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m ActionBars  Popular! (More than 5000 hits)

Version: 5.1.3
by: Monolit [More]

m_ActionBars or monoActionBars

  • IMPORTANT: if you update to version 4.x from 3.x and older, you must update cfg.lua because it was redesigned.

About
  • Originally inspired by zork's amazing work with rActionBarStyler and rActionButtonStyler.
  • m_ActionBars is a very flexible lightweight add-on that handles your action bars.
  • This add-on is making use of default blizzard's action bars
  • This add-on aimed mainly for people with at least some experience in using lua-configured add-ons as all settings located in cfg.lua.

Key features
  • no GUI;
  • allows user to use up to 6 action bars (5 default + 1 extra action bar);
  • removes all the default action bars textures;
  • supports vehicle, totem, pet, stance and shapeshift bars;
  • built in totem timers functionality and ability to remove totems by right-clicking them;
  • custom exit vehicle button position;
  • styles action buttons' borders;
  • out of range/mana coloring;
  • allows player to choose the orientation and amount of rows for each bar;
  • grants the ability to set custom position, size and spacing between the buttons;
  • allows user to set number of visible buttons for each bar;
  • the ButtonsStyler module allows to hide/show hotkeys, macro names, item count numbers, and also to set custom font for each of those text fields.
  • key-bindings shortcuts;
  • built in HoverBind functionality (/kb to enter bindings mode) that also works directly from spell book and macros menu;
  • supports MicroMenu bar;
  • option to show bars only in combat;
  • 2 special bars for raid marks and world marker flares;
  • option to control bars' opacity;

Credits
  • Zork - for rActionBarStyler
  • Nightcracker - for ncHoverBind
  • Tukz
  • Allez

====== v. 5.1 rev 3 ======
m_ActionBars: added button_size value for exit vehicle button to cfg.lua (only for user-placed buttons)
m_ActionBars: adjusted default user_placed position for exit vehicle button
m_ActionBars: fixed missing micro buttons
m_ActionBars: updated state driver for override bar (should fix galakras problem)

====== v. 5.1 rev 2 ======
m_ActionBars: re-implemented script that enables 4 additional action bars by default
m_ActionBars: force action bars grid to always be visible
m_ActionBars: fixed styling for flyout buttons with more than 6 buttons

====== v. 5.1 rev 1 ======
m_ActionBars: .toc bump for 5.3
m_ActionBars: .cfg structure updated
m_ActionBars: exit vehicle button when docked will always have its position locked by last available Bar1 button
m_ActionBars: PARTY/RAID events replaced with new GROUP_ROSTER_UPDATE event to properly handle mark bars
m_ActionBars: removed couple config values from RaidMark and WorldMarker bars
m_ActionBars: fixed the issue with bars not disappearing properly during a pet battle
m_ActionBars: raid mark bar will be shown in party group even if you are not a leader

====== v. 5.0 rev 3 ======
m_ActionBars: added [petbattle][overridebar] macro conditions to the OverrideBar frame (to fix some bars issues in DMF quests)
m_ActionBars: removed holy power coloring for Templar's Verdict in RangeCheck module (tullaRange update)
m_ActionBars: adjusted visibility conditions for raid mark bar
m_ActionBars: fixed new action bars texture names (to hide)
m_ActionBars: added possess bar (swaps with stance bar)
m_ActionBars: added styling for possess bar
m_ActionBars: reworked how the main bar works
m_ActionBars: propperly implemented OverrideBar
m_ActionBars: fixed taint issues with extra action bar (bar6)
m_ActionBars: updated raid / world mark bars spawning logic
m_ActionBars: code refactoring cfg.lua MUST BE UPDATED
m_ActionBars: removed depricated frames, updated styling function, fixed hooks
m_ActionBars: updated RaidMark with new group status requests
m_ActionBars: fixed extra action bar not updating on page swap, locking it to page 1
m_ActionBars: bye bye totembar, you sure wasted allot of my time
m_ActionBars: removed totembar styling functions and config vars
m_ActionBars: removed raid button from micro menu (replaced with companion and mounts button)
m_ActionBars: removed updater script to keep micro menu after swapping a spec
m_ActionBars: reworked art removing function
m_ActionBars: enabled stance bar & updated stance bar styling
m_ActionBars: Broker_Equipment updated to reflect API changes
m_ActionBars: new petbar varriable in cfg file - scale
m_ActionBars: simplified mAB.ShowInCombat function using RegisterStateDriver
m_ActionBars: added petbar holder state conditions so it's no longer clickable when invisible
m_ActionBars: fixed taint on manual page swap when in combat
m_ActionBars: updated cfg.lua, changed var names, but old versions should be fully compatible

