diff --git a/ElvUI/Core/Load_Core.xml b/ElvUI/Core/Load_Core.xml
index a679d66..a6f86bb 100644
--- a/ElvUI/Core/Load_Core.xml
+++ b/ElvUI/Core/Load_Core.xml
@@ -2,6 +2,7 @@
+
diff --git a/ElvUI/Core/ReversibleStatusBar.lua b/ElvUI/Core/ReversibleStatusBar.lua
new file mode 100644
index 0000000..6169aa5
--- /dev/null
+++ b/ElvUI/Core/ReversibleStatusBar.lua
@@ -0,0 +1,221 @@
+local E = unpack(select(2, ...))
+
+local type = type
+local assert = assert
+local setmetatable = setmetatable
+local CreateFrame = CreateFrame
+
+local barFrame = CreateFrame("Frame")
+local reversibleBar_SetScript = barFrame.SetScript
+
+local function reversibleBar_Update(self, sizeChanged, width, height)
+ local progress = (self.VALUE - self.MINVALUE) / (self.MAXVALUE - self.MINVALUE)
+
+ local align1, align2
+ local TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy
+ local TLx_, TLy_, BLx_, BLy_, TRx_, TRy_, BRx_, BRy_
+ local xprogress, yprogress
+
+ width = width or self:GetWidth()
+ height = height or self:GetHeight()
+
+ if self.ORIENTATION == "HORIZONTAL" then
+ xprogress = width * progress
+ if self.FILLSTYLE == "CENTER" then
+ align1, align2 = "TOP", "BOTTOM"
+ elseif self.REVERSE or self.FILLSTYLE == "REVERSE" then
+ align1, align2 = "TOPRIGHT", "BOTTOMRIGHT"
+ else
+ align1, align2 = "TOPLEFT", "BOTTOMLEFT"
+ end
+ elseif self.ORIENTATION == "VERTICAL" then
+ yprogress = height * progress
+ if self.FILLSTYLE == "CENTER" then
+ align1, align2 = "LEFT", "RIGHT"
+ elseif self.REVERSE or self.FILLSTYLE == "REVERSE" then
+ align1, align2 = "TOPLEFT", "TOPRIGHT"
+ else
+ align1, align2 = "BOTTOMLEFT", "BOTTOMRIGHT"
+ end
+ end
+
+ if self.ROTATE then
+ TLx, TLy = 0.0, 1.0
+ TRx, TRy = 0.0, 0.0
+ BLx, BLy = 1.0, 1.0
+ BRx, BRy = 1.0, 0.0
+ TLx_, TLy_ = TLx, TLy
+ TRx_, TRy_ = TRx, TRy
+ BLx_, BLy_ = BLx * progress, BLy
+ BRx_, BRy_ = BRx * progress, BRy
+ else
+ TLx, TLy = 0.0, 0.0
+ TRx, TRy = 1.0, 0.0
+ BLx, BLy = 0.0, 1.0
+ BRx, BRy = 1.0, 1.0
+ TLx_, TLy_ = TLx, TLy
+ TRx_, TRy_ = TRx * progress, TRy
+ BLx_, BLy_ = BLx, BLy
+ BRx_, BRy_ = BRx * progress, BRy
+ end
+
+ if not sizeChanged then
+ self.bg:ClearAllPoints()
+ self.bg:SetAllPoints()
+ self.bg:SetTexCoord(TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy)
+
+ self.fg:ClearAllPoints()
+ self.fg:SetPoint(align1)
+ self.fg:SetPoint(align2)
+ self.fg:SetTexCoord(TLx_, TLy_, BLx_, BLy_, TRx_, TRy_, BRx_, BRy_)
+ end
+
+ if xprogress then
+ self.fg:SetWidth(xprogress > 0 and xprogress or 0.1)
+ end
+ if yprogress then
+ self.fg:SetHeight(yprogress > 0 and yprogress or 0.1)
+ end
+end
+
+local function reversibleBar_OnSizeChanged(self, width, height)
+ reversibleBar_Update(self, true, width, height)
+end
+
+local function WithinRange(value, minValue, maxValue)
+ return value >= minValue and value <= maxValue
+end
+
+local reversibleBar = setmetatable({
+ MINVALUE = 0.0,
+ MAXVALUE = 1.0,
+ VALUE = 1.0,
+ ROTATE = true,
+ REVERSE = false,
+ ORIENTATION = "HORIZONTAL",
+ FILLSTYLE = "STANDARD",
+ SetMinMaxValues = function(self, minValue, maxValue)
+ assert(
+ (type(minValue) == "number" and type(maxValue) == "number"),
+ "Usage: StatusBar:SetMinMaxValues(number, number)"
+ )
+
+ if maxValue > minValue then
+ self.MINVALUE = minValue
+ self.MAXVALUE = maxValue
+ else
+ self.MINVALUE = 0
+ self.MAXVALUE = 1
+ end
+
+ if not self.VALUE or self.VALUE > self.MAXVALUE then
+ self.VALUE = self.MAXVALUE
+ elseif not self.VALUE or self.VALUE < self.MINVALUE then
+ self.VALUE = self.MINVALUE
+ end
+
+ reversibleBar_Update(self)
+ end,
+ GetMinMaxValues = function(self)
+ return self.MINVALUE, self.MAXVALUE
+ end,
+ SetValue = function(self, value)
+ assert(type(value) == "number", "Usage: StatusBar:SetValue(number)")
+ if WithinRange(value, self.MINVALUE, self.MAXVALUE) then
+ self.VALUE = value
+ reversibleBar_Update(self)
+ end
+ end,
+ GetValue = function(self)
+ return self.VALUE
+ end,
+ SetOrientation = function(self, orientation)
+ if orientation == "HORIZONTAL" or orientation == "VERTICAL" then
+ self.ORIENTATION = orientation
+ reversibleBar_Update(self)
+ end
+ end,
+ GetOrientation = function(self)
+ return self.ORIENTATION
+ end,
+ SetRotatesTexture = function(self, rotate)
+ self.ROTATE = (rotate ~= nil and rotate ~= false)
+ reversibleBar_Update(self)
+ end,
+ GetRotatesTexture = function(self)
+ return self.ROTATE
+ end,
+ SetReverseFill = function(self, reverse)
+ self.REVERSE = (reverse == true)
+ reversibleBar_Update(self)
+ end,
+ GetReverseFill = function(self)
+ return self.REVERSE
+ end,
+ SetFillStyle = function(self, style)
+ assert(type(style) == "string" or style == nil, "Usage: StatusBar:SetFillStyle(string)")
+ if style and style:lower() == "center" then
+ self.FILLSTYLE = "CENTER"
+ reversibleBar_Update(self)
+ elseif style and style:lower() == "reverse" then
+ self.FILLSTYLE = "REVERSE"
+ reversibleBar_Update(self)
+ else
+ self.FILLSTYLE = "STANDARD"
+ reversibleBar_Update(self)
