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, hp, true) return end if (net < 0 ) then aura_env.region:SetDurationInfo(-net, hp, true) return else aura_env.region:SetDurationInfo(0, hp, true) return end end