mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-22 15:46:56 +00:00
754b4d53fa
Move score to topright position to avoid conflicts with item count.
309 lines
11 KiB
Lua
309 lines
11 KiB
Lua
pfUI:RegisterSkin("Character", "vanilla:tbc", function ()
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local rawborder, border = GetBorderSize()
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local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
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-- Compatibility
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if PlayerTitleDropDown then -- tbc, wotlk
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-- Character Tab
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SkinDropDown(PlayerTitleDropDown)
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PlayerTitleDropDown:SetPoint("TOP", CharacterLevelText, "BOTTOM", 0, -2)
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PlayerTitleDropDownText:SetPoint("LEFT", PlayerTitleDropDown.backdrop, "LEFT", 6, 2)
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SkinDropDown(PlayerStatFrameLeftDropDown)
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SkinDropDown(PlayerStatFrameRightDropDown)
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-- Honor Tab
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StripTextures(PVPFrame)
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else -- vanilla
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-- Honor Tab
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StripTextures(HonorFrame)
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HonorFrameProgressBar:SetStatusBarTexture(pfUI.media["img:bar"])
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CreateBackdrop(HonorFrameProgressBar)
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HonorFrameProgressBar:SetHeight(24)
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end
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local magicResTextureCords = {
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{0.21875, 0.78125, 0.25, 0.3203125},
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{0.21875, 0.78125, 0.0234375, 0.09375},
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{0.21875, 0.78125, 0.13671875, 0.20703125},
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{0.21875, 0.78125, 0.36328125, 0.43359375},
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{0.21875, 0.78125, 0.4765625, 0.546875}
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}
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CreateBackdrop(CharacterFrame, nil, nil, .75)
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CreateBackdropShadow(CharacterFrame)
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CharacterFrame.backdrop:SetPoint("TOPLEFT", 10, -10)
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CharacterFrame.backdrop:SetPoint("BOTTOMRIGHT", -30, 72)
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CharacterFrame:SetHitRectInsets(10,30,10,72)
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EnableMovable("CharacterFrame", nil, CHARACTERFRAME_SUBFRAMES)
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SkinCloseButton(CharacterFrameCloseButton, CharacterFrame.backdrop, -6, -6)
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CharacterFrame:DisableDrawLayer("ARTWORK")
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CharacterNameText:ClearAllPoints()
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CharacterNameText:SetPoint("TOP", CharacterFrame.backdrop, "TOP", 0, -10)
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CharacterFrameTab1:ClearAllPoints()
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CharacterFrameTab1:SetPoint("TOPLEFT", CharacterFrame.backdrop, "BOTTOMLEFT", bpad, -(border + (border == 1 and 1 or 2)))
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for i = 1, 5 do
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local tab = _G["CharacterFrameTab"..i]
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local lastTab = _G["CharacterFrameTab"..(i-1)]
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if lastTab and lastTab:IsShown() then
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tab:ClearAllPoints()
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tab:SetPoint("LEFT", lastTab, "RIGHT", border*2 + 1, 0)
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end
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SkinTab(tab)
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end
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do -- Character Tab
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local slots = {
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"HeadSlot",
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"NeckSlot",
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"ShoulderSlot",
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"BackSlot",
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"ChestSlot",
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"ShirtSlot",
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"TabardSlot",
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"WristSlot",
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"HandsSlot",
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"WaistSlot",
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"LegsSlot",
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"FeetSlot",
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"Finger0Slot",
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"Finger1Slot",
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"Trinket0Slot",
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"Trinket1Slot",
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"MainHandSlot",
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"SecondaryHandSlot",
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"RangedSlot",
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"AmmoSlot"
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}
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local function RefreshPetPosition()
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CharacterFrameTab3:ClearAllPoints()
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CharacterFrameTab3:SetPoint("LEFT", HasPetUI() and CharacterFrameTab2 or CharacterFrameTab1, "RIGHT", border*2 + 1, 0)
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end
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local function RefreshCharacterSlots()
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for i, slot in pairs(slots) do
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local slotId, _, _ = GetInventorySlotInfo(slot)
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local quality = GetInventoryItemQuality("player", slotId)
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slot = _G["Character"..slot]
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if slot and slot.backdrop then
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if quality and quality > 0 then
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slot.backdrop:SetBackdropBorderColor(GetItemQualityColor(quality))
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else
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slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
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end
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if ShaguScore and GetInventoryItemLink("player", slotId) and slot.scoreText then