+ end
+ end,
+ GetFillStyle = function(self)
+ return self.FILLSTYLE
+ end,
+ SetStatusBarTexture = function(self, texture)
+ self.fg:SetTexture(texture)
+ self.bg:SetTexture(texture)
+ end,
+ GetStatusBarTexture = function(self)
+ return self.fg
+ end,
+ SetStatusBarColor = function(self, r, g, b, a)
+ self.fg:SetVertexColor(r, g, b, a)
+ end,
+ GetStatusBarColor = function(self)
+ return self.fg:GetVertexColor()
+ end,
+ SetVertexColor = function(self, r, g, b, a)
+ self.fg:SetVertexColor(r, g, b, a)
+ end,
+ GetVertexColor = function(self)
+ return self.fg:GetVertexColor()
+ end,
+ GetObjectType = function(self)
+ return "StatusBar"
+ end,
+ IsObjectType = function(self, otype)
+ return (otype == "StatusBar") and 1 or nil
+ end,
+ SetScript = function(self, event, callback)
+ reversibleBar_SetScript(self, event, callback)
+ end,
+ Show = function(self)
+ self:SetAlpha(1)
+ end,
+ Hide = function(self)
+ self:SetAlpha(0)
+ end,
+ SetAlpha = function(self, alpha)
+ self:GetParent().SetAlpha(self, alpha)
+ end
+}, {__index = barFrame})
+
+local reversibleBar_mt = {__index = reversibleBar}
+
+function E:CreateReversibleStatusBar(name, parent)
+ local bar = setmetatable(CreateFrame("Frame", name, parent), reversibleBar_mt)
+ bar.fg = bar.fg or bar:CreateTexture(name and "$parent.Texture", "ARTWORK")
+ bar.bg = bar.bg or bar:CreateTexture(name and "$parent.Background", "BACKGROUND")
+ bar.bg:Hide()
+
+ bar:HookScript("OnSizeChanged", reversibleBar_OnSizeChanged)
+ bar:SetRotatesTexture(false)
+ return bar
+end
diff --git a/ElvUI/Core/Tags.lua b/ElvUI/Core/Tags.lua
index 3db695b..fba9bc9 100644
--- a/ElvUI/Core/Tags.lua
+++ b/ElvUI/Core/Tags.lua
@@ -59,6 +59,8 @@ local UnitPVPName = UnitPVPName
local UnitPVPRank = UnitPVPRank
local UnitReaction = UnitReaction
local UnitSex = UnitSex
+local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs
+local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs
local C_QuestLog_GetTitleForQuestID = GetTitleForQuestID
local C_QuestLog_GetQuestDifficultyLevel = function(questID)
@@ -441,6 +443,34 @@ E:AddTag('health:deficit-percent:name', 'UNIT_HEALTH UNIT_MAXHEALTH UNIT_NAME_UP
end
end)
+E:AddTag('health:absorb', 'UNIT_ABSORB_AMOUNT_CHANGED', function(unit)
+ local absorb = UnitGetTotalAbsorbs(unit) or 0
+ if absorb > 0 then
+ return E:GetFormattedText('CURRENT', absorb, UnitHealthMax(unit))
+ end
+end)
+
+E:AddTag('health:absorb:shortvalue', 'UNIT_ABSORB_AMOUNT_CHANGED', function(unit)
+ local absorb = UnitGetTotalAbsorbs(unit) or 0
+ if absorb > 0 then
+ return E:GetFormattedText('CURRENT', absorb, UnitHealthMax(unit), nil, true)
+ end
+end)
+
+E:AddTag('health:healAbsorb', 'UNIT_HEAL_ABSORB_AMOUNT_CHANGED', function(unit)
+ local healAbsorb = UnitGetTotalHealAbsorbs(unit) or 0
+ if healAbsorb > 0 then
+ return E:GetFormattedText('CURRENT', healAbsorb, UnitHealthMax(unit))
+ end
+end)
+
+E:AddTag('health:healAbsorb:shortvalue', 'UNIT_HEAL_ABSORB_AMOUNT_CHANGED', function(unit)
+ local healAbsorb = UnitGetTotalHealAbsorbs(unit) or 0
+ if healAbsorb > 0 then
+ return E:GetFormattedText('CURRENT', healAbsorb, UnitHealthMax(unit), nil, true)
+ end
+end)
+
E:AddTag('power:max', 'UNIT_DISPLAYPOWER UNIT_MAXPOWER', function(unit)
local powerType = UnitPowerType(unit)
local max = UnitPowerMax(unit, powerType)
@@ -1344,6 +1374,10 @@ E.TagInfo = {
['health:deficit'] = { category = 'Health', description = "Displays the health of the unit as a deficit (Total Health - Current Health = -Deficit)" },
['health:max:shortvalue'] = { category = 'Health', description = "Shortvalue of the unit's maximum health" },
['health:max'] = { category = 'Health', description = "Displays the maximum health of the unit" },
+ ['health:absorb'] = { category = 'Health', description = "Displays the amount of damage absorbed by shields on the unit" },
+ ['health:absorb:shortvalue'] = { category = 'Health', description = "Shortvalue of the amount of damage absorbed by shields on the unit" },
+ ['health:healAbsorb'] = { category = 'Health', description = "Displays the amount of healing absorbed by debuffs on the unit" },
+ ['health:healAbsorb:shortvalue'] = { category = 'Health', description = "Shortvalue of the amount of healing absorbed by debuffs on the unit" },
['health:percent-nostatus'] = { category = 'Health', description = "Displays the unit's current health as a percentage, without status" },
['health:percent'] = { category = 'Health', description = "Displays the current health of the unit as a percentage" },
['maxhp'] = { category = 'Health', description = "Displays max HP without decimals" },
diff --git a/ElvUI/Libraries/oUF_Plugins/oUF_HealComm4/oUF_HealComm4.lua b/ElvUI/Libraries/oUF_Plugins/oUF_HealComm4/oUF_HealComm4.lua
index fbd79ff..107569f 100644
--- a/ElvUI/Libraries/oUF_Plugins/oUF_HealComm4/oUF_HealComm4.lua
+++ b/ElvUI/Libraries/oUF_Plugins/oUF_HealComm4/oUF_HealComm4.lua
@@ -53,6 +53,8 @@ local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitName = UnitName
