1. #1

    Problem with target buffs/debuffs script

    I'm having an issue.
    I'm trying to change the size of target buffs and debuffs on default UI.
    But the script that I'm using changes the size of both the large and small aura icons despite having two different bits for them.
    See below:

    Code:
    -- BUFF/DEBUFF RESIZING
    
    
    local AURA_START_X = 5;
    local AURA_START_Y = 32;
    local AURA_OFFSET_Y = 3;
    local LARGE_AURA_SIZE = 24;
    local SMALL_AURA_SIZE = 18;
    local AURA_ROW_WIDTH = 122;
    local TOT_AURA_ROW_WIDTH = 101;
    local NUM_TOT_AURA_ROWS = 2;
    hooksecurefunc("TargetFrame_UpdateAuraPositions", function(self, auraName, numAuras, numOppositeAuras, largeAuraList, updateFunc, maxRowWidth, offsetX, mirrorAurasVertically)
    	-- a lot of this complexity is in place to allow the auras to wrap around the target of target frame if it's shown
    
    	-- Position auras
    	local size;
    	local offsetY = AURA_OFFSET_Y;
    	-- current width of a row, increases as auras are added and resets when a new aura's width exceeds the max row width
    	local rowWidth = 0;
    	local firstBuffOnRow = 1;
    	for i=1, numAuras do
    		-- update size and offset info based on large aura status
    		if ( largeAuraList[i] ) then
    			size = SMALL_AURA_SIZE;
    			offsetY = AURA_OFFSET_Y + AURA_OFFSET_Y;
    		else
    			size = SMALL_AURA_SIZE;
    		end
    
    		-- anchor the current aura
    		if ( i == 1 ) then
    			rowWidth = size;
    			self.auraRows = self.auraRows + 1;
    		else
    			rowWidth = rowWidth + size + offsetX;
    		end
    		if ( rowWidth > maxRowWidth ) then
    			-- this aura would cause the current row to exceed the max row width, so make this aura
    			-- the start of a new row instead
    			updateFunc(self, auraName, i, numOppositeAuras, firstBuffOnRow, size, offsetX, offsetY, mirrorAurasVertically);
    
    			rowWidth = size;
    			self.auraRows = self.auraRows + 1;
    			firstBuffOnRow = i;
    			offsetY = AURA_OFFSET_Y;
    
    			if ( self.auraRows > NUM_TOT_AURA_ROWS ) then
    				-- if we exceed the number of tot rows, then reset the max row width
    				-- note: don't have to check if we have tot because AURA_ROW_WIDTH is the default anyway
    				maxRowWidth = AURA_ROW_WIDTH;
    			end
    		else
    			updateFunc(self, auraName, i, numOppositeAuras, i - 1, size, offsetX, offsetY, mirrorAurasVertically);
    		end
    	end
    end)

    I'm thankful for any help.

  2. #2

  3. #3
    Deleted
    FrameXML:
    Code:
            if ( largeAuraList[i] ) then
                size = LARGE_AURA_SIZE;
                offsetY = AURA_OFFSET_Y + AURA_OFFSET_Y;
            else
                size = SMALL_AURA_SIZE;
            end
    Your code:
    Code:
    		if ( largeAuraList[i] ) then
    			size = SMALL_AURA_SIZE;
    			offsetY = AURA_OFFSET_Y + AURA_OFFSET_Y;
    		else
    			size = SMALL_AURA_SIZE;
    		end

  4. #4
    I want to kill myself.

    Thanks >.<

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