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Warlords of Draenor Pre-Patch (6.0.3)
Updated:12-16-14 10:48 PM
Created:01-06-10 11:32 AM
Downloads:95,173
Favorites:386
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Categories:Beta-version AddOns, Buff, Debuff, Spell, DPS, Healers, Tank, Combat Mods
6.0.3

Tidy Plates Beta  Updated less than 3 days ago!  Popular! (More than 5000 hits)

Version: 6.16.Beta9
by: danltiger [More]

This is a major update to Tidy Plates, and many things have changed.

Having Trouble?

* Quick Fix - Quick Setup:
1. Use '/tp' to reselect your Theme
2. Use '/hub' to check your settings...
...Some settings have been pruned!

Here are some of the bigger changes:

* Hub Revamp / Phase 1
1. Removed theme copies; ie. "Damage" and "Tank"
2. Theme copies have become 'Profiles'
3. Access profiles via: '/tp'
4. You can still use '/hub' to jump to the
appropriate panel
5. Again, some settings have been pruned!

* NEON is the only theme that has been updated in Beta1
* QUATRE will be available in Beta2
* GREY will be available in Beta3

* Numerous Bug Fixes & Improvements
* Numerous Bug "Additions", possibly

I sincerely apologize for any inconvenience these changes may cause.
Think of this: Changes mean that this addon is being actively developed
and maintained, rather than withering.





I'm not going to bug you by popping up an ad whenever you hit "Download". If you enjoy this addon and want to send a monetary "Thank You", please visit our Pledgie page by clicking on the button, above.

---------------------------
6.16.Beta: Quick Notes
---------------------------
This is a MAJOR update to Tidy Plates, and many things have changed.

Here are some of the bigger changes:

* The Hub has been revamped and some rearranging has been done.
* Quick Fix - Quick Setup:
1. Use '/tp' to reselect your Theme (and Profile)
2. Use '/hub' to check your settings...

* Some settings have been pruned; If there was something important that got
removed, let me know...

* Numerous Bug Fixes & Improvements
* Numerous Bug "Additions"? (Quite possible!)

I sincerely apologize for any inconvenience these changes may cause...

Think of this: Changes mean that this addon is being actively developed and
maintained, rather than withering, as many addons do...

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6.16.Beta8
--------------------------------------
* Hub: Threat: Highlight Mobs Tanked by Other Tanks: It was a mess. Rewrote and tested with hunter pet, and it's working well in that condition.
- To do: Reimplement Combat Log melee swing detection, and test in 5-man and Raids

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6.16.Beta7
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* I haven't been keeping track of changes. Warlords- yay!

Things still needing testing...
* Healer Tracking
* Tank Target-Of-Mob Tracking

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6.16.Beta6
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* Some fixes, some additions..

Things still needing testing...
* Healer Tracking
* Tank Target-Of-Mob Tracking


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6.16.Beta5
--------------------------------------
* Lots of things that I didn't write down because I'm busy playing Warlords of Freakin' Draenor woot!
* Fixed some bugs
* Added some new bugs, probably
* Lots of changes to the Hub. Feedback is good. Be polite, please!

* Migrated to new Dropdown Menu and Hub Function system; Your settings will be a bit borked until you go to /hub

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6.16.Beta4:
--------------------------------------
* Themes: Migrated Quatre, Grey, and Graphite to the new system
* Hub/Themes: New function definition process, makes it easier to add themes
* Numerous bug fixes.. Can't remember. Been leveling my druid. Sleep; Need more of.

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6.16.Beta3:
--------------------------------------
* Hub/Aura Widget: Fixed an issue which would prevent your auras from showing up (Previous configuration conflict)

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6.16.Beta3:
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* Widget/Combo Points: Fixed?

