Feature requests:
1. Allow the bars to be vertical (couldn't figure out if it is possible)
Columns = 1, Rows = 2+ on the particular bar you want
Quote from Cheburator »
3. Here's one that I hope you can do:
When one grinds for material, it is very useful to know how much of a specific item you have. It can be leather, herbs or metals OR special quest items like "Core Of Elements"...
Grab FarmerFu. It'll show up in FuBar (I assume you have FuBar), and you can customize it to show whatever item you want.
...Allow the menus to expand to where they are visible...
There is already a setting for this that is bar specific.
Quote from Cheburator »
...Right now the bars are "action bars" that is, they can only be populated by icons that do things...
This is simply not true. See http://code.google.com/p/autobar/wiki/Usage for the numerous ways anything whatsoever from your bags, user spells and macros can be added to a custom category on a custom button.
Hi, I've been doing some google searches and here as well, but I can't find a way to get back the lockpick button, I managed to create a custom button with the locked classification. But it won't open the lock boxes in my inventory. I see the boxes tho, but I have to open them the regular way.
Thanks in advance for any help provided.
I tought about deleting all the savedvariables files for autobar but...just checking if there is a way to go around thatl.
...I can't find a way to get back the lockpick button...
Built in buttons can not actually be deleted. Therefore if you have removed it from all bars you can simply just add it back to a bar. If it is on a disabled Bar you need to move it to an enabled Bar. Two easy ways:
1) Get to Options/Buttons/<My Button>/Bar Location and select the Bar you want it on. "None" means it is not on a Bar. If it is on a disabled Bar, then simply select an enabled Bar instead.
2) In move the bars mode right click a bar or just use Options/Bars/<My Bar>/Buttons/Add Button to add it. It will list all Buttons not currently assigned to a Bar.
Some buttons you can recreate as custom buttons. Buttons like the lock pick one cast spells and have no current way of being custom made.
Toadkiller, on the mages class bar you have invisibilty, but when I click it says "invisibilty" in chat.If you get a second could you add the / to it, thank you.
I have a problem when I am carrying nethergon energy and super mana potions. Super mana potions are showing on the button. However, during a fight, if I take a super mana potion, the icon will change to the nethergon energy, and clicking the button again when the cooldown is up will not try to use a super mana potion. I've also noticed the icon jumps around a bit since it can't do anything.
Is this just a limitation with the Blizzard API and in combat stuff? That was my assumption, but I thought I'd ask anyway. Thanks.
I have a sort of similar problem all the time with Fel Mana potions and Super Mana injectors.
I have Fel Mana as the main button and Super Mana in the popup button. What generally seems to happen is this:
1. I try to drink a Fel Mana while I'm in the middle of doing something else (like casting a Steady Shot) so I don't actually drink it.
2. Once my shot is done, I click the main bar button where the Fel Mana was but instead of drinking it, it shuffles them and drinks from the Super Mana injector. It doesn't swap the icons all the way though. The Super Mana injector is now on the main bar with the correct count and icon, but the Fel Mana pots are in the popup with the correct count, but the icon is also of the Super Mana injector. It took me quite a while to make note of the counts and realize that my Fel Mana was still accessible, it just had the wrong icon. I thought that both buttons were the Super Mana injector and that my Fel Mana had gotten lost in the shuffle. :)
I keep meaning to turn off shuffle since this pretty much happens every time I try to drink a mana potion, but keep forgetting. It would be helpful though if the icons did switch when they shuffle (unless maybe that is just a combat limitation that they can't).
I have a problem when I am carrying nethergon energy and super mana potions. Super mana potions are showing on the button. However, during a fight, if I take a super mana potion, the icon will change to the nethergon energy, and clicking the button again when the cooldown is up will not try to use a super mana potion. I've also noticed the icon jumps around a bit since it can't do anything.
Is this just a limitation with the Blizzard API and in combat stuff? That was my assumption, but I thought I'd ask anyway. Thanks.
I'm having a very similar problem if I have both Mana Potion Injectors and Super Mana Pots in my bags and I click one during combat, the icon changes to that of the other and it will start using the other item when I click on it. Sometimes it even gets confused between 2 different stacks of Injectors and will use pots from each one instead of depleting one stack fully and then starting the next.
I decided to start my migration off of files.wowace (and my jwowaceupdater) and downloaded as many of my addons as I could from WowInterfaces. Ever since that I got problems with Autobar and went back and did a files.wowace download that didn't solve it. The problem: Missing items, specifically the Weathered Fishing Hat and the Spectral Goggles (daily Nagrand quest). I used to run unembedded and have switched back to embedded libraries. Suggestions?
