Creating Addon and Ui Tweaks
Hello everyone, I've been a Ownedcore member since the start of World of Warcraft, but never really contributed.
I've learned so much from this website that I decided to share a few guides with all of you. This is the first one I'm releasing,
I did not write this, it as been taken from ArenaJunkies.com but I've searched a lot for these tweak and finally learn how to do these.
If you want to use the easy way, I've already compiled an addon for you guys, it does include:
-Disable damage/healing spam in floating text
-Darken all the graphics Ibo/Lorti UI style
-Hide the error frame (red text in top middle)
-Class colors in hp bars
-Class colors behind names
-Disable healing/damage spam over player/pet frame
-Change the format of hp/mana text to absolute values ("140k")
-Hide faction/PvP icon
-Disable the group number frame
To see what it look like:
Attachment 13587
Click here to download the addon
To install all you need to do is extract all the folder in World of Warcraft/Interface/Addons
It is already updated for patch 5.2
For you guys who wish to create theire own addon, Here is the guide:
Table of contents
- How to use scripts
- General/uncategorized scripts
- Disable damage/healing spam in floating text
- Add more "power auras"
- Darken all the graphics Ibo/Lorti UI style
- Hide the error frame (red text in top middle)
- Unit frame scripts
- Class icons instead of portraits
- Class colors in hp bars
- Class colors behind names
- Disable healing/damage spam over player/pet frame
- Flashy spellsteal border for non-mages and/or enrage effects
- Change the format of hp/mana text to absolute values ("140k")
- Hide the faction/PvP icon
- Disable the group number frame
- Scaling/moving unitframes
- Arena frame scripts
- Show frames outside of arena (macro)
- Scaling/moving arenaframes and castbars
- Arena trinkets tracker
- Action bar scripts
- Hide graphics
- Hide macro labels
- Hide hotkeys
- Cast bar scripts
- Text cast timer ("0.8 / 1.5")
- Scaling/moving castbars
- Quality of life scripts
- Autosell grey trash and repair
- Minimap tweaks
- Extra slash commands
1. How to use scripts
You either need to create your own addon, add the code to an existing addon (I don't recommend this), or run it in-game via the /run command. The latter, in most cases, requires a condensed form of the script to fit the 255 character limit of input/macros; macros often need to be executed after every reload or zone. Unless you're going to Blizzcon tomorrow, there's really no reason to use macros - just create an addon. I will, however, add macros where available (i.e. those I already have in macro form).
Download this template: http://www.mediafire...b4cj4r0fcqcwquj
This already has the folder structure and the .toc file, at this point you only need to open the .lua file as a text file (with notepad/wordpad or anything that works with raw text), and simply copy/paste the code you want from below.
You don't need to relog every time you edit a .lua file if the addon is loaded, a /reloadui is enough.
Comments start with "--", multi-line comments look like this:
Code:
--[[
This code
won't execute.
]]
-- This is a single-line comment
This way you can enable/disable certain features, or just add comments to organize your code better.
If you're a do it yourself type, here's how you create an addon:
1. Create YourAddon folder in Interface/Addons
2. Create a text file called YourAddon.toc (has to be the same name as the folder), content should be:
Code:
## Title: YourAddon
## Interface: 50001
YourAddon.lua
3. Create YourAddon.lua (can be any filename, but it has to be mentioned in the .toc file to load), copy scripts into that file.
Make sure that you see the actual extensions of files - this is disabled by default in Windows. So the files you are looking at might actually be YourAddon.toc.txt and YourAddon.lua.txt, and of course it doesn't work in this case.
2. General/uncategorized scripts
2.1. Disable damage/healing spam in floating text:
Code:
LoadAddOn("Blizzard_CombatText")
COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["DAMAGE_CRIT"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["DAMAGE"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE_CRIT"] = {var = nil, show = nil}
COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE"] = {var = nil, show = nil}
Macros:
Code:
/run CTTI=COMBAT_TEXT_TYPE_INFO CTTI.PERIODIC_HEAL={var=nil,show=nil} CTTI.HEAL_CRIT={var=nil,show=nil} CTTI.HEAL={var=nil,show=nil} CTTI.PERIODIC_HEAL_ABSORB={var=nil,show=nil} CTTI.HEAL_CRIT_ABSORB={var=nil,show=nil} CTTI.HEAL_ABSORB={var=nil,show=nil}
/run CTTI.DAMAGE_CRIT={var=nil,show=nil} CTTI.DAMAGE={var=nil,show=nil} CTTI.SPELL_DAMAGE_CRIT={var=nil,show=nil} CTTI.SPELL_DAMAGE={var=nil,show=nil}
2.2. Add more "power auras":
Code:
local frame = CreateFrame("FRAME")
frame:RegisterEvent("UNIT_AURA")
frame:SetScript("OnEvent", function(self, event, ...)
