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Lyamarth

Member Since 08 Nov 2011
Offline Last Active Yesterday, 01:21 PM
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#4232821 WoW Up to 7.4 Million Subscribers

Posted Ravv on 15 October 2014 - 10:55 AM

Posted Image


#4235125 Thoughts on the Prepatch so far?

Posted Avengelyne on 17 October 2014 - 01:31 PM

Anybody else (specifically melee) notice the "Out of Range" issue versus laggy players is worse than pre-6.0?


#4233586 Protip if you happen to look retarded with new models.

Posted Wallirik on 15 October 2014 - 09:43 PM

View PostDillypoo, on 15 October 2014 - 09:13 PM, said:

You can also go into system>advanced>disable new models.
why would you remove this?

Posted Image


#4225225 6x glad 1x R1 dk came back to wow streaming almost 24/7 even for living with...

Posted XtraT on 06 October 2014 - 01:58 AM

what the fuck


#4225939 The 8 Teams for Blizzcon

Posted Pinka on 07 October 2014 - 12:41 AM

Posted Image


#4226281 US WoW Arena Tournament Stream Discussion Thread

Posted Dillypoo on 07 October 2014 - 07:22 PM

View PostNinedruid, on 07 October 2014 - 07:17 PM, said:

What about the gay-hug from shway? Can you explain that please?

I'm a little boy and shwayzee is a priest


#3686808 Default UI Scripts

Posted Thaya on 17 April 2012 - 08:57 AM

Table of contents
  • How to use scripts
  • General/uncategorized scripts
    • Disable damage/healing spam in floating text
    • Add more "power auras"
    • Darken all the graphics Ibo/Lorti UI style
    • Hide the error frame (red text in top middle)
  • Unit frame scripts
    • Class icons instead of portraits
    • Class colors in hp bars
    • Class colors behind names
    • Disable healing/damage spam over player/pet frame
    • Flashy spellsteal border for non-mages and/or enrage effects
    • Change the format of hp/mana text to absolute values ("140k")
    • Hide the faction/PvP icon
    • Disable the group number frame
    • Scaling/moving unitframes
  • Arena frame scripts
    • Show frames outside of arena (macro)
    • Scaling/moving arenaframes and castbars
    • Arena trinkets tracker
  • Action bar scripts
    • Hide graphics
    • Hide macro labels
    • Hide hotkeys
  • Cast bar scripts
    • Text cast timer ("0.8 / 1.5")
    • Scaling/moving castbars
  • Quality of life scripts
    • Autosell grey trash and repair
    • Minimap tweaks
    • Extra slash commands
            

1. How to use scripts

You either need to create your own addon, add the code to an existing addon (I don't recommend this), or run it in-game via the /run command. The latter, in most cases, requires a condensed form of the script to fit the 255 character limit of input/macros; macros often need to be executed after every reload or zone. Unless you're going to Blizzcon tomorrow, there's really no reason to use macros - just create an addon. I will, however, add macros where available (i.e. those I already have in macro form).

Download this template: http://www.mediafire...b4cj4r0fcqcwquj

This already has the folder structure and the .toc file, at this point you only need to open the .lua file as a text file (with notepad/wordpad or anything that works with raw text), and simply copy/paste the code you want from below.

You don't need to relog every time you edit a .lua file if the addon is loaded, a /reloadui is enough.

Comments start with "--", multi-line comments look like this:
--[[
This code
won't execute.
]]

-- This is a single-line comment
This way you can enable/disable certain features, or just add comments to organize your code better.

If you're a do it yourself type, here's how you create an addon:
1. Create YourAddon folder in Interface/Addons
2. Create a text file called YourAddon.toc (has to be the same name as the folder), content should be:
## Title: YourAddon
## Interface: 50001

YourAddon.lua
3. Create YourAddon.lua (can be any filename, but it has to be mentioned in the .toc file to load), copy scripts into that file.

Make sure that you see the actual extensions of files - this is disabled by default in Windows. So the files you are looking at might actually be YourAddon.toc.txt and YourAddon.lua.txt, and of course it doesn't work in this case.

