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Return to Karazhan (7.1.0)
Updated:11-01-16 04:37 PM
Created:01-09-09 09:43 PM
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7.1.0

rActionBar  Popular! (More than 5000 hits)

Version: 710.20161101
by: zork [More]
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Unread 12-10-11, 02:53 PM  
Maxen
A Fallenroot Satyr

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Originally Posted by zork
- Added totem timer and totem destroyer code from Improved Totem Frame by Phanx to the totembar. Thus shamans can now see the timer and destroy totems with Shift-Rightclick.
Niiice!
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Unread 12-10-11, 12:59 PM  
zork
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Re: Action bar

That is Roth UI.
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Unread 12-10-11, 12:08 PM  
doomsayer816
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Action bar

I was wondering if the orbs next to the action bars came with the addon or not.
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Unread 12-10-11, 08:42 AM  
zork
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Version 40300.05 is out
Changelog:
- Form switches for warlocks and rogues now _always_ spawn a new bar. Just put buttons in that bar. That aligns those stances to match all other characters. Stance and form switches bring up a new bar.
- Added totem timer and totem destroyer code from Improved Totem Frame by Phanx to the totembar. Thus shamans can now see the timer and destroy totems with Shift-Rightclick.
Improved Totem Frame: http://www.wowinterface.com/download...otemFrame.html
Diff: http://code.google.com/p/rothui/sour...ar.lua&old=790
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Last edited by zork : 12-10-11 at 08:47 AM.
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Unread 12-08-11, 02:47 AM  
zork
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Sirann make sure you have the latest version. If you have the bar while doing the Darkmoon dailies you do not have the right version. I tested those and updated the addon thereafter.
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Last edited by zork : 12-08-11 at 02:48 AM.
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Unread 12-07-11, 06:39 PM  
sirann
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The bar is appearing for appropriate bosses, however it doesn't appear to be going away.

Killed ultraxion, bar was up for the next 3 bosses. The button did change to the madness button when we got there. After killing it the bar remained. Upon hearthing to org it disappeared, but when I zoned into baradin hold, the bar popped up showing the button from madness.

Edit*

It's also appearing when doing the darkmoon faire dailies even though the button can not be hit, the button persists even when exiting the "vehicle" that is the quest.
Last edited by sirann : 12-08-11 at 01:25 AM.
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Unread 12-07-11, 07:12 AM  
Haleth
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Hey zork, just want to confirm that the extra action bar seems to be working flawlessly now, I'm testing it in Fall of Deathwing.

Edit: After I died on the Ysera part and got battle rezzed, the button didn't show up again for that fight. I'm not sure if this is how it is meant to work though.
Last edited by Haleth : 12-07-11 at 07:43 AM.
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Unread 12-07-11, 02:45 AM  
zork
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Well yes, if you are capable of editing lua and adjusting bar 4 and bar5 (rActionBarStyler/bars/bar4.lua) to match the SetPoint behaviour of bar3. Otherwise you may use Dominos and disable rActionBarStyler.
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Unread 12-06-11, 11:47 PM  
sirann
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I hate to be a nuisance, but is there any way to get the right two bars (normally vertical) to lay down horizontal (I can get the buttons to line up left to right, but the frame remains vertical),

Thanks in advance.
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Unread 12-06-11, 11:00 PM  
Maxen
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I can confirm that it is working fine for the last encounter of Dragon Soul.. and that he is dead

Thanks !
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Unread 12-06-11, 11:41 AM  
zork
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New version with the fix is online.
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Unread 12-06-11, 01:16 AM  
zork
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Sweet. Thanks a lot for testing. The nil issue is my problem. So close to the final version.

Adjusted code:
lua Code:
  1. --get the addon namespace
  2. local addon, ns = ...
  3. --get the config values
  4. local cfg = ns.cfg
  5. local barcfg = cfg.bars.extrabar
  6. if barcfg and not barcfg.disable then
  7.  
  8.   --holder frame
  9.   local bar = CreateFrame("Frame","rABS_ExtraActionBar",UIParent,"SecureHandlerStateTemplate")
  10.   bar:SetSize(barcfg.buttonsize,barcfg.buttonsize)
  11.   bar:SetPoint(barcfg.pos.a1,barcfg.pos.af,barcfg.pos.a2,barcfg.pos.x,barcfg.pos.y)
  12.   bar:SetHitRectInsets(-cfg.barinset, -cfg.barinset, -cfg.barinset, -cfg.barinset)
  13.   bar:SetScale(barcfg.barscale)
  14.   cfg.applyDragFunctionality(bar,barcfg.userplaced,barcfg.locked)
  15.  
  16.   --the frame
  17.   local f = ExtraActionBarFrame
  18.   f:SetParent(bar)
  19.   f:ClearAllPoints()
  20.   f:SetPoint("CENTER", 0, 0)
  21.   f.ignoreFramePositionManager = true
  22.  
  23.   --the button
  24.   local b = ExtraActionButton1
  25.   b:SetSize(barcfg.buttonsize,barcfg.buttonsize)
  26.   bar.button = b
  27.  
  28.   --style texture
  29.   local s = b.style
  30.   s:SetTexture(nil)
  31.   local disableTexture = function(style, texture)
  32.     if not texture then return end
  33.     if string.sub(texture,1,9) == "Interface" then
  34.       style:SetTexture(nil) --bzzzzzzzz
  35.     end
  36.   end
  37.   hooksecurefunc(s, "SetTexture", disableTexture)
  38.  
  39.   --register the event, make sure the damn button shows up
  40.   bar:RegisterEvent("UPDATE_EXTRA_ACTIONBAR")
  41.   bar:RegisterEvent("PLAYER_REGEN_ENABLED")
  42.   bar:SetScript("OnEvent", function(self, event, ...)
  43.     if (HasExtraActionBar()) then
  44.       self:Show()
  45.       self.button:Show()
  46.     else
  47.       self:Hide()
  48.     end
  49.   end)
  50.  
  51. end --disable
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Last edited by zork : 12-06-11 at 01:23 AM.
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Unread 12-05-11, 11:08 PM  
Lord_Doom
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Well I tried the code you just posted below Zork on Ultraxion. Good news is the button appears in combat and disappears after combat ends However I get this lua error popup every time the button is initiated for the first time, only the first time on any pull though. Other than that works like a charm for Ultraxion fight

Last edited by Lord_Doom : 12-05-11 at 11:17 PM.
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Unread 12-05-11, 01:25 PM  
Maxen
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OK, I will and report back. Probably tomorrow. In the mean time, I have this macro just in case : /click ExtraActionButton1

edit: using your latest updates...
Last edited by Maxen : 12-06-11 at 11:00 AM.
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Unread 12-05-11, 12:32 PM  
zork
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Yeah I wish I could test it. Editing in the dark is kinda silly.

This is what I'm currently using, maybe you can put that into your extra.lua
..see above
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Last edited by zork : 12-06-11 at 01:18 AM.
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