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Button Forge

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  • World of Warcraft
  • 1,786 Monthly Downloads
  • Supports: 6.1.0
  • 284,650 Total Downloads
  • Updated 02/27/2015
  • Created 07/31/2010
  • 487 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: Button Forge v0.9.39
Support development! **

About Button Forge

Button Forge is an Action Bar addon that allows you to create completely new Action Bars (as many as you want). Each bar can have up to 1500 buttons organised into rows and columns (up to 5000 buttons total).

Your existing UI wont be changed by Button Forge, it will continue to function and look how it currently does. The bars you create are totally independent allowing you to simply and cleanly add additional action bars to your UI.

The new buttons operate almost identically to the default action buttons (i.e. drag and drop actions as you normally would, etc); there are a few subtle differences though, such as the ability to drop non usable items into the buttons (handy for keeping count of items you're harvesting).

Creation and configuration of the bars is done via the mouse using a GUI interface. This GUI is designed to be straight forward and easy to use, although there is documentation for both basic and advanced configuration options below.


  • Create as many bars as you wish (theoretical limit is 5000)
  • Create as many buttons as you wish (up to 1500 per bar with a total maximum of 5000)
  • Fully graphical configuration
  • Key Bindings
  • Drag and drop actions to buttons (spells, items, macros, companions, equipment sets, Button Forge commands)
  • Set the scale of the Bars
  • Control how many rows and columns of buttons are on a bar
  • Setup visibility macros for your bars so that they can be shown and hidden (even during combat)
  • Button Facade Support


  • enUS
  • koKR Translation provided by chkid (주시자의눈 of Elune)
  • ruRU Translation provided by Another
  • zhCN Translation provided by s.F
  • deDE Translation provided by Rumorix/PUNK2018

Player Guide

kobrrage1 has written up an interesting How To giving step by step instructions for putting together a quite advanced button configuration that can be seen with images on

How Do I (Basics)

Enter into configuration mode
Configuration mode is where you will do things such as create new bars and buttons, position them, etc...
There are several ways, any of the following can be used:

  • Enter the Button Forge page in Interface->Addons and use the button found there
  • Create a Key Binding in the Key Bindings menu under the Button Forge section
  • Drag the Configuration Mode button found on the Button Forge toolbar onto a Button Forge bar, it can then be used to quickly enter and exit configuration mode (recommended)

Exit configuration mode
All of the ways to activate config mode will also deactivate it

Create a bar
Click the Create Bar button, then click on screen where you want your new bar

Destroy a bar
Click the Destroy Bar button, then click on the bar you wish to destroy

Add or remove rows and columns of buttons on a bar
Use the Column and Row drag icons on the bar to adjust how many rows and columns of buttons there are

Change the scale of a bar
Use the Scale icon on the bar to adjust the size of the buttons

Position the bar
Click on the bar background and drag it to the desired location

Make the bar only visible for a given talent spec
Use the Spec 1/2 Buttons found on the left side of the bar (a faded icon means it wont be displayed for that talent spec)

Make the bar visible when in a vehicle
By default bars are invisible while in a vehicle, use the vehicle button found on the left side of the bar to change this (a faded icon means it wont be displayed while in a vehicle)

How Do I (Advanced)

Enable advanced configuration controls for the bars
Click the advanced tools button on the Button Forge toolbar to toggle the display of the advanced options

Set key bindings for the buttons
  1. Click the keyboard icon on the bar to enter Key Bind mode
  2. Click the button you wish to set a binding for
  3. On the binding dialog that has popped up click the key binding button (similar to the standard Key Binding UI)
  4. Press the key binding you want to assign
  5. The dialog can be closed by clicking the x this will close the dialog but leave the bar in Key Bind mode, or press esc to completely exit Key Bind mode

  • Key Bindings in Button Forge are implemented as overrides, this means that any existing bindings wont be removed, but if identical the override will be triggered instead (at least provided the bar is visible on screen)
  • Button Forge currently wont inform you if the binding already exists on another Button Forge button and it will allow multiple bars to have the same binding, this feature allows some advance ui configurations to be created which will be described further down
  • If multiple Button Forge bars have the same key binding it will be ambiguous which button will be triggered, however if only one bar is currently visible that is the button that will be triggered
  • The Button Forge UI for Key Bindings may see some alteration in v1 (I feel the flow of creating bindings is not yet as smooth as it could be)

Make a bar only visible while in combat... or out of combat, or while stealthed, cat form, etc...
Any macro conditional in the game can potentially also be used to control if a Button Forge bar is hidden or visible (even during combat)

