Code:
if(unit == 'player') then
local leader = hp:CreateTexture(nil, 'OVERLAY')
leader:SetPoint('TOPLEFT', self, 10, 8)
leader:SetHeight(db.symbolsize)
leader:SetWidth(db.symbolsize)
self.Leader = leader
local assistant = hp:CreateTexture(nil, 'OVERLAY')
assistant:SetPoint('TOPLEFT', self, 10, 8)
assistant:SetHeight(db.symbolsize)
assistant:SetWidth(db.symbolsize)
self.Assistant = assistant
local combaticon = power:CreateTexture(nil, 'OVERLAY')
combaticon:SetPoint('CENTER', self, 'BOTTOMRIGHT', -1, -2)
combaticon:SetHeight(db.symbolsize)
combaticon:SetWidth(db.symbolsize)
combaticon:SetTexture('Interface\\CharacterFrame\\UI-StateIcon')
combaticon:SetTexCoord(0.58, 0.90, 0.08, 0.41)
self.Combat = combaticon
local masterlooter = hp:CreateTexture(nil, 'OVERLAY')
masterlooter:SetHeight(db.symbolsize)
masterlooter:SetWidth(db.symbolsize)
masterlooter:SetPoint('LEFT', leader, 'RIGHT')
self.MasterLooter = masterlooter
if UnitLevel('player') ~= MAX_PLAYER_LEVEL then
local rest = power:CreateTexture(nil, 'OVERLAY')
rest:SetPoint('BOTTOMLEFT', self, -5, -8)
rest:SetHeight(db.symbolsize)
rest:SetWidth(db.symbolsize)
rest:SetTexture('Interface\\CharacterFrame\\UI-StateIcon')
rest:SetTexCoord(0.09, 0.43, 0.08, 0.42)
self.Resting = rest
end
end
Change the hp and power name with the proper ones and play with the SetPoint stuff and you're done.