[solved?] Recreating buff frame with WA2. HELP PLEASE!

https://wago.io/AvAErikWC

I’m recreating my buff frame so I have more control over it, but I’m struggling with that last part.

This one works great… sometimes.

An standalone addon that lets me change how many rows and columns each buff frame is would also work since the reason I am trying to recreate it is the default buff frame starting a new row way before I want one.

Update: I found https://wago.io/SJTysQbYQ which doesn’t seem to be buggy, but putting the action init onto my setup so far, it does absolutely nothing. Then again, I couldn’t figure out how to make the other one work on mine either. There must be sorcery in the custom trigger.

Later Edit: After stitching various things I’ve found throughout the internet, this is what I have so far. https://pastebin.com/M4SgL96B I’m working on getting the stacks just right, but my biggest issue is still the right clicking.

It does work, but I hate how when my mouse goes over an empty spot, it highlights my character.
Is there any way around this?

Even just disabling the stuff there when there’s not a buff would work. I would hope something along these lines would work, but no luck so far. Not even the name of the button generated, or what the trigger is doing setalpha to.

button:SetScript("OnUpdate",
    function(self)
        if  UNKNOWN:GetAlpha() == 1 then
            self:EnableMouse(true)
        else
            self:EnableMouse(false)
        end
end)

Or maybe a cvar?

Edit: 4 days after originally posting this I am still struggling. I think it’d have to involve RegisterForClicks. I’d had something going but then it’d get really glitchy and confused during combat.

I really need help.

I mean, everything works, I’d just really like to get rid of the character highlighting whenever my mouse passes over the empty buff button. It doesn’t for the debuff ones, for the record.

Edit: groans ugh now I’m getting empty caster tooltips on some of the blank debuff slots, when I squash one bug another appears

AAAAND I fixed that but then the debuff gets all weird when it happens in combat and it times out.

Edit: I thiiink I fixed it? There’s still the highlight issue though, along with any debugging.

Here’s what I have atm.
Buffs - https://pastebin.com/5HymFfKa
Debuffs - https://pastebin.com/53kbcUNq
(tweaked with the animation on the debuffs since)

I REALLY don’t want any more weird bugs.

Edit: Several hours later, was running a dungeonish, and SUDDENLY THE DEBUFF ISN’T SHOWING. WHY. I tested it in combat against a dummy! I AM SO CONFUSED.

Next Day Edit: I’ll have it seeming to be working, and then it will just… stop. NOTHING MAKES SENSE. My apologies to anyone who’s brought here in the future by google, for my ranting. But the code here https://wago.io/S13jeN-FQ does not work (to show the tooltips) and all my tries to make it work go weird, including trying variations of their buff version, but for debuffs.

I think

local frame = WeakAuras.regions[aura_env.id].region
local debuff_id = string.match(aura_env.id,"%d+")
frame:EnableMouse()
frame:SetAttribute("unit","player")
frame:SetAttribute("index", debuff_id)  

local ShowTooltip = function(debuff_id,frame) 
    GameTooltip:SetOwner(frame, "ANCHOR_BOTTOMLEFT")
    GameTooltip:SetUnitDebuff("player", debuff_id); 
    GameTooltip:Show()    
end


frame:SetScript("OnEnter", function() ShowTooltip(debuff_id, frame) end)
frame:SetScript("OnLeave", function() GameTooltip:Hide() end)

I think that’s one of the things I tried tonight that briefly worked but then didn’t.

Edit: The other day I realized that for the debuff frame I could completely change the method, going back to the very first thing I’d tried for my buff frame, before starting over to incorporate right-clicking. It’s not perfect though since I don’t like where the tooltip is, trying to find someone to help me with code to change it.

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