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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
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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 11-30-07, 06:58 AM  
tayedaen
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Hi !

Just to give you a small update:
Version 1.9 is coming along nicely here.
The big new feature of 1.9 will be 'Multibuttons'. That means: Multiple clicks are possible.
For macros (and USE-Buttons), all clicks will just result in the same action (eg. Macro started).
However if a macro use modifiers in it's code, then this should work as intended in the future.

Both support for SHIFT/ALT/CTRL and multiple mouseclickes (left, right middle, click4) will be added.

However I am not sure about the UI yet.

My current plans are (MB=mousebutton, KB=Keyboardbutton):
Code:
destination    	MB-Target    	KB-Target
-----------------------------------------------
frameunit	LeftClick 	no modifier
player	    	RightClick	ALT
target	    	MiddleClick	SHIFT
focus	    	Button4Click	CTRL
		
rank		MB-Ranked mode 	KB-Ranked mode
-----------------------------------------------
max 		LeftClick	no modifier
middle	    	RightClick	ALT
Rank 1	    	MiddleClick	SHIFT


Examples showing how ranking will be defined (can only be defined in 'Custom Buttons'):
CB_Renew1,buff,Renew,,Renew                        [eg. a standard button]
CB_Renew2,buff,Renew,MB-Ranked,Renew
CB_Renew3,buff,Renew,KB-Ranked,Renew
CB_Macro1,macro,496,/cast [button:2,target=player] Renew; [help] Renew
		
Examples showing how targeting will be defined (can only be defined in 'Group Specifications'):
group1,CB_Renew,*                        [eg. a standard button]
group2,CB_Renew,MB-Target		
group3,CB_Renew,KB-Target
group4,CB_Renew2,KB-Target
group5,CB_Renew3,MB-Target
A combination of both is possible (see group4 and group5).
Combining two of the same modfiers is allowed, but I think it makes no sense
For example : 'group6,CB_Renew2,MB-Target' will result in some strange behaviour. Try to figure out what happens and have fun !

Any comments on these plans? Suggenstions anyone ?

best regards
tay
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Unread 11-27-07, 08:45 PM  
paladindrome
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Originally posted by tayedaen
Unfortunately he made a type in his post so that he wrote UnitDebuff two times.
#@!%#

Serves me right for posting 20 mintues before my flight. Stupid (me) paste error <grumble>


#@!%#

Drome
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Unread 11-27-07, 04:21 PM  
Cosmic Cleric
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Originally posted by tayedaen
EDIT:
I've just read Paladindrome's post in UI-forum.
And he is completely right ;-)
Unfortunately he made a type in his post so that he wrote UnitDebuff two times.
What we would need is an API enhancement for UnitBuff, giving the BUFFTYPE.
We have now:
Code:
for Debuffs:
name, rank, texture, count, debuffType, duration, timeLeft  =  UnitDebuff(unitID, debuffIndex [, removable]);
and for Buffs:
name, rank, texture, count, duration, timeLeft =  UnitBuff(unit, buffIndex [, castable]);
We would need:
Code:
change for the API UnitBuff:
name, rank, texture, count, buffType, duration, timeLeft  =  UnitBuff(unitID, debuffIndex [, castable]);
Can somebody please suggest this in the suggestion thread ?

God, I HATE it that I can't post there since I am an EU customer.
Why do we have less contact to the developers only because we are from europe? Do we pay less ? [/rant end]
I posted both in the thread I had started, as well as the thread that was quoted for making requests for new api and/or changes...

New API request post for XUB

PLEASE double-check me on the post, as I mixed and matched text from posts both you and drome made together, and may have missed something.
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Unread 11-27-07, 03:38 AM  
tayedaen
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Originally posted by Cosmic Cleric
Its valid to call Dispel on a friendly target and an UNfriendly target, so your suggested fix wouldn't work (unless there's more to it than the UnitISFriendly call?).
Yes, I know.
Basically Dispel Magic is a spell that removes magical debuffs from friendly targets or magical buffs from enemy targets.

