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Updated: 03-02-15 02:32 AM
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Compatibility:
The Adventure Continues (6.1)
Warlords of Draenor (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Updated:03-02-15 02:32 AM
Created:unknown
Downloads:69,331
Favorites:249
MD5:

nMainbar  Popular! (More than 5000 hits)

Version: 6.1.0
by: Neal, ballagarba

Features
- Smaller Mainbar
- Skin the buttons
- Out of range coloring
- You can change the font or the fontsize of the macronames, hotkey, count or still hide them
- The gryphons are hideable
... and many more.

The "picomenu"
The '+' button on the right gryphon is the "new" micromenu. Just left-click on it to show the micromenu or rightclick to show the gamemenu (the same as when you pres ESC)

How can I move the Pet-, Stance- or Possessbar?
It's very simple!
ShiftKey + AltKey + Leftclick on the first button of the Pet-, Stance- or Possessbar to move the them.

And whats about the new totemmanger?
ControlKey + Leftclick on one of the 4 totembuttons and move them.

How can I change some settings?
Open the config.lua with a text editor of your choice.
Some simple Lua knowledge is helpful to configure this addon, but the config is so simple that everyone can do this.

(!) THERE ARE NO INGAME CONFIGURATIONS (!)

Extra Stuff
If you want other gryphonarts check out SquidMod and SquidModGraficUpdate

Attention
Disable RedRange (or similar addons) if you use it, or it can occure
some problems. nMainbar has its own out of range coloring.

v6.1.0

- Fixed picomenu buttons for the Toy Box and Mounts.
- TOC update.

v6.0.0

- Updates to work with Warlords of Draenor.

v5.4.1

- Fix the error when clicking the Player vs. Player option in the picomenu
- TOC update

v5.3.0

- TOC update.

v5.0.5

- Added some more abbreviations for keybinds:

Num Pad . => Nu.
Num Pad / => Nu/
Num Pad - => Nu-
Num Pad * => Nu*
Num Pad + => Nu+

v5.0.4

- Updated for patch 5.0.4.
- Now supports a minimum alpha on bars using mouseover.

v4.3.1d_1

- fixed a picomenu bug with grid

v4.3.1d

- improved button background texture (nobody cares but me!)
- adjust the normal texture (0.5px)

v4.3.1c

- fixed "hideRecallButton"

v4.3.1b

- fixed a multibar left and right bug
- default config: set multibarleft & right mouseover to false

v4.3.1a

- improvements, fixes and more

v4.3.1

- updates for patch 4.3
Optional Files (0)


Archived Files (5)
File Name
Version
Size
Author
Date
6.0.0
75kB
Neal
11-12-14 01:16 PM
5.4.1
75kB
Neal
02-27-14 01:29 PM
5.3.0
90kB
Neal
05-22-13 05:18 AM
4.3.1a
75kB
Neal
12-04-11 05:00 PM
4.3.1
74kB
Neal
12-01-11 02:57 AM


Post A Reply Comment Options
Unread 12-17-10, 10:17 AM  
Vranx
A Black Drake
 
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Forum posts: 87
File comments: 152
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Originally posted by Tanque
Which version of the fix are you using? Naberius' or the one I compiled below?
The one you compiled. It does it whenever the bar changes for things during quests, such as the Uldum airplane tailgunner quest.
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Unread 12-17-10, 08:36 AM  
scrappy183
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Anyone know how to fix this? I've been looking trough the LUA files a lot and can't find anything that has to do with it, but I'm not that good at lua editing either
Right now I have to run mUI and nMainbar at the same time to make it look as it should. But that has it bugs :<
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Unread 12-15-10, 06:27 PM  
Tanque
A Kobold Labourer

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Originally posted by Vranx
Since Cata came out I am getting that xp bar problem again after doing things like riding the seahorse. Looks like the screen posted already:
http://img227.imageshack.us/img227/6804/18593179.jpg
Which version of the fix are you using? Naberius' or the one I compiled below?
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Unread 12-11-10, 12:20 AM  
Vranx
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Since Cata came out I am getting that xp bar problem again after doing things like riding the seahorse. Looks like the screen posted already:
http://img227.imageshack.us/img227/6804/18593179.jpg
Last edited by Vranx : 12-11-10 at 12:22 AM.
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Unread 11-29-10, 08:00 AM  
cokedrivers
A Frostmaul Preserver
 
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This is from the Neav UI section here.

