Intro
- Small mod to edit the positions of the default ActionBars.
- It does moving and scaling only.
- Button textures, range/mana-coloring and fonts (hotkey, macroname) can be changed with "rActionButtonStyler"
- Cooldowns can be done with "OmniCC" from Tuller
- EXP/REP bar can be done with "jExp" from Mertex.
- Mod can only be edited by lua editing!
- You can move/scale the bars to your liking just check the lua file.
Moving
To move the bars move your mouse to the side of a bar and then hold down the ALT+SHIFT-key and click your mousebutton and hold it. Now move your mouse and drag the bar whereever you want. Its easier if you activate the testmode first. A frame is movable if it is set to movable in the config, otherwise it is not movable.
Locking
You can lock every bar. If a bar is locked it cannot be moved anymore but keeps the position you have set up, unless you set the movable variable to 0. This will delete the layout-cache entry and the default value is used.
Bar layout
Bar1 and bar2 can be of the format 2x6 buttons or 1x12 buttons. You can set this in the config.
On mouseover
Bars can be set to be visible on mouseover in the config. If you set the on mouseover variable to 0 the bar will be always visible (if it is active obiously).
Add / Disable bars
You can add / remove bars in the Blizzard interface options. (Escape -> interface options -> actionbars). You can show/hide the micro menu and the bags in the config.
Layout-cache.txt
You position data is saved in a file called layout-cache.txt. It is saved per character and can be found in the WTF folder under your character. If you want to use the setting of one character for all just copy the file from that character to all your other characters.
Important: If you upgrade rActionBarStyler to a new version with different config settings (the bar layout for example) the SetPoint from the layout-cache.txt will be used and not the default one. Thus your bars may look wierd. Its no bug, just adjust the config and/or move the bars.
Config
You can set this mod up by opening the rActionBarStyler.lua with Notepad or some editor of your liking. All the major settings can be made at the config area. Its as userfriendly as I could. To activate something write a 1 behind it (1 = on), otherwise use a 0 (0 = off).
Don't forget to reloadui after you changed and saved a setting. (/console reloadui)
Code:
---------------------------------------------------
-- CONFIG START
---------------------------------------------------
--this will activate ALL the backdrops. makes it easier to see the dragable bar areas
testmode = 0
-- bar1 and bar2 in 2x6 instead of 1x12
-- 0 = 1x12
-- 1 = 2x6
button_system = 1
-- bar settings
-- you can make a bar visible on mouseover, make it movable or lock it from moving
-- if you make it not movable it will use the default position values of the holder frames
-- bar1
bar1_on_mouseover = 0
move_bar1 = 0
lock_bar1 = 1
-- bar2
bar2_on_mouseover = 0
move_bar2 = 0
lock_bar2 = 1
-- bar3
if myname == "Loral" then
bar3_on_mouseover = 0
else
bar3_on_mouseover = 0
end
move_bar3 = 0
lock_bar3 = 1
-- rightbars (bar45)
rightbars_on_mouseover = 1
move_rightbars = 0
lock_rightbars = 1
-- shapeshift
if myname == "Loral" then
shapeshift_on_mouseover = 0
elseif myname == "Rothar" then
shapeshift_on_mouseover = 1
else
shapeshift_on_mouseover = 0
end
move_shapeshift = 1
lock_shapeshift = 0
hide_shapeshift = 1
-- petbar
petbar_on_mouseover = 1
move_pet = 1
lock_pet = 0
hide_pet = 0
-- micromenu
micromenu_on_mouseover = 1
move_micro = 1
lock_micro = 1
hide_micro = 0
-- bags
bags_on_mouseover = 1
move_bags = 1
lock_bags = 1
hide_bags = 0
-- vehicle exit button
move_veb = 1
lock_veb = 0
-- scale values
bar1scale = 0.82*0.75
bar2scale = 0.82*0.75
bar3scale = 0.82*0.75
bar45scale = 0.82*0.75
petscale = 0.65
shapeshiftscale = 0.65
micromenuscale = 0.8
bagscale = 0.9
-- position table for the default frame holder positions
-- those are use if the bar is set to not movable or if there is no value in the layout-cache.txt for that frame yet
local frame_positions = {
[1] = { a = "BOTTOM", x = -127, y = 19 }, --fbar1_button_system_1
[2] = { a = "BOTTOM", x = 0, y = 19 }, --fbar1_button_system_0
[3] = { a = "BOTTOM", x = 125, y = 19 }, --fbar2_button_system_1
[4] = { a = "BOTTOM", x = 0, y = 60 }, --fbar2_button_system_0
[5] = { a = "BOTTOM", x = 0, y = 112 }, --fbar3
[6] = { a = "RIGHT", x = -5, y = 0 }, --fbar45
[7] = { a = "BOTTOMRIGHT", x = 5, y = -5 }, --bags
[8] = { a = "TOP", x = 0, y = 5 }, --micromenu
[9] = { a = "BOTTOM", x = 0, y = 170 }, --petbar
[10] = { a = "BOTTOM", x = 0, y = 240 }, --shapeshift
[11] = { a = "BOTTOM", x = 120, y = 120 }, --my own vehicle exit button
}
---------------------------------------------------
-- CONFIG END
---------------------------------------------------
005-2
- you can now hide the shapeshift or the petbar if you want
- readded my transparent textures to overwrite the Blizzard Pet and Shapeshiftbar background textures
005
- updated for 3.1
- some changes to the default values
004-6
- button layout 1x12 is default
- bar moving changed, now you need to hold down SHIFT+right click mouse
004-5
- added arg1 = "player" to the vehicle exit button events
004-3
- option to hide bags and micro menu
- possessbar now anchors the fshift frame
- created a own vehicle exit button
- fix for shapeshiftbutton1 position with only one shape (hooksecure)
004-2
- one function for all the movable stuff
- frame position table for all the default holder positons
- bars can now be locked
004
- complete rewrite
- bars can now be moved INGAME (omg?!), the position is written to the layout_cache.txt
- all bars can now be made on mouseover
- there is a testmode for more easy configuration
- 3 new texture to make the petbar and the shapeshift stuff invisible
003
- added micro menu
- added bag buttons and keyring
002
- mainmenubar and vehiclebar not hidden anymore. scaling to 0.001 and setting alpha to 0 does the trick
- fixed memory overflow bug
001
- initial release
Optional Files - rActionBarStyler
Sorry, there are currently no optional files available.