====== v. 4.2 rev 2 ======
m_ActionBars: reworked button styler module, now compatible with 4.3
m_ActionBars: removed old cooldown scaling function (replaced with a simplier solution)
m_ActionBars: accidentally included old version of the add-on that caused huge CPU cycles leaks, so it's fixed now
m_ActionBars: minor fix for RangeCheck module
m_ActionBars: marking bar will now be available in party even if you are not a leader
m_ActionBars: fixed macro text being hidden even if set otherwise in cfg.lua
m_ActionBars: implemented new ExtraBar button (4.3)
m_ActionBars: reposition (update cfg.lua) for new ExtraActionButton1
m_ActionBars: slight ExtraActionBarButton1 rework
m_ActionBars: few fixes for the ButtonStyler module to avoid taint
m_ActionBars: little fix for the marking bar, now you should only see it in raid if you're either raid leader or assistant

====== v. 4.1 rev 5 ======
m_ActionBars: forgot to include default config in cfg.lua

====== v. 4.1 rev 4 ======
m_ActionBars: typo in combat visibility function for raid marks bar
m_ActionBars: raid marks bar visibility conditions
m_ActionBars: removed 'hide side bars' option as it was a little confusing, /extra will now toggle all hidden/disabled bars instead (remember to update cfg.lua)

====== v. 4.1 rev 3 ======
m_ActionBars: petbar will not 'jump' for shamans if it does not overlap with totembar anymore
m_ActionBars: added TotemBar holder to the testing function
m_ActionBars: added Dungeon Journal and Raid buttons to MicroMenu bar

====== v. 4.1 rev 2 ======
m_ActionBars: adjusted petbar and micromenu position due to scale of those bars, so changes in cfg.lua required for those 2 bars
m_ActionBars: removed old totembar scale and opacity vars
m_ActionBars: petbar repositioned to be right on top of your 2 main action bars (cfg.lua)
m_ActionBars: removed specific petbar position for Death Knights and Shamans
m_ActionBars: default value for ammount of buttons displayed @ stance bar now set to 6
m_ActionBars: fixed EVB_user_placed var
m_ActionBars: implemented 1 more action bar
m_ActionBars: modified visibility conditions for ExtraActionBar
m_ActionBars: added ability to set keybinginds for new ExtraActionBar via /kb mode
m_ActionBars: implemented experimental fix for a prowling bar hack incorrectly functioning after talent switch
m_ActionBars: removed MainMenuBar_UpdateKeyRing() call due to 4.2 changes
m_ActionBars: complete code overhaul and restructure
m_ActionBars: config file redesigned so it's easier to maintain and update it, so unfortunately you must update your cfg.lua

====== v. 3.7 rev 5 ======
m_ActionBars: implemented style for flyout multicast buttons (hunters, mages and warlocks rejoice!)
m_ActionBars: fix for recall totems button position
m_ActionBars: and another fix for totembar slot buttons having wrong size and missplaced anchores
m_ActionBars: reanchor totemtimers frame to buttons' slots so we can have them for any "Call" page
m_ActionBars: totembar moved down a little to compensate for summon button position adjustements

====== v. 3.7 rev 4 ======
m_ActionBars: fixed a bug with totembar for low level shamans who didn't have any totems yet

====== v. 3.7 rev 3 ======
m_ActionBars: disabled default PetActionBar frame
m_ActionBars: fixed some transparent frames being clickable
m_ActionBars: petbar visibility and transparency adjusted in cfg.lua
m_ActionBars: added totem timers coloring according to the totem group (earth, fire, water, wind)
m_ActionBars: fixed hotkey text on MulticastSummon/Recall button to match the style of other hotkeys
m_ActionBars: .toc update for 4.1

====== v. 3.7 rev 2 ======
m_ActionBars: bugfix for totem bar

====== v. 3.7 rev 1 ======
m_ActionBars: reworked the way TotemBar spawns, so now user has full controll of buttons (size, spacing)
m_ActionBars: new config section for totem bar in cfg.lua
m_ActionBars: main/bottomleft/totem-bars moved down few pixels
m_ActionBars: totem bar will now be visible for <30 level shamans
m_ActionBars: bugfix for totem bar
m_ActionBars: disabled default PetActionBar frame
m_ActionBars: fixed some transparent frames being clickable
m_ActionBars: petbar visibility and transparency adjusted in cfg.lua

