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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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2.1beta4
104kB
09-15-12 11:51 AM
Addon
upload1 RC2
105kB
12-01-10 11:42 AM
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Unread 05-25-07, 10:33 AM  
Cosmic Cleric
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Re: Re: Elenesski, any coders docs?

Originally posted by Elenesski
Documentation is in ODT (OpenOffice 2.0) files, then converted to PDF. I never had the time to work on any documentation, and now it's not much different ... if anything it's worse; I don't have time to play the other games I own, like IL2 and GRAW -- I could boot these up for an hour to play; but still don't have time for it.

The only real "problems" that I knew about were performance problems. I had taken various stabs at trying to resolve them but never did completely resolve the issue -- part of the 2.0 changes was to take another stab at resolving that issue. It should work okay if you don't try to add 20 buttons per raid member. A RL friend of mine uses it in Kaz raids all the time with no issues other than the ocassional lock-up ... so I wonder if it the type of mod that needs a faster machine with good graphics.

Most everything else I was doing revolved around suggestions people made to improve. Like sharing profiles between servers. As well as some internal changes for saving global variables and the like.

I posted a potential solution for creating movable XUB frames so that you could position your buttons anywhere on the screen, but it's not integrated.

As for the code structure, I tried to write it as modular as possible, primarily because I was learning LUA while writing and I knew I'd make poorer design decisions throughout. So by keeping it modular the impact to rewrites could be minimized. That strategy made it much easier to write. I tried to document where possible and tried to minimize the use of globals, but unfortunately the way LUA works it's kinda hard.

The only thing that I know I did well was avoid special cases. So there is no "if priest then do something special" code. If I couldn't make it work for all classes, then I didn't put it in. This is why I think the mod still works relatively well in 2.1; the PW:Shield issue is an API problem that can be fixed with special code. My suggestion is to simply use a macro in the interim until 2.1.2 is released to fix the bug.

Hopefully that fills in some holes. I strongly recommend the use of WoW UI Designer ... it save unbelievable amounts of time composing UI's and has a pretty good LUA designer built in.

Regards,
- El
Thank you for the reply.

I was wondering if the performance issues are evident because of the way XUF handles events? Could you shed any light on that, your thoughts of coding XUF the way you did, when it came to handling events? I remember reading some comments from other add-on devs talking about how they thought you would have to deal with performance issues with XUF. (Personally, I have a high-end laptop (Dell M1710) so I just throw raw power at XUF to make it work w/o lag).

Also, why is there a performance issue with XUF when adding/removing/updating raid members? Is it just a quantity of buttons/raid members thing, or something about raid handling (vs. party handling) with WoW that is the issue?

I'll take a look at WoW UI Designer. I usually just design my UI's from scratch. I'm all for GUI designers though.

I cannot guarantee this offer, but if I have time, I'll try to update the User Documentation, and provide in a 1.6D release the copies of the original .doc files so you can maintain that to if you like.
Any chance you can upload the OpenOffice docs, so whoever takes this over can just modify them, vs. having to type them all over again from the PDFs?

Finally, any v2.0 type source code that never saw the light of day, but that you could make available, even for just taking a look at it and getting ideas of where you were going with 2.0 with it?
Last edited by Cosmic Cleric : 05-25-07 at 11:35 AM.
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Unread 05-25-07, 02:04 AM  
Elenesski
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Re: Elenesski, any coders docs?

Originally posted by Cosmic Cleric
Elenesski, I was wondering, if you had any 'coders' documentation on your code base? I was considering picking up support for this add-on, but looking at your code w/o any notes on how it works, just adds to the research timeframe.

Also, if you have any notes/thoughts on what is 'wrong' with this add-on? Raid issues, performance issues, and any thougts you may have had towards correcting them, but never got around to doing because you stopped playing WoW?

Information like if the basic engineering/design prevents it from working properly (for example, raid/performance wise), or is it just making some changes to the existing code base to get things to work, kind of thing.

Just basically, any 'behind the scenes' information on the code base.

Thanks.

EDIT: P.S., any updated versions of the PDF files that take into account the version revision notes displayed at the beginning of the page, which document added functionality?
Documentation is in ODT (OpenOffice 2.0) files, then converted to PDF. I never had the time to work on any documentation, and now it's not much different ... if anything it's worse; I don't have time to play the other games I own, like IL2 and GRAW -- I could boot these up for an hour to play; but still don't have time for it.

