Hi.
Been trying to figure out how to change the rBuffbars, as in I want to 'undock' the debuff anchors from the buff one etc and be able to move every 'icon' by it self.
I figured I do it the same way as I did with the actionbars but I just can't seem to get it to work on the buffs, are they locked somehow or similar?
if(event=="PLAYER_LOGIN") then
TemporaryEnchantFrame:ClearAllPoints()
TemporaryEnchantFrame:SetPoint("TOPRIGHT", Minimap, "TOPLEFT", -30, 5)
TemporaryEnchantFrame.SetPoint = function() end
BuffButton1:ClearAllPoints()
BuffButton1:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
BuffButton2:ClearAllPoints()
BuffButton2:SetPoint("CENTER", UIParent, "CENTER", 5, 0)
DeBuffButton1:ClearAllPoints()
DeBuffButton1:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
DeBuffButton2:ClearAllPoints()
DeBuffButton2:SetPoint("CENTER", UIParent, "CENTER", 5, 0)
and so on (the above code isn't actually what I intend to end up with, just trying to get the buffs/debuffs to move individually)
it returns a nil value even though I'am sure that's the right names etc, anyone know what I do wrong?
also 2 question regarding rFilter2. (been using it for awhile and seems to work fine in general)
though is it possible to speed up the update rate slightly? I feel that it's a tad to slow for pvp really :|
and would it be to much fuzz to had add track for hostile buffs aswell (mainly pvp again) like divine shield, cheating death etc.
I guess it's done by making a new index (hostliebuffs) and changing the "UnitBuff("player", i)" to "UnitBuff("target", i)"
but since it's hostile buffs one needs to somehow add the duration of all the abilitys tracked manually?
/iNF