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Tukui » Lua Script Help » Grid Layout Corner Buff Icons
  1. Challenger rein
    offline
    Premium
    Posts: 5

    I'm using TukUI running with the healer raid layout on grid only. I'm looking to modify the corner buffs from the solid colors to the spell icons. So for example, when I cast renew it will show the spell icon rather than the green box. I've tried a couple different edits in the core/functions.lua file, but I am not familiar enough with lua to pinpoint where I'm failing.

    If someone has done this already, or can get me point in the right direction it would be greatly appreciated.

    Posted 11 months ago - #1

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    Challenger rein
    offline
    Premium
    Posts: 5

    No need to worry about this anymore. I stepped away from it and came back to it later. I ended up solving it. I feel kind of stupid given how easy the fix actually was. Sorry to waste anyone's time!

    Original:

    			local tex = icon:CreateTexture(nil, "OVERLAY")
    			tex:SetAllPoints(icon)
    			tex:SetTexture(C.media.blank)
    			if (spell[3]) then
    				tex:SetVertexColor(unpack(spell[3]))
    			else
    				tex:SetVertexColor(0.8, 0.8, 0.8)
    			end
    

    Fix:

    			local tex = icon:CreateTexture(nil, "OVERLAY")
    			tex:SetAllPoints(icon)
    			tex:SetTexture(GetSpellTexture(spell[1]))
    			--if (spell[3]) then
    				--tex:SetVertexColor(unpack(spell[3]))
    			--else
    				--tex:SetVertexColor(0.8, 0.8, 0.8)
    			--end
    
    Posted 11 months ago - #2

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  3. Hero Jasje
    offline
    Moderator
    Posts: 2,616

    Its nice that you solved this yourself, now you see what it means by looking and trying it yourself first. GJ

    Every man is the architect of his own fortune.
    Posted 11 months ago - #3

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  4. offline
    Member
    Posts: 2

    There is the same for ElvUI please? Thank you.

    Posted 7 months ago - #4

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  5. Rival Alex
    offline
    VIP
    Posts: 432

    I think you can do it with ElvUi. Look into Raid options in Unitframes.

    Posted 7 months ago - #5

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  6. offline
    Member
    Posts: 2

    I looked everywhere and I think is the file unitframe.lua in config\filters but I am unable to resolve the problem. Can you help me please? Thank you.

    --BuffWatch
    --List of personal spells to show on unitframes as icon
    local function ClassBuff(id, point, color, anyUnit, onlyShowMissing)
    	local r, g, b = unpack(color)
    	return {["enabled"] = true, ["id"] = id, ["point"] = point, ["color"] = {["r"] = r, ["g"] = g, ["b"] = b}, ["anyUnit"] = anyUnit, ["onlyShowMissing"] = onlyShowMissing}
    end
    
