FlexBar2 is an addon that gives you control over each individual "action button". Not as many addons do, with an individual "action bar". You can place them anywhere you wish on your screen. You will have a fine tuned control of the look, size and placement of each button you create. Each button can also be grouped together with other buttons like an action bar. While FlexBar does not have pages as the default action bar does, the buttons can remap according to your stance/shapeshift/shadowform/stealth.
All this after many months of dedicated programming, bug reporting from the community, and countless updates... you are given Flexbar2. In short, it's a fully customizable action button addon that allows you to management each individual button.
* An unlimited number of buttons, and an unlimited number of bars
* Each button can be moved around individually or as a contained group (aka bar)
* Each button can individually(or as a group) have stance changes and status changes (ie. stealth, combat, defensive)
* The texture, alpha, and scale can be changed, again... individually or as a group.
* The text and information within the buttons can be moved (corner to corner)
* It doesn't support the Persians
Buff highlighting will make an actionbutton light green if the buff is on you, debuff buttons will make the button light red if the debuff is on the target
Feature Requests: (More for API then for UI stuff)
While looking around I hadn't found an easy way to remove Generated buttons from the list saved in the profile.
Ability to specify number of rows/columns when applying Horizontal and Vertical grouping.
Ability to easily set the position of buttons relative to it's group's anchor point/button.
Documentation? Or at least a decent sample of /script's or an example of how to set up x buttons in a group, apply Horizontal/Vertical orientation, Lock, Unlock, show/hide buttons, etc.
Is it possible to directly apply a script/function call to a button? Or will we have to use macros?
(That's all I can think of right now... and the buff highlighting sounds really cool)
Edit: Let me know if there's any programming you'd like me to help with.
Feature Requests: (More for API then for UI stuff)
While looking around I hadn't found an easy way to remove Generated buttons from the list saved in the profile.
Ability to specify number of rows/columns when applying Horizontal and Vertical grouping.
Ability to easily set the position of buttons relative to it's group's anchor point/button.
Documentation? Or at least a decent sample of /script's or an example of how to set up x buttons in a group, apply Horizontal/Vertical orientation, Lock, Unlock, show/hide buttons, etc.
Is it possible to directly apply a script/function call to a button? Or will we have to use macros?
(That's all I can think of right now... and the buff highlighting sounds really cool)
Edit: Let me know if there's any programming you'd like me to help with.
Stuff added to the main thread, about the documentation, i'll work in it soon too. and about the possibility to apply script & functions to a button, thats already possible using secure attributes. I will make helpers for those also though
...has a buff bar that disappears when it's not needed. Note the quoted text:
"5. There is an option in the weapon bar config menu to turn on auto-hiding of the bar. The bar will stay hidden majority of the time, until your weapon buff expires, in which case it will show again until you recast one."
I used to use flexbar individual buttons to do this for any buff. (like mark of the wild, etc)
that way, I can put the button in the middle of the screen and when it appears, I reapply the buff & it hides again.
...has a buff bar that disappears when it's not needed. Note the quoted text:
"5. There is an option in the weapon bar config menu to turn on auto-hiding of the bar. The bar will stay hidden majority of the time, until your weapon buff expires, in which case it will show again until you recast one."
I used to use flexbar individual buttons to do this for any buff. (like mark of the wild, etc)
that way, I can put the button in the middle of the screen and when it appears, I reapply the buff & it hides again.
can this be a feature request?
thanks.
Yes, it can, fairly easy even. I will also make GUI options for such stuff (see: planned features: attribute helpers)
I realize there's no gui yet, but can it be setup now from the command line, or something?
if so, how?
Yes, you can, here is a short tutorial:
this line will generate 100 buttons
/script for i = 1,100 do FlexBar2:Generate(i, true); FlexBar2.Buttons[i]:SetDefaults(); FlexBar2.Buttons[i]:LoadSettings(); end
this line will lock them all
/script for i = 1,100 do FlexBar2.Buttons[i]:Lock(); end
you can find more functions in the Controller file
One feature that I feel is most necessary, if not already included, is the option to create a button that when clicked will show or hide a specified group of buttons. This is great for mage teleporting buttons, tradeskill buttons, warlock pet sommoning buttons, or anything else that you dont want on the screen all the time, but do not want to keep more than one click away :) Hopefully the patch did not remove the ability to do this during combat, but if it did it will still be usefull.
Also, I like when buttons are tinted red when a target is out of range for a spell, like CTmod. I really like the idea of self buff buttons hiding themselves as well when they are active on the player.
Other than that, I will just be happy with an easy way to put buttons anywhere on the screen at any scale I desire. Thanks for all of your hard work! I really look forward to using this.
