vanilla-wow-addons – Rev 1
?pathlinks?
--[[
Nurfed_PlayerFrame.lua
GypsyVersion++2004.11.13++
Moves the player frame to the bottom
left corner of the screen.
Adds health, mana, and experience
text, as well as hit point percentage
and rested experience bonus to the right
and below the default player frame.
Adds graphical framework to accomodate
the textual displays.
Moves the right click player window
to be viewable with the new player frame
placement.
]]
-- ** DEFAULT SETTINGS ** --
-- Color player health by default
Nurfed_DefaultColorPlayerHealth = 1;
-- Color player mana by default
Nurfed_DefaultColorPlayerMana = 1;
-- Color player name on attack by default
Nurfed_DefaultColorPlayerName = 1;
-- Color player health bar by default
Nurfed_DefaultColorPlayerHealthBar = 1;
-- ** PLAYER FRAME FUNCTIONS ** --
function Nurfed_PlayerFrameOnLoad ()
-- Health and mana registrations
this:RegisterEvent("UNIT_HEALTH");
this:RegisterEvent("UNIT_MANA");
this:RegisterEvent("UNIT_RAGE");
this:RegisterEvent("UNIT_FOCUS");
this:RegisterEvent("UNIT_ENERGY");
-- If a druid shapeshifts, the bar changes from rage/mana/energy/etc
this:RegisterEvent("UPDATE_SHAPESHIFT_FORMS");
-- Experience registrations
this:RegisterEvent("PLAYER_XP_UPDATE");
this:RegisterEvent("UPDATE_EXHAUSTION");
this:RegisterEvent("PLAYER_LEVEL_UP");
-- Register for variable loading to run our configuration registrations
this:RegisterEvent("PLAYER_ENTERING_WORLD");
this:RegisterEvent("VARIABLES_LOADED");
-- Combat events for coloring the player name
this:RegisterEvent("PLAYER_ENTER_COMBAT");
this:RegisterEvent("PLAYER_LEAVE_COMBAT");
end
function Nurfed_PlayerFrameOnEvent (event)
if ( event == "PLAYER_ENTERING_WORLD" ) then
-- We need to do an initial display of all our values when the player first logs in.
Nurfed_ShowPlayerHealth();
Nurfed_ShowPlayerHealthPercent();
Nurfed_ShowPlayerMana();
Nurfed_ShowPlayerExp();
return;
end
-- Added unit exp handles to update the player displayed experience numbers.
if(event == "PLAYER_XP_UPDATE" or event == "UPDATE_EXHAUSTION" or event == "PLAYER_LEVEL_UP") then
Nurfed_ShowPlayerExp();
return;
end
-- Added unit_health and unit_mana (ish) event handlers. Anytime either of these values change, we need to update.
if( event == "UNIT_HEALTH" ) then
Nurfed_ShowPlayerHealth();
Nurfed_ShowPlayerHealthPercent();
return;
end
-- Also keep in mind, "mana" is really mana, energy, focus, or rage, so we need to watch all of those.
