Found it, the bar is re-anchored every time the skills window is shown/hidden:
Lua Code:
-- ingame/scenes/ingamefragments.lua
function ZO_SkillsActionBarFragment:Show()
ZO_ActionBar1:ClearAnchors()
ZO_ActionBar1:SetAnchor(BOTTOM, ZO_Skills, BOTTOM, -40, 40)
ActionButton9:SetHidden(true)
ZO_ActionBar1KeybindBG:SetHidden(true)
ZO_FadeSceneFragment.Show(self)
end
function ZO_SkillsActionBarFragment:OnStateChange(oldState, newState)
if newState == SCENE_FRAGMENT_HIDDEN then
ZO_ActionBar1:ClearAnchors()
ZO_ActionBar1:SetAnchor(BOTTOM, GuiRoot, BOTTOM, 0, 0)
ActionButton9:SetHidden(false)
ZO_ActionBar1KeybindBG:SetHidden(false)
end
end
You could either post-hook these two functions on SKILLS_ACTION_BAR_FRAGMENT, or replace that fragment with your own modified version. Haven't tested it, but looks a bit cleaner than hooking functions, so I hope it will work:
Lua Code:
local customSkillsActionBarFragment = ZO_SkillsActionBarFragment:New()
function customSkillsActionBarFragment:OnShown()
-- call original (class) method
ZO_SkillsActionBarFragment.OnShown(self)
-- now do your stuff
...
end
function customSkillsActionBarFragment:OnStateChange(oldState, newState)
-- call original (class) method
ZO_SkillsActionBarFragment.OnStateChange(self, oldState, newState)
-- now do your stuff
...
end
local skillsScene = SCENE_MANAGER:GetScene("skills")
skillsScene:RemoveFragment(SKILLS_ACTION_BAR_FRAGMENT)
skillsScene:AddFragment(customSkillsActionBarFragment)