You could probably turn off the color settings inside the lua file if you felt like adding it..
instead of having 1.0,0.1,0.1 which is in a RGB format (i'm not going to explain this)
basically, the code looks something like this (i'm using my example from flexbar.lua, don't know what bibmod's format looks like, or the entire function.
Credit all goes to the author of Flexbar for this code, or whoever he credits the code to inside the lua file.
Code:
function FlexBarButton_UpdateUsable(button)
local buttonnum=FB_GetButtonNum(button)
-- Blizzard code:
local icon = getglobal(button:GetName().."Icon");
local normalTexture = getglobal(button:GetName().."NormalTexture");
-- Mana check available here - also has potential
local isUsable, notEnoughMana = IsUsableAction(FlexBarButton_GetID(button));
-- Hotkey is the text displayed in the upper right corner.
local count = getglobal(button:GetName().."HotKey");
local text = count:GetText();
-- Here's the test for action in range - for further enhancements that let the player know button better
local inRange = IsActionInRange(FlexBarButton_GetID(button));
if FBState[FB_GetButtonNum(button)]["texture"] then
isusable = 1
notenoughmana = nil
inrange = 1
end
if( inRange == 0 ) then
count:SetVertexColor(1.0, 0.5, 0.5);
else
count:SetVertexColor(0.6, 0.6, 0.6);
end
-- Default blizz code resets the vertex color every pass through, regardless of whether the state
-- changed. This may be a cause of FPS reduction when people have lots of buttons visible. Added checks
-- so coloring will only occur on an actual change of state.
if ( isUsable ) then
-- Telo added this code - If the button has hotkey text it colors like normal on in/out of range
-- w/o hotkey text it colors the entire button.
if ( (not text or text == "") and inRange == 0 ) then
if FBState[buttonnum]["coloring"] ~= "usable_out_of_range" then
icon:SetVertexColor(1.0, 0.5, 0.5);
normalTexture:SetVertexColor(1.0, 0.5, 0.5);
FBState[buttonnum]["coloring"] = "usable_out_of_range"
end
else
if FBState[buttonnum]["coloring"] ~= "usable_in_range" then
icon:SetVertexColor(1.0, 1.0, 1.0);
normalTexture:SetVertexColor(1.0, 1.0, 1.0);
FBState[buttonnum]["coloring"] = "usable_in_range"
end
end
elseif ( notEnoughMana ) then
if FBState[buttonnum]["coloring"] ~= "not_enough_mana" then
icon:SetVertexColor(0.5, 0.5, 1.0);
normalTexture:SetVertexColor(0.5, 0.5, 1.0);
FBState[buttonnum]["coloring"] = "not_enough_mana"
end
else
if FBState[buttonnum]["coloring"] ~= "not_usable" then
icon:SetVertexColor(0.4, 0.4, 0.4);
normalTexture:SetVertexColor(1.0, 1.0, 1.0);
FBState[buttonnum]["coloring"] = "not_usable"
end
end
-- I stayed out of the original code as much as possible. Here is one place I had to
-- put code. In order for user settings to override the color - it must go here.
if FBState[buttonnum]["icon"] then
local bcolors = FBState[buttonnum]["icon"]
icon:SetVertexColor(bcolors[1], bcolors[2], bcolors[3])
end
by eddinting the lines that are in x.x, x.x, x.x, which again are rgb values converted somehow into a decimal, you get colors. to the best of my knowledge, it's in .1 increments. so 1.0, 0.1, 0.1 would give u a red shade, 0.1 1.0 0.1 would give u a green shade, and 0.1 0.1 1.0 would give u a blue shade.
that's my modified version of the code to reduce how harse of a red that flexbar uses by default (so it's not so overpowering red, but a "softer" red when it shades over a button.)
with flexbar as well, if u have the text labels on your buttons, the text label will be shaded instead of the entire button.