"Texture" UnitGetTotalHealAbsorbs
Hello,
does someone know how the "totalHealAbsorb" Texture works. It looks like a blurred shadow which appears on all healthbars similar to the dmg-absorb texture but I couldn't find anything related to its appearance. Example Blizzard-Code Wiki Basically I want to know how it(shadow) is created/get its texture from and if it is possible to change the appearance of it. I appreciate any help :) |
Bliz. unit frames are configured using the UnitFrame_Initialize function. If the unit has a myHealPredictionBar, it gets passed to this function as one of it's parameters which is assigned to:
Code:
self.myHealPredictionBar = myHealPredictionBar |
Ok ty, but I dont get how the shadow overlay is generated/where the texture comes from.
If it is the same as healprediction it has to be color based and called somewhere within the code? |
Code:
<Texture name="MyHealPredictionBarTemplate" virtual="true" file="Interface\TargetingFrame\UI-StatusBar"> Something like: Lua Code:
|
Thats exactly what I was looking for.
I wasn't sure if it will take the statusbar texture or just draws some gradient like the healprediction overlay. Since I use texture replacements for pretty much everything in the UI I wasn't sure about the appearance. There are a few abilitys that will apply the shadow but mostly dk(unholy) related and since I am not a healer or dk player I can't rly force these events. Thank you! |
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