mirror of
https://codeberg.org/Duvelcorp/MetaHunt.git
synced 2026-09-24 16:46:10 +00:00
66ff1ae711
- Shared FX toolkit in fx-celebrate.lua: mth_shake tween type, MTH_FX_Flash glow helper, MTH_CelebrateRunaway red shaking banner, gold title reset. - pet.runaway, pet.happiness, pet.loyaltyup, pet.feed - combat.ammoswap, combat.rangedswap, combat.mmprocs - ui.zbar, ui.stable, ui.minimapping, ui.optionsclose - book.model, book.search - Options > Animations panel now uses a balanced two-column layout. - CHANGELOG Animations entry expanded (no version bump).
458 lines
16 KiB
Lua
458 lines
16 KiB
Lua
-- MetaHunt: center-screen celebration effect (message + firework burst).
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-- Uses the embedded PizzaSauce animation library. Degrades to a silent no-op
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-- when PizzaSauce or the WoW frame API are unavailable (e.g. offline tests).
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-- Capture our own PizzaSauce instance now, before another addon that ships its
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-- own copy can overwrite the global. This is the pattern the library requires.
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local Sauce = PizzaSauce
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-- Localization helper: resolve a key through MetaHunt's loc system, falling back
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-- to the inline English default. Every user-facing string is keyed so the enUS
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-- strings can be harvested later; the inline default is the working English.
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local function MTH_FX_L(key, default)
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if MTH and type(MTH.GetLocalization) == "function" then
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return MTH:GetLocalization(key, default)
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end
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return default or key
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end
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-- ---------------------------------------------------------------------------
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-- DEBUG: load-path tracer. Global so /mth fxdebug can dump it. Records how far
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-- this file got at load time and any error from the one executable file-scope
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-- block (RegisterType). TEMP diagnostic.
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-- ---------------------------------------------------------------------------
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MTH_FX_DBG = {
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sauceType = type(PizzaSauce),
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createFrameType = type(CreateFrame),
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step = "1-top",
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}
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-- ---------------------------------------------------------------------------
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-- Animation settings (shared by the effect code and the options "Animations" tab)
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-- ---------------------------------------------------------------------------
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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 = "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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}
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-- Every individual animation the addon can play. Each has a stable `key`, the
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-- section it belongs to, a checkbox label, an optional tooltip, and a default.
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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 = "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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tooltipKey = "ANIM_PET_CELEBRATE_TIP" },
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{ key = "pet.runaway", section = "pet", default = true,
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label = "Warn when a pet runs away", labelKey = "ANIM_PET_RUNAWAY",
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tooltip = "Flash a red, shaking banner in the middle of the screen when one of your pets runs away for good.",
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tooltipKey = "ANIM_PET_RUNAWAY_TIP" },
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{ key = "pet.happiness", section = "pet", default = true,
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label = "Flash on happiness change", labelKey = "ANIM_PET_HAPPINESS",
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tooltip = "Briefly flash the pet happiness area green when your pet cheers up, or red when it gets unhappy.",
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tooltipKey = "ANIM_PET_HAPPINESS_TIP" },
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{ key = "pet.loyaltyup", section = "pet", default = true,
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label = "Glow on loyalty gain", labelKey = "ANIM_PET_LOYALTYUP",
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tooltip = "Give a short golden glow when your pet gains a loyalty level.",
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tooltipKey = "ANIM_PET_LOYALTYUP_TIP" },
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{ key = "pet.feed", section = "pet", default = true,
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label = "Flash when feeding your pet", labelKey = "ANIM_PET_FEED",
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tooltip = "Give a short green flash when Feed-O-Matic feeds your pet.",
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tooltipKey = "ANIM_PET_FEED_TIP" },
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{ key = "combat.ammoswap", section = "combat", default = true,
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label = "Flash on Smart Ammo swap", labelKey = "ANIM_COMBAT_AMMOSWAP",
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tooltip = "Briefly highlight the zAmmo button when Smart Ammo swaps your ammo.",
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tooltipKey = "ANIM_COMBAT_AMMOSWAP_TIP" },
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{ key = "combat.rangedswap", section = "combat", default = true,
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label = "Flash on ranged weapon swap", labelKey = "ANIM_COMBAT_RANGEDSWAP",
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tooltip = "Briefly highlight the zRanged button when you hot-swap a ranged weapon.",
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tooltipKey = "ANIM_COMBAT_RANGEDSWAP_TIP" },
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{ key = "combat.mmprocs", section = "combat", default = true,
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label = "Pulse MM Widget procs", labelKey = "ANIM_COMBAT_MMPROCS",
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tooltip = "Pulse an MM Widget cell when a Lock and Load or Experimental ammo proc lights up.",
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tooltipKey = "ANIM_COMBAT_MMPROCS_TIP" },
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{ key = "book.open", section = "book", default = true,
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label = "Fade in the Hunter's Book", labelKey = "ANIM_BOOK_OPEN",
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tooltip = "Fade the Hunter's Book window in when you open it.",
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tooltipKey = "ANIM_BOOK_OPEN_TIP" },
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{ key = "book.tabs", section = "book", default = true,
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label = "Fade Hunter's Book tab changes", labelKey = "ANIM_BOOK_TABS",
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tooltip = "Fade the results list back in when you switch tabs inside the Hunter's Book.",
