Code:
if PallyPower then
hooksecurefunc(PallyPower, "UpdateLayout", function()
if not PallyPower then return end
local stylef(f)
f:SetBackdrop({
bgFile = "Interface\\Buttons\\WHITE8x8",
edgeFile = "Interface\\Buttons\\WHITE8x8",
tile = false,
tileSize = 0,
edgeSize = 1,
insets = {left =-1, right =-1, top =-1, bottom =-1},
})
f:SetBackdropColor(0, 0, 0, 0.85)
f:SetBackdropBorderColor(0, 0, 0)
end
stylef(_G[PallyPowerAuto])
stylef(_G[PallyPowerRF])
stylef(_G[PallyPowerAura])
_G["PallyPowerAuraIcon"]:SetTexCoord(.1,.9,.1,.9)
_G["PallyPowerRFIcon"]:SetTexCoord(.1,.9,.1,.9)
_G["PallyPowerAutoIcon"]:SetTexCoord(.1,.9,.1,.9)
if PallyPower.classButtons then
for i = 1, PALLYPOWER_MAXCLASSES do
local cBtn = PallyPower.classButtons[i]
stylef(cBtn)
local classIcon = _G[cBtn:GetName().."ClassIcon"]
local buffIcon = _G[cBtn:GetName().."BuffIcon"]
classIcon:SetTexCoord(.1,.9,.1,.9)
buffIcon:SetTexCoord(.1,.9,.1,.9)
for j = 1, PALLYPOWER_MAXPERCLASS do
local pBtn = PallyPower.playerButtons[i][j]
buffIcon = _G[pBtn:GetName().."BuffIcon"]
buffIcon:SetTexCoord(.1,.9,.1,.9)
stylef(pBtn)
end
end
end
end)
end