To setup a visibility macro click the Eye icon and type in the conditional and then press enter (or escape to cancel)... Some basic examples are:
  • [combat] hide; show
  • [stealth, harm] show; hide
  • [form:3] show; hide


  • Visibility macros are more commonly known as visibility state drivers (I just call them visibility macros to draw attention to the fact that you use macro conditionals to control the visibility)
  • The Spec and Vehicle show/hide options (the ones just above the eye icon) also use the visibility macro to control when the bar is displayed. If you specify a visibility conditional and also have one or more of the Spec/Vehicle options set to hide then [U]behind the scenes[/U] the necessary rules will be prepended to your visibility macro for the bar... e.g:
    • Spec 1 is hidden, and Vehicle is hidden, no visibility macro is set would result in the following state driver: [spec:1] hide; [vehicleui] hide; show
    • Vehicle hidden, and the combat macro example from above is set would result in the following state driver: [spec:1] hide; [vehicleui] hide; [combat] hide; show
    • Spec 1/2 both shown, Vehicle shown and no visibility macro set: ...No visibility driver will be set for the bar, and it will always be visible

Make the actions on a bar change depending on combat status, or while stealthed, or cat form, etc...
This actually can't be done, but the same effect can be achieved by taking visibility macros a step further.
You can place several bars into the same position on screen and setup visibility macros so that only 1 is displayed at any given time, I will describe the following example to illustrate how to do this.

Lets say you are a druid and want a bar in the center of the screen to have actions for catform and bearform in the same position, and to swap between them depending on your current form:
  1. Create a bar and position it where you want, set it's scale and the number of buttons you want on it
  2. Optionally add a label to it to help identify it easier in the interface (lets make this one the bear bar)
  3. Drag the abilities you want on to it
  4. Set the visibility macro to [bonusbar:3] show; hide
  5. Create another bar place it in the same position as the first one... You might notice that it has docking to make this really easy
  6. Double click the scale button to default the bar to have the same scale as the first bar (double click again will revert back to the standard scale of 1)
  7. Optionally label the bar (for cat form this time)
  8. Drag the abilities you want to it
  9. Set the visibility macro to [bonusbar:1] show; hide
  10. Exit configuration mode and give it a try

    If you also wanted to setup key bindings you could do this as well since you can reuse bindings. The buttons in each position on the two bars can have the same binding since only one bar will show up at a time (if at all). Also note that if you want to alternate between which bar you are working on during configuration mode you can use the Send to Front and Send to Back icons so you don't have to move bars out of the way.

Make tabs for bars so that it is easier to configure bars located in the same place on screen
Set a label for the bar and position the top left corner of the bar be the same as another bars. Each bar that has a label set will have that label organised from left to right above the bars. Clicking the respective tab (label) will bring that bar to the top.

Note: Even without a tab for the bar you can still bring it to the front or send it to the back by clicking on it's Send To Front and Senf To Back buttons respectively.

Create a bonus bar (contains the abilities when you enter a vehicle, possess another unit, or the special abilities given during specific fights)
This can be done using the Create Bonus Bar button. Note that the standard Bonus Bar will continue to function as normal so creating a Button Forge bonus bar is purely optional.

  • The Button Forge bonus bar is a clone of Bonus Bar 5; that is the action bar that receives special actions at certain times during game play (e.g. the actions you can use in a vehicle, or while possessing another unit, etc)
  • It is possible to create multiple BF bonus bars
  • The BF Bonus Bar is almost identical to a standard BF Bar except for the following:
    • It is green in configuration mode
    • By default standard BF bars will hide when BonusBar 5 is active, whereas by default BF bonus bars will display (handled via the visibility macro)
    • Several of the default settings for the BF bonus bar are different to the standard BF bars
    • It starts populated with Bonus Actions 1 - 12, leave vehicle, and cancel possession
    • Whenever the Bonus Bar has the number of cols or rows updated it will attempt to replace any missing bonus actions if they have been removed from the bar (this makes it easy to change from a horizontal to vertical bar)
  • All the actions found on the Button Forge bonus bar can be dragged into different positions, and also onto other BF bars (by default the Bonus Bar has the buttons locked, so this would need to be changed first)
  • Changing around the actions on a BF bonus bar will have no effect on the normal Bonus Bar

Enable Right Click Self Cast
This can be done using the Right Click Self Cast button.


You may have some questions not covered above, I will try to address those here.

