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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)
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Size
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Date
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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 04-19-07, 11:39 PM  
Cosmic Cleric
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Pet Commands?

Does anyone know if pet commands, like 'Attack' (Ctrl-1), 'Defensive' (Ctrl-9), or 'Passive' (Ctrl-0), etc., can be added to buttons? If so, whats the syntax to do it?
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Unread 04-20-07, 03:00 AM  
Elenesski
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Re: Pet Commands?

Originally posted by Cosmic Cleric
Does anyone know if pet commands, like 'Attack' (Ctrl-1), 'Defensive' (Ctrl-9), or 'Passive' (Ctrl-0), etc., can be added to buttons? If so, whats the syntax to do it?
I was planning on adding these in a future version, but in the interim, I used macros:

_petattack,macro,65,/petattack
_petfollow,macro,232,/petfollow
_petstay,macro,95,/petstay
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Unread 04-20-07, 03:56 AM  
Cosmic Cleric
A Deviate Faerie Dragon
 
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Re: Re: Pet Commands?

Originally posted by Elenesski
I was planning on adding these in a future version, but in the interim, I used macros:

_petattack,macro,65,/petattack
_petfollow,macro,232,/petfollow
_petstay,macro,95,/petstay
Thanks for the reply.

Any way to make them only visible when targeting a hostile opponent?
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Unread 04-20-07, 07:04 AM  
sirspikey
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Re: Re: Re: Re: Little prob

Originally posted by Elenesski
Best thing I can suggest is for you to hack the mod, and add code for this kind of thing. First make a backup copy of the file "eXtremeUnitButtons.lua" so you can quickly replace the file when you are finished.

Next, edit "eXtremeUnitButtons.lua" and go to the function "function XUG_UpdateUnitButtons2(aUnit)" about 2/3rds of the way down the file (or just do a search for it).

Starting at the line for the "function" (where this is line #1), go to line #60, copy in this code:

Code:
if ( aUnit == "target" ) then
    ShowMessage( "Target Buffs+Debuffs: " .. Buffs );
end
Restart the game and go fight a mob that can buff itself with magic. Whatever value appears as the last value past the last "," in the messages will be whatever you need in the debuff. It may very well be that you will need to identify individual spells. To list them, place a slash between the spell names in the CUSTOM BUTTON specification:

_Purge,debuff,Purge,,Spell1/Spell2/Spell3

Remember to restore the "eXtremeUnitButtons.lua" when you are finished.

Regards,
- El
Ok tried it.

It doesn't show the buffs that the target do to it self just those i dot him with.
Tried also to manualy add the specific buff the target use directly to the custom button, in this case Renew was the buff the target used, but then the button didn't show at all.¨

What can I do?

Regards
SirSpikey
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Unread 04-23-07, 10:17 PM  
Elenesski
A Murloc Raider
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XUB works in WOW Version 2.1

XUB works in WOW Version 2.1 (0.1.0 6592 - April 23/07)

I copied one of my characters across to the 2.1 test server and only experienced one minor problem.

It appears that the icons for the macros have changed. Before the patch is available, write down the numbers of your macro buttons with the shape/color of the button. After upgrading, you'll need to change your button numbers.

This problem only affects macros. It doesn't affect the spells or item icons.
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Unread 04-25-07, 11:52 PM  
Hellaciouss
A Defias Bandit

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Thank you! This fixed my problem real quick after some tweaking




Originally posted by pilif
Hi,



While Elenesski's 2.0 update will certainly fix your problem, I myself am using a perfectly working workaround. I am using agUnitFrames and I've the docking set to TOPRIGHT which is perfect for the party members, but which leads to the player attached buttons to overlap the target frame.

But in your profile specification, you can add x and y coordinates. So this is what I did (typing out of my head - and only using one profile and one group - both called "main"):

Code:
main,player,main,-400,180
main,party,main
main,partypet,main
This positions the player buttons 400 units (I don't think it's pixels, I may be wrong though - just enter values and then press "save and apply" and repeat this until you are happy) to the left of the initial anchoring point and 180 pixels down.

For me this means that the player buttons are positioned right-aligned below the player frame.

