Originally Posted by Nibelheim
Woops, try this:
Code:
local color
local pType, pToken, altR, altG, altB = UnitPowerType(unit)
local pCur, pMax, pCurMana, pMaxMana = Power(unit), MaxPower(unit), Power(unit, 0), MaxPower(unit, 0)
if (pMax > 0) then
if PitBull4.PowerColors[pToken] then
color = PitBull4.PowerColors[pToken]
else
if (altR == nil) then
color = PitBull4.PowerColors["MANA"]
else
color = {[1] = altR, [2] = altG, [3] = altB}
end
end
if (pToken ~= "MANA") and (pMaxMana > 0) then
local DManaColor = PitBull4.PowerColors["MANA"]
return "|cff%02x%02x%02x%s |cff%02x%02x%02x%s", color[1]*255, color[2]*255, color[3]*255, Short(pCur, true), DManaColor[1]*255, DManaColor[2]*255, DManaColor[3]*255, Short(pCurMana, true)
else
return "|cff%02x%02x%02x%s", color[1]*255, color[2]*255, color[3]*255, Short(pCur, true)
end
end
Yep, you should get two power bars, and two power texts. I.e. In cat form, it'll be Energy and Mana.
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OK. Thank you for letting me know (for sure
) what the other bar was. I do have a question, though, if you don't mind. What is the difference between the last block of code and the one posted in post #6? That one seems to work OK, and, as I mentioned, I don't know when I'll get a chance to test the alternate power you get with several other things (for want of a better word).
Please, do not misunderstand. I am not complaining, rather trying to understand the differences between the two codes. Believe me, I appreciate the work you do and all the help you give. Thank you.