ActionSlot

Action Slot IDs can vary for some classes and are completely arbitrary to the buttons they exist in. As of 1.11, World of Warcraft allows 120 Action Slot IDs, numbered from 1-120. The IDs 1-72 are used by the six default bars (see below for the button ranges). IDs 73-120 are used by the stance bars of some classes.

As of WoW 2.3, action slots 121-132 exist but are not settable: they refer to the default UI's main action bar while possessing a target (Mind Control, Eyes of the Beast, certain quests, the Chess Event in Karazhan).

Default UI use of Action slot IDs
ActionBar page 1: slots 1 to 12 ''-- Note exceptions below for other classes ActionBar page 2: slots 13 to 24

ActionBar page 3 (Right ActionBar): slots 25 to 36 ActionBar page 4 (Right ActionBar 2): slots 37 to 48

ActionBar page 5 (Bottom Right ActionBar): slots 49 to 60 ActionBar page 6 (Bottom Left ActionBar): slots 61 to 72

Warrior Bonus Action Bars

ActionBar page 1 Battle Stance: slots 73 to 84 ActionBar page 1 Defensive Stance: slots 85 to 96 ActionBar page 1 Berserker Stance: slots 97 to 108

Druid Bonus Action Bars

ActionBar page 1 Cat Form: slots 73 to 84 ActionBar page 1 Prowl: slots 85 to 96 ActionBar page 1 Bear Form: slots 97 to 108 ActionBar page 1 Moonkin Form: slots 109 to 120

Rogue Bonus Action Bars

ActionBar page 1 Stealth: slots 73 to 84

Priest Bonus Action Bars

ActionBar page 1 Shadowform: slots 73 to 84

Target Possessed Action Bar

ActionBar page 1 Possess: slots 121-132

Example Code
This function will display the contents of each of the 120 action slots (skipping empty ones) in the default chat frame. To use, type "/script reportActionButtions".

function reportActionButtons local lActionSlot = 0; for lActionSlot = 1, 120 do		local lActionText = GetActionText(lActionSlot); local lActionTexture = GetActionTexture(lActionSlot); if lActionTexture then local lMessage = "Slot " .. lActionSlot .. ": [" .. lActionTexture .. "]";			if lActionText then lMessage = lMessage .. " \"" .. lActionText .. "\""; end DEFAULT_CHAT_FRAME:AddMessage(lMessage); end end end

If you'd rather avoid function creation, the following macro does the same thing (break into several lines for easy read): /run local l = 0; for l = 1, 120 do local t = GetActionText(l); local x = GetActionTexture(l); if x then local m = "Slot " .. l .. ": [" .. x .. "]"; if t then m = m .. " \"" .. t .. "\""; end DEFAULT_CHAT_FRAME:AddMessage(m); end end