vanilla-wow-addons – Rev 1
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<caption><font size="2"><strong>Complete
FlexBar Command List</strong> </font> </caption><tr><td>
<p align="center"><strong><font
size=2>Appearance Commands</font></strong></p></td></tr>
<tr>
<td width="100%">
<p><strong><font size="2">VERY
IMPORTANT NOTES ON COMMANDS:</font></strong></p>
<ol>
<li><font size="2">Square brackets denote an optional
parameter. The brackets are not entered on the command line.
IE: /flexbar hide button=1 always hides button 1, /flexbar hide button=1
toggle=
'true' hides itif it's shown, shows it if it's
hidden.
<li><font size="2">Parameter values come in 2 main
types: Number and string. For numbers simply type
<parameter>=<number> IE: button=1 For strings,
enclose them in single quotes IE: on='GainAura' Some
parameters can take multiple values. For numbers you can enter a
range IE: button=1-4 results in buttons 1, 2, 3 and 4 being done. For both strings and
numbers you can enter it as
aset IE: button=
[1 2] or target=
['hostile' 'neutral']. Currently there is no way to
combine strings and numbers[1 'hostile'] (nor any reason to in the code), Nor
is there a way to combine ranges and numbers (so [1-3 5] will
not work).
<li><font size="2">For many commands both button and
group appear optional. This is misleading - in the case of both
being present, ONE OR THE OTHER must be entered. </font>
<li><font size="2">My original parser didn't handle
decimals, so number values are often in tenths: scale=5 is
actually half size, color=
[10 1 1] is dark red, in= 50 will delay
5 seconds.
<li><font size="2">if you see
something like target=
<target>that just means that the parameter may be either
a string or a number, depending on context - it does not mean put <
and > around the value.
<li><font size="2">You can put a single quote in a
string by escaping it with
a \ EG: if='UnitDebuff<["target" "Hunter\'s
Mark"]>' or Macro= '/echo
Dhargo\'s
Test's </li></ol></font></font></font></font></font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar show [button=#] [group=#]
[toggle= 'true'] [on='event'] [target=<target>] [if='condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Show the buttons or group
specified</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar hide [button=#] [group=#]
[toggle= 'true'] [on='event'] [target=<target>] [if='condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Hide the buttons or group
specified</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar scale [button= #] [group=#] scale= # [toggle= #][reset='true'=] [on= 'event'] [target=
<target>][if='condition'] [in=#] [tname=
<timername>] [ttoggle= 'true']</font></strong></td></tr><tr><td><font size="2">Scale the buttons by scale.
Scale is a number from 5-50 (half size to 5X size) If toggle is
included, and the button is already the size you are trying to make it, it
will become the size in toggle. So, /flexbar scale button=1 scale=5
toggle=20 will make the button half size, unless it's already half size,
then it will become 2X size. If reset is 'true' then the button will
return to normal size.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar shade [button=#] [group= #] color= [## #] [toggle= [###]][reset='true'= ] [on= 'event'] [target=
<target>][if='condition'] [iftarg=] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Shades the button with the color
specified. The color must be a red/green/blue set surrounded by
brackets. Each element can range from 0-10 - IE /flexbar shade
button=1 color=[10 1 1] will apply a dark red tint to the button. A
color like [5 5 5] will just dim the button. If toggle is specified,
and the button is already the color in color= then it will become the
color in toggle= While setting the color to [10 10 10] will seem to
restore it to normal, it will override any mana/range type shading that
FlexBar can do automatically. To restore this functionaliyt use
reset='true'</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar fade [button= #] [group=#] alpha= # [toggle= #] [on='event'] [target= <target>] [if='condition']
[in=#] [tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Adjusts the alpha (transparency) of
the button. Alpha can ange from 1 (nearly invisible) to 10. If
toggle is specified, then if the button is already the specified alpha, it
will become the alpha in toggle. IE /flexbar fade button=1 alpha=1
will always make a button nearly invisible, /flexbar shade button=1
alpha=1 toggle=10 will make it nearly invisible if it's not, otherwise
