CombatFloater

Table of Content


Enum

CodeEnumCCStateApplyRulesResult

Description

The possible results when something attempts to apply a Crowd Control state to a unit.

  • Ok
  • InvalidCCState
  • NoTargetSpecified
  • Target_Immune
  • Target_InfiniteInterruptArmor
  • Stacking_DoesNotStack
  • Stacking_ShorterDuration
  • Target_InterruptArmorReduced
  • Target_InterruptArmorBlocked
  • DiminishingReturns_TriggerCap

Enum

CodeEnumCombatMomentum

Description

The different types of Combat Momentum bonuses that a player can earn.

  • Impulse
  • KillingPerformance
  • KillChain
  • Evade
  • Interrupt
  • CCBreak

Enum

CodeEnumExpReason

Description

The possible sources that a player can gain experience from.

  • Invalid
  • Load
  • Cheat
  • KillCreature
  • Quest
  • ClusterBonus
  • Spell
  • Exploration
  • QuestEpisodeCompletion
  • PathMission
  • PathEpisode
  • KillPerformance
  • MultiKill
  • KillingSpree
  • TelegraphInterrupt
  • TelegraphEvade
  • Momentum
  • Rested
  • PublicEvent
  • DailyQuest
  • PeriodicQuest

Enum

CodeEnumFloaterCollisionMode

Description

The collision modes that floating combat text can be set to.

  • IgnoreCollision
  • Horizontal
  • Vertical

Enum

CodeEnumFloaterEffect

Description

A list of particle effects that can be added to floating combat text

  • Flames
  • BluishWhite
  • Sparks
  • Spiral
  • Cloud
  • Splotches
  • SlashBlood
  • Impact
  • SplatBlood
  • Helix
  • ShadowFire
  • Cold
  • Stars

Enum

CodeEnumFloaterLocation

Description

The location on a unit that the floating text would spawn from.

  • Top
  • Head
  • Chest
  • Back
  • Bottom

Event

DamageOrHealingDone

Description

Fires whenever damage or healing is done to a unit within the player's area of interest.

Params

  • unitCaster (Unit) - The unit that used the ability that caused the damage or healing.
  • unitTarget (Unit) - The unit that received the damage or healing.
  • eDamageType (GameLib.CodeEnumDamageType) - The type of damage that was done to the target.
  • nHealthChange (Integer) - The amount that the target's health was changed by.
  • nShieldAbsorbAmount (Integer) - The amount of damage that was absorbed by the unit's shields.
  • nAbsorbedAmount (Integer) - The amount of damage that was absorbed by the unit's absorption shield.
  • bIsCritical (Boolean) - Whether the damage or healing effect was a critical hit.
  • strSpellName (String) - The name of the ability that caused the damage or healing.

Function

AddDigitSpriteSet(strSpriteSetName)

Description

Registers a sprite set that contains digits with the combat floater system.

Params

  • strSpriteSetName (String) - The path and file name of the sprite set that was registered with the system.

Return Value

  • Integer - The index that is assigned to the sprite set that was added to the system.

Function

AddTextBGSprite(strSpriteName)

Description

Registers a background sprite with the float text system.

Params

  • strSpriteName (String) - The path and file name of the sprite that should be registered with the system.

Return Value

  • Integer - The index that was assigned to the sprite after it was registered.

Function

HideTextFloater()

Description

Hides the CombatFloater from the screen.


Function

SetMaxFloaterCount(nMaxFloaterCount)

Description

Sets the maximum number of floaters that can be on the screen at any one time.

Params

  • nMaxFloaterCount (Integer) - The new maximum number of floaters.

Function

SetMaxFloaterPerUnitCount(nNewMaxFloaterCount)

Description

Sets the maximum number of floating text messages that will be shown for any single unit at the same time.

Params

  • nNewMaxFloaterCount (Integer) - The new maximum number of floaters per unit.

Function

ShowParticleEffect(unitSource, tSettings)

Description

Displays a particle effect.

Params

  • unitSource (Unit) - The unit that the floater is attached to.
  • tSettings (Table) - A table that contains the various options that should be set for the particle effect.
    • eEffect (CombatFloater.CodeEnumFloaterEffect) - The type of particle effect that should be shown.
    • nDuration (Integer) - How long the particle effect should last for, in seconds.
    • fDuration (Float) - How long the particle effect should last, in seconds.
    • eLocation (CombatFloater.CodeEnumFloaterLocation) - The location on the unit that the effect should start from.

Function

ShowTextFloater(unitSource, nValue, strValue, tOptions)

Description

Displays a text floater coming from the specified unit.