local unitid = ... if unitid ~= "player" then return end
if UnitBuff("player", "Eradication") then
SpellActivationOverlay_ShowOverlay(SpellActivationOverlayFrame, 64371, "TEXTURES\\SPELLACTIVATIONOVERLAYS\\GENERICTOP_01.BLP", "TOP", 1.2, 139, 65, 239, false, false)
else
SpellActivationOverlay_HideOverlays(SpellActivationOverlayFrame, 64371)
end
end)
First, change "Eradication" to whatever you need. (Use the locale/language you actually play on.)
Next, here's how you configure this whole thing:
SpellActivationOverlay_ShowOverlay(self, spellID, texturePath, location, scale, r, g, b, info.vFlip, info.hFlip)
It's all pretty self-explanatory. Keep the first argument as it is in the script above, everything else you can change/edit as you wish to. The last two arguments are vertical and horizontal flips, "r, g, b" are red/green/blue color codes (0-255).
To get the spellID, find your spell/aura on wowhead and look at the address bar. The number is the spellID. Keep in mind you need the spellID of the buff, not the spell that triggers it - they are sometimes different.
Textures created for the default UI and available in the game files:
Spoiler
Just change the last part of the texture path provided in the example above to any of these.
If that's not enough, you can always steal a file from Power Auras or other addons. To specify an external texture: "Interface\\AddOns\\YourAddon\\yourtexture.tga" - you can use .tga files; in general, you can use any texture/picture available to the game (anything in the game files and anything in addon folders).
2.3. Darken all the graphics Ibo/Lorti UI style:
This particular script is stolen from Ibo UI. You'll also need some textures to make it look right, simply put them into the /Interface/ folder alongside the Addons folder:
http://www.mediafire...mpaxe6jfllwa5q8
Code:
local frame=CreateFrame("Frame")
frame:RegisterEvent("ADDON_LOADED")
frame:SetScript("OnEvent", function(self, event, addon)
if (addon == "Blizzard_TimeManager") then
for i, v in pairs({PlayerFrameTexture, TargetFrameTextureFrameTexture, PetFrameTexture, PartyMemberFrame1Texture, PartyMemberFrame2Texture, PartyMemberFrame3Texture, PartyMemberFrame4Texture,
PartyMemberFrame1PetFrameTexture, PartyMemberFrame2PetFrameTexture, PartyMemberFrame3PetFrameTexture, PartyMemberFrame4PetFrameTexture, FocusFrameTextureFrameTexture,
TargetFrameToTTextureFrameTexture, FocusFrameToTTextureFrameTexture, BonusActionBarFrameTexture0, BonusActionBarFrameTexture1, BonusActionBarFrameTexture2, BonusActionBarFrameTexture3,
BonusActionBarFrameTexture4, MainMenuBarTexture0, MainMenuBarTexture1, MainMenuBarTexture2, MainMenuBarTexture3, MainMenuMaxLevelBar0, MainMenuMaxLevelBar1, MainMenuMaxLevelBar2,
