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Updated: | 12-16-13 05:22 PM |
Created: | unknown |
Downloads: | 78,134 |
Favorites: | 115 |
MD5: |
BarKeep
** Now with support of bars that only appear on mouseover via the optional BarKeep_BarFader add-on. BarKeep_BarFader can be found in the 'Optional Files' tab. **
Here are the main features:
File Name |
Version |
Size |
Author |
Date |
Type |
50400.03 |
6kB |
12-16-13 05:23 PM |
Addon |
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30100.2 |
4kB |
04-23-09 03:37 PM |
Addon |
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Lagby |
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03-10-09, 11:56 AM | |
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Perfect ... Thanks Lagby! I got the line I needed. I'll do some testing in a bit and post the update if everythings OK.
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Platykurtic |
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03-10-09, 11:44 AM | ||
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Re: Re: Vehicles
Code:
-- Multi Bottom Bars if InCombatLockdown() then return end MultiBarBottomLeft:ClearAllPoints() MultiBarBottomLeft:SetFrameStrata("MEDIUM") MultiBarBottomLeftButton1:SetPoint("TOPLEFT", "BarKeepMultiBarBottomLeftFrame", "TOPLEFT", 0, 0) local LeftNumberButtons = BK_Setting.LeftBarButtons local LeftNumberRows = min(BK_Setting.LeftBarRows, BK_Setting.LeftBarButtons) local LeftButtonPerRow = math_floor(LeftNumberButtons/LeftNumberRows + 0.5) -- just a precaution for i = 2,12,1 do local button=_G["MultiBarBottomLeftButton"..i] -- jump into a new row if ((i-1) % LeftButtonPerRow) == 0 then button:SetPoint("TOPLEFT", "MultiBarBottomLeftButton"..(i-LeftButtonPerRow), "BOTTOMLEFT", 0, -3) -- align to the previous button else button:SetPoint("TOPLEFT", "MultiBarBottomLeftButton"..(i-1), "TOPRIGHT", 3, 0) end -- hide the unneeded buttons if i > LeftNumberButtons then button:SetAlpha(0) button:Hide() -- hack for hiding the grid if it appears elseif (not BarKeep_ShowGrid and not HasAction(button.action)) then button:Hide() else button:Show() end end if InCombatLockdown() then return end MultiBarBottomRight:ClearAllPoints() MultiBarBottomRight:SetFrameStrata("MEDIUM") MultiBarBottomRightButton1:SetPoint("TOPLEFT", "BarKeepMultiBarBottomRightFrame", "TOPLEFT", 0, 0) local RightNumberButtons = BK_Setting.RightBarButtons local RightNumberRows = min(BK_Setting.RightBarRows, BK_Setting.RightBarButtons) local RightButtonPerRow = math_floor(RightNumberButtons/RightNumberRows + 0.5) -- just a precaution for i = 2,12,1 do local button=_G["MultiBarBottomRightButton"..i] -- jump into a new row if ((i-1) % RightButtonPerRow) == 0 then button:SetPoint("TOPLEFT", "MultiBarBottomRightButton"..(i-RightButtonPerRow), "BOTTOMLEFT", 0, -3) -- align to the previous button else button:SetPoint("TOPLEFT", "MultiBarBottomRightButton"..(i-1), "TOPRIGHT", 3, 0) end -- hide the unneeded buttons if i > RightNumberButtons then button:SetAlpha(0) button:Hide() -- hack for hiding the grid if it appears elseif (not BarKeep_ShowGrid and not HasAction(button.action)) then button:Hide() else button:Show() end end -- Shape/Stance/Form Bar if InCombatLockdown() then return end ShapeshiftButton1:ClearAllPoints() ShapeshiftButton1:SetParent("BarKeepShapeFrame") ShapeshiftButton1:SetPoint("TOPLEFT","BarKeepShapeFrame","TOPLEFT",0,0) ShapeshiftButton1:SetFrameStrata("MEDIUM") for i=2,10,1 do _G["ShapeshiftButton"..i]:SetParent("BarKeepShapeFrame") _G["ShapeshiftButton"..i]:SetPoint("TOPLEFT", "ShapeshiftButton"..(i-1), "TOPRIGHT", 3, 0) _G["ShapeshiftButton"..i]:SetFrameStrata("MEDIUM") end if ShapeshiftBarFrame:IsShown() and BK_Setting.ShapeBarHide then ShapeshiftBarFrame:Hide() BarKeepShapeFrame:Hide() end -- Pet Bar if InCombatLockdown() then return end PetActionButton1:ClearAllPoints() PetActionButton1:SetParent("BarKeepPetFrame") PetActionButton1:SetPoint("TOPLEFT","BarKeepPetFrame","TOPLEFT",0,0) PetActionButton1:SetFrameStrata("MEDIUM") local PetNumberRows = min(BK_Setting.PetBarRows, 10) local PetButtonPerRow = math_floor(10/PetNumberRows + 0.5) -- just a precaution for i = 2,10,1 do local button=_G["PetActionButton"..i] button:SetParent("BarKeepPetFrame") -- jump into a new row if ((i-1) % PetButtonPerRow) == 0 then button:SetPoint("TOPLEFT", "PetActionButton"..