Why do all bars and buttons show up in configuration mode even when some are configured not to show up currently?
This is done so that you always can configure a bar even if it has a rule set to prevent it from being visible. This also means you can assign actions to bars that you otherwise wouldn't be able to without having to temporarily unset their visibility macro etc...

Why do certain bars/buttons hide in configuration mode when I enter combat?
This happens because sometimes combat may happen when you least expect it. So that you don't have a messy UI which could make it very hard for you to respond to the threat, the Bars and buttons will obey their display rules when in combat regardless of if you are in configuration mode or not.

Why does my key combination trigger some strange action when in configuration mode?
If you have the same key binding for multiple buttons it could be triggering any of them... and most likely not the one you intend! This is because while in configuration mode all buttons are visible and so it is ambigous which key binding to use, while this is annoying (it even trips me up sometimes) it will correct itself once you exit configuration mode (or enter combat).

Why does my key combination trigger some strange action when not in configuration mode?
This will most likely be because you have used the same key binding for multiple buttons and those buttons are visible at the same time, in such a case you will need to either choose a different binding, or configure the display rules for the bars such that only one of the buttons is visible at a time (please note that even if empty buttons are hidden, the key binding will still apply... it is only when the bar itself is configured to hide that the binding wont apply).

Why can't I allocated more buttons to my bar?
Several configuration options wont work while in combat. Or alternatively you may have hit the upper limit for the number of buttons on the bar (currently 1500), or the total number of allowed buttons may be exceeded (currently 5000).

Why can't I set the scale?
Several configuration options wont work while in combat. Or alternatively the desired scale may cause the bar to exceed the size of the screen in which case the scale will be rejected.

I've setup bars for my different druid forms but when switching between them the bars dissappear briefly?!
This is because the visibility rules are treated exactly and there may be a brief swap over period where none of the conditionals are true.

E.g. If you were using [form:1] show; hide for Bear, and [form:3] show; hide for cat to show the bar, when you switch between cat and bear form there is actually a brief period where you are neither of those forms and so neither of those bars will show.

To get around this issue use the [bonusbar:#] conditional in place of the form conditional. It responds to shapeshift changes etc but will keep the bar available the same length of time the default ui keeps it available. (this could also apply to other classes and conditionals where the bonusbar may be a slightly better choice)

Why doesn't my bar have a tab?
Either the bar has not been assigned a label, or its the only bar with its Top Left corner in that position... If you wish for the bar to have a tab either assign it a label and/or align its top left corner to another bars top left corner (auto docking will take care of this when dragging the bar close to another... except in the case mentioned next)

Why aren't my bars auto-docking?
This is most likely because you are in combat, it is not possible to autodock in this case unfortunately... Note also that auto docking will only take place when the top left corner of two bars get fairly close to each other.

Bonus Actions are appearing on my Bonus Bar when I change the number of rows/cols, why?
This is intentional so that changing the orientation of the bar is easy... Note that having multiple rows and columns could sometimes result in the abilities being repopulated into locations which might seem strange, this is due to the specific rules of how the bonus actions are repopulated (always remember an action wont be populated back onto the bar if it is already there, and also that button positions are always counted from left to right, top to bottom).

Why can I sometimes trigger actions on the BF bonus bar even when Bonus Bar 5 is not active (and I'm seeing the blue Bonus Action number icons)
This is because sometimes the bonus actions assigned remain available even after the bonus bar is gone (e.g. Mind of the Beast), I believe this is the case when it is for actions you could trigger anyway (e.g. if a hunter possesses his pet, even after the possession ends all the pets actions are still available and valid).

The default (and recommended) behaviour is for the bonus bar to be hidden when not available.

There are no raise and lower aim commands on the Bonus Bar even while in a vehicle that supports them
This is because the action that the standard raise and lower buttons have (which is raise/lower while held down) cannot be duplicated by an addon; instead the the aim can only be raised/lowered in increments. For this first release of BF with Bonus Bar support I have decided to not create buttons to do this... (If people request it I can look to introduce it however).

Note that using mouse look to raise lower will work as normal, as will the standard raise and lower buttons.

Addon Status

As the addon has only recently been released I have marked it as beta, although it is intended to be fit for use. I am still performing fine tuning both to the GUI and also to the display update of actions on the buttons (particularly surrounding macros and low mana/energy/rage/runic power situations).