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6.16.Beta2:
--------------------------------------
* Widgets/UnitCache: Fix for mouseover bug
* Class Coloring: Fixed IsInInstance() issue.. maybe?
* Hub: Removed "Default" choice from the Friendly and Enemy Coloring Modes (Yeah, this will make current settings funk-up... but it cleans out that redundant choice)

--------------------------------------
6.16.Beta1: Full-ish List of Changes:
--------------------------------------

Core:
* Core/Panel: !! The Bundled themes no longer create a "Damage" and "Tank" copy !!
* Core/Panel: Introduced a new menu set, called Profiles, which will load the appropriate "Damage", "Tank", or "Healer" Hub profile.
* Core/Panel: When the selected theme is invalid, it'll fall-back to the first available theme.
* Core/Panel: Added a Slash Command alias, "/tp" in addition to "/tidyplates"

Bundled Themes:
* Themes: Neon & Quatre now have CastProtected art. About time!
* Neon: New Elite Icon, which looks more like I'd originally intended. (Replaces the old Star)
* Removed "Blizzard Theme"... Sorry guys... There are core things that I want to get done, and fixing/maintaining
that component is not a priority. It will probably return, but don't hold your breath.

Widgets:
* Widgets/UnitCache: Replaced " (*)" with FOREIGN_SERVER_LABEL, which will fix unit-caching on certain server types.
* Widgets/UnitCache: Now using a Scanning Tooltip, which should prevent conflicts with TipTac and other Tooltip mods
* Widgets/Aura: Combat Log Event Handler now skips units which are group members, relying on the general
Unit event handler for their updates.

Hub/General:
* Hub: Colorized 'Friendly' and 'Enemy' description titles, to improve readability.
* Separated Hub functions.lua into discrete category files
* Tweaked some names/descriptions
* Removed Threat Wheel widget from Hub
* Hub: Added a button to the Advanced category; "Clear Cache", which purges the stored Class/Description/Guild data
* Hub/Advanced: "Health Bar Width" (%) Allows you to tweak the relative width of the theme's Health Bar (Experimental)

Hub/Colors:
* Hub/Reaction: New Color, "Tapped Unit"
* Hub/Color Function: Tapped Color will be applied, taking priority over Threat/Etc. functions

Hub/Scale:
* Hub: Scale: Added, Bring Target units to Spotlight Scale, Bring Mouseovers to Spotlight Scale

Hub/Health Bar View:
* Removed several of the Status Text choices; These will reappear in a more advanced "Custom Text" category (Working on it...)
* NOTE: The CUSTOM/ADVANCED Status Text function hasn't been written, yet; Thus, it doesn't do anything at the moment...

Hub/Opacity:
* Hub: Opacity: Enemy & Friendly units now have their own independent Spotlight Modes
* Hub: Opacity: Spotlight Modes; Removal of some redundant and underused modes.
* Hub: Opacity: New Checkbox, "Spotlight Raid Marked"
* Hub: Opacity: Modified Checkbox, "Bring Mouseovers to Target Opacity" to "Spotlight Mouseover"
* Hub: Opacity: Modified Checkbox, "Bring Casting Units to Target Opacity" to "Spotlight Casting Units"

Hub/Aura Widget:
* Hub: Buffs & Debuffs: Replaced "Aura Widget Mode" Dropdown with Checkboxes: "Include My Buffs", and "Include My Debuffs".
* Hub: Buffs & Debuffs: The widget will now use a Smart Mode, where it first evaluates the checkboxes, then evaluates the Aura List.
* Hub: Buffs & Debuffs: Added the "Not" prefix to the aura list; This new mode allows you to blacklist auras from "Show My Debuffs" etc.

Framework:
* Hub: Quick Frame Templates now return the created frame twice (ie. assign two references with a single call, which helps with the Quick Frame setup)
* Fixed some Odd Mouseover Behavior
* Rearranged and removed some old Hub stuff. Cleaning out functions, removing ancient code, removed items of questionable utility
Optional Files (1)
File Name
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Author
Date
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7.011-Alpha
1MB
10-14-14 03:12 AM
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6.16.Beta8
683kB
danltiger
12-10-14 06:54 AM
6.16.Beta7
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danltiger
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10-21-13 09:45 PM
6.12.0
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danltiger
09-06-13 08:54 PM
6.12 Beta 4
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6.7.Beta9 (r520
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6.6.Beta3 (r447
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6.5.3 (r406)
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6.5.2 (r403)
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6.5.0 Beta (r39
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6.5.0 Beta (r38
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6.4.9 (r379)
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6.4.8 (r363)
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6.4.6 (r355)
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Post A Reply Comment Options
Unread 04-28-10, 06:22 AM  
daeger
A Murloc Raider

Forum posts: 4
File comments: 167
Uploads: 0
Originally posted by danltiger
You can change the dimensions, but not the offset of the clickable area. As I mentioned in my reply, "It's possible to change its size (within certain limits), but the anchor cannot be altered without messing things up." I know it seems like that option was there, but it's not; I even installed Aloft just to be sure I wasn't going crazy.
Ah.. I see, thank you for explaining.