====== v. 3.6 rev 3 ======
m_ActionBars: removed mainmenubar artwork at the bottom of the screen

====== v. 3.6 rev 2 ======
m_ActionBars: fixed hotkeys sometimes not working after talent switch
m_ActionBars: fixed the problem causing additional bars to disapear after reload ui / zoning
m_ActionBars: fixed some minor scaling issues with buttons overlay textures

====== v. 3.6 rev 1 ======
m_ActionBars: fixed the main action bar page for rogues during shadow dance
m_ActionBars: added little fix for world mark bar to prevent tainting (it will be hidden during the combat)
m_ActionBars: also changed available options for world mark bar
m_ActionBars: flares bar will only be visible for party/raid leaders.
m_ActionBars: implemented special visibility conditions for Main Action Bar, make sure to UPDATE CFG.LUA
m_ActionBars: added ability to completely disable main action bar
m_ActionBars: added opacity setting for totem bar

====== v. 3.5 rev 1 ======
m_ActionBars: implemented action bars alpha
m_ActionBars: added option to set actionbar alpha to cfg.lua
m_ActionBars: added option to set fade out alpha for action bars with "show on mouseover" enabled
m_ActionBars: new position for raid marks bar
m_ActionBars: removed pitchbar code
m_ActionBars: Removed Holy power spells that only do linear scaling (Inquisition)
m_ActionBars: REMEMBER TO UPDATE YOUR OLD CFG.LUA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

====== v. 3.4 rev 1 ======
m_ActionBars: MiddleButton is now bindable via /kb
m_ActionBars: you can keybind spells straight from your spell book via /kb
m_ActionBars: fixed gametooltips sometimes not disappearing even if you're not in key bindings mode
m_ActionBars: added specific option to 'disembed' exit vehicle button from the main bar and to set custom position for it
m_ActionBars: holder name and test mode for exit vehicle button
m_ActionBars: RangeCheck update
m_ActionBars: added HoverBind functionality for totem bar
m_ActionBars: now sets a single key binding to the selected set of totems!
m_ActionBars: getting rid of the default totem bar multicast buttons' borders
m_ActionBars: and from the "empty" totem button too!
m_ActionBars: added right click to destroy totem functionality
m_ActionBars: implemented totem timers right on the totem bar buttons
m_ActionBars: added slightly transparent background to the totem timer
m_ActionBars: added option to enable/disable totem timers in cfg.lua (cfg.totembar_enable_timers)
m_ActionBars: added overlay coloring for exit vehicle button

====== v. 3.2 rev 1 ======
m_ActionBars: added "show when in combat" feature
m_ActionBars: cfg.lua updated again :S Captain Obvious was waay to generous this time
m_ActionBars: added /tm or /mab function allows user to enter testmode to see bars' holders
m_ActionBars: the buttons grid on main actionbar will be hidden by default to prevent it overlaping exit vehicle button
m_ActionBars: new border texture for exit vehicle button to match other bars style
m_ActionBars: adjusted exit vehicle button's dimensions so it fits exactly @ 8th button slot
m_ActionBars: exit vehicle button now propperly anchored to ActionButton8 slot
m_ActionBars: added overlay for totembar's holder
m_ActionBars: added 2 special bars: RaidIcon and WorldMarker
m_ActionBars: applied buttons style for RaidIcon and WorldMarker bars
m_ActionBars: added Mouseover and ShowInCombat functionality to special raid bars
m_ActionBars: overlay highlight for raid mark bars
m_ActionBars: orientation settings for raid mark bars now in cfg.lua
m_ActionBars: raid mark bar's holder frames adjusted relatively to orientation setting
m_ActionBars: tooltip anchor changed to "ANCHOR_TOPRIGHT" for raid mark bars
m_ActionBars: fixed typo preventing /eb and /extra commands to function properly

====== v. 3.1 rev 6 ======
m_ActionBars: cfg.lua updated with new options so you HAVE TO reconfigure your bars
m_ActionBars: added abiliy to set spacing for each bar individually
m_ActionBars: option to show micromenu on mouseover
m_ActionBars: fixed HotKeys apearing in combat even if cfg.hide_hotkey set to true

====== v. 3.1 rev 5 ======
m_ActionBars: fixed MicroMenu bar disappearing after talent switch