The following is a general list of what I am looking at:

  • Low mana/energy/rage/runic power situations
  • Go through and check that all macro conditionals cause macro display updates (this is actually quite an involved process...)
  • Improve companion (mount/critter) usability indicators
  • Review how key bindings are configured (I anticipate that I will be adjusting this as I feel it is not yet a smooth process)
  • Fine tune general aspects of the GUI
  • Look into providing a couple of different button skins to choose from - (ButtonFacade is not an option at this point in time)
  • Add information messages for when configuration actions fail (e.g. because of combat)

28-February-2015 v0.9.39 Updated for WoW v6.1 Bars will not be clamped to screen in this version; due to clamp offsets becoming broken this will be reveresed at a later date when the clamp offsets work again

22-Oct-2014 Character settings are backed up to the Global Save for Button Forge this is to get around a WoW Mac issue preventing some char settings from loading This change is temporary and will likely be removed once Blizzard correct the issue Paladin Mounts can now be triggered from BF Buttons The Edge Cooldown effect will now also hide if visibility for BF Bars is off A problem was causing Button Forge to often lose Character specific macros from its Buttons when new macros were created or deleted - this should behave a lot better now

18-Oct-2014 Corrected Cooldown Swipe/Bling when Buttons are partially or fully hidden Corrected Priest Holy Word (and it's variants) not being addable to Button Forge For some people, Button Forge was erroring on login, this should be resolved

16-Oct-2014 Cat is blocking my keyboard - oh well

15-Oct-2014 Found and corrected issue with macros that would prevent Button Forge from working

15-Oct-2014 Updated for WoW 6.0.2 Mounts works now

25-August-2014 v0.9.33 - Quick and ROUGH update to get Button Forge functioning against Warlords of Draenor BETA - Adjusted SetChecked code - Adjusted Initialization of mount info (note that mounts and probably pets will not work correctly on BF at the moment)

20-November-2013 - Fixed unrecognised Flyout actions causing an error on when on BF bars (either from loading a profile, or from inherited settings from a prior same named character) - Also corrected issue that caused flyout actions to not correctly be put on the cursor when removed from BF bars

20-September-2013 v0.9.31 Updated for WoW v5.4 Added Profile functionality to ButtonForge It is now possible to save the current BF layout and use it on either the current character or other characters, either with the actions, or with just the bar/button layouts (and keybindings etc) The new commands are

  • -saveprofile (saves the current setup as a profile for later use)
  • -loadprofile (loads a profile, along with all actions on the buttons - this can even be done for diff classes, the actions simply wont be recognised in some cases)
  • -loadprofiletemplate (loads a profile but all buttons are blanked, treating the profile as a template for other chars)
  • -undoprofile (reverts back to the setup prior to the last loadprofile, even if that was a previous session... note this itself can not be undone, so beware)
  • -deleteprofile (simply deletes a previously saved profile)
  • -listprofiles

04-June-2013 v0.9.30 Button Forge will now cast keybindings on the key down phase in the same manner the standard action buttons do, this behaviour is also toggled using the standard Interface-Combat option "Cast action keybinds on key down"*

  • Added a new global setting for Button Forge "ForceOffCastOnKeyDown" that will override the above feature so that it is always off if desired, you must log back in for this setting to take effect (When ForceOffCastOnKeyDown is set, it will actually cause the original ButtonForge click handling pre v0.9.30 to apply)

24-May-2013 v0.9.29 Fixed issue in previous version preventing non-masque users from running Button Forge

06-March-2013 v0.9.27 Updated for WoW v5.2

13-December-2012 v0.9.26 More support for spell charges (i.e. for warlock demonology spells that have charges) Slash commands that accept yes/no will now also accept toggle

09-December-2012 v0.9.25 Button Forge will now display spell charges on its buttons when appropriate (this also applies if the spell is from a macro) A new slash command -hidepetbattle allows making it so that Button Forge bars can stay visible during a pet battle (by turning that option for the bar off, by default it's on)

02-December-2012 v0.9.24 Updated for WoW v5.1 Updated Button Forge to support BattlePets again (they were subtly changed under the hood how to interact with them)

17-October-2012 v0.9.23 BattlePets can now be added to Button Forge bars (tooltips are not yet available for them) All Button Forge bars will hide during Pet Battles

09-September-2012 v0.9.22 Fixed the Button Forge Bonusbar (now the vehicle/override bar) to work again. Also fixed dragging button forge custom icons to not show a blackbox while dragging

03-September-2012 v0.9.21 Fixed to hide bars by default when the Override Bar is active (this used to be BonusBar:5)

