Vampify v0.4.0

This commit is contained in:
2026-08-30 15:37:26 +02:00
parent ad50ebe636
commit d3ad691770
14 changed files with 271 additions and 41 deletions
-4
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@@ -1,4 +0,0 @@
# Editor / OS noise
.DS_Store
Thumbs.db
*.log
+23 -16
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@@ -2,26 +2,20 @@
All notable changes to Vampify are documented here.
## Unreleased
## 0.4.0 — 2026-08-30
### Added
- MIT license, this changelog, and a README written for players rather than for the author.
### Fixed
- Long lines in a row's detail panel are wrapped instead of being drawn over the lines below them.
- Tooltips raised while the breakdown panel is open now appear above it rather than behind it.
- The whole bar can be dragged when it is unlocked. Several parts of it — the leftmost number, the
ratio pill, the three small buttons — used to swallow the drag and act as dead spots. The resize
grip still resizes.
- Bar fills, their shading and their gloss are each drawn on their own layer. They previously shared
one, where this client leaves the order between them undefined and re-decides it on every reload,
so a bar could render flat, or in one reported case not at all.
- Options window controls for two settings that were already live but had no UI: a "Fade duration"
slider (0.5-4.0s) and a "Text shadow" checkbox for the scrolling combat text, next to the outline
cycle button. Both are also reachable from the command line: `/vf sct duration <seconds>` and
`/vf sct shadow on|off`.
- The glass-bar textures the 0.3.0 upload left out (`textures/hps_orb_*` and
`textures/pill_*_cap`). Without them the bars drew without their fill, shading and gloss.
### Changed
- The display bar is compact: the prefix and the session ratio are gone, and it shows the equipped
loadout percentage together with the number of sources it found.
- The per-hit export records maximum health per hit, so an offline analysis can tell overheal apart
from healing that never arrived.
- The per-hit export carries three more fields for the offline analysis: each source's own
percentage, the zone, and whether the hit followed a cast of the same spell (item and enchant
procs never do). All three are optional, so an older reader still parses the line.
## 0.3.0 — 2026-08-22
@@ -34,12 +28,17 @@ All notable changes to Vampify are documented here.
- The damage-over-time channel is measured rather than estimated; the display no longer hedges it.
- AoE damping is applied only where a hit is proven to have struck two or more distinct targets,
rather than inferred from the spell.
- The display bar is compact: the prefix and the session ratio are gone, and it shows the equipped
loadout percentage together with the number of sources it found.
- The per-hit export records maximum health per hit, so an offline analysis can tell overheal apart
from healing that never arrived.
### Added
- Per-hit debug export for measuring the per-source factor, with a persisted toggle and an options
checkbox.
- Spell exclusions: a spell can be stopped from counting as a Vampirism trigger, and the exclusion
survives a reload.
- MIT license, this changelog, and a README written for players rather than for the author.
### Fixed
- The raw per-hit capture no longer depends on the watch-mode group guard.
@@ -48,6 +47,14 @@ All notable changes to Vampify are documented here.
can actually trust, instead of firing on a quiet moment.
- An AoE correction removes the integers it actually credited rather than reconstructing them.
- A mid-fight gear swap is only checked for while a fight is running.
- Long lines in a row's detail panel are wrapped instead of being drawn over the lines below them.
- Tooltips raised while the breakdown panel is open now appear above it rather than behind it.
- The whole bar can be dragged when it is unlocked. Several parts of it — the leftmost number, the
ratio pill, the three small buttons — used to swallow the drag and act as dead spots. The resize
grip still resizes.
- Bar fills, their shading and their gloss are each drawn on their own layer. They previously shared
one, where this client leaves the order between them undefined and re-decides it on every reload,
so a bar could render flat, or in one reported case not at all.