Well, I hate to trouble you for your help again, but that gives me an idea - how would I change the clickable area dimensions to account for the offset of the artwork? There'll be a clickable area just underneath the artwork as well, but that's okay since it overlaps the heck out of the model as well anyway - I just want clicking on the artwork to still work.

Edit: Actually, it's probably config.hitbox, isn't it?

Edit2: Oh crap. Editing the hitbox height grew it in the opposite direction. Anything I can do about that?

Edit3: Ah, it grows it in both directions.. well, that's still workable.

Edit4: Okay, I seem to have run into a bit of an issue. I found out a pretty good method for doing this (doing a replace and replacing all instances of 'y =' with 'y = 20 +'). Editing the values of config.name doesn't seem to affect the name placement at all, and I tried editing the other stuff to see if I could get it to move a little bit, nothing doing. Well, I can move the text inside the addon, so that's not a huge deal. I can't figure out where to move the targeting border, either, though.

Edit5: Well, there's where to move the targeting art, it's in TargetArtWidget, but there's no offset variable anywhere. What do I have to do to create an offset for this widget?

Edit6: Curious, I added a line for this widget, frame:SetPoint("CENTER",0,0); Now the second 0 doesn't do anything (which would by y), but editing x works just fine. If you can tell me how to affect the y offset of this widget, I think I'll be good to go.
Last edited by daeger : 04-28-10 at 06:20 PM.
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Unread 04-28-10, 04:34 AM  
danltiger
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You can change the dimensions, but not the offset of the clickable area. As I mentioned in my reply, "It's possible to change its size (within certain limits), but the anchor cannot be altered without messing things up." I know it seems like that option was there, but it's not; I even installed Aloft just to be sure I wasn't going crazy.

Originally posted by daeger
Wait, but I used Aloft before and I know for a fact you can change every dimension of the clickable area. I can even test again to make sure.

Oh, and thanks for the help, I might end up doing this.
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Unread 04-28-10, 01:44 AM  
daeger
A Murloc Raider

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Originally posted by danltiger
It's not possible to move the clickable hitbox. It's possible to change its size (within certain limits), but the anchor cannot be altered without messing things up.


Aloft doesn't alter the hitbox offset. If you change settings under Frame>Position, it will alter the position of the graphical data. The clickbox will stay in the same spot.

In any case, Tidy Plates shares the same limitations, which are part of the game engine.

If you peek in Threat Plates' folder, you'll notice a few lua files such as normal.lua, tank.lua, dps.lua. Those define the different styles (graphics, positions, fonts, etc). Open one of them up in a text editor (such as Notepadd++) and look for something like this:

Code:
config.frame = {
	emptyTexture =					path.."Empty",
	width = 124,
	height = 30,
	x = 0,
	y = 0,
	anchor = "CENTER",
}
Altering the y value will change the offset of the graphical elements.
Wait, but I used Aloft before and I know for a fact you can change every dimension of the clickable area. I can even test again to make sure.

Oh, and thanks for the help, I might end up doing this.
Last edited by daeger : 04-28-10 at 01:45 AM.
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Unread 04-27-10, 08:00 PM  
danltiger
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Originally posted by daeger
Will this hack move the clickable hitbox along with it? I'm trying to figure out what you meant, is it impossible to move the clickable hitbox, or is it just impossible to make it an adjustable variable?
It's not possible to move the clickable hitbox. It's possible to change its size (within certain limits), but the anchor cannot be altered without messing things up.

