frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
- frame:RegisterEvent("PARTY_MEMBER_ENABLE");
- frame:RegisterEvent("PARTY_MEMBER_DISABLE");
frame:RegisterEvent("GROUP_ROSTER_UPDATE");
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
end
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT");
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT");
frame.mana:Hide();
+ frame:UnregisterEvent("PARTY_MEMBER_ENABLE");
+ frame:UnregisterEvent("PARTY_MEMBER_DISABLE");
frame:UnregisterEvent("UNIT_POWER");
frame:UnregisterEvent("UNIT_MAXPOWER");
frame:UnregisterEvent("UNIT_DISPLAYPOWER");
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2);
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
frame.mana:Show();
+ frame:RegisterEvent("PARTY_MEMBER_ENABLE");
+ frame:RegisterEvent("PARTY_MEMBER_DISABLE");
frame:RegisterUnitEvent("UNIT_POWER", frame.unit);
frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit);
frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit);
updateRole(frame, frame.unit);
updateVehicle(frame);
updateMaxHealth(frame, frame.displayed);
- updateMaxPower(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateText(frame, frame.displayed);
- updatePower(frame, frame.displayed);
+ if frame.role.healer then
+ updateMaxPower(frame, frame.displayed);
+ updatePower(frame, frame.displayed);
+ updatePowerColor(frame, frame.displayed);
+ end
updateAuras(frame, frame.displayed);
updateShield(frame, frame.displayed);
updateHealPred(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
- updatePowerColor(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateName(frame, frame.displayed);
updateIncomingRes(frame, frame.unit);