaults, and the whole addon is redrawn at once: feeds, anchors, the timer,
    the window. Left out of a profile: the fight recorder's lines, what is on
    your weapon, and the settings page last open.
    Reset and Import share what a login does to settings read in
    (ns.FinishSettings) and one redraw of everything (ns.RefreshAll).
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Place a heal a frame later, once its own cast is known
    The heals trace (21 Oct 2026, kept as tests/fights/2026-10-21-druid-heals.txt)
    showed a heal that lands as its cast completes is reported before that
    cast's UNIT_SPELLCAST_SUCCEEDED, in the same frame. Regrowth's first 174
    went to someone else's heal, and Healing Touch's 193 and 197 were taken
    for Rejuvenation and Regrowth ticks, pushing the real ticks out. Heals on
    you and on others are now placed a frame later. The same trace showed
    party members' heals are reported (party1, its plate and target, one
    frame), which Healing Done already counts once.
    A weak mob's hits of 0 with no flag on you no longer count as your
    misses on Actions. The tests' timers now run a 0 delay on the next frame,
    as the game does.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Let a horizontal line grow centred, and draw it readably in the preview
    Grow gets Centre for a horizontal stack: the line runs out both ways,
    centred on the anchor, laid out from its left end and shifted back by
    half its width.
    The settings preview had shrunk a horizontal line to fit an estimate of
    six rows' width, which left it tiny. It now uses the line's real width,
    shrinks it at most to three quarters and lets the rows past the box's
    edge be cut off, and starts it at the edge it grows from.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Add a Healing Done feed; call Damage Taken Damage Received
    Healing Done: the healing you cast this fight, on anyone, one row per
    spell, held after the fight and cleared when the next starts. Off by
    default, with its own page, anchor and effects.
    • Classic clients: every heal of yours from the combat log, less its
      overhealing, as Healing Received counts.
    • Forever: a heal is reported where it lands, not whose it was. A heal
      of yours is taken as cast on your target when that is a living friend,
      else on you, and matched to a heal reported on that unit right after
      (your target, a friendly plate, party or raid members if the game
      reports them, not yet seen) or to a HoT of yours ticking on its beat
      there. Heals on you still prefer a cast meant for you. One heal
      reported on two units counts once. After the fight every row is set
      to Blizzard's damage meter's healing for that spell, read and checked
      against the previous fight as the damage is.
      A feed switched off no longer shows its anchor marker. Damage Taken is
      shown as Damage Received, to match Healing Received.
      Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Count avoids both ways on Actions, red against you and green for you
    The attacks you avoided (your dodges, parries and blocks, and the
    attacks that missed you) move from Damage Taken to Actions, beside the
    ones your target made against you. Count rows are coloured by side:
    red for your attack avoided, green for theirs. Attacks you avoided can
    be switched off on Actions' page; counting your target, the combat log
    keeps only your target's, while on Forever, which never says who
    attacked you, they go on whichever target you have.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Let a stacked feed run horizontally, growing left or right
    Layout: Stacked gets a Direction, Vertical (as before) or Horizontal.
    Horizontal puts the rows side by side in a line, each as wide as it is
    drawn (icon, number, mana, skull), Space between apart, and Grow picks
    Left or Right; the rows line up on the edge they grow from. The combat
    time header and an attached combat timer sit just above such a feed.
    The settings preview fits it too. Copy to with Mirror flips its growth.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Remove Healing's Show option; let splashes go either side of the number
    Show (healing, healing and mana, mana only) never showed anything useful
    on Forever, so it goes, and a saved choice falls back to the healing.
    Splash side (Left or Right) picks which side of its number a hit floats
    off, on Healing, Damage Taken and Damage Dealt. The defaults keep where
    they went before: right of Damage Dealt, left of the other two. Copy to
    with Mirror swaps it, as it does the alignment.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Give the everyday hit pop its own switch, and make crits stand apart
    Every hit made its number jump, so turning Crit flourish off changed
    little you could see: crits only came one hit in five in the preview,
    and their jump was barely bigger. Now Pop on each hit is its own effect
    (on every feed, Actions included), and a crit with the flourish jumps
    much further (2.4, settling over 0.35 s rather than 0.15) with its gold
    and star held a little longer. The preview rolls crits more often.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Add effects: rolling totals, hit splashes, crit flourish, kill skull, preview
    • Rolling totals: a row's number counts up to its new total instead of
      jumping to it (a total that went down shows at once; counts never roll).
    • Hit splashes: each hit floats off its row as +N and fades, on the side
      away from the anchor, in the row's colour.
    • Crit flourish: a crit pops bigger, flashes gold and a star bursts
      behind its icon.
    • Killing blow mark: a skull on the Damage Dealt row whose attack killed
      the enemy, with a count once it has killed more than one. On Forever,
      the engine reports the kill half a second after the target clears,
      marked on the killing hit when it came on the dying unit's plate, else
      on the blow or bolt in that moment; on Classic, PARTY_KILL marks the
      last thing of yours on it. Kills are kept per unit, so a corpse
      selected again keeps its skull.
    • Settings: an Effects section on Healing, Damage Taken and Damage Dealt,
      and a live preview at the foot of the right column: the page's feed,
      drawn with its settings and fitted to the box, fed made-up hits so a
      change shows at once, effects included.
      The load test's stub now keeps whether textures and text are shown, and
      frames' scale and parent.
      Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com

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