|Go to Page...|
Siege of Orgrimmar (5.4)
Thunder Isle (5.2)
|Updated:||11-19-13 04:22 PM|
|Created:||07-31-10 12:25 AM|
Click the advanced tools button on the Button Forge toolbar to toggle the display of the advanced options
- Click the keyboard icon on the bar to enter Key Bind mode
- Click the button you wish to set a binding for
- On the binding dialog that has popped up click the key binding button (similar to the standard Key Binding UI)
- Press the key binding you want to assign
- The dialog can be closed by clicking the x this will close the dialog but leave the bar in Key Bind mode, or press esc to completely exit Key Bind mode
- Key Bindings in Button Forge are implemented as overrides, this means that any existing bindings wont be removed, but if identical the override will be triggered instead (at least provided the bar is visible on screen)
- Button Forge currently wont inform you if the binding already exists on another Button Forge button and it will allow multiple bars to have the same binding, this feature allows some advance ui configurations to be created which will be described further down
- If multiple Button Forge bars have the same key binding it will be ambiguous which button will be triggered, however if only one bar is currently visible that is the button that will be triggered
- The Button Forge UI for Key Bindings may see some alteration in v1 (I feel the flow of creating bindings is not yet as smooth as it could be)
Any macro conditional in the game can potentially also be used to control if a Button Forge bar is hidden or visible (even during combat)
To setup a visibility macro click the Eye icon and type in the conditional and then press enter (or escape to cancel)... Some basic examples are:
- [combat] hide; show
- [stealth, harm] show; hide
- [form:3] show; hide
- Visibility macros are more commonly known as visibility state drivers (I just call them visibility macros to draw attention to the fact that you use macro conditionals to control the visibility)
- The Spec and Vehicle show/hide options (the ones just above the eye icon) also use the visibility macro to control when the bar is displayed. If you specify a visibility conditional and also have one or more of the Spec/Vehicle options set to hide then behind the scenes the necessary rules will be prepended to your visibility macro for the bar...
- Spec 1 is hidden, and Vehicle is hidden, no visibility macro is set would result in the following state driver: [spec:1] hide; [vehicleui] hide; show
- Vehicle hidden, and the combat macro example from above is set would result in the following state driver: [spec:1] hide; [vehicleui] hide; [combat] hide; show
- Spec 1/2 both shown, Vehicle shown and no visibility macro set: ...No visibility driver will be set for the bar, and it will always be visible
This actually can't be done, but the same effect can be achieved by taking visibility macros a step further.
You can place several bars into the same position on screen and setup visibility macros so that only 1 is displayed at any given time, I will describe the following example to illustrate how to do this.
Lets say you are a druid and want a bar in the center of the screen to have actions for catform and bearform in the same position, and to swap between them depending on your current form:
- Create a bar and position it where you want, set it's scale and the number of buttons you want on it
- Optionally add a label to it to help identify it easier in the interface (lets make this one the bear bar)
- Drag the abilities you want on to it
- Set the visibility macro to [bonusbar:3] show; hide
- Create another bar place it in the same position as the first one... You might notice that it has docking to make this really easy
- Double click the scale button to default the bar to have the same scale as the first bar (double click again will revert back to the standard scale of 1)
- Optionally label the bar (for cat form this time)
- Drag the abilities you want to it
- Set the visibility macro to [bonusbar:1] show; hide
- Exit configuration mode and give it a try
If you also wanted to setup key bindings you could do this as well since you can reuse bindings. The buttons in each position on the two bars can have the same binding since only one bar will show up at a time (if at all).
Also note that if you want to alternate between which bar you are working on during configuration mode you can use the Send to Front and Send to Back icons so you don't have to move bars out of the way.
Set a label for the bar and position the top left corner of the bar be the same as another bars. Each bar that has a label set will have that label organised from left to right above the bars. Clicking the respective tab (label) will bring that bar to the top.
Note: Even without a tab for the bar you can still bring it to the front or send it to the back by clicking on it's Send To Front and Senf To Back buttons respectively.
This can be done using the Create Bonus Bar button. Note that the standard Bonus Bar will continue to function as normal so creating a Button Forge bonus bar is purely optional.
- The Button Forge bonus bar is a clone of Bonus Bar 5; that is the action bar that receives special actions at certain times during game play (e.g. the actions you can use in a vehicle, or while possessing another unit, etc)
- It is possible to create multiple BF bonus bars
- The BF Bonus Bar is almost identical to a standard BF Bar except for the following:
- It is green in configuration mode
- By default standard BF bars will hide when BonusBar 5 is active, whereas by default BF bonus bars will display (handled via the visibility macro)
- Several of the default settings for the BF bonus bar are different to the standard BF bars
- It starts populated with Bonus Actions 1 - 12, leave vehicle, and cancel possession
- Whenever the Bonus Bar has the number of cols or rows updated it will attempt to replace any missing bonus actions if they have been removed from the bar (this makes it easy to change from a horizontal to vertical bar)
- All the actions found on the Button Forge bonus bar can be dragged into different positions, and also onto other BF bars (by default the Bonus Bar has the buttons locked, so this would need to be changed first)
- Changing around the actions on a BF bonus bar will have no effect on the normal Bonus Bar
This can be done using the Right Click Self Cast button.
