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2 Commits
Author | SHA1 | Date | |
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5d09cad6cb
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8fc2e326aa
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@ -1,5 +1,9 @@
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# Changelog
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v1.14.7:
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- Add option to scale absorb bar by the unit's maximum health.
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v1.14.6:
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- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
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@ -1,3 +1,4 @@
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local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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IceTargetAbsorb = IceCore_CreateClass(IceUnitBar)
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IceTargetAbsorb.prototype.highestAbsorbSinceLastZero = 0
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@ -29,6 +30,28 @@ function IceTargetAbsorb.prototype:GetDefaultSettings()
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return settings
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end
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function IceTargetAbsorb.prototype:GetOptions()
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local opts = IceTargetAbsorb.super.prototype.GetOptions(self)
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opts["scaleToUnitHealth"] = {
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type = 'toggle',
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name = L["Scale to health"],
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desc = L["Whether the bar's maximum value should be set to the unit's maximum health or not. If set, any absorb above that amount will not be shown."],
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get = function()
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return self.moduleSettings.scaleToUnitHealth
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end,
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set = function(info, v)
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self.moduleSettings.scaleToUnitHealth = v
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self:Update()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end
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}
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return opts
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end
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function IceTargetAbsorb.prototype:Enable(core)
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IceTargetAbsorb.super.prototype.Enable(self, core)
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@ -47,6 +70,7 @@ function IceTargetAbsorb.prototype:MyUnregisterCustomEvents()
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end
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function IceTargetAbsorb.prototype:Update()
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IceTargetAbsorb.super.prototype.Update(self)
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self:UpdateAbsorbAmount()
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end
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@ -63,13 +87,17 @@ function IceTargetAbsorb.prototype:UpdateAbsorbAmount(event, unit)
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self.highestAbsorbSinceLastZero = absorbAmount
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end
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self.absorbPercent = self.highestAbsorbSinceLastZero ~= 0 and absorbAmount / self.highestAbsorbSinceLastZero or 0
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local maxAbsorb = self.highestAbsorbSinceLastZero
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if self.moduleSettings.scaleToUnitHealth then
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maxAbsorb = self.maxHealth
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end
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self.absorbPercent = maxAbsorb ~= 0 and IceHUD:Clamp(absorbAmount / maxAbsorb, 0, 1) or 0
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if absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then
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if absorbAmount <= 0 or maxAbsorb <= 0 then
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self:Show(false)
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else
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self:Show(true)
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self:UpdateBar(absorbAmount / self.highestAbsorbSinceLastZero, self.ColorName)
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self:UpdateBar(self.absorbPercent, self.ColorName)
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end
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if not IceHUD.IceCore:ShouldUseDogTags() and self.frame:IsVisible() then
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@ -1,5 +1,9 @@
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# Changelog
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v1.14.7:
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- Add option to scale absorb bar by the unit's maximum health.
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v1.14.6:
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- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
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