if( event == "UNIT_MANA" or event == "UNIT_RAGE" or event == "UNIT_FOCUS" or event == "UNIT_ENERGY" or event == "UPDATE_SHAPESHIFT_FORMS") then
Nurfed_ShowPlayerMana();
return;
end
-- Color the player name text red when entering combat
if (event == "PLAYER_ENTER_COMBAT") then
Nurfed_UpdateAttackState();
return;
end
-- Reset player name text
if (event == "PLAYER_LEAVE_COMBAT") then
Nurfed_UpdateAttackState();
return;
end
-- When variables load, run our options setup
if (event == "VARIABLES_LOADED") then
-- Check to see if the player frame is a standalone addon or if the GypsyMod shell is available
if (Nurfed_SHELL == 1) then
-- Set defaults if there is no saved value
if (Nurfed_RetrieveSaved("ColorPlayerHealth") == nil) then
Nurfed_ColorPlayerHealth = Nurfed_DefaultColorPlayerHealth;
else
Nurfed_ColorPlayerHealth = Nurfed_RetrieveSaved("ColorPlayerHealth");
end
if (Nurfed_RetrieveSaved("ColorPlayerMana") == nil) then
Nurfed_ColorPlayerMana = Nurfed_DefaultColorPlayerMana;
else
Nurfed_ColorPlayerMana = Nurfed_RetrieveSaved("ColorPlayerMana");
end
if (Nurfed_RetrieveSaved("ColorPlayerName") == nil) then
Nurfed_ColorPlayerName = Nurfed_DefaultColorPlayerName;
else
Nurfed_ColorPlayerName = Nurfed_RetrieveSaved("ColorPlayerName");
end
if (Nurfed_RetrieveSaved("ColorPlayerHealthBar") == nil) then
Nurfed_ColorPlayerHealthBar = Nurfed_DefaultColorPlayerHealthBar;
else
Nurfed_ColorPlayerHealthBar = Nurfed_RetrieveSaved("ColorPlayerHealthBar");
end
--Register with GypsyMod saving
Nurfed_RegisterOption(210, "header", nil, nil, nil, Nurfed_TEXT_UNITBARS_PLAYERHEADERLABEL, Nurfed_TEXT_UNITBARS_PLAYERHEADERTOOLTIP);
Nurfed_RegisterOption(211, "check", Nurfed_ColorPlayerHealth, "ColorPlayerHealth", Nurfed_ShowPlayerHealthPercent, Nurfed_TEXT_UNITBARS_COLORPLAYERTEXTLABEL, Nurfed_TEXT_UNITBARS_COLORPLAYERTEXTTOOLTIP);
Nurfed_RegisterOption(212, "check", Nurfed_ColorPlayerMana, "ColorPlayerMana", Nurfed_ShowPlayerMana, Nurfed_TEXT_UNITBARS_COLORPLAYERMANATEXTLABEL, Nurfed_TEXT_UNITBARS_COLORPLAYERMANATEXTTOOLTIP);
Nurfed_RegisterOption(213, "check", Nurfed_ColorPlayerName, "ColorPlayerName", nil, Nurfed_TEXT_UNITBARS_COLORNAMELABEL, Nurfed_TEXT_UNITBARS_COLORNAMETOOLTIP);
Nurfed_RegisterOption(214, "check", Nurfed_ColorPlayerHealthBar, "ColorPlayerHealthBar", Nurfed_ShowPlayerHealthPercent, Nurfed_TEXT_UNITBARS_COLORPLAYERBARLABEL, Nurfed_TEXT_UNITBARS_COLORPLAYERBARTOOLTIP);
else
-- If our toggles aren't saved, default to on
if (Nurfed_ColorPlayerHealth == nil) then
Nurfed_ColorPlayerHealth = Nurfed_DefaultColorPlayerHealth;
end
if (Nurfed_ColorPlayerMana == nil) then
Nurfed_ColorPlayerMana = Nurfed_DefaultColorPlayerMana;
end
if (Nurfed_ColorPlayerName == nil) then
Nurfed_ColorPlayerName = Nurfed_DefaultColorPlayerName;
end
if (Nurfed_ColorPlayerHealthBar == nil) then
Nurfed_ColorPlayerHealthBar = Nurfed_DefaultColorPlayerHealthBar;
end
-- Save manually for standalone options
--RegisterForSave("Nurfed_ColorPlayerHealth");
--RegisterForSave("Nurfed_ColorPlayerMana");
--RegisterForSave("Nurfed_ColorPlayerName");
--RegisterForSave("Nurfed_ColorPlayerHealthBar");
-- Register slash commands
SlashCmdList["Nurfed_COLORPLAYERHEALTH"] = Nurfed_ColorPlayerHealthSlashHandler;
SLASH_Nurfed_COLORPLAYERHEALTH1 = "/unitbarcolorplayerhealth";
SLASH_Nurfed_COLORPLAYERHEALTH2 = "/ubcolorplayerhealth";
SlashCmdList["Nurfed_COLORPLAYERMANA"] = Nurfed_ColorPlayerManaSlashHandlers;
SLASH_Nurfed_COLORPLAYERMANA1 = "/unitbarcolorplayermana";
SLASH_Nurfed_COLORPLAYERMANA2 = "/ubcolorplayermana";