In either case I'd have to ask how Aloft manages to do it - is it due to the way Aloft hooks onto the nameplate frame? I did notice Aloft had a quirk where you would see the normal nameplates for a moment before swapping over to the proper ones.
Aloft doesn't alter the hitbox offset. If you change settings under Frame>Position, it will alter the position of the graphical data. The clickbox will stay in the same spot.

In any case, Tidy Plates shares the same limitations, which are part of the game engine.

If you peek in Threat Plates' folder, you'll notice a few lua files such as normal.lua, tank.lua, dps.lua. Those define the different styles (graphics, positions, fonts, etc). Open one of them up in a text editor (such as Notepadd++) and look for something like this:

Code:
config.frame = {
	emptyTexture =					path.."Empty",
	width = 124,
	height = 30,
	x = 0,
	y = 0,
	anchor = "CENTER",
}
Altering the y value will change the offset of the graphical elements.
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Unread 04-27-10, 06:26 PM  
daeger
A Murloc Raider

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Ah ha! I like the questions you ask. ;-) Yes, there is a way to hack Threat Plates. It's done by editing the theme table. Threat Plates uses multiple plate styles, so you might have to adjust several values. But, basically, you change a single number (theme_table.frame.y)

I'll provide a followup with details, once I peek at Threat Plates. [/b]
Will this hack move the clickable hitbox along with it? I'm trying to figure out what you meant, is it impossible to move the clickable hitbox, or is it just impossible to make it an adjustable variable?

In either case I'd have to ask how Aloft manages to do it - is it due to the way Aloft hooks onto the nameplate frame? I did notice Aloft had a quirk where you would see the normal nameplates for a moment before swapping over to the proper ones.
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Unread 04-27-10, 05:44 PM  
danltiger
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Originally posted by daeger
Could you implement a theme-independent feature to move where the nameplates are mounted? I use Threat Plates and it annoys me to no end that the plates cover up half the enemy in pvp. If I could move them higher, that'd be awesome.
Without boring you with too many details, there's a good reason why Threat Plates doesn't have that option as standard; While it's possible to change the position of the artwork, it is impossible to change the offset of the clickable hitbox. So, if you adjust the artwork, you may find that parts of the nameplate fall outside of the clickable area. Irritating? Very.


Or maybe you could point me to a line of code that will let me adjust it?
Ah ha! I like the questions you ask. ;-) Yes, there is a way to hack Threat Plates. It's done by editing the theme table. Threat Plates uses multiple plate styles, so you might have to adjust several values. But, basically, you change a single number (theme_table.frame.y)

I'll provide a followup with details, once I peek at Threat Plates.
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Last edited by danltiger : 04-27-10 at 05:45 PM.
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Unread 04-27-10, 03:48 PM  
daeger
A Murloc Raider

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Could you implement a theme-independent feature to move where the nameplates are mounted? I use Threat Plates and it annoys me to no end that the plates cover up half the enemy in pvp. If I could move them higher, that'd be awesome.

Or maybe you could point me to a line of code that will let me adjust it?
Last edited by daeger : 04-27-10 at 04:00 PM.
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Unread 04-26-10, 04:19 AM  
danltiger
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Re: Re: Re: Cast Bar Bug

Yep, I thought that was fixed. Guess not :-(

BUT, 5.12 will certainly fix it (in dev, now), because I'm going to be using independent frames (not the ones created by the Blizzard plates) for the casting bar (and associated elements), which will allow Tidy Plates to trigger the cast bar. This will allow me to implement cast warning, mid-cast appearance, and other fun stuff.

Aaand, as a side-benefit, the Blzz UI will no longer mess with the size/position/texture, which will solve that problem.

Originally posted by Drokk


Despite the combat text spam, you can still see from this screen that the Hydra's poison cast bar is clearly below the intended frame, and the icon has also moved. This happens several times each fight. I don't know now if this is a different problem than the one you thought fixed?
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Last edited by danltiger : 04-26-10 at 04:20 AM.
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Unread 04-22-10, 10:41 AM  
Drokk
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Re: Re: Cast Bar Bug

Originally posted by danltiger
I haven't seen any errors like that since the last update, so I figured that it was permanently fixed.