local UnitGetIncomingHeals = UnitGetIncomingHeals
+local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs
+local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs
local enabledUF, enabled = {}, nil
@@ -72,19 +74,39 @@ local function Update(self)
local myIncomingHeal = UnitGetIncomingHeals(unit, UnitName("player")) or 0
local allIncomingHeal = UnitGetIncomingHeals(unit) or 0
+ local absorb = UnitGetTotalAbsorbs and UnitGetTotalAbsorbs(unit) or 0
+ local healAbsorb = UnitGetTotalHealAbsorbs and UnitGetTotalHealAbsorbs(unit) or 0
local health = UnitHealth(unit)
local maxHealth = UnitHealthMax(unit)
local maxOverflowHP = maxHealth * element.maxOverflow
local otherIncomingHeal = 0
- if health + allIncomingHeal > maxOverflowHP then
- allIncomingHeal = maxOverflowHP - health
+ if healAbsorb > allIncomingHeal then
+ healAbsorb = healAbsorb - allIncomingHeal
+ allIncomingHeal = 0
+ myIncomingHeal = 0
+ else
+ allIncomingHeal = allIncomingHeal - healAbsorb
+ healAbsorb = 0
+
+ if element.overflowHeals then
+ if health + allIncomingHeal > maxOverflowHP then
+ allIncomingHeal = maxOverflowHP - health
+ end
+ end
+
+ if allIncomingHeal < myIncomingHeal then
+ myIncomingHeal = allIncomingHeal
+ else
+ otherIncomingHeal = allIncomingHeal - myIncomingHeal
+ end
end
- if allIncomingHeal < myIncomingHeal then
- myIncomingHeal = allIncomingHeal
- else
- otherIncomingHeal = allIncomingHeal - myIncomingHeal
+ if element.overflowAbsorbs then
+ local maxAbsorb = maxOverflowHP - health
+ if absorb > maxAbsorb then
+ absorb = maxAbsorb > 0 and maxAbsorb or 0
+ end
end
if element.myBar then
@@ -99,16 +121,38 @@ local function Update(self)
element.otherBar:Show()
end
- --[[ Callback: HealthPrediction:PostUpdate(unit, myIncomingHeal, otherIncomingHeal)
+ if element.absorbBar then
+ element.absorbBar:SetMinMaxValues(0, maxHealth)
+ element.absorbBar:SetValue(absorb)
+ if absorb > 0 then
+ element.absorbBar:Show()
+ else
+ element.absorbBar:Hide()
+ end
+ end
+
+ if element.healAbsorbBar then
+ element.healAbsorbBar:SetMinMaxValues(0, maxHealth)
+ element.healAbsorbBar:SetValue(healAbsorb)
+ if healAbsorb > 0 then
+ element.healAbsorbBar:Show()
+ else
+ element.healAbsorbBar:Hide()
+ end
+ end
+
+ --[[ Callback: HealthPrediction:PostUpdate(unit, myIncomingHeal, otherIncomingHeal, absorb, healAbsorb)
Called after the element has been updated.
* self - the HealthPrediction element
* unit - the unit for which the update has been triggered (string)
* myIncomingHeal - the amount of incoming healing done by the player (number)
* otherIncomingHeal - the amount of incoming healing done by others (number)
+ * absorb - the amount of damage the unit can absorb without losing health (number)
+ * healAbsorb - the amount of healing the unit can absorb without gaining health (number)
--]]
if element.PostUpdate then
- return element:PostUpdate(unit, myIncomingHeal, otherIncomingHeal)
+ return element:PostUpdate(unit, myIncomingHeal, otherIncomingHeal, absorb, healAbsorb)
end
end
@@ -154,17 +198,19 @@ local function Enable(self)
self:RegisterEvent("UNIT_HEALTH", Path)
self:RegisterEvent("UNIT_MAXHEALTH", Path)
self:RegisterEvent("UNIT_HEAL_PREDICTION", Path)
+ self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", Path)
+ self:RegisterEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", Path)
if not element.maxOverflow then
element.maxOverflow = 1.05
end
- if element.myBar and element.myBar:IsObjectType("StatusBar") and not element.myBar:GetStatusBarTexture() then
- element.myBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
+ if element.absorbBar and element.absorbBar:IsObjectType("StatusBar") and not element.absorbBar:GetStatusBarTexture() then
+ element.absorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
- if element.otherBar and element.otherBar:IsObjectType("StatusBar") and not element.otherBar:GetStatusBarTexture() then
- element.otherBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
+ if element.healAbsorbBar and element.healAbsorbBar:IsObjectType("StatusBar") and not element.healAbsorbBar:GetStatusBarTexture() then
+ element.healAbsorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
enabledUF[#enabledUF + 1] = self
@@ -184,9 +230,19 @@ local function Disable(self)
element.otherBar:Hide()
end
+ if element.absorbBar then
+ element.absorbBar:Hide()
+ end
+
+ if element.healAbsorbBar then
+ element.healAbsorbBar:Hide()
+ end
+
self:UnregisterEvent("UNIT_HEALTH", Path)
self:UnregisterEvent("UNIT_MAXHEALTH", Path)
self:UnregisterEvent("UNIT_HEAL_PREDICTION", Path)
+ self:UnregisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", Path)
+ self:UnregisterEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", Path)
end
end
diff --git a/ElvUI/Modules/Nameplates/Elements/Health.lua b/ElvUI/Modules/Nameplates/Elements/Health.lua
index 966339d..7a43d8b 100644
--- a/ElvUI/Modules/Nameplates/Elements/Health.lua