MainMenuMaxLevelBar3, MinimapBorder, CastingBarFrameBorder, FocusFrameSpellBarBorder, TargetFrameSpellBarBorder, MiniMapTrackingButtonBorder, MiniMapLFGFrameBorder, MiniMapBattlefieldBorder,
MiniMapMailBorder, MinimapBorderTop,
select(1, TimeManagerClockButton:GetRegions())
}) do
v:SetVertexColor(.4, .4, .4)
end
for i,v in pairs({ select(2, TimeManagerClockButton:GetRegions()) }) do
v:SetVertexColor(1, 1, 1)
end
self:UnregisterEvent("ADDON_LOADED")
frame:SetScript("OnEvent", nil)
end
end)
for i, v in pairs({ MainMenuBarLeftEndCap, MainMenuBarRightEndCap }) do
v:SetVertexColor(.35, .35, .35)
end
2.4. Hide the error frame (red text in top middle):
Code:
UIErrorsFrame:SetAlpha(0)
3. Unit frame scripts
3.1. Class icons instead of portraits:
Code:
hooksecurefunc("UnitFramePortrait_Update",function(self)
if self.portrait then
if UnitIsPlayer(self.unit) then
local t = CLASS_ICON_TCOORDS[select(2, UnitClass(self.unit))]
if t then
self.portrait:SetTexture("Interface\\TargetingFrame\\UI-Classes-Circles")
self.portrait:SetTexCoord(unpack(t))
end
else
self.portrait:SetTexCoord(0,1,0,1)
end
end
end)
Macros:
Code:
/run UFP="UnitFramePortrait_Update" UICC="Interface\\TargetingFrame\\UI-Classes-Circles" CIT=CLASS_ICON_TCOORDS UC=UnitClass
/run hooksecurefunc(UFP,function(self) if self.portrait then t=CIT[select(2,UC(self.unit))] if t and UnitIsPlayer(self.unit) then self.portrait:SetTexture(UICC) self.portrait:SetTexCoord(unpack(t)) else self.portrait:SetTexCoord(0,1,0,1) end end end)
3.2. Class colors in hp bars:
Code:
local function colour(statusbar, unit)
local _, class, c
if UnitIsPlayer(unit) and UnitIsConnected(unit) and unit == statusbar.unit and UnitClass(unit) then
_, class = UnitClass(unit)
c = CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[class] or RAID_CLASS_COLORS[class]
statusbar:SetStatusBarColor(c.r, c.g, c.b)
PlayerFrameHealthBar:SetStatusBarColor(0,1,0)
end
end
hooksecurefunc("UnitFrameHealthBar_Update", colour)
hooksecurefunc("HealthBar_OnValueChanged", function(self)
colour(self, self.unit)
end)
Macros:
Code:
/run UIP=UnitIsPlayer UIC=UnitIsConnected RCC=RAID_CLASS_COLORS PFHB=PlayerFrameHealthBar UC=UnitClass
/run function colour(sb,unit) if UIP(unit) and UIC(unit) and unit==sb.unit and UC(unit) then _,cl=UC(unit) c=RAID_CLASS_COLORS[cl] sb:SetStatusBarColor(c.r,c.g,c.b) PFHB:SetStatusBarColor(0,1,0) end end
/run hooksecurefunc("UnitFrameHealthBar_Update", colour) hooksecurefunc("HealthBar_OnValueChanged", function(self) colour(self, self.unit) end)
3.3. Class colors behind names:
Code:
local frame = CreateFrame("FRAME")
frame:RegisterEvent("GROUP_ROSTER_UPDATE")
frame:RegisterEvent("PLAYER_TARGET_CHANGED")
frame:RegisterEvent("PLAYER_FOCUS_CHANGED")
frame:RegisterEvent("UNIT_FACTION")
local function eventHandler(self, event, ...)