The only real "problems" that I knew about were performance problems. I had taken various stabs at trying to resolve them but never did completely resolve the issue -- part of the 2.0 changes was to take another stab at resolving that issue. It should work okay if you don't try to add 20 buttons per raid member. A RL friend of mine uses it in Kaz raids all the time with no issues other than the ocassional lock-up ... so I wonder if it the type of mod that needs a faster machine with good graphics.

Most everything else I was doing revolved around suggestions people made to improve. Like sharing profiles between servers. As well as some internal changes for saving global variables and the like.

I posted a potential solution for creating movable XUB frames so that you could position your buttons anywhere on the screen, but it's not integrated.

As for the code structure, I tried to write it as modular as possible, primarily because I was learning LUA while writing and I knew I'd make poorer design decisions throughout. So by keeping it modular the impact to rewrites could be minimized. That strategy made it much easier to write. I tried to document where possible and tried to minimize the use of globals, but unfortunately the way LUA works it's kinda hard.

The only thing that I know I did well was avoid special cases. So there is no "if priest then do something special" code. If I couldn't make it work for all classes, then I didn't put it in. This is why I think the mod still works relatively well in 2.1; the PW:Shield issue is an API problem that can be fixed with special code. My suggestion is to simply use a macro in the interim until 2.1.2 is released to fix the bug.

Hopefully that fills in some holes. I strongly recommend the use of WoW UI Designer ... it save unbelievable amounts of time composing UI's and has a pretty good LUA designer built in.

Regards,
- El
Last edited by Elenesski : 05-25-07 at 02:05 AM.
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Unread 05-25-07, 12:58 AM  
pilif
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Re: Elenesski, any coders docs?

Hi,

Originally posted by Cosmic Cleric
Elenesski, I was wondering, if you had any 'coders' documentation on your code base? I was considering picking up support for this add-on, but looking at your code w/o any notes on how it works, just adds to the research timeframe.
just have a look at the code. It's quite easy to understand what's going on. I'm not speaking for Elenesski, but seeing how myself works with personal projects, I don't supose there's much of a documentation besides that what already is in the code. :-)

Philip
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Unread 05-24-07, 12:29 PM  
pilif
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XPerl-Raid-Support

Hi there,

I actually had time to test my modifications to XUB today.

http://www.lipfi.ch/xub/01-perlraid.diff

this unified diff against XUB 1.6 will add support for the latest version of XPerl-Raid-Frames to XUB. Note that I only patched the output of WoWInterface-Builder which El used to create the settings-window, so you better not open the patched .XML-file with that interface builder (I'm on a mac here, so I can't have that tool) unless you want to lose the option to select XPerl as your raid frames.

Happy raiding :-)

Philip
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Unread 05-23-07, 05:11 PM  
paladindrome
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Re: Re: Re: New patch

Originally posted by fredddredd

Secondly, and rather more frustratingly - I haven't found an easy way to get Power Word: Shield to target an associated frame now;
Duplicated and confirmed. I found this post on WoW - it hints at a change in 2.1.2.

http://forums.worldofwarcraft.com/th...05770818&sid=1

It look like they missed something (IE the omission). I am going to use the macro approach for now - if 2.1.2 doesn't fix it we may have to do something else.

Drome
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Unread 05-23-07, 01:26 PM  
fredddredd
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Re: Re: New patch

Originally posted by paladindrome
It worked for E on the Public Test Realm and I have been using it today. Nothing I have found - but I havent tested it with all alts yet. The TOC is out of date so you have to run it as an out of date mod.

Drome
Two things I've noticed so far.

Firstly, I had the raid UI MOd set to "CTRaid", which I'd taken out of my interface some time back. Prior to 2.1, that wasn't a problem; post 2.1, XUB was throwing an error and not displaying buttons until I set it back to "Blizzard".

Secondly, and rather more frustratingly - I haven't found an easy way to get Power Word: Shield to target an associated frame now; rather, I have to pick a target first, then click it. Unless I do so, the button doesn't light, nor do I get a tooltip when I mouse over it. I've tried it both as an autogenerated button and a health button, with no difference; the best I've managed so far is to put it into a macro and set [target=player] to get it to work on myself, but I haven't had a chance to see whether [target=party#] will work in a party - it doesn't when I'm solo, for obvious reasons. I'm not sure if the change is an XUB problem or not, but I suspect not, as I note that the icon of the spell itself on my action bar is also displaying darker than usual until I pick a target - although there I can click to get the usual glowing glove cursor, and then click to cast it. I get the same effects with all mods removed, so it looks rather as if the spell functioning has been subtly changed.