I know that these coordinates are probably not meant for this, but it still works perfectly well :-)

Philip
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Unread 04-26-07, 09:52 AM  
sirspikey
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Ok, think i figured out why xub doesn't recognise enemytargets buffs (on their selfs) it seems that the command UnitBuff("target",id) or UnitDebuff("target",id) doesn't return anything if the target is hostile. Can it be so? And is their any other command one can use?
Anyone got an idea?
Last edited by sirspikey : 04-26-07 at 09:54 AM.
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Unread 04-27-07, 11:44 AM  
BlackWidow
A Murloc Raider

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Re: Re: Pet Commands?

Originally posted by Elenesski
I was planning on adding these in a future version, but in the interim, I used macros:

_petattack,macro,65,/petattack
_petfollow,macro,232,/petfollow
_petstay,macro,95,/petstay
Thanks for the info, but would rather have seen a post from you saying that you were going to continue your work on the mod

btw guys, does anyone know of unit frames that will work with eXteme Unit Buttons where you can have each unit frame independent of the other. Am using Discord Unit Frames now, but really want to stop using them. They are buggy and to be honest, I really don't want to use anything Discord at all. The way Loz has treated the users of his mods is beyond ridiculous.

Thanks


EDIT quoted the wrong post, meant to quote Elenesski's post re mod working in test realm.
Last edited by BlackWidow : 04-27-07 at 11:46 AM.
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Unread 04-29-07, 12:26 PM  
Elenesski
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Re: Re: Re: Pet Commands?

Originally posted by BlackWidow
Does anyone know of unit frames that will work with eXteme Unit Buttons where you can have each unit frame independent of the other.
This doesn't quite answer your question, but you can create movable unit frames that work with XUB so that you can position your buttons anywhere on the screen that you want. Therefore if you find a Unit Frame mod that you like that is not directly supported by XUB, you can still use the Unit Frame mod with this patch to position the XUB buttons any way you want.

This was part of a 2.0 feature that I don't have time to implement ... here is how to do it within XUB 1.6:

First, you need to create a set of unit frames for each of the units; player, player pet, party and party pets, one for target, one for focus, as well as any other units you want to create, like targettarget, etc. See the two functions below for the naming standard I recommend.

For each unit frame you want to create, you need to duplicate this code below. For the yellow colored text shown below you put in the name of the frame you are creating. For the lime colored text shown below you put in the text that will appear in the box.

The nice thing about this approach is that the game remembers where the frames are saved so you don't have to write any code to handle it. Check out the "layout-cache.txt" file in your character's saved variable directory for more information.

You place a copy of each this template into the "FloatingFrames.xml" document just before the last line "</Ui>".

Code:
	<Frame name="XUBPlayer1Pet" toplevel="true" enableMouse="true" movable="true" parent="UIParent" hidden="true">
		<Size>
			<AbsDimension x="100" y="16" />
		</Size>
		<Anchors>
			<Anchor point="TOPLEFT" relativeTo="UIParent" relativePoint="BOTTOMLEFT">
				<Offset>
					<AbsDimension x="400" y="450"/>
				</Offset>
			</Anchor>
		</Anchors>

        <Layers>
          <Layer>
            <FontString name="$parentLabel" font="Fonts\FRIZQT__.TTF" text="Party1Pet" justifyH="CENTER">
              <Anchors>
                <Anchor point="TOPLEFT" />
                <Anchor point="BOTTOMRIGHT" />
              </Anchors>
              <FontHeight>
                <AbsValue val="12" />
              </FontHeight>
              <Color r="1" g="0.8196079" b="0" />
              <Shadow>
                <Color r="0" g="0" b="0" />
                <Offset>
                  <AbsDimension x="1" y="-1" />
                </Offset>
              </Shadow>
            </FontString>
          </Layer>
        </Layers>
        
		<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" tile="true">
			<BackgroundInsets>
				<AbsInset left="2" right="2" top="2" bottom="2" />
			</BackgroundInsets>
			<TileSize>
				<AbsValue val="12" />
			</TileSize>
		</Backdrop>
        