## 0.2.0 — 2026-08-10
+1 -1
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@@ -2,7 +2,7 @@
## Title: Vampify
## Notes: Tracks the healing returned by the Vampirism item stat.
## Author: ShempError
## Version: 0.3.0
## Version: 0.4.0
## SavedVariables: VampifyDB
## SavedVariablesPerCharacter: VampifyCharDB
+40
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@@ -117,6 +117,42 @@ function G.onDamage(fn) table.insert(listeners, fn) end
local goSeen = false
local damageSeen = false
-- ---- "did the PLAYER cast this, or did it proc?" (per-hit export field `cast`) ----------------
--
-- The same SPELL_GO_SELF that latches goSeen above is also the only observable in the client that
-- separates a CAST spell from a PROCCED one: it precedes the damage events of a cast and never
-- fires for an item/enchant proc (the sentence right above G.deriveAoE says exactly this, and it
-- is why deriveAoE had to exist at all). Hypothesis H2 -- that Vampirism is gated on the TRIGGER
-- PATH ("was this triggered by an aura") rather than on "is this an item proc" -- turns on that
-- distinction for one and the same spell id, so the offline analysis needs it recorded per hit
-- rather than inferred from timing (see core/perhit.lua's formatHitLine comment).
--
-- Keyed by spell id, and deliberately WITHOUT the eviction sweep this project requires of
-- per-GUID tables: the key space here is the player's own castable spell ids, which is bounded by
-- the spellbook and does not grow with time or with mob spawns. That is the exact property the
-- eviction rule exists to protect against, and it does not apply.
local lastGo = {}
-- Pure, so the predicate is testable without firing events: "was there a cast of this spell id
-- within `window` seconds before `now`". Default window 1.5s -- comfortably longer than the gap
-- between SPELL_GO_SELF and the damage events of the same cast (the GO precedes them within the
-- same or the next frame), and short enough that the PREVIOUS cast of the same spell (global
-- cooldown 1.5s at the very fastest) cannot be mistaken for this one.
local CAST_WINDOW = 1.5
G.CAST_WINDOW = CAST_WINDOW
function G.noteCast(spellId, t)
if spellId then lastGo[spellId] = t end
end
function G.castSeenFor(spellId, now, window)
if not spellId then return false end
local t = lastGo[spellId]
if not t or not now then return false end
local dt = now - t
return dt >= 0 and dt <= (window or CAST_WINDOW)
end
-- ---- AoE derivation from distinct targets, cast or not (spec 4.2, extended 2026-08-22) --------
--
-- Originally written as the fallback for weapon/item procs (Force Reactive Disc's damage shield
@@ -248,6 +284,10 @@ if CreateFrame then
-- actual decision for every hit of this cast still runs through G.deriveAoE below, the
-- exact same distinct-target proof a no-cast proc already has to provide.
goSeen = true
-- arg2 is the cast's spell id (see the event's field list at the top of this file).
-- Noting it is what lets a later damage event of the SAME id say "this one was cast",
-- which is the `cast` field of the per-hit export -- see G.castSeenFor above.
G.noteCast(arg2, GetTime())
elseif event == "SPELL_DAMAGE_EVENT_SELF" then
local amount, tgt, spellId, caster = G.decodeSpell(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
-- Trust arg2 rather than the _SELF suffix, and never count a hit on ourselves.
+71 -5
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@@ -319,6 +319,28 @@ local lastHp, lastAt, lastExpected = nil, nil, nil
local nextCheck = 0
local WATCH_INTERVAL = 15 -- slow on purpose: findings are read by a human, not a loop
-- ---- the zone, for the per-hit export ---------------------------------------------------------
--
-- Cached rather than read per hit. GetRealZoneText() is cheap but it RETURNS A STRING, and a
-- string per damage event is exactly the per-frame allocation this project forbids in hot paths
-- (30-60 hits/sec during an AoE pull). The zone changes on a loading screen and nowhere else, so
-- it is refreshed from the two events that already fire there.
