changeset 74:00e28094e1a3

Some README updates
author Flick <flickerstreak@gmail.com>
date Tue, 10 Jun 2008 22:25:15 +0000
parents dd01feae0d89
children 06cd74bdc7da
files README.html
diffstat 1 files changed, 62 insertions(+), 21 deletions(-) [+]
line wrap: on
line diff
--- a/README.html	Thu Jun 05 18:52:53 2008 +0000
+++ b/README.html	Tue Jun 10 22:25:15 2008 +0000
@@ -21,51 +21,53 @@
 <p>ReAction is a replacement for the various action bars provided by the default Blizzard UI. With ReAction, you can group your action buttons into bars however you want, and have as many bars as you want. Those bars can then have a number of dynamic behaviors assigned to them. ReAction provides an intuitive mouse-driven interface for arranging and resizing bars, and a dialog interface for the majority of the configuration options.</p>
 <p>There are many action bar addons out there. I suggest you try several and choose the one that works best for you. Other popular action bar addons include:</p>
 <ul>
-<li>Bartender 3</li>
-<li>Flexbar 2</li>
+<li>Bartender</li>
+<li>Flexbar</li>
 <li>Bongos</li>
 <li>Trinity Bars</li>
+<li>InfiniBar</li>
 </ul>
-<p>Note that action bar addons are by nature generally incompatible with each other. Only install and enable one at a time! Most can currently be found on <a href="www.wowinterface.com">WoWInterface.com</a> or <a href="http://wow.curse.com/downloads/">Curse Gaming</a>.</p>
+<p>Note that action bar addons are by nature generally incompatible with each other. Only enable one at a time! Most can currently be found on <a href="http://files.wowace.com">WowAce</a>, <a href="http://www.wowinterface.com">WoWInterface</a>, and/or <a href="http://wow.curse.com/downloads/">Curse Gaming</a>.</p>
 
 <a name="credits"><h1>Credits</h1></a>
-<p>The WoW AddOn authoring community is rich and diverse. Virtually every successful addon author learns by reading, dissecting, and even pilfering (:-P) others' code. ReAction owes its existence to the following:</p>
+<p>The WoW AddOn authoring community is rich and diverse. Virtually every successful addon author learns by reading, dissecting, and even pilfering (:-P) others' code. ReAction owes its existence to the following (in no particular order):</p>
 <ul>
 <li>WoWAce team</li>
 <li>Forumgoers of Blizzard's UI forum</li>
-<li>ckknight (author of FuBar and other libraries)
-<li>Nevcairiel (author of Bartender3)</li>
-<li>Toadkiller (author of AutoBar)</li>
-<li>Sairen (author of CyCircled)</li>
-<li>Maul (author of Trinity Bars) </li>
-<li>Tuller (author of Bongos2)</li>
-<li>cncfanatics & co (authors of Flexbar 2)</li>
-<li>&lt;The Kids Are In Bed&gt; of Staghelm, my everynight crew and alpha testers</li>
+<li>ckknight (FuBar and other libraries)</li>
+<li>Nevcairiel (Bartender)</li>
+<li>Toadkiller (AutoBar)</li>
+<li>Sairen (CyCircled)</li>
+<li>Maul (Trinity Bars) </li>
+<li>Tuller (Bongos)</li>
+<li>cncfanatics & co (Flexbar 2)</li>
+<li>jjsheets (InfiniBar and ButtonFacade)</li>
+<li>&lt;The Kids Are In Bed&gt; of US-Staghelm, my everynight crew and alpha testers</li>
 </ul>
 
-<p>ReAction embeds components of the Ace2 framework.</p>
+<p>ReAction embeds components of the Ace3 framework.</p>
 