		<Scripts>
            <OnShow>
                self:SetAlpha(1);
            </OnShow>
  			<OnMouseDown>
     			self:StartMoving();
  			</OnMouseDown>
  			<OnMouseUp>
     			self:StopMovingOrSizing();
  			</OnMouseUp>
		</Scripts>
	</Frame>
Once you have the frames, which I'll assume are named XUBPlayer, XUBPlayerPet, etc. according the hides and shows in the two routines shown below. You need these two routines, which you can put at the end of "XUBUnitButtons.lua":
Code:
function XUBUnitFramesShow()
    XUBPlayer:Show();
    XUBPlayerPet:Show();
    XUBTarget:Show();
    XUBFocus:Show();
    XUBPlayer1:Show();
    XUBPlayer2:Show();
    XUBPlayer3:Show();
    XUBPlayer4:Show();
    XUBPlayer1Pet:Show();
    XUBPlayer2Pet:Show();
    XUBPlayer3Pet:Show();
    XUBPlayer4Pet:Show();
    XUBTargetTarget:Show();
end

function XUBUnitFramesHide()
    XUBPlayer:Hide();
    XUBPlayerPet:Hide();
    XUBTarget:Hide();
    XUBFocus:Hide();
    XUBPlayer1:Hide();
    XUBPlayer2:Hide();
    XUBPlayer3:Hide();
    XUBPlayer4:Hide();
    XUBPlayer1Pet:Hide();
    XUBPlayer2Pet:Hide();
    XUBPlayer3Pet:Hide();
    XUBPlayer4Pet:Hide();
    XUBTargetTarget:Hide();
end
Next you modify XUG_SlashCommandHandler(msg) (line:238), and add these elseif statements:
Code:
	elseif ( command == "show" ) then
            XUBUnitFramesShow();
	elseif ( command == "hide" ) then
            XUBUnitFramesHide();
This allows you to type "/xub hide" and "/xub show" to hide and show the text boxes for your unit frames.

Finally, you start the game and under the "xub unitframes" you enter the name of the Yellow Colored Text frame names you created for each of the corresponding units. If you followed my naming standard above, then after setting the unit frame type to custom, then the templates for the Player and PlayerPet frames are:

XUBPlayer#
XUBPlayer#Pet

To see the unit frames for the first time, you type "/xub show" and to hide them after you have positioned them, type "/xub hide".

This change does not work with raids.

Regards,
- El
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Unread 05-01-07, 09:58 PM  
BlackWidow
A Murloc Raider

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Thanks very much for the information.
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Unread 05-05-07, 05:59 AM  
Yelina
An Aku'mai Servant

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Why??

"This mod is no longer being developed" I read at the top of this page

Arrgghhh...
Why not?? I really love this addon. So please please continue developing.
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Unread 05-05-07, 01:21 PM  
Elenesski
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Re: Why??

Originally posted by Yelina
"This mod is no longer being developed" I read at the top of this page

Arrgghhh...
Why not?? I really love this addon. So please please continue developing.
I too really love this addon because I love the fact that I can create visual interfaces. I really like the game that it is written for, but I want to move on with my life and do other things besides play WoW.

Personally, I'd much rather leave on a high-note, being happy with my accomplishments in the game and with this mod.

My moniker is pretty unique, so I'm sure we'll all see you again

As I wrote before ... I wish you all good luck, good times and great happiness.

Regards,
- Elenesski (May 5, 2007)

P.S. My WOW subscription expires in 3 hours.
Last edited by Elenesski : 05-05-07 at 01:23 PM.
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Unread 05-06-07, 02:19 AM  
Yelina
An Aku'mai Servant

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Re: Re: Why??

Originally posted by Elenesski
As I wrote before ... I wish you all good luck, good times and great happiness.
I wish you the same.
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Unread 05-07-07, 10:35 PM  
Draxus
A Kobold Labourer

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Can anyone point me in the right direction for hacking this to work with x-perl's raid frames? I'm familiar with coding but not lua.
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Unread 05-10-07, 07:00 PM  
Ratheri
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I wish I knew how to code lua or I'd try taking over. Good luck!
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