SlashCmdList["Nurfed_COLORPLAYERNAME"] = Nurfed_ColorPlayerNameSlashHandlers;
SLASH_Nurfed_COLORPLAYERNAME1 = "/unitbarcolorplayername";
SLASH_Nurfed_COLORPLAYERNAME2 = "/ubcolorplayername";
SlashCmdList["Nurfed_COLORPLAYERHEALTHBAR"] = Nurfed_ColorPlayerHealthBarSlashHandlers;
SLASH_Nurfed_COLORPLAYERHEALTHBAR1 = "/unitbarcolorplayerhealthbar";
SLASH_Nurfed_COLORPLAYERHEALTHBAR2 = "/ubcolorplayerhealthbar";
end
return;
end
end
-- Update player name depending on attack state
function Nurfed_UpdateAttackState ()
if (Nurfed_RetrieveOption ~= nil) then
if (Nurfed_RetrieveOption(213) ~= nil) then
Nurfed_ColorPlayerName = Nurfed_RetrieveOption(213)[Nurfed_VALUE];
end
end
if (Nurfed_ColorPlayerName == 1) then
local playerFrame = getglobal("PlayerFrame");
if (playerFrame.inCombat and playerFrame.OnHateList or playerFrame.inCombat) then
PlayerName:SetTextColor(1, 0, 0);
else
PlayerName:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
end
end
end
-- ** EXPERIENCE BAR FUNCTIONS ** --
function Nurfed_PlayerFrameExpBarOnLoad ()
-- Experience bar registrations
this:RegisterEvent("PLAYER_XP_UPDATE");
this:RegisterEvent("PLAYER_LEVEL_UP");
this:RegisterEvent("PLAYER_ENTERING_WORLD");
-- Can not be any higher, should not be lower
this:SetFrameLevel(0);
end
function Nurfed_PlayerFrameExpBarOnEvent (event)
-- Setup our experience bar when the player logs in, when experience changes, or when the player levels up
if (event == "PLAYER_XP_UPDATE" or event == "PLAYER_LEVEL_UP" or event == "PLAYER_ENTERING_WORLD") then
local currXP = UnitXP("player");
local nextXP = UnitXPMax("player");
this:SetMinMaxValues(min(0, currXP), nextXP);
this:SetValue(currXP);
return;
end
end
-- ** CLICK CATCH FUNCTIONS ** --
-- Function to register for clicks for the click catcher when it loads
function Nurfed_PlayerFrameClickCatchOnLoad ()
this:RegisterForClicks("LeftButtonUp", "RightButtonUp");
end
-- Function pulled from PlayerFrame.lua to handle clicks in our AddOn
function Nurfed_PlayerFrameClickCatch(button)
if ( SpellIsTargeting() and button == "RightButton" ) then
SpellStopTargeting();
return;
end
if ( button == "LeftButton" ) then
if ( SpellIsTargeting() ) then
SpellTargetUnit("player");
elseif ( CursorHasItem() ) then
AutoEquipCursorItem();
else
TargetUnit("player");
end
else
-- Right click menu needs to be moved
ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "PlayerFrame", 106, 27);
-- UnitPopup_ShowMenu(Nurfed_PlayerFrame, "SELF", "player");
-- UnitPopup:ClearAllPoints();
DropDownList1:ClearAllPoints();
-- Check for inverted frame status and position the menu accordingly
if (Nurfed_InvertUnitFrames == 1) then
DropDownList1:SetPoint("BOTTOMLEFT", "PlayerFrame", "TOPLEFT", 20, -10);
else
DropDownList1:SetPoint("TOPLEFT", "PlayerFrame", "BOTTOMLEFT", 20, 10);
end
end
end
-- ** TEXT DISPLAY FUNCTIONS ** --
function Nurfed_ShowPlayerHealth()
-- This gets the whole status text "Health xxxx / yyyy" - we need to parse it to remove the "Health" part
--[[ local text = PlayerFrameHealthBarText:GetText();
if( text == nil ) then
Nurfed_PlayerHealthText:SetText("Failure #1");
else
-- It always says "Health " first, so just remove the first 7 characters off the string
local health = strsub(text, 7);
if(health == nil) then
Nurfed_PlayerHealthText:SetText("Failure #2");
else
Nurfed_PlayerHealthText:SetText(health);
end
end]]
if (UnitHealth("player") and UnitHealthMax("player")) then
Nurfed_PlayerHealthText:SetText(UnitHealth("player").." / "..UnitHealthMax("player"));
