UNIT_HEALTH vs UNIT_HEALTH_FREQUENT vs combat log parsing
I have the following snippet to test:
Code:
local frame = CreateFrame("Frame"); Code:
UNIT_HEALTH player 165 171 Also I want to ask whether it's worth it to parse combat log for more reactive health updates. It seems like a lot of effort, potentially buggy code because combat log parsing is not a easy task and it seems that sometimes it'll display wrong values no matter what. Is there any objective measurements of benefits? |
Code:
local frame = CreateFrame("Frame"); Logout/Login and the count resets. |
UNIT_HEALTH being repeated several times is a bug with the current patch. And it's so bad that it'll actually get a fix soon, i hope.
Regarding combat log, i used https://wow.curseforge.com/projects/...tloghealth-1-0 for years and yeah you get faster updates for the cost of increased cpu usage. Sadly the same bug is messing it up currently. |
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