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eXtreme Unit Buttons  Popular! (More than 5000 hits)

Version: v2.0
by: tayedaen [More]

This highly configurable mod allows players to associate buttons to unit frames. It is meant as a replacement to GroupButtons which stopped functioning with the 2.0 patch in December 2006. The mod extends the capabilities of GroupButtons by providing these additional features:

  1. an unlimited number of buttons per unit frame
  2. Buttons which turn on/off depending on the amount of damage a unit has
  3. Buttons which are dimmed if a unit as that buff or a related buff applied.
  4. Buttons which appear when a debuff is applied to a unit.
  5. Buttons which allow you to have any type of "/" slash or macro command on a button
  6. A variety of a modes for different activities in the game. For example, a set of buttons
  7. for soloing, buttons for instances, buttons for raids, buttons for specific bosses (such as Baron Geddon in MC (to all priests to debuff), buttons for PvP, etc.
  8. Assign buttons to unit frames that when clicked cast spells on different units. This feature allows, for example, buffs and heals for the player unit to appear within the target buttons to minimize the amount of mouse movement between buttons.
  9. Works for any kind of non-casting classes; specifically warriors and rogues.

Version 2.0 (Dec 06, 2010) (by tayedaen)

I know that the documentation is a complete mess at the moment, I am already working on it.
But I wanted to have a released version for cataclysm start.

Before upgrading, please read the included 'readme.txt'.

You will loose your config, so read carefully !

Hightlights of the changes since the last official release:

Code:
New: Support for default profiles for spec1 and spec 2
New: Wizards for Group and Profile generation
 Please use them !
New: LDB button (and menu)
New: Default Buttons now always use the Prefix 'SB_'
 This is an abbreviation for StandardButton.
 I recommend to use 'CB_' as prefix for custom buttons.
New: '$' self condition for cast buttons (buff, debuff etc.)
 Example: CB_Renew,buff,Renew,$Renew
 This custom buutton will only chnge to the state BUFFED if the destination unit is buffed with your OWN Renew.
New: '!' inverts conditions for cast buttons (buff, debuff etc.)
New: new debuff condition "Death"
 A button with this condition is only shown if the destination unit is dead.
New: new debuff condition "Purge"
 A button with this condition is only shown if the destination unit has at least one buff to purge.
New: two keywords for exclude-units:
  'hostile'   and    'friendly'
  Example: MyGroupName,SB_Renew,*,hostile
  This button will be hidden on hostile units (= it will only be shown on friendly units)
New: Spell ranks have been removed (multiranking too)
New: Macro buttons support now '[target=unit#]'
 Here unit# will be rpalced at runtime with the unit the button is attached to.
 Example: /target [target=unit#]
Improved: Verification of buttons while configuring the addon

And last but not least: 
!!! Improved: Internals are mostly rewritten from scratch for better performance  !!!

Please refer to 'z_historic_Changelog.txt' for older changes.
Known problems:
XPerl's partypets get no buttons

Known blizzard bugs:
------------------------
'isUsableSpell' is broken, there is nothing I can do to change that.
That means: Some spells are reported 'not usable' if you target a hostile target or NPC (like 'PowerWord: Shield' for example).

Enjoy - Tayedaen

Hightlights of the changes since the last official release:
===========================================================
New: Support for default profiles for spec1 and spec 2
New: Wizards for Group and Profile generation
Please use them !
New: LDB button (and menu)
New: Default Buttons now always use the Prefix 'SB_'
This is an abbreviation for StandardButton.
I recommend to use 'CB_' as prefix for custom buttons.
New: '$' self condition for cast buttons (buff, debuff etc.)
Example: CB_Renew,buff,Renew,$Renew
This custom buutton will only chnge to the state BUFFED if the destination unit is buffed with your OWN Renew.
New: '!' inverts conditions for cast buttons (buff, debuff etc.)
New: new debuff condition "Death"
A button with this condition is only shown if the destination unit is dead.
New: new debuff condition "Purge"
A button with this condition is only shown if the destination unit has at least one buff to purge.
New: two keywords for exclude-units:
'hostile' and 'friendly'
Example: MyGroupName,SB_Renew,*,hostile
This button will be hidden on hostile units (= it will only be shown on friendly units)
New: Spell ranks have been removed (multiranking too)
New: Macro buttons support now '[target=unit#]'
Here unit# will be rpalced at runtime with the unit the button is attached to.
Example: /target [target=unit#]
Improved: Verification of buttons while configuring the addon

And last but not least:
!!! Improved: Internals are mostly rewritten from scratch for better performance !!!