end
end
function Nurfed_ShowPlayerHealthPercent()
-- This gets the whole status text "Health xxxx / yyyy" - we need to parse it to remove the "Health" part
--[[ local text = PlayerFrameHealthBarText:GetText();
if( text == nil ) then
Nurfed_PlayerHealthPercent:SetText("Failure #1");
else
-- It always says "Health " first, so just remove the first 7 characters off the string
local health = strsub(text, 7);
-- We now have "617 / 1234". We need to parse that to 2 variables: cur = "617" and total = "1234"
local find = strfind(health, "/");
if( find == nil ) then
Nurfed_PlayerHealthPercent:SetText(health);
else
local cur = strsub(health, 0, strlen(health)-find);
if( cur == nil) then
Nurfed_PlayerHealthPercent:SetText("Failure #2b");
else
local total = strsub(health, strlen(cur)+2);
if(strfind(total, "/") ~= nil) then
total = strsub(total, 2);
end
if ( total == nil ) then
Nurfed_PlayerHealthPercent:SetText("Failure #2c");
else
if( tonumber(cur) == 0 or tonumber(cur) == nil ) then
-- This can happen if you are dead
Nurfed_PlayerHealthPercent:SetText("0%");
return;
end
if(tonumber(total) == 0 or tonumber(total) == nil) then
-- This REALLY should be impossible
Nurfed_PlayerHealthPercent:SetText("Failure #2d");
return;
end
local percent = (tonumber(cur) / tonumber(total)) * 100;
Nurfed_PlayerHealthPercent:SetText(ceil(percent) .. "%");
if (Nurfed_RetrieveOption ~= nil) then
if (Nurfed_RetrieveOption(211) ~= nil) then
Nurfed_ColorPlayerHealth = Nurfed_RetrieveOption(211)[Nurfed_VALUE];
end
if (Nurfed_RetrieveOption(214) ~= nil) then
Nurfed_ColorPlayerHealthBar = Nurfed_RetrieveOption(214)[Nurfed_VALUE];
end
end
if (Nurfed_ColorPlayerHealth == 1) then
if ((percent <= 100) and (percent > 75)) then
Nurfed_PlayerHealthPercent:SetTextColor(0, 1, 0);
Nurfed_PlayerHealthText:SetTextColor(0, 1, 0);
elseif ((percent <= 75) and (percent > 50)) then
Nurfed_PlayerHealthPercent:SetTextColor(1, 1, 0);
Nurfed_PlayerHealthText:SetTextColor(1, 1, 0);
elseif ((percent <= 50) and (percent > 25)) then
Nurfed_PlayerHealthPercent:SetTextColor(1, 0.5, 0);
Nurfed_PlayerHealthText:SetTextColor(1, 0.5, 0);
else
Nurfed_PlayerHealthPercent:SetTextColor(1, 0, 0);
Nurfed_PlayerHealthText:SetTextColor(1, 0, 0);
end
else
Nurfed_PlayerHealthPercent:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
Nurfed_PlayerHealthText:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
end
if (Nurfed_ColorPlayerHealthBar == 1) then
if ((percent <= 100) and (percent > 75)) then
PlayerFrameHealthBar:SetStatusBarColor(0, 1, 0);
elseif ((percent <= 75) and (percent > 50)) then
PlayerFrameHealthBar:SetStatusBarColor(1, 1, 0);
elseif ((percent <= 50) and (percent > 25)) then
PlayerFrameHealthBar:SetStatusBarColor(1, 0.5, 0);
else
PlayerFrameHealthBar:SetStatusBarColor(1, 0, 0);
end
else
PlayerFrameHealthBar:SetStatusBarColor(0, 1, 0);
end
end
end
end
end]]
if (UnitHealth("player") and UnitHealthMax("player")) then
local health = UnitHealth("player");
local max = UnitHealthMax("player");
local percent = (health/max) * 100;
Nurfed_PlayerHealthPercent:SetText(ceil(percent).."%");
if (Nurfed_RetrieveOption ~= nil) then
if (Nurfed_RetrieveOption(211) ~= nil) then
Nurfed_ColorPlayerHealth = Nurfed_RetrieveOption(211)[Nurfed_VALUE];
end
if (Nurfed_RetrieveOption(214) ~= nil) then
Nurfed_ColorPlayerHealthBar = Nurfed_RetrieveOption(214)[Nurfed_VALUE];
end
end
if (Nurfed_ColorPlayerHealth == 1) then
if ((percent <= 100) and (percent > 75)) then
Nurfed_PlayerHealthPercent:SetTextColor(0, 1, 0);
