mirror of
https://codeberg.org/Duvelcorp/MetaHunt.git
synced 2026-10-03 21:10:01 +00:00
Add trainer planning and level-up tracking
This commit is contained in:
+328
-15
@@ -33,6 +33,7 @@ MTH_FX_DBG = {
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-- Sections shown, in order, in the options panel. `titleKey` localizes `title`.
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MTH_FX_ANIM_SECTIONS = {
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{ id = "pet", title = "Pet", titleKey = "ANIM_SECTION_PET" },
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{ id = "level", title = "Leveling", titleKey = "ANIM_SECTION_LEVEL" },
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{ id = "combat", title = "Combat", titleKey = "ANIM_SECTION_COMBAT" },
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{ id = "book", title = "Book", titleKey = "ANIM_SECTION_BOOK" },
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{ id = "ui", title = "Interface", titleKey = "ANIM_SECTION_UI" },
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@@ -43,6 +44,18 @@ MTH_FX_ANIM_SECTIONS = {
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-- labelKey/tooltipKey localize label/tooltip (resolved at render time).
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-- Adding a new animation = one entry here + one MTH_FX_IsEnabled("key") guard.
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MTH_FX_ANIM_DEFS = {
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{ key = "level.hunter", section = "level", default = true,
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label = "Celebrate Hunter training levels",
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tooltip = "Show a banner and burst when a level unlocks Hunter trainer spells." },
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{ key = "level.huntermilestone", section = "level", default = true,
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label = "Celebrate Hunter milestones",
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tooltip = "Use a large celebration at levels 10, 20, 30, 40, 50, and 60." },
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{ key = "level.pet", section = "level", default = true,
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label = "Celebrate pet training levels",
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tooltip = "Show a banner when your current pet gains a level with Pet Trainer spells." },
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{ key = "level.loyalty", section = "level", default = true,
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label = "Celebrate pet loyalty gains",
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tooltip = "Show a golden banner when your current pet gains a loyalty level." },
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{ key = "pet.celebrate", section = "pet", default = true,
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label = "Celebrate new pet abilities", labelKey = "ANIM_PET_CELEBRATE",
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tooltip = "Play a firework and a banner in the middle of the screen when your pet learns a new ability or a new rank.",
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@@ -244,6 +257,27 @@ if Sauce and type(Sauce.RegisterType) == "function" and not Sauce.MTH_HasShake t
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MTH_FX_DBG.shakeErr = err
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end
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if Sauce and type(Sauce.RegisterType) == "function" and not Sauce.MTH_HasSpiral then
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local ok, err = pcall(function()
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Sauce.MTH_HasSpiral = true
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Sauce:RegisterType("mth_spiral", {
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init = function(target, from)
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return from or 0
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end,
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apply = function(target, from, to, t, tween)
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local radius = (tween.radius or 0) * (1 - t)
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local angle = (tween.startAngle or 0) + (tween.rotations or 1) * 2 * math.pi * t
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target:ClearAllPoints()
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target:SetPoint("CENTER", tween.anchor or UIParent, "CENTER",
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(tween.cx or 0) + math.cos(angle) * radius,
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(tween.cy or 0) + math.sin(angle) * radius)
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end,
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})
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end)
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MTH_FX_DBG.spiralOk = ok
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MTH_FX_DBG.spiralErr = err
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end
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-- Reusable flash: overlays a short additive colour glow on any frame/button and
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-- fades it out. Safe on any frame that supports CreateTexture; silent no-op
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-- otherwise. The overlay texture is cached on the frame for reuse.
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@@ -277,11 +311,15 @@ end
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local MTH_FX_NUM_SPARKS = 22
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local MTH_FX_NUM_CONFETTI = 48
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local MTH_FX_NUM_BLACKHOLE = 40
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local MTH_FX_Container
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local MTH_FX_MsgFrame
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local MTH_FX_TitleFS
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local MTH_FX_SubFS
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local MTH_FX_Sparks = {}
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local MTH_FX_Confetti = {}
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local MTH_FX_BlackHole = {}
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-- Palette for the firework sparks (r, g, b), warm celebratory tones.
