Better display of absorbs
p5hema2 opened this issue ยท 3 comments
Numbers over 1.000.000 Absorb are not displayed in a meaningful way.
Can you please Change the Numberformating functions to the code below.
So we can see if the absorbshields are 1,0001 mil or 1,99999 mil.
Former:
1.000.000 Absorb displayed as 1M
1.999.999 Absorb displayed as 1M
Later:
1.000.000 Absorb displayed as 1.0M
1.999.999 Absorb displayed as 1.9M
modules\unitframes\elements\tags.lua:74ff
oUF.Tags.Methods["ls:healabsorb"] = function(unit)
local healAbsorb = UnitGetTotalHealAbsorbs("player") or 0
local color = E:RGBToHEX(M.colors.healprediction.healabsorb)
if healAbsorb > 0 and healAbsorb < 1000000 then
return "|cff"..color.."+|r"..E:NumberFormat(healAbsorb)
elseif healAbsorb >= 1000000 then
return "|cff"..color.."-|r"..E:NumberFormat(healAbsorb,1)
else
return " "
end
end
oUF.Tags.Events["ls:healabsorb"] = "UNIT_HEAL_ABSORB_AMOUNT_CHANGED"
oUF.Tags.Methods["ls:damageabsorb"] = function(unit)
local damageAbsorb = UnitGetTotalAbsorbs(unit) or 0
local color = E:RGBToHEX(M.colors.healprediction.damageabsorb)
if damageAbsorb > 0 and damageAbsorb < 1000000 then
return "|cff"..color.."+|r"..E:NumberFormat(damageAbsorb)
elseif damageAbsorb >= 1000000 then
return "|cff"..color.."+|r"..E:NumberFormat(damageAbsorb,1)
else
return " "
end
end
oUF.Tags.Events["ls:damageabsorb"] = "UNIT_ABSORB_AMOUNT_CHANGED"
Hm.. Makes sense o_O
I'll take a look at all number-ish tags, there might be something else that needs tweaking :D
Done, I'll release an update within a week, need to fix/finish some other things first :D
And thank you!