2. General/uncategorized scripts

2.1. Disable damage/healing spam in floating text:
LoadAddOn("Blizzard_CombatText")

COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {var = nil, show = nil}

COMBAT_TEXT_TYPE_INFO["DAMAGE_CRIT"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["DAMAGE"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE_CRIT"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE"] = {var = nil, show = nil}
Macros:
/run CTTI=COMBAT_TEXT_TYPE_INFO CTTI.PERIODIC_HEAL={var=nil,show=nil} CTTI.HEAL_CRIT={var=nil,show=nil} CTTI.HEAL={var=nil,show=nil} CTTI.PERIODIC_HEAL_ABSORB={var=nil,show=nil} CTTI.HEAL_CRIT_ABSORB={var=nil,show=nil} CTTI.HEAL_ABSORB={var=nil,show=nil}
/run CTTI.DAMAGE_CRIT={var=nil,show=nil} CTTI.DAMAGE={var=nil,show=nil} CTTI.SPELL_DAMAGE_CRIT={var=nil,show=nil} CTTI.SPELL_DAMAGE={var=nil,show=nil}

2.2. Add more "power 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", "Eradication") then
		SpellActivationOverlay_ShowOverlay(SpellActivationOverlayFrame, 64371, "TEXTURES\\SPELLACTIVATIONOVERLAYS\\GENERICTOP_01.BLP", "TOP", 1.2, 139, 65, 239, false, false)
	else
		SpellActivationOverlay_HideOverlays(SpellActivationOverlayFrame, 64371)
	end
end)
First, change "Eradication" to whatever you need. (Use the locale/language you actually play on.)

Next, here's how you configure this whole thing:
SpellActivationOverlay_ShowOverlay(self, spellID, texturePath, location, scale, r, g, b, info.vFlip, info.hFlip)
It's all pretty self-explanatory. Keep the first argument as it is in the script above, everything else you can change/edit as you wish to. The last two arguments are vertical and horizontal flips, "r, g, b" are red/green/blue color codes (0-255).

To get the spellID, find your spell/aura on wowhead and look at the address bar. The number is the spellID. Keep in mind you need the spellID of the buff, not the spell that triggers it - they are sometimes different.

Textures created for the default UI and available in the game files:
Spoiler
Just change the last part of the texture path provided in the example above to any of these.

If that's not enough, you can always steal a file from Power Auras or other addons. To specify an external texture: "Interface\\AddOns\\YourAddon\\yourtexture.tga" - you can use .tga files; in general, you can use any texture/picture available to the game (anything in the game files and anything in addon folders).

2.3. Darken all the graphics Ibo/Lorti UI style:
This particular script is stolen from Ibo UI. You'll also need some textures to make it look right, simply put them into the /Interface/ folder alongside the Addons folder:
http://www.mediafire...mpaxe6jfllwa5q8

local frame=CreateFrame("Frame")
frame:RegisterEvent("ADDON_LOADED")

frame:SetScript("OnEvent", function(self, event, addon)
	if (addon == "Blizzard_TimeManager") then
		for i, v in pairs({PlayerFrameTexture, TargetFrameTextureFrameTexture, PetFrameTexture, PartyMemberFrame1Texture, PartyMemberFrame2Texture, PartyMemberFrame3Texture, PartyMemberFrame4Texture,
			PartyMemberFrame1PetFrameTexture, PartyMemberFrame2PetFrameTexture, PartyMemberFrame3PetFrameTexture, PartyMemberFrame4PetFrameTexture, FocusFrameTextureFrameTexture,
			TargetFrameToTTextureFrameTexture, FocusFrameToTTextureFrameTexture, BonusActionBarFrameTexture0, BonusActionBarFrameTexture1, BonusActionBarFrameTexture2, BonusActionBarFrameTexture3,
			BonusActionBarFrameTexture4, MainMenuBarTexture0, MainMenuBarTexture1, MainMenuBarTexture2, MainMenuBarTexture3, MainMenuMaxLevelBar0, MainMenuMaxLevelBar1, MainMenuMaxLevelBar2,
			MainMenuMaxLevelBar3, MinimapBorder, CastingBarFrameBorder, FocusFrameSpellBarBorder, TargetFrameSpellBarBorder, MiniMapTrackingButtonBorder, MiniMapLFGFrameBorder, MiniMapBattlefieldBorder,
			MiniMapMailBorder, MinimapBorderTop,
			select(1, TimeManagerClockButton:GetRegions())
		}) do
			v:SetVertexColor(.4, .4, .4)
		end

		for i,v in pairs({ select(2, TimeManagerClockButton:GetRegions()) }) do
			v:SetVertexColor(1, 1, 1)
		end

		self:UnregisterEvent("ADDON_LOADED")
		frame:SetScript("OnEvent", nil)
	end
end)

for i, v in pairs({ MainMenuBarLeftEndCap, MainMenuBarRightEndCap }) do
	v:SetVertexColor(.35, .35, .35)
end