Please refer to 'z_historic_Changelog.txt' for older changes.

Known problems:
XPerl's partypets get no buttons
Optional Files (2)
File Name
Version
Size
Author
Date
Type
2.1beta4
104kB
09-15-12 11:51 AM
Addon
upload1 RC2
105kB
12-01-10 11:42 AM
Addon


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Unread 02-27-07, 07:09 PM  
Elenesski
A Murloc Raider
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Re: Initial Test

Originally posted by fantomex
I'm testing all the unit action bars looking for a replacement to Group Buttons. I loaded this up and played with it for about an hour today. My initial thoughts:

Adding cast buttons to unit frame is very basic functionality. Much more basic than some of the bells and whistles that have been added. I'd like to see this added before anything else, and without any special functions other than simply being able to target a raid member.
I'm not sure what you mean by cast buttons. The system allows you to cast spells on player, target, etc. units regardless of which unit frame the button is attached to.

While this requires more configuration than other add-ons, the profile system seems to work perfectly, which means I can configure once and don't have to worry about it again. This is the ONLY add-on I've found that does this, and if raid bars worked, I could seamlessly switch between 25-man raid, 10-man raid, and 5-man mode. VERY nice.
That was the intent to handle different raid formats, as well, handle different bosses within the same raid instance by simply switching the mode. Group buttons didn't have a mode/profiling system which is one of its weaknesses.

Adjusting offsets and button size works, but the sliders for the offset are far too sensitive. Adding the ability to actually enter the value by hand would be wonderful.
I am working on offsets that will occur at the group level when assigning to a mode within a profile. With an option panel, you'll be able to choose a size that is relative to the button size or an absolute value. With a relative size, the organization of the buttons will be the same regardless of the button size. With an absolute size, you'd be able to create a set of buttons that encompass the unit frame. This should be in Rev 2.

I'm not sure about button sizes, but will come up with something in a future version. You're the second person to request this.

I will add the ability to enter in a specific number for the sliders in a future version.


Not being able to adjust offsets and size of buttons independently is a huge blocker. This forces me to use different add-ons for party action bars and target action bars. I'd love to see this after raid support.
See above.

This isn't a criticism of this software, because I don't know where the limitation lies: my focus bars consist of macros that cast a spell on the focus IF the focus is friendly, otherwise it casts on the focustarget. This lets me use the same focus action bar for boss fights where the boss is rapidly changing targets. While I can technically still use this mod for that purpose (just copy the macros I've written), I'm still stuck with the same offset/button size as my party action bars, which is a net loss.
Actually, the system handles the hiding/showing of buttons depending on whether the target is hostile or friendly, so it may not be necessary to write macros to differentiate between one or the other. For example, on a priest, you can cast "Mind Blast" which is an offensive spell. If the target is selected with a mob, the button is displayed. If the target is friendly, the button disappears.


When I mouse over the description of the mod in the Blizzard AddOn list, I see credits and a long disclaimer. This really isn't the place for that information.

While this has some shortcomings that prevent me from adopting it at this moment, this is DEFINITELY the replacement to GB I've been looking for. I can't wait for raid support.
I never thought about the text in the AddOn list. I'll fix that for Rev 2. I plan on some more changes; keep checking back for updates. Thanks for the great feedback.