make it fully visible again.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar text [button=#] [group=#]
[text= 'text'] [on='event'] [target=<target>] [if='condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">FlexBar buttons have 3 text
attributes you can modify to display information. The first defaults
to the top right corner. /flexbar text button=1 text='Hi' will set
that text to "Hi". There are a number of special values that text
can be set to: %c will display the cooldown of the spell on the
button, %b will display the hotkey assigned to the button and %d will
display the button number. Furthermore there is a whole slew of
special, dynamic variables it can be -- please see the appendix "Text
Substitutions" for a full list.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar text2 [button=#] [group=#]
[text= 'text'] [on='event'] [target=<target>] [if='condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">FlexBar buttons have 3 text
attributes you can modify to display information. The second
defaults to the bottom right corner. /flexbar text2 button=1
text='Hi' will set that text to "Hi". There are a number of special
values that text can be set to: %c will display the cooldown of the
spell on the button, %b will display the hotkey assigned to the button and
%d will display the button number. Furthermore there is a whole slew
of special, dynamic variables it can be -- please see the appendix "Text
Substitutions" for a full list.</font></td></tr>
<tr>
<td width="100%"><strong><font size="2">/flexbar text3 [button=#] [group=#]
[text='text'] [on='event'] [target=<target>] [if='condition'] [in=#]
[tname=<timer name>] [ttoggle='true']</font></strong></td></tr>
<tr>
<td width="100%"><font size="2">FlexBar buttons have 3 text attributes you
can modify to display information. The third defaults to
the center. /flexbar text3 button=1 text='Hi' will set that
text to "Hi". There are a number of special values that text can be
set to: %c will display the cooldown of the spell on the button, %b
will display the hotkey assigned to the button and %d will display the
button number. Furthermore there is a whole slew of special, dynamic
variables it can be -- please see the appendix "Text Substitutions" for a
full list.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar justifytext [button=#] [group=#]
[pos= <position>] [on='event'] [target=<target>] [if='condition']
[in=#] [tname= <timername>]
[ttoggle= 'true']</font></strong></td></tr><tr><td><font size="2">Both text attributes can be move to
one of nine spots on the button - 'topleft', 'top', 'topright', 'right',
'bottomright', 'bottom', 'bottomleft', 'left' and 'center'. IE
/flexbar justifytext button=1 pos='topleft' will move it to the top left
of the button and justify it left, /flexbar justifytext button=1 pos='top'
will center it on the top of the button and so on.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar justifytext2 [button=#] [group=#]
[pos= ] [on='event'] [target=<target>] [if='condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Both text attributes can be move to
one of nine spots on the button - 'topleft', 'top', 'topright', 'right',
'bottomright', 'bottom', 'bottomleft', 'left' and 'center'. IE
/flexbar justifytext2 button=1 pos='topleft' will move it to the top left
of the button and justify it left, /flexbar justifytext2 button=1
pos='top' will center it on the top of the button and so on.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar shadetext [button=#] [group= #]
color= [## #] [toggle= [###]][reset='true'= ] [on= 'event']
[target= <target>][if='condition'] [iftarg=]
[in=#] [tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Both text attributes can be shaded -
this works just like shading the whole button. Please see /flexbar
shade for details.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar shadetext2
[button= #] [group= #] color= [toggle=
'true'][reset= 'true'= ] [on= 'event'] [target=
<target>][if='condition'] [iftarg=] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Both text attributes can be shaded -
this works just like shading the whole button. Please see /flexbar
shade for details.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar showgrid [button=#] [group= #] [toggle=
'true']</font></strong></td></tr><tr><td><font size="2">If showgrid is turned on, the button
is displayed even if it is empty. If toggle is true and showgrid is
on, then it is turned off, otherwise it is turned on</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar hidegrid [button=#] [group= #] [toggle=
