-- AnySCT sct.lua -- floating combat text for the listed targetSCTs, styled after the client's own -- world damage numbers. -- -- Where a line appears is decided by AnySCT_Plates.Select (plates.lua): over the mob's nameplate -- (top centre), clamped to the screen when the plate is off screen, or at the fixed anchor -- AnySCTAnchor. Plate lines follow the plate every tick; anchor lines scroll from the anchor. -- -- Engine: a fixed FontString pool and ONE shared OnUpdate that exists only while a line is in -- flight (idle cost zero). Nothing is allocated per tick. This file only draws its own frames and -- never touches Blizzard's CombatText, SHOW_COMBAT_TEXT or another SCT addon. AnySCT_SCT = {} local S = AnySCT_SCT -- ONE table for every visual / motion parameter; the animation code reads only from here. -- Values are measured engine parameters of the 1.12.1 client's own world text; colours and size match -- the client's pet text. Retune by changing values here. AnySCT_STYLE = { font = "CLIENT", -- key of S.FONTS, or "CLIENT" = global DAMAGE_TEXT_FONT (pfUI honoured) lifetime = 1.5, -- seconds, every text fadeIn = 0.15, -- alpha 0 -> 1 over this many seconds fadeOutNumber = 0.76, -- fade-out start (seconds); alpha reaches 0 at the lifetime fadeOutCrit = 1.0, fadeOutWord = 1.0, -- Miss / Dodge / Parry / Block ... fadeOutAbsorb = 0.09, -- "Absorb" is a quick flicker riseHeight = 120, -- px a normal text rises (engine: 2 world units; screen distance varies) critRiseFactor = 0, -- crits do not rise, they pop in place sizeScale = 0.018333, -- text pixel size = scale x screen diagonal (1024x768 -> 23 px) critSizeScale = 0.0275, -- crits (1024x768 -> 35 px) shadow = 0.002, -- shadow offset, fraction of the viewport per axis (down-right) spread = 0, -- random horizontal px per line (the engine stacks instead) maxLines = 60, -- total lines on screen (several mobs with bursts) maxPerTarget = 16, -- lines per mob: lifetime 1.5 s x 9 hits/s = 14 live lines, none recycled early colorMelee = { 1.0, 0.518, 0.0 }, -- 0xFFFF8400 colorSpell = { 1.0, 0.871, 0.0 }, -- 0xFFFFDE00 -- crit size factor keyframes {fraction of the lifetime, factor on the crit size}; linear in -- between, last value held. {{0,1},{1,1}} turns the pop off. critKeyframes = { { 0, 0.1 }, { 0.1, 2.0 }, { 0.2, 1.0 }, { 1, 1.0 } }, colorHeal = { 0.1, 1.0, 0.1 }, -- heals on a listed targetSCT glancingScale = 0.75, -- only with the colour scheme on } local STYLE = AnySCT_STYLE -- Option defaults follow the style table (core.lua loads first and owns the defaults table). if AnySCT_DEFAULTS then AnySCT_DEFAULTS.colorMelee = STYLE.colorMelee AnySCT_DEFAULTS.colorSpell = STYLE.colorSpell AnySCT_DEFAULTS.colorHeal = STYLE.colorHeal AnySCT_DEFAULTS.riseHeight = STYLE.riseHeight AnySCT_DEFAULTS.jitter = STYLE.spread AnySCT_DEFAULTS.maxLines = STYLE.maxLines AnySCT_DEFAULTS.maxLinesPerTarget = STYLE.maxPerTarget AnySCT_DEFAULTS.font = STYLE.font end -- Piecewise-linear curve value at t. Pure, allocation-free. function S.KeyScale(kf, t) local n = table.getn(kf) if t <= kf[1][1] then return kf[1][2] end for i = 2, n do local b = kf[i] if t <= b[1] then local a = kf[i - 1] local span = b[1] - a[1] if span <= 0 then return b[2] end return a[2] + (b[2] - a[2]) * ((t - a[1]) / span) end end return kf[n][2] end function S.CurveActive(kf) for i = 1, table.getn(kf) do if kf[i][2] ~= 1 then return true end end return false end function S.CurveAnimated(kf) for i = 2, table.getn(kf) do if kf[i][2] ~= kf[1][2] then return true end end return false end -- Text pixel size in UI units: scale x diagonal x factor. (pixels = units x effective scale, and -- the diagonal in pixels = the UI-unit diagonal x effective scale, so the scale cancels.) function S.TextSize(scale, factor, sw, sh) return scale * factor * math.sqrt(sw * sw + sh * sh) end S.COLORS = { heal = STYLE.colorHeal, pet = STYLE.colorMelee, spell = STYLE.colorSpell, hit = { 1.00, 1.00, 1.00 }, crit = { 1.00, 0.90, 0.15 }, glancing = { 0.62, 0.62, 0.62 }, crushing = { 1.00, 0.55, 0.10 }, miss = { 1.00, 0.25, 0.25 }, dodge = { 1.00, 0.25, 0.25 }, parry = { 1.00, 0.25, 0.25 }, block = { 0.35, 0.55, 1.00 }, absorb = { 0.75, 0.40, 1.00 }, resist = { 0.75, 0.40, 1.00 }, immune = { 0.75, 0.40, 1.00 }, evade = { 0.75, 0.40, 1.00 }, deflect = { 0.75, 0.40, 1.00 }, } -- Text colour r, g, b. Precedence: -- 1. heal colour (ckey "heal") -- 2. the listed source's own colour (option colorPerTarget on and res.srcRgb set); the same colour -- for numbers, words and spells, whatever the colour scheme says -- 3. ckey "pet" / "spell" (colour scheme off): the class colour of the source when the option is on -- and the class is known (pets and totems carry their owner's), else the configured melee / -- spell colour -- 4. every other key: a per-kind colour of the colourize scheme. function S.PickColour(res, opt, ckey) if ckey == "heal" then local h = opt.colorHeal or S.COLORS.heal return h[1], h[2], h[3] end if opt.colorPerTarget and res.srcRgb then local c = res.srcRgb return c[1], c[2], c[3] end if ckey == "pet" or ckey == "spell" then if opt.classColours and res.class and RAID_CLASS_COLORS then local rc = RAID_CLASS_COLORS[res.class] if rc then return rc.r, rc.g, rc.b end end local c = (ckey == "spell") and opt.colorSpell or opt.colorMelee if c then return c[1], c[2], c[3] end end local c = S.COLORS[ckey] or S.COLORS.pet return c[1], c[2], c[3] end -- Pure: GO / WAIT label text. srcName / mobName are optional prefixes. -- GO +4210 (buffer = threat distance to pulling aggro) -- WAIT 1250 / 3000 (buffer / required buffer) function S.ThreatText(status, buffer, need, srcName, mobName) local b = math.floor((buffer or 0) + 0.5) local t if status == "GO" then t = "GO +" .. b else t = "WAIT " .. b .. " / " .. math.floor((need or 0) + 0.5) end if srcName then t = srcName .. " " .. t end if mobName then t = mobName .. ": " .. t end return t end S.WORDS = { miss = "Miss", dodge = "Dodge", parry = "Parry", block = "Block", absorb = "Absorb", resist = "Resist", immune = "Immune", evade = "Evade", deflect = "Deflect", } S.FONTS = { FRIZQT = "Fonts\\FRIZQT__.TTF", SKURRI = "Fonts\\skurri.ttf", ARIALN = "Fonts\\ARIALN.TTF", } function S.FontPath(choice) if choice == "CLIENT" then if type(DAMAGE_TEXT_FONT) == "string" then return DAMAGE_TEXT_FONT end return S.FONTS.FRIZQT end return S.FONTS[choice] or S.FONTS.FRIZQT end -- Pure: result + options + display mode -> text, colour key, isWord, size multiplier, suffix. -- Numbers are bare. Mode 3 (fixed anchor) always names the mob: the position no longer identifies it. function S.Format(res, opt, mode) local kind = res.kind local word = S.WORDS[kind] local amount = res.amount or 0 local text local isWord = false if word and (amount <= 0 or opt.colourize) then isWord = true if amount > 0 then text = word .. " " .. amount else text = word end else text = tostring(amount) end if opt.markGlancing and (kind == "glancing" or kind == "crushing") then text = text .. " " .. kind end local mul = 1 if kind == "glancing" and opt.colourize then mul = STYLE.glancingScale end local suffix if kind == "heal" then text = "+" .. text if opt.healShowHealer and res.healer then suffix = res.healer end elseif opt.showSpellName and res.spell then suffix = res.spell end -- the