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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 10-31-07, 07:55 AM  
paladindrome
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Re: v1.8 GA bug with PerfectRaid ?

Originally posted by Cosmic Cleric
I made the code change.

...

Some of the buttonbars were still missing.


What is the frame name for the units that do not have buttons. All XUB does is search for specific frame names. If the names are PRHeader1UnitButton# then the problem is something else.

I also noticed that if I have two columns of PerfectRaid info, the XUB buttons for the first columns characters can be covered over by the second column of PerfectRaid character information. Not sure what the answer is, as I want the buttons to the right of the character.
Can you adjust the spacing of the columns in Perfect raid? It seems that the issue is that Perfect raid is trying to put the frames in a small an area as possible and there is not enough room for buffs/debuffs and action buttons.

Drome
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Unread 10-31-07, 07:03 PM  
Cosmic Cleric
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Re: Re: v1.8 GA bug with PerfectRaid ?

Originally posted by paladindrome
What is the frame name for the units that do not have buttons. All XUB does is search for specific frame names. If the names are PRHeader1UnitButton# then the problem is something else.



Can you adjust the spacing of the columns in Perfect raid? It seems that the issue is that Perfect raid is trying to put the frames in a small an area as possible and there is not enough room for buffs/debuffs and action buttons.

Drome
For example, one was named "PRHeader1UnitButton13". Its a range thing. I started the AV in the cave with everybody else, and all bars where there. I stayed in the cave and as people left their button bars turned red for a while, then they just disappeared.

I guess this is working as intended? If not, thats fine by me, no reason to show buttons for people who are not within my area of influence. So I'll withdraw my bug error report.

You can add spacing to the right of columns, but haven't figured out yet how to add space between rows. In either case, this isn't your problem.
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Unread 11-02-07, 06:58 AM  
Phelon
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Fields not editable, please help

Is there any reason why when I am configuring this for the first time that I cannot edit anything in the GROUP SPECIFICATIONS area? The only area I can enter things in is the PROFILE area. I am a total newb to this addon, always used GroupButtons. Any help is appreciated. I tried to follow the quickstart guide, but its not letting me edit that GROUP box where I need to paste stuff in.

Matt
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Unread 11-02-07, 09:43 AM  
paladindrome
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Re: Fields not editable, please help

Originally posted by Phelon
Is there any reason why when I am configuring this for the first time that I cannot edit anything in the GROUP SPECIFICATIONS area?
All of the areas are editable - but it can be very hard to click on the right spot to activate them. You have to click in the upper left corner - and the spot is pretty small. I move the mouse around and click until i see the edit line apear. After some text is entered it is a lot easier as you can click on the text.
Drome.
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Unread 11-02-07, 10:51 AM  
Phelon
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Re: Re: Fields not editable, please help

Originally posted by paladindrome
All of the areas are editable - but it can be very hard to click on the right spot to activate them. You have to click in the upper left corner - and the spot is pretty small. I move the mouse around and click until i see the edit line apear. After some text is entered it is a lot easier as you can click on the text.
Drome.
Many thanks that did it, I never knew that Also, if you set a button to a certain rank of spell, when that spell gets upgraded, from say flash heal 8 to flash heal 9, you have to reprogram that button right? The reason I ask, is because one of the features I miss most from GB was that the buttons would dynamically update with the highest rank of spell you had for that. Any way around this?

Matt
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Unread 11-02-07, 12:00 PM  
paladindrome
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Re: Re: Re: Fields not editable, please help

Originally posted by Phelon
[b] Also, if you set a button to a certain rank of spell, when that spell gets upgraded, from say flash heal 8 to flash heal 9, you have to reprogram that button right?
If you specify a rank of spell then it will always cast that rank. If you dont specify a rank than it will cast the highest rank.

Drome
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Unread 11-04-07, 01:23 AM  
grey_falcon1
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So, in regards to my buttons not being visible. I've gone into debug mode and the buttons are invisible but there and they are in STATE_INVALID(9) so I imagine there's something wrong with the code to fade the buttons. Maybe a mistype in the variable name or something. I have no idea where the code is for the fading or how the fading even works. If someone could please help me I would appreciate it. Thank you.

Also, does anyone have the macro handy for Power Word: Shield? I had it in my configuration a long time ago but don't remember it and there are 57 pages to dig through to find it. It started with _shieldself I believe... not sure though.

Matt
Last edited by grey_falcon1 : 11-04-07 at 01:27 AM.
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Unread 11-04-07, 03:16 AM  
Cosmic Cleric
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Originally posted by grey_falcon1
So, in regards to my buttons not being visible. I've gone into debug mode and the buttons are invisible but there and they are in STATE_INVALID(9) so I imagine there's something wrong with the code to fade the buttons. Maybe a mistype in the variable name or something. I have no idea where the code is for the fading or how the fading even works. If someone could please help me I would appreciate it. Thank you.