'true']</font></strong></td></tr><tr><td><font size="2">If Hidegrid is turned on, the button
is only displayed if it has an action on it, if it doesn't then the button
is hidden. Again, if toggle is true then it switches between
showgrid and hidegrid.</font></td></tr>
<tr>
<td width="100%">
<p align="center"><font size="2">Movement
Commands</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar lock [button=
#] [group= #]</font></strong></td></tr><tr><td><font size="2">Lock a button to avoid accidentally
moving it. IE /flexbar lock button=1</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar unlock [button=
#] [group= #]</font></strong></td></tr><tr><td><font size="2">Unlock a button again to move
it. Note: You cannot unlock buttons in a group except the
group anchor.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar moveabs button= # xx=# yy= # [on= 'event'] [target=<target>] [if= 'condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Move a button to a location on the
screen. 0,0 is in the bottom left of the screen, and I am unsure as
to the exact dimensions of most desktops. Experimentation is in
order. Note - you can send it soaring off the screen never to be
seen again, and that may have adverse performance effects. Just use
/flexbar move button=1 xx=100 yy=100 to move it where you can get at it
again. The reference point on the button is the upper left
corner. So, /flexbar moveabs button=1 xx=0 yy=0 will hide it off the
bottom of the screen because the top left corner of the button will be in
the bottom left corner of the screen.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar moverel button=
# trgbtn= #dx= dy= [on= 'event']
[target= <target>] [if= 'condition'] [in=#]
[tname= <timername>] [ttoggle= 'true']<
/STRONG></font></strong></td></tr><tr><td><font size="2">Like moveabs, but it moves the button
to a spot relative to the button name in trgbtn=. IE /flexbar move
button=2 trgbtn=1 dx=38 dy=38 will move button 2 to sit just off the upper
right corner of button 1 (if UI scale and button scale are normal - if
they are not, dx/dy will need to change to give the same
effect)</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar movetomouse button=# dx= dy=
[on= 'event'] [target=<target>] [if= 'condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">Like moverel and moveabs but it
positions the button with respect to the current position of the mouse
cursor. IE /flexbar movetomouse button=1 dx=-19 dy=19 will center
button 1 on the mouse cursor (if UI scale and button scale are
1)</font></td></tr>
<tr>
<td width="100%">
<p align="center"><font size="2">Group
Commands</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar group button= # anchor= # </font></strong></td></tr><tr><td><font size="2">Forms the specified buttons into a
group. The group may be moved/hidden/faded etc as a unit.
Anytime you specify group= in a command, it replaces the button list
(button=) with the members of the group. The anchor is going to be
the only button in the group with a handle to move it with (the rest will
be locked) and the group number will be the anchor button number.
The anchor button MUST be in the list of buttons in button=.
Currently the only way to add buttons to a group is to simply specify the
entire old group + the new buttons - IE: /flexbar group button=1-12
anchor=1 will form group #1 of 12 buttons (1-12). Moving button 1
will move all buttons. /flexbar group button=[1 2 3 4 5 6 7 8 9 10
11 12 15 16 17] anchor=1 will add buttons 15, 16 and 17 to the
group. I will eventually update my parser to allow button=[1-12
15-16] BUT IT DOES NOT SUPPORT THAT AS OF 1.37.</font></td></tr>
<tr><td width="100%"><font
size=2><strong> /flexbar
ungroupgroup= #</font></strong></td></tr><tr><td><font size="2">Disbands the named group</font></td></tr>
<tr><td width="100%"><font
size=2><strong> /flexbar
listgroups[group= #]</font></strong></td></tr><tr><td><font size="2">If group is specified, lists the
buttons in the group. If group is not specified, it lists all the
groups.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar circlegroup group=
# [padding= #]</font></strong></td></tr><tr><td><font size="2">1 of 3 auto-arrange commands.
Circlegroup tries to make a circle, starting at 10 O'clock and going
clockwise, with the 7th button in the middle. Limitation - This only
works with groups with 7 or less buttons. Padding is the space
between buttons.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar horizontalgroup group=# [padding= #] [height=
#]</font></strong></td></tr><tr><td>
<p><font size="2">2 of 3 auto-arrrange commands.
