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#601 Abidalzim

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Posted 05 March 2015 - 10:05 PM

View PostStako, on 04 March 2015 - 10:15 PM, said:

Replace
trinket = CreateFrame("Cooldown", arenaFrame.."Trinket", ArenaEnemyFrames)
with
trinket = CreateFrame("Cooldown", arenaFrame.."Trinket", ArenaEnemyFrames, "CooldownFrameTemplate")

May need to add trinket:ClearAllPoints() under that, too.
trinket = CreateFrame("Cooldown", arenaFrame.."Trinket", ArenaEnemyFrames, "CooldownFrameTemplate")
trinket:ClearAllPoints()
Had to add the clearallpoints, but now it works like a charm from what I could tell. It should maybe be added to the original code?
Zaka pa te če naja morš te ne, te pa če pa te ne čuj, kaj te to te je, ne?

#602 Intension

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Posted 11 March 2015 - 11:03 PM

Hello, I've been messing around with an old addon by Miirkat to display class icons on the portrait, if the target is a druid it should display the form icon instead.

That's mostly working correctly so far, I would like to change something tho - I don't want pets, mobs and npcs to display a class icon, just the regular portrait... is that possible? Also the feral talent "Claws of Shirvallah" isn't being detected properly, can't understand why, I've already added the correct ID. And finally, most likely the code is extremely outdated which might lead to errors/bad performance. If someone could give it a look I would really, really appreciate it!

UFP = "UnitFramePortrait_Update"
UICC = "Interface\\TargetingFrame\\UI-Classes-Circles"
CIT = CLASS_ICON_TCOORDS

hooksecurefunc(UFP, function(self)
if self.portrait then
if self.unit == "player" or self.unit == "pet" or self.unit == "partypet1" or self.unit == "partypet2" or self.unit == "partypet3" or self.unit == "partypet4" then return end
if select(2,UnitClass(self.unit)) == "DRUID" then
local i, flag=1, false
while UnitBuff(self.unit, i) do
local id = select(11,UnitBuff(self.unit, i))


--768 (Cat Form) 783 (Travel Form) 5487 (Bear Form) 24858 (Moonkin Form) 33891 (Incarnation: Tree of Life)
--102543 (Incarnation: King of the Jungle) 102558 (Incarnation: Son of Ursoc) 102560 (Incarnation: Chosen of Elune) 165962 (Flight Form) 171745 (Claws of Shirvallah)

if id == 768 or id == 783 or id == 5487 or id == 24858 or id == 33891 or id == 33943 or id == 102543 or id == 102558 or id == 102560 or id == 102560 or id == 165962 or id == 171745 then
SetPortraitToTexture(self.portrait, GetSpellTexture(id));
self.portrait:SetTexCoord(0, 1, 0, 1)
flag = true
end

i = i + 1

end
if not flag then
self.portrait:SetTexture(UICC)
self.portrait:SetTexCoord(unpack(CIT.DRUID))
end

else
local t = CIT[select(2,UnitClass(self.unit))]
if t then self.portrait:SetTexture(UICC)
self.portrait:SetTexCoord(unpack(t))

end
end
end
end)

Edited by Intension, 12 March 2015 - 01:09 AM.


#603 Jiggles

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Posted 13 March 2015 - 04:41 AM

it appears trying to make changes to the in game combat text using these scripts on page one is borked my my UI is affecting it somehow, errors out.


I just want to disable periodic heals (or leave them but maybe add a threshold) as they are pretty spammy on a druid

#604 Deadlycuts

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Posted 13 March 2015 - 08:15 AM

hello!
In reference to this topic, i was trying to make glowing edge on spiral only for target and focus buffs and debuffs, and after some research i've found that it have smthing to be done with this:
Cooldown:SetDrawEdge(enable)
but then i've found an old post somewhere how to disable glowing edge, so i modified it abit so it would do opposite:

local function EnableDrawEdge(self, start, duration, enable, charges, maxCharges, forceShowDrawEdge)
self:SetDrawEdge(enable)
end
hooksecurefunc("CooldownFrame_SetTimer", EnableDrawEdge)

but it creates glowing edges on every cooldown spiral even GCD ones, can you please help me to enable glowing edge only on unit frames like target/focus/etc (maybe modify this code or maybe there is an easier variant). Would really appreciate it! thank you!

#605 Jiggles

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Posted 15 March 2015 - 04:04 PM

View PostJiggles, on 13 March 2015 - 04:41 AM, said:

it appears trying to make changes to the in game combat text using these scripts on page one is borked my my UI is affecting it somehow, errors out.