28-August-2012 v0.9.20

Updated for WoW v5.0.4

  • Issues that were resolved for the updated WoW API:
    • Lua errors prevening Button Forge even working
    • Cooldown error for mounts and companion pets
    • Picking up spells wasn't working
    • Handling of dynamic spells was largely unusable
  • Still outstanding:
    • Now that pets are battle pets they can't be set or activated from Button Forge (your existing pets still show up and can be picked up and moved, but that's it)
    • Flyout spells (the one with the little arrow) is dropped rather than put on the cursor when removing from Button Forge
    • Also a minor graphic glitch that the little arrow sometimes doesn't show for the flyouts
    • Dragging Button Forge specific actions (e.g. the open Button Forge config button) has a black square
    • Some code tidy up to remove redundant code (there are now better options to achieving some functionality)
    • Others???
27-August-2012 v0.9.18/19

- Pre Patch version of Button Forge for testing against Wow 5.0.4

06-February-2012 v0.9.16
  • Features:
    • New bar option 'GUI' available via /bufo commands. defaults to 'on'. Turning the gui off for a bar will cause it to be hidden and to no longer interact with the mouse but its keybindings will be unaffected (think of it as Key Bind only mode). The GUI will be temporarily forced 'on' provided you're not in combat, and are in Button Forge config mode, or are holding the Shift key while also have an item on the cursor (this is to ease setting the bar up how you want it)
    • New bar option 'Alpha' available via /bufo commands, defaults to 1. This will simply change the opacity of the bar, the mouse will still interact with the bar, even if it's fully transparent (unlike the new 'GUI' option, the alpha will not be forced up when in config mode etc...)
    • Localisation support added for 'deDE', translation supplied by Rumorix/PUNK2018
  • Fixed: Button Forge will now only show the action tooltip for a macro if the macro has the #showtooltip tag in it
11-December-2011 v0.9.16
  • Updated Button Forge to be compatible with WoW v4.3
  • Fixed:
    • Macro issue still lingered for some users - a 3second delay has been added at login before buttonforge will prune missing macros
    • If the delay does not work, a final option to disable RemoveMissingMacros is now available (type /bufo in game to see slash commands)
    • Bars with a small buttongap and hard against the side of the screen would bounce out a bit when logging in, this has been resolved
  • Made change to cause ButtonForge to name the widget Frames that control button visibility - for advanced users only, see readme.txt for more info
19-September-2011 v0.9.15
  • Fixed: Macros were sometimes disappearing from Button Forge bars
  • Feature: Localisation support for zhCN has been added - Translation provided by s.F
23-July-2011 v0.9.14
  • Updated Button Forge to be compatible with WoW v4.2
28-April-2011 v0.9.13
  • Features:
    • Many more of the gui configuration options are now available via slash commands
    • Added slash only command to change the gap between buttons
    • Added slash only command to disable and enable bars
    • Added slash command to read out info for a bar
    • Improved the feedback when slash commands are not correctly supplied
    • Added a basic API to allow other addons to query information from Button Forge
  • Fixed:
    • Buttons weren't being properly deallocated when a bar was destroyed
    • In very rare situations item caching in Button Forge was causing a lua error
16-January-2011 v0.9.12
  • Features:
    • Slash commands are now available (/buttonforge or /bufo)
    • Slash commands include abiltity to turn off keybind and macro name plates
    • Holding shift will override button locks (same as the default UI)
    • Holding shift will bring Button Forge bars to the top if holding an item with the cursor
  • Fixed:
    • Macros can now have the same name (although this is still not advised!)
    • Macro tracking will be a little more resilient (this affects when macros are changed). NB, this can never be perfect with the way the game currently works
    • Auto-alignment could sometimes have a lua error if other mods changed the default bars, this should not happen now
    • Spells with the same name would sometimes display as though they were the other spell, this should now be resolved
03-January-2011 v0.9.11
  • Features:
    • Button Forge Buttons will come to the foreground when the mouse has a placeable action (except items) to make placing spells easier
    • Key-binding has been tweaked to be more streamlined
    • While dragging bars, auto-alignment will now work off all sides of the bar and also provide guide lines
  • Fixed:
    • Better detection of shapeshift has been added (this allows icons for macros with forms rules to visually update a bit more quickly in some cases)
    • Archaeology Buttons will now check and uncheck correctly
22-Decembet-2010 v0.9.10
  • Feature:
    • Localisation support for
      • koKR Translation provided by chkid (주시자의눈 of Elune)
      • ruRU Translation provided by Another
  • Fixed:
    • ButtonFacade keybindings will not dissappear now
    • Improved how wisp spell detection works (made it independant of localisation)
13-December-2010 v0.9.9
  • Feature:
    • Button Facade Support!
  • Fixed:
    • Corrected issue preventing binding of mouse buttons (note that the left and right button cannot be bound ever)
18-October-2010 v0.9.8
  • Fixed:
    • Putting Companions and Mounts on the Bar was bugged, this has been fixed (any companions or mounts that are permanently highlighted should be removed and readded)