Horizontal group will make a horizontal bar out of the group. If the
optional height parameter is included, it will make the bar that many rows
high. However, be aware that the button numbers will go top-bottom
then left to right (which is counter-intuitive I agree, but too late to
fix I'm afraid as people are used to it). The optional padding
parameter is the space between buttons</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar verticalgroup group=# [padding= #] [width=
#]</font></strong></td></tr><tr><td><font size="2">3 of 3 auto-arrange commands.
Veritcal group makes a vertical bar out of the group. If the
optional width parameter is included, the bar will be that many columns
wide. Button number goes left to right, top to bottom. The
optional padding parameter is the amount of space between buttons.
Examples: /flexbar verticalgroup group=1 will make a single
column bar out of group one. If group 1 has buttons 1-12 then
/flexbar verticalgroup group=1 width=6 will make a 6 button wide, 2 button
high bar numbered 1-6 across the top and 7-12 across the
bottom.</font></td></tr>
<tr>
<td width="100%">
<p align="center"><font size="2">Miscellaneous
Commands</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar remap [button= #] [group=#] base= # [toggle= 'true'][reset='true'=] [on= 'event'] [target=
<target>][if='condition'] [in=#] [tname=
<timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td>
<p><font size="2">Remap is a very powerful, and slightly
confusing command. To understand Remap, you have to understand
buttons and ID's and their relationship:</font></p>
<p><font size="2">One of a button's attributes is it's
ID (NOT ITS NUMBER - THEY CAN BE DIFFERENT). This ID is how WoW
identifies the action to be taken when you click it. Two buttons
with the same ID will have the same icon and take the same action when you
click them. Drag the action off one and it will dissappear from the
other, put something on one it will appear in the other. While many
flexbar attributes (including hotkey bindings) are attached to the
button - the action it performs is always about the ID.</font></p>
<p><font size="2">Out of the box, the default ID of a
button is the same as it's number (as of 1.37 - prior to 1.37 there was
oddness in the mapping above button 73). To see a simple example of
remapping, look at the default action bar. It is only 12 buttons,
but they take on ID's 1-12 on page 1, 13-24 on page 2 through 61-72 on
page 6. WITH A SMALL EXCEPTION: Warriors, the first page takes
on ID's 73-84 if you're in battle stance, 85-96 if you're in defensive
stance and 97-108 if you're in berserker stance. Druids - page 1 is
1-12 in caster form, 83-96 in bear form and 97-108 in cat form.
Rogues, they remap to something above 73 on stealthing, 1-12
non-stealthed.</font></p>
<p><font size="2">This is remapping - the buttons take
on new actions, but the hotkeys etc. stay the same (allowing you to use
the same hotkeys for different actions in different
situations.)</font>
</p>
<p><font size="2">/flexbar remap will remap the buttons
specified with ID's starting at base= IE: /flexbar remap
button=1-12 base=13 will make button 1 have ID 13, button 2 have ID 14
through button 12 having ID 24. If you do this, you'll notice that dragging an action to button 1
alsoplaces it in button 13.< /FONT>
</p>
<p><font size="2">While not particularly useful alone,
with events this is a mainstay for many classes (including warriors,
druids, rogues, hunters and priests).</font>
</p></font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar advanced [button=#] [group= #]
state= <'on'| 'off'>
</font></strong></td></tr><tr><td><font size="2">When advanced mode is turned on
(/flexbar advanced button=1 state='on') only left clicks trigger the
action on the button. Right clicks do not. This is to allow
seperate functions on both rightclick and left click. Return it to
normal with /flexbar advanced button=1 state='off'</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar disable [button=#] [group=#]
state=<'on' | 'off'> [toggle='true'] [on='event'] [target=
<target>] [if='condition'] [in=#] [tname=
<timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">This will completely disable actions
from clicking on the button - some ingenius folks fond some neat
things to do with this. /flexbar disable button=1
state='off' returns it to normal. </font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar use button=# [on='event']
[target= <target>] [if='condition'] [in=#] [tname=
<timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">This command will attempt to click
the named buttons. VERY IMPORTANT - this can not be used on ANY
event but button clicks. This is a limitation of the WoW engine put
there to prevent bots. You can NOT use this to automatically recast
a buff when it wears off - that simply is not possible -
sorry.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar echo [button= #] [group=#] base= # [toggle= 'true'][reset='true'=] [on= 'event'] [target=
<target>][if='condition'] [in=#] [tname=
<timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">This will cause the named button to
raise button-click events for the specified numbers. This was a
first try at making expanded macros follow remaps - I see no real use for
it now that FlexActions are in, but it remains. If you have a notion
of how to use it, play with it and share :)</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar lockicon [button=#] [group= #] [off=
'true']</font></strong></td></tr><tr><td><font size="2">This fixes icons onto the button and
prevents you from dragging them off in the heat of combat.