2.4. Hide the error frame (red text in top middle):
UIErrorsFrame:SetAlpha(0)

3. Unit frame scripts

3.1. Class icons instead of portraits:
hooksecurefunc("UnitFramePortrait_Update",function(self)
	if self.portrait then
		if UnitIsPlayer(self.unit) then				
			local t = CLASS_ICON_TCOORDS[select(2, UnitClass(self.unit))]
			if t then
				self.portrait:SetTexture("Interface\\TargetingFrame\\UI-Classes-Circles")
				self.portrait:SetTexCoord(unpack(t))
			end
		else
			self.portrait:SetTexCoord(0,1,0,1)
		end
	end
end)
Macros:
/run UFP="UnitFramePortrait_Update" UICC="Interface\\TargetingFrame\\UI-Classes-Circles" CIT=CLASS_ICON_TCOORDS UC=UnitClass
/run hooksecurefunc(UFP,function(self) if self.portrait then t=CIT[select(2,UC(self.unit))] if t and UnitIsPlayer(self.unit) then self.portrait:SetTexture(UICC) self.portrait:SetTexCoord(unpack(t)) else self.portrait:SetTexCoord(0,1,0,1) end end end)

3.2. Class colors in 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.b)
		PlayerFrameHealthBar:SetStatusBarColor(0,1,0)
	end
end

hooksecurefunc("UnitFrameHealthBar_Update", colour)
hooksecurefunc("HealthBar_OnValueChanged", function(self)
	colour(self, self.unit)
end)
Macros:
/run UIP=UnitIsPlayer UIC=UnitIsConnected RCC=RAID_CLASS_COLORS PFHB=PlayerFrameHealthBar UC=UnitClass
/run function colour(sb,unit) if UIP(unit) and UIC(unit) and unit==sb.unit and UC(unit) then _,cl=UC(unit) c=RAID_CLASS_COLORS[cl] sb:SetStatusBarColor(c.r,c.g,c.b) PFHB:SetStatusBarColor(0,1,0) end end
/run hooksecurefunc("UnitFrameHealthBar_Update", colour) hooksecurefunc("HealthBar_OnValueChanged", function(self) colour(self, self.unit) end)

3.3. Class colors behind names:
local frame = CreateFrame("FRAME")
frame:RegisterEvent("GROUP_ROSTER_UPDATE")
frame:RegisterEvent("PLAYER_TARGET_CHANGED")
frame:RegisterEvent("PLAYER_FOCUS_CHANGED")
frame:RegisterEvent("UNIT_FACTION")

local function eventHandler(self, event, ...)
	if UnitIsPlayer("target") then
		c = RAID_CLASS_COLORS[select(2, UnitClass("target"))]
		TargetFrameNameBackground:SetVertexColor(c.r, c.g, c.b)
	end
	if UnitIsPlayer("focus") then
		c = RAID_CLASS_COLORS[select(2, UnitClass("focus"))]
		FocusFrameNameBackground:SetVertexColor(c.r, c.g, c.b)
	end
end

frame:SetScript("OnEvent", eventHandler)

for _, BarTextures in pairs({TargetFrameNameBackground, FocusFrameNameBackground}) do
	BarTextures:SetTexture("Interface\\TargetingFrame\\UI-StatusBar")
end
Macros:
/run UIP=UnitIsPlayer RCC=RAID_CLASS_COLORS UC=UnitClass TFNB=TargetFrameNameBackground FFNB=FocusFrameNameBackground
/run f=CreateFrame("FRAME") f:RegisterEvent("PARTY_MEMBERS_CHANGED") f:RegisterEvent("PLAYER_TARGET_CHANGED") f:RegisterEvent("PLAYER_FOCUS_CHANGED") f:RegisterEvent("UNIT_FACTION")
/run function e(self,event,...) if UIP("target") then c=RCC[select(2,UC("target"))] TFNB:SetVertexColor(c.r,c.g,c.b) end if UIP("focus") then c=RCC[select(2,UC("focus"))] FFNB:SetVertexColor(c.r,c.g,c.b) end end f:SetScript("OnEvent",e)