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local MTH_FX_Colors = {
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@@ -337,33 +375,75 @@ local function MTH_FX_EnsureFrames()
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i = i + 1
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end
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i = 1
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while i <= MTH_FX_NUM_CONFETTI do
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local bit = MTH_FX_Container:CreateTexture(nil, "OVERLAY")
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bit:SetTexture("Interface\\Buttons\\WHITE8X8")
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bit:SetWidth(5)
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bit:SetHeight(8)
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bit:SetPoint("CENTER", MTH_FX_Container, "CENTER", 0, 0)
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bit:Hide()
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MTH_FX_Confetti[i] = bit
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i = i + 1
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end
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i = 1
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while i <= MTH_FX_NUM_BLACKHOLE do
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local particle = MTH_FX_Container:CreateTexture(nil, "OVERLAY")
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particle:SetTexture("Interface\\Cooldown\\star4")
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particle:SetWidth(10)
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particle:SetHeight(10)
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particle:SetBlendMode("ADD")
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particle:SetPoint("CENTER", MTH_FX_Container, "CENTER", 0, 0)
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particle:Hide()
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MTH_FX_BlackHole[i] = particle
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i = i + 1
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end
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return true
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end
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-- Public entry point: play a celebratory message + firework burst in the middle
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-- of the screen. `title` and `subtitle` are optional strings.
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function MTH_Celebrate(title, subtitle)
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-- Public entry point: play a full-screen celebration. `style` defaults to the
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-- original firework burst and may be firework, victory, starfall, fanfare, or comet.
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function MTH_Celebrate(title, subtitle, style, displaySeconds)
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if not Sauce then
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return
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end
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if not MTH_FX_EnsureFrames() then
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return
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end
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style = string.lower(tostring(style or "firework"))
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local fadeDelay = tonumber(displaySeconds) or 2.1
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if fadeDelay < 0.5 then fadeDelay = 0.5 end
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MTH_FX_TitleFS:SetTextColor(1, 0.82, 0)
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if style == "starfall" then
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MTH_FX_TitleFS:SetTextColor(0.45, 0.80, 1.00)
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else
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MTH_FX_TitleFS:SetTextColor(1, 0.82, 0)
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end
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MTH_FX_TitleFS:SetText(title or "")
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MTH_FX_SubFS:SetText(subtitle or "")
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Sauce:Stop(MTH_FX_MsgFrame)
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MTH_FX_MsgFrame:SetAlpha(0)
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MTH_FX_MsgFrame:Show()
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Sauce:Sequence({
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Sauce:Group({
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Sauce:FadeTo(MTH_FX_MsgFrame, 1, 0.25),
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Sauce:Pulse(MTH_FX_MsgFrame, 1.22, 0.5),
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}),
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Sauce:FadeOut(MTH_FX_MsgFrame, 0.6, "inQuad", { delay = 2.2 }),
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})
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if style == "victory" or style == "fanfare" then
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Sauce:Sequence({
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Sauce:Group({
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Sauce:SlideIn(MTH_FX_MsgFrame, "UP", 80, 0.36, "outBack", { defer = true }),
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Sauce:Pulse(MTH_FX_MsgFrame, style == "victory" and 1.32 or 1.18, 0.52, { defer = true }),
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}),
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Sauce:FadeOut(MTH_FX_MsgFrame, 0.6, "inQuad", { delay = fadeDelay }),
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})
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else
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Sauce:Sequence({
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Sauce:Group({
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Sauce:FadeTo(MTH_FX_MsgFrame, 1, 0.25),
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Sauce:Pulse(MTH_FX_MsgFrame, 1.22, 0.5),
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}),
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Sauce:FadeOut(MTH_FX_MsgFrame, 0.6, "inQuad", { delay = fadeDelay }),
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})
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end
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MTH_FX_Container:Show()
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local colorCount = table.getn(MTH_FX_Colors)
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@@ -371,34 +451,70 @@ function MTH_Celebrate(title, subtitle)
