local T = ShaguTweaks.T local hooksecurefunc = hooksecurefunc or ShaguTweaks.hooksecurefunc local module = ShaguTweaks:register({ title = T["Unit Frame Big Health"], description = T["Increases the healthbar of the player and target unitframe."], expansions = { ["vanilla"] = true }, category = T["Unit Frames"], enabled = nil, }) local addonpath local tocs = { "", "-master", "-tbc", "-wotlk" } for i = 1, table.getn(tocs) do local current = string.format("ShaguTweaks%s", tocs[i]) local _, title = GetAddOnInfo(current) if title then addonpath = "Interface\\AddOns\\" .. current break end end addonpath = addonpath or "Interface\\AddOns\\ShaguTweaks" module.enable = function(self) local normalTexture = addonpath .. "\\img\\UI-TargetingFrame" local eliteTexture = addonpath .. "\\img\\UI-TargetingFrame-Elite" local rareTexture = addonpath .. "\\img\\UI-TargetingFrame-Rare" PlayerFrameTexture:SetTexture(normalTexture) PlayerFrameHealthBar:SetPoint("TOPLEFT", 106, -22) PlayerFrameHealthBar:SetHeight(30) PlayerStatusTexture:SetTexture(addonpath .. "\\img\\UI-Player-Status") TargetFrameTexture:SetTexture(normalTexture) TargetFrameHealthBar:SetPoint("TOPRIGHT", -106, -22) TargetFrameHealthBar:SetHeight(30) -- Dark mode is applied after the world has loaded. Keep this event separate -- from the one-frame deferred setup so the event cannot be unregistered early. local world = CreateFrame("Frame") world:RegisterEvent("PLAYER_ENTERING_WORLD") world:SetScript("OnEvent", function() ShaguTweaks.DarkenFrame(PlayerFrameTexture) ShaguTweaks.DarkenFrame(TargetFrameTexture) this:UnregisterAllEvents() end) -- Delay hook installation by one frame so all enabled unit-frame modules have -- finished their setup first. This keeps hooks attached to the final handlers. local deferred = CreateFrame("Frame") deferred:SetScript("OnUpdate", function() this:SetScript("OnUpdate", nil) this:Hide() local function UpdateTargetClassificationTexture() local classification = UnitClassification("target") if classification == "worldboss" or classification == "rareelite" or classification == "elite" then TargetFrameTexture:SetTexture(eliteTexture) elseif classification == "rare" then TargetFrameTexture:SetTexture(rareTexture) else TargetFrameTexture:SetTexture(normalTexture) end end -- Let Blizzard and other addons finish classification handling, then apply -- the matching Big Health texture instead of replacing the global function. hooksecurefunc("TargetFrame_CheckClassification", UpdateTargetClassificationTexture) -- Keep status-bar text inside the lower half of the enlarged health bars. -- The stock Turtle-style text position sits too high once Big Health grows -- the bars upward and can overlap the unit name. if PlayerFrameHealthBar.TextString then PlayerFrameHealthBar.TextString:ClearAllPoints() PlayerFrameHealthBar.TextString:SetPoint("CENTER", PlayerFrameHealthBar, "CENTER", 0, -7) end if TargetFrameHealthBar.TextString then TargetFrameHealthBar.TextString:ClearAllPoints() TargetFrameHealthBar.TextString:SetPoint("CENTER", TargetFrameHealthBar, "CENTER", -2, -7) end local playerSetStatusBarColor = PlayerFrameHealthBar.SetStatusBarColor local targetSetStatusBarColor = TargetFrameHealthBar.SetStatusBarColor local function ApplyPlayerHealthColor() if not PlayerFrameNameBackground or not playerSetStatusBarColor then return end local r, g, b, a = PlayerFrameNameBackground:GetVertexColor() playerSetStatusBarColor(PlayerFrameHealthBar, r, g, b, a) end local function ApplyTargetHealthColor() if not TargetFrameNameBackground or not targetSetStatusBarColor then return end local r, g, b, a = TargetFrameNameBackground:GetVertexColor() targetSetStatusBarColor(TargetFrameHealthBar, r, g, b, a) end -- Keep the Big Health colors without replacing SetStatusBarColor with a -- no-op. Other addons may still call the original method normally. if PlayerFrameNameBackground then hooksecurefunc(PlayerFrameHealthBar, "SetStatusBarColor", ApplyPlayerHealthColor) hooksecurefunc(PlayerFrameNameBackground, "Show", function() PlayerFrameNameBackground:Hide() end) PlayerFrameNameBackground:Hide() ApplyPlayerHealthColor() end if TargetFrameNameBackground then hooksecurefunc(TargetFrameHealthBar, "SetStatusBarColor", ApplyTargetHealthColor) hooksecurefunc(TargetFrameNameBackground, "Show", function() TargetFrameNameBackground:Hide() end) TargetFrameNameBackground:Hide() ApplyTargetHealthColor() end -- Reapply the target health color after faction/class-color updates. hooksecurefunc("TargetFrame_CheckFaction", ApplyTargetHealthColor) -- Refresh once because the target frame may already have been initialized -- before this deferred setup ran. UpdateTargetClassificationTexture() TargetFrame_CheckFaction() end) end