I also tried a different approach. Never figured out why the statebutton didn't work before but it does now.
So, with this approach I create 1 button made into a child of the stateheader frame.
Each state is tied to a different trap.
I do not want the state to change when clicked, instead I want it to change with another event (eventually a mousewheel but for now its a click in the state frame rather than the button)
Ok, well. It works out of combat just fine.
In combat, apparently, I'm not allowed to update the button state.
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