So the UnitIsFriendly check should determine on which kind of spells we should be looking for.
If friendly: Look for magical Debuffs (easy to do).
If hostile: Look for Buffs (like Purge already does, but this time only for magical ones. This is nearly impossible, since we do not know the Buff-Type)
We could then declare the button like this: '_DispelMagic,debuffblink,Dispel Magic,,DispelM'

But I am still thinking if there isn't a better solution. Perhaps I'll find something better

cu
tay

EDIT:
I've just read Paladindrome's post in UI-forum.
And he is completely right ;-)
Unfortunately he made a type in his post so that he wrote UnitDebuff two times.
What we would need is an API enhancement for UnitBuff, giving the BUFFTYPE.
We have now:
Code:
for Debuffs:
name, rank, texture, count, debuffType, duration, timeLeft  =  UnitDebuff(unitID, debuffIndex [, removable]);
and for Buffs:
name, rank, texture, count, duration, timeLeft =  UnitBuff(unit, buffIndex [, castable]);
We would need:
Code:
change for the API UnitBuff:
name, rank, texture, count, buffType, duration, timeLeft  =  UnitBuff(unitID, debuffIndex [, castable]);
Can somebody please suggest this in the suggestion thread ?

God, I HATE it that I can't post there since I am an EU customer.
Why do we have less contact to the developers only because we are from europe? Do we pay less ? [/rant end]
Last edited by tayedaen : 11-27-07 at 11:29 AM.
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Unread 11-26-07, 05:51 PM  
Cosmic Cleric
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Originally posted by tayedaen
Hi !

I've read the conversation there, and they are mostly right.
That means: Yes, WowWiki sometimes has errors, and Yes, 'IsSpellInRange' is probably the wrong API call for our case here.
Please ask them for a recommendation on what API call to use in this special case.

If they do not answer seomthing helpfull then I'l try finding my own solution.
I have an idea here (using 'UnitIsFriendly(Player,Button.destination)' ), but I am not sure about the impact this would have on other spells at the moment.

cu
tay
I asked, there isn't any. They want you to code for each individual spell on its own basically.

Perhaps for Dispell (and Purge?) check to see if there's any buffs/debuffs on the target before deciding on showing the button or not?

EDIT: Its valid to call Dispel on a friendly target and an UNfriendly target, so your suggested fix wouldn't work (unless there's more to it than the UnitISFriendly call?).
Last edited by Cosmic Cleric : 11-26-07 at 05:52 PM.
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Unread 11-26-07, 01:40 PM  
tayedaen
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Hi !

I've read the conversation there, and they are mostly right.
That means: Yes, WowWiki sometimes has errors, and Yes, 'IsSpellInRange' is probably the wrong API call for our case here.
Please ask them for a recommendation on what API call to use in this special case.

If they do not answer seomthing helpfull then I'l try finding my own solution.
I have an idea here (using 'UnitIsFriendly(Player,Button.destination)' ), but I am not sure about the impact this would have on other spells at the moment.

cu
tay
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Unread 11-26-07, 12:19 PM  
Cosmic Cleric
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Originally posted by tayedaen
Your target is debuffed with magic, so the debuff logic enables the button.
But normally XUB would detect that the button is uncastable on the current target.
This seems to fail for Dispel Magic. Blame it on Blizzard.

Technical details about what exactly fails here:
The call for "IsSpellInRange(myButton.FullSpellName,myButton.Unit)" should return NIL (see case 1), but does not.
Code:
        -- Disable the button if it is not in range or valid for the unit or if that unit is in a duel
        if ( myButton.Unit ~= "player" ) then
            local inRange = IsSpellInRange(myButton.FullSpellName,myButton.Unit)
            if ( inRange == nil ) then
                -- this means either (from WoWWiki)
                -- 1. The spell cannot be cast on the unit. i.e. attempting to check range using 'Frostbolt' on a party member will always return 'nil', similarly testing 'Heal' against an enemy target will also return nil.
                -- 2. If the unit is not 'visible' (see API UnitIsVisible) then you will get a nil, and not a '0' as you might expect.
                -- 3. The unit doesnt exist (e.g. 'target' when you have nothing targetted)
                -- 4. The current player does not know this spell (so you cannot use 'Heal' to test 40 yard range for anyone other than a priest)
                myButton.State = STATE_INVALID;
                return;
            elseif ( inRange == 0 ) then
                -- this means the target is not in Range
                myButton.State = STATE_INVALID;
                return;
            end
        end
So in the end, there is nothing that I can do here.
I could code Dispel Magic as a special case (eg write code that explicitely checks if the spell is Dispel Magid, and the target is hostile), but I'd rather avoid too many special cases.

cu
tay
Well, we need to have this fixed one way or another, as its invalid for the button to be enabled in this case. Is there a seperate api call that tests the validity of a target for a spell cast that could be used as well/instead?

I posted about this on the WoW UI/Macro forum: WoW UI/Macros Forum thread about IsSpellInRange

Was getting some resistance from a major add-on developer (Cogwheel) about if its valid to depend on IsSpellInRange to determine if its valid to cast a spell or not. I actually argued your perspective on the api call. Take a look at the conversation and let me know what you think about it?
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Unread 11-26-07, 04:33 AM  
tayedaen
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Originally posted by Cosmic Cleric
Any thoughts on the SW:P issue I reported three posts down? I've mentioned it a couple of times now over the last month or two, was hoping you would comment on it?

