Category: Shaman
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Version:
1.0a
Date:
04-10-2010 02:13 PM
Size:
2.23 Kb
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Timers
aTotemBar   Popular! (More than 5000 hits)
aTotemBar is a simple totem addon that allows you to move, hide, and scale Blizzard's Default Totem Bar.

Its compatible with most other bar mods:
For Bartender4, Disable the Totem Bar
For Dominos, Disable the Dominos_Totem addon
For rActionBarStyler, no changes needed.

Commands:
/atbar lock
- This toggles the bar position lock. When the frame is black the bar is dragable.

/atbar hide
- This toggles the visibility of the bar

/atbar scale x.x
- Sets the scale of the bar, replace x.x with numbers (ie: 0.9)

**OmniCC or a similar addon is required to add numbers to the timers.
  Change Log - aTotemBar
Version 1.0a:
Button Spacing: Adjust in the .LUA

Version 1.0:
Changed the Shaman and Level checks to use the same mechanics that Blizzard has built-in. (Hopefully no more random Nil errors)
Rewrote all the timers to be more efficient. It will also clear the timers when your totems are destroyed from out ranging them.
Default Value should now be set properly upon first run.
Corrected Right-Click to destroy totems.
Timers can now be disabled by setting "aTotemBarTimers = false" in the .lua
Blizzards Timers can now be disabled by setting "BlizzardTimers = false" in the .lua
*Both timers are enabled by default.
**If you're updating, you can safely delete embeds.xml from this addon's folder.

Version 0.8:
TOC Bumped for 3.3
Timers added (Consider this a Beta feature for the time being) *Option to disable coming shortly

Version 0.7:
Shaman Check revised again. Checking for Shaman and Level 30 or greater instead of checking for the default bars existence.

Version 0.6:
Shaman Check Take 2 - Removed the OnLoad() in favor of a check elsewhere (based on Tukz Feedback)

Version 0.5:
Now disables if you're not a Shaman or if you don't have the new Totem Bar yet. - Thanks Tukz
Fixed a small typo.

Version 0.4:
Reworked the frame code to use a completely custom frame instead of attempting to control the default. This should take care of the occasionally position loss.
User Request - Added a command to set the scale.

Version 0.2:
Removed the disable based on class code for the time being.
Tweaked the startup function a little bit.
  Optional Files - aTotemBar
Sorry, there are currently no optional files available.
  Archived Versions - aTotemBar
File Name
Version
Size
Author
Date
1.0
2kB
Arimis
04-09-2010 10:07 AM
0.8b
3kB
Arimis
02-20-2010 03:24 PM
0.7
2kB
Arimis
08-13-2009 06:54 AM
0.6
2kB
Arimis
08-10-2009 11:47 AM
0.5
2kB
Arimis
08-10-2009 08:01 AM
0.4
2kB
Arimis
08-08-2009 08:52 PM
0.3
2kB
Arimis
08-08-2009 07:15 AM
0.1
2kB
Arimis
08-07-2009 09:37 PM
  Comments - aTotemBar
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Old 07-26-2010, 11:05 AM  
Haleth
A Flamescale Wyrmkin
Interface Author - Click to view interfaces

Forum posts: 107
File comments: 212
Uploads: 3
This might be something you can try if you're still looking for ideas for skinning, it's fairly simple.

Code:
for i = 1, 12 do
	hooker = _G["MultiCastActionButton"..i];
	hooker:HookScript("OnClick", aTotemBar_Destroy)
	hooker:SetFrameStrata("MEDIUM")
	hooker:SetFrameLevel(3)

	Style = hooker:CreateTexture(nil, "OVERLAY", hooker)
	Style:SetTexture(TOTEM_BORDER)
	Style:SetVertexColor(0, 0.6, 0.6)
	Style:SetPoint("TOPLEFT", hooker, "TOPLEFT", -2, 2)
	Style:SetPoint("BOTTOMRIGHT", hooker, "BOTTOMRIGHT", 2, -2)
end
Replace TOTEM_BORDER and (0, 0.6, 0.6) with texture/colour of choice. I haven't yet been able to find out how to change the texcoord of the icons though, or how to hide the default blizz border - so the texture will need to be large enough to cover that up.
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Old 05-24-2010, 10:58 PM  
gogocons
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
Quote:
Originally posted by shiin
I had an issue with the current version of aTotemBar resetting its x coordinate after each logout. I solved the problem by clearing all anchors to aTotemBar (aTotemBar:ClearAllPoints( ); ) before setting its position in aTotemBar_LoadVariables.