This is done so that you always can configure a bar even if it has a rule set to prevent it from being visible. This also means you can assign actions to bars that you otherwise wouldn't be able to without having to temporarily unset their visibility macro etc...
This happens because sometimes combat may happen when you least expect it. So that you don't have a messy UI which could make it very hard for you to respond to the threat, the Bars and buttons will obey their display rules when in combat regardless of if you are in configuration mode or not.
If you have the same key binding for multiple buttons it could be triggering any of them... and most likely not the one you intend! This is because while in configuration mode all buttons are visible and so it is ambigous which key binding to use, while this is annoying (it even trips me up sometimes) it will correct itself once you exit configuration mode (or enter combat).
This will most likely be because you have used the same key binding for multiple buttons and those buttons are visible at the same time, in such a case you will need to either choose a different binding, or configure the display rules for the bars such that only one of the buttons is visible at a time (please note that even if empty buttons are hidden, the key binding will still apply... it is only when the bar itself is configured to hide that the binding wont apply).
Several configuration options wont work while in combat. Or alternatively you may have hit the upper limit for the number of buttons on the bar (currently 1500), or the total number of allowed buttons may be exceeded (currently 5000).
Several configuration options wont work while in combat. Or alternatively the desired scale may cause the bar to exceed the size of the screen in which case the scale will be rejected.
This is because the visibility rules are treated exactly and there may be a brief swap over period where none of the conditionals are true.
E.g. If you were using [form:1] show; hide for Bear, and [form:3] show; hide for cat to show the bar, when you switch between cat and bear form there is actually a brief period where you are neither of those forms and so neither of those bars will show.
To get around this issue use the [bonusbar:#] conditional in place of the form conditional. It responds to shapeshift changes etc but will keep the bar available the same length of time the default ui keeps it available. (this could also apply to other classes and conditionals where the bonusbar may be a slightly better choice)
Either the bar has not been assigned a label, or its the only bar with its Top Left corner in that position...
If you wish for the bar to have a tab either assign it a label and/or align its top left corner to another bars top left corner (auto docking will take care of this when dragging the bar close to another... except in the case mentioned next)
This is most likely because you are in combat, it is not possible to autodock in this case unfortunately... Note also that auto docking will only take place when the top left corner of two bars get fairly close to each other.
This is intentional so that changing the orientation of the bar is easy... Note that having multiple rows and columns could sometimes result in the abilities being repopulated into locations which might seem strange, this is due to the specific rules of how the bonus actions are repopulated (always remember an action wont be populated back onto the bar if it is already there, and also that button positions are always counted from left to right, top to bottom)
This is because sometimes the bonus actions assigned remain available even after the bonus bar is gone (e.g. Mind of the Beast), I believe this is the case when it is for actions you could trigger anyway (e.g. if a hunter possesses his pet, even after the possession ends all the pets actions are still available and valid).
The default (and recommended) behaviour is for the bonus bar to be hidden when not available.
This is because the action that the standard raise and lower buttons have (which is raise/lower while held down) cannot be duplicated by an addon; instead the the aim can only be raised/lowered in increments. For this first release of BF with Bonus Bar support I have decided to not create buttons to do this... (If people request it I can look to introduce it however).
Note that using mouse look to raise lower will work as normal, as will the standard raise and lower buttons
- Lua errors prevening Button Forge even working
- Cooldown error for mounts and companion pets
- Picking up spells wasn't working
- Handling of dynamic spells was largely unusable
Still outstanding:19-September-2011 v0.9.15
- Now that pets are battle pets they can't be set or activated from Button Forge (your existing pets still show up and can be picked up and moved, but that's it)
- Flyout spells (the one with the little arrow) is dropped rather than put on the cursor when removing from Button Forge
- Also a minor graphic glitch that the little arrow sometimes doesn't show for the flyouts
- Dragging Button Forge specific actions (e.g. the open Button Forge config button) has a black square
- Some code tidy up to remove redundant code (there are now better options to achieving some functionality)
06-February-2012 v0.9.17Features:Fixed: Button Forge will now only show the action tooltip for a macro if the macro has the #showtooltip tag in it
- New bar option 'GUI' available via /bufo commands. defaults to 'on'. Turning the gui off for a bar will cause it to be hidden and to no longer interact with the mouse but its keybindings will be unaffected (think of it as Key Bind only mode). The GUI will be temporarily forced 'on' provided you're not in combat, and are in Button Forge config mode, or are holding the Shift key while also have an item on the cursor (this is to ease setting the bar up how you want it)
- New bar option 'Alpha' available via /bufo commands, defaults to 1. This will simply change the opacity of the bar, the mouse will still interact with the bar, even if it's fully transparent (unlike the new 'GUI' option, the alpha will not be forced up when in config mode etc...)
