1. #11241
    Ok so it indeed is my pet casting bar. Now: how can I remove it without using a cast bar addon? If it's possible to do using MoveAnything then please say where the option is because I cannot find it anywhere.

  2. #11242
    Quote Originally Posted by Szemere View Post
    Make icon. Spell Cooldown. "Conflagrate". Right-middle/bottom: Stack Requirements: Maximum: Activated: 1. Opacity when failed 0%.

    You should know how to take it from there.

    edit; Make sure to crank up the unusable opacity too of course.


    Thank you very much.


    The unusable opacity is what I was missing!!

  3. #11243
    Was wondering if there's an addon that makes the Interface window (or any default window) unlocked at all times.

    Thanks in advance.

  4. #11244
    Quote Originally Posted by skmzarn View Post
    Was wondering if there's an addon that makes the Interface window (or any default window) unlocked at all times.

    Thanks in advance.
    Yep: DragEmAll

  5. #11245
    I was wondering if anyone could tell me how you separate the title from the bars in Skada. I want there to be some space between the title and the bars.

  6. #11246
    I recently tried ElvUI and on my main toon the little icon at the top right of ur map when u get mail does not work. IT is there for my alts but not my main and it sucks. I couldn't find anythign in any of the options to adjust it either. A lil help plz?

  7. #11247
    http://www.wowinterface.com/download...oUFSkaarj.html

    Trying to figure out how to make the health backdrop color class colored.

    Tried quite a few things but I can't quite get it. Is there an easy-mode way of turning

    Code:
    self:SetBackdrop(backdrop)
    	self:SetBackdropColor(0, 0, 0, 0.8)

    to class color mode?

    For the sake of simply trying it, I did

    Code:
    if Class = Death Knight then
    		self:SetBackdropColor(0.77, 0.12, 0.23, 1)
    	elseif Class = Druid then
    		self:SetBackdropColor(1.00, 0.49, 0.04, 1)
    	elseif Class = Hunter then
    		self:SetBackdropColor(0.67, 0.83, 0.45, 1)
    	elseif Class = Mage then
    		self:SetBackdropColor(0.41, 0.80, 0.94, 1)
    	elseif Class = Monk then
    		self:SetBackdropColor(0.33, 0.54, 0.52, 1)
    	elseif Class = Paladin then
    		self:SetBackdropColor(0.96, 0.55, 0.73, 1)
    	elseif Class = Priest then
    		self:SetBackdropColor(1, 1, 1, 1)
    	elseif Class = Rogue then
    		self:SetBackdropColor(1, 0.96, 0.41, 1)
    	elseif Class = Shaman then
    		self:SetBackdropColor(0, 0.44, 0.87, 1)
    	elseif Class = Warlock then
    		self:SetBackdropColor(0.58, 0.51, 0.79, 1)
    	elseif Class = Warrior then
    		self:SetBackdropColor(0.78, 0.61, 0.41, 1)
    	else
    		self:SetBackdropColor(0, 0, 0, 0.8)
    	end
    I assume I went wrong somewhere because I'm getting blizzard unit frames and getting an error for the top line for " 'then' expected near '=' "

    Any help toward this issue or possibly a static color that is visible underneath 0.3,0.3,0.3,1. Was working with 0,0,0,0.5 as a backdrop color but it's very hard to see something when people are low on health or whatever.

  8. #11248
    Anyone know what this font is called?

    http://imgur.com/0Uy7gYZ

  9. #11249
    Quote Originally Posted by Jeremypwnz View Post
    http://www.wowinterface.com/download...oUFSkaarj.html

    Trying to figure out how to make the health backdrop color class colored.

    Tried quite a few things but I can't quite get it. Is there an easy-mode way of turning


    I assume I went wrong somewhere because I'm getting blizzard unit frames and getting an error for the top line for " 'then' expected near '=' "

    Any help toward this issue or possibly a static color that is visible underneath 0.3,0.3,0.3,1. Was working with 0,0,0,0.5 as a backdrop color but it's very hard to see something when people are low on health or whatever.
    Replace your "=" with "==". The former attempts to set the following attribute, while the latter checks if the following attribute is equal.

    ---------- Post added 2013-05-07 at 03:32 PM ----------

    Quote Originally Posted by warlockSTAR View Post
    Anyone know what this font is called?

    http://imgur.com/0Uy7gYZ
    Diediedie. It's the default font of laFont, which changes damage and zone texts.

  10. #11250
    Quote Originally Posted by Sakpoth View Post
    Replace your "=" with "==". The former attempts to set the following attribute, while the latter checks if the following attribute is equal.[COLOR="red"]
    Code:
    	if Class == Death Knight then
    		self:SetBackdropColor(0.77, 0.12, 0.23, 1)
    	elseif Class == Druid then
    		self:SetBackdropColor(1.00, 0.49, 0.04, 1)
    	elseif Class == Hunter then
    		self:SetBackdropColor(0.67, 0.83, 0.45, 1)
    	elseif Class == Mage then
    		self:SetBackdropColor(0.41, 0.80, 0.94, 1)
    	elseif Class == Monk then
    		self:SetBackdropColor(0.33, 0.54, 0.52, 1)
    	elseif Class == Paladin then
    		self:SetBackdropColor(0.96, 0.55, 0.73, 1)
    	elseif Class == Priest then
    		self:SetBackdropColor(1, 1, 1, 1)
    	elseif Class == Rogue then
    		self:SetBackdropColor(1, 0.96, 0.41, 1)
    	elseif Class == Shaman then
    		self:SetBackdropColor(0, 0.44, 0.87, 1)
    	elseif Class == Warlock then
    		self:SetBackdropColor(0.58, 0.51, 0.79, 1)
    	elseif Class == Warrior then
    		self:SetBackdropColor(0.78, 0.61, 0.41, 1)
    	else
    		self:SetBackdropColor(0, 0, 0, 0.8)
    	end
    Doesn't seem to work.