Reason: At creation time a CENTER anchor is set for aTotemBar. Later when the variables are loaded and the actual position is set, usually another anchor is used. Anchors are not exclusive, a frame can have multiple anchors and WoW tries to put all of them into effect as good as possible.
To clarify, I have been able to fix the reset on relog glitch by changing:

Code:
aTotemBar:RegisterEvent("VARIABLES_LOADED")
aTotemBar:RegisterEvent("PLAYER_ENTERING_WORLD")
aTotemBar:RegisterEvent("PLAYER_TOTEM_UPDATE")

aTotemBar:SetScript("OnEvent", function(self,event,...)
        if ( event == "VARIABLES_LOADED" ) then
                aTotemBar_LoadVariables()
;

into this:

Code:
aTotemBar:RegisterEvent("VARIABLES_LOADED")
aTotemBar:RegisterEvent("PLAYER_ENTERING_WORLD")
aTotemBar:RegisterEvent("PLAYER_TOTEM_UPDATE")

aTotemBar:ClearAllPoints()
aTotemBar:SetScript("OnEvent", function(self,event,...)
        if ( event == "VARIABLES_LOADED" ) then
                aTotemBar_LoadVariables();
shiin had the right idea but some users may have been confused by the way you said it, hope this clears things up
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Old 05-06-2010, 05:11 PM  
Solae
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
Quote:
Originally posted by Arimis
I've had a busy week so far, I'll try to get some fixes going over today and possibly into tomorrow. Thanks for the input/support!
Hi guys,

I really like your addon, appreciate your input =) thanks a lot, but I have got the same problem - the totembar resets each time after logout, so we had to do some changes with lua - please have a look - it has helped me and maybe will help you to change the luas...

aTotemBar:RegisterEvent("ADDON_LOADED")
aTotemBar:RegisterEvent("PLAYER_ENTERING_WORLD")
aTotemBar:RegisterEvent("PLAYER_TOTEM_UPDATE")

aTotemBar:SetScript("OnEvent", function(self,event,...)
if ( event == "ADDON_LOADED" ) then
aTotemBar_LoadVariables();

The bits where you see ("ADDON_LOADED") were changed from ("VARIABLES_LOADED")

Hope it helps

Hugs and kisses from sunny Moscow

P.S. =) Taken from the http://www.wowwiki.com/Events/V "ADDON_LOADED"

Fired in response to the CVars, Keybindings and other associated "Blizzard" variables being loaded. Since key bindings and macros in particular may be stored on the server they event may be delayed a bit beyond the original loading sequence.

Previously (prior to 3.0.1) the VARIABLES_LOADED event was part of the loading sequence. Although it still occurs within the same general timeframe as the other events, it no longer has a guaranteed order that can be relied on. This may be problematic to addons that relied on the order of VARIABLES_LOADED, specifically that it would fire before PLAYER_ENTERING_WORLD.

Addons should not use this event to check if their addon's saved variables have loaded. They can use ADDON_LOADED (testing for arg1 being the name of the addon) or another appropriate event to initialize, ensuring that the addon works when loaded on demand.
Last edited by Solae : 05-06-2010 at 05:17 PM.
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Old 04-20-2010, 06:27 AM  
Arimis
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 1
File comments: 48
Uploads: 1
I've had a busy week so far, I'll try to get some fixes going over today and possibly into tomorrow. Thanks for the input/support!
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Old 04-19-2010, 10:28 AM  
Ihadurca
An Aku'mai Servant
 
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Forum posts: 35
File comments: 30
Uploads: 0
I'm having the same issue as well. Every re-log or re-load it resets to the middle.
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Old 04-17-2010, 12:49 PM  
shiin
A Fallenroot Satyr

Forum posts: 22
File comments: 24
Uploads: 0
I had an issue with the current version of aTotemBar resetting its x coordinate after each logout. I solved the problem by clearing all anchors to aTotemBar (aTotemBar:ClearAllPoints( ); ) before setting its position in aTotemBar_LoadVariables.

Reason: At creation time a CENTER anchor is set for aTotemBar. Later when the variables are loaded and the actual position is set, usually another anchor is used. Anchors are not exclusive, a frame can have multiple anchors and WoW tries to put all of them into effect as good as possible.
Last edited by shiin : 04-17-2010 at 12:49 PM.
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Old 04-13-2010, 07:08 PM  
Arimis
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 1
File comments: 48
Uploads: 1
Re: ButtonFacade Support?

Quote:
Originally posted by cudgel
Does this AddOn support ButtonFacade? If not, could it?
Other than fixing bugs, skinning is my top priority....and let me tell you it's quite a pain.
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Old 04-13-2010, 07:04 PM  
cudgel
A Murloc Raider

Forum posts: 7
File comments: 2
Uploads: 0
ButtonFacade Support?

Does this AddOn support ButtonFacade? If not, could it?
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Old 04-12-2010, 01:22 PM  
seebs
A Flamescale Wyrmkin
Interface Author - Click to view interfaces

Forum posts: 149
File comments: 184
Uploads: 5
Quote:
Originally posted by Arimis
Very interesting issue. The buttons should be childs of the slots, which is why I didn't think it needed to be there.