I just want to disable periodic heals (or leave them but maybe add a threshold) as they are pretty spammy on a druid


Yeah I can't get these to work:

LoadAddOn("Blizzard_CombatText")

COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {var = nil, show = nil}
:(

#606 Fysh

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Posted 02 April 2015 - 11:12 PM

Hello, I made this little script in an Add-on to move the default blizz casting bar. It does work, but sometimes when I load into a instance it hides my casting bar and I have to use /reload to let it show again. Did I do something wrong or does someone know how to improve it?

Also I was wonder if it is able to mirror the default focus frame to make it look like the player frame, and not like the target frame, with the portrait on the left side.

local update = CreateFrame("Frame")
update:RegisterEvent("PLAYER_ENTERING_WORLD")
local function eventHandler(self,event)
if event == "PLAYER_ENTERING_WORLD" then
CastingBarFrame:SetScale(1.0)
CastingBarFrame:ClearAllPoints()
CastingBarFrame:SetPoint("BOTTOM",UIParent,"BOTTOM", 0, 105)
CastingBarFrame.SetPoint = function() end
PetActionBarFrame:ClearAllPoints()
PetActionBarFrame:SetPoint("BOTTOM",UIParent,"BOTTOM", 329, 99)
PetActionBarFrame.SetPoint = function() end
end
end
update:SetScript("OnEvent",eventHandler)


#607 Jiggles

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Posted 03 April 2015 - 09:15 AM

View PostJiggles, on 15 March 2015 - 04:04 PM, said:

Yeah I can't get these to work:

LoadAddOn("Blizzard_CombatText")

COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {var = nil, show = nil}
:(


#608 cashdeer

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Posted 06 April 2015 - 09:47 PM

My LUA code for class colors in HP bars isn't working for my player frame. Trying to get the the HP bar to show class colors as well as class colors behind the name but neither work on the player frame.


And here's the portion of the addon

-- Class colors HP bars
local function colour(statusbar, unit)
local _, class, c
if UnitIsPlayer(unit) and UnitIsConnected(unit) and unit == statusbar.unit and UnitClass(unit) then
_, class = UnitClass(unit)
c = CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[class] or RAID_CLASS_COLORS[class]
statusbar:SetStatusBarColor(c.r, c.g, c. :duckers:
PlayerFrameHealthBar:SetStatusBarColor(0, 1, 0)
end
end
-- Class colors names
[[local function eventHandler(self, event, ...)
if UnitIsPlayer("target") then
c = RAID_CLASS_COLORS[select(2, UnitClass("target"))]
TargetFrameNameBackground:SetVertexColor(c.r, c.g, c. :duckers:
end
if UnitIsPlayer("focus") then
c = RAID_CLASS_COLORS[select(2, UnitClass("focus"))]
FocusFrameNameBackground:SetVertexColor(c.r, c.g, c. :duckers:
end
if UnitIsPlayer("player") then
c = RAID_CLASS_COLORS[select(2, UnitClass("player"))]
FocusFrameNameBackground:SetVertexColor(c.r, c.g, c. :duckers:
end
end

frame:SetScript("OnEvent", eventHandler)

for _, BarTextures in pairs({TargetFrameNameBackground, FocusFrameNameBackground}) do
BarTextures:SetTexture("Interface\\TargetingFrame\\UI-StatusBar")
end

EDIT: Problem solved with the script Spyro provided on page 13. Only problem is the player frame's colors are slightly off. Any fixes?

#609 Stako

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Posted 07 April 2015 - 04:06 AM

View Postcashdeer, on 06 April 2015 - 09:47 PM, said:

EDIT: Problem solved with the script Spyro provided on page 13. Only problem is the player frame's colors are slightly off. Any fixes?

The arguments used in SetVertexColor and/or SetStatusBarColor need to all be lowercase. Your third argument is probably uppercase because of formatting on arenajunkies with emoticons.
sArena | Enhanced arena frames

#610

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Posted 07 April 2015 - 07:31 PM

Figured it out!

Edited by neoooooo, 14 April 2015 - 05:56 AM.

Posted Image

#611 CroOklyn

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Posted 15 April 2015 - 02:17 AM

So i have tried the "2.2. Add more "power auras" i want to create my own power auras i lets i've downloaded the dark intent (warlock) png file convertet it to .tga where do i have to put it now? just create a folder in the "Addons" folder or do i have to create an real Addon with the picture in? can someone please help me with this? maybe upload your own file so i just have to edit and replace the .tga files? would be very nice

and also Disable damage/healing spam in floating text the healing spam disable works but not the damage spam can anyone help me with this?

thank you


/edit :

Whats wrong with this one ?


