function() local net = aura_env.totalHealAbsorb * 1.5 - aura_env.totalDmgAbsorb; -- Use player HP to gauge the limits of the progress bar. -- Seems reasonable for now. Maybe want to stick some multipliers on. local hp = UnitHealth("player") if WeakAuras.IsOptionsOpen() then aura_env.region:SetDurationInfo(0.25*hp, hp, true) return "25K" end -- AbbreviateNumbers sucks for negative numbers so handle it if net < 0 then net = -net aura_env.region:SetDurationInfo(0, hp, true) return "-" .. AbbreviateNumbers(net) else aura_env.region:SetDurationInfo(net, hp, true) return AbbreviateNumbers(net) end end