Originally posted by ballagarba
I have silently been working on fixes for Neav UI on a git repository of mine, was going to wait until I had ironed all issues presented with 4.0.1.

But you can follow it here, it's pretty much complete. Only issue left has to with the quest blob thingie on the map when entering combat, causes some taint. But that has always been the issue.

!Colorz seems to be causing some taint as well, not really sure how or why.

Anyway, it should run more than fine. Soulshard bar, holy power bar and eclipse bar is present too. I've been playing for a couple of days without trouble

You should be aware though that I've done some minor personal changes.

https://github.com/ballagarba/NeavUI

Will, update the README to contain a little bit more of the changes I've made and how to install from Github when I have time.
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Unread 11-21-10, 07:07 AM  
Rikcon
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http://www.mediafire.com/?9w271qn0to8asw9
Here is the working version (inc Fixes from posts below)
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Unread 11-02-10, 12:15 PM  
Lastbreath
A Defias Bandit

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Can any1 give fully fixed addon link. So i dont actualy write the fix codes that ppl have posted....tnx
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Unread 10-28-10, 08:18 PM  
Tim
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I used them fixes and it worked for the most part until I went to switch to my other spec.

I added a couple more events in there but I think the 1 that mattered was PLAYER_TALENT_UPDATE.

If you're encountering the same problem as I noted go down to around line 247 in ShortBar and adjust the fix with this:
Code:
local ExpBarFix = CreateFrame('Frame')
ExpBarFix:RegisterEvent('PLAYER_ENTERING_WORLD')
ExpBarFix:RegisterEvent('PLAYER_LEVEL_UP')
ExpBarFix:RegisterEvent('ACTIVE_TALENT_GROUP_CHANGED')
ExpBarFix:RegisterEvent('PLAYER_TALENT_UPDATE')
ExpBarFix:SetScript('OnEvent', function(self, event)
	MainMenuXPBarTextureMid:SetWidth(512 - 28)
	MainMenuExpBar:SetWidth(512)
end)
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Unread 10-21-10, 08:43 AM  
Tanque
A Kobold Labourer

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Originally posted by Jayhog
Using the fixes below it works perfect until I enter/exit a instance then the exp bar looks like this

http://img227.imageshack.us/img227/6804/18593179.jpg

any fix for that?
ballagarba just posted a fix for this on the neavUI page. I just edited my post below to include additional code that fixes the XP bar when zoning. It's under #3.

As for setting nmainbar to use maxXPbar for all toons, I think that shouldn't be too difficult but probably involves a bit more coding. I'd like to know how to do this as well since I may prefer to use another xp mod later.
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Unread 10-20-10, 07:42 PM  
Vranx
A Black Drake
 
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Is there a way to turn the xp bar off, so it treats all toons like they are level 80?
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Unread 10-20-10, 03:17 PM  
Jayhog
A Kobold Labourer

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Using the fixes below it works perfect until I enter/exit a instance then the exp bar looks like this

http://img227.imageshack.us/img227/6804/18593179.jpg

any fix for that?
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Unread 10-20-10, 07:51 AM  
Tanque
A Kobold Labourer

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*EDITED* To fix xp bar when zoning in and out of instances.
*EDITED* Incorporated Naberius' and Shiftear's events.

Ok thanks to everyone I think we've duct-taped all the little quirks to make nMainbar good for 4.0. Here's a summary of all the changes for anyone who just joined us:

1. At the bottom of Shortbar.lua goto lines 251-252. Replace "SocialsMicroButton" with "GuildMicroButton."
Code:
CharacterMicroButton:ClearAllPoints()
CharacterMicroButton:SetPoint('BOTTOMLEFT', 9000, 9000)

GuildMicroButton:ClearAllPoints()
GuildMicroButton:SetPoint('TOPLEFT', CharacterMicroButton, 'BOTTOMLEFT', 0, 20)

2. Near the bottom of Shortbar.lua, comment out lines 239-240.
Code:
MainMenuMaxLevelBar0:SetPoint('BOTTOM', MainMenuBarMaxLevelBar, 'TOP', -128, 0)