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local i = 1
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while i <= MTH_FX_NUM_SPARKS do
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local spark = MTH_FX_Sparks[i]
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spark:SetTexture("Interface\\Cooldown\\star4")
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spark:SetTexCoord(0, 1, 0, 1)
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local startX, startY = 0, 0
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local delay, gravity = 0, 300
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local angle = (i / MTH_FX_NUM_SPARKS) * 2 * math.pi + (math.random() - 0.5) * 0.4
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local speed = 150 + math.random() * 130
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local vx = math.cos(angle) * speed
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local vy = math.sin(angle) * speed + 70
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local dur = 0.9 + math.random() * 0.4
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if style == "victory" then
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startX = ((i - math.floor(i / 2) * 2) == 0) and -130 or 130
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speed = 100 + math.random() * 100
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vx = math.cos(angle) * speed
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vy = math.sin(angle) * speed + 105
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elseif style == "starfall" then
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startX = -230 + math.random() * 460
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startY = 200 + math.random() * 100
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vx = -35 + math.random() * 70
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vy = -10 + math.random() * 25
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gravity = 235
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dur = 1.1 + math.random() * 0.5
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elseif style == "fanfare" then
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delay = ((i - 1) - math.floor((i - 1) / 3) * 3) * 0.18
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speed = 110 + math.random() * 90
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vx = math.cos(angle) * speed
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vy = math.sin(angle) * speed + 90
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elseif style == "comet" then
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if i == 1 then
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startY = -180
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vx, vy, gravity, dur = 0, 430, 0, 0.52
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else
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delay = 0.5
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startY = 45
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speed = 130 + math.random() * 120
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vx = math.cos(angle) * speed
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vy = math.sin(angle) * speed + 70
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end
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end
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colorIdx = colorIdx + 1
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if colorIdx > colorCount then colorIdx = 1 end
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local color = MTH_FX_Colors[colorIdx]
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spark:SetVertexColor(color[1], color[2], color[3])
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spark:SetAlpha(1)
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spark:SetAlpha(delay > 0 and 0 or 1)
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spark:Show()
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Sauce:Stop(spark)
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Sauce:Group({
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Sauce:Tween(spark, {
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type = "mth_ballistic",
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from = { 0, 0 },
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from = { startX, startY },
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duration = dur,
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easing = "linear",
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delay = delay,
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anchor = MTH_FX_Container,
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dur = dur,
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vx = vx,
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vy = vy,
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gravity = 300,
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gravity = gravity,
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}),
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Sauce:FadeTo(spark, 1, 0.05, "outQuad", { delay = delay }),
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Sauce:FadeTo(spark, 0, 0.45, "inQuad", {
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delay = dur - 0.45,
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delay = delay + dur - 0.45,
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onFinish = function()
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spark:Hide()
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end,
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@@ -408,6 +524,203 @@ function MTH_Celebrate(title, subtitle)
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end
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end
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local function MTH_FX_ShowPreviewBanner(title, subtitle, r, g, b)
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MTH_FX_TitleFS:SetTextColor(r, g, b)
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MTH_FX_TitleFS:SetText(title)
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MTH_FX_SubFS:SetText(subtitle)
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Sauce:Stop(MTH_FX_MsgFrame)
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MTH_FX_MsgFrame:SetAlpha(0)
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MTH_FX_MsgFrame:Show()
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Sauce:Sequence({
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Sauce:Group({
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Sauce:FadeTo(MTH_FX_MsgFrame, 1, 0.18),
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Sauce:Pulse(MTH_FX_MsgFrame, 1.18, 0.45),