(i-PetButtonPerRow), "BOTTOMLEFT", 0, -3) -- align to the previous button else button:SetPoint("TOPLEFT", "PetActionButton"..i-1, "TOPRIGHT", 3, 0) end button:SetFrameStrata("MEDIUM") end -- Possession Bar if InCombatLockdown() then return end PossessBarFrame:ClearAllPoints() PossessBarFrame:SetFrameStrata("LOW") PossessBarFrame:SetPoint("TOPLEFT", "BarKeepPossessFrame", "TOPLEFT", 0, -5) PossessButton1:ClearAllPoints() PossessButton1:SetPoint("TOPLEFT", "PossessBarFrame", "TOPLEFT", 0, 0) PossessButton1:SetFrameStrata("MEDIUM") PossessButton2:ClearAllPoints() PossessButton2:SetPoint("TOPLEFT", "PossessButton1", "TOPRIGHT", 3, 0) PossessButton2:SetFrameStrata("MEDIUM") -- Multi Bars if InCombatLockdown() then return end MultiBarLeft:ClearAllPoints() MultiBarLeft:SetFrameStrata("MEDIUM") MultiBarLeft:SetPoint("TOPRIGHT", "BarKeepMultiBarLeftFrame", "TOPRIGHT", 0, 0) local MultiLeftNumberButtons = BK_Setting.MultiBarLeftButtons local MultiLeftNumberRows = min(BK_Setting.MultiBarLeftRows, BK_Setting.MultiBarLeftButtons) local MultiLeftButtonPerRow = math_floor(MultiLeftNumberButtons/MultiLeftNumberRows + 0.5) -- just a precaution for i = 2,12,1 do local button=_G["MultiBarLeftButton"..i] -- jump into a new row if ((i-1) % MultiLeftButtonPerRow) == 0 then _G["MultiBarLeftButton"..i]:SetPoint("TOPLEFT", "MultiBarLeftButton"..(i-MultiLeftButtonPerRow), "BOTTOMLEFT", 0, -3) -- align to the previous button else _G["MultiBarLeftButton"..i]:SetPoint("TOPLEFT", "MultiBarLeftButton"..(i-1), "TOPRIGHT", 3, 0) end -- hide the unneeded buttons if i > MultiLeftNumberButtons then button:SetAlpha(0) button:Hide() -- hack for hiding the grid if it appears elseif (not BarKeep_ShowGrid and not HasAction(button.action)) then button:Hide() else button:Show() end end if InCombatLockdown() then return end MultiBarRight:ClearAllPoints() MultiBarRight:SetFrameStrata("MEDIUM") MultiBarRight:SetPoint("TOPRIGHT", "BarKeepMultiBarRightFrame", "TOPRIGHT", 0, 0) local MultiRightNumberButtons = BK_Setting.MultiBarRightButtons local MultiRightNumberRows = min(BK_Setting.MultiBarRightRows, BK_Setting.MultiBarRightButtons) local MultiRightButtonPerRow = math_floor(MultiRightNumberButtons/MultiRightNumberRows + 0.5) -- just a precaution for i = 2,12,1 do local button=_G["MultiBarRightButton"..i] -- jump into a new row if ((i-1) % MultiRightButtonPerRow) == 0 then _G["MultiBarRightButton"..i]:SetPoint("TOPLEFT", "MultiBarRightButton"..(i-MultiRightButtonPerRow), "BOTTOMLEFT", 0, -3) -- align to the previous button else _G["MultiBarRightButton"..i]:SetPoint("TOPLEFT", "MultiBarRightButton"..(i-1), "TOPRIGHT", 3, 0) end -- hide the unneeded buttons if i > MultiRightNumberButtons then button:SetAlpha(0) button:Hide() -- hack for hiding the grid if it appears elseif (not BarKeep_ShowGrid and not HasAction(button.action)) then button:Hide() else button:Show() end end -- MicroMenu and Bag Bars |
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Lagby |
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03-10-09, 06:36 AM | |||
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Re: Vehicles
To help correct this can you please post me the following line in BarKeep.lua in 30000.14 (I've since deleted my past versions): Around line 390 there should be something like
[Edit]On zoning and leaving the vehicle the Blizzard code repositions the MultiBarRight bar. I think I've changed that line back to what it was, but it could be handy for you to post the line from the prior version also. So it's not other add-ons but rather Blizzard code moving the bar. I'm not sure why it's not been an issue for me though, so perhaps some other add-on is having an effect somewhere also or you are scaling your UI or something that I'm not doing.
Last edited by Platykurtic : 03-10-09 at 07:12 AM.