--Auras


local frame = CreateFrame("FRAME")
frame:RegisterEvent("UNIT_AURA")

frame:SetScript("OnEvent", function(self, event, ...)
local unitid = ... if unitid ~= "player" then return end

if UnitBuff("player", "Finstere Absichten") then
SpellActivationOverlay_ShowOverlay(SpellActivationOverlayFrame, 109773, "Interface\AddOns\HavocUI\\spell_Warlock_Focusshadow.tga", "TOP", 1.2, 139, 65, 239, false, false)
else
SpellActivationOverlay_HideOverlays(SpellActivationOverlayFrame, 109773)
end
end)


i've put the tga into my scripts folder all i get is a green box ingame that pops if the buff is up

i also converted the png to tga with a online converter do you think maybe thats why?

#612 Thaya

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Posted 16 April 2015 - 02:48 PM

You just put the file in your addons folder, right next to the .lua script and .toc file

Then use
"Interface\\AddOns\\YourAddon\\yourtexture.tga"
as the path

You forgot double \

You can't disable everything in the combat text. I posted all the variables you can toggle, if what you need isn't there, you can't really do anything (well you can, but it's nerdy)
Default UI Scripts - Compilation & how-to

#613 CroOklyn

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Posted 16 April 2015 - 03:04 PM

I've used now the double still same problem maybe the .tga file is broken or something cause i used a online converter ? i used even the normal dark intent icon

my buff is dark intent just german language the spell id is correct damn what im doing wrong

#614 Thaya

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Posted 16 April 2015 - 03:08 PM

Filenames shouldn't change across languages afaik.

Only the actual spell NAMES do
Default UI Scripts - Compilation & how-to

#615 CroOklyn

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Posted 16 April 2015 - 03:11 PM

oh now it works <3 thank you thaya btw is it possible to add them timers?

2.1. Disable damage/healing spam in floating text

healing works damage does not for me

#616 Thaya

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Posted 16 April 2015 - 04:56 PM

Here are all the settings you can fiddle with for combat text:

NUM_COMBAT_TEXT_LINES = 20;
COMBAT_TEXT_SCROLLSPEED = 1.9;
COMBAT_TEXT_FADEOUT_TIME = 1.3;
COMBAT_TEXT_HEIGHT = 25;
COMBAT_TEXT_CRIT_MAXHEIGHT = 60;
COMBAT_TEXT_CRIT_MINHEIGHT = 30;
COMBAT_TEXT_CRIT_SCALE_TIME = 0.05;
COMBAT_TEXT_CRIT_SHRINKTIME = 0.2;
COMBAT_TEXT_TO_ANIMATE = {};
COMBAT_TEXT_STAGGER_RANGE = 20;
COMBAT_TEXT_SPACING = 10;
COMBAT_TEXT_MAX_OFFSET = 130;
COMBAT_TEXT_LOW_HEALTH_THRESHOLD = 0.2;
COMBAT_TEXT_LOW_MANA_THRESHOLD = 0.2;
COMBAT_TEXT_LOCATIONS = {};
COMBAT_TEXT_X_ADJUSTMENT = 80;
COMBAT_TEXT_Y_SCALE = 1;
COMBAT_TEXT_X_SCALE = 1;

--[[
List of COMBAT_TEXT_TYPE_INFO attributes
======================================================
r, g, b = [floats]  --  The floating text color
show = [nil, 1]  --  Display this message type in the UI
isStaggered = [nil, 1]  --  Randomly stagger these messages from left to right
var = [nil, 1]  --  This messageType is shown if this variable resolves to "1"
]]

