--------------------------------------------------- -- CONFIG START --------------------------------------------------- --this will activate ALL the backdrops. makes it easier to see the dragable bar areas testmode = 0 -- bar1 and bar2 in 2x6 instead of 1x12 -- 0 = 1x12 -- 1 = 2x6 button_system = 1 -- bar settings -- you can make a bar visible on mouseover, make it movable or lock it from moving -- if you make it not movable it will use the default position values of the holder frames -- bar1 bar1_on_mouseover = 0 move_bar1 = 0 lock_bar1 = 1 -- bar2 bar2_on_mouseover = 0 move_bar2 = 0 lock_bar2 = 1 -- bar3 if myname == "Loral" then bar3_on_mouseover = 0 else bar3_on_mouseover = 0 end move_bar3 = 0 lock_bar3 = 1 -- rightbars (bar45) rightbars_on_mouseover = 1 move_rightbars = 1 lock_rightbars = 0 -- shapeshift if myname == "Loral" then shapeshift_on_mouseover = 1 else shapeshift_on_mouseover = 1 end move_shapeshift = 1 lock_shapeshift = 0 -- petbar petbar_on_mouseover = 0 move_pet = 1 lock_pet = 0 -- micromenu micromenu_on_mouseover = 1 move_micro = 1 lock_micro = 1 hide_micro = 0 -- bags bags_on_mouseover = 1 move_bags = 1 lock_bags = 1 hide_bags = 1 -- vehicle exit button move_veb = 1 lock_veb = 0 -- scale values bar1scale = 0.82*0.75 bar2scale = 0.82*0.75 bar3scale = 0.82*0.75 bar45scale = 0.82*0.75 petscale = 0.65 shapeshiftscale = 0.65 micromenuscale = 0.8 bagscale = 0.9 -- position table for the default frame holder positions -- those are use if the bar is set to not movable or if there is no value in the layout-cache.txt for that frame yet local frame_positions = { [1] = { a = "BOTTOM", x = -127, y = 20 }, --fbar1_button_system_1 [2] = { a = "BOTTOM", x = 0, y = 20 }, --fbar1_button_system_0 [3] = { a = "BOTTOM", x = 125, y = 20 }, --fbar2_button_system_1 [4] = { a = "BOTTOM", x = 0, y = 60 }, --fbar2_button_system_0 [5] = { a = "BOTTOM", x = 0, y = 112 }, --fbar3 [6] = { a = "RIGHT", x = -5, y = 0 }, --fbar45 [7] = { a = "BOTTOMRIGHT", x = 5, y = -5 }, --bags [8] = { a = "TOP", x = 0, y = 5 }, --micromenu [9] = { a = "BOTTOM", x = 0, y = 170 }, --petbar [10] = { a = "BOTTOM", x = 0, y = 240 }, --shapeshift [11] = { a = "BOTTOM", x = 0, y = 290 }, --my own vehicle exit button } --------------------------------------------------- -- CONFIG END ---------------------------------------------------| Maul asked: On the 2.3 PTR, there is an new 'Possess Bar' which gives the user two new buttons. Is there a way we can get a list of all the possible functions the buttons will have? Currently, button #2 will cancel the buff that caused the possess bar to pop up. And I can't find any use for button #1 other than showing the icon and the tooltip of the current cast that caused the posses bar to pop up. |
| Slouken answered: Thats the extent of the functionality, yes. |
Currently the PossessBar is anchored to the same frame as the ShapeShiftBar because when looking at the BonusActionBarFrame.lua the PossessBar_Update function tells me that the ShapeShiftBar will be hidden if the PossessBar is shown. But I need someone to test this or tell me how I could test it in combat and out of combat.




004-6
- button layout 1x12 is default
- bar moving changed, now you need to hold down SHIFT+right click mouse
004-5
- added arg1 = "player" to the vehicle exit button events
004-3
- option to hide bags and micro menu
- possessbar now anchors the fshift frame
- created a own vehicle exit button
- fix for shapeshiftbutton1 position with only one shape (hooksecure)