EDIT: Er three posts not two.
Your target is debuffed with magic, so the debuff logic enables the button.
But normally XUB would detect that the button is uncastable on the current target.
This seems to fail for Dispel Magic. Blame it on Blizzard.

Technical details about what exactly fails here:
The call for "IsSpellInRange(myButton.FullSpellName,myButton.Unit)" should return NIL (see case 1), but does not.
Code:
        -- Disable the button if it is not in range or valid for the unit or if that unit is in a duel
        if ( myButton.Unit ~= "player" ) then
            local inRange = IsSpellInRange(myButton.FullSpellName,myButton.Unit)
            if ( inRange == nil ) then
                -- this means either (from WoWWiki)
                -- 1. The spell cannot be cast on the unit. i.e. attempting to check range using 'Frostbolt' on a party member will always return 'nil', similarly testing 'Heal' against an enemy target will also return nil.
                -- 2. If the unit is not 'visible' (see API UnitIsVisible) then you will get a nil, and not a '0' as you might expect.
                -- 3. The unit doesnt exist (e.g. 'target' when you have nothing targetted)
                -- 4. The current player does not know this spell (so you cannot use 'Heal' to test 40 yard range for anyone other than a priest)
                myButton.State = STATE_INVALID;
                return;
            elseif ( inRange == 0 ) then
                -- this means the target is not in Range
                myButton.State = STATE_INVALID;
                return;
            end
        end
So in the end, there is nothing that I can do here.
I could code Dispel Magic as a special case (eg write code that explicitely checks if the spell is Dispel Magid, and the target is hostile), but I'd rather avoid too many special cases.

cu
tay
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Unread 11-26-07, 03:21 AM  
Cosmic Cleric
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Originally posted by tayedaen
Hi,
I just posted a new version, 1.9 beta 1:
Changelog:
-------------
CHANGED: updated toc for patch 2.3
CHANGED: improved PerfectRaid support
ADDED: multiple GUI improvements all coded by Cosmic Cleric
- additional slider for the INVALID_ALPHA
- additional option box for 'Use Global Dim'
- additional option box for 'Cooldown Spinner'
- additional option box for 'Global Cooldown'
- additional option box for 'Show Decimal Values in Cooldown'
- 'Apply' button changed to 'Save Changes'
ADDED: handling for the shaman spell 'Purge'
The way I implemented it is:
I added a new debuff type: "Purge", that will react to any buff.
Example: CB_Purge,debuff,Purge,,Purge
This creates custom button type debuff, with the debuff type set to "Purge".
A debuff button declared with "Purge" will be shown if any buff is active on the target
FIXED: fixed a bug with OnValueChanged that resulted in an error in 'FrameXML.log'

Please post your results in the subforum of the new release.

have fun
tay
Any thoughts on the SW:P issue I reported three posts down? I've mentioned it a couple of times now over the last month or two, was hoping you would comment on it?

EDIT: Er three posts not two.
Last edited by Cosmic Cleric : 11-26-07 at 03:21 AM.
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Unread 11-25-07, 12:32 PM  
tayedaen
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Hi,
I just posted a new version, 1.9 beta 1:
Changelog:
-------------
CHANGED: updated toc for patch 2.3
CHANGED: improved PerfectRaid support
ADDED: multiple GUI improvements all coded by Cosmic Cleric
- additional slider for the INVALID_ALPHA
- additional option box for 'Use Global Dim'
- additional option box for 'Cooldown Spinner'
- additional option box for 'Global Cooldown'
- additional option box for 'Show Decimal Values in Cooldown'
- 'Apply' button changed to 'Save Changes'
ADDED: handling for the shaman spell 'Purge'
The way I implemented it is:
I added a new debuff type: "Purge", that will react to any buff.
Example: CB_Purge,debuff,Purge,,Purge
This creates custom button type debuff, with the debuff type set to "Purge".
A debuff button declared with "Purge" will be shown if any buff is active on the target
FIXED: fixed a bug with OnValueChanged that resulted in an error in 'FrameXML.log'

Please post your results in the subforum of the new release.

have fun
tay
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Unread 11-25-07, 06:50 AM  
fredddredd
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Re: Purge Blink

Originally posted by tayedaen
Hm, Purge is really difficult.
Uusually the target has buffs on it, when you want to use purge.
So the button type DEBUFF does not work, since the target is not debuffed
The button type BUFF is not working since you would have to explicetely name all buffs that should enable the purge button.