 <a name="features"><h1>Features of ReAction</h1></a>
 <ul>
 <li>Unlimited number of bars</li>
-<li>Unlimited number of buttons per bar, arranged in a grid</li>
+<li>Unlimited number of buttons per bar</li>
 <li>Arrange and resize bars, buttons, and grid layout with the mouse</li>
 <li>Keybinding assignments (left and right click) for each button</li>
 <li>Anchor bars to one another and to other UI elements</li>
-<li>Button support for actions, pet actions, micro menu, bags, stances, totems, auras, aspects, and mind control, as well as specialized buttons for macros, spells, and items</li>
-<li>Multiple independent pages per bar</li>
+<li>Button support for actions, pet actions, micro menu, bags, stances, forms, stealth, shadowform, totems, auras, and aspects, as well as specialized buttons for macros, spells, and items</li>
+<li>Paged actionbar and possess-target (e.g. Mind Control) support</li>
 <li>Dynamic bar effects, such as page transitions, show/hide, expand/collapse, etc, as allowed by the Blizzard secure API</li>
-<li>CyCircled and Dreamlayout compatibility (install CyCircled and/or Dreamlayout separately)</li>
+<li>CyCircled and ButtonFacade compatibility (install CyCircled and/or ButtonFacade separately)</li>
 <li>Modular extensible architecture</li>
-<li>FuBar integration</li>
+<li>Optional FuBar configuration plugin</li>
 </ul>
 
 <p>The design goal of ReAction is to be user-friendly and feature-efficient. Useful features are incorporated: "fluff" is culled out. Many behaviors have been inspired by other addons.</p>
 
 <a name="nonfeatures"><h1>NON-Features of ReAction</h1></a>
 <ul>
-<li>There is no method of inserting custom user script handlers. If you really want to do that sort of thing you'll have to hack the code or write your own module.</li>
-<li>ReAction does not provide many slash commands for its interface, nor do many commands show up in DeuceCommander.</li>
+<li>There is no method of inserting custom user script hooks to button events. If you want to do that sort of thing you'll have to hack the code or write your own module.</li>
+<li>ReAction does not provide slash commands for most of its interface.</li>
 <li>ReAction does not integrate with Titan Panel.</li>
 <li>There are no auto-layout options other than a grid layout.</li>
 <li>ReAction button keybindings cannot be configured via the standard Blizzard keybinding UI.</li>
@@ -78,14 +80,53 @@
 <p>A common mistake is to extract the contents into a new folder named ReAction (thereby creating a doubly nested Addons/ReAction/ReAction), or to rename the ReAction folder. Make sure that the path to this README file is <b>World of Warcraft/Interface/Addons/ReAction/README.html</b>.</p>
 
 <h2>First Run</h2>
+<p>After ReAction is installed and enabled, and you've logged in to your WoW character, you probably won't notice anything different. If you have FuBar installed, the ReAction FuBar plugin will be visible on your FuBar. If not, you'll see a small ReAction button on your minimap.</p>
+
+<p>ReAction assumes nothing about how you want to use it: by default, it does nothing at all. It doesn't make any new bars, and doesn't do anything to the standard Blizzard bars.</p>
+
+<p>From here, you can either click the FuBar/minimap button, or type /rxn (or /reaction) in the chat window. This will bring up the general ReAction dialogue window. You can also get there by hitting ESC to bring up the game menu, choose Interface Options, select the Addons tab, then select ReAction from the list.</p>
+
+<p><b>Note:</b> By default, ReAction stores all settings per-character. Each character, when logged in for the first time using ReAction, will start from a blank slate. Use the Profile options to copy settings from one character to another. You can also use shared profiles, but note that ReAction also stores the keybindings with the profile, so toons using shared profiles will have shared keybinds (but different actions) on their buttons.</p>
+
+<p>To get started, click the button to launch the Bar Editor.</p>
 
 <h2>Laying Out Your Bars</h2>
 
-<h2>Configuring Your Bars</h2>
+<a name="config"><h2>Configuring Your Bars</h2></a>
+
+<h2>Key Bindings</h2>
 
 <h2>Dynamic Behavior</h2>
 <p>Dynamic bar behavior is a complex topic. At its most basic, you can have a bar switch between pages if you change stances/forms/stealth, just like the Blizzard UI does. For the more advanced user, multiple states can be created and transitions defined based on the available events as dictated by Blizzard's secure button API.</p>
 