====== v. 3.1 rev 4 ======
m_ActionBars: cleaned up code a bit, removed few unused variables etc.
m_ActionBars: hidden bars toggling function reworked to avoid conflicts with other visibility options you may set in cfg.lua
m_ActionBars: added option to scale Micromenu
m_ActionBars: few bars position adjustments in cfg.lua
m_ActionBars: fixed vertical layout with multiple rows

====== v. 3.1 rev 3 ======
m_ActionBars: fixed mainbar button1 anchor
m_ActionBars: fixed /eb and /extra commands (now they actually do work
m_ActionBars: hidden bars toggling function reworked to avoid conflicts with other visibility options

====== v. 3.1 rev 2 ======
m_ActionBars: fixed mainbar holder size
m_ActionBars: fixed totembar error when it's actually disabled
m_ActionBars: Captain Obvious passed by the other day and left more comments in cfg.lua file
m_ActionBars: cleaned up code a bit, removed few unused variables etc.

====== v. 3.1 rev 1 ======
m_ActionBars: buttons borders always visible now
m_ActionBars: implemented "show on mouseover" feature, make sure you update you cfg file!
m_ActionBars: added micromenu, cfg.lua updated
m_ActionBars: added option to disable additional bars

====== v. 3.0 rev 4 ======
m_ActionBars: few code optimizations
m_ActionBars: fixed the mainbar holder size so it doesn't screw mainbar positioning

====== v. 3.0 rev 3 ======
m_ActionBars: added little script to enable default optional actionbars

====== v. 3.0 rev 2 ======
m_ActionBars: added key-bindings shortcuts
m_ActionBars: major code revamp
m_ActionBars: mainbar modifications are now done via RegisterStateDriver func (credits to Tukz)
m_ActionBars: config file is backward compatible!
m_ActionBars: fixed main bar size, position and rows settings
m_ActionBars: now includes ncHoverBind as module (credits to Nightcracker)
m_ActionBars: added global function name for toggling key bindings mode
m_ActionBars: OOR and OOM colors smoothened up a bit in cfg.lua

====== v. 2.1 rev 3 ======
m_ActionBars: just a small fix for pitchbar preventing empty slide bar from showing

====== v. 2.1 rev 2 ======
m_ActionBars: Added PitchBar modifications (position and scale may be set in cfg.lua)

====== v. 2.1 rev 1 ======
m_ActionBars: consolidated 2 of the bar styling functions
m_ActionBars: allow player to choose the exact amount of buttons he want to see for each bar
m_ActionBars: new ability to set up to 3 rows for each action bar (together with the ability to set bar orientation this should cover all possible bar layouts)
m_ActionBars: bar holder size now adjusts dynamically when you change the amount of visible buttons
m_ActionBars: added option for totembar scaling
m_ActionBars: added extensive options list
m_ActionBars: all the options transfered into a new file cfg.lua
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Unread 11-28-10, 05:35 PM  
Monolit
A Black Drake
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Originally posted by harl
Hey,

I like the core simplicity of your m_ActionBars, but there is a thing concerning button styling I wish to ask you for.

Can you somehow please add a way *not to use your implementation of rActionButtonStyler at all, so that an existing rABS style can be used with your buttons?

It seems to be different from how the actual rABS works concerning the visibility of buttons (and clickability), making the buttons visible whether there's a spell/ability/macro on it or not - whereas rABS originally hides empty buttons unless I drag anything around that could be put onto the bars, which is also tied to WoW's own option to "Alway Show ActionBars" (or hide them, respectively). This should also make empty buttons ignore any mouse clicks and make clicks go right through the buttons.

Both, mAB and rABS adding textures to the buttons kind of interfere with each other. I removed the textures m_ActionBars adds by setting cfg.textures_normal/pushed = "", but something along the way essentially prevents the original rABS from acting like I'd expect it to, so it doesn't really work either way (always shows the buttons like mAB does) - and I'm not enough into Lua to make it work based on that.

Something similar goes for the range checks from my point of view (and add-on usage). Is there a way to disable the range checks (and related styling changes made) by m_ActionBars?
Trust me ButtonStyle module has very little to do with rABS It uses a bit different approach to style buttons, but the same methods (thats why you can't use both at the same time)

The range check module is basically just modified version of TullaRange add-on. Those modifications make it compatible with my configuration system (all settings in cfg.lua file) and my ButtonStyle module (which had some conflicts with the original TullaRange).

So in theory (I have not tested it) removing
elements\ButtonsStyler.lua
and
elements\RangeCheck.lua

from .toc file would effectively disable those both modules leaving you just a set of default-style buttons.

