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09-01-12, 10:54 AM   #1
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Does [vehicleui] not reflect all states where a Override bar skin is used?

I just had someone report a bug on rActionBarStyler telling that on the Nefarian HC encounter in Blackwing Descent there is a spell called Dominon. If you are affected by that spell you will get the override bar.

My problem is:
I'm having a state driver on the override bar to only show on [vehicleui] but I think that does not reflect this condition in the ActionButtonController:

Lua Code:
  1. -- If we have a skinned vehicle bar or skinned override bar, display the OverrideActionBar
  2. if ((HasVehicleActionBar() and UnitVehicleSkin("player") and UnitVehicleSkin("player") ~= "")
  3. or (HasOverrideActionBar() and GetOverrideBarSkin() and GetOverrideBarSkin() ~= "")) then
  4.     -- For now, a vehicle has precedence over override bars (hopefully designers make it so these never conflict)
  5.     if (HasVehicleActionBar()) then
  6.         OverrideActionBar_Setup(UnitVehicleSkin("player"), GetVehicleBarIndex());
  7.     else
  8.         OverrideActionBar_Setup(GetOverrideBarSkin(), GetOverrideBarIndex());
  9.     end
  10.     ...
  11. end

Actually I thought [vehicleui] would catch all of those events but since Dominon is just using an OverrideBarSkin and is no VehicleBar itself it seems not to get triggered.

Now I'm curious. What would be the macro condition to spawn the OverrideBar if you have just an OverrideBarSkin.

I know we have [possessbar] aswell. But I cannot show the overridebar everytime someone is possessed because that would be wrong aswell. Because normally the possessbuttons come up in the default actionbar not in the OverrideBar.


Solution posted below.
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Last edited by zork : 02-13-13 at 07:50 AM.