--
-- WHY IT IS RECORDED AT ALL: an offline analysis could not answer "use only the Shadowfang Keep
-- data" -- the export had no way to tell one grinding session's zone from another's, and mob
-- level (and therefore hit size, and therefore how often the per-source floor of 1 dominates the
-- percentage) varies enormously between them. See docs/VAMPIRISM-MODELL-STAND §4.
--
-- Pipes are stripped because "|" is this format's field separator; no real zone name contains one,
-- but a parser that splits on "|" must not be able to be broken by a name at all.
local zoneName = "?"
local function refreshZone()
local z = GetRealZoneText and GetRealZoneText()
if not z or z == "" then z = GetZoneText and GetZoneText() end
if not z or z == "" then zoneName = "?" return end
zoneName = string.gsub(z, "|", "")
end
-- print_ already prefixes "Vampify", so this must not repeat it -- the first field build did, and
-- the result read "Vampify Vampify watch:".
--
@@ -485,6 +507,13 @@ if VampifyDamage.onDamage then
pred_heal = healFloat,
acc_total = VampifyState.acc.total,
crit = isCrit,
-- The three fields the offline analysis was missing (docs/VAMPIRISM-MODELL-STAND
-- §4). pcts hands over the LIVE list -- PH.recordHit serialises it immediately
-- rather than holding the reference, which matters because this very table is
-- refilled in place on every gear change (see recompute above).
pcts = sourcePercents,
zone = zoneName,
cast = VampifyDamage.castSeenFor and VampifyDamage.castSeenFor(spellId, GetTime()),
}, UnitHealth and UnitHealth("player"), GetTime(), UnitHealthMax and UnitHealthMax("player"))
end
@@ -823,6 +852,9 @@ if CreateFrame then
f:RegisterEvent("PLAYER_CAMPING")
f:RegisterEvent("PLAYER_QUITING")
f:RegisterEvent("LOGOUT_CANCEL")
-- Fires on every loading screen and on every zone border crossed on foot -- the only two ways
-- the cached zone name above can go stale.
f:RegisterEvent("ZONE_CHANGED_NEW_AREA")
-- The running count of combat seconds the "no damage events at all" verdict is given from.
-- Declared out here rather than beside the OnUpdate that uses it because the combat-end branch
@@ -860,8 +892,13 @@ if CreateFrame then
end
return
end
if event == "ZONE_CHANGED_NEW_AREA" then
refreshZone()
return
end
if event == "PLAYER_LOGIN" or event == "PLAYER_ENTERING_WORLD" then
if event == "PLAYER_ENTERING_WORLD" then wireSession() end
refreshZone()
recompute()
syncPerHit()
if VampifyMinimap and VampifyMinimap.update then VampifyMinimap.update() end
@@ -1090,6 +1127,8 @@ local function help()
print_("/vf pos -- move the display back to its default position")
print_("/vf lock -- toggle frame dragging")
print_("/vf fct / sct -- toggle scrolling combat text (either engine)")
print_("/vf sct duration <s> -- SCT fade duration, 0.5-4.0 seconds")
print_("/vf sct shadow on|off -- SCT text shadow")
print_("/vf sctmove -- move our own SCT anchor (options window has the same button)")
print_("/vf options -- open the options window")
print_("/vf source add <pct> -- add a manual source, if tooltip detection fails")
@@ -1163,12 +1202,39 @@ SlashCmdList["VAMPIFY"] = function(msg)
elseif cmd == "fct" or cmd == "sct" then
local cfg = VampifyConfig.get()
if not cfg or not cfg.sct then print_("config not loaded yet.") return end
cfg.sct.enabled = not cfg.sct.enabled
if cfg.sct.enabled and cfg.sct.mode == "blizzard" and SHOW_COMBAT_TEXT ~= "1" then
print_("scrolling combat text ON -- but Blizzard's own combat text is disabled in its"
.." options, so nothing will show in blizzard mode.")