I have a sort of similar problem all the time with Fel Mana potions and Super Mana injectors.
I have Fel Mana as the main button and Super Mana in the popup button. What generally seems to happen is this:
1. I try to drink a Fel Mana while I'm in the middle of doing something else (like casting a Steady Shot) so I don't actually drink it.
2. Once my shot is done, I click the main bar button where the Fel Mana was but instead of drinking it, it shuffles them and drinks from the Super Mana injector. It doesn't swap the icons all the way though. The Super Mana injector is now on the main bar with the correct count and icon, but the Fel Mana pots are in the popup with the correct count, but the icon is also of the Super Mana injector. It took me quite a while to make note of the counts and realize that my Fel Mana was still accessible, it just had the wrong icon. I thought that both buttons were the Super Mana injector and that my Fel Mana had gotten lost in the shuffle. :)
I keep meaning to turn off shuffle since this pretty much happens every time I try to drink a mana potion, but keep forgetting. It would be helpful though if the icons did switch when they shuffle (unless maybe that is just a combat limitation that they can't).
I think I am going to rearrange the code to shuffle during a count update instead of on the click. This should avoid your issue which for fel pots should happen if you have just one left. This will also avoid issues like swapping out items with charges. I made a note to check the icon swapping code for popups as well.
I decided to start my migration off of files.wowace (and my jwowaceupdater) and downloaded as many of my addons as I could from WowInterfaces. Ever since that I got problems with Autobar and went back and did a files.wowace download that didn't solve it. The problem: Missing items, specifically the Weathered Fishing Hat and the Spectral Goggles (daily Nagrand quest). I used to run unembedded and have switched back to embedded libraries. Suggestions?
Sounds like you have some mod with old versions of PeriodicTable-3.1 files. Make sure that all your mods using PeriodicTable are up to date.
2.04.03.01 release
-- Fix Stealth button not working for mages.
-- Restore deleted keys in ruRU
-- PowerShift Button for druids. Untested till after Thursday's raid.
This should fix the ruRU issues with missing keys. (Accidentally deleted by the translator).
Fixes the Stealth Button for Mages, should now cast invisibility again. Note that it still does not have a proper Tooltip as reported previously.
Added a powershift button for Druids. It uses a macro you can Google or get at from the http://elitistjerks.com/ druid dps discussion. I was too lazy to try to track down it's author, but if you are she or he just post here and I will add a credit in the code.
I did not have a chance to test it except to verify that it mangles a deer by the moonglade trainer just b4 I respecced for this weeks raiding.
Also, I am not sure if Blizzard approves of this. On the one hand it automates the decision to shift, on the other hand I seriously dont have enough keys available around my esdf movement ones to have a dedicated powershift key. Especially since the weekly raid respec to Resto deletes anything that is spec based like Mangle. Personally I am ok with it since sitting there watching energy during mangle makes me feel like a monkey at the keyboard, especially with my slow reflexes. On the other hand, a blue post indicated Blizzard want's to enable this crazy complex play style. BTW, I am happy to remove this if it does in fact violate Blizzard's sence of propriety.
On a related note, I am also planning on implementing the 2 button macros for Hunter shot rotations. These can be similarly Googled or found via elitistjerks and other hunter threads etc.
Finally, I am happy enough with the current state of affairs to start calling this a release version. I will be fixing the shuffle code and maybe some LibStickyFrames improvements before pushing it out to the world.
Sounds like you have some mod with old versions of PeriodicTable-3.1 files. Make sure that all your mods using PeriodicTable are up to date.
Three addons embed it, InstanceMaps, ArkInventory and AutoBar. I guess I understand why I preferred to run with libs disembedded. However, I thought it was supposed to be "risk free" to use embedded libraries in that only the latest one encountered would be used. If that isn't the case using embedded libraries seems like a terrible idea and also means that moving away from wowace to curse/wowint might be even more difficult.
Three addons embed it, InstanceMaps, ArkInventory and AutoBar. I guess I understand why I preferred to run with libs disembedded. However, I thought it was supposed to be "risk free" to use embedded libraries in that only the latest one encountered would be used. If that isn't the case using embedded libraries seems like a terrible idea and also means that moving away from wowace to curse/wowint might be even more difficult.