- El
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Unread 02-27-07, 06:26 PM  
fantomex
A Murloc Raider

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Initial Test

I'm testing all the unit action bars looking for a replacement to Group Buttons. I loaded this up and played with it for about an hour today. My initial thoughts:
  • Adding cast buttons to unit frame is very basic functionality. Much more basic than some of the bells and whistles that have been added. I'd like to see this added before anything else, and without any special functions other than simply being able to target a raid member.
  • While this requires more configuration than other add-ons, the profile system seems to work perfectly, which means I can configure once and don't have to worry about it again. This is the ONLY add-on I've found that does this, and if raid bars worked, I could seamlessly switch between 25-man raid, 10-man raid, and 5-man mode. VERY nice.
  • Adjusting offsets and button size works, but the sliders for the offset are far too sensitive. Adding the ability to actually enter the value by hand would be wonderful.
  • Not being able to adjust offsets and size of buttons independently is a huge blocker. This forces me to use different add-ons for party action bars and target action bars. I'd love to see this after raid support.
  • This isn't a criticism of this software, because I don't know where the limitation lies: my focus bars consist of macros that cast a spell on the focus IF the focus is friendly, otherwise it casts on the focustarget. This lets me use the same focus action bar for boss fights where the boss is rapidly changing targets. While I can technically still use this mod for that purpose (just copy the macros I've written), I'm still stuck with the same offset/button size as my party action bars, which is a net loss.
  • When I mouse over the description of the mod in the Blizzard AddOn list, I see credits and a long disclaimer. This really isn't the place for that information.

While this has some shortcomings that prevent me from adopting it at this moment, this is DEFINITELY the replacement to GB I've been looking for. I can't wait for raid support.
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Unread 02-27-07, 03:04 PM  
Skeeve
A Kobold Labourer

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Occurred with version 1.0 rev 1 when clicking the "Config" button on the "options" dialog:

Date: 2007-02-27 22:01:51
ID: 49
Error occured in: Global
Count: 1
Message: ...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua line 444:
attempt to get length of global 'XUGConfigProfiles' (a nil value)
Debug:
[C]: ?
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:444: XUB_ApplyProfile()
[string "XUBOptionsComponent1:OnClick"]:3:
[string "XUBOptionsComponent1:OnClick"]:1
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Unread 02-27-07, 09:16 AM  
Elenesski
A Murloc Raider
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Raid Support

I worked on raids all of last night 4 hours and while I was able to get some buttons to work with CT Raid, it was not consistent. Raids are my current focus and I will work on them until they are complete.

Keep the bug reports coming.

I have fixed the ALT-Z issue in XUB. When you click it to hide the UI, it will hide the XUB buttons. This will be in "1.0 beta rev 2".
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Unread 02-27-07, 02:23 AM  
Elenesski
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Re: Re: total noob

Originally posted by pholtz
3. As I add buttons onto the player and target, those buttons may need to be changed depending on the stance of the warrior. This question may be premature as I have not experimented with it yet, but is the changing of the buttons with the stance supported? how? I dont' seem to be able to find anyting in the documentation.
I'll address the other two points later.

I don't know the warrior class, so this may not apply. However, if you can change the stance in battle, then you need to set up several buttons (likely multiple rows) for each stance, and hope that buttons become disabled depending on which stance you are in.

If you cannot change stances, I recommend you create a macro which changes the XUB mode depending on which stance you want to be in. This changes the buttons according to the stance you are in.

If you can change the stance in battle or don't want to deal with multiple modes, you might want to create a configuration consisting of multiple rows. As you change stances, buttons should become enabled/disabled for you.

A friend of mine does this on his druid. He has one row of buttons for each form he can be in and switches between the forms in combat. When it switches, buttons automatically become enabled and disabled.

The reason is the Blizzard restriction of adding/removing buttons while in combat. As a result you have to pre-create all of the buttons you need if you could potentially use any of them in combat.

Note, to create a new row of buttons, you use the special group called CR in your profile specification. For example:

Code:
solo,target,rez
solo,target,bandagethem
solo,target,CR
solo,target,prep
solo,target,CR
solo,target,dot
Creates three rows of buttons. The rows contain:
  1. group rez and group bandagethem
  2. group prep
  3. group dot
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Unread 02-26-07, 11:54 PM  
pholtz
A Kobold Labourer

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Re: total noob

Ok, I discovered what I did wrong. I had "attack,ThunderClap,target" instead of "attack,ThunderClap,player".

Now it seems to be working fine, but I do have a few questions.