-- Bare "/vf sct" / "/vf fct" keeps its original meaning (toggle enabled); "sct <sub> <val>"
-- is the same sub/val dispatch pattern /vf source and /vf exclude already use above. %S*
-- rather than %d* for val: duration needs a decimal ("1.5"), shadow needs a word (on/off).
local _, _, sub, val = string.find(rest, "^(%a*)%s*(%S*)")
if sub == "" then
cfg.sct.enabled = not cfg.sct.enabled
if cfg.sct.enabled and cfg.sct.mode == "blizzard" and SHOW_COMBAT_TEXT ~= "1" then
print_("scrolling combat text ON -- but Blizzard's own combat text is disabled in its"
.." options, so nothing will show in blizzard mode.")
else
print_(cfg.sct.enabled and "scrolling combat text ON." or "scrolling combat text OFF.")
end
elseif sub == "duration" then
local s = tonumber(val)
if not s or s < 0.5 or s > 4.0 then
print_("/vf sct duration <seconds> -- 0.5 to 4.0, e.g. /vf sct duration 1.5")
else
cfg.sct.duration = s
print_("SCT fade duration set to "..s.."s.")
end
elseif sub == "shadow" then
if val == "on" then
cfg.sct.shadow = true
elseif val == "off" then
cfg.sct.shadow = false
else
print_("/vf sct shadow on|off")
return
end
if VampifySCT and VampifySCT.applyFont then VampifySCT.applyFont() end
print_(cfg.sct.shadow and "SCT text shadow ON." or "SCT text shadow OFF.")
else
print_(cfg.sct.enabled and "scrolling combat text ON." or "scrolling combat text OFF.")
help()
end
elseif cmd == "sctmove" then
if not (VampifySCT and VampifySCT.setMoveMode and VampifySCT.isMoveMode) then
+1 -1
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@@ -7,7 +7,7 @@
VampifyConst = {}
local C = VampifyConst
C.VERSION = "0.3.0"
C.VERSION = "0.4.0"
-- Empty a list buffer for reuse. THE table.setn IS THE POINT: in Lua 5.0 table.insert maintains an
-- `n` field, and nil-ing the indices by hand does not reset it -- so the next round of inserts
+59 -5
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@@ -140,13 +140,59 @@ function PH.pushLine(state, line)
end
end
-- The INDIVIDUAL source percentages of the hit, as "3/2/2/2".
--
-- WHY IT HAD TO BE ADDED (offline analysis, 2026-08-30). The line carried only the SUMMED
-- percentage P and the source count n, and the server truncates every source SEPARATELY
-- (core/model.lua's header): max(1, floor(pct_i * damage / 100)) per source. From P and n alone
-- that is not reconstructable -- an offline reader has to approximate the list as n equal shares,
-- which is exactly VampifyModel.heal's documented-inexact compatibility shape. Measured against
-- the recorded pred_heal over 4907 windows that approximation is off by 4.7 %, and 4.7 % is the
-- same order as the effects the analysis is trying to separate. With the real list the offline
-- model becomes exact instead of approximate, and the AoE-ordering question core/model.lua's
-- header leaves open (damp the damage, or damp each source's heal) becomes decidable from
-- recorded data rather than needing a new in-game measurement.
--
-- "%g", not "%d" or "%.2f": a source percentage is normally a small integer (3, 2, 2) and should
-- print as one, but nothing guarantees it -- a fractional percentage must survive rather than be
-- silently truncated into a wrong number.