+++ b/ElvUI/Modules/Nameplates/Elements/Health.lua
@@ -140,8 +140,25 @@ function NP:Update_HealComm(nameplate)
nameplate:EnableElement('HealCommBar')
end
- nameplate.HealCommBar.myBar:SetStatusBarColor(NP.db.colors.healPrediction.personal.r, NP.db.colors.healPrediction.personal.g, NP.db.colors.healPrediction.personal.b)
- nameplate.HealCommBar.otherBar:SetStatusBarColor(NP.db.colors.healPrediction.others.r, NP.db.colors.healPrediction.others.g, NP.db.colors.healPrediction.others.b)
+ local c = NP.db.colors.healPrediction
+ nameplate.HealCommBar.myBar:SetStatusBarColor(c.personal.r, c.personal.g, c.personal.b)
+ nameplate.HealCommBar.otherBar:SetStatusBarColor(c.others.r, c.others.g, c.others.b)
+
+ if nameplate.HealCommBar.absorbBar then
+ nameplate.HealCommBar.absorbBar:SetStatusBarColor(c.absorbs.r, c.absorbs.g, c.absorbs.b, c.absorbs.a)
+ end
+
+ if nameplate.HealCommBar.healAbsorbBar then
+ nameplate.HealCommBar.healAbsorbBar:SetStatusBarColor(c.healAbsorbs.r, c.healAbsorbs.g, c.healAbsorbs.b, c.healAbsorbs.a)
+ end
+
+ if nameplate.HealCommBar.overAbsorb then
+ nameplate.HealCommBar.overAbsorb:SetVertexColor(c.overAbsorbs.r, c.overAbsorbs.g, c.overAbsorbs.b, c.overAbsorbs.a)
+ end
+
+ if nameplate.HealCommBar.overHealAbsorb then
+ nameplate.HealCommBar.overHealAbsorb:SetVertexColor(c.overHealAbsorbs.r, c.overHealAbsorbs.g, c.overHealAbsorbs.b, c.overHealAbsorbs.a)
+ end
elseif nameplate:IsElementEnabled('HealCommBar') then
nameplate:DisableElement('HealCommBar')
end
@@ -158,6 +175,12 @@ end
function NP:SetAlpha_HealComm(obj, show)
obj.myBar:SetAlpha(show and 1 or 0)
obj.otherBar:SetAlpha(show and 1 or 0)
+ if obj.absorbBar then
+ obj.absorbBar:SetAlpha(show and 1 or 0)
+ end
+ if obj.healAbsorbBar then
+ obj.healAbsorbBar:SetAlpha(show and 1 or 0)
+ end
end
function NP:SetVisibility_HealComm(obj)
@@ -171,9 +194,21 @@ function NP:SetVisibility_HealComm(obj)
if obj.maxOverflow > 1 then
obj.myBar:SetParent(obj.health)
obj.otherBar:SetParent(obj.health)
+ if obj.absorbBar then
+ obj.absorbBar:SetParent(obj.health)
+ end
+ if obj.healAbsorbBar then
+ obj.healAbsorbBar:SetParent(obj.health)
+ end
else
obj.myBar:SetParent(obj.parent)
obj.otherBar:SetParent(obj.parent)
+ if obj.absorbBar then
+ obj.absorbBar:SetParent(obj.parent)
+ end
+ if obj.healAbsorbBar then
+ obj.healAbsorbBar:SetParent(obj.parent)
+ end
end
end
@@ -181,18 +216,27 @@ function NP:Construct_HealComm(frame)
local health = frame.Health
local parent = health.ClipFrame
- local myBar = CreateFrame("StatusBar", nil, parent)
- local otherBar = CreateFrame("StatusBar", nil, parent)
+ local myBar = E:CreateReversibleStatusBar(nil, parent)
+ local otherBar = E:CreateReversibleStatusBar(nil, parent)
+ local absorbBar = E:CreateReversibleStatusBar(nil, parent)
+ local healAbsorbBar = E:CreateReversibleStatusBar(nil, parent)
- myBar:SetFrameLevel(health:GetFrameLevel()+1)
- otherBar:SetFrameLevel(health:GetFrameLevel()+1)
+ myBar:SetFrameLevel(health:GetFrameLevel()+2)
+ otherBar:SetFrameLevel(health:GetFrameLevel()+2)
+ absorbBar:SetFrameLevel(health:GetFrameLevel()+2)
+ healAbsorbBar:SetFrameLevel(health:GetFrameLevel()+2)
- NP.StatusBars[myBar] = true
- NP.StatusBars[otherBar] = true
+ local texture = health:GetStatusBarTexture() or E.media.blankTex
+ myBar:SetStatusBarTexture(texture)
+ otherBar:SetStatusBarTexture(texture)
+ absorbBar:SetStatusBarTexture(texture)
+ healAbsorbBar:SetStatusBarTexture(texture)
local healPrediction = {
myBar = myBar,
otherBar = otherBar,
+ absorbBar = absorbBar,
+ healAbsorbBar = healAbsorbBar,
PostUpdate = NP.UpdateHealComm,
maxOverflow = 1,
health = health,
@@ -214,8 +258,15 @@ function NP:Configure_HealComm(frame)
end
local healPrediction = frame.HealCommBar
+ local myBar = healPrediction.myBar
+ local otherBar = healPrediction.otherBar
+ local absorbBar = healPrediction.absorbBar
+ local healAbsorbBar = healPrediction.healAbsorbBar
local c = db.colors.healPrediction
+
healPrediction.maxOverflow = 1 + (c.maxOverflow or 0)
+ healPrediction.overflowHeals = c.overflowHeals
+ healPrediction.overflowAbsorbs = c.overflowAbsorbs
if healPrediction.allowClippingUpdate then
NP:SetVisibility_HealComm(healPrediction)
@@ -223,84 +274,146 @@ function NP:Configure_HealComm(frame)
local health = frame.Health
local orientation = health:GetOrientation()
-
- local myBar = healPrediction.myBar
- local otherBar = healPrediction.otherBar
+ local healthTexture = health:GetStatusBarTexture()
+ local width = health:GetWidth()
+ width = (width > 0 and width) or health.WIDTH
+ local height = health:GetHeight()
+ height = (height > 0 and height) or health.HEIGHT
+
+ healPrediction.healthBarTexture = healthTexture
+ healPrediction.myBarTexture = myBar:GetStatusBarTexture()
+ healPrediction.otherBarTexture = otherBar:GetStatusBarTexture()
myBar:SetOrientation(orientation)
otherBar:SetOrientation(orientation)
+ absorbBar:SetOrientation(orientation)
+ healAbsorbBar:SetOrientation(orientation)
