So I've gotten this to work 'pretty well', but it has a flaw that I can't manage to hammer out myself. See, I want it to show a dynamic amount of healing / max healing, based on my hp pool. Better visual indicator of how much healing I will get vs 'full hp bar', and it, currently, is almost worthless beyond the raw #s in timewalking, since health pools are lower.
So I looked into the code, and changed it fairly easily, from the default values, to:
Code:
WA_GRELORNE_MAX_FR_VALUE = (UnitHealthMax("player")) * 1.25
WA_GRELORNE_DAMAGE_CAP_PER_SECOND = (UnitHealthMax("player"))
and that was nearly perfect, but it has a flaw, it doesn't update dynamically, at least as far as I was getting, since the trigger to run this bit of code is :
Code:
PLAYER_ENTERING_WORLD
So I tried, having it run that on UNIT_HEALTH, UNIT_MAXHEALTH, and a handful of other events, but THAT would cause the 5 'second' bars to stop updating the 'bar' and the 'damage taken' values.
Any advice on how to iron out this bug of mine?