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local _, _, itemID = string.find(GetInventoryItemLink("player", slotId), "item:(%d+):%d+:%d+:%d+")
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local itemLevel = ShaguScore.Database[tonumber(itemID)] or 0
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local _, _, itemRarity, _, _, _, _, _, itemSlot, _ = GetItemInfo(itemID)
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local r,g,b = GetItemQualityColor((itemRarity or 1))
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local score = ShaguScore:Calculate(itemSlot, itemRarity, itemLevel)
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if score and score > 0 then
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if quality and quality > 0 then
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slot.scoreText:SetText(score)
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slot.scoreText:SetTextColor(r, g, b, 1)
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else
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slot.scoreText:SetText("")
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end
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else
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if slot.scoreText then slot.scoreText:SetText("") end
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end
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else
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if slot.scoreText then slot.scoreText:SetText("") end
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end
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end
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end
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end
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HookScript(CharacterFrame, "OnShow", function()
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RefreshCharacterSlots()
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RefreshPetPosition()
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if not this.hooked then
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hooksecurefunc("PaperDollItemSlotButton_Update", RefreshCharacterSlots)
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hooksecurefunc("PetTab_Update", RefreshPetPosition, 1)
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this.hooked = true
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end
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end)
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StripTextures(PaperDollFrame)
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StripTextures(CharacterAttributesFrame)
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StripTextures(CharacterResistanceFrame)
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EnableClickRotate(CharacterModelFrame)
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CharacterModelFrameRotateLeftButton:Hide()
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CharacterModelFrameRotateRightButton:Hide()
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for i,c in pairs(magicResTextureCords) do
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local magicResFrame = _G["MagicResFrame"..i]
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magicResFrame:SetWidth(26)
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magicResFrame:SetHeight(26)
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CreateBackdrop(magicResFrame)
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SetAllPointsOffset(magicResFrame.backdrop, magicResFrame, 2)
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local icon = GetNoNameObject(magicResFrame, "Texture", "BACKGROUND", "ResistanceIcons")
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SetAllPointsOffset(icon, magicResFrame, 3)
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icon:SetTexCoord(c[1], c[2], c[3], c[4])
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end
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for i, slot in pairs(slots) do
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local frame = _G["Character"..slot]
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StripTextures(frame)
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CreateBackdrop(frame)
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SetAllPointsOffset(frame.backdrop, frame, 0)
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HandleIcon(frame.backdrop, _G["Character"..slot.."IconTexture"])
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if not frame.scoreText then
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frame.scoreText = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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frame.scoreText:SetFont(pfUI.font_default, 12, "OUTLINE")
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frame.scoreText:SetPoint("TOPRIGHT", 0, 0)
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end
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end
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end
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do -- Pet Tab
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StripTextures(PetPaperDollFrame)
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PetNameText:ClearAllPoints()
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PetNameText:SetPoint("TOP", CharacterFrame.backdrop, "TOP", 0, -10)
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EnableClickRotate(PetModelFrame)
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PetModelFrameRotateLeftButton:Hide()
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PetModelFrameRotateRightButton:Hide()
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PetPaperDollCloseButton:Hide()
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StripTextures(PetAttributesFrame)
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StripTextures(PetPaperDollFrameExpBar)
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CreateBackdrop(PetPaperDollFrameExpBar, nil, true)
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PetPaperDollFrameExpBar:SetStatusBarTexture(pfUI.media["img:bar"])
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PetPaperDollFrameExpBar:ClearAllPoints()
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PetPaperDollFrameExpBar:SetPoint("BOTTOM", PetModelFrame, "BOTTOM", 0, -120)
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PetTrainingPointLabel:ClearAllPoints()
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PetTrainingPointLabel:SetPoint("TOPLEFT", PetArmorFrame, "BOTTOMLEFT", 0, -16)
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PetTrainingPointText:ClearAllPoints()
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PetTrainingPointText:SetPoint("TOPRIGHT", PetArmorFrame, "BOTTOMRIGHT", 0, -16)
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PetPaperDollPetInfo:ClearAllPoints()
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PetPaperDollPetInfo:SetPoint("TOPLEFT", PetModelFrame, "TOPLEFT")
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PetPaperDollPetInfo:SetFrameLevel(255)
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PetResistanceFrame:ClearAllPoints()
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PetResistanceFrame:SetPoint("TOPRIGHT", PetModelFrame, "TOPRIGHT")
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for i,c in pairs(magicResTextureCords) do
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local magicResFrame = _G["PetMagicResFrame"..i]
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magicResFrame:SetWidth(26)