if UnitIsPlayer("target") then
c = RAID_CLASS_COLORS[select(2, UnitClass("target"))]
TargetFrameNameBackground:SetVertexColor(c.r, c.g, c.b)
end
if UnitIsPlayer("focus") then
c = RAID_CLASS_COLORS[select(2, UnitClass("focus"))]
FocusFrameNameBackground:SetVertexColor(c.r, c.g, c.b)
end
end
frame:SetScript("OnEvent", eventHandler)
for _, BarTextures in pairs({TargetFrameNameBackground, FocusFrameNameBackground}) do
BarTextures:SetTexture("Interface\\TargetingFrame\\UI-StatusBar")
end
Macros:
Code:
/run UIP=UnitIsPlayer RCC=RAID_CLASS_COLORS UC=UnitClass TFNB=TargetFrameNameBackground FFNB=FocusFrameNameBackground
/run f=CreateFrame("FRAME") f:RegisterEvent("PARTY_MEMBERS_CHANGED") f:RegisterEvent("PLAYER_TARGET_CHANGED") f:RegisterEvent("PLAYER_FOCUS_CHANGED") f:RegisterEvent("UNIT_FACTION")
/run function e(self,event,...) if UIP("target") then c=RCC[select(2,UC("target"))] TFNB:SetVertexColor(c.r,c.g,c.b) end if UIP("focus") then c=RCC[select(2,UC("focus"))] FFNB:SetVertexColor(c.r,c.g,c.b) end end f:SetScript("OnEvent",e)
3.4. Disable healing/damage spam over player/pet frame:
Code:
PlayerHitIndicator:SetText(nil)
PlayerHitIndicator.SetText = function() end
PetHitIndicator:SetText(nil)
PetHitIndicator.SetText = function() end
3.5. Flashy spellsteal border for non-mages and/or enrage effects:
Code:
hooksecurefunc("TargetFrame_UpdateAuras", function(s)
for i = 1, MAX_TARGET_BUFFS do
_, _, ic, _, dT = UnitBuff(s.unit, i)
if(ic and (not s.maxBuffs or i<=s.maxBuffs)) then
fS=_G[s:GetName()..'Buff'..i..'Stealable']
if(UnitIsEnemy(PlayerFrame.unit, s.unit) and dT=='Magic') then
fS:Show()
else
fS:Hide()
end
end
end
end)
Macros:
Code:
/run b = 'Buff' st = 'Stealable' mM = 'Magic' mB = maxBuffs TFUA = 'TargetFrame_UpdateAuras' PFu = PlayerFrame.unit MTB = MAX_TARGET_BUFFS UB = UnitBuff UIE = UnitIsEnemy
/run hooksecurefunc(TFUA,function(s) for i=1,MTB do _,_,ic,_,dT=UB(s.unit,i) if(ic and (not s.mB or i<=s.mB)) then fS=_G[s:GetName()..b..i..st] if (UIE(PFu,s.unit) and dT==mM) then fS:Show() else fS:Hide() end end end end)
You can adapt this to enrages by changing the dT=='Magic' line to dT='' (or in the macro, mM='' instead of mM='Magic'). For an unknown reason, enrage effects return an empty string as their debuff type.
3.6. Change the format of hp/mana text to absolute values ("140k"):
Code:
hooksecurefunc("TextStatusBar_UpdateTextStringWithValues", function()
PlayerFrameHealthBar.TextString:SetText(AbbreviateLargeNumbers(UnitHealth("player")))
PlayerFrameManaBar.TextString:SetText(AbbreviateLargeNumbers(UnitMana("player")))
TargetFrameHealthBar.TextString:SetText(AbbreviateLargeNumbers(UnitHealth("target")))
TargetFrameManaBar.TextString:SetText(AbbreviateLargeNumbers(UnitMana("target")))
FocusFrameHealthBar.TextString:SetText(AbbreviateLargeNumbers(UnitHealth("focus")))
FocusFrameManaBar.TextString:SetText(AbbreviateLargeNumbers(UnitMana("focus")))
end)
3.7. Hide faction/PvP icon:
Code:
PlayerPVPIcon:SetAlpha(0)
TargetFrameTextureFramePVPIcon:SetAlpha(0)
FocusFrameTextureFramePVPIcon:SetAlpha(0)
3.8. Disable the group number frame:
Code:
PlayerFrameGroupIndicator.Show = function() return end
3.9. Scaling/moving frames:
Code:
framename:SetScale(1.1)
You can find the frame name by using /fstack. Value is in %, i.e. 1.1 is 110%.
Move most frames on the default UI:
Code:
/run local f=framename; f:SetMovable(true); f:EnableMouse(true); f:SetUserPlaced(true); f:SetScript("OnMouseDown", f.StartMoving); f:SetScript("OnMouseUp", f.StopMovingOrSizing);
You can find the frame name by using /fstack. Drag the frame where you want it to be, reload. (If it doesn't save, type /console synchronizeSettings 0 and try again.)
I personally recommend to move the TargetFrameToT (target of target) frame at least, because it often overlaps the last debuff. Just move it a little bit to the right. This method works for sure for the ToT frame.