listed source's name comes first: Source - Spell - Victim (never on heals: the text is over it) if kind ~= "heal" and res.source then local sm = opt.sourceNameMode if sm == "always" or (sm == "multi" and res.srcMulti) then local nm = res.source if res.srcPet then nm = nm .. " (" .. res.srcPet .. ")" end if suffix then suffix = nm .. " - " .. suffix else suffix = nm end end end if res.mobName and (opt.mobNameMode == "always" or (mode == 3 and opt.mobNameMode == "anchor")) then if suffix then suffix = suffix .. " - " .. res.mobName else suffix = res.mobName end end local colourKey = (res.spell or res.spellId) and "spell" or "pet" if kind == "heal" then colourKey = "heal" elseif opt.colourize then colourKey = kind end return text, colourKey, isWord, mul, suffix end if CreateFrame then local W = AnySCT_W local C = AnySCT_Core local P = AnySCT_Plates local POOL_MAX = 100 -- slot tables only; FontStrings are created on first use (ensureFs) local critAnimated = S.CurveAnimated(STYLE.critKeyframes) local critActive = S.CurveActive(STYLE.critKeyframes) local GAP = 3 -- px between the plate top and the text local anchor, float, listLabel local moveMode = false local activeCount = 0 local slots = {} local freeStack, freeTop = {}, 0 for i = 1, POOL_MAX do slots[i] = { active = false, fs = nil, sfx = nil, t = 0, dur = 1.5, rise = 120, dir = 1, dx = 0, push = 0, base = 24, crit = false, key = nil, fadeOut = 1, plate = nil, guidNorm = nil, lastX = nil, lastY = nil, lastW = 0, lastH = 0 } freeTop = freeTop + 1 freeStack[freeTop] = i end local function opt(key) return C.Opt(key) end local function setFont(fs, size) fs:SetFont(S.FontPath(opt("font")), size) -- no outline: the engine text uses a shadow end local function applyMoveVisuals() if moveMode then anchor:EnableMouse(true) anchor:SetBackdropColor(0.05, 0.08, 0.12, 0.8) anchor:SetBackdropBorderColor(0.9, 0.78, 0.49, 1) else anchor:EnableMouse(false) anchor:SetBackdropColor(0, 0, 0, 0) anchor:SetBackdropBorderColor(0, 0, 0, 0) end end local function placeAnchor() local pos = opt("pos") or AnySCT_DEFAULTS.pos anchor:ClearAllPoints() anchor:SetPoint(pos.point or "CENTER", UIParent, pos.point or "CENTER", pos.x, pos.y) end local onUpdate, followUpdate local function build() if anchor then return anchor end -- container of every floating line; SetClampedToScreen is a second safety net float = CreateFrame("Frame", "AnySCTFloat", UIParent) float:SetAllPoints(UIParent) float:SetFrameStrata("HIGH") float:EnableMouse(false) float:SetClampedToScreen(true) local a = CreateFrame("Frame", "AnySCTAnchor", UIParent) a:SetWidth(160) a:SetHeight(30) a:SetFrameStrata("HIGH") a:SetFrameLevel(10) a:SetMovable(true) a:EnableMouse(false) a:SetClampedToScreen(true) a:RegisterForDrag("LeftButton") a:SetBackdrop(W.SOLID_BACKDROP) a:SetScript("OnDragStart", function() if moveMode then this:StartMoving() end end) a:SetScript("OnDragStop", function() this:StopMovingOrSizing() local cx, cy = this:GetCenter() C.SetOpt("pos", { point = "CENTER", x = cx - UIParent:GetWidth() / 2, y = cy - UIParent:GetHeight() / 2 }) end) anchor = a listLabel = a:CreateFontString("AnySCTLabel", "OVERLAY") W.ApplyFont(listLabel, 11, "OUTLINE") listLabel:SetPoint("BOTTOM", a, "TOP", 0, 2) placeAnchor() a:Show() applyMoveVisuals() S.UpdateLabel() return a end S.Build = build function S.UpdateLabel() if not anchor then return end if not opt("showLabel") then listLabel:Hide() return end listLabel:Show() local st = C.state if table.getn(st.order) == 0 then listLabel:SetText("targetSCTs: none") listLabel:SetTextColor(0.55, 0.55, 0.55) else listLabel:SetText("targetSCTs: " .. table.concat(st.order, ", ")) listLabel:SetTextColor(1, 1, 1) end end -- ---- pool --------------------------------------------------------------------------------- local function ensureFs(i) local s = slots[i] if s.fs then return end s.fs = float:CreateFontString("AnySCTNum" .. i, "OVERLAY") s.sfx = float:CreateFontString("AnySCTSfx" .. i, "OVERLAY") end -- Free slot; at a cap (total maxLines, or maxLinesPerTarget lines of one mob) the oldest -- matching line is recycled. key identifies the mob (guid, name, or "anchor"). local function acquire(key) local maxLines = opt("maxLines") or STYLE.maxLines if maxLines > POOL_MAX then maxLines = POOL_MAX end local perTarget = opt("maxLinesPerTarget") or STYLE.maxPerTarget local same = 0 for i = 1, POOL_MAX do if slots[i].active and slots[i].key == key then same = same + 1 end end if same < perTarget and freeTop > 0 and activeCount < maxLines then local i = freeStack[freeTop] freeStack[freeTop] = nil freeTop = freeTop - 1 activeCount = activeCount + 1 return i end local oldest, oldestT = 1, -1 for i = 1, POOL_MAX do local sl = slots[i] if sl.active and (same < perTarget or sl.key == key) and sl.t > oldestT then oldestT = sl.t; oldest = i end end return oldest end local function release(i) freeTop = freeTop + 1 freeStack[freeTop] = i activeCount = activeCount - 1 end onUpdate = function() local dt = arg1 local any = false local margin = opt("edgeMargin") or 40 local xo, yo = opt("xOffset") or 0, opt("yOffset") or 0 local needScan = false for i = 1, POOL_MAX do local s = slots[i] if s.active then s.t = s.t + dt if s.t >= s.dur then s.active = false s.fs:Hide() s.sfx:Hide() release(i) else any = true local t = s.t local a = 1 if t < STYLE.fadeIn then a = t / STYLE.fadeIn end if t > s.fadeOut then a = a * (s.dur - t) / (s.dur - s.fadeOut) end local rise = s.rise if s.crit then rise = rise * STYLE.critRiseFactor if critAnimated then s.fs:SetTextHeight(s.base * S.KeyScale(STYLE.critKeyframes, t / s.dur)) end end local off = (t / s.dur * rise + s.push) * s.dir s.fs:ClearAllPoints() if s.plate then needScan = true P.FollowLine(s) local x, y = s.lastX + xo + s.dx, s.lastY + GAP + yo + off if not (s.lastX >= margin and s.lastX <= s.lastW - margin and s.lastY >= margin and s.lastY <= s.lastH - margin) then x, y = AnySCT_ClampToScreen(x, y, s.lastW, s.lastH, margin) end -- a tall stack of a burst never leaves the screen at the top if y > s.lastH - margin then y = s.lastH - margin end s.fs:SetPoint("BOTTOM", UIParent, "BOTTOMLEFT", x, y) else s.fs:SetPoint("BOTTOM", anchor, "CENTER", s.dx, off) end s.fs:SetAlpha(a) s.fs:SetShadowColor(0, 0, 0, a) s.sfx:SetAlpha(a) end end end if needScan then P.Scan(false) end -- 0.2 s cadence, keeps the scan generation moving if not any then float:SetScript("OnUpdate", nil) end end -- Spawn one line. mode/plate/px.. come from P.Select (mode 3 = fixed anchor). local function spawn(res, mode, plate, px, py, pw, ph) local o = C.Opts() local key = res.mobGuid or res.mobName or "anchor" if mode == 3 then key = "anchor" end local i = acquire(key) local s = slots[i] C.Ledger(res, s.active and "shown+recycled" or "shown") s.key = key ensureFs(i) local text, ckey, isWord, mul, suffix = S.Format(res, o, mode) local fs, sfx = s.fs, s.sfx local sw, sh = GetScreenWidth(), GetScreenHeight() s.crit = (res.kind == "crit") or (res.crit and true or false) local scale = s.crit and STYLE.critSizeScale or STYLE.sizeScale local factor = isWord and (o.wordFactor or 1) or (o.sizeFactor or 1) local base = S.TextSize(scale, factor, sw, sh) s.base = base * mul -- older lines of the same mob move one text height away for j = 1, POOL_MAX do if slots[j].active