3.4. Disable healing/damage spam over player/pet frame:
PlayerHitIndicator:SetText(nil)
PlayerHitIndicator.SetText = function() end

PetHitIndicator:SetText(nil)
PetHitIndicator.SetText = function() end

3.5. Flashy spellsteal border for non-mages and/or enrage effects:
hooksecurefunc("TargetFrame_UpdateAuras", function(s)
	for i = 1, MAX_TARGET_BUFFS do
		_, _, ic, _, dT = UnitBuff(s.unit, i)
		if(ic and (not s.maxBuffs or i<=s.maxBuffs)) then
			fS=_G[s:GetName()..'Buff'..i..'Stealable']
			if(UnitIsEnemy(PlayerFrame.unit, s.unit) and dT=='Magic') then
				fS:Show()
			else
				fS:Hide()
			end
		end
	end
end)
Macros:
/run b = 'Buff' st = 'Stealable' mM = 'Magic' mB = maxBuffs TFUA = 'TargetFrame_UpdateAuras' PFu = PlayerFrame.unit MTB = MAX_TARGET_BUFFS UB = UnitBuff UIE = UnitIsEnemy
/run hooksecurefunc(TFUA,function(s) for i=1,MTB do _,_,ic,_,dT=UB(s.unit,i) if(ic and (not s.mB or i<=s.mB)) then fS=_G[s:GetName()..b..i..st] if (UIE(PFu,s.unit) and dT==mM) then fS:Show() else fS:Hide() end end end end)
You can adapt this to enrages by changing the dT=='Magic' line to dT='' (or in the macro, mM='' instead of mM='Magic'). For an unknown reason, enrage effects return an empty string as their debuff type.

3.6. Change the format of hp/mana text to absolute values ("140k"):
hooksecurefunc("TextStatusBar_UpdateTextStringWithValues", function()
	PlayerFrameHealthBar.TextString:SetText(AbbreviateLargeNumbers(UnitHealth("player")))
	PlayerFrameManaBar.TextString:SetText(AbbreviateLargeNumbers(UnitMana("player")))

	TargetFrameHealthBar.TextString:SetText(AbbreviateLargeNumbers(UnitHealth("target")))
	TargetFrameManaBar.TextString:SetText(AbbreviateLargeNumbers(UnitMana("target")))

	FocusFrameHealthBar.TextString:SetText(AbbreviateLargeNumbers(UnitHealth("focus")))
	FocusFrameManaBar.TextString:SetText(AbbreviateLargeNumbers(UnitMana("focus")))
end)

3.7. Hide faction/PvP icon:
PlayerPVPIcon:SetAlpha(0)
TargetFrameTextureFramePVPIcon:SetAlpha(0)
FocusFrameTextureFramePVPIcon:SetAlpha(0)

3.8. Disable the group number frame:
PlayerFrameGroupIndicator.Show = function() return end

3.9. Scaling/moving frames:
framename:SetScale(1.1)
You can find the frame name by using /fstack. Value is in %, i.e. 1.1 is 110%.

Move most frames on the default UI:
/run local f=framename; f:SetMovable(true); f:EnableMouse(true); f:SetUserPlaced(true); f:SetScript("OnMouseDown", f.StartMoving); f:SetScript("OnMouseUp", f.StopMovingOrSizing);
You can find the frame name by using /fstack. Drag the frame where you want it to be, reload. (If it doesn't save, type /console synchronizeSettings 0 and try again.)

I personally recommend to move the TargetFrameToT (target of target) frame at least, because it often overlaps the last debuff. Just move it a little bit to the right. This method works for sure for the ToT frame.

If the above method doesn't work or doesn't save position for the frame you're trying to move (doesn't for pet frame, for example), paste this into your addon:
framename:ClearAllPoints()
framename:SetPoint("CENTER", x, y)
framename.SetPoint = function() end
Also, you can move the player, target and focus frames within the default UI by right clicking on it and unlocking/locking. That's much better than moving it with scripts due to some weird interactions with vehicle UI if you move those frames with scripts.