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}),
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Sauce:FadeOut(MTH_FX_MsgFrame, 0.55, "inQuad", { delay = 2.1 }),
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})
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end
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function MTH_CelebrateConfetti(title, subtitle)
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if not Sauce or not MTH_FX_EnsureFrames() then return end
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MTH_FX_ShowPreviewBanner(title or "Celebration!", subtitle or "Confetti", 1, 0.82, 0.15)
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MTH_FX_Container:Show()
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local count = table.getn(MTH_FX_Colors)
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local i = 1
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while i <= MTH_FX_NUM_CONFETTI do
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local bit = MTH_FX_Confetti[i]
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local color = MTH_FX_Colors[((i - 1) - math.floor((i - 1) / count) * count) + 1]
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local size = 3 + math.random() * 5
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local angle = math.random() * 2 * math.pi
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local speed = 90 + math.random() * 210
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local dur = 1.25 + math.random() * 0.7
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bit:SetWidth(size)
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bit:SetHeight(size * 1.6)
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bit:SetVertexColor(color[1], color[2], color[3])
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bit:SetAlpha(1)
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bit:Show()
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Sauce:Stop(bit)
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Sauce:Group({
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Sauce:Tween(bit, {
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type = "mth_ballistic", from = { 0, 0 }, duration = dur,
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easing = "linear", anchor = MTH_FX_Container, dur = dur,
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vx = math.cos(angle) * speed, vy = math.sin(angle) * speed + 100, gravity = 255,
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}),
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Sauce:FadeTo(bit, 0, 0.35, "inQuad", {
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delay = dur - 0.35, onFinish = function() bit:Hide() end,
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}),
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})
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i = i + 1
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end
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end
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function MTH_CelebrateBlackHole(title, subtitle)
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if not Sauce or not MTH_FX_EnsureFrames() then return end
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MTH_FX_ShowPreviewBanner(title or "Gravity Well", subtitle or "Black Hole", 0.68, 0.45, 1.00)
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MTH_FX_Container:Show()
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local colors = { { 0.45, 0.25, 1 }, { 0.30, 0.50, 1 }, { 0.80, 0.55, 1 } }
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local i = 1
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while i <= MTH_FX_NUM_BLACKHOLE do
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local particle = MTH_FX_BlackHole[i]
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local color = colors[((i - 1) - math.floor((i - 1) / 3) * 3) + 1]
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local startAngle = math.random() * 2 * math.pi
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local radius = 95 + math.random() * 145
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local duration = 1.5 + math.random() * 1.0
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local size = 7 + math.random() * 8
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particle:SetWidth(size)
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particle:SetHeight(size)
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particle:SetVertexColor(color[1], color[2], color[3])
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particle:SetAlpha(1)
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particle:Show()
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Sauce:Stop(particle)
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Sauce:Group({
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Sauce:Tween(particle, {
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type = "mth_spiral", from = 0, to = 1, duration = duration,
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easing = "inQuad", anchor = MTH_FX_Container, cx = 0, cy = 0,
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radius = radius, startAngle = startAngle, rotations = 1.5 + math.random() * 2.0,
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}),
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Sauce:Size(particle, { size, size }, { 2, 2 }, duration, "inQuad"),
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Sauce:FadeTo(particle, 0, duration * 0.3, "inQuad", {
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delay = duration * 0.7, onFinish = function() particle:Hide() end,
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}),
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})
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i = i + 1
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end
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end
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function MTH_CelebrateShockwave(title, subtitle)
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if not Sauce or not MTH_FX_EnsureFrames() then return end
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MTH_FX_ShowPreviewBanner(title or "Impact!", subtitle or "Shockwave", 1, 0.62, 0.15)
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MTH_FX_Container:Show()
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local dotsPerWave = 16
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local i = 1
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while i <= MTH_FX_NUM_CONFETTI do
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local dot = MTH_FX_Confetti[i]
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local wave = math.floor((i - 1) / dotsPerWave) + 1