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Platykurtic |
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03-09-09, 07:22 PM | ||
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Re: Re: Re: Re: Vehicles
I'll also switch out omnicc to cooldown text timer to see if that changes anything also. I'll let you know how it goes. |
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Lagby |
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03-09-09, 03:19 AM | ||
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Re: Re: Re: Vehicles
Are there any mods that do things to that side of the screen? You could try to disable them one at a time and see if the issue goes away. Some that spring to mind from your list are ButtonFacade (as that changes the buttons - probably not an issue), SlideBar (it slides from that side correct? I'd start with this) and maybe FuBar (based on issues with Titan in the past). Any of these updated around the same time (SlideBar comes with BeanCounter and a couple of other mods and can be disabled for testing with '/nsb off')?
Last edited by Platykurtic : 03-09-09 at 03:22 AM.
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Platykurtic |
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03-06-09, 05:23 PM | |
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Also, List of addons:
Code:
Atlas_DungeonLocs Atlas_OutdoorRaids Atlas_Transportation AtlasLoot AtlasLootFu Auc-Advanced BarKeep BarKeep_ButtonFacade BeanCounter Butsu ButtonFacade ButtonFacade_LiteFlat ButtonFacade_LiteStep ButtonFacade_Onyx Capping Carbonite CarboniteNodes CarboniteTransfer ClearFont2 DBM-Battlegrounds DBM-ChamberOfAspects DBM-Core DBM-EyeOfEternity DBM-GUI DBM-Naxx DBM-Party-WotLK DoubleWide Enchantrix Enchantrix-Barker Fane FreeRefills FuBar FuBar_BattlegroundFu FuBar_DurabilityFu FuBar_EmoteFu2 FuBar_ExperienceFu FuBar_GarbageFu FuBar_GuildFu FuBar_HonorFu FuBar_MoneyFu FuBar_RecZone FuBar_RestFu FuBar_TopScoreFu HealBot InFlight InFlight_Load Informant LightHeaded MikScrollingBattleText MSBTOptions Omen OmniCC OmniCC_Options PocketPlot Quartz RatingBuster Recount SharedMedia SlideBar Stubby TipTac TipTacItemRef TipTacOptions TipTacTalents XPBarNone XPerl ZHunterMod |
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Lagby |
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03-06-09, 02:41 PM | ||
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Re: Re: Vehicles
Just happened to me today (have the latest release) porting from dalaran to sw. So it seems it's not only w/vehicles.. Didn't jump in any vehicles yet, but the portal had the same result. |
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Lagby |
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03-06-09, 02:48 AM | ||
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Re: Vehicles
Last edited by Platykurtic : 03-06-09 at 07:35 AM.
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Platykurtic |
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03-04-09, 06:44 AM | |||
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Re: Vehicles
Last edited by Platykurtic : 03-04-09 at 06:51 AM.
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Platykurtic |
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03-03-09, 11:42 PM | |
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Vehicles
Hi, 1 button issue fixed.. thanks!
But I did find another.. when exiting a vehicle one of my bars does not re-appear after exiting the vehicle. I reloaded the ui.. entered vehicle, left vehicle, and bar is not reappearing (only 1 bar out of the 5) It's consistent. I believe it's one of the right side bars that vanishes. |
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Lagby |
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03-03-09, 11:43 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 5
Uploads: 0
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Issues with mod
First of all I would like to say I love this mod. There is just nothing better for the size. I am having issues with this mod and possibly a couple of other addons I use. The ones I think are causing issue is too many addons and fluidframes. When I change from one profile to another I have to reset my bar locations. I am not sure if this is with Barkeep, Fluidframes or Too Many Addons. However I do think I have had issues with Barkeep not remembering where I positioned the frames with out these other addons enabled. Any thought on this one? I love the mod but having to reposition the bars frequently is a tough one.
I thank ya greatly. Rob Edit: A note that I just thought of. After I reposition the bars I do always reset the bars in fluid frames just to makes sure it is not saving the position that the bars appeared in after the profile reload. Just wanted to point that out.
Last edited by ibangugroov : 03-03-09 at 11:48 AM.
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ibangugroov |
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02-28-09, 06:41 AM | ||
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Re: Love the addon
On all the additions: I'll take a couple of days to actually play the game then early next week I'll roll in the 'one bag' code from Blood Druid and issue a release. Then I'll get started on the 'bar fading' extension. |
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Platykurtic |
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02-27-09, 06:50 PM | |
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Love the addon
On the recent release, I found that my 1 button (on the bar - default) is only clickable at the top and right sides of the button.. Smack middle or lower left gives nothing..
Tapping the 1 key on the keyboard gives no problem. |
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Lagby |
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02-26-09, 03:32 PM | |
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Really really wtb an hidden pet bar visible only on mouseover so i can finally use this instead of my huge bar addon
Also, maybe, will it ever be possible to have the main bar to switch to the possess bar instead of 2 distinct bars ?
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Last edited by Caellian : 02-26-09 at 03:34 PM.
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