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TexturedButtons
- 1 Like
- Warhammer Online
- 51 Monthly Downloads
- Supports: 1.4.0
- 9,108 Total Downloads
- Updated 12/28/2010
- Created 03/30/2010
- 15 Favorites
- Project Site
- Comments
- Release Type: Release
- License: GNU General Public License version 3 (GPLv3)
- Newest File: 1.3.10
About TexturedButtons
Description
TextruedButtons allows you to:
- Change the textures of the action bar buttons
- Modify the action bars, such as spacing, padding, visibility and the action bar page selector
- Modify the fonts used, the color and display
- Move the action bar lock
- Pulse cooldowns
By default, only the original glossy texture effect will be applied. All other settings must be enabled before they will work.
Originally designed as a replacement to NAMBLA's texturing, TexturedButtons has since incorporated the features of ActionBarColor, NAMBLA and SNT Buttons.
Dependencies
Optional
LibSlash is needed to use the slash commands.
LibAddonButton is needed to use the configuration button.
Configuration
The settings can be accessed by clicking the gear icon or by using the command /tb or /texturedButtons
Adding your own textures
File formats can be either .dds or .tga.
To start, copy your own textures to the Textures folder in TexturedButtons.
Open Textures.xml with a text editor and make a copy of the following line for each file you want to add:
<Texture name="TEXTURE_NAME" file="Textures/FILE_NAME" />
Change TEXTURE_NAME to anything you want, though be sure to make it unique. Change FILE_NAME to the file name of your texture (should end with .dds or .tga).
Then open Textures.lua with a text editor and copy the following lines:
TexturedButtons.Register({
Name = "NAME/IDENTIFIER",
Author = "AUTHOR",
Description = "DESCRIPTION",
Textures = {
Normal = "TEXTURE_NAME",
Highlighted = "TEXTURE_NAME",
Pressed = "TEXTURE_NAME",
PressedHighlighted = "TEXTURE_NAME",
},
});
Change the Name to something that represents your texture. Fill in the Author and Description then change the four textures to the ones you set in Textures.xml.
Normal is the default texture.
Highlighted is when you hover your mouse over the button.
Pressed is when you hold the button down (ie press down on a hot key).
PressedHighlighted is when you hold the button down and you hover the mouse over it.
- Textures will now be initialized and loaded after the interface has been loaded for the first time
- Textures registered after TexturedButtons is already initialized will now be properly updated
| File Name | Release Type | Game Version | Downloads | Date |
|---|---|---|---|---|
| 1.3.10 | Release | 1.4.0 | 4,242 | 12/28/2010 |
| 1.3.9 | Release | 1.4.0 | 1,112 | 11/22/2010 |
| 1.3.8 | Release | 1.4.0 | 618 | 11/19/2010 |
| 1.3.7 | Release | 1.3.6 | 923 | 10/26/2010 |
| 1.3.6 | Release | 1.3.6 | 339 | 10/23/2010 |
| 1.3.5 | Release | 1.3.6 | 414 | 09/26/2010 |
| 1.3.4 | Release | 1.3.6 | 216 | 09/14/2010 |
| 1.3.3 | Release | 1.3.6 | 4 | 09/12/2010 |
| 1.3.2 | Release | 1.3.6 | 2 | 09/11/2010 |
| 1.3.1 | Release | 1.3.6 | 6 | 09/07/2010 |
| 1.3 | Release | 1.3.6 | 7 | 09/02/2010 |
| 1.2 | Release | 1.3.6 | 4 | 08/30/2010 |
| 1.1 | Release | 1.3.6 | 12 | 08/26/2010 |
| 1.0 | Release | 1.3.3 | 24 | 03/30/2010 |
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Comments
I dont know if it will possible but now when I transform into skaven is that useless for me because I have specific key bindings and skaven skill are stick and unmoveable in actionbar1. My idea is different set of keybinds for normal and skaven form what autoswith when transform. Is it possible?
A quick example of how it would be done:
for slot = 1, 60 do -- 12 slots per bar, 5 bars (5 others for up to 120)
local action = "ACTION_BAR_" .. slot
local binding = {}
KeyUtils.GetBindingsForAction(action, binding)
for index, keybind in ipairs(binding) do
RemoveBinding(action, keybind.deviceId, keybind.buttons)
end
-- load saved bindings from somewhere
binding = ExampleAddon.Settings.Bindings[slot]
for index, keybind in ipairs(binding) do
AddBinding(action, keybind.deviceId, keybind.buttons)
end
end
BroadcastEvent(SystemData.Events.USER_SETTINGS_CHANGED) -- update button text
I never got a chance to test the Skaven part, but it should work assuming Mythic's event work.
Also if it would be possible to have different sizes on the textures because if a bar is downscaled to very small the textures can be hard to see
For example, Flee/Items/Harbinger are self target and don't turn red when the friendly target is out of range. I'm guessing it's a limitation which would require specific checks to fix, since the basic checks are handled (is this ability usable, is the target valid for this ability, etc) by Mythic.
I had a short look and can only assume it might have something to do with the logic in TintButton() not using the forth argument of ActionBarEnabledChanged - isSlotBlocked. Maybe something along the lines of if (not isSlotBlocked) or yadayadayada
It´s just a guess, though.
On a Witch Elf, having a friendly target (even self) will tint the Kisses red. However, on a Witch Hunter, this does not happen (with Blessed Bullets).
It could be possible that Mythic made a few errors when setting up the Witch Elf versions, but like I said, I haven't looked at it in detail yet.