However I have to warn you about 1 thing: the raid/world marking action bar - is not just another actionbar it's just a set of specifically created buttons that I made to look like the actual actionbar, i.e. it will not benefit from rActionButtonStyler at all, thus in order to style them you will have to modify the actual button texture that I use (that should be simple enough though).
Same goes to exit vehicle button actually.
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Unread 11-28-10, 03:13 PM  
harl
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Hey,

I like the core simplicity of your m_ActionBars, but there is a thing concerning button styling I wish to ask you for.

Can you somehow please add a way *not to use your implementation of rActionButtonStyler at all, so that an existing rABS style can be used with your buttons?

It seems to be different from how the actual rABS works concerning the visibility of buttons (and clickability), making the buttons visible whether there's a spell/ability/macro on it or not - whereas rABS originally hides empty buttons unless I drag anything around that could be put onto the bars, which is also tied to WoW's own option to "Alway Show ActionBars" (or hide them, respectively). This should also make empty buttons ignore any mouse clicks and make clicks go right through the buttons.

Both, mAB and rABS adding textures to the buttons kind of interfere with each other. I removed the textures m_ActionBars adds by setting cfg.textures_normal/pushed = "", but something along the way essentially prevents the original rABS from acting like I'd expect it to, so it doesn't really work either way (always shows the buttons like mAB does) - and I'm not enough into Lua to make it work based on that.

Something similar goes for the range checks from my point of view (and add-on usage). Is there a way to disable the range checks (and related styling changes made) by m_ActionBars?
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Unread 11-28-10, 06:10 AM  
Monolit
A Black Drake
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Originally posted by sirann
I was wondering if there was any way to have bars change visibility upon vehicle possession, ie:

I have 2 bars, bar 1 is hidden and has all of my keybindings, bar 2 is shown but has no key bindings. They are in the same location my screen. Upon entering a vehicle, bar 2 is hidden, and bar 1 is shown, with bar 1 being my possession bar.

Sorry for random idea, but I would very much like this!

Thanks for the continued updates and fantastic addon.
uhm I kinda get what you mean, but implementing that kind of feature would cause major taint issues upon entering a vehicle in combat. There's probably a workaround for that, but that would require quite some core code rework and would result increased mem usage, and I don't really want neither of this to happen for that kind of limited use feature. Therefore for now the answer is no, this feature is not going to be implemented any soon.
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Unread 11-28-10, 05:17 AM  
sirann
A Flamescale Wyrmkin

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I was wondering if there was any way to have bars change visibility upon vehicle possession, ie:

I have 2 bars, bar 1 is hidden and has all of my keybindings, bar 2 is shown but has no key bindings. They are in the same location my screen. Upon entering a vehicle, bar 2 is hidden, and bar 1 is shown, with bar 1 being my possession bar.

Sorry for random idea, but I would very much like this!

Thanks for the continued updates and fantastic addon.
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Unread 11-26-10, 09:01 AM  
Monolit
A Black Drake
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Originally posted by ezystreet
hello once again , any eta for the new version ? I really need that option for some action bars to be hidden when outside combat.
Cheers !
ASDJALSFJKLAKJDF :FUUUUUUUUUface:
m_ActionBars: added "show when in combat" feature
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Unread 11-26-10, 06:27 AM  
ezystreet
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hello once again , any eta for the new version ? I really need that option for some action bars to be hidden when outside combat.
Cheers !
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Unread 11-22-10, 02:40 PM  
Sniffles
A Black Drake
 
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can you make a mouseover functionality for totembar?
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Unread 11-21-10, 08:23 AM  
Monolit
A Black Drake
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Re: Hide Button Grid

Originally posted by Alenari
Is there anyway you can add this?

Even with the "Always Show Actionbats" unchecked the grid remains visible.
looks like you're not using the latest m_ationbars version
v 3.2 change log
m_ActionBars: the buttons grid on main actionbar will be hidden by default to prevent it overlaping exit vehicle button
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Unread 11-21-10, 07:38 AM  
Alenari
A Defias Bandit

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Hide Button Grid

Is there anyway you can add this?

Even with the "Always Show Actionbats" unchecked the grid remains visible.

*edit

Oups, should have mentioned that it's the other bars I was thinking about.
Last edited by Alenari : 11-21-10 at 08:50 AM.
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Unread 11-15-10, 11:20 AM  
Monolit
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Originally posted by Exaeliter
Same problem(s) here. It mainly concernes vehicle bars that replace your main bar.