4. Arena frame scripts

4.1. Show frames outside of arena (macro):
/run LoadAddOn("Blizzard_ArenaUI") ArenaEnemyFrames:Show() ArenaEnemyFrame1:Show() ArenaEnemyFrame2:Show() ArenaEnemyFrame3:Show() ArenaEnemyFrame1CastingBar:Show() ArenaEnemyFrame2CastingBar:Show() ArenaEnemyFrame3CastingBar:Show()
This will display frames 1, 2 and 3 with the cast bars.

4.2. Scaling/moving arenaframes and castbars:
LoadAddOn("Blizzard_ArenaUI") -- You only need to run this once. You can safely delete any copies of this line.

ArenaEnemyFrame1:ClearAllPoints()
ArenaEnemyFrame2:ClearAllPoints()
ArenaEnemyFrame3:ClearAllPoints()
ArenaEnemyFrame4:ClearAllPoints()
ArenaEnemyFrame5:ClearAllPoints()

ArenaEnemyFrame1:SetPoint("CENTER",UIParent,"CENTER",350,50)
ArenaEnemyFrame2:SetPoint("CENTER",UIParent,"CENTER",350,0)
ArenaEnemyFrame3:SetPoint("CENTER",UIParent,"CENTER",350,-50)
ArenaEnemyFrame4:SetPoint("CENTER",UIParent,"CENTER",350,-100)
ArenaEnemyFrame5:SetPoint("CENTER",UIParent,"CENTER",350,-150)

ArenaEnemyFrame1.SetPoint = function() end
ArenaEnemyFrame2.SetPoint = function() end
ArenaEnemyFrame3.SetPoint = function() end
ArenaEnemyFrame4.SetPoint = function() end
ArenaEnemyFrame5.SetPoint = function() end
Frames have to be moved separately now. ClearAllPoints and blanketing the SetPoint method are both mandatory now for it to work properly. The only way to fit this in a macro is to loop it, I'll add this in later.

ArenaEnemyFrames:SetScale(1.3)
This scales up the whole thing, everything in the frames will be scaled up equally. Make sure this is after LoadAddOn("Blizzard_ArenaUI").

for i=1, 5 do
	_G["ArenaEnemyFrame"..i]:SetScale(1.3)
	_G["ArenaEnemyFrame"..i.."CastingBar"]:SetScale(1.3)
	-- _G["ArenaEnemyFrame"..i.."CastingBar"]:SetPoint("RIGHT", 95, 0)
end
This lets you scale things up separately if you want to. First line changes the scale of arena frames themselves. Second line changes the scale of the cast bar. Third line moves the cast bar to the right of the frame - its disabled here, just remove the "--" to enable it (just an example of using comments in code).

4.3. Arena trinkets tracker:

LoadAddOn("Blizzard_ArenaUI") -- You only need to run this once. You can safely delete any copies of this line.

trinkets = {}
local arenaFrame, trinket
for i = 1, 5 do
	arenaFrame = "ArenaEnemyFrame"..i
	trinket = CreateFrame("Cooldown", arenaFrame.."Trinket", ArenaEnemyFrames)
	trinket:SetPoint("TOPRIGHT", arenaFrame, 30, -6)
	trinket:SetSize(24, 24)
	trinket.icon = trinket:CreateTexture(nil, "BACKGROUND")
	trinket.icon:SetAllPoints()
	trinket.icon:SetTexture("Interface\\Icons\\inv_jewelry_trinketpvp_01")
	trinket:Hide()
	trinkets["arena"..i] = trinket
end

local events = CreateFrame("Frame")
function events:UNIT_SPELLCAST_SUCCEEDED(unitID, spell, rank, lineID, spellID)
	if not trinkets[unitID] then
		return
	end
	if spellID == 59752 or spellID == 42292 then
		CooldownFrame_SetTimer(trinkets[unitID], GetTime(), 120, 1)
		SendChatMessage("Trinket used by: "..GetUnitName(unitID, true), "PARTY")
	end
end

function events:PLAYER_ENTERING_WORLD()
	local _, instanceType = IsInInstance()
	if instanceType == "arena" then
		self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
	elseif self:IsEventRegistered("UNIT_SPELLCAST_SUCCEEDED") then
		self:UnregisterEvent("UNIT_SPELLCAST_SUCCEEDED")
		for _, trinket in pairs(trinkets) do
			trinket:SetCooldown(0, 0)
			trinket:Hide()
		end
	end
end
events:SetScript("OnEvent", function(self, event, ...) return self[event](self, ...) end)
events:RegisterEvent("PLAYER_ENTERING_WORLD")
This puts icons to the right of the arena frames. Does not track WotF - it now simply shares 30 seconds CD with trinkets, so it's impossible to track with just 1 icon. Only enables in arenas.

