I have found a small logic bug that could, on some occasion, make some debuff buttons to be incorrectly layout. This probably won't fix the issue reported by Voln.
On this matter, I'll try to reproduce your configuration locally to see if I can trigger the bug, thanks for your screenshots.
Finally, I have made earlier this week an update to allow people to specify different width for buff and debuff frames in split mode, as well as specifying horizontal and vertical offsets, for each of theses frames.
You're a rockstar jerry. Alt aura is now perfect for me.
I've had a quick look over... what are the key differences between this implementation and the default pitbull one, besides the obvious configuration differences?
I recently added weapon buffs to the standard pitbull aura; you might want to merge that into your implementation too.
The difference is that the layout of the buff and debuff icons is done only when needed.
There are probably a few bugs, but otherwise it should be working exactly as the original version feature-wise. I may add features, but my idea behind this is the same as the patch I provided for PitBull_Aura, except it's provided as a module so it can be activated and de-activated at runtime.
Is this supposed to be run with Pitbull_Aura active?
I have reworked my patch to make it a standalone module of PitBull. It is now available under the name "PitBull_AltAura". The patch has been reworked quite a bit and is much less buggy.
I'm going on vacation starting tomorrow, so I won't be able to fix bugs for a week.
Please test and report here what your experience is.
I must be missing something, I couldn't find the option to put the aura's above my unit frames. I have a realtivly long unit frame which I show buffs/debuffs on my target frame. The alt-aura basically just didn't work at all for me. And although it was enabled, if the buffs were showing I could not get them to display attached to the top left corner of the target frame, growing up.