oUF_DebuffHighlight
I needed a module to highlight textures if a unit is affected by a dispellable debuff with the option to show the glow even with the unit not being able dispell the debuff itself.
https://imgur.com/a/wUYYx I revised oUF_DebuffHighlight for that case. https://github.com/zorker/rothui/blo...fHighlight.lua It either displays a texture, colors a texture or colors a backdrop. My implementation for oUF_Simple is to use the health backdrop border as a highlight texture. https://github.com/zorker/rothui/com...23f7eaa7f5f7cc What I'm not sure about is this Lua Code:
I bet that has changed. *edit* That is odd. I thought I posted it in the oUF forum. Wlep! |
I don't think it would be this easy, since some dispels are spec based.
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If you want to use oUF_Dispellable for this, here is some sample code how to use backdrops with it. However, if the class cannot dispel at all (DKs, rogues, warriors), oUF_Dispellable will completely disable itself. While I don't understand why you want to highlight the whole frame based on a debuff type that is undispellable by the player, you could use a check like IsElementEnabled('Dispellable') and then use oUF's PostUpdateIcon to get the debuff type.
If you dislike this, oUF_Dispellable uses LibPlayerSpells-1.0 to fetch the list of possible dispel spells for the player's class. Feel free to use oUF_Dispellable's code if you want to use this approach but code your own DebuffHighlight element. If you consider the 616 KB static memory use of LPS a waste, you can just use it to build you own table with dispel spell IDs. The dispels are based on spec and honor talents, some are self-dispels only and for warlocks some depend on the currently summoned demon. Keep in mind that LPS does not differentiate between pet and player as a spell source, you have to read the code comments for those special cases for the warlock class. |
I want it for the coloring because I really like that glow. Not sure how PostUpdateIcon would help here. I'm totally fine with a generic true/false for the optional dispell class table. It is fine in most cases.
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Then I don't understand. If you use a backdrop, use .UpdateColor. What is the problem with that?
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I would totally do that if I wanted a module that only shows dispellable glows.
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What else should it display then?
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Maybe the first post was misleading.
The old oUF_DebuffHighlight allowed to display a texture, color a texture/backdrop/backdropBorder if any unit was effected by a debuff of type (Magic, Curse, Disease, Poison). Optionally you could enable a filter so only classes that could dispel that debuffType would see it. That is exactly what I needed. I just updated the module. My personal class of choice (prot warr) cannot dispell the debuff (well my Dwarf could) yet I still want to see that debuff glow. I used it in oUF_Diablo too. If I got poisoned the orb got a green glow that instantly told me that something just poisoned me. It is a nice touch. |
I didn't mean to advertise for my oUF element, I just thought I misunderstood your use case and failed to provide a common functionality desired by layout authors. I'm glad you have it as you like it now, thanks for taking the time to explain.
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