Sorry to ress an old thread - but I'm having the same issue in the picture. I figured I could turn it off in the config but I rather like the overall combined healing display when i'm on my druid. Wracked my brain but I really don't quite get the LUA code enough to figure where i'm going wrong.
The worse thing is it's not throwing off a bug error so I can't go HA! That line!
Edit: Figured it out >< I never changed the function name >< -- so if anyone is wondering how to fix the health prediction code:
Core.Lua
Code:
function core.HealthPrediction_Override(self, event, unit)
if self.unit ~= unit then return end
local element = self.HealthPrediction
local parent = self.Health
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
if maxHealth == 0 or UnitIsDeadOrGhost(unit) then
element.healingBar:Hide()
element.absorbsBar:Hide()
return
end
local missing = maxHealth - health
local healing = UnitGetIncomingHeals(unit) or 0
if (healing / maxHealth) >= 0.01 and missing > 0 then
local bar = element.healingBar
bar:Show()
bar:SetMinMaxValues(0, maxHealth)
if healing > missing then
bar:SetValue(missing)
missing = 0
else
bar:SetValue(healing)
missing = missing - healing
end
parent = bar
else
element.healingBar:Hide()
end
local absorbs = UnitGetTotalAbsorbs(unit) or 0
if (absorbs / maxHealth) >= 0.01 and missing > 0 then
local bar = element.absorbsBar
bar:Show()
bar:SetPoint("TOPLEFT", parent:GetStatusBarTexture(), "TOPRIGHT")
bar:SetPoint("BOTTOMLEFT", parent:GetStatusBarTexture(), "BOTTOMRIGHT")
bar:SetMinMaxValues(0, maxHealth)
if absorbs > missing then
bar:SetValue(missing)
else
bar:SetValue(absorbs)
end
else
element.absorbsBar:Hide()
end
end
Player/Target/Raid Frame
Code:
-- HealthPrediction
....
self.HealthPrediction = {
healingBar = healing,
absorbsBar = absorbs,
Override = core.HealthPrediction_Override
}
end