pfUI:RegisterSkin("Character", function () local rawborder, border = GetBorderSize() local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel() -- Honor Tab StripTextures(HonorFrame) if ArenaFrame then StripTextures(ArenaFrame) for _, frame in pairs({'Arena', 'Honor'}) do for i = 1, 2 do local tab = _G[frame.."FrameTab"..i] local lastTab = _G[frame.."FrameTab"..(i-1)] if lastTab and lastTab:IsShown() then tab:ClearAllPoints() tab:SetPoint("LEFT", lastTab, "RIGHT", border*2 + 1, 0) end SkinTab(tab) end end for i = 1, 3 do local team = _G["ArenaFrameTeam"..i] StripTextures(team) CreateBackdrop(team) end end HonorFrameProgressBar:SetStatusBarTexture(pfUI.media["img:bar"]) CreateBackdrop(HonorFrameProgressBar) HonorFrameProgressBar:SetHeight(24) local magicResTextureCords = { {0.21875, 0.78125, 0.25, 0.3203125}, {0.21875, 0.78125, 0.0234375, 0.09375}, {0.21875, 0.78125, 0.13671875, 0.20703125}, {0.21875, 0.78125, 0.36328125, 0.43359375}, {0.21875, 0.78125, 0.4765625, 0.546875} } CreateBackdrop(CharacterFrame, nil, nil, .75) CreateBackdropShadow(CharacterFrame) CharacterFrame.backdrop:SetPoint("TOPLEFT", 10, -10) CharacterFrame.backdrop:SetPoint("BOTTOMRIGHT", -30, 72) CharacterFrame:SetHitRectInsets(10,30,10,72) EnableMovable("CharacterFrame", CHARACTERFRAME_SUBFRAMES) SkinCloseButton(CharacterFrameCloseButton, CharacterFrame.backdrop, -6, -6) CharacterFrame:DisableDrawLayer("ARTWORK") CharacterNameText:ClearAllPoints() CharacterNameText:SetPoint("TOP", CharacterFrame.backdrop, "TOP", 0, -10) CharacterFrameTab1:ClearAllPoints() CharacterFrameTab1:SetPoint("TOPLEFT", CharacterFrame.backdrop, "BOTTOMLEFT", bpad, -(border + (border == 1 and 1 or 2))) for i = 1, 5 do local tab = _G["CharacterFrameTab"..i] local lastTab = _G["CharacterFrameTab"..(i-1)] if lastTab and lastTab:IsShown() then tab:ClearAllPoints() tab:SetPoint("LEFT", lastTab, "RIGHT", border*2 + 1, 0) end SkinTab(tab) end do -- Character Tab local slots = { "HeadSlot", "NeckSlot", "ShoulderSlot", "BackSlot", "ChestSlot", "ShirtSlot", "TabardSlot", "WristSlot", "HandsSlot", "WaistSlot", "LegsSlot", "FeetSlot", "Finger0Slot", "Finger1Slot", "Trinket0Slot", "Trinket1Slot", "MainHandSlot", "SecondaryHandSlot", "RangedSlot", "AmmoSlot" } local function RefreshPetPosition() CharacterFrameTab3:ClearAllPoints() CharacterFrameTab3:SetPoint("LEFT", HasPetUI() and CharacterFrameTab2 or CharacterFrameTab1, "RIGHT", border*2 + 1, 0) end local function RefreshCharacterSlot(slot) local slotId = slot:GetID() local itemID = GetInventoryItemID("player", slotId) if slot and slot.backdrop then if itemID then local isBroken = GetInventoryItemBroken("player", slotId) local quality = GetInventoryItemQuality("player", slotId) if isBroken then slot.backdrop:SetBackdropBorderColor(0.9, 0, 0, 1) elseif quality and quality > 0 then local r, g, b = GetItemQualityColor(quality) slot.backdrop:SetBackdropBorderColor(r, g, b, 1) else slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea) end if C.character.inventory.durability == "1" then local current, maximum = GetInventoryItemDurability(slotId) if current and maximum and maximum > 0 then local pct = floor((current / maximum) * 100) slot.durabilityText:SetText(pct .. "%") local r, g, b = GetColorGradient(pct / 100) slot.durabilityText:SetTextColor(r, g, b) slot.durabilityText:Show() else slot.durabilityText:SetText("") slot.durabilityText:Hide() end else slot.durabilityText:SetText("") slot.durabilityText:Hide() end else slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea) slot.durabilityText:SetText("") slot.durabilityText:Hide() end if ShaguScore and itemID then local itemLevel = C_Item.GetCurrentItemLevel({ equipmentSlotIndex = slotId }) local _, _, quality, _, _, _, _, _, itemSlot, _ = C_Item.GetItemInfo(itemID) local score = ShaguScore:Calculate(itemSlot, quality, itemLevel) if score and score > 0 and quality and quality > 0 then local r,g,b = GetItemQualityColor(quality) slot.scoreText:SetText(score) slot.scoreText:SetTextColor(r, g, b, 1) else slot.scoreText:SetText("") slot.scoreText:SetTextColor(1, 1, 1, 1) end else slot.scoreText:SetText("") slot.scoreText:SetTextColor(1, 1, 1, 1) end end end local function RefreshCharacterSlots() for _, slotName in pairs(slots) do local slot = _G["Character"..slotName] RefreshCharacterSlot(slot) end end hooksecurefunc("CharacterFrame_OnShow", function() RefreshCharacterSlots() RefreshPetPosition() end) hooksecurefunc("PaperDollItemSlotButton_Update", function() if this:GetParent() == PaperDollFrame then RefreshCharacterSlot(this) end end) hooksecurefunc("PetTab_Update", RefreshPetPosition) StripTextures(PaperDollFrame) StripTextures(CharacterAttributesFrame) StripTextures(CharacterResistanceFrame) EnableModelControls(CharacterModelFrame) CharacterModelFrameRotateLeftButton:Hide() CharacterModelFrameRotateRightButton:Hide() for i,c in pairs(magicResTextureCords) do local magicResFrame = _G["MagicResFrame"..i] magicResFrame:SetSize(26, 26) CreateBackdrop(magicResFrame) SetAllPointsOffset(magicResFrame.backdrop, magicResFrame, 2) local icon = GetNoNameObject(magicResFrame, "Texture", "BACKGROUND", "ResistanceIcons") SetAllPointsOffset(icon, magicResFrame, 3) icon:SetTexCoord(c[1], c[2], c[3], c[4]) end for _, slotName in pairs(slots) do local frame = _G["Character"..slotName] StripTextures(frame) CreateBackdrop(frame) SetAllPointsOffset(frame.backdrop, frame, 0) HandleIcon(frame.backdrop, _G["Character"..slotName.."IconTexture"]) -- native cooldown frame in place of the template's indicator Model, -- which has no countdown numbers. PaperDollItemSlotButton_Update reads -- the "