5. Action bar scripts

5.1. Hide graphics:
I will just list all the options in one block, you can choose which you want. You can enter them separately with /run if you want to see each individually.
MainMenuBarLeftEndCap:Hide()
MainMenuBarRightEndCap:Hide() -- hide the gryphons

MainMenuExpBar:Hide()
MainMenuBarMaxLevelBar:SetAlpha(0) -- hide the xp bar

MainMenuBarTexture0:Hide() -- hide all the background textures.
MainMenuBarTexture1:Hide() -- leaving them on looks better,
MainMenuBarTexture2:Hide() -- unless you are going to hide the
MainMenuBarTexture3:Hide() -- micromenu and bag buttons too.

BonusActionBarFrameTexture1:SetAlpha(0)
BonusActionBarFrameTexture2:SetAlpha(0) -- this is for druids/rogues/warriors.
BonusActionBarFrameTexture3:SetAlpha(0) -- their stances cause this to show up
BonusActionBarFrameTexture4:SetAlpha(0) -- over the normal bar.

SlidingActionBarTexture0:SetAlpha(0)
SlidingActionBarTexture1:SetAlpha(0) -- hide pet bar background

-- These hide individual elements of the menu bar. Its easy to figure out what is what.
ActionBarUpButton:Hide()
ActionBarDownButton:Hide()
MainMenuBarPageNumber:SetAlpha(0)

CharacterMicroButton:Hide()
SpellbookMicroButton:Hide()
TalentMicroButton:Hide()
AchievementMicroButton:Hide()
QuestLogMicroButton:Hide()
GuildMicroButton:Hide()
PVPMicroButton:Hide()
LFDMicroButton:Hide()
CompanionsMicroButton:Hide()
EJMicroButton:Hide()
MainMenuMicroButton:Hide()
HelpMicroButton:Hide()

CharacterBag3Slot:Hide()
CharacterBag2Slot:Hide()
CharacterBag1Slot:Hide()
CharacterBag0Slot:Hide()
MainMenuBarBackpackButton:Hide()

5.2. Hide macro labels:
for i=1, 12 do
	_G["ActionButton"..i.."Name"]:SetAlpha(0) -- main bar
	_G["MultiBarBottomRightButton"..i.."Name"]:SetAlpha(0) -- bottom right bar
	_G["MultiBarBottomLeftButton"..i.."Name"]:SetAlpha(0) -- bottom left bar
	_G["MultiBarRightButton"..i.."Name"]:SetAlpha(0) -- right bar
	_G["MultiBarLeftButton"..i.."Name"]:SetAlpha(0) -- left bar
end

5.3. Hide hotkeys:
for i=1, 12 do
	_G["ActionButton"..i.."HotKey"]:SetAlpha(0) -- main bar
	_G["MultiBarBottomRightButton"..i.."HotKey"]:SetAlpha(0) -- bottom right bar
	_G["MultiBarBottomLeftButton"..i.."HotKey"]:SetAlpha(0) -- bottom left bar
	_G["MultiBarRightButton"..i.."HotKey"]:SetAlpha(0) -- right bar
	_G["MultiBarLeftButton"..i.."HotKey"]:SetAlpha(0) -- left bar
end

6. Cast bar scripts

6.1. Text cast timer ("0.8 / 1.5"):
CastingBarFrame.timer = CastingBarFrame:CreateFontString(nil);
CastingBarFrame.timer:SetFont(STANDARD_TEXT_FONT,12,"OUTLINE");
CastingBarFrame.timer:SetPoint("TOP", CastingBarFrame, "BOTTOM", 0, 0);
CastingBarFrame.update = .1;

hooksecurefunc("CastingBarFrame_OnUpdate", function(self, elapsed)
	if not self.timer then return end
	if self.update and self.update < elapsed then
		if self.casting then
			self.timer:SetText(format("%2.1f/%1.1f", max(self.maxValue - self.value, 0), self.maxValue))
		elseif self.channeling then
			self.timer:SetText(format("%.1f", max(self.value, 0)))
		else
			self.timer:SetText("")
		end
		self.update = .1
	else
		self.update = self.update - elapsed
	end
end)

