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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 11-23-07, 07:45 PM  
Cosmic Cleric
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Exclamation XUB bug reported by WoW's log file

FYI, saw this in Logs\FrameXML.log file, figured I'd let you know about it...

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
This is using the 1.8GA versioin of XUB with the changes I made to the Options window.
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Unread 11-22-07, 03:49 PM  
Cosmic Cleric
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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.
There may be a bug issue with this too, and not your configuration woes. 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.

Anyway, here's how I have my button setup...

Code:
_DispelMagic,debuffblink,Dispel Magic,,Magic
This works great for dispelling dispellable debufs from friendly targets and buffs from enemy targets. As I mentioned, the only side effect is that things I should not be able to dispell makes the button blink.

Hope this info helps.
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Unread 11-22-07, 02:28 AM  
fredddredd
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Blink

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.
Last edited by fredddredd : 11-22-07 at 02:36 AM.
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Unread 11-21-07, 08:18 PM  
xjtufans
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Originally posted by paladindrome
Try the X,Y option off of the profile.

Code:
normal,player,SomeGroup
normal,target,OtherGroup,-400,0
normal,party,ThirdGroup,25,300
Play with the numbers to get them right.

Drome
Very thanks, your plugin is a very good plugin, just a litter complicated to set,but now I know all.
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Unread 11-21-07, 10:47 AM  
sag_ich_nicht
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Originally posted by paladindrome
XPerl and straight forward config.

The line that is causeing the taint is caused by a raid or party change - so i assume that a party/raid member has joined or left. I have a fix I am testing, but it is a brute force appoach (defer updating buttons untill after combat). At one level this is what Blizz wants - but there may be a better approach.

Drome
From what I've read, this seems to be the best approach to remove the taint, but if you have a better solution I'd be glad to see it.
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Unread 11-21-07, 08:08 AM  
paladindrome
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Originally posted by xjtufans
could you support buttons for player locate on the player unit frame right, butoons for target locate on the target unit frame left?
Try the X,Y option off of the profile.

Code:
normal,player,SomeGroup
normal,target,OtherGroup,-400,0
normal,party,ThirdGroup,25,300
Play with the numbers to get them right.

Drome
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Unread 11-20-07, 07:46 PM  
xjtufans
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Originally posted by Cosmic Cleric
In the PROFILE section of the Configuration page, you create an entry like this...

Code:
normal,player,SomeButtons
normal,player,CR
normal,player,EvenMoreButtons
In the above example, my 'normal' profile has a group called 'player', and I'm adding a carriage return 'CR' to it. So 'EvenMoreButtons' buttons will appear below the 'SomeButtons' buttons.
That's great. Thanks.
I just have one question, that all buttons locate on the same relative position of different unit frame, could you support buttons for player locate on the player unit frame right, butoons for target locate on the target unit frame left? Then I think this is a perfect plugin, Thanks.
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Unread 11-19-07, 01:19 AM  
Cosmic Cleric
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Tay, can't reply to your post

Tay, when I try to reply to your post with the options for the multiple clicks for a single button post, I get
The connection to the server was reset while the page was loading.
errors from the web server. I'm hitting a limit, too much text in my message at the web server hangsl

Anyway, here's my reply to your post a couple of posts below this one...

Couldn't we just do one of the following for now...

* Add another argument to the special button definition line defining if its a left, center, or right button click that activates?

* If a spell that has multiple ranks is assigned to a button, just auto-default the left button to the highest rank, the middle button to the middle rank, and the right button to the lowest rank of the spell?

The first option gives more control to the add-on user but takes more configuration work, the second option is easier for the add-on user to configure but less sophistication in the definition. For the second option, if they specify a rank in the definition, then all buttons would do the spell at that rank.

