Thread: oUF_HealComm4
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11-17-09, 04:10 AM   #1
yj589794
A Rage Talon Dragon Guard
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Join Date: Mar 2009
Posts: 314
oUF_HealComm4

Hi everyone,

With patch 3.3 arriving on the live servers soon(tm), I am going to use the opportunity to introduce a pretty fundamental change to how oUF_HealComm4 performs some stuff.

Currently oUF_HealComm4 hooks into any oUF layout and adds the incoming heal bars itself, and this is just a really poor design decision.
When patch 3.3 hits the live servers I am going to release version 2.0 of oUF_HealComm4 which will require each layout to specify how incoming heals should be displayed, or you will not see the usual green bar...


The change to an oUF layout should be minimal, and the following code was all that was required to update my own layout:
Code:
  self.HealCommBar = CreateFrame('StatusBar', nil, self.Health)
  self.HealCommBar:SetStatusBarTexture(self.Health:GetStatusBarTexture():GetTexture())
  self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.25)
  self.HealCommBar:SetPoint('LEFT', self.Health, 'LEFT')

  self.allowHealCommOverflow = true

No changes will be required until patch 3.3 goes live, but the updated version of oUF_HealComm4 can be found at http://github.com/Evilpaul/oUF_HealComm4 in the branch "version 2.0" for any authors that wish to check the changes.
Also, an example oUF layout that works with the introduced changes can be seen at http://github.com/Evilpaul/oUF_EPRaid


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