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06-21-11, 10:55 PM   #9
Nibelheim
local roygbi-
 
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Join Date: Jan 2010
Posts: 1,600
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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