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local pos = (i - 1) - math.floor((i - 1) / dotsPerWave) * dotsPerWave
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local angle = pos / dotsPerWave * 2 * math.pi
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local duration = 1.1 + wave * 0.18
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local radius = 115 + wave * 52
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local delay = (wave - 1) * 0.18
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local intensity = 1 - (wave - 1) * 0.20
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dot:SetWidth(5)
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dot:SetHeight(5)
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dot:SetVertexColor(1 * intensity, 0.65 * intensity, 0.18 * intensity)
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dot:SetAlpha(0)
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dot:Show()
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Sauce:Stop(dot)
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Sauce:Group({
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Sauce:Tween(dot, {
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type = "mth_ballistic", from = { 0, 0 }, duration = duration,
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easing = "outQuad", delay = delay, anchor = MTH_FX_Container, dur = duration,
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vx = math.cos(angle) * radius / duration, vy = math.sin(angle) * radius / duration, gravity = 0,
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}),
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Sauce:FadeTo(dot, 1, 0.04, "outQuad", { delay = delay }),
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Sauce:FadeTo(dot, 0, 0.4, "inQuad", {
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delay = delay + duration - 0.4, onFinish = function() dot:Hide() end,
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}),
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})
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i = i + 1
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end
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end
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function MTH_CelebrateShatter(title, subtitle)
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if not Sauce or not MTH_FX_EnsureFrames() then return end
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MTH_FX_ShowPreviewBanner(title or "Shattered!", subtitle or "Shatter", 0.70, 0.85, 1.00)
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MTH_FX_Container:Show()
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local grid = 4
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||||
local iconSize = 80
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||||
local fragmentSize = iconSize / grid
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local i = 1
|
||||
while i <= MTH_FX_NUM_SPARKS do
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||||
local spark = MTH_FX_Sparks[i]
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||||
if i <= grid * grid then
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||||
local row = math.floor((i - 1) / grid)
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||||
local col = (i - 1) - row * grid
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local x = (col - grid / 2 + 0.5) * fragmentSize
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local y = ((grid - 1 - row) - grid / 2 + 0.5) * fragmentSize
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local duration = 1.1 + math.random() * 0.45
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spark:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot")
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||||
spark:SetTexCoord(col / grid, (col + 1) / grid, row / grid, (row + 1) / grid)
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spark:SetWidth(fragmentSize)
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||||
spark:SetHeight(fragmentSize)
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||||
spark:SetVertexColor(1, 1, 1)
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spark:SetAlpha(1)
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||||
spark:Show()
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Sauce:Stop(spark)
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||||
Sauce:Group({
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||||
Sauce:Tween(spark, {
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||||
type = "mth_ballistic", from = { x, y }, duration = duration,
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||||
easing = "linear", anchor = MTH_FX_Container, dur = duration,
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||||
vx = x * 4 + (math.random() - 0.5) * 90,
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||||
vy = y * 4 + 95 + math.random() * 80, gravity = 265,
|
||||
}),
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||||
Sauce:FadeTo(spark, 0, 0.35, "inQuad", {
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||||
delay = duration - 0.35, onFinish = function() spark:Hide() end,
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||||
}),
|
||||
})
|
||||
end
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
|
||||
function MTH_CelebratePreview(style)
|
||||
style = string.lower(tostring(style or "firework"))
|
||||
if style == "all" then
|
||||
if not Sauce then return end
|
||||
local styles = { "firework", "blackhole", "shockwave", "shatter" }
|
||||
local steps = {}
|
||||
local i = 1
|
||||
while i <= table.getn(styles) do
|
||||
local previewStyle = styles[i]
|
||||
table.insert(steps, Sauce:Run(function()
|
||||
MTH_CelebratePreview(previewStyle)
|
||||
end, { defer = true }))
|
||||
table.insert(steps, Sauce:Delay(3.7))
|
||||
i = i + 1
|
||||
end
|
||||
Sauce:Sequence(steps)
|
||||
return true
|
||||
end
|
||||
|
||||
if style == "blackhole" then
|
||||
MTH_CelebrateBlackHole("Celebration Preview", "Black Hole")
|
||||
return true
|
||||
elseif style == "shockwave" then
|
||||
MTH_CelebrateShockwave("Celebration Preview", "Shockwave")
|
||||
return true
|
||||
elseif style == "shatter" then
|
||||
MTH_CelebrateShatter("Celebration Preview", "Shatter")
|
||||
return true
|
||||
end
|
||||
|
||||
local labels = {
|
||||
firework = "Firework Burst",
|
||||
}
|
||||
if not labels[style] then return false end
|
||||
MTH_Celebrate("Celebration Preview", labels[style], style)
|
||||
return true
|
||||
end
|
||||
|
||||
-- Convenience wrapper used when the hunter's pet learns a new ability/rank.
|
||||
function MTH_CelebratePetAbility(label)
|
||||
if not MTH_FX_IsEnabled("pet.celebrate") then
|
||||
|
||||
Reference in New Issue
Block a user