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tooltipKey = "ANIM_BOOK_TABS_TIP" },
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{ key = "book.model", section = "book", default = true,
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label = "Fade in beast models", labelKey = "ANIM_BOOK_MODEL",
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tooltip = "Fade the beast model viewer in when it loads a new model.",
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tooltipKey = "ANIM_BOOK_MODEL_TIP" },
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{ key = "book.search", section = "book", default = true,
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label = "Fade search results", labelKey = "ANIM_BOOK_SEARCH",
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tooltip = "Fade the results list when your search filter changes.",
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tooltipKey = "ANIM_BOOK_SEARCH_TIP" },
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{ key = "ui.options", section = "ui", default = true,
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label = "Slide the options window open", labelKey = "ANIM_UI_OPTIONS",
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tooltip = "Slide and fade the MetaHunt options window in when you open it.",
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tooltipKey = "ANIM_UI_OPTIONS_TIP" },
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{ key = "ui.optiontabs", section = "ui", default = true,
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label = "Fade options tab changes", labelKey = "ANIM_UI_OPTIONTABS",
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tooltip = "Fade the settings panel when you switch tabs inside the options window.",
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tooltipKey = "ANIM_UI_OPTIONTABS_TIP" },
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{ key = "ui.optionsclose", section = "ui", default = true,
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label = "Fade windows closed", labelKey = "ANIM_UI_OPTIONSCLOSE",
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tooltip = "Fade the options and Hunter's Book windows out when you close them.",
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tooltipKey = "ANIM_UI_OPTIONSCLOSE_TIP" },
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{ key = "ui.minimap", section = "ui", default = true,
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label = "Pulse the minimap button on click", labelKey = "ANIM_UI_MINIMAP",
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tooltip = "Give the minimap button a quick pulse when you click it.",
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tooltipKey = "ANIM_UI_MINIMAP_TIP" },
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{ key = "ui.minimapping", section = "ui", default = true,
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label = "Ping the minimap on locate", labelKey = "ANIM_UI_MINIMAPPING",
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tooltip = "Send a short ping ripple over the minimap when you locate a tracked NPC.",
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tooltipKey = "ANIM_UI_MINIMAPPING_TIP" },
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{ key = "ui.zbuttons", section = "ui", default = true,
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label = "Fade zButton bars open", labelKey = "ANIM_UI_ZBUTTONS",
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tooltip = "Fade the child buttons in when a collapsible zButton bar (pet, tracking, aspects...) expands.",
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tooltipKey = "ANIM_UI_ZBUTTONS_TIP" },
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{ key = "ui.zbar", section = "ui", default = true,
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label = "Fade the zBar in", labelKey = "ANIM_UI_ZBAR",
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tooltip = "Fade the unified zBar buttons in when the bar becomes active.",
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tooltipKey = "ANIM_UI_ZBAR_TIP" },
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{ key = "ui.stable", section = "ui", default = true,
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label = "Flash stable slots on change", labelKey = "ANIM_UI_STABLE",
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tooltip = "Flash a stable slot in the Hunter's Book when a pet is deposited or withdrawn.",
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tooltipKey = "ANIM_UI_STABLE_TIP" },
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{ key = "ui.mappins", section = "ui", default = true,
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label = "Fade map markers in", labelKey = "ANIM_UI_MAPPINS",
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tooltip = "Fade the world map markers in when you locate a beast, vendor or master.",
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tooltipKey = "ANIM_UI_MAPPINS_TIP" },
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}
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local function MTH_FX_Store()
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if MTH and type(MTH.GetModuleSavedVariables) == "function" then
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return MTH:GetModuleSavedVariables("animations")
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end
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return nil
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end
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local function MTH_FX_DefaultFor(key)
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local i = 1
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while i <= table.getn(MTH_FX_ANIM_DEFS) do
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if MTH_FX_ANIM_DEFS[i].key == key then
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return MTH_FX_ANIM_DEFS[i].default and true or false
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end
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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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function MTH_FX_AnimationsEnabled()
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local store = MTH_FX_Store()
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if not store or store.enabled == nil then
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return true
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end
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return store.enabled and true or false
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end
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function MTH_FX_SetAnimationsEnabled(value)
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local store = MTH_FX_Store()
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if not store then return end
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store.enabled = value and true or false
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end
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function MTH_FX_GetFlag(key)
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local store = MTH_FX_Store()
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if store and store.flags and store.flags[key] ~= nil then
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return store.flags[key] and true or false
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end
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return MTH_FX_DefaultFor(key)
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end
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function MTH_FX_SetFlag(key, value)
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local store = MTH_FX_Store()
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if not store then return end
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store.flags = store.flags or {}
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store.flags[key] = value and true or false
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end
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-- Master gate every animation call site checks: false when animations are
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-- globally disabled, or when this specific animation is turned off.
