Hey, so I found this script online, it basically does like a little shine animation to when you press a key on your actionbar.
It won't work on prepatch idk why, can someone help me fix it and if you managed to fix it put the full code as a reply please? Thanks alot !!
Code:
local animationsCount, animations = 5, {}
local animationNum = 1
local frame, texture, alpha1, scale1, scale2, rotation2
for i = 1, animationsCount do
frame = CreateFrame("Frame")
texture = frame:CreateTexture() texture:SetTexture('Interface\\Cooldown\\star4') texture:SetAlpha(0) texture:SetAllPoints() texture:SetBlendMode("ADD")
animationGroup = texture:CreateAnimationGroup()
alpha1 = animationGroup:CreateAnimation("Alpha") alpha1:SetChange(1) alpha1:SetDuration(0) alpha1:SetOrder(1)
scale1 = animationGroup:CreateAnimation("Scale") scale1:SetScale(1.5, 1.5) scale1:SetDuration(0) scale1:SetOrder(1)
scale2 = animationGroup:CreateAnimation("Scale") scale2:SetScale(0, 0) scale2:SetDuration(0.3) scale2:SetOrder(2)
rotation2 = animationGroup:CreateAnimation("Rotation") rotation2:SetDegrees(90) rotation2:SetDuration(0.3) rotation2:SetOrder(2)
animations[i] = {frame = frame, animationGroup = animationGroup}
end
local AnimateButton = function(self)
if not self:IsVisible() then return true end
local animation = animations[animationNum]
local frame = animation.frame
local animationGroup = animation.animationGroup
frame:SetFrameStrata(self:GetFrameStrata())
frame:SetFrameLevel(self:GetFrameLevel() + 10)
frame:SetAllPoints(self)
animationGroup:Stop()
animationGroup:Play()
animationNum = (animationNum % animationsCount) + 1
return true
end
hooksecurefunc('MultiActionButtonDown', function(bname, id) AnimateButton(_G[bname..'Button'..id]) end)
hooksecurefunc('ActionButtonDown', function(id)
local button
if C_PetBattles.IsInBattle() then
if PetBattleFrame then
if id > NUM_BATTLE_PET_HOTKEYS then return end
button = PetBattleFrame.BottomFrame.abilityButtons[id]
if id == BATTLE_PET_ABILITY_SWITCH then
button = PetBattleFrame.BottomFrame.SwitchPetButton;
elseif id == BATTLE_PET_ABILITY_CATCH then
button = PetBattleFrame.BottomFrame.CatchButton;
end
if not button then return end
end
return
end
if OverrideActionBar and OverrideActionBar:IsShown() then
if id > NUM_OVERRIDE_BUTTONS then return end
button = _G["OverrideActionBarButton"..id]
else
button = _G["ActionButton"..id]
end
if not button then return end
AnimateButton(button)
end)