    G.unitframe.buffwatch = {
    	PRIEST = {
    		ClassBuff(6788, "TOPRIGHT", {1, 0, 0}, true),	 -- Weakened Soul
    		ClassBuff(33076, "BOTTOMRIGHT", {0.2, 0.7, 0.2}),	 -- Prayer of Mending
    		ClassBuff(139, "BOTTOMLEFT", {0.4, 0.7, 0.2}), -- Renew
    		ClassBuff(17, "TOPLEFT", {0.81, 0.85, 0.1}, true),	 -- Power Word: Shield
    		ClassBuff(10060 , "RIGHT", {227/255, 23/255, 13/255}), -- Power Infusion
    		ClassBuff(47788, "LEFT", {221/255, 117/255, 0}, true), -- Guardian Spirit
    		ClassBuff(33206, "LEFT", {227/255, 23/255, 13/255}, true), -- Pain Suppression
    	},
    	DRUID = {
    		ClassBuff(774, "TOPRIGHT", {0.8, 0.4, 0.8}),	 -- Rejuvenation
    		ClassBuff(8936, "BOTTOMLEFT", {0.2, 0.8, 0.2}),	 -- Regrowth
    		ClassBuff(94447, "TOPLEFT", {0.4, 0.8, 0.2}),	 -- Lifebloom
    		ClassBuff(48438, "BOTTOMRIGHT", {0.8, 0.4, 0}),	 -- Wild Growth
    	},
    	PALADIN = {
    		ClassBuff(53563, "TOPRIGHT", {0.7, 0.3, 0.7}),	 -- Beacon of Light
    		ClassBuff(1022, "BOTTOMRIGHT", {0.2, 0.2, 1}, true),	-- Hand of Protection
    		ClassBuff(1044, "BOTTOMRIGHT", {0.89, 0.45, 0}, true),	-- Hand of Freedom
    		ClassBuff(1038, "BOTTOMRIGHT", {0.93, 0.75, 0}, true),	-- Hand of Salvation
    		ClassBuff(6940, "BOTTOMRIGHT", {0.89, 0.1, 0.1}, true),	-- Hand of Sacrifice
    	},
    	SHAMAN = {
    		ClassBuff(61295, "TOPRIGHT", {0.7, 0.3, 0.7}),	 -- Riptide
    		ClassBuff(974, "BOTTOMLEFT", {0.2, 0.7, 0.2}, true),	 -- Earth Shield
    		ClassBuff(51945, "BOTTOMRIGHT", {0.7, 0.4, 0}),	 -- Earthliving
    	},
    	MONK = {
    		ClassBuff(119611, "TOPLEFT", {0.8, 0.4, 0.8}),	 --Renewing Mist
    		ClassBuff(116849, "TOPRIGHT", {0.2, 0.8, 0.2}),	 -- Life Cocoon
    		ClassBuff(124682, "BOTTOMLEFT", {0.4, 0.8, 0.2}), -- Enveloping Mist
    		ClassBuff(124081, "BOTTOMRIGHT", {0.7, 0.4, 0}), -- Zen Sphere
    	},
    	ROGUE = {
    		ClassBuff(57934, "TOPRIGHT", {227/255, 23/255, 13/255}), -- Tricks of the Trade
    	},
    	MAGE = {
    		ClassBuff(111264, "TOPLEFT", {0.2, 0.2, 1}), -- Ice Ward
    	},
    	WARRIOR = {
    		ClassBuff(114030, "TOPLEFT", {0.2, 0.2, 1}), -- Vigilance
    		ClassBuff(3411, "TOPRIGHT", {227/255, 23/255, 13/255}), -- Intervene
    	},
    	DEATHKNIGHT = {
    		ClassBuff(49016, "TOPRIGHT", {227/255, 23/255, 13/255}), -- Unholy Frenzy
    	},
    }
    Posted 6 months ago - #6

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  7. Rival Alex
    offline
    VIP
    Posts: 432

    Yet I was sure ElvUI incorporated this feature before. Strange :/

    Posted 6 months ago - #7

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  8. offline
    Member
    Posts: 1

    if im reading this correctly if you want the actual spell icon and not the colored squares, then go to elvui options go to whatever grid frames you want (party frames, raid 10 frames, etc.) go to the dropdown on the upper right to buff indicator and uncheck "Color Icons" and it will show the spell icon

    Posted 6 months ago - #8

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  9. Challenger Kkthnx
    online
    Member
    Posts: 113

    rein said:
    No need to worry about this anymore. I stepped away from it and came back to it later. I ended up solving it. I feel kind of stupid given how easy the fix actually was. Sorry to waste anyone's time!

    Original:

    			local tex = icon:CreateTexture(nil, "OVERLAY")
    			tex:SetAllPoints(icon)
    			tex:SetTexture(C.media.blank)
    			if (spell[3]) then
    				tex:SetVertexColor(unpack(spell[3]))
    			else
    				tex:SetVertexColor(0.8, 0.8, 0.8)
    			end
    

    Fix:

    			local tex = icon:CreateTexture(nil, "OVERLAY")
    			tex:SetAllPoints(icon)
    			tex:SetTexture(GetSpellTexture(spell[1]))
    			--if (spell[3]) then
    				--tex:SetVertexColor(unpack(spell[3]))
    			--else
    				--tex:SetVertexColor(0.8, 0.8, 0.8)
    			--end
    

    Grats to you man with figuring this out. Most people just give up in a matter of seconds. But if you put your mind to it. You can do anything.

    Posted 6 months ago - #9

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