+<p>To set up dynamic behavior for your bars, open the ReAction Bar Editor (either by shift-clicking the FuBar/minimap button, or from the Blizzard Interface/AddOns dialogue, or by typing /rxn edit in chat) and select the bar to work on. On the right panel, you'll see several tabs, one of which is labeled 'Dynamic State'. Choose that and you'll get a sub-panel with a state menu and more tabs.</p>
+
+<p><b>Example: </b> The simplest example is a bar that switches between three pages depending on a Warrior's stance. To set this up, create an action bar, give it three pages (see <a href="#config">Configuring Your Bars</a>), and then create three states for it. You can name those three states whatever you want, but for simplicity's sake, let's name them Battle, Defensive, and Berserker. Choose each state and select a page number (1,2, or 3) for it to display in the Properties tab. Then select the Rules tab, choose "when ALL of these" (or "when ANY of these"), and check the corresponding Battle/Defensive/Bersker checkbox for that state. NOTE: you can only do this on an actual Warrior character - other classes won't see the stance checkboxes, as they don't apply. That's it, you're done: the bar will now auto-switch between three pages when you change stances. Try it, and watch the actions on that bar change.</p>
+
+<p>Create states for your bar, and explore the various options of state properties and selection rules. State selection is evaluated in the order that the states are listed in the menu (top to bottom), so you may need to re-arrange them to get just the behavior that you want.</p>
+
+<p><b>How it works:</b> Every time the game registers an event of certain types (modifier key, stance/form/stealth change, target/focus change, party member change), it processes the list of states looking for a match, according to the selection rule. The first match becomes the new state immediately, and the state's properties are applied to the bar. The game also polls certain other conditions (anything that a macro can detect, see below) 5 times per second. So some state transitions will always be a tiny bit sluggish due to the architecture of the game.</p>
+
+<p>Remember: the more complicated you make your state-selectors, the more likely it is that you'll create a situation you didn't necessarily expect!</p>
+
+<p><b>Default State:</b> If you select one of your rules to be a default state in the Rules tab, then if none of the other states are true, it will be the state. If you don't have a default state, then if no rule is true, the bar will just stay in whatever condition it's already in. If you specify multiple states as default states, the highest-ranking one will be used.</p>
+
+<p><b>Custom Selection Rules:</b> Only the most common selection rules are included in the 'any' and 'all' checkbox listing. However, you can do almost anything that the game will allow you to via custom rules. Custom selection rules work exactly like a macro options clauses (in fact, they get passed to the same function, SecureOptionsCmdParse()). The following are all valid examples of what you can put in the Custom textbox:</p>
+<ul style="font-family: Courier New, mono; font-size: 80%">
+<li> [harm] </li>
+<li> [mod:alt,help][notarget] </li>
+<li> [channelling:Mend Pet] </li>
+<li> [mounted, flyable] </li>
+</ul>
+<p>Note that only the parts of macros that go within brackets [] are valid custom selection rules. The rest of what would normally go in a macro (i.e. the actual macro <i>action</i> and its parameters) aren't part of the selection rule clause: the macro action in this case is always "switch to state X". For a complete list of macro options, see <a href="http://www.wowwiki.com/Making_a_macro#Part_II:_Macro_Options">Cogwheel's macro guide, hosted at WoWWiki</a>. Focus on the Macro Options section (Part II), with the conditionals statements. The only thing that doesn't apply is the <span style="font-family: Courier New, mono; font-size: 80%"/>[button:x]</span> clause. No mouse button is associated with the state driver, so any test that involves a particular button will fail.</p>
+
+<p><b>Keybound States: </b> If you select 'via Keybinding' from the Selection Rule drop-down, then you can define a hotkey which will toggle the state on/off. When toggled on, the bar will remain in that state and <b>ignore</b> all other state transition events until you toggle it off. All keybound states default to 'off' when the UI reloads. It is possible to define multiple keybound states for a single bar. In that case, the keybound states will override each other.</p>
+
+<h2>Modules</h2>
+<p>ReAction ships with several modules pre-installed. Each module is in fact a completely self-contained AddOn, and can be removed from the ReAction/modules/ folder and dragged up to the main AddOn level, if you like. This really isn't necessary, as the modules themselves don't consume many resources unless you're actually using their features, in which case they need to be installed anyway. But if you're into optimizing your personal AddOn footprint, you can promote the modules you aren't using. They're even marked Load-On-Demand, so if you decide to use their features later, they'll load automatically.</p>
+
+<p>One module, the <b>FuBar_ReActionFu</b> plugin module, is instead installed by default as a peer-level folder to the main ReAction folder in the AddOns folder. If you don't like this sort of clutter in your AddOns folder, you can move it to the ReAction/modules folder. By default it's packaged separately because it's the one component that's fairly heavyweight relative to its utility, especially if you don't have FuBar installed.</p>
+
 <a name="license"><h1>License</h1></a>
 </body>
 </html>