Originally Posted by haste
You need to return a true value (true, "'', 1, {}, etc) for it to work. As long as the result yields false/nil -- oUF hides the icon.
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Ah damn. I thought of using the whitelist as a blacklist that way. Damn, then it's my bad. Thanks again haste. Will have to think of another way.
It just doesn't work.
Using it like this and it doesn't work. Ah damn.
Code:
-- Target Debuff Filter
function myCustomDebuffsFilter(name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable)
if(PlayerClass) then
if(unitCaster == "player" and Whitelist[PlayerClass][name]) then
return true
end
end
end
PS - Dawn if you're reading this, can you use debuff / buff filtering on your Layout?
If I put return true in the function it does indeed show debuffs, but decolored, like they weren't mine. Ah well. The function doesn't behave how I thought it would. Well look into it anyway.