-- 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"