- Localisation support added for 'deDE', translation supplied by Rumorix/PUNK2018
Updated Button Forge to be compatible with WoW v4.3Fixed:Made change to cause ButtonForge to name the widget Frames that control button visibility - for advanced users only, see readme.txt for more info[/list]
- Macro issue still lingered for some users - a 3second delay has been added at login before buttonforge will prune missing macros
- If the delay does not work, a final option to disable RemoveMissingMacros is now available (type /bufo in game to see slash commands)
- Bars with a small buttongap and hard against the side of the screen would bounce out a bit when logging in, this has been resolved
- Many more of the gui configuration options are now available via slash commands
- Added slash only command to change the gap between buttons
- Added slash only command to disable and enable bars
- Added slash command to read out info for a bar
- Improved the feedback when slash commands are not correctly supplied
- Added a basic API to allow other addons to query information from Button Forge
- Buttons weren't being properly deallocated when a bar was destroyed
- In very rare situations item caching in Button Forge was causing a lua error
- Slash commands are now available (/buttonforge or /bufo)
- Slash commands include abiltity to turn off keybind and macro name plates
- Holding shift will override button locks (same as the default UI)
- Holding shift will bring Button Forge bars to the top if holding an item with the cursor
- Macros can now have the same name (although this is still not advised!)
- Macro tracking will be a little more resilient (this affects when macros are changed). NB, this can never be perfect with the way the game currently works
- Auto-alignement could sometimes have a lua error if other mods changed the default bars, this should not happen now
- Spells with the same name would sometimes display as though they were the other spell, this should now be resolved
- Button Forge Buttons will come to the foreground when the mouse has a placeable action (except items) to make placing spells easier
- Key-binding has been tweaked to be more streamlined
- While dragging bars, auto-alignment will now work off all sides of the bar and also provide guide lines
- Better detection of shapeshift has been added (this allows icons for macros with forms rules to visually update a bit more quickly in some cases)
- Archaeology Buttons will now check and uncheck correctly
- Localisation support for
- koKR Translation provided by chkid (주시자의눈 of Elune)
- ruRU Translation provided by Another
- ButtonFacade keybindings will not dissappear now
- Improved how wisp spell detection works (made it independant of localisation)
- Button Facade Support!
- Corrected issue preventing binding of mouse buttons (note that the left and right button cannot be bound ever)
- Putting Companions and Mounts on the Bar was bugged, this has been fixed (any companions or mounts that are permanently highlighted should be removed and readded)
- Support for Flyout spells
- Support for Glow effect on certain spells (e.g. Hunter Traps when Trap Launcher is active)
- Attempt to resolve the issue preventing certain spells from being put on the Button Forge Bars (primarily this issue was affecting Hunter Traps)
- Macros that use items are having a problem with the cooldown display, this has been fixed.
- Picking up most items wasn't causing button grids that were hidden to show (while out of combat), this has also been fixed
- Updated to be compatible with WoW v4.0.1
- Item counts will now show counts for items that use a consumable reagent
- Spells will no longer inadvertently change rank when switching talents (a non issue now that WoW v4 is available anyway)
- Creating a macro with an empty body or deleting a macro could sometimes cause visual errors in Button Forge, this has been resolved
- Tooltips for companions were dissappearing very quickly after displaying, this has been resolved
- Bonus Bars (Bonus Bar 5) are now supported
- A Right Click Self Casting option is now available
- Tooltips now refresh while being displayed
- In some cases (particularly macros) item display was not updating, this has been resolved
- Updated the GUI appearance
- Bar labels will now organise themselves for so they can be clicked to allow tabbing between bars if bars are in the same position
- Bar controls will now rearrange themselves to better use the space around the Action buttons
- Scale - The Double Click default sometimes wouldn't detect the settings of a bar if one was in the same position, this has been resolved
- Dragging Custom Actions (Button Forge Configuration options) - These would sometimes drop straight off the cursor, this has been resolved
- Key Bind dialog has been shifted to appear above other UI elements (it is also possible to drag this dialog)
- Set a limit of 1500 buttons per bar and 5000 buttons total
- Added button for configuration mode
- Added ability to drag Button Forge Toolbar buttons to Button Forge bars
- Updated tooltip information
- Equipment Sets will now be placed on the cursor when picked up off a Button Forge Bar
- Resolved stack overflow when creating excessively large bars (e.g. over 1000 buttons)
- Resolved issues causing some newly allocated buttons to be hidden and the bar to sometimes dissappear when allocating buttons
Beta version of Button Forge