Category: Action Bar Mods
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Version:
006
Date:
09-05-2009 06:47 PM
Size:
6.89 Kb
Downloads:
29,900
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Expalantion
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All bars visible but moved
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Everything on mouseover
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Testmode active
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Vehicle with new exit button
rActionBarStyler   Popular! (More than 5000 hits)

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
  ---------------------------------------------------

SVN
GoogleCode: http://code.google.com/p/rothui/sour...nBarStyler.lua


  Change Log - rActionBarStyler
006
- new drag with ALT+SHIFT

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.
  Archived Versions - rActionBarStyler
File Name
Version
Size
Author
Date
005-2
7kB
zork
04-19-2009 06:21 PM
004-6
7kB
zork
04-02-2009 02:07 PM
003
3kB
zork
03-21-2009 12:40 PM
002
2kB
zork
01-11-2009 03:07 PM
001
2kB
zork
01-09-2009 10:43 PM
  Comments - rActionBarStyler
Post A Reply Comment Options
Old Yesterday, 05:38 PM  
urye
A Kobold Labourer

Forum posts: 0
File comments: 4
Uploads: 0
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 : 11-19-2009 at 05:58 PM.
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Old Yesterday, 05:30 PM  
urye
A Kobold Labourer

Forum posts: 0
File comments: 4
Uploads: 0
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 : 11-19-2009 at 05:33 PM.
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Old Yesterday, 04:12 AM  
zork
A Flamescale Wyrmkin
 
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Interface Author - Click to view interfaces

Forum posts: 145
File comments: 1065
Uploads: 28
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 : 11-19-2009 at 04:15 AM.
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Old 11-18-2009, 09:35 PM  
urye
A Kobold Labourer

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File comments: 4
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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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Old 11-15-2009, 04:53 PM  
Khavatari
A Defias Bandit

Forum posts: 2
File comments: 9
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Könntest du dein Addon mit dem Kong Addon kompatibel machen?
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Old 11-12-2009, 06:52 PM  
alimjocox
A Kobold Labourer

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i had a hunch it was SnowFall.. thx alot zork
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Old 11-12-2009, 01:13 PM  
zork
A Flamescale Wyrmkin
 
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Quote:
Originally posted by alimjocox
problem with shapeshifting.
Which version of Roth UI are you using? The PTR one? If yes disable SnowFallFastAction.

Disable all addons and try it wit the Blizzard UI only.
Then enable only rActionBarStyler and test it again.

Quote:
Originally posted by Olegg
disable shapeshifting bars
Read the FAQ and the rActionBarStyler info page for moving or hiding. Hiding can be done in the lua config, moving ingame.
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Last edited by zork : 11-12-2009 at 01:17 PM.
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Old 11-12-2009, 08:25 AM  
alimjocox
A Kobold Labourer

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File comments: 17
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problem with shapeshifting.

Scenario;-
Shadowform - which pages the actions bars to replicate your designated stance/form

1 is Flash Heal without Shadowform . with 1 is Mind Blast.
I tap 1 in shadowform, it casts Flash Heal instead of Mind Blast.? help?
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Old 11-12-2009, 03:10 AM  
Olegzzz
A Kobold Labourer

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I can not remove shapeshifting bars. i tried to hold shift+alt but nothing had appeared/ what should i do?

Last edited by Olegzzz : 11-12-2009 at 03:11 AM.
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Old 11-10-2009, 04:53 PM  
zork
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Re: Getting Started

Maybe you have installed something else that will override it. Tested it on PTR and they move as they should. Disable everthing except rActionBarStyler and test it again. Save the file and type in "/reload" in the game-chat.
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Last edited by zork : 11-10-2009 at 04:55 PM.
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Old 11-10-2009, 10:42 AM  
pocnib
A Kobold Labourer

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Getting Started

EDIT***

Sorry, restarting my computer fixed my issue, looks awesome, just need to play around with the settings now

I am still having one problem, the right bars will not move. I edited the config part of the lua file to:

Code:
-- rightbars (bar45)
  rightbars_on_mouseover = 0
  move_rightbars = 1
  lock_rightbars = 0
but they do not move. I can move the grey bounding box, but the buttons do not move with it

Last edited by pocnib : 11-10-2009 at 02:35 PM.
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Old 10-31-2009, 03:39 PM  
zork
A Flamescale Wyrmkin
 
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Forum posts: 145
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Edit your comments, don't create a new one.

You can edit your keybindings in the default Blizzard keybinding area. The bars used are still the default ones. If you want to see your keybindings check rActionButtonStyler info page and/or the FAQ.

For the orb value change check the roth ui comments, but don't hurt yourself. The ui was made with a specific layout in mind. You can always use a different UI or learn how to write/edit oUF layouts.
__________________
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Last edited by zork : 10-31-2009 at 03:40 PM.
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Old 10-31-2009, 01:57 PM  
Amitsu
A Kobold Labourer

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one more question - how to bind buttons from action bars? for example i need to bind macro from my top bar, what should i type to do it?
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Old 10-31-2009, 01:40 PM  
Amitsu
A Kobold Labourer

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zork, help me please, i still can't find right string to change
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Old 10-31-2009, 10:03 AM  
Amitsu
A Kobold Labourer

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how can i re-invert cast bar (i mean make a standart casting string, from left to right while casting)
and one more question - what commands to use to manipulate data on orbs? i wanna not to shaw percents but show total mana and its current value
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