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magicResFrame:SetHeight(26)
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CreateBackdrop(magicResFrame)
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SetAllPointsOffset(magicResFrame.backdrop, magicResFrame, 2)
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local icon = GetNoNameObject(magicResFrame, "Texture", "BACKGROUND", "ResistanceIcons")
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SetAllPointsOffset(icon, magicResFrame, 3)
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icon:SetTexCoord(c[1], c[2], c[3], c[4])
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end
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end
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do -- Reputation Tab
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StripTextures(ReputationFrame)
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for i = 1, NUM_FACTIONS_DISPLAYED do
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local bar = _G["ReputationBar" .. i]
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StripTextures(bar)
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CreateBackdrop(bar)
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bar:SetStatusBarTexture(pfUI.media["img:bar"])
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local war = _G["ReputationBar"..i.."AtWarCheck"]
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StripTextures(war)
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war:SetWidth(13)
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war:SetHeight(13)
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war:ClearAllPoints()
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war:SetPoint("LEFT", bar.backdrop, "RIGHT", 6, 0)
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war.icon = war:CreateTexture(nil, "OVERLAY")
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war.icon:SetPoint("LEFT", -3, -8)
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war.icon:SetTexture("Interface\\Buttons\\UI-CheckBox-SwordCheck")
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SkinCollapseButton(_G["ReputationHeader"..i])
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end
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StripTextures(ReputationListScrollFrame)
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SkinScrollbar(ReputationListScrollFrameScrollBar)
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StripTextures(ReputationDetailFrame)
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CreateBackdrop(ReputationDetailFrame, nil, nil, .75)
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SkinCloseButton(ReputationDetailCloseButton, ReputationDetailFrame.backdrop, -6, -6)
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ReputationDetailFrame:ClearAllPoints()
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ReputationDetailFrame:SetPoint("TOPLEFT", CharacterFrame.backdrop, "TOPRIGHT", 2*border, 0)
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SkinCheckbox(ReputationDetailAtWarCheckBox)
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SkinCheckbox(ReputationDetailInactiveCheckBox)
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SkinCheckbox(ReputationDetailMainScreenCheckBox)
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end
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do -- Skills Tab
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StripTextures(SkillFrame)
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SkillFrameExpandButtonFrame:DisableDrawLayer("BACKGROUND")
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SkillFrameCancelButton:Hide()
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StripTextures(SkillFrameCollapseAllButton)
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SkinCollapseButton(SkillFrameCollapseAllButton, true)
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SkillFrameCollapseAllButton:ClearAllPoints()
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SkillFrameCollapseAllButton:SetPoint("BOTTOMLEFT", SkillTypeLabel1, "TOPLEFT", 2, 2)
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for i = 1, SKILLS_TO_DISPLAY do
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local header = _G["SkillTypeLabel"..i]
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StripTextures(header)
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SkinCollapseButton(header)
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StripTextures(_G["SkillRankFrame"..i.."Border"])
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local frame = _G["SkillRankFrame" .. i]
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local lastframe = _G["SkillRankFrame" .. i-1]
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StripTextures(frame)
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CreateBackdrop(frame)
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if lastframe then
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frame:ClearAllPoints()
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frame:SetPoint("TOPLEFT", lastframe, "BOTTOMLEFT", 0, -6)
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end
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frame:SetStatusBarTexture(pfUI.media["img:bar"])
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frame:SetHeight(12)
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end
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StripTextures(SkillListScrollFrame)
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SkinScrollbar(SkillListScrollFrameScrollBar)
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StripTextures(SkillDetailScrollFrame)
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SkillDetailScrollFrameScrollBar:Hide()
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SkillDetailScrollChildFrame:Hide()
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SkillDetailCostText:SetParent(SkillDetailScrollFrame)
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SkillDetailDescriptionText:SetParent(SkillDetailScrollFrame)
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StripTextures(SkillDetailStatusBar)
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CreateBackdrop(SkillDetailStatusBar)
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SkillDetailStatusBar:SetStatusBarTexture(pfUI.media["img:bar"])
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SkillDetailStatusBar:SetParent(SkillDetailScrollFrame)
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StripTextures(SkillDetailStatusBarUnlearnButton)
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SkillDetailStatusBarUnlearnButton:SetWidth(20)
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SkillDetailStatusBarUnlearnButton:SetHeight(20)
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SkillDetailStatusBarUnlearnButton:SetHitRectInsets(0,0,0,0)
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SkillDetailStatusBarUnlearnButton:ClearAllPoints()
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SkillDetailStatusBarUnlearnButton:SetPoint("LEFT", SkillDetailStatusBar, "RIGHT", 6, 0)
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SkillDetailStatusBarUnlearnButton:SetPushedTexture(nil)
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SkillDetailStatusBarUnlearnButton:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
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end
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end)
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