Also, does anyone have the macro handy for Power Word: Shield? I had it in my configuration a long time ago but don't remember it and there are 57 pages to dig through to find it. It started with _shieldself I believe... not sure though.

Matt
There's actually two invalid states. The buttons go from enabled/white to red/disabled to invisible/disabled, depending how far away the target that can get the heal/spell is at. Is this what you are speaking of?
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Unread 11-04-07, 09:37 AM  
grey_falcon1
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Originally posted by Cosmic Cleric
There's actually two invalid states. The buttons go from enabled/white to red/disabled to invisible/disabled, depending how far away the target that can get the heal/spell is at. Is this what you are speaking of?
Yes, it's the Out of Range state. No matter what value is assigned for the fading option they are always invisible. Whether the Out of Range is 0% or 100%. The buttons are still there, just not visible.

Matt
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Unread 11-05-07, 10:57 AM  
paladindrome
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Originally posted by grey_falcon1
Yes, it's the Out of Range state. No matter what value is assigned for the fading option they are always invisible. Whether the Out of Range is 0% or 100%. The buttons are still there, just not visible.

Matt
In 1.8 we added internal support for out of range having a fade value other than invisible. There is not a UI to change it (there are a lot more of these ) but you can change it with a slash command.

/script XUB_OUTOFRANGE_ALPHA=0.4

Will set the out of range to 40% - a value I like. You can set it to anything from 0.0 to 1.0.


Drome
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Unread 11-05-07, 03:43 PM  
Cosmic Cleric
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Originally posted by paladindrome
In 1.8 we added internal support for out of range having a fade value other than invisible. There is not a UI to change it (there are a lot more of these ) but you can change it with a slash command.

/script XUB_OUTOFRANGE_ALPHA=0.4

Will set the out of range to 40% - a value I like. You can set it to anything from 0.0 to 1.0.


Drome
What is the "Out of Range" slider for then?

Also, I'd be glad to help by doing UI work for you, but I need detailed information what you would want done. Last time I asked I got back a one sentence reply, which isn't enough to make UI changes that have to hook into the back-end code with.
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Unread 11-05-07, 04:07 PM  
paladindrome
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Originally posted by Cosmic Cleric
What is the "Out of Range" slider for then?
Don't know - I remembered the note in the release about this so put out the answer. I would guess it is for something else or is cruft since the E transition. A lot of variables have changed names and neither Tay or myself have figured out the tool the E used in the UI (WoW UI Designer). I have installed it - but the manual changes that have been made to the code have made round trips not possible - and some of the things are not supported in the underlying tool.

Also, I'd be glad to help by doing UI work for you, but I need detailed information what you would want done. Last time I asked I got back a one sentence reply, which isn't enough to make UI changes that have to hook into the back-end code with. [/b]
The first thing is to create a UI for the Variables that are modifiable - but do not have a UI. I will try to document them with the values and a brief description if I can come up with one.

In the long run I would like to provide a UI for the common Buttons, Groups and Profiles so that most users never need to look at the text. I think that 95% of all butons fall into a handful of patterns and those should be able to be codified. I would like to keep the text mode as an advanced option for users who are so inclined. I had started to mock some of this up but it fell by the wayside. I am away from home for three weeks so I wont be able to find the document.


Drome
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Unread 11-06-07, 04:57 AM  
theseeker
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Problem with macros

Hi,
i am not sure if i have made some mistakes in my configuration, but every time i want to use a macro the /.... command is written to the chat line. (Like I am using the /say command).
Maybe somebody can help me with this issue?

Big thanks for this great addon,
theseeker
Last edited by theseeker : 11-06-07 at 04:58 AM.
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Unread 11-06-07, 11:27 AM  
Mysterio
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Where can I find more detailed information on how to configure this addon? The pdf included in the folder provides just a quick start and refers to a user guide with additional details. Does such a user guide exist?
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Unread 11-06-07, 01:24 PM  
Cosmic Cleric
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Re: Problem with macros

Originally posted by theseeker
Hi,
i am not sure if i have made some mistakes in my configuration, but every time i want to use a macro the /.... command is written to the chat line. (Like I am using the /say command).
Maybe somebody can help me with this issue?

Big thanks for this great addon,
theseeker
Need more input!

Seriously though, you gotta supply more info you want help. Lets start by you posting the actual configuration information you have, especially for the button that is outputting to the chat line, and I'll see if I can help you debug it.
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