The situation is temporary (and caused by AutoBar) while I get to a permanent fix for some issues I have with PeriodicTable. Irony all around I know. Where are you getting Ark and InstanceMaps from that they are both so outdated?
The situation is temporary (and caused by AutoBar) while I get to a permanent fix for some issues I have with PeriodicTable. Irony all around I know. Where are you getting Ark and InstanceMaps from that they are both so outdated?
I had moved ArkInventory to a WowInt download but am going back to wowace for all three to make sure they use the latest libraries (and the same lib). If you don't see a follow up post here it worked :-)
Any possibility of getting Autobar functional for WotLK beta?...
Ok heres an update. Some changes are easy, function signatures moving from this -> self, argN being obsoleted in favour of more specifically named arguments I imagine. This is already available in live so I am going through and fixing it to work for current live and WOTLK.
The state machine stuff got dropped in favour of a slightly different mechanism that is scripted in LUA. I glanced at some sample code but I did not look at the base files yet. At any rate, it is subject to change and the interface is blue post guaranteed to change as they have not really tried to build mods on top of it yet.
This means the change will have the same impact as the change to 2.0, except for the part where everything is already secure now and we just have to translate mods to use the new mechanism. Presumably some stuff will be easier, and since its scripted instead of hard to trace state transitions I am hoping it will be easier to use and possibly even debuggable.
So, I assume you stopped holding your breath already. Don't start holding it again, this is going to take time. I will look at porting AutoBarTest as that is the basic state machine currently used by AutoBar. Once that is a go I will upgrade it for some long missing features and then port AutoBar.
Hi, I apologise if this query has already been answered, I have searched for quite a while through this thread and general google to find an answer.
Warlock stones and the class pet button (for locks) both show count text of nn/nn rather than a straight count of nn like the rest of the buttons I have implemented.
Am I missing an obvious reason for this? Is there some way to set autobar to display only one count, or possibly to reduce font size and fix the centreing?
Thanks.
Rollback Post to RevisionRollBack
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Columns = 1, Rows = 2+ on the particular bar you want
Grab FarmerFu. It'll show up in FuBar (I assume you have FuBar), and you can customize it to show whatever item you want.
I don't have FU, I have Titan...
How about Farmer for AutoBar?
Lastly, what about the direction of opening?
There is already a setting for this that is bar specific.
This is simply not true. See http://code.google.com/p/autobar/wiki/Usage for the numerous ways anything whatsoever from your bags, user spells and macros can be added to a custom category on a custom button.
Thanks in advance for any help provided.
I tought about deleting all the savedvariables files for autobar but...just checking if there is a way to go around thatl.
Thanks.
Built in buttons can not actually be deleted. Therefore if you have removed it from all bars you can simply just add it back to a bar. If it is on a disabled Bar you need to move it to an enabled Bar. Two easy ways:
1) Get to Options/Buttons/<My Button>/Bar Location and select the Bar you want it on. "None" means it is not on a Bar. If it is on a disabled Bar, then simply select an enabled Bar instead.
2) In move the bars mode right click a bar or just use Options/Bars/<My Bar>/Buttons/Add Button to add it. It will list all Buttons not currently assigned to a Bar.
Some buttons you can recreate as custom buttons. Buttons like the lock pick one cast spells and have no current way of being custom made.
Thanks for your reply, I followed your instructions and brought the button back on the bar I wanted it.
Thanks again and thank you very much for AutoBar. :D
I have a sort of similar problem all the time with Fel Mana potions and Super Mana injectors.
I have Fel Mana as the main button and Super Mana in the popup button. What generally seems to happen is this:
1. I try to drink a Fel Mana while I'm in the middle of doing something else (like casting a Steady Shot) so I don't actually drink it.
2. Once my shot is done, I click the main bar button where the Fel Mana was but instead of drinking it, it shuffles them and drinks from the Super Mana injector. It doesn't swap the icons all the way though. The Super Mana injector is now on the main bar with the correct count and icon, but the Fel Mana pots are in the popup with the correct count, but the icon is also of the Super Mana injector. It took me quite a while to make note of the counts and realize that my Fel Mana was still accessible, it just had the wrong icon. I thought that both buttons were the Super Mana injector and that my Fel Mana had gotten lost in the shuffle. :)
I keep meaning to turn off shuffle since this pretty much happens every time I try to drink a mana potion, but keep forgetting. It would be helpful though if the icons did switch when they shuffle (unless maybe that is just a combat limitation that they can't).
