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Hey
As i mentioned in the title, having maximum shield amount set to 0 so it uses max health causes some weird interactions when its not set to update when the units max health changes. Solved it by changing the following.
function Shields:OnEnable() self:UpdateDB() self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", "UpdateUnit") self:RegisterEvent("UNIT_MAXHEALTH", "UpdateUnit") end function Shields:OnDisable() self:UnregisterEvent("UNIT_ABSORB_AMOUNT_CHANGED") self:UnregisterEvent("UNIT_MAXHEALTH") end function Shields:UpdateUnit(_,unit) self:UpdateIndicators(unit) end
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