18-October-2010 v0.9.7
  • Features:
    • Support for Flyout spells
    • Support for Glow effect on certain spells (e.g. Hunter Traps when Trap Launcher is active)
  • Fixed:
    • Attempt to resolve the issue preventing certain spells from being put on the Button Forge Bars (primarily this issue was affecting Hunter Traps)

13-October-2010 v0.9.6
  • Fixed:
    • Macros that use items are having a problem with the cooldown display, this has been fixed.
    • Picking up most items wasn't causing hidden button grids to show (while out of combat), this has also been fixed

12-October-2010 v0.9.5
  • Features:
    • Updated to be compatible with WoW v4.0.1
  • Fixed:
    • Item counts will now show counts for items that use a consumable reagent
    • Spells will no longer inadvertently change rank (a non issue now that v4.0.1 of WoW i Live)

02-September-2010 v0.9.4
  • Fixed:
    • Creating a macro with an empty body or deleting a macro could sometimes cause visual errors in Button Forge, this has been resolved
    • Tooltips for companions were dissappearing very quickly after displaying, this has been resolved

26-August-2010 v0.9.3
  • Features:
    • Bonus Bars are now supported
    • A Right Click Self Casting option is now available
  • Fixed:
    • Tooltips now refresh while being displayed
    • In some cases (particularly macros) item display was not updating, this has been resolved

10-August-2010 v0.9.2
  • Features:
    • Updated the GUI appearance
    • Bar labels will now organise themselves so they can be clicked to allow tabbing between bars if bars are in the same position
    • Bar controls will now rearrange themselves to better use the space around the Action buttons
  • Fixed:
    • Scale - The Double Click default sometimes wouldn't detect the settings of a bar if one was in the same position, this has been resolved
    • Dragging Custom Actions (Button Forge Configuration options) - These would sometimes drop straight off the cursor, this has been resolved
    • Key Bind dialog has been shifted to appear above other UI elements (it is also possible to drag this dialog)

05-August-2010 v0.9.1
  • Features:
    • Set a limit of 1500 buttons per bar and 5000 buttons total
    • Added button for configuration mode
    • Added ability to drag Button Forge Toolbar buttons to Button Forge bars
    • Updated tooltip information
  • Fixed:
    • Equipment Sets will now be placed on the cursor when picked up off a Button Forge Bar
    • Resolved stack overflow when creating excessively large bars (e.g. over 1000 buttons)
    • Resolved issues causing some newly allocated buttons to be hidden and the bar to sometimes dissappear when allocating buttons

31-July-2010 v0.9.0
  • Beta version of Button Forge


First Previous Page 1 of 66 Next Last
  • #1019

    Is there a way to merge two profiles, load multiple profiles or save specific bars?

  • #1018

    Is there a way to create a visibility macro that uses a regular letter or number key to toggle visibility?

    Like for example "[mod:b] show; hide" or "[mod:num8] show; hide"

    Also, is it possible to make the visibility macro toggle the visibility on / off instead of just making the bars visible when the key is held down?

  • #1015

    Hi, great addon, i like it.

    can you make a "save layout" and "load layout" so i can my bars save and my toons can load and have the same bars?


  • #1016


    Hey thanks UCOlaf,

    This is actually doable, there ere are some advanced options available via slash commands.

    Here's a link to a comment that describes how to use profiles (the actual documentation for bf really needs updating ;)

    Last edited by Alternator on 4/29/2015 3:58:01 PM
  • #1012
    Re: Button Forge - How to allow buttons to work while holding left Alt key

    seems keys do not function if holdin downl Alt key - is there a way to disable? I use Alt key for my Ventrillo hot key to talk but cannot click any buttons while holding this down.

  • #1013

    Seems if I do not have a target - i can click those buttons while holding Alt key down. With a target - I cannot click the offensive skills/spells buttons with Alt held down.

  • #1006
    Old bars still kinda present


    Liking this add-on a lot, but just now something came up: 
    I had to uninstall and then re-install all my add-ons thanks to a WoW-hiccup, and when I got to the point where I wanted to set up my new bars (in roughly the same locations I had them set before having to reinstall my add-ons) I started seeing tooltips from the old bars over the new bars, and when clicking on a button in the new bar, it actually did what was set in the old bar on that location.
    I tend to put labels on my bars, and while this behavior certainly isn't expected, it made me wonder... could this maybe point to a way for me to simply bring back my old bars using the label names, saving me the work of having to set whole new bars?