--
-- Buffer-recycled like every other reused list here (VampifyConst.resetList's comment): this runs
-- once per own hit, and a fresh table per hit is avoidable churn on a channel that is meant to run
-- permanently. The caller's list is READ ONLY -- and the result is a STRING, which matters: the
-- live source list is itself a recycled buffer (core/commands.lua's sourcePercents, refilled in
-- place on every gear change), so a row may not hold a reference to it. Serialising here, at
-- record time, is what keeps a buffered row from silently re-reading a list that has since changed.
local pctBuf = {}
function PH.formatPercents(list)
if not list then return "" end
local n = table.getn(list)
for i = table.getn(pctBuf), n + 1, -1 do pctBuf[i] = nil end
table.setn(pctBuf, n)
for i = 1, n do pctBuf[i] = string.format("%g", list[i] or 0) end
return table.concat(pctBuf, "/", 1, n)
end
-- pcts / zone / cast are the three fields the offline analysis asked for (docs/
-- VAMPIRISM-MODELL-STAND §4). All three are optional: an older caller that does not supply them
-- still produces a well-formed line ("", "?" and 0), so the export never depends on every wiring
-- site having been updated in the same change.
--
-- cast=1 means a SPELL_GO_SELF for THIS spell id arrived shortly before this hit -- i.e. the player
-- CAST it. cast=0 means no cast announced it, which for a damaging spell is the signature of a
-- proc. That distinction is the whole point: hypothesis H2 says Vampirism is fed by the TRIGGER
-- PATH ("was this triggered by an aura") rather than by "is this an item proc", and the cast event
-- is the one observable in the client that separates the two paths for the same spell id. Without
-- it the offline classification has to be inferred from timing against Lightning Strike hits and
-- incoming damage, which is what the current analysis does and why it can only report AMBIG for
-- 13.4 % of Tidal Wave hits.
function PH.formatHitLine(row)
return string.format(
"HIT|t=%.3f|src=%s|dmg=%d|aoe=%d|P=%.4f|n=%d|pred_heal=%.4f|hp_before=%s|hp_after=%s|"
.."hp_max=%s|acc_total=%.4f|crit=%d",
.."hp_max=%s|acc_total=%.4f|crit=%d|pcts=%s|zone=%s|cast=%d",
row.t, row.src, row.dmg, (row.aoe and 1 or 0), row.P, row.n, row.pred_heal,
tostring(row.hp_before), tostring(row.hp_after), tostring(row.hp_max), row.acc_total,
(row.crit and 1 or 0))
(row.crit and 1 or 0), row.pcts or "", row.zone or "?", (row.cast and 1 or 0))
end
function PH.formatIncomingLine(row)
@@ -177,15 +223,23 @@ function PH.finalizePending(state, hpNow)
return true
end
-- fields: t, src, dmg, aoe, P, n, pred_heal, acc_total, crit -- everything except the health
-- readings, which this function supplies itself: hp_before = hpNow and hp_max = hpMaxNow are both
-- stamped HERE, at the same point, and never touched again; hp_after comes later, at finalize.
-- fields: t, src, dmg, aoe, P, n, pred_heal, acc_total, crit, pcts, zone, cast -- everything
-- except the health readings, which this function supplies itself: hp_before = hpNow and
-- hp_max = hpMaxNow are both stamped HERE, at the same point, and never touched again; hp_after
-- comes later, at finalize.
--
-- fields.pcts is the LIVE source-percent list and is serialised HERE, not held. The row can sit
-- pending (and then buffered) for a long time, and that list is a recycled buffer refilled in
-- place whenever gear changes -- keeping the reference would make an already-recorded hit report
-- whatever the source set happens to be at flush time. Same reasoning as the health readings
-- above: a value that describes THIS hit is captured at this hit.
function PH.recordHit(state, fields, hpNow, tNow, hpMaxNow)
PH.finalizePending(state, hpNow)
state.pending = {
t = fields.t, src = fields.src, dmg = fields.dmg, aoe = fields.aoe,
P = fields.P, n = fields.n, pred_heal = fields.pred_heal,
acc_total = fields.acc_total, crit = fields.crit,
pcts = PH.formatPercents(fields.pcts), zone = fields.zone, cast = fields.cast,
hp_before = hpNow, hp_max = hpMaxNow, pendingAt = tNow,
}
state.totalHits = state.totalHits + 1
+76 -9
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@@ -30,7 +30,7 @@ if CreateFrame then
-- -- refreshSliders() below needs to push their persisted values in on OnShow, same as
-- sliderFont/sliderRise already do.
local swatch, btnMove, btnPosReset, posLabel, sliderFont, sliderRise, btnDemo, btnOutline,
sliderPillH, sliderPanelBarH
sliderPillH, sliderPanelBarH, sliderDuration
local function db() return VampifyConfig.get() end
@@ -247,6 +247,10 @@ if CreateFrame then
-- W.SetSliderEnabled, which follows Blizzard's own hide-the-thumb recipe.