Nurfed_PlayerHealthText:SetTextColor(0, 1, 0);
elseif ((percent <= 75) and (percent > 50)) then
Nurfed_PlayerHealthPercent:SetTextColor(1, 1, 0);
Nurfed_PlayerHealthText:SetTextColor(1, 1, 0);
elseif ((percent <= 50) and (percent > 25)) then
Nurfed_PlayerHealthPercent:SetTextColor(1, 0.5, 0);
Nurfed_PlayerHealthText:SetTextColor(1, 0.5, 0);
else
Nurfed_PlayerHealthPercent:SetTextColor(1, 0, 0);
Nurfed_PlayerHealthText:SetTextColor(1, 0, 0);
end
else
Nurfed_PlayerHealthPercent:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
Nurfed_PlayerHealthText:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
end
if (Nurfed_ColorPlayerHealthBar == 1) then
if ((percent <= 100) and (percent > 75)) then
PlayerFrameHealthBar:SetStatusBarColor(0, 1, 0);
elseif ((percent <= 75) and (percent > 50)) then
PlayerFrameHealthBar:SetStatusBarColor(1, 1, 0);
elseif ((percent <= 50) and (percent > 25)) then
PlayerFrameHealthBar:SetStatusBarColor(1, 0.5, 0);
else
PlayerFrameHealthBar:SetStatusBarColor(1, 0, 0);
end
else
PlayerFrameHealthBar:SetStatusBarColor(0, 1, 0);
end
end
end
function Nurfed_ShowPlayerMana()
-- This gets the whole status text "Mana xxxx / yyyy" - we need to parse it to remove the "Mana " part
--[[ local text = PlayerFrameManaBarText:GetText();
if( text == nil ) then
Nurfed_PlayerManaText:SetText("Failure #1");
else
-- Determine mana type and set a globally accessible variable
if (strfind(text, "Rage")) then
Nurfed_PlayerManaType = "Rage";
elseif (strfind(text, "Energy")) then
Nurfed_PlayerManaType = "Energy";
else
Nurfed_PlayerManaType = "Mana";
end
-- Initialize local mana text variable
local mana = nil;
-- Remove the first 5 or 7 characters, depending on mana type
if (Nurfed_PlayerManaType == "Energy") then
mana = strsub(text, 7);
else
mana = strsub(text, 5);
end
-- Make sure mana contains text, then color our text accordingly
if(mana == nil) then
Nurfed_PlayerManaText:SetText("Failure #2");
else
Nurfed_PlayerManaText:SetText(mana);
if (Nurfed_RetrieveOption ~= nil) then
if (Nurfed_RetrieveOption(212) ~= nil) then
Nurfed_ColorPlayerMana = Nurfed_RetrieveOption(212)[Nurfed_VALUE];
end
end
if (Nurfed_ColorPlayerMana == 1) then
if (Nurfed_PlayerManaType == "Rage") then
Nurfed_PlayerManaText:SetTextColor(1, 0.50, 0.50);
elseif (Nurfed_PlayerManaType == "Energy") then
Nurfed_PlayerManaText:SetTextColor(1, 1, 0);
else
Nurfed_PlayerManaText:SetTextColor(0.75, 0.75, 1);
end
else
Nurfed_PlayerManaText:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
end
end
end]]
if (UnitMana("player") and UnitManaMax("player") and UnitPowerType("player")) then
Nurfed_PlayerManaText:SetText(UnitMana("player").." / "..UnitManaMax("player"));
local type = UnitPowerType("player");
if (Nurfed_RetrieveOption ~= nil) then
if (Nurfed_RetrieveOption(212) ~= nil) then
Nurfed_ColorPlayerMana = Nurfed_RetrieveOption(212)[Nurfed_VALUE];
end
end
if (Nurfed_ColorPlayerMana == 1) then
if (type == 0) then
Nurfed_PlayerManaText:SetTextColor(0.75, 0.75, 1);
elseif (type == 1) then
Nurfed_PlayerManaText:SetTextColor(1, 0.50, 0.50);
elseif (type == 3) then
Nurfed_PlayerManaText:SetTextColor(1, 1, 0);
end
else
Nurfed_PlayerManaText:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
end
end
end
function Nurfed_ShowPlayerExp()
local currXP = UnitXP("player");
local nextXP = UnitXPMax("player");
local restXP = GetXPExhaustion();
if(restXP == nil) then
local str = format("%s / %s", currXP, nextXP);
Nurfed_ExpAmount:SetText(str);
else
-- Divide the rested # in half because