6.2. Scaling/moving castbars
Player cast bar:
CastingBarFrame:ClearAllPoints()
CastingBarFrame:SetPoint("CENTER",UIParent,"CENTER", 0, -235)
CastingBarFrame.SetPoint = function() end
CastingBarFrame:SetScale(1.0)

Target cast bar. This one is attached to the target unit frame by default, this script will unattach it and place it in the center:
TargetFrameSpellBar:ClearAllPoints()
TargetFrameSpellBar:SetPoint("CENTER", UIParent, "CENTER", 0, -140)
TargetFrameSpellBar.SetPoint = function() end
TargetFrameSpellBar:SetScale(1.0)
Focus cast bar functions the exact same way as the target cast bar, just that the frame is called FocusFrameSpellBar.

Set the cast bar above the frame instead of under the auras:
TargetFrameSpellBar:ClearAllPoints()
TargetFrameSpellBar:SetPoint("BOTTOM", TargetFrame, "TOP", -15, 0)
TargetFrameSpellBar.SetPoint = function() end
It will still remain attached to the target frame if you decide to move the target frame. Change "Target" to "Focus" everywhere and you'll get the same script for focus frame.

Spoiler

7. Quality of life scripts

7.1. Autosell grey trash and repair:
local g = CreateFrame("Frame")
g:RegisterEvent("MERCHANT_SHOW")

g:SetScript("OnEvent", function()  
	local bag, slot
	for bag = 0, 4 do
		for slot = 0, GetContainerNumSlots(bag) do
			local link = GetContainerItemLink(bag, slot)
			if link and (select(3, GetItemInfo(link)) == 0) then
				UseContainerItem(bag, slot)
			end
		end
	end

	if(CanMerchantRepair()) then
		local cost = GetRepairAllCost()
		if cost > 0 then
			local money = GetMoney()
			if IsInGuild() then
				local guildMoney = GetGuildBankWithdrawMoney()
				if guildMoney > GetGuildBankMoney() then
					guildMoney = GetGuildBankMoney()
				end
				if guildMoney > cost and CanGuildBankRepair() then
					RepairAllItems(1)
					print(format("|cfff07100Repair cost covered by G-Bank: %.1fg|r", cost * 0.0001))
					return
				end
			end
			if money > cost then
				RepairAllItems()
				print(format("|cffead000Repair cost: %.1fg|r", cost * 0.0001))
			else
				print("Not enough gold to cover the repair cost.")
			end
		end
	end
end)
Will use guild bank if available.

7.1. Minimap tweaks:
MinimapZoomIn:Hide()
MinimapZoomOut:Hide()
Minimap:EnableMouseWheel(true)
Minimap:SetScript('OnMouseWheel', function(self, delta)
	if delta > 0 then
		Minimap_ZoomIn()
	else
		Minimap_ZoomOut()
	end
end)
MiniMapTracking:ClearAllPoints()
MiniMapTracking:SetPoint("TOPRIGHT", -26, 7)
Hides zoom in/out buttons, enables mousewheel zoom, and moves the tracking button to top right near the calendar button.

7.3. Extra slash commands:
SlashCmdList["CLCE"] = function() CombatLogClearEntries() end
SLASH_CLCE1 = "/clc"

SlashCmdList["TICKET"] = function() ToggleHelpFrame() end
SLASH_TICKET1 = "/gm"

SlashCmdList["READYCHECK"] = function() DoReadyCheck() end
SLASH_READYCHECK1 = '/rc'

SlashCmdList["CHECKROLE"] = function() InitiateRolePoll() end
SLASH_CHECKROLE1 = '/cr'
- /clc to clear combat log
- /gm to open a GM ticket
- /rc for readycheck
- /cr for check role


#4224808 US WoW Arena Tournament Stream Discussion Thread

Posted Bigmoran on 05 October 2014 - 07:11 PM

View PostKettu, on 05 October 2014 - 06:43 PM, said:

Posted Image

credit to hirona


#4224763 US WoW Arena Tournament Stream Discussion Thread

Posted Kettu on 05 October 2014 - 06:43 PM

Posted Image


#4224739 US WoW Arena Tournament Stream Discussion Thread

Posted Amex on 05 October 2014 - 05:40 PM

Posted Image


#4224583 US WoW Arena Tournament Stream Discussion Thread

Posted Bestpriestjk on 05 October 2014 - 03:46 PM

Posted Image


#3935058 2V2 titles coming back?