W.SetSliderEnabled(sliderRise, posEnabled)
W.SetSliderEnabled(sliderFont, posEnabled)
-- Fade duration is the same category as fontSize/rise above: it shapes OUR pooled
-- FontStrings only (gui/sct.lua's S.spawn reads sct.duration into s.dur), so it follows
-- the same posEnabled greying.
W.SetSliderEnabled(sliderDuration, posEnabled)
if btnDemo then W.SetButtonEnabled(btnDemo, posEnabled) end
-- The outline shapes OUR numbers only; Blizzard's engine draws its own.
if btnOutline then W.SetButtonEnabled(btnOutline, posEnabled) end
@@ -274,6 +278,12 @@ if CreateFrame then
sliderPanelBarH:SetValue(v)
getglobal("VampifyOptionsPanelBarHeightSliderText"):SetText(sliderPanelBarH.vfLabel .. ": " .. v)
end
if sliderDuration then
local v = sliderDuration.vfGetter()
sliderDuration:SetValue(v)
getglobal("VampifyOptionsDurationSliderText"):SetText(
sliderDuration.vfLabel .. ": " .. string.format(sliderDuration.vfFmt or "%s", v))
end
end
-- ------------------------------------------------------------------
@@ -284,7 +294,10 @@ if CreateFrame then
local f = CreateFrame("Frame", "VampifyOptionsFrame", UIParent)
f:SetWidth(340)
f:SetHeight(540)
f:SetHeight(608) -- +42 (Fade duration slider) +26 (Text shadow checkbox) over the
-- previous 540; fitHeight() below still re-measures against the
-- real info-panel position on every OnShow, so this is only the
-- pre-first-show estimate, not the operative bound.
f:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
-- HIGH, deliberately NOT DIALOG. Blizzard's ColorPickerFrame lives at DIALOG, and a frame
-- created later in the same strata draws on top of it -- so at DIALOG this window buried
@@ -593,27 +606,42 @@ if CreateFrame then
-- ---- SCT sliders -------------------------------------------------------------------
-- Replaces the X/Y entry boxes: raw anchor offsets meant nothing to a human, whereas these
-- two are the values you actually want to tune by eye.
local function makeSlider(name, label, lo, hi, step, getter, setter)
-- fmt (optional): a string.format pattern for the slider's own value, e.g. "%.1f" for a
-- fractional-second slider (Fade duration below, step 0.1). Omitted, values print with a
-- plain tostring -- unchanged behaviour for every integer-step slider that existed before it.
local function makeSlider(name, label, lo, hi, step, getter, setter, fmt)
local sl = CreateFrame("Slider", name, f, "OptionsSliderTemplate")
sl:SetWidth(200)
sl:SetHeight(16)
sl:SetMinMaxValues(lo, hi)
sl:SetValueStep(step)
sl:SetPoint("TOPLEFT", f, "TOPLEFT", x + 6, y)
getglobal(name .. "Low"):SetText(tostring(lo))
getglobal(name .. "High"):SetText(tostring(hi))
getglobal(name .. "Low"):SetText(fmt and string.format(fmt, lo) or tostring(lo))
getglobal(name .. "High"):SetText(fmt and string.format(fmt, hi) or tostring(hi))
local cap = getglobal(name .. "Text")
W.ApplyFont(cap, 11)
sl.vfLabel = label
sl.vfSetter = setter
sl.vfGetter = getter
sl.vfStep = step
sl.vfFmt = fmt
sl:SetScript("OnValueChanged", function()
local v = this:GetValue()
-- OptionsSliderTemplate does not quantise for us in 1.12; round to the step so the
-- stored value stays a clean integer instead of 15.9999.