    Another add-on that I had to set up again forced a reload, and still the old bars' tooltips were showing up over the new bars, and with the old bars still being there and invisibly on top of the new bars, I've had to move the new bars to other locations.
    I've tried the "destroy bar" feature, but that isn't even registering the old bars are there.
    Even clicking on where an old bar would be, it changes the mousepointer back to the default WoW pointer but the old bar still sits there, invisibly with invisible buttons that really want to get on top of any new bars.

    I'd definitely love if this unexpected behavior could result in getting my old bars back, but if not, then I'll just as gladly crush any invisible remains of the old bars and put new bars in the right place; I kind of rely on having my buttons in the right positions, having things moved around messes me up (even when I'm the one moving things around).

    Last edited by Biggest_Baddest_Wolf on 4/11/2015 6:47:17 PM
  • #1008

    Hi Biggest_Baddest_Wolf (nice profile pic :D)

    That sounds really bizzare. I'm actually having a hard time visualizing this (any possibility of dumping a pic of what's happening??)

    As for recovery of your old setup. The BF configurations are stored in ButtonForge.lua in your WTF folder at various levels... IF those files are still intact then you could simply go back to them... But if they were still intact I would have expected the old Bars to just properly show up as normal rather than this odd behaviour.  Actually if you were able to supply the ButtonForge.lua files and the .bak files that might help also.

    Just be aware that if you did, some of those files would have your server and character names in them. If you wanted to just have a play around with the files yourself this page describes where they are:

    And BF actually stores your character settings at both the character level and the account level (the character level takes precedence, but if missing the account level will be used).

    Hope that helps


    Last edited by Alternator on 4/11/2015 9:43:58 PM
  • #1011

    Your screenshot looks about right with how I had the old bars, yes - not an exact match but there's other things on your screen that I'm not using, which would account for a bit of a difference anyway.
    I've actually opted to create a whole new .lua file, copying the important parts from my most recent .lua and then adding in the old bar data per character, and I'm a bit past halfway with that now - would have been done already and back in WoW if it hadn't been for my family and my cat (not the one from my avatar, that one was just from some funny pic I saw online) turning my day into a mess lol... ah well, I'll get there at some time tonight.

     * Edit: 
    I was about to post an update about restoring my old bars using an older back-up that I forgot about until just now, which worked out great, and then my eye went over that screenshot again where you reproduced my bars - the position does seem spot on, considering differences in resolution and other add-ons/layout items on screen that would make up for any differences... but my old "Fewdz" bar had 5 rows, the new bar had 3 rows; Seeing the screenshot again, I only now realized that on your screenshot it showed 3 rows.
    In any case, I've stumbled upon a forgotten back-up of the WTF folder from which I've managed to pluck all the needed files and after swapping the older now useless buttons for what I have now, I'm working with my original set-up again.
    No more weird invisible bars overlapping anything, just all the crispness of BF doing it's thing.
    Of course, I'm still going to mess about with copies of the .lua files for practice, but that's just me lol...

    And another edit: 
    Eh, actually, on two of my chars the old bars were exactly ordered as your screenshot shows, I just forgot about that when seeing the three rows instead of the five that I have on my most-played chars (higher levels, more junk to toss onto BF bars lol)

    Last edited by Biggest_Baddest_Wolf on 4/12/2015 7:50:01 PM
  • #1010

    That is weird, It's possible that the bar settings for that specific character are different to those of the file you linked (as that was from the global BF savedvariables, and is a fall back copy of your layout, not the primary).

    But from looking at that file it seemed in order (at least for those bars).

    At any rate I suspect what you're planning is the best course of action rather than worrying too much more (just don't forget the per character ButtonForge.lua and .bak as well).

    p.s. Just in case I did a quick test by copying those 3 bars you mention to one of my characters to see how it would behave in game... Does the below screenshot look about right?

    Last edited by Alternator on 4/12/2015 5:10:42 AM
  • #1009

    I'll add a screenshot, with some editing in MS Paint to point out the situation because of the invisible old bars: 

    ButtonForge old invisible bar with tooltip

    The big messy orange circle on the left side is (roughly) where the mouse pointer was hovering over an old bar's invisible button, with the tooltip showing up for that old bar's button.
    I haven't set invisibility for the bars when I made the old ones, just like the new bars - which are showing normally right now, and in this screenshot I've also added the yellow square around a new bar's button.
    Because I've moved the new bars there's a cooldown-bar showing up on top of the three-row button bar, so that's unrelated.