In ruRU locale autobar cant be configured, when using /autobar config i has got:
I'm having a very similar problem if I have both Mana Potion Injectors and Super Mana Pots in my bags and I click one during combat, the icon changes to that of the other and it will start using the other item when I click on it. Sometimes it even gets confused between 2 different stacks of Injectors and will use pots from each one instead of depleting one stack fully and then starting the next.
I think I am going to rearrange the code to shuffle during a count update instead of on the click. This should avoid your issue which for fel pots should happen if you have just one left. This will also avoid issues like swapping out items with charges. I made a note to check the icon swapping code for popups as well.
Sounds like you have some mod with old versions of PeriodicTable-3.1 files. Make sure that all your mods using PeriodicTable are up to date.
-- Fix Stealth button not working for mages.
-- Restore deleted keys in ruRU
-- PowerShift Button for druids. Untested till after Thursday's raid.
This should fix the ruRU issues with missing keys. (Accidentally deleted by the translator).
Fixes the Stealth Button for Mages, should now cast invisibility again. Note that it still does not have a proper Tooltip as reported previously.
Added a powershift button for Druids. It uses a macro you can Google or get at from the http://elitistjerks.com/ druid dps discussion. I was too lazy to try to track down it's author, but if you are she or he just post here and I will add a credit in the code.
I did not have a chance to test it except to verify that it mangles a deer by the moonglade trainer just b4 I respecced for this weeks raiding.
Also, I am not sure if Blizzard approves of this. On the one hand it automates the decision to shift, on the other hand I seriously dont have enough keys available around my esdf movement ones to have a dedicated powershift key. Especially since the weekly raid respec to Resto deletes anything that is spec based like Mangle. Personally I am ok with it since sitting there watching energy during mangle makes me feel like a monkey at the keyboard, especially with my slow reflexes. On the other hand, a blue post indicated Blizzard want's to enable this crazy complex play style. BTW, I am happy to remove this if it does in fact violate Blizzard's sence of propriety.
On a related note, I am also planning on implementing the 2 button macros for Hunter shot rotations. These can be similarly Googled or found via elitistjerks and other hunter threads etc.
Finally, I am happy enough with the current state of affairs to start calling this a release version. I will be fixing the shuffle code and maybe some LibStickyFrames improvements before pushing it out to the world.
Report missing items: List of reported missing items
Official web site for documentation: http://code.google.com/p/autobar
Debugging
FAQ
Bug Reports, Feature or Documentation Requests
(Please click in a "Labels:" field to label your issue appropriately.)
Three addons embed it, InstanceMaps, ArkInventory and AutoBar. I guess I understand why I preferred to run with libs disembedded. However, I thought it was supposed to be "risk free" to use embedded libraries in that only the latest one encountered would be used. If that isn't the case using embedded libraries seems like a terrible idea and also means that moving away from wowace to curse/wowint might be even more difficult.
The situation is temporary (and caused by AutoBar) while I get to a permanent fix for some issues I have with PeriodicTable. Irony all around I know. Where are you getting Ark and InstanceMaps from that they are both so outdated?
I had moved ArkInventory to a WowInt download but am going back to wowace for all three to make sure they use the latest libraries (and the same lib). If you don't see a follow up post here it worked :-)
Ok heres an update. Some changes are easy, function signatures moving from this -> self, argN being obsoleted in favour of more specifically named arguments I imagine. This is already available in live so I am going through and fixing it to work for current live and WOTLK.
The state machine stuff got dropped in favour of a slightly different mechanism that is scripted in LUA. I glanced at some sample code but I did not look at the base files yet. At any rate, it is subject to change and the interface is blue post guaranteed to change as they have not really tried to build mods on top of it yet.
This means the change will have the same impact as the change to 2.0, except for the part where everything is already secure now and we just have to translate mods to use the new mechanism. Presumably some stuff will be easier, and since its scripted instead of hard to trace state transitions I am hoping it will be easier to use and possibly even debuggable.
So, I assume you stopped holding your breath already. Don't start holding it again, this is going to take time. I will look at porting AutoBarTest as that is the basic state machine currently used by AutoBar. Once that is a go I will upgrade it for some long missing features and then port AutoBar.
Warlock stones and the class pet button (for locks) both show count text of nn/nn rather than a straight count of nn like the rest of the buttons I have implemented.
Am I missing an obvious reason for this? Is there some way to set autobar to display only one count, or possibly to reduce font size and fix the centreing?
Thanks.