update:
I replaced the code back to what it was:
Code:
--update player health func
local function d3o2_updatePlayerHealth(self, event, unit, bar, min, max)
local d = floor(min/max*100)
self.Health.Filling:SetHeight((min / max) * self.Health:GetWidth())
self.Health.Filling:SetTexCoord(0,1, math.abs(min / max - 1),1)
if useglow == 1 then
self.pm1:SetAlpha((min/max)/fog_smoother)
self.pm2:SetAlpha((min/max)/fog_smoother)
end
if usegalaxy == 1 then
self.gal1:SetAlpha(min/max)
self.gal2:SetAlpha(min/max)
self.gal3:SetAlpha(min/max)
end
if d <= 25 and min > 1 then
self.LowHP:Show()
else
self.LowHP:Hide()
end
end
and it's back to normal.
Question is..what part of the addition is causing this to happen?
I did try adding the last "end" cmd, but this just removed the orbs all together.
I'll keep playing and let you know if I figure it out...
best way to learn eh ^^