Despite the combat text spam, you can still see from this screen that the Hydra's poison cast bar is clearly below the intended frame, and the icon has also moved. This happens several times each fight. I don't know now if this is a different problem than the one you thought fixed?
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Unread 04-20-10, 03:32 PM  
danltiger
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Re: Cast Bar Bug

I haven't seen any errors like that since the last update, so I figured that it was permanently fixed.

Originally posted by Drokk
Any update on a permanent fix for that cast bar bug using Grey theme?

I am still seeing it pop about. The bar comes unstuck from it's frame and the spell icon moves.
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Unread 04-20-10, 07:48 AM  
Drokk
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Cast Bar Bug

Any update on a permanent fix for that cast bar bug using Grey theme?

I am still seeing it pop about. The bar comes unstuck from it's frame and the spell icon moves.
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Unread 04-19-10, 06:25 AM  
suicidalkatt
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Originally posted by danltiger
I recall that a user had trouble with a color-changing addon, which was causing problems when Tidy Plates went to recognize the nameplate color. I briefly peeked at Class Color's LUA, and didn't see anything that would change the health bar color of a nameplate. The author also claims that it does not modify RAID_CLASS_COLORS, which is what that other user was having trouble with.

Granted, I haven't actually tested it out, but that's my quick assessment.

Edit: Found that other post:

That other addon was not altering the nameplate color, but it was altering the RAID_CLASS_COLORS table, which Tidy Plates caches information from. If you find that Class Colors (this IS the one we're talking about, right?) does break the class recognition, let me know. Like I mentioned, I didn't test this out.
Mmm... I was having users using a Custom Class Colors addon, might not be this one exactly but I've been unable to find others.

After some of my own testing, it has had no effects.

Ill ask them which addon they were using exactly.
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Unread 04-19-10, 04:13 AM  
danltiger
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I recall that a user had trouble with a color-changing addon, which was causing problems when Tidy Plates went to recognize the nameplate color. I briefly peeked at Class Color's LUA, and didn't see anything that would change the health bar color of a nameplate. The author also claims that it does not modify RAID_CLASS_COLORS, which is what that other user was having trouble with.

Granted, I haven't actually tested it out, but that's my quick assessment.

Edit: Found that other post:

I typed in "/script print(RAID_CLASS_COLORS["PRIEST"].r ,RAID_CLASS_COLORS["PRIEST"].g ,RAID_CLASS_COLORS["PRIEST"].b)"

I didn't get 1 1 1, i got 0.659 0.843 1, i guess ill remove some addons until I find the one that's changing it

EDIT: Found an addon called "custom class colors" lol, dont know why it was there or enabled, but that was the problem, thanks so much for your help
That other addon was not altering the nameplate color, but it was altering the RAID_CLASS_COLORS table, which Tidy Plates caches information from. If you find that Class Colors (this IS the one we're talking about, right?) does break the class recognition, let me know. Like I mentioned, I didn't test this out.


Originally posted by suicidalkatt
True however unit.class will still be broken.
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Last edited by danltiger : 04-19-10 at 04:38 AM.
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Unread 04-18-10, 11:45 PM  
suicidalkatt
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Originally posted by danltiger
As an alternative, you could put the CUSTOM_CLASS_COLORS in Clean/Threat Plates by just doing something like:

Code:
local classcolor 
local function HealthColorDelegate(unit)
	if unit.class ~= "UNKNOWN" then
		classcolor = CUSTOM_CLASS_COLORS[unit.class]
		return classcolor.r, classcolor.g, classcolor.b
	end
	return unit.red, unit.green, unit.blue
end
True however unit.class will still be broken.
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Unread 04-18-10, 09:09 PM  
danltiger
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As an alternative, you could put the CUSTOM_CLASS_COLORS in Clean/Threat Plates by just doing something like:

Code:
local classcolor 
local function HealthColorDelegate(unit)
	if unit.class ~= "UNKNOWN" then
		classcolor = CUSTOM_CLASS_COLORS[unit.class]
		return classcolor.r, classcolor.g, classcolor.b
	end
	return unit.red, unit.green, unit.blue
end
Originally posted by suicidalkatt
I would like to formally request the movement to using CUSTOM_CLASS_COLORS if possible?
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Last edited by danltiger : 04-18-10 at 09:09 PM.
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