Shift-Click (not shift-drag) to get them off. Turn this off with
/flexbar lockicon button=1 off='true'</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbarraiseevent='event name' [source=
<source>][on='event'] [target=<target>] [if='condition']
[in=#] name= [toggle='true']
[tname= <timer name>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">This was a first attempt to allow
timed actions - it allows you to raise an event in a specified amount of
time, then respond to that event in another command. Deprecated in
favor of the in= parameters in all commands that take on=.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar loadconfig config=
'config name' </font></strong></td></tr><tr><td>
<p><font size="2">This loads a config file, which is a
list of flexbar commands WITHOUT the /flexbar in the front. This may
reside either in the FlexBar_Config.lua file in your flexbar directory
(see the file for examples) or may be written in the FlexBar scripts
editor. If written in the scripts editor you can omit the quotes and
stuff found in the config file.</font></p>
<p><font size="2">Only one config may be running at
once, and there is a 2 second delay between commands.</font>
</p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar loadprofile profile=
'profile name' </font></strong></td></tr><tr><td><font size="2">The default profile for your
character is saved under <character name> of <realm name> - IE
Dhargo of Silver Hand. It is also Auto-loaded on logging in -- this
command is for loading another character's profile, or a saved backup of
your profile. Note that, while it changes all the info, any
currently remapped buttons may not be mapped back, so you may need to do a
/console reloadui to force everything to fully reload. One use for
this is saving a back up of a good setup before experimenting, then
reloading it if you mess up. IE - if I saved one under 'Dhargos
Backup' then: /flexbar loadprofile profile='Dhargos
Backup'</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar saveprofile profile=
'profile name' </font></strong></td></tr><tr><td><font size="2">This saves your current profile under
another name. BE CAREFUL - if you specify the profile name of
another character, you will overwrite their profile. Primarily used
for backing up good configs before experimenting - /flexbar saveprofile
profile='Dhargos Backup'.</font></td></tr>
<tr><td width="100%"><font
size=2><strong> /flexbar resetall
confirm= 'yes' </font></strong></td></tr><tr><td><font size="2">Completely resets your character's
profile and reloads your UI - unless you backed it up, all your settings
are lost.</font></td></tr>
<tr><td width="100%"><font
size=2><strong> /flexbar restore
confirm= 'yes' </font></strong></td></tr><tr><td><font size="2">When you do a loadconfig command, a
temporary copy of your old profile is stored. This does not last
past logout/reloadui. Only one level is saved. Typing /flexbar
restore confirm='yes' will return you to that state. NOTE -
any remapped buttons will stay remapped until you /console
reloadui.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar safeload state= <'on'
} 'off'> </font></strong></td></tr><tr><td><font size="2">Safeload should be
obsolete.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar tooltip state=<'on' |
'off'>< /STRONG> </font></strong></td></tr><tr><td><font size="2">Turns on and off showing of tooltips
when you mouse over flexbar buttons. IE /flexbar tooltip state='off'
turns them off. (I find them annoying mostly) Deprecated in
favor of the Global Options panel (see keybindings under the main game
menu to bind a key to global options or to the FlexBar main menu to access
the global options panel)</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar verbose state= <'on'
| 'off'> </font></strong></td></tr><tr><td><font size="2">Turns on or off detailed reporting of
what flexbar is doing - helpful for trouble shooting, but need to be OFF
for game play (trust me :) ) -- /flexbar verbose state='off' -- Deprecated
in favor of Global Options - see /flexbar tooltip.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar scripts</strong> </font></td></tr><tr><td><font size="2">Opens and closes the Scripts editor -
deprecated in favor of the keybinding / Flexbar main menu.</font></td></tr>
<tr>
<td width="100%">
<p align="center"><font size="2">Flex Action
Commands</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar flexmacro id=#
texture= 'texturename' name=
'macro name' macro= 'macro'[toggle= 'true']
[reset= 'true'= ]</strong> </font></td></tr><tr><td>
<p><font size="2">ALL flexactions are attached to the
ID, NOT the button. This allows them to move with remaps just like
regular actions. Also note, currently there is not sanity check, if
you do a flexmacro on an ID with a FlexScript it will overwrite it.