Using a bar mod of any kind, so I can test it as close to exact as possible?
I'm using Macaroon! -- didn't think to check whether that affected it, but I bet it does, as I think it hides the default Blizzard totem bar. D'oh! Shoulda thought of that. I might have another look at it there.

And you're right, the buttons should be parented to the slots. My bad.
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Old 04-12-2010, 11:05 AM  
nin
A Cliff Giant
Interface Author - Click to view interfaces

Forum posts: 72
File comments: 113
Uploads: 1
Quote:
Originally posted by Arimis
Default position and no timers sounds like you're getting an error (that you may not be seeing) and it's going to the games default. I'll try to reproduce.
yeh im aware, was just thinking if someone tried to reposition it and being too hasty with the /reloadui before locking it again..
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Old 04-12-2010, 05:42 AM  
Arimis
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 1
File comments: 48
Uploads: 1
Quote:
Originally posted by seebs
Ah-hah! Missing setparents for the action buttons.

Here's my loop to initialize all four slot buttons and all 12 action buttons:

Code:
local prev_button = MultiCastSummonSpellButton
for i=1, 4 do
        local b = _G["MultiCastSlotButton"..i]
        b:SetParent(aTotemBar)
        b:ClearAllPoints()
        b:SetPoint("LEFT", prev_button, "RIGHT", spacing, 0)
        for j=0, 2 do
                local idx = (j * 4) + i
                local b2 = _G["MultiCastActionButton"..idx]
                b2:SetParent(aTotemBar)
                b2:ClearAllPoints()
                b2:SetPoint("CENTER", b, "CENTER", 0, 0)
        end
        prev_button = b
end
Note that I still haven't got arrows working, but now at least I can see the totems.

ETA: Oh, this is weird. Relogged and it only showed the third and forth totems. No idea why. I've gone back to the February version for now.
Very interesting issue. The buttons should be childs of the slots, which is why I didn't think it needed to be there.

Using a bar mod of any kind, so I can test it as close to exact as possible?
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Old 04-11-2010, 07:31 PM  
seebs
A Flamescale Wyrmkin
Interface Author - Click to view interfaces

Forum posts: 149
File comments: 184
Uploads: 5
Ah-hah! Missing setparents for the action buttons.

Here's my loop to initialize all four slot buttons and all 12 action buttons:

Code:
local prev_button = MultiCastSummonSpellButton
for i=1, 4 do
        local b = _G["MultiCastSlotButton"..i]
        b:SetParent(aTotemBar)
        b:ClearAllPoints()
        b:SetPoint("LEFT", prev_button, "RIGHT", spacing, 0)
        for j=0, 2 do
                local idx = (j * 4) + i
                local b2 = _G["MultiCastActionButton"..idx]
                b2:SetParent(aTotemBar)
                b2:ClearAllPoints()
                b2:SetPoint("CENTER", b, "CENTER", 0, 0)
        end
        prev_button = b
end
Note that I still haven't got arrows working, but now at least I can see the totems.

ETA: Oh, this is weird. Relogged and it only showed the third and forth totems. No idea why. I've gone back to the February version for now.
Last edited by seebs : 04-11-2010 at 10:22 PM.
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Old 04-11-2010, 07:16 PM  
seebs
A Flamescale Wyrmkin
Interface Author - Click to view interfaces

Forum posts: 149
File comments: 184
Uploads: 5
First thing figured out: You are missing a SetParent(aTotemBar) for MultiCastRecallSpellButton. Adding that makes me get all six buttons (the totem-set-picker and the four totems).

BTW, this is probably nothing, but... The totem-set-picker button is a border width or so higher than the others.
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Old 04-11-2010, 06:46 PM  
seebs
A Flamescale Wyrmkin
Interface Author - Click to view interfaces

Forum posts: 149
File comments: 184
Uploads: 5
Yup, the April 10th download. I get a (working) button for Call of the Elements, and next to it are green, red, teal, and purple totem icons with no specific totems in them. There is no totemic recall button. The five buttons I do have get arrows above them on mouseover, but clicking the arrows does nothing. If I back out to an older version (from more than a week ago, don't remember how far back), it all works.

/atbar hide toggles this bar, and /atbar lock lets me move it around.

Removing the savedvariables file moves it to the middle of the screen but changes nothing else (which is what I'd expect).

I have a spare half-hour, I'ma debug this a bit.
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Old 04-11-2010, 09:52 AM  
Darxon
A Cliff Giant

Forum posts: 78
File comments: 125
Uploads: 2
i forgot to say, this is best totem addon there is

edit: im usuing; nMainbar if that matters, usuing the previous version of atotembar (1.0) fixes the errors
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Last edited by Darxon : 04-11-2010 at 10:26 AM.
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