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Updated:11-01-16 04:37 PM
Created:01-09-09 09:43 PM
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rActionBar  Popular! (More than 5000 hits)

Version: 710.20161101
by: zork [More]
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Unread 11-23-09, 12:55 PM  
zork
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Open your spellbook and drag'n'drop the spell of your liking onto the button of your liking.

Make sure the actionbars are not locked. Check your actionbar settings. (Read the WoW manual)
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Last edited by zork : 11-23-09 at 12:55 PM.
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Unread 11-23-09, 11:42 AM  
dynamix
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hi,

i installed this addon today and i cant figure out how to be able to drag and drop the skills on the bars =/

im a noob
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Unread 11-23-09, 10:08 AM  
zork
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The forum of buffed.de is quite good.

But for UI development there is no good german source, atleast not for the WOW API.

http://wowprogramming.com/
http://www.wowwiki.com/World_of_Warcraft_API
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Unread 11-23-09, 07:46 AM  
Garry
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One last question Zork,
as the shadow is made as backgound stuff, its nonsense to add it as an onUpdate funktion, right?
I was playing around with the "ActionButton_Update" parts. But somehow i feel its the wrong way i'm thinking!?

[Added]
can you tell me a page - prefered in german! - where i can read around and get some basic infos!?
Last edited by Garry : 11-23-09 at 08:29 AM.
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Unread 11-23-09, 07:28 AM  
zork
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Originally posted by Paradox2063
I'd like to restate the question on page 3 or 4. Is there a way to change the spacing on the petbar?
You can do this by adding a loop for all petbuttons and reseting the setpoint from every button but the first.

Your answer is on page 3, take the technique and do it for your petbar.

Code:
    for i=2, NUM_PET_ACTION_SLOTS do
      local b = _G["PetActionButton"..i]
      local b2 = _G["PetActionButton"..i-1]
      b:ClearAllPoints()
      b:SetPoint("LEFT",b2,"RIGHT",5,0)
    end
Change the 5 to whatever value you need.

Is it hard to do? No.
Does it need dedication? Yes.
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Last edited by zork : 11-23-09 at 07:31 AM.
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Unread 11-23-09, 01:30 AM  
Paradox2063
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I'd like to restate the question on page 3 or 4. Is there a way to change the spacing on the petbar?
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Unread 11-22-09, 01:24 PM  
Garry
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I got what you mean
But i somehow made it get it workin as an extra addon, which i think is the best way.


Originally posted by zork
The trick is to add a variable to the button and only applying the texture to that button if the variable is not set.

Inside the function where you add the button you set the variable to true or whatever you like.

EXAMPLE
Code:
local function updateMyButton(self,...)

  if not self.hasBackdrop then
    local t = self:CreateTexture(...)
    self.hasBackdrop = true
  end
end
Got it?

But I would add this to the buttonstyler. The barstyler should do moving/scaling only imo.
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Unread 11-22-09, 12:48 PM  
Garagar
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shaman totembar support

Hi,

I'm playing a shaman and would love to see the following 2 enhancements added to your add-ons:

- rActionBarStyler: add support for shaman's tomtem bar (support for the MultiCastActionBarFrame & co. crazy frames & buttons)

- rActionButtonStyler: MultiCastSummonSpellButton & MultiCastRecallSpellButton don't have any border around the buttons, but the MultiCastActionButton1 up to MultiCastActionButton12 have a inconsistent border around the buttons; any chance to remove the border through rActionButtonStyler add-on?

Thanks & keep up the good work.

Edit: a few pages down the forum, I see you already denied the request , so sorry to bring it up again. Still I would really like it implemented, because you would also kill that big & stupid padding between buttons
Edit2: the strange border that I see only around the actionbuttons of the totem bars, is gone if I disable rActionButtonStyler.
Last edited by Garagar : 11-23-09 at 06:20 AM.
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Unread 11-22-09, 11:28 AM  
zork
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The trick is to add a variable to the button and only applying the texture to that button if the variable is not set.

Inside the function where you add the button you set the variable to true or whatever you like.

EXAMPLE
Code:
local function updateMyButton(self,...)

  if not self.hasBackdrop then
    local t = self:CreateTexture(...)
    self.hasBackdrop = true
  end
end
Got it?

