Here it is, my ultra-hacky solution ^^
- Have CombustionHelper addon activated
- Hide clumsy window:
Code:
CombustionFrame:SetScript("OnShow", function(f) f:Hide() end)
CombustionFrame:Hide()
- Use this tag, which only shows the ignite dot tick height (extracted from CombustionHelper frame):
Code:
oUF.TagEvents["ignite"] = "UNIT_AURA"
oUF.Tags["ignite"] = function(unit)
if IgniteLabel then
local dmg = tonumber(string.match(IgniteLabel:GetText(), "(%d+) .*"))
if dmg then return dmg end
end
return ""
end
- Place it where you want it to be
And for my tank druid I created the following one, using tooltip scanning:
Code:
local parseNumber = function(text)
return string.match(text, ".* (%d+) .*")
end
local dummyTooltip
oUF.TagEvents["absorb"] = "UNIT_AURA"
oUF.Tags["absorb"] = function(unit)
local i = 1
while true do
local name, _, _, _, _, _, expirationTime, unitCaster, _, _, spellId = UnitBuff(unit, i)
if name then
if (spellId == 62606) and (unitCaster == "player") then
if not dummyTooltip then
dummyTooltip = CreateFrame("GameTooltip", "DummyTooltip", nil, "GameTooltipTemplate")
dummyTooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
end
dummyTooltip:SetUnitBuff(unit, i)
return parseNumber(_G[dummyTooltip:GetName() .. "TextLeft2"]:GetText())
end
else
return ""
end
i = i + 1
end
end
Should work for Priest Shields and DK Necrotic Strike absorption too (with different spellId).
Maybe change UnitBuff(..) and SetUnitBuff(..) to UnitDebuff(..) and SetUnitDebuff(..).