    " 'then' expected near 'Knight' " --I expect this to be the case for each "Class then" part..

    One of these days I'll figure out how to do lua..
    Last edited by Jeremypwnz; 2013-05-07 at 08:56 PM.

  11. #11251
    Quote Originally Posted by Jeremypwnz View Post
    Doesn't seem to work.

    " 'then' expected near 'Knight' " --I expect this to be the case for each "Class then" part..

    One of these days I'll figure out how to do lua..
    Oh right, I overlooked that part. You have to encase your classes with quotation marks in order for them to be classified as strings. I assume you've previously defined Class as UnitClass("unit")? I'm not sure, but you might have to capitalize your class strings.

  12. #11252
    Quote Originally Posted by Sakpoth View Post
    Oh right, I overlooked that part. You have to encase your classes with quotation marks in order for them to be classified as strings. I assume you've previously defined Class as UnitClass("unit")? I'm not sure, but you might have to capitalize your class strings.
    Not sure if it was capitalizing class strings or going lower case on " class = 'DEATHKNIGHT' " like what was shown in class specific things for class specific powers bars later on in the file. Got it mostly working.

    Code:
    local playerClass = UnitClass("unit");
    		if class == 'DEATHKNIGHT' then
    		self:SetBackdropColor(0.77, 0.12, 0.23, 1)
    	elseif class == 'DRUID' then
    		self:SetBackdropColor(1.00, 0.49, 0.04, 1)
    	elseif class == 'HUNTER' then
    		self:SetBackdropColor(0.67, 0.83, 0.45, 1)
    	elseif class == 'MAGE' then
    		self:SetBackdropColor(0.41, 0.80, 0.94, 1)
    	elseif class == 'MONK' then
    		self:SetBackdropColor(0.33, 0.54, 0.52, 1)
    	elseif class == 'PALADIN' then
    		self:SetBackdropColor(0.96, 0.55, 0.73, 1)
    	elseif class == 'PRIEST' then
    		self:SetBackdropColor(1, 1, 1, 1)
    	elseif class == 'ROGUE' then
    		self:SetBackdropColor(1, 0.96, 0.41, 1)
    	elseif class == 'SHAMAN' then
    		self:SetBackdropColor(0, 0.44, 0.87, 1)
    	elseif class == 'WARLOCK' then
    		self:SetBackdropColor(0.58, 0.51, 0.79, 1)
    	elseif class == 'WARRIOR' then
    		self:SetBackdropColor(0.78, 0.61, 0.41, 1)
    	else
    		self:SetBackdropColor(0, 0, 0, 0.8)
    	end
    I'm trying different things I found on here but all I'm getting is for the class I'm currently on. Regardless of target/class. Since I'm playing a Hunter, all backdrops are Hunter class color.

    Friend of mine is also trying to figure out what to do on this, and suggested something about setting a variable for the backdrop or something.
    Last edited by Jeremypwnz; 2013-05-07 at 11:59 PM.

  13. #11253
    Code:
    if UnitIsPlayer(unit) then
        local _, class = UnitClass(unit)
        self:SetBackdropColor(RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b)
    else
        self:SetBackdropColor(0, 0, 0)
    end
    Last edited by Nibelheim; 2013-05-08 at 08:27 PM.

  14. #11254
    Now Raid/Party/Target/TT/Focus/FT isn't turning class colors. Only player frame. :/

  15. #11255
    Quote Originally Posted by Nibelheim View Post
    Thank you very much. Exactly what I was looking for.

  16. #11256
    Quote Originally Posted by Jeremypwnz View Post
    Now Raid/Party/Target/TT/Focus/FT isn't turning class colors. Only player frame. :/
    Woops. Fixed up my previous post.

  17. #11257
    Quote Originally Posted by Nibelheim View Post
    Woops. Fixed up my previous post.
    Still experiencing the same problem.. /sadface

    Quote Originally Posted by Jeremypwnz View Post
    Now Raid/Party/Target/TT/Focus/FT isn't turning class colors. Only player frame. :/

  18. #11258
    Well, if this don't work, best to post on an oUF forum.
    Code:
    if UnitIsPlayer(self.unit) then
        local _, class = UnitClass(self.unit)
        self:SetBackdropColor(RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b)
    else
        self:SetBackdropColor(0, 0, 0)
    end

  19. #11259
    Ugh...

    I'm trying to get rid of the default blizzard proc borders (around spell icons) so that they don't overlap with my custom weakauras ones.

    The only solution I've found disables the proc border texture completely, which disables it for everything...including weakauras.

    Any solutions? I've tried spellflash but that adds a hell of a lot more than I want. I don't want blinking spells telling me how to play, I just want to define when the proc borders go up. Ideally I'd rather a different proc border altogether (I do like the red spellflash ones...) but one thing at a time.

    I lack the skills necessary to make a custom spellflash module.

  20. #11260
    Bloodsail Admiral
    10+ Year Old Account
    Join Date
    Jan 2013
    Location
    Adelaide, Australia
    Posts
    1,146
    How can I get xCT or MSBT to merge my incoming and outgoing damage and heals like Rigg has in his UI?

    I can merge the two types in xCT, but I want then incoming to be justified to the left and the outgoing justified to the right. I've only been able to get one justification when they are in the same scroll area.


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