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function MTH_FX_IsEnabled(key)
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if not MTH_FX_AnimationsEnabled() then
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return false
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end
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if key == nil then
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return true
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end
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return MTH_FX_GetFlag(key)
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end
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-- Register a one-shot "ballistic" tween type: a spark that flies out from the
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-- center along a velocity vector while gravity pulls it back down.
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MTH_FX_DBG.step = "2-before-registertype"
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if Sauce and type(Sauce.RegisterType) == "function" and not Sauce.MTH_HasBallistic then
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local ok, err = pcall(function()
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Sauce.MTH_HasBallistic = true
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Sauce:RegisterType("mth_ballistic", {
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init = function(target, from)
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return from or { 0, 0 }
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end,
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apply = function(target, from, to, t, tween)
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local dur = tween.dur or 1
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local elapsed = t * dur
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local vx = tween.vx or 0
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local vy = tween.vy or 0
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local gravity = tween.gravity or 0
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local x = from[1] + vx * elapsed
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local y = from[2] + vy * elapsed - 0.5 * gravity * elapsed * elapsed
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local anchor = tween.anchor or UIParent
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target:ClearAllPoints()
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target:SetPoint("CENTER", anchor, "CENTER", x, y)
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end,
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})
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end)
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MTH_FX_DBG.registerOk = ok
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MTH_FX_DBG.registerErr = err
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else
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MTH_FX_DBG.registerSkipped = true
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end
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MTH_FX_DBG.step = "3-after-registertype"
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-- Register a decaying "shake" tween type: oscillates the frame around its own
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-- current anchor point, with the amplitude fading to zero over the tween so it
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-- always lands back exactly where it started. Used for negative events.
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if Sauce and type(Sauce.RegisterType) == "function" and not Sauce.MTH_HasShake then
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local ok, err = pcall(function()
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Sauce.MTH_HasShake = true
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Sauce:RegisterType("mth_shake", {
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init = function(target)
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local p, rel, rp, x, y = target:GetPoint(1)
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return { p or "CENTER", rel, rp or p or "CENTER", x or 0, y or 0 }
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end,
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apply = function(target, from, to, t, tween)
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local mag = tween.magnitude or 8
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local freq = tween.freq or 34
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local decay = 1 - t
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local offset = math.sin(t * freq) * mag * decay
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target:ClearAllPoints()
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target:SetPoint(from[1], from[2], from[3], (from[4] or 0) + offset, from[5] or 0)
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end,
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})
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end)
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MTH_FX_DBG.shakeOk = ok
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MTH_FX_DBG.shakeErr = 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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function MTH_FX_Flash(frame, r, g, b, duration)
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if not Sauce or not frame then
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return
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end
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if type(frame.CreateTexture) ~= "function" then
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return
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end
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local tex = frame.mthFxFlash
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if not tex then
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tex = frame:CreateTexture(nil, "OVERLAY")
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tex:SetTexture("Interface\\Buttons\\CheckButtonHilight")
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tex:SetBlendMode("ADD")
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tex:SetAllPoints(frame)
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frame.mthFxFlash = tex
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end
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tex:SetVertexColor(r or 1, g or 1, b or 1)
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tex:SetAlpha(0)
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tex:Show()
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local dur = duration or 0.45
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Sauce:Stop(tex)
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Sauce:Sequence({
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Sauce:FadeTo(tex, 0.85, dur * 0.35),
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Sauce:FadeTo(tex, 0, dur * 0.65, "inQuad", {
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onFinish = function() tex:Hide() end,
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}),
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})
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end
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local MTH_FX_NUM_SPARKS = 22
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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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-- Palette for the firework sparks (r, g, b), warm celebratory tones.
