Open ShadowedUnitFrames\modules\indicators.lua
Go to line 88
Code:
function Indicators:UpdateLFDRole(frame, event)
if( not frame.indicators.lfdRole or not frame.indicators.lfdRole.enabled ) then return end
local role
if( frame.unitType ~= "arena" ) then
role = UnitGroupRolesAssigned(frame.unitOwner)
else
local specID = GetArenaOpponentSpec(frame.unitID)
role = specID and select(6, GetSpecializationInfoByID(specID))
end
if( role == "TANK" ) then
frame.indicators.lfdRole:SetTexCoord(0, 19/64, 22/64, 41/64)
frame.indicators.lfdRole:Show()
elseif( role == "HEALER" ) then
frame.indicators.lfdRole:SetTexCoord(20/64, 39/64, 1/64, 20/64)
frame.indicators.lfdRole:Show()
elseif( role == "DAMAGER" ) then
frame.indicators.lfdRole:SetTexCoord(20/64, 39/64, 22/64, 41/64)
frame.indicators.lfdRole:Show()
else
frame.indicators.lfdRole:Hide()
end
end
frame.indicators.lfdRole is a texture.
You cold do something like this:
Code:
if( role == "TANK" ) then
frame.indicators.lfdRole:SetTexture("PATH_TO_YOUR_TEXTURE")
frame.indicators.lfdRole:Show()
elseif( role == "HEALER" ) then
frame.indicators.lfdRole:SetTexture("PATH_TO_YOUR_TEXTURE")
frame.indicators.lfdRole:Show()
elseif( role == "DAMAGER" ) then
frame.indicators.lfdRole:SetTexture("PATH_TO_YOUR_TEXTURE")
frame.indicators.lfdRole:Show()
else
frame.indicators.lfdRole:Hide()
end