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#401 Dreshtv

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Posted 20 May 2014 - 04:39 PM

View PostCkpoMHuk, on 03 April 2014 - 11:40 AM, said:


I want to remove this red garbage
but do not know what it's called
Be kind, tell me what it's called

Try this:

local noop = function() return end
for _, objname in ipairs({
"PlayerAttackBackground",
"PlayerAttackGlow",
"TargetAttackBackground",
"TargetAttackGlow",
"FocusAttackBackground",
"FocusAttackGlow",
}) do
local obj = _G[objname]
if obj then
  obj:Hide()
  obj.Show = noop
end
end


#402 Spyrö

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Posted 21 May 2014 - 06:39 AM

View PostRokhin_6606393, on 10 April 2014 - 05:28 PM, said:

Hello, I've been having some problems with the target of target module bugging. It's especially in battlegrounds that this has occurred. Here's the only add-on that I'm using, maybe there is a syntax error or something that makes ToT bug out?
What's the error you're having? Paste de lua error.

#403 Spyrö

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Posted 21 May 2014 - 06:44 AM

View PostCkpoMHuk, on 03 April 2014 - 11:40 AM, said:

Posted Image
I want to remove this red garbage
but do not know what it's called
Be kind, tell me what it's called
The aggro textures around the unitframes are PlayerFrameFlash, TargetFrameFlash and FocusFrameFlash.
This should work:
PlayerFrameFlash:Hide(); PlayerFrameFlash.Show = function() end
TargetFrameFlash:Hide(); TargetFrameFlash.Show = function() end
FocusFrameFlash:Hide(); FocusFrameFlash.Show = function() end


#404 CkpoMHuk

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Posted 21 May 2014 - 07:19 AM

View PostDreshtv, on 20 May 2014 - 04:39 PM, said:

Try this:

local noop = function() return end
for _, objname in ipairs({
"PlayerAttackBackground",
"PlayerAttackGlow",
"TargetAttackBackground",
"TargetAttackGlow",
"FocusAttackBackground",
"FocusAttackGlow",
}) do
local obj = _G[objname]
if obj then
obj:Hide()
obj.Show = noop
end
end
Thanks for the help!
but why then your code does not work

View PostSpyrö, on 21 May 2014 - 06:44 AM, said:

The aggro textures around the unitframes are PlayerFrameFlash, TargetFrameFlash and FocusFrameFlash.
This should work:
PlayerFrameFlash:Hide(); PlayerFrameFlash.Show = function() end
TargetFrameFlash:Hide(); TargetFrameFlash.Show = function() end
FocusFrameFlash:Hide(); FocusFrameFlash.Show = function() end

You are my hero

#405 HTFael

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Posted 09 June 2014 - 07:14 PM

View PostSyncrow, on 05 July 2013 - 03:49 AM, said:

This will do it, and you can change the x, y points where you want (outside of combat)
/run for i = 1, 12 do local bar = _G["MultiBarLeftButton"..i]; bar:ClearAllPoints(); bar:SetPoint("CENTER",UIParent,0+(40*math.ceil(i-1)),0) end

Any idea how to format it for lua?

#406 Spyrö

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Posted 10 June 2014 - 04:16 PM

View PostHTFael, on 09 June 2014 - 07:14 PM, said:

Any idea how to format it for lua?
Remove the /run and paste it in your scripts addon.

#407 HTFael

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Posted 10 June 2014 - 06:54 PM

View PostSpyrö, on 10 June 2014 - 04:16 PM, said:

Remove the /run and paste it in your scripts addon.

Thank you it worked.  Had to add the player entering world part for it to work.

#408 HTFael

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Posted 10 June 2014 - 09:45 PM

View PostSyncrow, on 28 July 2013 - 03:44 PM, said:

copy/paste the following into your addon code
for i, f in pairs({TargetFrame, PlayerFrame, FocusFrame}) do f.name:SetVertexColor(1,0,0) end

Anyway to add the color to Arena Enemy Frames?  I tried adding MAX_ARENA_ENEMIES, and Arena 1-5, no luck.  Pretty Please :)

#409 CkpoMHuk

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Posted 20 June 2014 - 09:37 PM

here there is a way to add interest to a duel?

#410 Tuffmode

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Posted 22 June 2014 - 04:45 PM

Does anyone know of a script/addon that will show the DK presence color skull over the default player frame UI picture (simliar to the way losecontrol shows the overlay on the frame)?