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local MTH_FX_Colors = {
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{ 1.00, 0.82, 0.00 },
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{ 1.00, 0.45, 0.10 },
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{ 1.00, 0.20, 0.30 },
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{ 0.35, 0.70, 1.00 },
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{ 0.55, 1.00, 0.45 },
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{ 0.85, 0.50, 1.00 },
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}
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local function MTH_FX_EnsureFrames()
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if type(CreateFrame) ~= "function" then
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return false
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end
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if MTH_FX_Container then
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return true
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end
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MTH_FX_Container = CreateFrame("Frame", "MTH_FX_Container", UIParent)
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MTH_FX_Container:SetWidth(1)
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MTH_FX_Container:SetHeight(1)
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MTH_FX_Container:SetPoint("CENTER", UIParent, "CENTER", 0, 40)
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MTH_FX_Container:SetFrameStrata("FULLSCREEN_DIALOG")
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MTH_FX_Container:Hide()
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MTH_FX_MsgFrame = CreateFrame("Frame", "MTH_FX_Message", UIParent)
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MTH_FX_MsgFrame:SetWidth(512)
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MTH_FX_MsgFrame:SetHeight(90)
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MTH_FX_MsgFrame:SetPoint("CENTER", UIParent, "CENTER", 0, 80)
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MTH_FX_MsgFrame:SetFrameStrata("FULLSCREEN_DIALOG")
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MTH_FX_TitleFS = MTH_FX_MsgFrame:CreateFontString(nil, "OVERLAY", "GameFontNormalHuge")
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MTH_FX_TitleFS:SetPoint("CENTER", MTH_FX_MsgFrame, "CENTER", 0, 14)
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MTH_FX_TitleFS:SetTextColor(1, 0.82, 0)
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MTH_FX_SubFS = MTH_FX_MsgFrame:CreateFontString(nil, "OVERLAY", "GameFontHighlightLarge")
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MTH_FX_SubFS:SetPoint("TOP", MTH_FX_TitleFS, "BOTTOM", 0, -8)
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MTH_FX_SubFS:SetTextColor(1, 1, 1)
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MTH_FX_MsgFrame:Hide()
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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_Container:CreateTexture(nil, "OVERLAY")
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spark:SetTexture("Interface\\Cooldown\\star4")
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spark:SetWidth(22)
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spark:SetHeight(22)
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spark:SetBlendMode("ADD")
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spark:SetPoint("CENTER", MTH_FX_Container, "CENTER", 0, 0)
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spark:Hide()
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MTH_FX_Sparks[i] = spark
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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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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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MTH_FX_TitleFS:SetTextColor(1, 0.82, 0)
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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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MTH_FX_Container:Show()
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local colorCount = table.getn(MTH_FX_Colors)
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local colorIdx = 0
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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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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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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: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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duration = dur,
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easing = "linear",
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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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}),
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Sauce:FadeTo(spark, 0, 0.45, "inQuad", {
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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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}),
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})
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i = i + 1
|
|
end
|
|
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
|
|
return
|
|
end
|
|
MTH_Celebrate(MTH_FX_L("ANIM_PET_LEARNED_TITLE", "New Pet Ability!"), label)
|
|
end
|
|
|
|
-- Dramatic negative banner: a red, shaking message shown when a pet runs away
|
|
-- for good. Gated on pet.runaway. Reuses the shared message frame.
|
|
function MTH_CelebrateRunaway(petName)
|
|
if not MTH_FX_IsEnabled("pet.runaway") then
|
|
return
|
|
end
|
|
if not Sauce then
|
|
return
|
|
end
|
|
if not MTH_FX_EnsureFrames() then
|
|
return
|
|
end
|
|
|
|
MTH_FX_TitleFS:SetTextColor(1, 0.15, 0.15)
|
|
MTH_FX_TitleFS:SetText(MTH_FX_L("ANIM_PET_RUNAWAY_TITLE", "Your pet ran away!"))
|
|
MTH_FX_SubFS:SetText(petName or "")
|
|
|
|
Sauce:Stop(MTH_FX_MsgFrame)
|
|
MTH_FX_MsgFrame:SetAlpha(0)
|
|
MTH_FX_MsgFrame:Show()
|
|
Sauce:Sequence({
|
|
Sauce:FadeTo(MTH_FX_MsgFrame, 1, 0.18),
|
|
Sauce:Tween(MTH_FX_MsgFrame, {
|
|
type = "mth_shake",
|
|
duration = 0.55,
|
|
easing = "linear",
|
|
magnitude = 11,
|
|
freq = 42,
|
|
}),
|
|
Sauce:FadeOut(MTH_FX_MsgFrame, 0.7, "inQuad", { delay = 1.6 }),
|
|
})
|
|
end
|
|
|
|
-- DEBUG: mark that the whole file finished loading and record which globals it
|
|
-- successfully defined. TEMP diagnostic.
|
|
MTH_FX_DBG.step = "4-complete"
|
|
MTH_FX_DBG.hasCelebrate = type(MTH_Celebrate)
|
|
MTH_FX_DBG.hasIsEnabled = type(MTH_FX_IsEnabled)
|
|
MTH_FX_DBG.hasAnimEnabled = type(MTH_FX_AnimationsEnabled)
|