-- (a) that's the exp you really end up getting
-- (b) it isn't such an absurdly huge number taking up a lot of space on the UI.
local str = format("%s / %s (+%s)", currXP, nextXP, (tonumber(restXP) / 2));
Nurfed_ExpAmount:SetText(str);
end
end
-- ** SLASH HANDLER FUNCTIONS ** --
function Nurfed_ColorPlayerHealthSlashHandler (msg)
msg = string.lower(msg);
if (msg == "yes" or msg == "1" or msg == "true") then
Nurfed_ColorPlayerHealth = 1;
DEFAULT_CHAT_FRAME:AddMessage("Setting player health display text to color according to health percentage.", 1, 1, 1);
elseif (msg == "no" or msg == "0" or msg == "false") then
Nurfed_ColorPlayerHealth = 0;
DEFAULT_CHAT_FRAME:AddMessage("Setting player health display text color to default.", 1, 1, 1);
elseif (msg == "default" or msg == "reset" or msg == "revert") then
Nurfed_ColorPlayerHealth = Nurfed_DefaultColorPlayerHealth;
DEFAULT_CHAT_FRAME:AddMessage("Reverting player health color state to default.", 1, 1, 1);
elseif (msg == "help") then
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayerhealth /ubcolorplayerhealth", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player health.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player health.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
elseif (msg == "") then
if (Nurfed_ColorPlayerHealth == 1) then
Nurfed_ColorPlayerHealth = 0;
DEFAULT_CHAT_FRAME:AddMessage("Setting player health display text color to default.", 1, 1, 1);
else
Nurfed_ColorPlayerHealth = 1;
DEFAULT_CHAT_FRAME:AddMessage("Setting player health display text to color according to health percentage.", 1, 1, 1);
end
else
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayerhealth /ubcolorplayerhealth", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player health.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player health.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
end
end
function Nurfed_ColorPlayerManaSlashHanlder (msg)
msg = string.lower(msg);
if (msg == "yes" or msg == "1" or msg == "true") then
Nurfed_ColorPlayerMana = 1;
DEFAULT_CHAT_FRAME:AddMessage("Setting player mana display text to color according to mana type.", 1, 1, 1);
elseif (msg == "no" or msg == "0" or msg == "false") then
Nurfed_ColorPlayerMana = 0;
DEFAULT_CHAT_FRAME:AddMessage("Setting player mana display text color to default.", 1, 1, 1);
elseif (msg == "default" or msg == "reset" or msg == "revert") then
Nurfed_ColorPlayerMana = Nurfed_DefaultColorPlayerMana;
DEFAULT_CHAT_FRAME:AddMessage("Reverting player mana text display state to default.", 1, 1, 1);
elseif (msg == "help") then
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayermana /ubcolorplayermana", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player mana.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player mana.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
elseif (msg == "") then
if (Nurfed_ColorPlayerMana == 1) then
Nurfed_ColorPlayerMana = 0;
DEFAULT_CHAT_FRAME:AddMessage("Setting player mana display text color to default.", 1, 1, 1);
else
Nurfed_ColorPlayerMana = 1;
DEFAULT_CHAT_FRAME:AddMessage("Setting player mana display text to color according to mana type.", 1, 1, 1);
end
else
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayermana /ubcolorplayermana", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player mana.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player mana.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
end
end
function Nurfed_ColorPlayerNameSlashHanlder (msg)