If the above method doesn't work or doesn't save position for the frame you're trying to move (doesn't for pet frame, for example), paste this into your addon:
Code:
framename:ClearAllPoints()
framename:SetPoint("CENTER", x, y)
framename.SetPoint = function() end
Also, you can move the player, target and focus frames within the default UI by right clicking on it and unlocking/locking. That's much better than moving it with scripts due to some weird interactions with vehicle UI if you move those frames with scripts.
4. Arena frame scripts
4.1. Show frames outside of arena (macro):
Code:
/run LoadAddOn("Blizzard_ArenaUI") ArenaEnemyFrames:Show() ArenaEnemyFrame1:Show() ArenaEnemyFrame2:Show() ArenaEnemyFrame3:Show() ArenaEnemyFrame1CastingBar:Show() ArenaEnemyFrame2CastingBar:Show() ArenaEnemyFrame3CastingBar:Show()
This will display frames 1, 2 and 3 with the cast bars.
4.2. Scaling/moving arenaframes and castbars:
Code:
LoadAddOn("Blizzard_ArenaUI") -- You only need to run this once. You can safely delete any copies of this line.
ArenaEnemyFrame1:ClearAllPoints()
ArenaEnemyFrame2:ClearAllPoints()
ArenaEnemyFrame3:ClearAllPoints()
ArenaEnemyFrame4:ClearAllPoints()
ArenaEnemyFrame5:ClearAllPoints()
ArenaEnemyFrame1:SetPoint("CENTER",UIParent,"CENTER",350,50)
ArenaEnemyFrame2:SetPoint("CENTER",UIParent,"CENTER",350,0)
ArenaEnemyFrame3:SetPoint("CENTER",UIParent,"CENTER",350,-50)
ArenaEnemyFrame4:SetPoint("CENTER",UIParent,"CENTER",350,-100)
ArenaEnemyFrame5:SetPoint("CENTER",UIParent,"CENTER",350,-150)
ArenaEnemyFrame1.SetPoint = function() end
ArenaEnemyFrame2.SetPoint = function() end
ArenaEnemyFrame3.SetPoint = function() end
ArenaEnemyFrame4.SetPoint = function() end
ArenaEnemyFrame5.SetPoint = function() end
Frames have to be moved separately now. ClearAllPoints and blanketing the SetPoint method are both mandatory now for it to work properly. The only way to fit this in a macro is to loop it, I'll add this in later.
Code:
ArenaEnemyFrames:SetScale(1.3)
This scales up the whole thing, everything in the frames will be scaled up equally. Make sure this is after LoadAddOn("Blizzard_ArenaUI").
Code:
for i=1, 5 do
_G["ArenaEnemyFrame"..i]:SetScale(1.3)
_G["ArenaEnemyFrame"..i.."CastingBar"]:SetScale(1.3)
-- _G["ArenaEnemyFrame"..i.."CastingBar"]:SetPoint("RIGHT", 95, 0)
end
This lets you scale things up separately if you want to. First line changes the scale of arena frames themselves. Second line changes the scale of the cast bar. Third line moves the cast bar to the right of the frame - its disabled here, just remove the "--" to enable it (just an example of using comments in code).
4.3. Arena trinkets tracker:
Code:
LoadAddOn("Blizzard_ArenaUI") -- You only need to run this once. You can safely delete any copies of this line.
trinkets = {}
local arenaFrame, trinket
for i = 1, 5 do
arenaFrame = "ArenaEnemyFrame"..i
trinket = CreateFrame("Cooldown", arenaFrame.."Trinket", ArenaEnemyFrames)
trinket:SetPoint("TOPRIGHT", arenaFrame, 30, -6)
trinket:SetSize(24, 24)
trinket.icon = trinket:CreateTexture(nil, "BACKGROUND")
trinket.icon:SetAllPoints()
trinket.icon:SetTexture("Interface\\Icons\\inv_jewelry_trinketpvp_01")
trinket:Hide()
trinkets["arena"..i] = trinket
end
local events = CreateFrame("Frame")
function events:UNIT_SPELLCAST_SUCCEEDED(unitID, spell, rank, lineID, spellID)
if not trinkets[unitID] then
return
end
if spellID == 59752 or spellID == 42292 then
CooldownFrame_SetTimer(trinkets[unitID], GetTime(), 120, 1)
SendChatMessage("Trinket used by: "..GetUnitName(unitID, true), "PARTY")
end
end
function events:PLAYER_ENTERING_WORLD()
local _, instanceType = IsInInstance()
if instanceType == "arena" then
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
elseif self:IsEventRegistered("UNIT_SPELLCAST_SUCCEEDED") then
self:UnregisterEvent("UNIT_SPELLCAST_SUCCEEDED")
for _, trinket in pairs(trinkets) do
trinket:SetCooldown(0, 0)
trinket:Hide()
end
end
end
events:SetScript("OnEvent", function(self, event, ...) return self[event](self, ...) end)
events:RegisterEvent("PLAYER_ENTERING_WORLD")
This puts icons to the right of the arena frames. Does not track WotF - it now simply shares 30 seconds CD with trinkets, so it's impossible to track with just 1 icon. Only enables in arenas.
