Originally Posted by 10leej
So this re-inspired me to continue the good work on my loot frames.
Bought it this far got a bit of skinning to do and need to make it so the backround disapears when the loot frame closes, but looks pretty decent so far.
code
Borrowing your portrait code and trimming it to my needs, I'm not including the embedded version of "Improved Loot Frame" like you were, but I got it looking similar.
Code is pretty messy because I more or less scrapped about 70% of what I was trying to do and instead decided to modify the existing frame.
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Cool!
I can help you with that frame that is not hidden
Code:
hooksecurefunc("LootFrame_UpdateButton", function(index)
local texture, item, quantity, quality, locked, isQuestItem, questId, isActive = GetLootSlotInfo(index)
_G["LootButton"..index.."IconQuestTexture"]:SetAlpha(0) -- hide that pesky quest item texture
_G["LootButton"..index.."NameFrame"]:SetAlpha(0) -- hide sucky fagdrops :D
if isQuestItem then
ColorBorder(_G["LootButton"..index], unpack(AftermathhUI.loot.questitemcolor))
else
ColorBorder(_G["LootButton"..index], AftermathhUI.bordercolor, AftermathhUI.bordercolor, AftermathhUI.bordercolor)
end
end)
Seems to work, just used this part:
Code:
local bg, titlebg, portrait, portraitframe, trcorner, tlcorner, top,
unknowntitle, topstreak, blcorner, brcorner, bottom, left, right, btncornerL,
btncornerR, btnbottom, portraitoverlay, title, prevtext, nextext = _G["LootFrame"]:GetRegions()
bg:Hide()
titlebg:Hide()
portrait:Hide()
portraitframe:Hide()
trcorner:Hide()
tlcorner:Hide()
top:Hide()
topstreak:Hide()
blcorner:Hide()
brcorner:Hide()
bottom:Hide()
left:Hide()
right:Hide()
portraitoverlay:Hide()
btncornerL:Hide()
btncornerR:Hide()
btnbottom:Hide()
LootFrameInset:Hide()
but this happens :/ But i guess i just have to resize all the panels and everything, but i dont quite understand, cause everything was made for the blizz frames funny enough.