and slots[j].key == key then slots[j].push = slots[j].push + s.base end end s.active = true s.t = 0 s.push = 0 s.dur = STYLE.lifetime s.rise = o.riseHeight or STYLE.riseHeight s.dir = (o.direction == "down") and -1 or 1 local jt = o.jitter or 0 if jt > 0 then s.dx = math.random(-jt, jt) else s.dx = 0 end if isWord then s.fadeOut = (res.kind == "absorb") and STYLE.fadeOutAbsorb or STYLE.fadeOutWord elseif s.crit then s.fadeOut = STYLE.fadeOutCrit else s.fadeOut = STYLE.fadeOutNumber end if mode == 3 then s.plate, s.guidNorm, s.valid = nil, nil, false else s.plate = plate s.guidNorm = res.mobGuid and C.NormGuid(res.mobGuid) or nil s.lastX, s.lastY, s.lastW, s.lastH = px, py, pw, ph s.gen, s.valid = P.gen, true end local dxs, dys = STYLE.shadow * sw, STYLE.shadow * sh setFont(fs, s.base) if s.crit and critActive then fs:SetTextHeight(s.base * S.KeyScale(STYLE.critKeyframes, 0)) else fs:SetTextHeight(s.base) end fs:SetShadowOffset(dxs, -dys) local cr, cg, cb = S.PickColour(res, o, ckey) fs:SetTextColor(cr, cg, cb) fs:SetText(text) fs:SetAlpha(0) fs:SetShadowColor(0, 0, 0, 0) fs:Show() if suffix then sfx:SetFont(S.FontPath(o.font), math.max(10, math.floor(s.base * 0.3))) sfx:SetShadowOffset(dxs, -dys) sfx:SetShadowColor(0, 0, 0, 1) sfx:SetTextColor(cr, cg, cb) sfx:SetText(suffix) sfx:ClearAllPoints() sfx:SetPoint("TOP", fs, "BOTTOM", 0, 0) sfx:SetAlpha(0) sfx:Show() else sfx:Hide() end float:SetScript("OnUpdate", onUpdate) end function S.Show(res) if not res then return end build() local o = C.Opts() local plate if o.placement ~= "anchor" and (res.mobGuid or res.mobName) then plate = P.Find(res.mobGuid, res.mobName, res.mobUnit) end local mode, px, py, pw, ph = P.Select(plate, o) if C.debug then C.Dbg("place " .. tostring(res.mobName) .. ": " .. (plate and "plate found" or "no plate") .. ", mode " .. tostring(mode) .. (mode == 0 and " (hidden by option)" or "")) end if mode == 0 then C.Ledger(res, "dropped:placement") return end spawn(res, mode, plate, px, py, pw, ph) end function S.OptionChanged(key) if not anchor then return end if key == "all" or key == "pos" then placeAnchor() end S.UpdateLabel() end -- ---- GO / WAIT threat label ------------------------------------------------------------------ -- ONE label over the nameplate of the PLAYER's target. core.lua decides status and numbers -- (C.ThreatDecide); this only draws. The follow OnUpdate is attached only while the label is shown. local TL = { fs = nil, shown = false, plate = nil, status = nil, text = nil, lastText = nil, lastMode = 0, lastName = nil, mobName = nil, guid = nil } local followFrame local findAcc = 0 -- status nil hides the label. function S.SetThreat(status, buffer, need, srcName) if not anchor then return end if not status then if TL.shown then TL.shown = false if TL.fs then TL.fs:Hide() end end if followFrame then followFrame:SetScript("OnUpdate", nil) end return end if not TL.fs then TL.fs = float:CreateFontString("AnySCTThreatLabel", "OVERLAY") TL.fs:SetFont(S.FontPath(opt("font")), 14, "OUTLINE") end TL.status = status TL.text = S.ThreatText(status, buffer, need, srcName, nil) TL.shown = true findAcc = 1 -- look the plate up on the next frame if not followFrame then followFrame = CreateFrame("Frame", "AnySCTFollowFrame", UIParent) end followFrame:SetScript("OnUpdate", followUpdate) end followUpdate = function() if not TL.shown then return end findAcc = findAcc + arg1 local o = C.Opts() if findAcc >= 0.5 then findAcc = 0 TL.plate = nil TL.mobName = UnitName("target") TL.guid = C.ResolveGuid("target") if o.placement ~= "anchor" then TL.plate = P.Find(TL.guid, TL.mobName, "target") end end local margin = o.edgeMargin or 40 local lift = S.TextSize(STYLE.sizeScale, o.sizeFactor or 1, GetScreenWidth(), GetScreenHeight()) + 6 local mode, px, py, pw, ph = P.Select(TL.plate, o) if mode == 0 then TL.fs:Hide() return end local name = (mode == 3) and TL.mobName or nil if TL.text ~= TL.lastText or mode ~= TL.lastMode or name ~= TL.lastName then TL.lastText, TL.lastMode, TL.lastName = TL.text, mode, name TL.fs:SetText(name and (name .. ": " .. TL.text) or TL.text) if TL.status == "GO" then TL.fs:SetTextColor(0.2, 1, 0.2) else TL.fs:SetTextColor(1, 0.6, 0.1) end end TL.fs:ClearAllPoints() if mode == 3 then TL.fs:SetPoint("BOTTOM", anchor, "TOP", 0, 18) else local x, y = px, py + lift if mode == 2 then x, y = AnySCT_ClampToScreen(x, y, pw, ph, margin) end TL.fs:SetPoint("BOTTOM", UIParent, "BOTTOMLEFT", x, y) end TL.fs:Show() end -- ---- demo / move / memory ------------------------------------------------------------------ -- Fixed sequence for side-by-side comparison with the player's own real numbers. local DEMO = { { kind = "hit", amount = 72 }, { kind = "hit", amount = 66 }, { kind = "crit", amount = 141 }, { kind = "miss", amount = 0 }, { kind = "dodge", amount = 0 }, { kind = "parry", amount = 0 }, { kind = "block", amount = 0 }, } local demoIdx, demoLeft, demoAcc, demoTicker, demoAtAnchor = 0, 0, 0, nil, false -- /asct demo plays at the nameplate of the current target (the same placement rules as real -- events); without a target, or with atAnchor, at the fixed anchor. function S.Demo(atAnchor) build() demoLeft = table.getn(DEMO) demoIdx = 0 demoAcc = 0 demoAtAnchor = atAnchor and true or false if not demoTicker then demoTicker = CreateFrame("Frame", "AnySCTDemoFrame", UIParent) end demoTicker:SetScript("OnUpdate", function() demoAcc = demoAcc + arg1 if demoAcc < 0.45 then return end demoAcc = 0 if demoLeft <= 0 then this:SetScript("OnUpdate", nil) return end demoLeft = demoLeft - 1 demoIdx = demoIdx + 1 local res = DEMO[demoIdx] res.mobGuid, res.mobName, res.mobUnit = nil, nil, nil if not demoAtAnchor and UnitExists("target") then res.mobGuid = C.ResolveGuid("target") res.mobName = UnitName("target") res.mobUnit = "target" S.Show(res) else spawn(res, 3) end end) end function S.FontStringCount() local n = 1 -- the targetSCT list label for i = 1, POOL_MAX do if slots[i].fs then n = n + 2 end end if TL.fs then n = n + 1 end return n end -- /asct mem: gcinfo() is KB in use. Phase 1: 10 s idle. Phase 2: a demo burst. local memFrame, memPhase, memT, memStart = nil, 0, 0, 0 function S.Mem() build() if not memFrame then memFrame = CreateFrame("Frame", "AnySCTMemFrame", UIParent) end C.Print("memory now " .. gcinfo() .. " KB, " .. S.FontStringCount() .. " FontStrings; measuring 10 s idle ...") memPhase, memT, memStart = 1, 0, gcinfo() memFrame:SetScript("OnUpdate", function() memT = memT + arg1 if memPhase == 1 and memT >= 10 then C.Print("idle 10 s: " .. (gcinfo() - memStart) .. " KB change; starting demo burst ...") memPhase, memT, memStart = 2, 0, gcinfo() S.Demo(true) elseif memPhase == 2 and memT >= 7 then C.Print("demo burst: " .. (gcinfo() - memStart) .. " KB change; now " .. gcinfo() .. " KB, " .. S.FontStringCount() .. " FontStrings") memPhase = 0 this:SetScript("OnUpdate", nil) end end) end function S.SetMoveMode(on) build() moveMode = on and true or false applyMoveVisuals() if moveMode then S.Demo(true) C.Print("anchor unlocked: drag the box, then /anysct lock") else C.Print("anchor locked") end if AnySCT_Options and AnySCT_Options.refresh then AnySCT_Options.refresh() end end function S.IsMoveMode() return moveMode end function S.ToggleMove() S.SetMoveMode(not moveMode) end end