What do you think?
Last edited by Cosmic Cleric : 11-19-07 at 01:26 AM.
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Unread 11-19-07, 01:16 AM  
Cosmic Cleric
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Originally posted by xjtufans
This is a good plugin, but I don't know how to set use two rows.
I have set a profile and add many buttons to this profile, but these buttons all on one row.
And I also have anthoer issue, all buttons on the same posotion of the different frame, I'd like to the buttons for party on the party frame right, the buttons for target on the tartget frame left, could you support this?
Thanks.
In the PROFILE section of the Configuration page, you create an entry like this...

Code:
normal,player,SomeButtons
normal,player,CR
normal,player,EvenMoreButtons
In the above example, my 'normal' profile has a group called 'player', and I'm adding a carriage return 'CR' to it. So 'EvenMoreButtons' buttons will appear below the 'SomeButtons' buttons.
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Unread 11-18-07, 07:13 PM  
xjtufans
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This is a good plugin, but I don't know how to set use two rows.
I have set a profile and add many buttons to this profile, but these buttons all on one row.
And I also have anthoer issue, all buttons on the same posotion of the different frame, I'd like to the buttons for party on the party frame right, the buttons for target on the tartget frame left, could you support this?
Thanks.
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Unread 11-18-07, 05:22 PM  
tayedaen
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Re: Re: Re: Assign multiple clicks to a single unit frame button/macro

Originally posted by Dekarath
Macro buttons also seem to not pick up button 2 or button 3 presses.
.
.
.

Are there any plans to make it so that the buttons will recognize clicks other than with button1?

Another thing that would be nice (if possible) would be support for macro buttons to support range information. I don't know if this is hard/impossible, but given that creating a standard macro button with /castsequence will display ranging/useability icons if created, I'm hoping it's do-able.
Hm.
We could assign the same functionality ("cast macro X") for different clicks on one button.
Then your macro would work as intended.
This could be done in the near future, but it's somewhat ugly.

It would be much better to change the whole UI so that we could assign different functionality to different clicks, something that simply is not possible with the current UI.
So in the end you would no longer use a macro but you would assign a different action to each different click.
This would take much more time.

A third possibility would be to totally rewrite the addon by using a lot of code from another addon.
Let me explain.
The best button addon I know at the moment is Moongaze's "Lunarsphere" (available here)
The buttons and the assignment UI there are nearly perfect.
Now a possible plan for the future of XUB could be to take code from Lunarsphere, and mix it with XUB
The new version would have buttons attached to units instead to a single sphere, but we could keep the whole UI and functionality of LunarSphere.
We could call this LunarizedUnitButtons or simply LUB
Of course we would need Moongaze's approval for this.

cu
tay
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Unread 11-18-07, 03:50 PM  
Dekarath
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Re: Re: Re: Re: Assign multiple clicks to a single unit frame button/macro

Originally posted by Cosmic Cleric
Well I'm not the developer on this, just a full-time tester and sometimes helpful coder. I actually would like to see the same feature, and asked for it a long time ago. The reply I got back was to use multiple buttons to mimic the effect of a left/center/right click feature. Maybe if Tay reads this he may reconsider such a feature? /crosses fingers



Tay and/or Paladindrome will have to speak towards this reqeust, as I have not even looked at the macro code and have no idea if its possible or not to do.
I feel your pain. I know just enough LUA to do some minor tweaks, occasionally fix some older broken mods (or at least work around the problems), and otherwise get myself in deep trouble.

BTW, this mod definitely is one of my top 5 "have-to-have" addons... in fact, I'd have to say it's in my top 2, especially when it comes to my priest. A while back one of the Blizzard patches resulted in my group background texture being reenabled, and that was making it impossible for me to push the buttons above my groupmates that were overlapped by the background. I almost had to stop playing my priest until I figured out what was going on. It makes that much difference in my playstyle. Awesome mod. Of course, that just makes me want the nice tweaks I noted that much more.

Thanks for the quick response. Nice to know that there devs & testers are actively watching the commentary.
-Dek
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Unread 11-18-07, 12:58 PM  
Cosmic Cleric
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Re: Re: Re: Assign multiple clicks to a single unit frame button/macro

Originally posted by Dekarath
Are there any plans to make it so that the buttons will recognize clicks other than with button1?


