
League of Extraordinary Multiboxers
Posts: 1223
Joined: Wed Jan 26, 2011 2:17 am
Location: Under the milky way tonight
Click Bar Button Action: Button Field
Hi Lax,
Is it possible to make it so that I can use {SLOT} in the Button Field of a Click Bar Button Action?
Let me explain...
I use the Like a Pro method of configuring ISBoxer. I'm trying to turn the section "Switching Specializations on the fly" into something more than its current "rough guideline". I want something that is both Slot-agnostic (like the rest of Like a Pro) and provides a visual cue to the currently active specialization (or rotation or whatever; there are multiple applications of this approach). So I want a Click Bar with 5 buttons (or however many slots I have) that activates a Mapped Key within each class/spec-specific Key Map. That Mapped Key will have multiple Steps that steps through each of the options (different specs, different rotations, whatever) and updates the text or image on the appropriate Click Bar Button.
The problem is that currently I have to know when creating the Mapped Key with the Click Bar Button Action what the name of the Button is. Instead, I would like to be able to call the Click Bar Buttons Slot 1, Slot 2, etc and then put "Slot {SLOT}" in the Button field of the Click Bar Button Action. If the variable was resolved when the Character Set was loaded then the right button would always be referenced by that Action, depending on which Slot of the Character Set the Character was in. I would also be able to easily have multiples of a class and modify their specs/rotations independently via the Click Bar.
Anyway, if there is an easier/better way of doing this I'm all ears. Thanks for listening.
Is it possible to make it so that I can use {SLOT} in the Button Field of a Click Bar Button Action?
Let me explain...
I use the Like a Pro method of configuring ISBoxer. I'm trying to turn the section "Switching Specializations on the fly" into something more than its current "rough guideline". I want something that is both Slot-agnostic (like the rest of Like a Pro) and provides a visual cue to the currently active specialization (or rotation or whatever; there are multiple applications of this approach). So I want a Click Bar with 5 buttons (or however many slots I have) that activates a Mapped Key within each class/spec-specific Key Map. That Mapped Key will have multiple Steps that steps through each of the options (different specs, different rotations, whatever) and updates the text or image on the appropriate Click Bar Button.
The problem is that currently I have to know when creating the Mapped Key with the Click Bar Button Action what the name of the Button is. Instead, I would like to be able to call the Click Bar Buttons Slot 1, Slot 2, etc and then put "Slot {SLOT}" in the Button field of the Click Bar Button Action. If the variable was resolved when the Character Set was loaded then the right button would always be referenced by that Action, depending on which Slot of the Character Set the Character was in. I would also be able to easily have multiples of a class and modify their specs/rotations independently via the Click Bar.
Anyway, if there is an easier/better way of doing this I'm all ears. Thanks for listening.