--MainMenuXPBarTexture0:SetPoint('BOTTOM', MainMenuExpBar, -128, 3)
--MainMenuXPBarTexture1:SetPoint('BOTTOM', MainMenuExpBar, 128, 3)

MainMenuBarLeftEndCap:SetPoint('BOTTOM', MainMenuBarArtFrame, -289, 0)
MainMenuBarLeftEndCap.SetPoint = function() end

3. Insert the following lines in Shortbar.lua (I pasted them after line 233).
Code:
for _, bar in pairs({
    _G['MainMenuBar'],
    _G['MainMenuExpBar'],
    _G['MainMenuBarMaxLevelBar'],

    _G['ReputationWatchStatusBar'],
    _G['ReputationWatchBar'],
}) do
    bar:SetWidth(512)
    -- bar:SetFrameStrata('BACKGROUND')
end

for i = 10, 19 do
    for _, frame in pairs({
        _G['MainMenuXPBarDiv'..i],
    }) do
        frame:SetAlpha(0)
    end
end

local ExpBarFix = CreateFrame('Frame')
ExpBarFix:RegisterEvent('PLAYER_ENTERING_WORLD')
ExpBarFix:RegisterEvent('PLAYER_LEVEL_UP')
ExpBarFix:RegisterEvent('PLAYER_TALENT_UPDATE')
ExpBarFix:RegisterEvent('UNIT_ENTERED_VEHICLE')
ExpBarFix:RegisterEvent('UNIT_EXITED_VEHICLE')
ExpBarFix:SetScript('OnEvent', function(self, event, eventargs)
	if (event == 'UNIT_ENTERED_VEHICLE' or event == 'UNIT_EXITED_VEHICLE') and (select(1, eventargs) ~= 'player') then
		return
	end
	MainMenuXPBarTextureMid:SetWidth(512 - 28)
	MainMenuExpBar:SetWidth(512)
end)

4. In Extras.lua comment out lines 33-34.
Code:
 Code:for _, bar in pairs({
    'MainMenuBar',
                
    'MultiBarLeft',
    'MultiBarRight',
                
    --'MultiBarBottomLeft',
    --'MultiBarBottomRight',
}) do
    _G[bar]:SetScale(nMainbar.MainMenuBar.scale)
end

Thanks to Dreimas, shiftear, Julchen, Naberius, and ballagarba for the fixes!
Last edited by Tanque : 10-30-10 at 05:33 PM.
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Unread 10-20-10, 04:49 AM  
Julchen
A Deviate Faerie Dragon

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File comments: 51
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Lightbulb nMainbar MainManuExpBar fix

Originally posted by Seanmyster
Has anyone found the code to change for the XP bar dividers for toons that aren't level capped?
actually - yes

you have to insert following shiny code in the nMainbar_ShortBar.lua:
Code:
for i = 10, 19 do
    for _, frame in pairs({
        _G['MainMenuXPBarDiv'..i],
    }) do
        frame:SetAlpha(0)
    end
end
now it looks well again while leveling!

edit: code reduced

you are welcome to post code improvements
Last edited by Julchen : 10-20-10 at 05:17 AM.
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Unread 10-18-10, 12:05 AM  
Seanmyster
A Kobold Labourer

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Has anyone found the code to change for the XP bar dividers for toons that aren't level capped?
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Unread 10-15-10, 02:40 PM  
Tanque
A Kobold Labourer

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Here's the fix for the scaling bug that was posted by shiftear:

Go to nMainbar_Extras.lua, line 27, make the code look like this:
Code:
:
 Code:for _, bar in pairs({
    'MainMenuBar',
                
    'MultiBarLeft',
    'MultiBarRight',
                
    --'MultiBarBottomLeft',
    --'MultiBarBottomRight',
}) do
    _G[bar]:SetScale(nMainbar.MainMenuBar.scale)
end
Scaling should be fixed now.


As for Dreima's edits, it's true adding the new lines don't seem to do anything. But you do need to comment out the two lines to make the mod work:

Code:
--MainMenuXPBarTexture0:SetPoint('BOTTOM', MainMenuExpBar, -128, 3)
--MainMenuXPBarTexture1:SetPoint('BOTTOM', MainMenuExpBar, 128, 3)
Last edited by Tanque : 10-15-10 at 04:59 PM.
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