Originally posted by Caellian zork, there seems to be a taint issue with the pet bar alpha change on mouseover upon entering combat, i'm not sure to understand why since you're using SetAlpha() instead of Hide(), it should be fine but it's not :c
I am near to say: I don't think so since I tested in and out you can even move the bar while in combat and all that stuff. Use BugSack and post the log, aswell as the rActionBarStyler code you are using. Other than that where did it happen, what char was used, quest...etc. Screenshot if possible too.
zork, there seems to be a taint issue with the pet bar alpha change on mouseover upon entering combat, i'm not sure to understand why since you're using SetAlpha() instead of Hide(), it should be fine but it's not :c
__________________
Quote:
if (sizeof(workload) > sizeof(brain_capacity)) { die('System Overload'); }
I am not so sure whether that is other UI's problem or not
But simply there's a chance that I would lose the first action bar
i.e. all the existing buttons (maybe macro/normal button) disappear suddenly
this happened for the previous few versions too..
It can not be regain by reloading UI (not sure logout & login can solve the problem or not, but restarting WoW works)
You can test it in similar situation. All you need is go to Coldarra, get to NPC that gives daily quest for killing 5 dragons. You should mount up, aggro any flying dragon near and slowly fly to NPC. After you reach it you should still be in combat => you can dismount and talk to NPC to get on vehicle. That will be exact simulation of Malygos phase 3 beginning.
I am attempting to switch to this UI but am having some difficulties mostly due to my lack of lua editing expertise. Im sure this will be an easy answer for those experienced in it. I would like to shift the orbs, angel/demon, and 3 action-bars (1x12 format) up so that they don't overlap my titan-bar and shift them to the left so that it is off center with the left edge against my chat window.
Additionally for some reason the buttons for the action bars are appearing over in the bottom left corner instead of on the button-bar frame in the middle.
I am unsure how to post my screen pics of my trouble - if you could explain that to me I could post them as well that way it will be easier for you to see what I'm saying.
Any Advice would be greatly appreciated - and thank you in advance for tolerating my questions if they seem simple.
Thanks, I will look into it . I owe you a cookie if its working.
*edit* OK last version is available. Tested PossessBar, Vehicle and everything, its errorfree from my point of view. Need someone with activated BugSack testing Malygos fight. I cannot test it.
Changed the buttons that are needed to move the frames, please check the info page!!!
In the death knight starting area you take contol of a big sphere thing and that uses the possess bar. Its not hard to get to and only takes a few minutes.
No PossessBar visible..aeh..?! So Malygos does not use the PossessBar?
This would be cool since I added my own VehicleExit button . Question is: Is there any tainting when fighting Malygos with rActionBarStyler004-5 or not.
Btw...if Malygos does not use the PossessBar I will slap Caellian! Vehicles show buttons in the BonusActionBarFrame and spawn a seperate VehicleExitButton. The PossessBar is something else imo.
Great work with new version =) Actually i did something similar with rActionBarStyler but some people got bug with BonusActionBar and ActionBar1 (which contains ActionButtons 1-12). Hate Blizz actionbar code for using different bars for different classes and characters XD
You should set the scaling to the value _you_ want, the values used are the values _I_ need. Just change them. Its part of the config. But to be honest I changed no scalings. You could use bar1scale = 1 for huge bars. No problem.
Hey there, quick question: I have just extremely superficial knowledge of .lua. But when I use the new version of ractionbarstyler, all bars are very much smaller than they were before, but when just quickly looking over the numbers, they seem pretty similar than they were in the pre-dragging version.
So what's the difference in scaling now? and how does the scaling for the mainbars work: bar1scale = 0.82*0.75 <- why two numbers here?
If anyone's bored at work and has nothing better to do than answer my question, I'd be a happy banana.
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So. I uploaded the latest changes and currently I am testing.
Changes:
- option to hide bags and micro menu
- possessbar now anchors the fshift frame
- *NEW* created a own vehicle exit button and tested it, check: http://img2.abload.de/img/wowscrnsho...09_0035tfk.jpg
The VehicleExitButton (veb) is only visible when entering a vehicle and hides when leaving a vehicle. Check the Diff to find the code easily. The veb has a drag frame aswell. Make use of the testmode to move it without being in a vehicle.
I changed the PossessBar to now anchor the ShapeShiftBarHolder, so it should be visible on that frame now. But I cannot test it until someone tells me a spot where I can easily possess someone making the frame appear.
Hopefully all issues have been fixed now. Possessbar is still open for testing. VehicleBar and button is tested. (SVN File)