Originally Posted by Rostok
put the
Code:
self:RegisterEvent("UNIT_COMBO_POINTS", updateCPoints)
outside the loop for.
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Thank you!
Here's the chunk of code that worked:
Code:
if playerClass == "ROGUE" or playerClass == "DRUID" then
local CPoints = {}
CPoints.unit = "player"
for index = 1, MAX_COMBO_POINTS do
local CPoint = CreateFrame("Frame", nil, self.Health)
CPoint:SetHeight(6)
CPoint:SetWidth(width * .96 / MAX_COMBO_POINTS)
CPoint:SetFrameStrata("BACKGROUND")
kiss_set_me_a_backdrop(CPoint)
CPoint.bg = CPoint:CreateTexture(nil, "LOW")
CPoint.bg:SetTexture(texture)
CPoint.bg:SetAllPoints(CPoint)
--CPoint:SetPoint('LEFT', index == 1 and self.Health or CPoints[index - 1], 'LEFT', 20, 10)
if(index == 1) then
CPoint:SetPoint("LEFT", self.Health, "LEFT", 0, 15)
else
CPoint:SetPoint("LEFT", CPoints[index-1], "RIGHT", 2, 0)
end
if(index == 1) then CPoint.bg:SetVertexColor(1,1,0) end
if(index == 2) then CPoint.bg:SetVertexColor(1,0.75,0) end
if(index == 3) then CPoint.bg:SetVertexColor(1,0.5,0) end
if(index == 4) then CPoint.bg:SetVertexColor(1,0.25,0) end
if(index == 5) then CPoint.bg:SetVertexColor(1,0,0) end
CPoints[index] = CPoint
end
self:RegisterEvent("UNIT_COMBO_POINTS", updateCPoints)
self.CPoints = CPoints
end