1. ThunderClap is done by the player, but the "debuff" occurs to the creature(s) around the player. Is it possible to have the button for the ThunderClap remain "inactive" until the effect wears off the target? I see how that may be difficult. It is much better even without this feature, as the button is up by the target where I see the debuff flag. ( I also see how I may not even want to do this, suppose I get an add and the debuff is still in effect on the target. I may want to ThunderClap again even though the target debuff is still active, and I may not want to bother clicking on the new add yet, but if it is possible any instructions would be informative)

2. Continuing to add one button at a time, I am thinking about Battle Shout. This should be attached to the player, not the target. However, my player frame is upper left while the buffs on the player is upper right. It would be nice if they were near each other. This may not be a Xub problem but a problem with the buff positioning. Could you either recommend a Xub fix, or another add on that will help me?

3. As I add buttons onto the player and target, those buttons may need to be changed depending on the stance of the warrior. This question may be premature as I have not experimented with it yet, but is the changing of the buttons with the stance supported? how? I dont' seem to be able to find anyting in the documentation.

Thank you for a great product, and your continued effort to improve it.
Last edited by pholtz : 02-27-07 at 12:01 AM.
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Unread 02-26-07, 08:42 PM  
Elenesski
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Re: no raid buttons :(

Originally posted by EvilDevil
great work dude!

but....


hmm ... i only see --NOT SUPPORTED YET--
which one are supportet?

Tested: xperl raid frame, CTraid, Agunitframes

Do I make something wrong ?
You didn't do anything wrong; I made a mistake before releasing the mod. Raids are broken, but the change is minor, and you'll see the changes in Revision 2. Possibly tonight.
Last edited by Elenesski : 02-26-07 at 08:50 PM.
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Unread 02-26-07, 08:39 PM  
Elenesski
A Murloc Raider
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Re: total noob

Originally posted by pholtz
Sorry for being a total noob, just downloaded this mod and it looks promising. Took my lowest level char to experment with, a level 12 Warrior. I left the pregenerated buttons alone, didn't not add any custom buttons. I first added the following group.

attack,ThunderClap,target

and the following mode:

solo,target,attack

The button seemed to work correctly, appearing when I had the rage to use it. I did make a slight change to the x,y offset (I am using Blizzard UI).

So far, so good. I then added the following before the ThunderClap line in the group.

attack,Charge,target

So now I should have two buttons next to the target. When I type /xub p, I get the two buttons briefly showing where they should be. When I target an enemy the charge button appears or dissapears correctly now depending on distance and whether I'm in combat or not. But even though I do have the rage (and can use Thunderclap from the original bar at the bottom of the screen), the Thunderclap button now doesn't appear.

What am I doing wrong?
I went ahead and created a new warrior. And had some initial start up issues. I'm going to have to change how buttons are displayed; after logging off and logging back on, I reapplied the profile and things were working better. Sorry if that part caused your issues.

Anyway, I created this "Test" group. I used the Group Maker function to do it more quickly.
Code:
Test,Attack,player
Test,HeroicStrike,*
Test,BattleStance,player
Of course the first question you'll ask is why did I pick "player" and "*". The reason is, I know that Attack and Battle Stance are actions/spells that would normally be done by the player.

For example, "Attack" is something I tell the player to do. "Battle Stance" is something the player does. The "*" is converted into whatever unit I assign the group to. I could have said "Test,HeroicStrike,target", and this would have worked fine when assigned to the target frame, but would get confusing if I attached it to the focus frame or the (soon to be implemented) "target of target" frame -- because clicking any of the three buttons would cause the Heroic Strike to occur ONLY against the target.

A "*" means the button becomes "Test,HeroicStrike,target" on the target frame, "Test,HeroicStrike,focus" on the focus frame and Test,HeroicStrike,tot" on the target of target frame, if I assign the group to those units.



I used this profile setting:
Code:
solo,target,Test
This assigns the "Test" group to the target frame. The Attack and Battle Stance actions, when clicked, will occur against the player. The Heroic Strike will occur against the target because it converts the "*" to the unit frame.


After "/xub p solo":
  • the three buttons appeared briefly for the target then disappear (normal operation).
  • When I selected a target, two buttons appear; Attack and Battle Stance. The middle button is "empty".
  • I attack a target and when I get 15 rage, the Heroic Strike button appears.
  • When rage falls below 15 the button disappears; such as clicking the Heroic Strike button or killing the mob and waiting for the rage to go down to zero.
  • When I deselect the target, all the buttons disappear.
  • If I select another target and my rage is over 15, I see all three buttons, otherwise, I see the first and third buttons.