But I would add this to the buttonstyler. The barstyler should do moving/scaling only imo.
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Last edited by zork : 11-22-09 at 11:30 AM.
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Unread 11-22-09, 06:33 AM  
Garry
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Hey Zork,
i want to add shadow effekt to the buttons. But i allways fail, got them into your buttonstyler addon but b/c off the update funktions its allways adding the shaddow effekt again and again and again. Tried to stop the onupdate part by removing the shadows and then addin them back but guess was wrong idea

Now i wonder if i should try to add it into your barstyler?! Or writing an extra addon for shadows under buttons?!
Can you give me a hind how i can realize that??? Would be wonderfull when you can help me ^^
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Unread 11-19-09, 04:38 PM  
urye
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Re: No Luck

[quote]Originally posted by urye
[b]Ok, i tried that and no luck. Here is my code. I assume the frame name goes in the getglobal() call. Why wouldn't any anchor info go under the setpoint function? Don't i want the addon to "draw" and attach the elements on a loop rather than just an initial call? You'll have to excuse my ignorance. I know many other languages but I am still learning lua/xml. Am i missing something? Also, will this constantly anchor to the frame or only on a reload? Thank you for your help.


local myPlayerFrame = getglobal("PitBullUnitFrame1")
local fbar1 = CreateFrame("Frame","rABS_Bar1Holder",PitBullUnitFrame1)
if button_system == 1 then
fbar1:SetWidth(264)
fbar1:SetHeight(116)
fbar1:SetPoint(frame_positions[1].a,frame_positions[1].x,frame_positions[1].y)
else
fbar1:SetWidth(518)
fbar1:SetHeight(58)
fbar1:SetPoint(frame_positions[2].a,frame_positions[2].x,frame_positions[2].y)
end
if testmode == 1 then
fbar1:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 0, right = 0, top = 0, bottom = 0 }});
end
--fbar1:SetFrameStrata("LOW")
fbar1:Show()


EDIT: Do i need to make any other declarations at the beginning for the player frame?

EDIT AGAIN: What about the bars lock status? Will that make any difference as to whether or not it will allow this?

LAST EDIT: I tried testing anchoring the bar to the minimap and it worked fine. So i am wondering if this is possible due to the code of the unitframe addon....

One more.... I also got it to work using the default "PlayerFrame" after disabling pitbull. this is driving me crazy


AHAHAHAHA. Got it to work with Ouf. Any thoughts on that. I suppose its probably the unit frame mod i should be using anyway, i just didn't feel like taking the time to customize it.



Thanks
Last edited by urye : 11-19-09 at 04:58 PM.
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Unread 11-19-09, 04:30 PM  
urye
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No Luck

Ok, i tried that and no luck. Here is my code. I assume the frame name goes in the getglobal() call. Why wouldn't any anchor info go under the setpoint function? Don't i want the addon to "draw" and attach the elements on a loop rather than just an initial call? You'll have to excuse my ignorance. I know many other languages but I am still learning lua/xml. Am i missing something? Also, will this constantly anchor to the frame or only on a reload? Thank you for your help.


local myPlayerFrame = getglobal("PitBullUnitFrame1")
local fbar1 = CreateFrame("Frame","rABS_Bar1Holder",PitBullUnitFrame1)
if button_system == 1 then
fbar1:SetWidth(264)
fbar1:SetHeight(116)
fbar1:SetPoint(frame_positions[1].a,frame_positions[1].x,frame_positions[1].y)
else
fbar1:SetWidth(518)
fbar1:SetHeight(58)
fbar1:SetPoint(frame_positions[2].a,frame_positions[2].x,frame_positions[2].y)
end
if testmode == 1 then
fbar1:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 0, right = 0, top = 0, bottom = 0 }});
end
--fbar1:SetFrameStrata("LOW")
fbar1:Show()


EDIT: Do i need to make any other declarations at the beginning for the player frame?

EDIT AGAIN: What about the bars lock status? Will that make any difference as to whether or not it will allow this?

Thanks
Last edited by urye : 11-19-09 at 04:33 PM.
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Unread 11-19-09, 03:12 AM  
zork
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Re: Help with anchoring

Set UIParent to the frame you want it to be anchored. Don't forget to use getglobal() if needed.

Change this
Code:
local fbar1 = CreateFrame("Frame","rABS_Bar1Holder",UIParent)
to
Code:
local myPlayerFrame = getglobal("MYGLOBALPLAYERFRAMENAME")
local fbar1 = CreateFrame("Frame","rABS_Bar1Holder",myPlayerFrame)
If you don't know your playerframe name try this macro
Code:
/script DEFAULT_CHAT_FRAME:AddMessage(GetMouseFocus():GetName());
On a second step you can move your bar or change the position table accordingly.
Code:
 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
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Last edited by zork : 11-19-09 at 03:15 AM.
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Unread 11-18-09, 08:35 PM  
urye
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Help with anchoring

How would i go about anchoring to my player frame? Ive searched everywhere with no luck. I have the frame name. I just need to know what where to insert the code.

Thank you
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Unread 11-15-09, 03:53 PM  
Khavatari
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Könntest du dein Addon mit dem Kong Addon kompatibel machen?
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