Make status colors configurable

The aura based status colors can now be configured in frames.lua. This
is important in TBC where some healers don't care about e.g. magic
debuffs.
This commit was merged in pull request #12.
This commit is contained in:
Andreas authored and omicron committed 2026-10-31 11:59:51 +00:00
1 parent 4567bea3f9
commit 0569c100a1
2 files changed
+65 -21

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+47
View File
@@ -26,6 +26,8 @@ local colors = {
disease = { 0.4, 0.2, 0.0 }, disease = { 0.4, 0.2, 0.0 },
poison = { 0.0, 0.7, 0.7 }, poison = { 0.0, 0.7, 0.7 },
curse = { 0.7, 0.0, 0.7 }, curse = { 0.7, 0.0, 0.7 },
immune = { 0.0, 0.2, 0.4 },
bomb = { 1.0, 0.7, 0.7 },
red = { 1, 0, 0 }, red = { 1, 0, 0 },
blue = { 0.4, 0.4, 1 }, blue = { 0.4, 0.4, 1 },
light_blue = { 0.7, 0.7, 1 }, light_blue = { 0.7, 0.7, 1 },
@@ -833,6 +835,51 @@ local function TriggerConfig()
return triggers return triggers
end end
local function StatusColorClassConfig()
local _, class = UnitClass("player")
if class == "DRUID" then
return {
{ status = "Curse", color = colors.curse },
{ status = "Poison", color = colors.poison },
}
elseif class == "MAGE" then
return {
{ status = "Curse", color = colors.curse },
}
elseif class == "PALADIN" then
return {
{ status = "Magic", color = colors.magic },
{ status = "Poison", color = colors.poison },
{ status = "Disease", color = colors.disease },
}
elseif class == "PRIEST" then
return {
{ status = "Magic", color = colors.magic },
{ status = "Disease", color = colors.disease },
}
elseif class == "SHAMAN" then
return {
{ status = "Poison", color = colors.poison },
{ status = "Disease", color = colors.disease },
}
end
return {}
end
local function StatusColorConfig()
local statusColors = {
{ status = "Immune", color = colors.immune },
{ status = "Bomb", color = colors.bomb },
}
for _, entry in ipairs(StatusColorClassConfig()) do
table.insert(statusColors, entry)
end
return statusColors
end
local types = omif.GetModule("types") local types = omif.GetModule("types")
local UnitFrame = types.UnitFrame local UnitFrame = types.UnitFrame
local UnitGroup = types.UnitGroup local UnitGroup = types.UnitGroup
+18 -21
View File
@@ -50,12 +50,6 @@ local colors = {
low = { 1.0, 0.0, 0 }, low = { 1.0, 0.0, 0 },
offline = { 0.7, 0.7, 0.7 }, offline = { 0.7, 0.7, 0.7 },
dead = { 0.7, 0.7, 0.7 }, dead = { 0.7, 0.7, 0.7 },
magic = { 0.4, 0.4, 1.0 },
disease = { 0.4, 0.2, 0.0 },
poison = { 0.0, 0.7, 0.7 },
curse = { 0.7, 0.0, 0.7 },
immune = { 0.0, 0.2, 0.4 },
bomb = { 1.0, 0.7, 0.7 },
cyan = { 0.0, 0.8, 0.8 }, cyan = { 0.0, 0.8, 0.8 },
white = { 1.0, 1.0, 1.0 }, white = { 1.0, 1.0, 1.0 },
shield = { 0.85, 0.95, 1.0 }, shield = { 0.85, 0.95, 1.0 },
@@ -90,6 +84,8 @@ function UnitFrame:Init(unit, config)
self.rangeEnemy = config.range.enemy self.rangeEnemy = config.range.enemy
self.rangeFade = config.range.fade self.rangeFade = config.range.fade
self.statusColors = config.statusColors
local secure = self:CreateSecureFrame(width, height) local secure = self:CreateSecureFrame(width, height)
secure:Hide() secure:Hide()
@@ -662,23 +658,24 @@ function UnitFrame:UpdateHealthColor()
if not isFriend then if not isFriend then
self.hp:SetColor(unpack(colors.hostile)) self.hp:SetColor(unpack(colors.hostile))
elseif self.auras.statusCount["Immune"] then return
self.hp:SetColor(unpack(colors.immune)) end
elseif self.auras.statusCount["Bomb"] then
self.hp:SetColor(unpack(colors.bomb)) local statusColor = nil
elseif self.auras.statusCount["Magic"] then for _, entry in ipairs(self.statusColors) do
self.hp:SetColor(unpack(colors.magic)) if self.auras.statusCount[entry.status] then
elseif self.auras.statusCount["Curse"] then statusColor = entry.color
self.hp:SetColor(unpack(colors.curse)) break
elseif self.auras.statusCount["Poison"] then end
self.hp:SetColor(unpack(colors.poison)) end
elseif self.auras.statusCount["Disease"] then
self.hp:SetColor(unpack(colors.disease)) if statusColor then
elseif isFriend and UnitIsDead(unit) then self.hp:SetColor(unpack(statusColor))
elseif UnitIsDead(unit) then
self.hp:SetColor(unpack(colors.dead)) self.hp:SetColor(unpack(colors.dead))
elseif isFriend and pct >= 0.90 then elseif pct >= 0.90 then
self.hp:SetColor(unpack(colors.healthy)) self.hp:SetColor(unpack(colors.healthy))
elseif isFriend and pct >= 0.75 then elseif pct >= 0.75 then
local progress = (pct - 0.75) / (0.90 - 0.75) local progress = (pct - 0.75) / (0.90 - 0.75)
self.hp:SetInterpolatedColor(colors.mid, colors.high, progress) self.hp:SetInterpolatedColor(colors.mid, colors.high, progress)
else else