    I didn't see a way to attach the .lua and .bak files themselves here so my sleep-deprived brain told me to open the .lua in notepad++ so I could copy-paste it as block quote, in which case I could've edited out the account/character names if I wanted to, but then my sleep-deprived brain suddenly had a bright moment and I started searching for the old bars' labels in the files.
    And this pointed me to something odd; when I had to re-install all my add-ons, a new WTF (and cache, and Interface) folder was made because the old ones were gone, so the old .lua wasn't even available - yet somehow when I searched for the old label names in the new .lua, I saw the old bars added to the end of the file, without any character's tables.

    What I mean by that is, in a very simplified way of putting it, that it looks like the .lua usually follows this structure: 
    [character 1]
    -[bunch of settings]
    [character 2]
    -[bunch of settings]
    ...and so on...

    But in my .lua, it now shows something like this: 
    [character 1]
    -[bunch of settings]
    [character 2]
    -[bunch of settings]
    [bunch of settings]
    -[old bar's items/buttons]
    [bunch of settings]
    -[old bar's items/buttons]
    ...and so on...

    I'll save the .lua and .bak as they are to another folder, as they might have something in them that explains why this happened, and upload them to a host that I've used for an old webgame so I can link them here (.lua) and here (.bak).
    And now I'm finally getting some sleep.... when I wake up again, I'll be editing the old bar's stuff (buttons, coordinates) into the new bar's stuff, and deleting what old stuff was added to the new file(s); that should get me my old bars back :p

    ** Edit: I forgot to mention, in the .lua the old bars' labels are "Fewdz", "Transit" and "Fsh-Gr", for easier searching through the file.

    Last edited by Biggest_Baddest_Wolf on 4/12/2015 2:09:27 AM
  • #1005


    is it possible to have more then one keybinding on a button?

  • #1007

    Hi Tinkerten,

    No, you can only have one keybinding setup per button.

    This may not achieve your goal, but you could create additional bars that are configured the same with the same actions, but triggered by the alternate keybinds you want... If you didn't want them to be visible you could then use

    /bufo -bar BarLabel -GUI off

    to hide the bar, but keep the keybind for the bar active.


  • #1014

    That’s what I thought, I was trying to set up a button where I could scroll the mouse wheel in both directions. Like you can with Blizzard’s main action bar. So what I did was use two buttons with the same macro action to scroll up & down.  So now while adventuring I can use the mouse wheel to zoom in and out, and to run the macro while in combat.


    FYI for other users: I created a bar, gave it a visibility macros of [combat] show; hide, bound the mouse wheel up to button one and mouse wheel down to button two. This way when combat starts BF bar appears and takes over the function of the mouse wheel until combat ends.

  • #1002

    Hey Spiderkeg,
    Following up on the issues you raised in your posts

    I've been able to replicate the issue of toys being dimmed out - it's an odd behaviour (toys are still items, but for some reason the item api in WoW reports them as being unusable even if you can use them)... I think I've got a work around though (simply to detect if it's a toy you have then assume you can use it).

    I'll also sort out the tooltip for pets, I have an implementation for that now.

    As to the other issues I wasn't able to reproduce those...
    I'm not sure if you're using another addon that interacts with cooldowns such as OmniCC (I don't run it) or perhaps Masque?? (to be clear I'm not aware of any issue using those with BF, but just in case you are it could be worth trying without at which point I could look further at a possible compt issue - later on I might try them myself just to check, it's just a time thing for me really).

    Unfortunately though it seems Cooldowns in WoW have become flaky since v6 came out!

    I experience an issue on my system with them differnet to you (they go fully blackened when I log back in and don't move... This is even with no mods just on standard WoW Action Buttons etc)...
    It seems different people experience different effects and all manner of things are suggested such as doing registry repairs - changing to 64 bit wow client etc.

    I do wonder if the whole Cooldown system could be worked around (the info from the server for the cooldowns seems fine, it's the animation on the client that's the problem), but really I would want to see some kind of info explicitly from Blizzard on the subject - sadly I can only find posts from players experiencing wierd issues.

    I also didn't encounter the sound issue (e.g. I can hear the swish when picking up and placing both mounts and pets to/from BF buttons). Again that sound is actually managed by WoW though (it isn't something that BF deals with in any direct way).

    I'm thinking tomorrow evening I should be able to get a new version out with the above two fixes mentioned.

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