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10-06-09, 12:46 PM   #6
Arcage
A Murloc Raider
Join Date: Oct 2008
Posts: 6
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 ^^
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