if orientation == "HORIZONTAL" then
- local width = health:GetWidth()
- width = (width > 0 and width) or health.WIDTH
- local healthTexture = health:GetStatusBarTexture()
+ local p1 = "LEFT"
+ local p2 = "RIGHT"
- myBar:Size(width, 0)
+ healPrediction.anchor1 = p1
+ healPrediction.anchor2 = p2
+
+ myBar:SetSize(width, height)
myBar:ClearAllPoints()
- myBar:Point("TOP", health, "TOP")
- myBar:Point("BOTTOM", health, "BOTTOM")
- myBar:Point("LEFT", healthTexture, "RIGHT")
+ myBar:Point("TOP", health)
+ myBar:Point("BOTTOM", health)
+ myBar:Point(p1, healthTexture, p2)
+ myBar:SetReverseFill(false)
- otherBar:Size(width, 0)
+ otherBar:SetSize(width, height)
otherBar:ClearAllPoints()
- otherBar:Point("TOP", health, "TOP")
- otherBar:Point("BOTTOM", health, "BOTTOM")
- otherBar:Point("LEFT", myBar:GetStatusBarTexture(), "RIGHT")
- else
- local height = health:GetHeight()
- height = (height > 0 and height) or health.HEIGHT
- local healthTexture = health:GetStatusBarTexture()
+ otherBar:Point("TOP", health)
+ otherBar:Point("BOTTOM", health)
+ otherBar:Point(p1, healPrediction.myBarTexture, p2)
+ otherBar:SetReverseFill(false)
- myBar:Size(0, height)
+ absorbBar:SetSize(width, height)
+ absorbBar:ClearAllPoints()
+ absorbBar:Point("TOP", health)
+ absorbBar:Point("BOTTOM", health)
+ absorbBar:Point(p1, healthTexture, p2)
+ absorbBar:SetReverseFill(false)
+
+ healAbsorbBar:SetSize(width, height)
+ healAbsorbBar:ClearAllPoints()
+ healAbsorbBar:Point("TOP", health)
+ healAbsorbBar:Point("BOTTOM", health)
+ healAbsorbBar:Point(p2, healthTexture, p2)
+ healAbsorbBar:SetReverseFill(true)
+ else -- VERTICAL
+ local p1 = "BOTTOM"
+ local p2 = "TOP"
+
+ healPrediction.anchor1 = p1
+ healPrediction.anchor2 = p2
+
+ myBar:SetSize(width, height)
myBar:ClearAllPoints()
- myBar:Point("LEFT", health, "LEFT")
- myBar:Point("RIGHT", health, "RIGHT")
- myBar:Point("BOTTOM", healthTexture, "TOP")
+ myBar:Point("LEFT", health)
+ myBar:Point("RIGHT", health)
+ myBar:Point(p1, healthTexture, p2)
+ myBar:SetReverseFill(false)
- otherBar:Size(0, height)
+ otherBar:SetSize(width, height)
otherBar:ClearAllPoints()
- otherBar:Point("LEFT", health, "LEFT")
- otherBar:Point("RIGHT", health, "RIGHT")
- otherBar:Point("BOTTOM", myBar:GetStatusBarTexture(), "TOP")
+ otherBar:Point("LEFT", health)
+ otherBar:Point("RIGHT", health)
+ otherBar:Point(p1, healPrediction.myBarTexture, p2)
+ otherBar:SetReverseFill(false)
+
+ absorbBar:SetSize(width, height)
+ absorbBar:ClearAllPoints()
+ absorbBar:Point("LEFT", health)
+ absorbBar:Point("RIGHT", health)
+ absorbBar:Point(p1, healthTexture, p2)
+ absorbBar:SetReverseFill(false)
+
+ healAbsorbBar:SetSize(width, height)
+ healAbsorbBar:ClearAllPoints()
+ healAbsorbBar:Point("LEFT", health)
+ healAbsorbBar:Point("RIGHT", health)
+ healAbsorbBar:Point(p2, healthTexture, p2)
+ healAbsorbBar:SetReverseFill(true)
end
- frame.HealCommBar.myBar:SetStatusBarColor(NP.db.colors.healPrediction.personal.r, NP.db.colors.healPrediction.personal.g, NP.db.colors.healPrediction.personal.b)
- frame.HealCommBar.otherBar:SetStatusBarColor(NP.db.colors.healPrediction.others.r, NP.db.colors.healPrediction.others.g, NP.db.colors.healPrediction.others.b)
+ local hpc = NP.db.colors.healPrediction
+ frame.HealCommBar.myBar:SetStatusBarColor(hpc.personal.r, hpc.personal.g, hpc.personal.b)
+ frame.HealCommBar.otherBar:SetStatusBarColor(hpc.others.r, hpc.others.g, hpc.others.b)
+ frame.HealCommBar.absorbBar:SetStatusBarColor(hpc.absorbs.r, hpc.absorbs.g, hpc.absorbs.b, hpc.absorbs.a)
+ frame.HealCommBar.healAbsorbBar:SetStatusBarColor(hpc.healAbsorbs.r, hpc.healAbsorbs.g, hpc.healAbsorbs.b, hpc.healAbsorbs.a)
elseif frame:IsElementEnabled('HealComm4') then
frame:DisableElement('HealComm4')
end
end
-local function UpdateFillBar(frame, previousTexture, bar, amount)
- if amount == 0 then
- bar:Hide()
- return previousTexture
- end
-
- local orientation = frame:GetOrientation()
+local function AnchorPredictionBar(bar, health, orientation, anchorTexture, hasEnoughSpace, overflowMode, p1, p2, reverseAnchorTexture)
bar:ClearAllPoints()
+
if orientation == "HORIZONTAL" then
- bar:SetPoint("TOPLEFT", previousTexture, "TOPRIGHT")
- bar:SetPoint("BOTTOMLEFT", previousTexture, "BOTTOMRIGHT")
- else
- bar:SetPoint("BOTTOMRIGHT", previousTexture, "TOPRIGHT")
- bar:SetPoint("BOTTOMLEFT", previousTexture, "TOPLEFT")
+ bar:Point("TOP", health)
+ bar:Point("BOTTOM", health)
+ else -- VERTICAL
+ bar:Point("LEFT", health)
+ bar:Point("RIGHT", health)
end
- local totalWidth, totalHeight = frame:GetSize()
- if orientation == "HORIZONTAL" then
- bar:Width(totalWidth)
+ if overflowMode then
+ bar:Point(p1, anchorTexture, p2)
+ bar:SetReverseFill(false)
+ elseif hasEnoughSpace then
+ bar:Point(p1, anchorTexture, p2)
+ bar:SetReverseFill(false)
else
- bar:Height(totalHeight)
+ local reverseAnchor = reverseAnchorTexture or health
+ bar:Point(p2, reverseAnchor, p2)
+ bar:SetReverseFill(true)
end
