1. #1

    Weak auras custom color animation based on stack

    Trying to get a color animation update on stacks. It works except for when the buff goes away, it stays the last color it was. I have a feeling that it is that there is no trigger for losing the buff. Here is what I have. I want it to be red ( 1,0,0,1 ) if lock and load is not active but there is no update to the color after I use the second lock and load.
    Code:
    function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
        local _,_,_,stack = UnitAura("player", "Lock and Load")
        if stack >= 2 then
            return 1,.6,0,1
        elseif stack >= 1 then
            return 1,.4,0,1
        elseif stack == nil then
            return 1,0,0,1
        else
            return 0,0,0,1
        end
    end
    and here is an import of the aura.
    Code:
    dmK2gaGiKQAuiL6uiLmlL4wif1UaKggIogswgq1ZqOPjQQRPkABiv8nrfJdPsNtjj3dq1(qk4GkPwiQ0dbuUiQiBevOpIuOrIkQtIkyLQsMPsIBIuKDQQ(POkdfPklvuPNsAQOQRsfvFLkkwRss1CPISxP)cHbR4WISyGYJH0KfLltzZa5ZuPrRk1PvQvtfLEne1Sj62iy3e(nudhGJRKuwoONJY0v56u12vf(oGy8qKZtf2VWLQ8v3v5G4miOeQ5ehqXcMtRbBl3NdeC2lodIGtibqIz7hM(gFvzvPaA(anhGUQQeQMvnR8v9IdUDDny5RYays5prW6)jrIKu9QMeBcPBJfLVkH0wu(QOyjgMB54ZN0LCvePisc(QiMZZN0PGO5NeREoayvr9SdtOkdnjnK6NQkkwIHR7NQQNziqXsmSCRM5HPBJfvPQMKaEN6NSkkwIH8oayvr9SdtOQJ(jRIILyi3(jRIILyinwoMdX8ZHmF6sxsI0Lo5qrhQcIMFMtvK6NSkkwIHC0lqRcTZdfXaYlqVnwqBaqSl0ySLyGulX4sTedyulXKOwIbc(smUGVedyGVetcCAfVIjMyIrIrtYyqSGybXc7sOihdWJX5I9T2dt0M(aKjhgK(lXq)vWOihtsKfZk4ug9Pv8kMyIjMnOyyxcf5yObGhd4XCVnr8kMyIjMyIjMyG25HIyOwakDwixOIxXetmXysMTbfd7sOihdna8yOI5EBI4vmXetmXetmXaTZdfXqTa08xixOIxXetmXysMTbfd7sOihdWbEmITmM7TjIxXetmXetmXed0opued1c5c5cv8kMyIjgtYS4vmXetmXetmXaTZdfXqUqUqUqfVIjMyIXezXltKvfIV0z9twLHMKMJ(P6vf0wSzVlFvuSedx3pvvuSedPX(jRIILyyU9tv1ZmeOyjgwUvrXsmKB)KvphaSQOE2Hj0Rx1dUDDny5REoayvzx68SQyGiYtiDuUvThM4QcmmwMHbIig6bXUqJXIH2katkPvvVyFvVe01UQmaMu(teS(FsKijvvpZqWays5prWk3QEMHWl2x5w1lShM4QM8hUkQNDyciEVZSQ3MGLvvKiySY3pvvUYekYXSgcXaPx1mdmpiq8oayv586CPjo68v6v9TTDFF9trwvItzLVQNziqLjgRCRcXsR8vj4L3U896v1ZmeOycGLUYTkQmXyLVkBlCLwvo78ppNYTxVQGWqZfI9ImEdPZdTQCqCgeuc1CADwwEcMtoJLqEThMyortw2o5eVH05HgZjD18jOHWzEVpRk0C3ybVdawvaqSl0ySZq68qRAklBFBSijrCWTRRbzLVFQYx9GBxxdw(QNdawv2LopRQxypmXvn5pCvpZqSfpmiZk3Q2dtCvbgglZWared9GyxOXyXqBfGjL0QkZdM9Weh9GgOnsvv6XPvwPQNziyamP8NiyLBvVyFvbitomyvpZq4f7RCRY8GzpmXPEqG2ivfbWwR8iu(15YxLbWKYFIG1)tIejP6v1lo4211GLVkdGjL)ebR)Nejss1RxVQoYdeiMD9t8z1SnZz9c0B)Wk3QGWqZfI9ImGHLyy57h8(j7Ny)K9QUZQYjKaiXS9dlgWsWQazNDV7NIKSkkwIHLVxvHNapC76Aqw)GxfSekYUqSxKbmSedlF)u9t2p49t2pX(j7p)(j7vfd3M4s3glQY58YLdREEF(1RufSekYUqSxKLhiqm76NSx1h9tLpjzVwa

  2. #2
    Deleted
    You should check for nil first, or else it will throw lua error comparing nil with a number.
    Code:
    function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
        local _,_,_,stack = UnitAura("player", "Lock and Load")
    	if stack == nil then
            return 1,0,0,1
        elseif stack >= 2 then
            return 1,.6,0,1
        elseif stack >= 1 then
            return 1,.4,0,1
        else
            return 0,0,0,1
        end
    end

  3. #3
    That worked. Thank you.

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