5. Action bar scripts
5.1. Hide graphics:
I will just list all the options in one block, you can choose which you want. You can enter them separately with /run if you want to see each individually.
Code:
MainMenuBarLeftEndCap:Hide()
MainMenuBarRightEndCap:Hide() -- hide the gryphons
MainMenuExpBar:Hide()
MainMenuBarMaxLevelBar:SetAlpha(0) -- hide the xp bar
MainMenuBarTexture0:Hide() -- hide all the background textures.
MainMenuBarTexture1:Hide() -- leaving them on looks better,
MainMenuBarTexture2:Hide() -- unless you are going to hide the
MainMenuBarTexture3:Hide() -- micromenu and bag buttons too.
BonusActionBarFrameTexture1:SetAlpha(0)
BonusActionBarFrameTexture2:SetAlpha(0) -- this is for druids/rogues/warriors.
BonusActionBarFrameTexture3:SetAlpha(0) -- their stances cause this to show up
BonusActionBarFrameTexture4:SetAlpha(0) -- over the normal bar.
SlidingActionBarTexture0:SetAlpha(0)
SlidingActionBarTexture1:SetAlpha(0) -- hide pet bar background
-- These hide individual elements of the menu bar. Its easy to figure out what is what.
ActionBarUpButton:Hide()
ActionBarDownButton:Hide()
MainMenuBarPageNumber:SetAlpha(0)
CharacterMicroButton:Hide()
SpellbookMicroButton:Hide()
TalentMicroButton:Hide()
AchievementMicroButton:Hide()
QuestLogMicroButton:Hide()
GuildMicroButton:Hide()
PVPMicroButton:Hide()
LFDMicroButton:Hide()
CompanionsMicroButton:Hide()
EJMicroButton:Hide()
MainMenuMicroButton:Hide()
HelpMicroButton:Hide()
CharacterBag3Slot:Hide()
CharacterBag2Slot:Hide()
CharacterBag1Slot:Hide()
CharacterBag0Slot:Hide()
MainMenuBarBackpackButton:Hide()
5.2. Hide macro labels:
Code:
for i=1, 12 do
_G["ActionButton"..i.."Name"]:SetAlpha(0) -- main bar
_G["MultiBarBottomRightButton"..i.."Name"]:SetAlpha(0) -- bottom right bar
_G["MultiBarBottomLeftButton"..i.."Name"]:SetAlpha(0) -- bottom left bar
_G["MultiBarRightButton"..i.."Name"]:SetAlpha(0) -- right bar
_G["MultiBarLeftButton"..i.."Name"]:SetAlpha(0) -- left bar
end
5.3. Hide hotkeys:
Code:
for i=1, 12 do
_G["ActionButton"..i.."HotKey"]:SetAlpha(0) -- main bar
_G["MultiBarBottomRightButton"..i.."HotKey"]:SetAlpha(0) -- bottom right bar
_G["MultiBarBottomLeftButton"..i.."HotKey"]:SetAlpha(0) -- bottom left bar
_G["MultiBarRightButton"..i.."HotKey"]:SetAlpha(0) -- right bar
_G["MultiBarLeftButton"..i.."HotKey"]:SetAlpha(0) -- left bar
end
6. Cast bar scripts
6.1. Text cast timer ("0.8 / 1.5"):
Code:
CastingBarFrame.timer = CastingBarFrame:CreateFontString(nil);
CastingBarFrame.timer:SetFont(STANDARD_TEXT_FONT,12,"OUTLINE");
CastingBarFrame.timer:SetPoint("TOP", CastingBarFrame, "BOTTOM", 0, 0);
CastingBarFrame.update = .1;
hooksecurefunc("CastingBarFrame_OnUpdate", function(self, elapsed)
if not self.timer then return end
if self.update and self.update < elapsed then
if self.casting then
self.timer:SetText(format("%2.1f/%1.1f", max(self.maxValue - self.value, 0), self.maxValue))
elseif self.channeling then
self.timer:SetText(format("%.1f", max(self.value, 0)))
else
self.timer:SetText("")
end
