*edit*
Bug is fixed. The trick is to use frequentUpdates for the statusbar and the health tag for boss frames. UNIT_HEALTH does not fire properly for bossframes.
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Damn. Since the last push and changes to the bossframe only the bossframe you are currently watching will update. All other bossframes will stick at 100% hp.
Made a screenshot of the Magera encounter.
All heads are at 100%. The tooltip shows the correct health of the other snake head.
Oh...
Maybe it is my issue. Has the way how bossframes will be spawned got changed? I'm curious because on my screenshot two of the bossframes have the same name aswell. Could be a hint.
My spawn code is:
Lua Code:
if cfg.units.boss.show then
oUF:RegisterStyle("diablo:boss", createStyle)
oUF:SetActiveStyle("diablo:boss")
local boss = {}
for i = 1, MAX_BOSS_FRAMES do
local name = "oUF_DiabloBossFrame"..i
local unit = oUF:Spawn("boss"..i, name)
if i==1 then
unit:SetPoint(cfg.units.boss.pos.a1,cfg.units.boss.pos.af,cfg.units.boss.pos.a2,cfg.units.boss.pos.x,cfg.units.boss.pos.y)
else
unit:SetPoint("TOP", boss[i-1], "BOTTOM", 0, -5)
end
table.insert(oUF_Diablo_Units,name) --add frames to the slash command function
func.applyDragFunctionality(unit)
boss[i] = unit
end
end