Posted Thaya on 05 September 2013 - 09:34 PM

No 2s titles were announced.

However, 2v2 discussion is something I'd like to promote.

There's A LOT of people who simply don't have the motivation/will/time/partners/whatever to commit to 3s. It is a very, very complex bracket, and I'm not talking about skill ceiling or learning curve (<- these things: infinite discussions, please don't follow up). I'm talking about just the sheer amount of knowledge, mechanics, techniques and setup required even for moderate success, thrown on top of a very fast and unforgiving dynamic (relative to everything else in WoW), along with communication and synergy with two other people, which means more responsibility for the individual. Of course, those two other people need to have a similar sleep/raid schedule as yours, and the specs you play will have a huge impact on effort/success, which will change every patch.

Success in 3s takes commitment even from veteran players. Remember people used to complain about "arena elitism" and high rated player circlejerk (probably still do)? A negative phenomenon on its own, but it has very specific reasons to exist (apart from the obvious social reasons): too many things have to "click" for a successful 3s team to exist. I intentionally don't define "success" because it's relative, but the concept is the same: people are lazy, which is natural, they want to jump straight to fun, not go through sorting out stuff they've already sorted before. It makes sense.

As a result, we have tons of nerds and cool kids who idle in duel zones without ever dueling, teamless, ignoring all whispers, quietly plotting how to get max rating with min effort.

And then we have 2s, where all of this is simplified or gone completely. Here, you can actually just pew pew for fun, not just because of the logistics but also because of the pace and less responsibility (just you and your bro). 3s are serious business in comparison to 2s. I mean, if we ignore balance issues, it's completely fair to say that it's much easier to have fun in 2s than it is in 3s, AND it's easier to learn the game in 2s as a bonus.

But maybe titles isn't the right solution. 3v3 should remain the serious business bracket, putting the same rewards elsewhere will devalue 3v3. Titles aren't even a good reward for 2v2, I think the reward should be something much more instant. Gold, for example. 2v2 gameplay should be looked at as well, it doesn't need solid balancing, it just needs a few small adjustments to make dps/heal vs dps/heal bearable, and some specs toolbox to shrink slightly (disable/tax abilities in zones? can't be hard).


#3932608 2V2 titles coming back?

Posted Glink on 29 August 2013 - 07:13 AM

2v2? You mean the Mage/Priest bracket?


#3932590 2V2 titles coming back?

Posted Reedztv on 29 August 2013 - 04:04 AM

i can confirm that they are bringing back titles for 2v2 but i am unable to reveal my insider source


#4221076 The end is near [Kuilox,Different]

Posted Booked on 30 September 2014 - 06:11 PM

pls don't remove..
+rep if help

first of all i'm too tired too write a whole thread, i made a ticket about kuilox and different being ddosers etc, spoke too a gm that actually handles all of the bans at the end of the seasons, ill let you read it all, un-edited.
pretty sure these 2 blokes arnt keepin their titles.
sorry for gyazo and not imgur

http://gyazo.com/51d...d18ab8190984720

http://gyazo.com/7d7...f37fbdc71495760

http://gyazo.com/88c...1df7541d2e6b1e7

http://gyazo.com/379...a811d3a750032ff

http://gyazo.com/ca4...6fe9ed9d4ebf354

http://gyazo.com/5d4...2cde857abf816ef

Personally looking into these guys: http://gyazo.com/c8e...e7b82864d8f7f47
http://gyazo.com/028...de854bebed8e4f2

for u funny fellows, heres some jokes:
http://gyazo.com/098...60d8ffb55127509
http://gyazo.com/d00...18400c818ff21ab
http://gyazo.com/3e0...544e1924d26c943

I havn't even proof read any of this, but I know that this guy is personally going too investigate their accounts at the end of the season, can pretty much guarantee they will be roasted, because it's not hard too look at arena games and see 90% of the time its 3v2 lmao.

pce




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