v = math.floor(v + 0.5)
-- OptionsSliderTemplate does not quantise for us in 1.12; round to the slider's own
-- step by hand. math.floor(v/step+0.5)*step generalises the old "nearest integer"
-- rounding (which was step-1-only, hardcoded) to the fractional step a duration-in-
-- seconds slider needs (0.1) -- and is a no-op for every existing step-1 slider.
v = math.floor(v / this.vfStep + 0.5) * this.vfStep
-- Round-trip a fractional value through its own format string (e.g. "%.1f") before
-- storing it. The multiply above leaves binary-float noise (1.2000000000000002),
-- which would both write an ugly value into SavedVariables and never compare equal
-- to the plain decimal literal a getter's own fallback or a test uses -- the
-- round-trip snaps it back to the canonical double for "1.2". No-op for integer
-- sliders (fmt is nil there).
local txt = this.vfFmt and string.format(this.vfFmt, v) or tostring(v)
if this.vfFmt then v = tonumber(txt) end
this.vfSetter(v)
getglobal(this:GetName() .. "Text"):SetText(this.vfLabel .. ": " .. v)
getglobal(this:GetName() .. "Text"):SetText(this.vfLabel .. ": " .. txt)
end)
y = y - 42
return sl
@@ -642,6 +670,24 @@ if CreateFrame then
cfg.sct.rise = v
end)
-- Fade duration -- how long a number stays on screen (gui/sct.lua's S.spawn does
-- "s.dur = sct.duration or DUR_FALLBACK" fresh on every spawn, not cached, so no applyX
-- entry point is needed here: the very next number picks up a changed value on its own,
-- same as the rise slider above.
sliderDuration = makeSlider("VampifyOptionsDurationSlider", "Fade duration", 0.5, 4.0, 0.1,
function()
local cfg = db()
return (cfg and cfg.sct and cfg.sct.duration) or 1.5
end,
function(v)
local cfg = db()
if not (cfg and cfg.sct) then return end
cfg.sct.duration = v
end,
"%.1f")
W.AttachTooltip(sliderDuration, "How long a Vampify combat-text number stays on screen"
.. " before fading out, in seconds.")
-- Text effect. Cycles rather than three radio buttons: it is one setting with three steps,
-- and the label always states the current one, so nothing is hidden behind a menu.
local OUTLINES = { "THICKOUTLINE", "OUTLINE", "" }
@@ -672,6 +718,27 @@ if CreateFrame then
end
y = y - 28
-- Text shadow -- the other half of "readable over anything" alongside the outline above.
-- Getter mirrors gui/sct.lua's own shadowOn(): default ON, an EXPLICIT false is what turns
-- it off (a missing/unmigrated key must not read as off). applyFont() re-stamps every
-- pooled FontString immediately, same as the outline cycle button above -- otherwise
-- already-spawned slots would keep the old shadow state until the pool cycled.
local cbShadow = CreateCheckbox(f, "Text shadow",
function()
local cfg = db()
local sct = cfg and cfg.sct
if sct and sct.shadow == false then return false end
return true
end,
function(v)
local cfg = db()
if cfg and cfg.sct then cfg.sct.shadow = v end
if VampifySCT and VampifySCT.applyFont then VampifySCT.applyFont() end
end)
place(cbShadow, -26)
W.AttachTooltip(cbShadow, "Drops a shadow behind Vampify's own combat-text numbers, for"
.. " readability over bright backgrounds. On by default.")
-- ---- display size (2026-08-25, feature request: "two more sliders in the options that
-- determine the height of the bar and the detail bars") -----------------------------------
-- Two sliders, same makeSlider() recipe as the SCT ones above, driving VampifyDisplay's own
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