No, there is no "issue", just that the name doesn't turn back to classcolor after ghost, but on the other hand, it change to the correct color when going from alive to dead/ghost, that's the weird point.
also, you do not need to use updateColor for power|health(bg) if you already use self.Power|Health.colorX
I tried but the thing is if i do that then the bg doesn't have the right alpha *.25 like if oUF had a default to something like *.75
But tbh this is not the real problem right now, update color thing is really driving me mad.
Just replaced it with my original color function, seemed to work without any issues for me, tested it with a premade daily bg
the code i used
local function UpdateColor(self, element, unit, func)
if(UnitIsDead(unit) or UnitIsGhost(unit) or not UnitIsConnected(unit)) then
return element[func](element, 0.84, 0.75, 0.65)
elseif(UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit)) then
color = self.colors.tapped
elseif(unit == 'pet') then
color = self.colors.happiness[GetPetHappiness()] or self.colors.power[UnitPowerType(unit)]
local _, class = UnitClass(unit)
color = self.colors.class[class]
color = self.colors.reaction[UnitReaction(unit, 'player')] or self.colors.health
element[func](element, color, color, color)
Just started to play around with oUF and lua and I'm wondering if it's possible to change width and height of frames after they spawned? I've tried :SetWidth() and :SetHeight() but without any success so far.
I basically want my raid frames size in relation to GetNumRaidMembers().
Anyone tired this before?