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.
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
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.
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?
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
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 '=' "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
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.
Anyone know what this font is called?
http://imgur.com/0Uy7gYZ
Doesn't seem to work.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
" '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.
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.
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.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
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.
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.
Now Raid/Party/Target/TT/Focus/FT isn't turning class colors. Only player frame. :/
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
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.
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.