Issue #1
If you have switched your main bar for another bar, the vehicle bar will not be displayed properly. Instead, the switched bar will be shown, making it impossible to use vehicle abilities.

Issue #2
The frame strata used for the vehicle exit button is below the main action bar strata. If you are unlucky, this results in the exit button not being clickable; you cannot exit your vehicle.


However, those issues do not occur with any vehicle. Argent Tournament battle mounts are your best shot if you want to see for yourself.
I'd personally prefer to have the vehicle exit button somewhere entirely else away from other bars, but currently it seems to be always where the 8th action button is, thus creating a potential problem.

P.S. for everyone who's stuck on their vehicle type:
/script VehicleExit();
"issue" #1 - is not an issue rather than intended behavior
issue #2 was fixed with the latest version. It is intended that exit vehicle button has lower strata than main action bar, but higher frame level than vehicle bar. And that's also one of the reasons why I removed "always show action bars" option that enables action bars grid to be constantly visible, since it was messing up with EV button's strata making it sometimes not available for clicks. This being said I've tested it a great number of times at all sorts of vehicles ranging from argent horses to vash'jir's "events of the past". In combat or ooc it always stays clickable unless you force to show buttons' grid all the time.
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Unread 11-15-10, 10:05 AM  
Exaeliter
A Kobold Labourer

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Originally posted by Slaxi81
another problem: if you mount up at the argentum horse in crusaders instance (dont know english name), your "horse bar" disappears and you cant use any spells of the horse.
Same problem(s) here. It mainly concernes vehicle bars that replace your main bar.

Issue #1
If you have switched your main bar for another bar, the vehicle bar will not be displayed properly. Instead, the switched bar will be shown, making it impossible to use vehicle abilities.

Issue #2
The frame strata used for the vehicle exit button is below the main action bar strata. If you are unlucky, this results in the exit button not being clickable; you cannot exit your vehicle.


However, those issues do not occur with any vehicle. Argent Tournament battle mounts are your best shot if you want to see for yourself.
I'd personally prefer to have the vehicle exit button somewhere entirely else away from other bars, but currently it seems to be always where the 8th action button is, thus creating a potential problem.

P.S. for everyone who's stuck on their vehicle type:
/script VehicleExit();
Last edited by Exaeliter : 11-15-10 at 10:20 AM.
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Unread 11-14-10, 09:41 AM  
Slaxi81
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Originally posted by Slaxi81
Hy,

thanks for your answer, but

/tm is showing me where the bar should be, but there's nothing.



another problem: if you mount up at the argentum horse in crusaders instance (dont know english name), your "horse bar" disappears and you cant use any spells of the horse.

have a nice day

slaxi

Petbar Problem is my fault, you got one at lvl 10... doesnt know sorry : )
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Unread 11-12-10, 08:18 PM  
sirann
A Flamescale Wyrmkin

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!!Excellent.

Thank you very much, and amazing work on the addon.
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Unread 11-12-10, 03:40 PM  
Monolit
A Black Drake
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Originally posted by sirann
Is there anyway to integrate something like what dominos does to the action bars to disable the automatic bar swapping of going in or out of stealth?

I asked tuller how he coded it and this was his response:

"Basically, I generate a state header when you setup a bar. By default, the main bar for a rogue looks like:
[bonusbar:1]stealthPage;[bonusbar:2]shadowDancePage;0. If you set a state (ex Stealth) to disabled, I simply remove the state check from the bar, and the state header becomes [bonusbar:2]shadowDancePage;0"

Kind of a random request I know, but any help would be greatly appreciated.
search the line
Code:
["ROGUE"] = "[bonusbar:1] 7; [form:3] 7;",
in ActionBars.lua and change 7 to 1.
this should stop pages from swapping when you change stances/forms w/e.

I would like to make this as an option in cfg.lua but so far I couldn't find a proper solution for dummy-proof use
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Unread 11-12-10, 06:40 AM  
sirann
A Flamescale Wyrmkin

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Is there anyway to integrate something like what dominos does to the action bars to disable the automatic bar swapping of going in or out of stealth?

I asked tuller how he coded it and this was his response:

"Basically, I generate a state header when you setup a bar. By default, the main bar for a rogue looks like:
[bonusbar:1]stealthPage;[bonusbar:2]shadowDancePage;0. If you set a state (ex Stealth) to disabled, I simply remove the state check from the bar, and the state header becomes [bonusbar:2]shadowDancePage;0"

Kind of a random request I know, but any help would be greatly appreciated.
Last edited by sirann : 11-12-10 at 06:46 AM.
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