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oUF_SVengeance (r1)

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Change Log:
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Fixed Typo in the Disable function.

Description:
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oUF_SVengeance
This is my implementation of an oUF element that shows Vengeance for tanks.

Example of usage:
Add oUF_SVengeance to your layout's optdeps:
## OptionalDeps: oUF_SVengeance
Add the bar to your player frame in your layout, ex:

if IsAddOnLoaded("oUF_SVengeance") then
local v = CreateFrame("statusbar", nil, self)
v:SetHeight(myheight)
v:SetWidth(mywidth)
v:SetPoint(...)
v.Usetext = true
self.Vengeance = v
end

Using this code above you'll create a simple status bar, that fills from left to right.
On this element will be automatically placed a fontstring in its middle to show the vengeance value as ex: 4.5k / 16.80k

Options list (you can find this on top in the main lua file.)

Options:
Vengeange:SetStatusBarTexture
Set a Statusbar texture, default will be used if none specified
Vengeance.Value
Fontstring, default will be created if none specified. Requires Usetext to not be false.

Vengeance.Usetext =
true = shows the amount of vengeance on the bar as ex: 850 / 16.20k if <1000 otherwise will show ex: 1.3k / 16.20k
"perc" = shows the Value as a % of the max venge, implies true.
false = doesn't show any text

Vengeance.Orientation =
by default is HORIZONTAL, meaning left to right.
Set to "VERTICAL" to have a bar that fills from bottom to top

Vengeance.TextOverride = function(self, curvengeance)
Can be used to override the default text, requires Vengeance.Usetext to not be false
curvengeance is the venge you have, ex: 1200
Vengence.max can be used to retrieve the max venge you can aquire
Use Vengeance.Value:SetText() to set the text.

Vengeance.PostUpdate = function(self,curvengeance)
Can be used for further customization, if no function is provided the bar will be colored red if at low venge Value, green at high V...

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