Hope that helps.
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Unread 02-26-07, 05:31 PM  
pholtz
A Kobold Labourer

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total noob

Sorry for being a total noob, just downloaded this mod and it looks promising. Took my lowest level char to experment with, a level 12 Warrior. I left the pregenerated buttons alone, didn't not add any custom buttons. I first added the following group.

attack,ThunderClap,target

and the following mode:

solo,target,attack

The button seemed to work correctly, appearing when I had the rage to use it. I did make a slight change to the x,y offset (I am using Blizzard UI).

So far, so good. I then added the following before the ThunderClap line in the group.

attack,Charge,target

So now I should have two buttons next to the target. When I type /xub p, I get the two buttons briefly showing where they should be. When I target an enemy the charge button appears or dissapears correctly now depending on distance and whether I'm in combat or not. But even though I do have the rage (and can use Thunderclap from the original bar at the bottom of the screen), the Thunderclap button now doesn't appear.

What am I doing wrong?
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Unread 02-26-07, 05:21 PM  
[email protected]
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total noob

Sorry for being a total noob, just downloaded this mod and it looks promising. Took my lowest level char to experment with, a level 12 Warrior. I left the pregenerated buttons alone, didn't not add any custom buttons. I first added the following group.

attack,ThunderClap,target

and the following mode:

solo,target,attack

The button seemed to work correctly, appearing when I had the rage to use it. I did make a slight change to the x,y offset (I am using Blizzard UI).

So far, so good. I then added the following before the ThunderClap line in the group.

attack,Charge,target

So now I should have two buttons next to the target. When I type /xub p, I get the two buttons briefly showing where they should be. When I target an enemy the charge button appears or dissapears correctly now depending on distance and whether I'm in combat or not. But even though I do have the rage (and can use Thunderclap from the original bar at the bottom of the screen), the Thunderclap button now doesn't appear.

What am I doing wrong?
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Unread 02-26-07, 03:49 PM  
EvilDevil
A Kobold Labourer

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no raid buttons :(

great work dude!

but....
Added support for raid members and raid pets
hmm ... i only see --NOT SUPPORTED YET--
which one are supportet?

Tested: xperl raid frame, CTraid, Agunitframes

Do I make something wrong ?
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Unread 02-26-07, 11:45 AM  
Szandos
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Both changes in Rev 1 tested and work perfectly
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Unread 02-26-07, 10:37 AM  
shinx
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aUFgroupgroup1UnitButton1 = Raidmember 1 in Group 1
aUFgroupgroup1 = RaidGroup 1

@ag_unitframe

how i can get this to work ?
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Unread 02-26-07, 10:02 AM  
Elenesski
A Murloc Raider
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XUB v1.0 Beta Revision 1 - Released

1.0 BETA Revision 1 released with these changes ...


Originally posted by Szandos
Also, the documentation (which is very much improved!) states "Sister-spells". Does that mean you have support for more than one sister spell? How do I delimit them?
Sister-Spells are separated with a "/" (same as debuff) but that will be in the 1.0 beta revision 1 release. It's actually functionality I planned to add but forgot. It's working now.

Originally posted by Szandos
Bug report:
I set up my settings like I want them. Then exit and enter the game again. I type /xub p to bring up my buttons. Everything looks great.

Now, type /xub c and then choose "Options". All settings are reverted back to default.... However, if you instead type /xub o it loads the saved settings.
Modified how the options start to seed for options, config and unit frames. It's funny ... I fixed it for config (before I released it if you went into Unit Frames first then into config it didn't show any config information).
Last edited by Elenesski : 02-26-07 at 10:04 AM.
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Unread 02-26-07, 09:26 AM  
Elenesski
A Murloc Raider
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Re: Dont get it to work

Originally posted by thomasd70
Hi!
Have read the documentation but still have no clue

Can you please make a step bye step for 1 button so i can get started.

/Thomas
I'll modify the documentation with a step-by-step guide. Good Idea. Thanks.
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