-
- return bar:GetStatusBarTexture()
end
-function NP:UpdateHealComm(_, myIncomingHeal, allIncomingHeal)
+function NP:UpdateHealComm(unit, myIncomingHeal, allIncomingHeal, totalAbsorb, myCurrentHealAbsorb, allHealAbsorb)
+ if not self.frame or not self.health then return end
+
local health = self.health
- local previousTexture = health:GetStatusBarTexture()
+ local healthTexture = self.healthBarTexture or health:GetStatusBarTexture()
+ local orientation = health:GetOrientation()
- previousTexture = UpdateFillBar(health, previousTexture, self.myBar, myIncomingHeal)
- UpdateFillBar(health, previousTexture, self.otherBar, allIncomingHeal)
-end
+ local currentHealth = UnitHealth(unit) or 0
+ local maxHealth = UnitHealthMax(unit) or 1
+ local missingHealth = maxHealth - currentHealth
+ local otherIncomingHeal = allIncomingHeal - myIncomingHeal
+ local totalIncomingHeal = myIncomingHeal + otherIncomingHeal
+
+ local p1 = self.anchor1 or (orientation == "HORIZONTAL" and "LEFT" or "BOTTOM")
+ local p2 = self.anchor2 or (orientation == "HORIZONTAL" and "RIGHT" or "TOP")
+
+ local overflowHeals = self.overflowHeals or false
+ local overflowAbsorbs = self.overflowAbsorbs or false
+
+ AnchorPredictionBar(self.myBar, health, orientation, healthTexture, missingHealth >= myIncomingHeal, overflowHeals, p1, p2)
+ AnchorPredictionBar(self.otherBar, health, orientation, self.myBarTexture, missingHealth >= totalIncomingHeal, overflowHeals, p1, p2)
+ AnchorPredictionBar(self.absorbBar, health, orientation, healthTexture, missingHealth >= totalAbsorb, overflowAbsorbs, p1, p2)
+ AnchorPredictionBar(self.healAbsorbBar, health, orientation, healthTexture, false, false, p1, p2, healthTexture)
+end
\ No newline at end of file
diff --git a/ElvUI/Modules/UnitFrames/Elements/HealComm.lua b/ElvUI/Modules/UnitFrames/Elements/HealComm.lua
index db18a22..b6b9b6a 100644
--- a/ElvUI/Modules/UnitFrames/Elements/HealComm.lua
+++ b/ElvUI/Modules/UnitFrames/Elements/HealComm.lua
@@ -16,6 +16,8 @@ end
function UF:SetAlpha_HealComm(obj, show)
obj.myBar:SetAlpha(show and 1 or 0)
obj.otherBar:SetAlpha(show and 1 or 0)
+ obj.absorbBar:SetAlpha(show and 1 or 0)
+ obj.healAbsorbBar:SetAlpha(show and 1 or 0)
end
function UF:SetVisibility_HealComm(obj)
@@ -29,9 +31,13 @@ function UF:SetVisibility_HealComm(obj)
if obj.maxOverflow > 1 then
obj.myBar:SetParent(obj.health)
obj.otherBar:SetParent(obj.health)
+ obj.absorbBar:SetParent(obj.health)
+ obj.healAbsorbBar:SetParent(obj.health)
else
obj.myBar:SetParent(obj.parent)
obj.otherBar:SetParent(obj.parent)
+ obj.absorbBar:SetParent(obj.parent)
+ obj.healAbsorbBar:SetParent(obj.parent)
end
end
@@ -39,22 +45,27 @@ function UF:Construct_HealComm(frame)
local health = frame.Health
local parent = health.ClipFrame
- local myBar = CreateFrame("StatusBar", nil, parent)
- local otherBar = CreateFrame("StatusBar", nil, parent)
+ local myBar = E:CreateReversibleStatusBar(nil, parent)
+ local otherBar = E:CreateReversibleStatusBar(nil, parent)
+ local absorbBar = E:CreateReversibleStatusBar(nil, parent)
+ local healAbsorbBar = E:CreateReversibleStatusBar(nil, parent)
- myBar:SetFrameLevel(11)
- otherBar:SetFrameLevel(11)
-
- UF.statusbars[myBar] = true
- UF.statusbars[otherBar] = true
+ myBar:SetFrameLevel(12)
+ otherBar:SetFrameLevel(12)
+ absorbBar:SetFrameLevel(12)
+ healAbsorbBar:SetFrameLevel(12)
local texture = (not health.isTransparent and health:GetStatusBarTexture()) or E.media.blankTex
- UF:Update_StatusBar(myBar, texture)
- UF:Update_StatusBar(otherBar, texture)
+ myBar:SetStatusBarTexture(texture)
+ otherBar:SetStatusBarTexture(texture)
+ absorbBar:SetStatusBarTexture(texture)
+ healAbsorbBar:SetStatusBarTexture(texture)
local healPrediction = {
myBar = myBar,
otherBar = otherBar,
+ absorbBar = absorbBar,
+ healAbsorbBar = healAbsorbBar,
PostUpdate = UF.UpdateHealComm,
maxOverflow = 1,
health = health,
@@ -72,8 +83,13 @@ function UF:Configure_HealComm(frame)
local healPrediction = frame.HealCommBar
local myBar = healPrediction.myBar
local otherBar = healPrediction.otherBar
+ local absorbBar = healPrediction.absorbBar
+ local healAbsorbBar = healPrediction.healAbsorbBar
local c = self.db.colors.healPrediction
+
healPrediction.maxOverflow = 1 + (c.maxOverflow or 0)
+ healPrediction.overflowHeals = c.overflowHeals
+ healPrediction.overflowAbsorbs = c.overflowAbsorbs
if healPrediction.allowClippingUpdate then
UF:SetVisibility_HealComm(healPrediction)
@@ -86,82 +102,146 @@ function UF:Configure_HealComm(frame)
if frame.db.health then
local health = frame.Health
local orientation = frame.db.health.orientation or health:GetOrientation()
+ local healthTexture = health:GetStatusBarTexture()
+ local width = health:GetWidth()
+ width = (width > 0 and width) or health.WIDTH
+ local height = health:GetHeight()
+ height = (height > 0 and height) or health.HEIGHT
+
+ healPrediction.healthBarTexture = healthTexture
+ healPrediction.myBarTexture = myBar:GetStatusBarTexture()