Params

  • unitSource (Unit) - The unit that the floater will be tied to.
  • nValue (Integer) - The value that should be shown on the floater. - The value that should be shown on the floater.
  • strValue (String) - The text that should be shown on the floater.
  • tOptions (Table) - A table that contains a laundry list of ways the text floater can be manipulated.
    • nColor (Integer) - A hex value that contains the RGB color values that the floater should use.
    • arFrames (Table) - A list of each frame of an animation that the floater will do.
      • fTime (Float) - The amount of time that the frame should last, in seconds.
      • fScale (Float) - The amount that the floater's text will be scaled by for this frame.
      • nColor (Integer) - A hex value that contains the RGB values that the text will use this frame.
      • fAlpha (Float) - The floater's alpha value this frame.
      • fRotation (Float) - The amount that the floater is rotated this frame, in degrees.
      • fVelocityDirection (Float) - The direction the text will move this frame, in degrees.
      • fVelocityDirectionRange (Float) - The amount of variation allowed in the velocity's direction, in degrees.
      • fVelocityMagnitude (Float) - The speed that the float text is moving at during this frame, in pixels.
      • fVelocityMagnitudeRange (Float) - The amount of variation in the velocity's magnitude that can be used during this frame, in pixels.
      • fAccelerationDirection (Float) - The direction that the float text will accelerate in during this frame, in degrees.
      • fAccelerationDirectionRange (Float) - The amount of variation in the float text's acceleration direction, in degrees.
      • fAccelerationMagnitude (Float) - The amount that the floater will accelerate by this frame, in pixels per second.
      • fAccelerationMagnitudeRange (Float) - The variation in the acceleration's magnitude that is possible this frame, in pixels per second.
    • nDuration (Integer) - How long the floater should stay on screen, in seconds. This is only needed if arFrames was not used.
    • fDuration (Float) - How long the floater should stay on screen, in seconds. This is only needed if arFrames was not used.
    • nFadeInDuration (Integer) - How long the floater should take to fade in, in seconds. This is only needed if arFrames was not used.
    • fFadeInDuration (Float) - How long the floater should take to fade in, in seconds. This is only needed if arFrames was not used.
    • nFadeOutDuration (Integer) - How long the floater should take to fade out, in seconds. This is only needed if arFrames was not used.
    • fFadeOutDuration (Float) - How long the floater should take to fade out, in seconds. This is only needed if arFrames was not used.
    • nEndHoldDuration (Integer) - How long the floater will hold its position before despawning, in seconds. This is only needed if arFrames was not used.
    • fEndHoldDuration (Float) - How long the floater will hold its position before despawning, in seconds. This is only needed if arFrames was not used.
    • strFontFace (String) - The name of the font face that the floater should use.
    • fSpinAroundRadius (Float) - How many degrees the text will spin every second.
    • fVibrate (Float) - The range that the floater will vibrate between in the X and Y directions.
    • eCollisionMode (CombatFloater.CodeEnumFloaterCollisionMode) - The type of collision that the floater will use. This prevents collistion with other floaters.
    • fExpandCollisionBoxWidth (Float) - The amount that is added to the floater's width when calculating collisions, in pixels.
    • fExpandCollisionBoxHeight (Float) - The amount that is added to the floater's height when calculating collisions, in pixels.
    • eLocation (CombatFloater.CodeEnumFloaterLocation) - The location on the unit that the floater will spawn from.
    • fOffsetDirection (Float) - The direction that the floater will be offset from its spawn location, in degrees.
    • fOffset (Float) - The amount that the floater will be offset from its spawn location, in pixels.
    • iUseDigitSpriteSet (Integer) - The id number of the sprite set of digits that the text floater should use.
    • nDigitSpriteSpacing (Integer) - The amount of space between each sprite from the sprite set.
    • iUseBGSprite (Integer) - The id of the BG Sprite that the float text should use.
    • nBGSpriteMargin (Integer) - The margin between the edges of the floater and the BG Sprite, in pixels.
    • nBGSpriteColor (Integer) - A hex value that contains the RGB values that will be applied to the BGSprite.
    • fBGSpriteAlpha (Float) - The alpha that is applied to the floater's BGSprite.
    • bUseScreenPos (Boolean) - Whether the floater should use screen position instead of a location on a unit to determine its position.
    • bShowOnTop (Boolean) - Whether the floater will draw over the top of other combat floaters and windows.
    • nDelay (Integer) - The delay between the floater's start time and when it actually spawns.
    • bReposition (Boolean) - Whether the floater can be moved or not.

Usage/Example

    This

Function

TestTextFloater(eDamageType, nHealthChange, nShieldAbsorbAmount, bCritical)

Description

Passes the information given to the function back to the game in the form of a DamageOrHealingDone event.

Params

  • eDamageType (GameLib.CodeEnumDamageType) - The type of damage that should be sent with the DamageOrHealingDone event.
  • nHealthChange (Integer) - The amount that the player's health changed by (according to the test floater).
  • nShieldAbsorbAmount (Integer) - The amount of damage that the unit's shield absorbed (according to the floater)
  • bCritical (Boolean) - Whether the test floater should show a critical hit or not.

Remarks

This function is primarily used to test out new floaters.

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