One feature that I feel is most necessary, if not already included, is the option to create a button that when clicked will show or hide a specified group of buttons. This is great for mage teleporting buttons, tradeskill buttons, warlock pet sommoning buttons, or anything else that you dont want on the screen all the time, but do not want to keep more than one click away :) Hopefully the patch did not remove the ability to do this during combat, but if it did it will still be usefull.
Unless I'm seriously confused this is feasible but you may not be able to change the contents of the button group in combat, depending on the implementation. Then again I'm not a Flexbar dev so don't consider this a promise from them.
Also, I like when buttons are tinted red when a target is out of range for a spell, like CTmod.
This is provided by RedRange if you need an existing implementation. Take a look at http://wowace.com/wiki/Bartender3 for some of the features you're looking for. Bartender isn't as flexible as Flexbar but does a great job as an easily usable bar modifier if you don't need as much customization.
I'm looking forward to trying out Flexbar again, thanks for the updates caveman2k.
All this after many months of dedicated programming, bug reporting from the community, and countless updates... you are given Flexbar2. In short, it's a fully customizable action button addon that allows you to management each individual button.
* An unlimited number of buttons, and an unlimited number of bars
* Each button can be moved around individually or as a contained group (aka bar)
* Each button can individually(or as a group) have stance changes and status changes (ie. stealth, combat, defensive)
* The texture, alpha, and scale can be changed, again... individually or as a group.
* The text and information within the buttons can be moved (corner to corner)
* It doesn't support the Persians
More information can be found on the wiki page at http://wowace.com/wiki/FlexBar2
...and I second the buff highlighting question... :D
Buff highlighting will make an actionbutton light green if the buff is on you, debuff buttons will make the button light red if the debuff is on the target
While looking around I hadn't found an easy way to remove Generated buttons from the list saved in the profile.
Ability to specify number of rows/columns when applying Horizontal and Vertical grouping.
Ability to easily set the position of buttons relative to it's group's anchor point/button.
Documentation? Or at least a decent sample of /script's or an example of how to set up x buttons in a group, apply Horizontal/Vertical orientation, Lock, Unlock, show/hide buttons, etc.
Is it possible to directly apply a script/function call to a button? Or will we have to use macros?
(That's all I can think of right now... and the buff highlighting sounds really cool)
Edit: Let me know if there's any programming you'd like me to help with.
Stuff added to the main thread, about the documentation, i'll work in it soon too. and about the possibility to apply script & functions to a button, thats already possible using secure attributes. I will make helpers for those also though
the current features sound nice.
I remember with flexbar I used to "hide" buttons for stuff I didn't need.
will there be a way to show & hide buttons on events, like before?
also,
is the current build usable at all without a gui, like with commands or scripts or something?
thanks.
This mod:
http://ui.worldofwar.net/ui.php?id=2967
...has a buff bar that disappears when it's not needed. Note the quoted text:
"5. There is an option in the weapon bar config menu to turn on auto-hiding of the bar. The bar will stay hidden majority of the time, until your weapon buff expires, in which case it will show again until you recast one."
I used to use flexbar individual buttons to do this for any buff. (like mark of the wild, etc)
that way, I can put the button in the middle of the screen and when it appears, I reapply the buff & it hides again.
can this be a feature request?
thanks.
Yes, it can, fairly easy even. I will also make GUI options for such stuff (see: planned features: attribute helpers)
I realize there's no gui yet, but can it be setup now from the command line, or something?
if so, how?
Yes, you can, here is a short tutorial:
this line will generate 100 buttons
/script for i = 1,100 do FlexBar2:Generate(i, true); FlexBar2.Buttons[i]:SetDefaults(); FlexBar2.Buttons[i]:LoadSettings(); end
this line will lock them all
/script for i = 1,100 do FlexBar2.Buttons[i]:Lock(); end
you can find more functions in the Controller file
Also, I like when buttons are tinted red when a target is out of range for a spell, like CTmod. I really like the idea of self buff buttons hiding themselves as well when they are active on the player.
Other than that, I will just be happy with an easy way to put buttons anywhere on the screen at any scale I desire. Thanks for all of your hard work! I really look forward to using this.
Jason
Unless I'm seriously confused this is feasible but you may not be able to change the contents of the button group in combat, depending on the implementation. Then again I'm not a Flexbar dev so don't consider this a promise from them.
This is provided by RedRange if you need an existing implementation. Take a look at http://wowace.com/wiki/Bartender3 for some of the features you're looking for. Bartender isn't as flexible as Flexbar but does a great job as an easily usable bar modifier if you don't need as much customization.
I'm looking forward to trying out Flexbar again, thanks for the updates caveman2k.
I agree, "color coding" of the buttons.
Same color as with OneBag's color for tradeskill stuff.
Say a blue color for the Buffs
green for debuffs
Red for attack skills
and so on...
Add default colors, but allow it to be customizable.