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local SMOOTH_ANIMATE_BAR = truelocal SET_BAR = false return barend local gradient = ZO_POWER_BAR_GRADIENT_COLORS[COMBAT_MECHANIC_FLAGS_HEALTH] end for i = BOSS_RANK_ITERATION_BEGIN, BOSS_RANK_ITERATION_END do end local function PowerUpdateHandlerFunction(unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax) end local powerUpdateEventHandler = ZO_MostRecentPowerUpdateHandler:New("BossBar", PowerUpdateHandlerFunction) control:RegisterForEvent(EVENT_BOSSES_CHANGED, function(_, forceReset) self:RefreshAllBosses(forceReset) end) control:RegisterForEvent(EVENT_INTERFACE_SETTING_CHANGED, function(_, settingSystem, settingId) self:OnInterfaceSettingChanged(settingSystem, settingId) end) control:RegisterForEvent(EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function() self:OnGamepadPreferredModeChanged() end)endendendendend if bossEntry ~= nil then bossEntry.health = health bossEntry.maxHealth = maxHealth endend local totalHealth = 0 local totalMaxHealth = 0 totalHealth = totalHealth + bossEntry.health totalMaxHealth = totalMaxHealth + bossEntry.maxHealth end end end --if there are multiple bosses and one of them dies and despawns in the middle of the fight we --still want to show them as part of the boss bar (otherwise it will reset to 100%). local currentBossCount = 0 currentBossCount = currentBossCount + 1 end end --if there are no bosses left it's safe to reset everything endend--Events endendend if settingSystem == SETTING_TYPE_UI and settingId == UI_SETTING_RESOURCE_NUMBERS then endend--Global XMLend |