From fcec2abeeb2d7aa9ad69e4dd8ef2c4fd6397730c Mon Sep 17 00:00:00 2001 From: Scott Sibley Date: Tue, 19 Oct 2010 22:11:18 +0000 Subject: [PATCH] Allow multiple effects to show, before it was only 1 effect. --- Modules/UnitTooltip/UnitTooltip.lua | 109 +++++++++++++++++++++-------------- 1 file changed, 67 insertions(+), 42 deletions(-) diff --git a/Modules/UnitTooltip/UnitTooltip.lua b/Modules/UnitTooltip/UnitTooltip.lua index 2c5c30c..1621103 100644 --- a/Modules/UnitTooltip/UnitTooltip.lua +++ b/Modules/UnitTooltip/UnitTooltip.lua @@ -257,50 +257,75 @@ return value left = "return 'Effects'", right = [[ local name = Name(unit) +local str = "" if UnitIsBanished(unit) then - return "Banished" -elseif UnitIsCharmed(unit) then - return "Charmed" -elseif UnitIsConfused(unit) then - return "Confused" -elseif UnitIsDisoriented(unit) then - return "Disoriented" -elseif UnitIsFeared(unit) then - return "Feared" -elseif UnitIsFrozen(unit) then - return "Frozen" -elseif UnitIsHorrified(unit) then - return "Horrified" -elseif UnitIsIncapacitated(unit) then - return "Incapacitated" -elseif UnitIsPolymorphed(unit) then - return "Polymorphed" -elseif UnitIsSapped(unit) then - return "Sapped" -elseif UnitIsShackled(unit) then - return "Shackled" -elseif UnitIsAsleep(unit) then - return "Asleep" -elseif UnitIsStunned(unit) then - return "Stunned" -elseif UnitIsTurned(unit) then - return "Turned" -elseif UnitIsDisarmed(unit) then - return "Disarmed" -elseif UnitIsPacified(unit) then - return "Pacified" -elseif UnitIsRooted(unit) then - return "Rooted" -elseif UnitIsSilenced(unit) then - return "Silenced" -elseif UnitIsEnsnared(unit) then - return "Ensnared" -elseif UnitIsEnraged(unit) then - return "Enraged" -elseif UnitIsWounded(unit) then - return "Wounded" + sre = sre .. "[Banished]" +end +if UnitIsCharmed(unit) then + str = str .. "[Charmed]" +end +if UnitIsConfused(unit) then + str = str .. "[Confused]" +end +if UnitIsDisoriented(unit) then + str = str .. "[Disoriented]" +end +if UnitIsFeared(unit) then + str = str .. "[Feared]" +end +if UnitIsFrozen(unit) then + str = str .. "[Frozen]" +end +if UnitIsHorrified(unit) then + str = str .. "[Horrified]" +end +if UnitIsIncapacitated(unit) then + str = str .. "[Incapacitated]" +end +if UnitIsPolymorphed(unit) then + str = str .. "[Polymorphed]" +end +if UnitIsSapped(unit) then + str = str .. "[Sapped]" +end +if UnitIsShackled(unit) then + str = str .. "[Shackled]" +end +if UnitIsAsleep(unit) then + str = str .. "[Asleep]" +end +if UnitIsStunned(unit) then + str = str .. "[Stunned]" +end +if UnitIsTurned(unit) then + str = str .. "[Turned]" +end +if UnitIsDisarmed(unit) then + str = str .. "[Disarmed]" +end +if UnitIsPacified(unit) then + str = str .. "[Pacified]" +end +if UnitIsRooted(unit) then + str = str .. "[Rooted]" +end +if UnitIsSilenced(unit) then + str = str .. "[Silenced]" +end +if UnitIsEnsnared(unit) then + str = str .. "[Ensnared]" +end +if UnitIsEnraged(unit) then + str = str .. "[Enraged]" +end +if UnitIsWounded(unit) then + str = str .. "[Wounded]" +end +if str == "" then + return "Has Control" +else + return str end -return "Has Control" ]], rightUpdating = true, enabled = true, -- 1.7.9.5