It however will not let you attach one to an ID with a standard game
action on it.</font></p>
<p><font size="2">ID is a number from 1-120 (the maximum
ID allowed in WoW). Texture is the picture you want on the button -
you can either specify the texture from the list you'll find if you use
Blizzard's tool to unpack all the UI files OR you can use the followint
%variables: %backpack will give the backpack texture, %button##,
where ## is 1-120 will give teh texture currently on the named button and
%macro## where ## is a number from 1-430 (I think) will give you the icon
from the macro icon selection panel. The count left to right,. top
to bottom. So, %macro 21 is the 5th row, first icon on the
panel. A gui to select these will be coming. Name is a name
for the macro, this will eventually be displayed where Blizzard displays
their macro names, I just didn't do it for 1.37. Macro either the
macro text to perform (EG "/dance") or the name of a multiline macro you
created in the Scripts editor and saved. This must be exactly as you
saved it - capitalization and all. Another form of multiline
macro may also be used macro= ['/dance' /fbwait 30' '/salute'] will
execute those commands as a 3 line macro.</font></p>
<p><font size="2">If toggle is true and there is already
a flexmacro on the button, it will erase that macro. If reset is
true it will clear the macro.</font></p>
<p><font size="2">Example 1: /flexbar flexmacro
id=120 texture='%macro120' name='DANCE' macro='/dance'</font></p>
<p><font size="2">will create a macro that makes you
dance. If you haven't remapped button 120's ID, it will show up on
button 120, and any button you remap to ID 120.</font></p>
<p><font size="2">Example 2: /flexbar flexmacro
id=120 texture='%macro120' name='Dance2' macro='dance macro'</font></p>
<p><font size="2">If you have created a macro
like:</font></p>
<p><font size="2">/em is going nuts cause he wants to
dance</font></p>
<p><font size="2">/fbdoin 30 /dance</font></p>
<p><font size="2">will create a macro that makes you
emote "Dhargo is going crazy because he wants to dance" then executes the
dance emote in 3 seconds. If you haven't remapped button 120's ID,
it will show up on button 120, and any button you remap to ID
120.</font></p>
<p><font size="2">Note: to remove flexscript settings from a button
completely use <!--StartFragment --></font><font size="3"> /flexbar
flexmacro id=# reset='true' texture=' ' macro=' ' name=' '
</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar flexscript id=# texture= 'texture
name' name= 'name' script= 'script'[toggle= 'true']
[reset= 'true'= ]</strong> </font></td></tr><tr><td>
<p><font size="2">Essentially like flexmacro, but uses
lua scripts instead:</font></p>
<p><font size="2">Example 1: /flexbar flexscript id=120
texture='%backpack' name='OpenBags' script='OpenAllBags()'</font></p>
<p><font size="2">creates an action at ID 120 that will
open/close all your bags when you click it.</font></p>
<p><font size="2">Example 2: If you have the
following script in the editor</font></p>
<p><font size="2">if FBConditions["hasaura"]("Battle
Stance") then</font></p>
<p><font size="2">
FB_CastSpellByName("Overpower")</font></p>
<p><font size="2">else</font></p>
<p><font size="2">
FB_CastSpellByName("Battle Stance")</font></p>
<p><font size="2">end</font></p>
<p><font size="2">Then save it as "my
overpower"</font></p>
<p><font size="2">/flexbar flexscript id=120
texture='%macro120' name='overpower' script='my overpower' </font></p>
<p><font size="2">will put an action on ID 120
that will check for battle stance and cast overpower if you're in it,
otherwise cast battle stance.</font></p>
<p><font size="2">The advantage of these is the
character limit for the editor is 10240 characters rather than 256 for
macros.</font></p>
<p><font size="2">Note: to remove flexscript settings from a button
completely use <!--StartFragment --></font><font size="3"> /flexbar
flexscript id=# reset='true' texture=' ' script=' ' name=' '
</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbarflexpet id= # petid= # '[toggle= 'true'][reset= 'true'= ]</strong>
</font></td></tr><tr><td>
<p><font size="2">Set's the specified ID to mimic the
specified pet button. Pet ID is the number of the button counting
from one starting at the left of the default pet bar. Note
a couple of limitations in these: 1 - you can't drag pet
actions into them at this time, you must show the original pet bar and put
the pet actions in there - the flex buttons will update to match.