+ healPrediction.otherBarTexture = otherBar:GetStatusBarTexture()
myBar:SetOrientation(orientation)
otherBar:SetOrientation(orientation)
+ absorbBar:SetOrientation(orientation)
+ healAbsorbBar:SetOrientation(orientation)
if orientation == "HORIZONTAL" then
- local width = health:GetWidth()
- width = (width > 0 and width) or health.WIDTH
- local healthTexture = health:GetStatusBarTexture()
+ local p1 = "LEFT"
+ local p2 = "RIGHT"
- myBar:Size(width, 0)
+ healPrediction.anchor1 = p1
+ healPrediction.anchor2 = p2
+
+ myBar:SetSize(width, height)
myBar:ClearAllPoints()
- myBar:Point("TOP", health, "TOP")
- myBar:Point("BOTTOM", health, "BOTTOM")
- myBar:Point("LEFT", healthTexture, "RIGHT")
+ myBar:Point("TOP", health)
+ myBar:Point("BOTTOM", health)
+ myBar:Point(p1, healthTexture, p2)
+ myBar:SetReverseFill(false)
- otherBar:Size(width, 0)
+ otherBar:SetSize(width, height)
otherBar:ClearAllPoints()
- otherBar:Point("TOP", health, "TOP")
- otherBar:Point("BOTTOM", health, "BOTTOM")
- otherBar:Point("LEFT", myBar:GetStatusBarTexture(), "RIGHT")
+ otherBar:Point("TOP", health)
+ otherBar:Point("BOTTOM", health)
+ otherBar:Point(p1, healPrediction.myBarTexture, p2)
+ otherBar:SetReverseFill(false)
+
+ absorbBar:SetSize(width, height)
+ absorbBar:ClearAllPoints()
+ absorbBar:Point("TOP", health)
+ absorbBar:Point("BOTTOM", health)
+ absorbBar:Point(p1, healthTexture, p2)
+ absorbBar:SetReverseFill(false)
+
+ healAbsorbBar:SetSize(width, height)
+ healAbsorbBar:ClearAllPoints()
+ healAbsorbBar:Point("TOP", health)
+ healAbsorbBar:Point("BOTTOM", health)
+ healAbsorbBar:Point(p2, healthTexture, p2)
+ healAbsorbBar:SetReverseFill(true)
else
- local height = health:GetHeight()
- height = (height > 0 and height) or health.HEIGHT
- local healthTexture = health:GetStatusBarTexture()
+ local p1 = "BOTTOM"
+ local p2 = "TOP"
- myBar:Size(0, height)
+ healPrediction.anchor1 = p1
+ healPrediction.anchor2 = p2
+
+ myBar:SetSize(width, height)
myBar:ClearAllPoints()
- myBar:Point("LEFT", health, "LEFT")
- myBar:Point("RIGHT", health, "RIGHT")
- myBar:Point("BOTTOM", healthTexture, "TOP")
+ myBar:Point("LEFT", health)
+ myBar:Point("RIGHT", health)
+ myBar:Point(p1, healthTexture, p2)
+ myBar:SetReverseFill(false)
- otherBar:Size(0, height)
+ otherBar:SetSize(width, height)
otherBar:ClearAllPoints()
- otherBar:Point("LEFT", health, "LEFT")
- otherBar:Point("RIGHT", health, "RIGHT")
- otherBar:Point("BOTTOM", myBar:GetStatusBarTexture(), "TOP")
+ otherBar:Point("LEFT", health)
+ otherBar:Point("RIGHT", health)
+ otherBar:Point(p1, healPrediction.myBarTexture, p2)
+ otherBar:SetReverseFill(false)
+
+ absorbBar:SetSize(width, height)
+ absorbBar:ClearAllPoints()
+ absorbBar:Point("LEFT", health)
+ absorbBar:Point("RIGHT", health)
+ absorbBar:Point(p1, healthTexture, p2)
+ absorbBar:SetReverseFill(false)
+
+ healAbsorbBar:SetSize(width, height)
+ healAbsorbBar:ClearAllPoints()
+ healAbsorbBar:Point("LEFT", health)
+ healAbsorbBar:Point("RIGHT", health)
+ healAbsorbBar:Point(p2, healthTexture, p2)
+ healAbsorbBar:SetReverseFill(true)
end
end
myBar:SetStatusBarColor(c.personal.r, c.personal.g, c.personal.b, c.personal.a)
otherBar:SetStatusBarColor(c.others.r, c.others.g, c.others.b, c.others.a)
+ absorbBar:SetStatusBarColor(c.absorbs.r, c.absorbs.g, c.absorbs.b, c.absorbs.a)
+ healAbsorbBar:SetStatusBarColor(c.healAbsorbs.r, c.healAbsorbs.g, c.healAbsorbs.b, c.healAbsorbs.a)
elseif frame:IsElementEnabled("HealComm4") then
frame:DisableElement("HealComm4")
end
end
-local function UpdateFillBar(frame, previousTexture, bar, amount)
- if amount == 0 then
- bar:Hide()
- return previousTexture
- end
-
- local orientation = frame:GetOrientation()
+local function AnchorPredictionBar(bar, health, orientation, anchorTexture, hasEnoughSpace, overflowMode, p1, p2, reverseAnchorTexture)
bar:ClearAllPoints()
+
if orientation == "HORIZONTAL" then
- bar:SetPoint("TOPLEFT", previousTexture, "TOPRIGHT")
- bar:SetPoint("BOTTOMLEFT", previousTexture, "BOTTOMRIGHT")
- else
- bar:SetPoint("BOTTOMRIGHT", previousTexture, "TOPRIGHT")
- bar:SetPoint("BOTTOMLEFT", previousTexture, "TOPLEFT")
+ bar:Point("TOP", health)
+ bar:Point("BOTTOM", health)
+ else -- VERTICAL
+ bar:Point("LEFT", health)
+ bar:Point("RIGHT", health)
end
- local totalWidth, totalHeight = frame:GetSize()
- if orientation == "HORIZONTAL" then
- bar:Width(totalWidth)
+ if overflowMode then
+ bar:Point(p1, anchorTexture, p2)
+ bar:SetReverseFill(false)
+ elseif hasEnoughSpace then
+ bar:Point(p1, anchorTexture, p2)
+ bar:SetReverseFill(false)
else
- bar:Height(totalHeight)
+ local reverseAnchor = reverseAnchorTexture or health
+ bar:Point(p2, reverseAnchor, p2)
+ bar:SetReverseFill(true)
end
-
- return bar:GetStatusBarTexture()
end
-function UF:UpdateHealComm(_, myIncomingHeal, allIncomingHeal)
- local health = self.health
- local previousTexture = health:GetStatusBarTexture()