msg = string.lower(msg);
if (msg == "yes" or msg == "1" or msg == "true") then
Nurfed_ColorPlayerName = 1;
DEFAULT_CHAT_FRAME:AddMessage("Setting player name text to color red when attack is on.", 1, 1, 1);
elseif (msg == "no" or msg == "0" or msg == "false") then
Nurfed_ColorPlayerName = 0;
DEFAULT_CHAT_FRAME:AddMessage("Setting player name text to stay default.", 1, 1, 1);
elseif (msg == "default" or msg == "reset" or msg == "revert") then
Nurfed_ColorPlayerName = Nurfed_DefaultColorPlayerName;
DEFAULT_CHAT_FRAME:AddMessage("Reverting player name text display state to default.", 1, 1, 1);
elseif (msg == "help") then
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayername /ubcolorplayername", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player name on attack.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player name on attack.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
elseif (msg == "") then
if (Nurfed_ColorPlayerName == 1) then
Nurfed_ColorPlayerName = 0;
DEFAULT_CHAT_FRAME:AddMessage("Setting player name text to stay default.", 1, 1, 1);
else
Nurfed_ColorPlayerName = 1;
DEFAULT_CHAT_FRAME:AddMessage("Setting player name text to color red when attack is on.", 1, 1, 1);
end
else
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayername /ubcolorplayername", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player name on attack.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player name on attack.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
end
end
function Nurfed_ColorPlayerHealthBarSlashHanlder (msg)
msg = string.lower(msg);
if (msg == "yes" or msg == "1" or msg == "true") then
Nurfed_ColorPlayerHealthBar = 1;
DEFAULT_CHAT_FRAME:AddMessage("Coloring player health bar progressively.", 1, 1, 1);
elseif (msg == "no" or msg == "0" or msg == "false") then
Nurfed_ColorPlayerHealthBar = 0;
DEFAULT_CHAT_FRAME:AddMessage("Coloring player health bar normally.", 1, 1, 1);
elseif (msg == "default" or msg == "reset" or msg == "revert") then
Nurfed_ColorPlayerHealthBar = Nurfed_DefaultColorPlayerHealthBar;
DEFAULT_CHAT_FRAME:AddMessage("Reverting player health bar option state to default.", 1, 1, 1);
elseif (msg == "help") then
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayerhealthbar /ubcolorplayerhealthbar", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player health bar progressively.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player health bar progressively.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
elseif (msg == "") then
if (Nurfed_ColorPlayerHealthBar == 1) then
Nurfed_ColorPlayerHealthBar = 0;
DEFAULT_CHAT_FRAME:AddMessage("Coloring player health bar normally.", 1, 1, 1);
else
Nurfed_ColorPlayerHealthBar = 1;
DEFAULT_CHAT_FRAME:AddMessage("Coloring player health bar progressively.", 1, 1, 1);
end
else
DEFAULT_CHAT_FRAME:AddMessage("Valid parameters for: /unitbarcolorplayerhealthbar /ubcolorplayerhealthbar", 1, 0.89, 0.01);
DEFAULT_CHAT_FRAME:AddMessage(" help - This listing.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" yes, true, or 1 - Color player health bar progressively.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" no, false, or 0 - Do not color player health bar progressively.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" default, reset, or revert - Revert to default state.", 1, 1, 1);
DEFAULT_CHAT_FRAME:AddMessage(" blank - Toggle based on current state.", 1, 1, 1);
end
end
Generated by GNU Enscript 1.6.5.90.