#411 Spyrö

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Posted 03 July 2014 - 12:49 PM

View PostTuffmode, on 22 June 2014 - 04:45 PM, said:

Does anyone know of a script/addon that will show the DK presence color skull over the default player frame UI picture (simliar to the way losecontrol shows the overlay on the frame)?
Add the presences buff ID's on the "spellIds" table of LoseControl.lua:
[48263] = "Other", -- Blood Presence
[48265] = "Other", -- Unholy Presence
[48266] = "Other", -- Frost Presence


#412 Spyrö

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Posted 03 July 2014 - 12:53 PM

View PostHTFael, on 10 June 2014 - 09:45 PM, said:

Anyway to add the color to Arena Enemy Frames?  I tried adding MAX_ARENA_ENEMIES, and Arena 1-5, no luck.  Pretty Please :)
function Addon:ADDON_LOADED(Name)
  if Name == "Blizzard_ArenaUI" then
	for i = 1, 5 do
	  _G["ArenaPrepFrame"..i.."Texture"]:SetVertexColor(0.4, 0.4, 0.4)
	  _G["ArenaEnemyFrame"..i.."Texture"]:SetVertexColor(0.4, 0.4, 0.4)
	  _G["ArenaEnemyFrame"..i.."PetFrameTexture"]:SetVertexColor(0.4, 0.4, 0.4)
	end
  end
end


#413 Spyrö

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Posted 03 July 2014 - 01:05 PM

View PostDiqmunch, on 30 April 2014 - 07:09 PM, said:

Hi.
I am currently using alot of the scripts in my own addon that is taken from the author of this topic. One of the futures i has is the darkened UI style, textures from IboUI. However, most of my UI becomes dark like it is supposes to be except the outher edge of every single actionbutton (ActionButton1-12, MulitBarBottomLeftButton1-12 etc). The edge here looks kinda gray-ish and does not melt good together with the rest of my sweet dark UI. Is there anyone here that known how I can change that little individual border around each of the actionbuttons to loook darker (through scripts)!?
Any help would greatly been appriciated ;)
Add this textures to the darkening script:
BonusActionBarFrameTexture0, BonusActionBarFrameTexture1, BonusActionBarFrameTexture2, BonusActionBarFrameTexture3, BonusActionBarFrameTexture4, MainMenuMaxLevelBar0, MainMenuMaxLevelBar1, MainMenuMaxLevelBar2, MainMenuMaxLevelBar3, MainMenuBarTexture0, MainMenuBarTexture1, MainMenuBarTexture2, MainMenuBarTexture3


#414 Tuffmode

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Posted 13 July 2014 - 09:18 PM

View PostSpyrö, on 03 July 2014 - 12:49 PM, said:

Add the presences buff ID's on the "spellIds" table of LoseControl.lua:
[48263] = "Other", -- Blood Presence
[48265] = "Other", -- Unholy Presence
[48266] = "Other", -- Frost Presence

thanks spyro but how do I show the "Other" frame in Losecontrol?

#415 Spyrö

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Posted 13 July 2014 - 09:32 PM

View PostTuffmode, on 13 July 2014 - 09:18 PM, said:

thanks spyro but how do I show the "Other" frame in Losecontrol?
Other is not a frame, is a priority level.

#416 Tuffmode

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Posted 13 July 2014 - 09:33 PM

View PostSpyrö, on 13 July 2014 - 09:32 PM, said:

Other is not a frame, is a priority level.

I want to show the DK presence at all times over the player frame, that doesn't work..ty for the reply!

#417 Man2

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Posted 14 July 2014 - 05:01 AM

local tfua = TargetFrame_UpdateAuras
TargetFrame_UpdateAuras = function(tf)
local a = {tfua(tf)}
if UnitCanAttack("player", "target") then
for i=1, MAX_TARGET_BUFFS do
do
local f = _G["TargetFrameBuff"..i.."Stealable"]
if not f then break end
if (select(5,UnitBuff("target",i))) == "Magic" then
f:Show()
else
f:Hide()
end
end
end
end
return unpack(a)
end

Its not worked!( Help me please create script to hide enemy target buffs but show only magic/diapelable buffs

#418 CkpoMHuk

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Posted 23 July 2014 - 09:50 AM

there is information that you can remove the player level with texture (at Target)
Is that true?

#419 Madalina

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Posted 24 July 2014 - 12:50 AM

Does anyone have a script for the default target frame to fade it out to a certain level defined by me if the target is not in range? Been searching for it but could not find anything.

#420 Flaffylol

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Posted 24 July 2014 - 01:51 AM

Hi, was a fix ever found for the problem with item 2.3 Darken all the graphics Ibo/Lorti UI style, when the button 'facade' would reset upon moving spells around on your bars?
Thanks!




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