+function UF:UpdateHealComm(unit, myIncomingHeal, allIncomingHeal, totalAbsorb, myCurrentHealAbsorb, allHealAbsorb)
+ if not self.frame or not self.health then return end
- previousTexture = UpdateFillBar(health, previousTexture, self.myBar, myIncomingHeal)
- UpdateFillBar(health, previousTexture, self.otherBar, allIncomingHeal)
+ local health = self.health
+ local healthTexture = self.healthBarTexture or health:GetStatusBarTexture()
+ local orientation = health:GetOrientation()
+
+ local currentHealth = UnitHealth(unit) or 0
+ local maxHealth = UnitHealthMax(unit) or 1
+ local missingHealth = maxHealth - currentHealth
+ local otherIncomingHeal = allIncomingHeal - myIncomingHeal
+ local totalIncomingHeal = myIncomingHeal + otherIncomingHeal
+
+ local p1 = self.anchor1 or (orientation == "HORIZONTAL" and "LEFT" or "BOTTOM")
+ local p2 = self.anchor2 or (orientation == "HORIZONTAL" and "RIGHT" or "TOP")
+
+ local overflowHeals = self.overflowHeals or false
+ local overflowAbsorbs = self.overflowAbsorbs or false
+
+ AnchorPredictionBar(self.myBar, health, orientation, healthTexture, missingHealth >= myIncomingHeal, overflowHeals, p1, p2)
+ AnchorPredictionBar(self.otherBar, health, orientation, self.myBarTexture, missingHealth >= totalIncomingHeal, overflowHeals, p1, p2)
+ AnchorPredictionBar(self.absorbBar, health, orientation, healthTexture, missingHealth >= totalAbsorb, overflowAbsorbs, p1, p2)
+ AnchorPredictionBar(self.healAbsorbBar, health, orientation, healthTexture, false, false, p1, p2, healthTexture)
end
\ No newline at end of file
diff --git a/ElvUI/Settings/Profile.lua b/ElvUI/Settings/Profile.lua
index 9404a2e..a734f48 100644
--- a/ElvUI/Settings/Profile.lua
+++ b/ElvUI/Settings/Profile.lua
@@ -541,6 +541,10 @@ P.nameplates = {
healPrediction = {
personal = {r = 0, g = 1, b = 0.5, a = 0.25},
others = {r = 0, g = 1, b = 0, a = 0.25},
+ absorbs = {r = 1, g = 1, b = 1, a = 0.35},
+ healAbsorbs = {r = 1, g = 0, b = 0, a = 0.35},
+ overflowHeals = false,
+ overflowAbsorbs = false,
},
threat = {
goodColor = {r = 0.20, g = 0.71, b = 0.00},
@@ -1107,7 +1111,11 @@ P.unitframe = {
healPrediction = {
personal = {r = 0, g = 1, b = 0.5, a = 0.25},
others = {r = 0, g = 1, b = 0, a = 0.25},
- maxOverflow = 0
+ absorbs = {r = 1, g = 1, b = 1, a = 0.35},
+ healAbsorbs = {r = 1, g = 0, b = 0, a = 0.35},
+ maxOverflow = 0,
+ overflowHeals = false,
+ overflowAbsorbs = false,
},
classResources = {
comboPoints = {
diff --git a/ElvUI_OptionsUI/Locales/enUS.lua b/ElvUI_OptionsUI/Locales/enUS.lua
index bdf13e0..7d675aa 100644
--- a/ElvUI_OptionsUI/Locales/enUS.lua
+++ b/ElvUI_OptionsUI/Locales/enUS.lua
@@ -1404,3 +1404,9 @@ L["Allows Raid Members to send you Map Markers"] = true
L["MAP_MARKER_DISCRIPTION"] = "Allows Map Markers to be created by middle clicking (Mouse3) on the world map.\nMarkers are automatically shared with raid members."
L["Ranged"] = "Ranged"
L["Melee"] = "Melee"
+L["Absorbs"] = true
+L["Heal Absorbs"] = true
+L["Overflow Heals"] = true
+L["Overflow Absorbs"] = true
+L["When enabled, incoming heals overflow past the health bar, otherwise bar is reverse filled."] = true
+L["When enabled, absorb shields overflow past the health bar, otherwise bar is reverse filled."] = true
\ No newline at end of file
diff --git a/ElvUI_OptionsUI/UnitFrames.lua b/ElvUI_OptionsUI/UnitFrames.lua
index 2b606fc..d7a391f 100644
--- a/ElvUI_OptionsUI/UnitFrames.lua
+++ b/ElvUI_OptionsUI/UnitFrames.lua
@@ -3901,8 +3901,20 @@ E.Options.args.unitframe = {
name = L["Others"],
hasAlpha = true
},
- maxOverflow = {
+ absorbs = {
order = 4,
+ type = "color",
+ name = L["Absorbs"],
+ hasAlpha = true
+ },
+ healAbsorbs = {
+ order = 5,
+ type = "color",
+ name = L["Heal Absorbs"],
+ hasAlpha = true
+ },
+ maxOverflow = {
+ order = 6,
type = "range",
name = L["Max Overflow"],
desc = L["Max amount of overflow allowed to extend past the end of the health bar."],
@@ -3910,6 +3922,22 @@ E.Options.args.unitframe = {
min = 0, max = 1, step = 0.01,
get = function(info) return E.db.unitframe.colors.healPrediction.maxOverflow end,
set = function(info, value) E.db.unitframe.colors.healPrediction.maxOverflow = value UF:Update_AllFrames() end
+ },
+ overflowHeals = {
+ order = 7,
+ type = "toggle",
+ name = L["Overflow Heals"],
+ desc = L["When enabled, incoming heals overflow past the health bar, otherwise bar is reverse filled."],
+ get = function(info) return E.db.unitframe.colors.healPrediction.overflowHeals end,
+ set = function(info, value) E.db.unitframe.colors.healPrediction.overflowHeals = value UF:Update_AllFrames() end
+ },
+ overflowAbsorbs = {
+ order = 8,
+ type = "toggle",
+ name = L["Overflow Absorbs"],
+ desc = L["When enabled, absorb shields overflow past the health bar, otherwise bar is reverse filled."],
+ get = function(info) return E.db.unitframe.colors.healPrediction.overflowAbsorbs end,
+ set = function(info, value) E.db.unitframe.colors.healPrediction.overflowAbsorbs = value UF:Update_AllFrames() end
}
}
},