COMBAT_TEXT_TYPE_INFO = {};
COMBAT_TEXT_TYPE_INFO["INTERRUPT"] = {r = 1, g = 1, b = 1};
COMBAT_TEXT_TYPE_INFO["DAMAGE_CRIT"] = {r = 1, g = 0.1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["DAMAGE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, show = 1};
COMBAT_TEXT_TYPE_INFO["MISS"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["DODGE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["PARRY"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["EVADE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["IMMUNE"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["DEFLECT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["REFLECT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["RESIST"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
COMBAT_TEXT_TYPE_INFO["BLOCK"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
COMBAT_TEXT_TYPE_INFO["ABSORB"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE_CRIT"] = {r = 0.79, g = 0.3, b = 0.85, show = 1};
COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE"] = {r = 0.79, g = 0.3, b = 0.85, show = 1};
COMBAT_TEXT_TYPE_INFO["SPELL_MISS"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_DODGE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_PARRY"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_EVADE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_IMMUNE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_DEFLECT"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_REFLECT"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
COMBAT_TEXT_TYPE_INFO["SPELL_RESIST"] = {r = 0.79, g = 0.3, b = 0.85, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
COMBAT_TEXT_TYPE_INFO["SPELL_BLOCK"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
COMBAT_TEXT_TYPE_INFO["SPELL_ABSORB"] = {r = 0.79, g = 0.3, b = 0.85, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["ENERGIZE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_ENERGIZE"};
COMBAT_TEXT_TYPE_INFO["PERIODIC_ENERGIZE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_PERIODIC_ENERGIZE"};
COMBAT_TEXT_TYPE_INFO["SPELL_CAST"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END"] = {r = 0.1, g = 1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END_HARMFUL"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START"] = {r = 0.1, g = 1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START_HARMFUL"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
COMBAT_TEXT_TYPE_INFO["SPELL_ACTIVE"] = {r = 1, g = 0.82, b = 0, var = "COMBAT_TEXT_SHOW_REACTIVES"};
COMBAT_TEXT_TYPE_INFO["FACTION"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_REPUTATION"};
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["DAMAGE_SHIELD"] = {r = 0.79, g = 0.3, b = 0.85, show = 1};
COMBAT_TEXT_TYPE_INFO["SPELL_DISPELLED"] = {r = 1, g = 1, b = 1};
COMBAT_TEXT_TYPE_INFO["EXTRA_ATTACKS"] = {r = 1, g = 1, b = 1};
COMBAT_TEXT_TYPE_INFO["SPLIT_DAMAGE"] = {r = 1, g = 1, b = 1, show = 1};
COMBAT_TEXT_TYPE_INFO["HONOR_GAINED"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_HONOR_GAINED"};
COMBAT_TEXT_TYPE_INFO["HEALTH_LOW"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"};
COMBAT_TEXT_TYPE_INFO["MANA_LOW"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"};
COMBAT_TEXT_TYPE_INFO["ENTERING_COMBAT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBAT_STATE"};
COMBAT_TEXT_TYPE_INFO["LEAVING_COMBAT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBAT_STATE"};
COMBAT_TEXT_TYPE_INFO["COMBO_POINTS"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_COMBO_POINTS"};
COMBAT_TEXT_TYPE_INFO["RUNE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_ENERGIZE"};
COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1};
COMBAT_TEXT_TYPE_INFO["ABSORB_ADDED"] = {r = 0.1, g = 1, b = 0.1, show = 1};

COMBAT_TEXT_RUNE = {};
COMBAT_TEXT_RUNE[1] = COMBAT_TEXT_RUNE_BLOOD;
COMBAT_TEXT_RUNE[2] = COMBAT_TEXT_RUNE_UNHOLY;
COMBAT_TEXT_RUNE[3] = COMBAT_TEXT_RUNE_FROST;
COMBAT_TEXT_RUNE[4] = COMBAT_TEXT_RUNE_DEATH;
Just edit "show = 1" to "show = nil" to toggle something off. If it has a "var" instead of "show", set that to "nil" instead. Or just set both of them to "nil" like I do in the examples in the opener post, e.g.:
COMBAT_TEXT_TYPE_INFO["EXAMPLE"] = {var = nil, show = nil}

I think some of them don't actually work though - Blizzard added these variables but never used them - there's nothing you can do about that. Or well, you probably can, but I cba figuring it out atm; you basically want to hook into one of the functions in http://wowprogrammin..._CombatText.lua and alter its behavior there, but without causing taint. Just a pointer for anyone code-savvy willing to do this.
Default UI Scripts - Compilation & how-to

#617 CroOklyn

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Posted 16 April 2015 - 10:41 PM

thank you very much  :wub: is it possible to add a timer to the power auras? :)

everything is perfect now for me :)

#618 Thaya

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Posted Yesterday, 04:13 AM

Yeah you can, but that means literally 'adding' one. You'd have to code one from scratch, that's something that just doesn't exist in default UI. You're better off simply using something like WeakAuras or TellMeWhen for this. Personally I use WeakAuras
Default UI Scripts - Compilation & how-to

#619

  • Junkies
  • Humanclass_name
  • US-Sargeras
  • Shadowburn
  • Talents: Fury 0/0/1/1/0/2/0
  • 2v2: 1913
  • 3v3: 1987
  • RBG: 1641

Posted Yesterday, 08:15 PM

Is there any way to make the power auras script in the OP not "bounce"? lol I don't know of any better way to describe it.
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