self.update = .1
else
self.update = self.update - elapsed
end
end)
6.2. Scaling/moving castbars
Player cast bar:
Code:
CastingBarFrame:ClearAllPoints()
CastingBarFrame:SetPoint("CENTER",UIParent,"CENTER", 0, -235)
CastingBarFrame.SetPoint = function() end
CastingBarFrame:SetScale(1.0)
Target cast bar. This one is attached to the target unit frame by default, this script will unattach it and place it in the center:
TargetFrameSpellBar:ClearAllPoints()
TargetFrameSpellBar:SetPoint("CENTER", UIParent, "CENTER", 0, -140)
TargetFrameSpellBar.SetPoint = function() end
TargetFrameSpellBar:SetScale(1.0) Focus cast bar functions the exact same way as the target cast bar, just that the frame is called FocusFrameSpellBar.
Set the cast bar above the frame instead of under the auras:
TargetFrameSpellBar:ClearAllPoints()
TargetFrameSpellBar:SetPoint("BOTTOM", TargetFrame, "TOP", -15, 0)
TargetFrameSpellBar.SetPoint = function() end
It will still remain attached to the target frame if you decide to move the target frame. Change "Target" to "Focus" everywhere and you'll get the same script for focus frame.
Spoiler
7. Quality of life scripts
7.1. Autosell grey trash and repair:
Code:
local g = CreateFrame("Frame")
g:RegisterEvent("MERCHANT_SHOW")
g:SetScript("OnEvent", function()
local bag, slot
for bag = 0, 4 do
for slot = 0, GetContainerNumSlots(bag) do
local link = GetContainerItemLink(bag, slot)
if link and (select(3, GetItemInfo(link)) == 0) then
UseContainerItem(bag, slot)
end
end
end
if(CanMerchantRepair()) then
local cost = GetRepairAllCost()
if cost > 0 then
local money = GetMoney()
if IsInGuild() then
local guildMoney = GetGuildBankWithdrawMoney()
if guildMoney > GetGuildBankMoney() then
guildMoney = GetGuildBankMoney()
end
if guildMoney > cost and CanGuildBankRepair() then
RepairAllItems(1)
print(format("|cfff07100Repair cost covered by G-Bank: %.1fg|r", cost * 0.0001))
return
end
end
if money > cost then
RepairAllItems()
print(format("|cffead000Repair cost: %.1fg|r", cost * 0.0001))
else
print("Not enough gold to cover the repair cost.")
end
end
end
end)
Will use guild bank if available.
7.1. Minimap tweaks:
Code:
MinimapZoomIn:Hide()
MinimapZoomOut:Hide()
Minimap:EnableMouseWheel(true)
Minimap:SetScript('OnMouseWheel', function(self, delta)
if delta > 0 then
Minimap_ZoomIn()
else
Minimap_ZoomOut()
end
end)
MiniMapTracking:ClearAllPoints()
MiniMapTracking:SetPoint("TOPRIGHT", -26, 7)
Hides zoom in/out buttons, enables mousewheel zoom, and moves the tracking button to top right near the calendar button.
7.3. Extra slash commands:
Code:
SlashCmdList["CLCE"] = function() CombatLogClearEntries() end
SLASH_CLCE1 = "/clc"
SlashCmdList["TICKET"] = function() ToggleHelpFrame() end
SLASH_TICKET1 = "/gm"
SlashCmdList["READYCHECK"] = function() DoReadyCheck() end
SLASH_READYCHECK1 = '/rc'
SlashCmdList["CHECKROLE"] = function() InitiateRolePoll() end
SLASH_CHECKROLE1 = '/cr'
- /clc to clear combat log
- /gm to open a GM ticket
- /rc for readycheck
- /cr for check role