Well I'm not the developer on this, just a full-time tester and sometimes helpful coder. I actually would like to see the same feature, and asked for it a long time ago. The reply I got back was to use multiple buttons to mimic the effect of a left/center/right click feature. Maybe if Tay reads this he may reconsider such a feature? /crosses fingers

Another thing that would be nice (if possible) would be support for macro buttons to support range information. I don't know if this is hard/impossible, but given that creating a standard macro button with /castsequence will display ranging/useability icons if created, I'm hoping it's do-able.
Tay and/or Paladindrome will have to speak towards this reqeust, as I have not even looked at the macro code and have no idea if its possible or not to do.
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Unread 11-18-07, 12:15 PM  
Dekarath
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Re: Re: Assign multiple clicks to a single unit frame button/macro

Originally posted by Cosmic Cleric
You can't, that functionality currently does not exist. I'd love to see it too, but the solution right now is to have multiple buttons, and have them visible/invisible based on the criteria a person puts in.

For example, for a priest...

Code:
_Heal2,health,Heal,Rank 2,429
_Heal1,health,Heal,Rank 1,307
This is two buttons, one that is for Heal Rank 1, which becomes visible when the target has taken 307 damage, and Heal Rank 2 when the target has taken 429 damage.

EDIT: Just a clarification, when I say "You can't" thats based on the current buttons available. I don't know if a macro button would do what you want or not, I don't use them. Only healing, buffing, debuffing, and use button types.
Macro buttons also seem to not pick up button 2 or button 3 presses. I was trying to set up a macro button for my 'lock, based on my current "kiting" macro:
/castsequence [button:1] reset=combat/target/shift Curse of Exhaustion, Siphon life, Corruption; [button:2] Unstable Affliction, Immolate

This is set up so that any time I have enough room between myself and the mob to cast one of the spells that requires me to be stationary and takes a bit of casting time, I can quickly do it without having to move the mouse around. This doesn't work if I create it as an XUB button, because the button2 isn't recognized.

Are there any plans to make it so that the buttons will recognize clicks other than with button1?

Another thing that would be nice (if possible) would be support for macro buttons to support range information. I don't know if this is hard/impossible, but given that creating a standard macro button with /castsequence will display ranging/useability icons if created, I'm hoping it's do-able.
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Unread 11-17-07, 09:47 PM  
Cosmic Cleric
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Re: Assign multiple clicks to a single unit frame button/macro

Originally posted by Med
Hello,

First, let me say thanks for creating this mod. I have used Benecast and GroupButtons in the past and this mod is perfect for my needs with the exception of this:

How do I assign multiple clicks to a single unit frame button?

For example, I want to assign 3 clicks to one button that will be attached to party frames. Let's say this button will be for Flash Heal ranks 1, 5, and 9. If I left-click this button, I want it to cast rank 9. If I right-click it, I want it to cast rank 5. If I center-click it, I want it to cast rank 1. This is possible with a macro...you can actually set this up in the standard Blizz UI...here is the text of such a macro:

/cast [button:1] Flash Heal(Rank 9); /cast [button:2] Flash Heal(Rank 5); /cast [button:3] Flash Heal(Rank 1)

I already tried using this as a macro button in XUB, but XUB doesn't seem to recognize buttons other than button 1. At the moment, I am only using the standard Blizz frames. Am I missing something? Please help.

Many thanks.
Just curious, based on a post by Slouken, having tainted log entries by itself is not necessarily a bad thing...

http://forums.worldofwarcraft.com/th...d=1&pageNo=1#3

I'm not sure how to interpret the log, I thought I had read that the first add-on on the list that has the taint message is the real culprit. Are you sure this is a XUB issue/problem?
Last edited by Cosmic Cleric : 11-17-07 at 09:48 PM.
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