2. If the mimiced pet button has no action and you have hidegrid on,
the button will not hide.</font></p>
<p><font size="2">Example: /flexbar flexpet id=1
petid= 1< /FONT></p>
<p><font size="2">Any button with id 1 will now display
the the icon from and execute the action on pet button 1 (usually
"attack").</font>
</p></font></td></tr>
<tr><td width="100%"><font
size=2><strong> /flexbar clearflexid= #</font></strong></td></tr><tr><td>
<p><font size="2">Clear a flex action off the specified
ID</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar runmacro macro= 'macro' [on='event']
[target= <target>] [if= 'condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">This is used to run a macro on a
specified event/time/if condition. THIS CAN NOT BE USED TO AUTOCAST
A SPELL - that is not allowed by the game engine. The only way to
cast a spell in here is if it comes from a buttonclick event - and that is
deprecated in favor of flex actions. Macro may be either a
direct macro (macro='/dance') or the name of a mutiline macro from the
scripts editor. Another form of multiline macro may also be used
macro= ['/dance'/fbwait 30' '/salute'] will execute those commands as a 3
line macro.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar runscript script= 'script'
[on='event'] [target= <target>] [if= 'condition'] [in=#]
[tname= <timername>] [ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">This is used to run a script on
a specified event/time/if condition. THIS CAN NOT BE USED TO
AUTOCAST A SPELL - that is not allowed by the game engine. The only
way to cast a spell in here is if it comes from a buttonclick event - and
that is deprecated in favor of flex actions. Script may be
either a direct lua command (macro='OpenAllBags()') or the name of
a long script from the scripts editor.</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar settexture id=
[texture= ] [toggle= 'true'][reset= 'true'=
][on= 'event'] [target= <target>][if='condition']
[in=#] [tname= <timer name><timername>]
[ttoggle=
'true']</font></strong></td></tr><tr><td><font size="2">DEPRECATED in 1.37 - was the original
code to attach textures to AutoItems, FlexMacros, FlexScripts</font></td></tr>
<tr>
<td width="100%">
<p align="center"><font size="2">Event Commands
(deprecated - see event editor)</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong> /flexbar deleteevent
event= # </font></strong></td></tr><tr><td><font size="2">DEPRECATED IN FAVOR OF THE EVENT
EDITOR</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar listevents</strong> </font></td></tr><tr><td><font size="2">DEPRECATED IN FAVOR OF THE EVENT
EDITOR</font></td></tr>
<tr>
<td width="100%">
<p align="center"><font size="2">Commands to display usage
lists</font></p></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar appearance</strong> </font></td></tr><tr><td><font size="2">Lists all appearance
commands</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar eventhelp</strong> </font></td></tr><tr><td><font size="2">Lists all event commads (obsolete as
they are)</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar grouphelp</strong> </font></td></tr><tr><td><font size="2">Lists all group commands</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar mischelp</strong> </font></td></tr><tr><td><font size="2">Lists all
misc. commands</font></td></tr>
<tr><td width="100%"><font
size=2><strong>/flexbar movement</strong> </font></td></tr><tr><td><font size="2">Lists all movement
commands</font></td></tr>
</table></p>
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