We would need some sort of check that tells us: The target has at least one buff.

I'll think about it, and see I find something

cu
tay
Thanks

Clearly the server knows that the target has something appropriately PURGEable on it, or the spell couldn't work. I guess the question is whether and how that information is available. Meanwhile, I guess I stick to trying to remember to check the trarget visually.

(I'd considered whether it would work if I named the spells. The trouble is there are just too many of them for it to be practical in all but the most specific, "I've really got to keep that buff supressed", circumstances.)
Last edited by fredddredd : 11-25-07 at 06:54 AM.
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Unread 11-24-07, 02:53 PM  
Cosmic Cleric
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Re: Re: Blink

Originally posted by paladindrome
I havent realy looked at this in the past - I know that we get limited information on hostile mobs - I dont know if this is due to that. I will play with my Priest and see if I can come up with something.

Drome.
When you're doing this, could you all take a look at the SW:P issue?

If my priest puts a SW:Pain on an enemy target, my Dispell Magic button lights up on the target frame, even though I cannot (oblviously) dispell my own debuff I just applied to a mob.

Code:
_DispelMagic,debuffblink,Dispel Magic,,Magic
EDIT: Added button definition.
Last edited by Cosmic Cleric : 11-24-07 at 02:54 PM.
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Unread 11-24-07, 11:28 AM  
tayedaen
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Re: Blink

Originally posted by fredddredd
I've been using XUB ever since GroupButtons died, and it's been superb - everything I've needed. Suddenly I'm trying to do something that ought to be simple, but I'm darned if I can get it to work - I'm wondering if I'm missing something obvious.

In summary - I want a button for my Shaman's "Purge" spell that will blink whenever my target has a removable effect on it. Ideally on the target frame (which is where I've been trying to put it), but elsewhere if that's what i have to do. I saw something in the fix notes that seemed to suggest that buffs and debuffs were reversed for the purposes of buffblink and debuffblink on the target frame, but maybe I misunderstood; at any rate, neither seem to do the job as I'm trying it right now. For example, _Purge,buffblink,Purge,,Magic blinks whether or not the target has a removable buff; _Purge,debuffblink,Purge,,Magic doesn't blink (or even appear) at all.

If anyone has solved this, or knows what I'm missing, I'd appreciate advice on how to go about it. I'm running "1.8 RC5", apparently.
Hm, Purge is really difficult.
Uusually the target has buffs on it, when you want to use purge.
So the button type DEBUFF does not work, since the target is not debuffed
The button type BUFF is not working since you would have to explicetely name all buffs that should enable the purge button.

We would need some sort of check that tells us: The target has at least one buff.

I'll think about it, and see I find something

cu
tay
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Unread 11-24-07, 09:36 AM  
paladindrome
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Re: Blink

Originally posted by fredddredd
In summary - I want a button for my Shaman's "Purge" spell that will blink whenever my target has a removable effect on it. Ideally on the target frame (which is where I've been trying to put it), but elsewhere if that's what i have to do.

I havent realy looked at this in the past - I know that we get limited information on hostile mobs - I dont know if this is due to that. I will play with my Priest and see if I can come up with something.

Drome.
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Unread 11-24-07, 09:34 AM  
paladindrome
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Re: XUB bug reported by WoW's log file

Originally posted by Cosmic Cleric
Code:
11/23 16:15:42.453  Loading add-on eXtremeUnitButtons
11/23 16:15:42.453  ** Loading table of contents Interface\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.toc
11/23 16:15:42.453  ++ Loading file Interface\AddOns\eXtremeUnitButtons\XUBOptions.xml
11/23 16:15:42.453  Frame XUB_OptionsYOffset: Unknown script element OnValueChanged
Good catch. This has been around since at least 1.6, the XUBOptions.xml file has:

Code:
  <Scripts>
     <OnUpdate>XUB_SliderLowHigh("YOffset","-1000","1000",1,"%d");</OnUpdate> 
     <OnMouseWheel>XUB_Scroll("YOffset",arg1);</OnMouseWheel> 
     <OnValueChanged>XUB_SliderLowHigh("YOffset","-1000","1000",1,"%d",XUB_OptionsYOffsetEdit);</OnValueChanged> 
  </Scripts>
the XOffset does not have the <OnValuechanged> element, I will take it out of the trunk.

Hopefully we will have developer discussions on code.google.com soon - and be able to leave this to user discussions (everyone invited of course).

Thanks,

Drome
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