-- oUF_SimpleConfig: tags -- zork, 2016 ----------------------------- -- Variables ----------------------------- local A, L = ... ----------------------------- -- Tags ----------------------------- local floor = floor --tag method: oUF_SimpleConfig:status L.C.tagMethods["oUF_SimpleConfig:status"] = function(unit,...) if UnitAffectingCombat(unit) then return "|TInterface\\CharacterFrame\\UI-StateIcon:20:20:0:0:64:64:33:64:0:31|t" elseif unit == "player" and IsResting() then return "|TInterface\\CharacterFrame\\UI-StateIcon:20:20:0:0:64:64:0:31:0:31|t" end end --tag method: oUF_SimpleConfig:classification L.C.tagMethods["oUF_SimpleConfig:classification"] = function(unit) local c = UnitClassification(unit) local l = UnitLevel(unit) if(c == 'worldboss' or l == -1) then return '|cffff0000{B}|r ' elseif(c == 'rare') then return '|cffff9900{R}|r ' elseif(c == 'rareelite') then return '|cffff0000{R+}|r ' elseif(c == 'elite') then return '|cffff6666{E}|r ' end end --tag method: oUF_SimpleConfig:happiness L.C.tagMethods["oUF_SimpleConfig:happiness"] = function(unit) happiness, damagePercentage, loyaltyRate = GetPetHappiness() local happyString = '' if happiness then if (happiness == 1) then happyString = '|cffff0000[+]|r ' -- unhappy elseif (happiness == 2) then happyString = '|cffffff00[+]|r ' -- content elseif (happiness == 3) then happyString = '|cff00ff00|r ' -- happy end end return happyString end --tag event: oUF_Simple:status L.C.tagEvents["oUF_SimpleConfig:status"] = "PLAYER_REGEN_DISABLED PLAYER_REGEN_ENABLED PLAYER_UPDATE_RESTING" --tag event: oUF_Simple:status L.C.tagEvents["oUF_SimpleConfig:classification"] = "UNIT_CLASSIFICATION_CHANGED" --tag event: oUF_Simple:happiness L.C.tagEvents["oUF_SimpleConfig:happiness"] = "UNIT_HAPPINESS"