Edit: [target=party#] works as one would hope. Biggest downside is that, being a macro, "out of range" changes to the icon appearance don't happen.
Last edited by fredddredd : 05-24-07 at 09:11 AM.
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Unread 05-23-07, 09:37 AM  
lyanaeran
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Originally posted by paladindrome
These are two spells i do not have so i need to ask a couple of basic questions so I can understand. The Swift mend button should be attached to a frame and is only visible if that unit has a rejuvenation or regrowth spell currently active.
The swift mend button is always visible for me, even if there is no reju or regrowth spell on the unit.

Originally posted by paladindrome
Nature's Swiftness is a spell cast on the player that is used in conjunction with healing spells that are cast on other units. The desire is to create a NS button on each unit that gets the healing buttons so they can easily be pressed sequentially.
It's what i want to do : a button next to healin spells on each unit. But it dos not work. Is my french client responsible ?
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Unread 05-23-07, 02:21 AM  
pilif
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Hi there,

I had a longer look at the LUA-Code in both XUB and XPerl and I think I may have just added raid-support for XPerl. I can't test it yet because I'm playing on an european server which is currently being patched to 2.1.

As soon as I can test it, I'll post a patch to 1.6 here.

Philip
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Unread 05-22-07, 06:51 PM  
paladindrome
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Re: New patch

Originally posted by Vaevictis
Does this mod work with the new patch?? Are there any bugs that have popped up??

--Vae
It worked for E on the Public Test Realm and I have been using it today. Nothing I have found - but I havent tested it with all alts yet. The TOC is out of date so you have to run it as an out of date mod.

Drome
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Unread 05-22-07, 11:39 AM  
Vaevictis
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New patch

Does this mod work with the new patch?? Are there any bugs that have popped up??

--Vae
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Unread 05-22-07, 07:33 AM  
paladindrome
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Originally posted by lyanaeran
I created a button for this spell, but it's always here, not only when a rejuvenation or regrowth buff exists (as said in release notes). Is there a special button to make ? (debuff button ?)
These are two spells i do not have so i need to ask a couple of basic questions so I can understand. The Swift mend button should be attached to a frame and is only visible if that unit has a rejuvenation or regrowth spell currently active.

Originally posted by lyanaeran
Also I'd like to have a "Nature's Swiftness" button next to my healing spells for party members. I tried to have "player" as target instead of "*" for my button but it doesn't work (error message seems to be there is no target for this spell - in fact the target is always me)
Nature's Swiftness is a spell cast on the player that is used in conjunction with healing spells that are cast on other units. The desire is to create a NS button on each unit that gets the healing buttons so they can easily be pressed sequentially.

Drome
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Unread 05-21-07, 04:46 PM  
Cosmic Cleric
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Originally posted by novelty22
i've tried on many toons on many realms (first time install)

and i've never seen the buttons show up

even removed all my other mods to make sure it wasn't a conflict

kinda what the last person said too....
Don't know what to say, works fine for me, and I use AG Unit Frames (also tried with native WoW UI).
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Unread 05-21-07, 05:22 AM  
lyanaeran
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Hello, i need some help with "Swift Mend" if anybody knows. I created a button for this spell, but it's always here, not only when a rejuvenation or regrowth buff exists (as said in release notes). Is there a special button to make ? (debuff button ?) Can I have an example ?
I play with french client if it's important.

Also I'd like to have a "Nature's Swiftness" button next to my healing spells for party members. I tried to have "player" as target instead of "*" for my button but it doesn't work (error message seems to be there is no target for this spell - in fact the target is always me)

Thanks if anyone can help me.
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Unread 05-20-07, 08:18 AM  
paladindrome
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Originally posted by novelty22
i've never seen the buttons show up
when i have had problems with the buttons not dsplaying it was because I hadn't told XUB where to put them. You have to tell XUB what UI you are using though the unit frames dialog box. From a chat command type

/xub uf

Select the unit frames that you are using form the unit frame at the top. Press apply and close.

I highly reccomend getting a single button defined and displayed before setting up a whole bunch. The quickstart quide did this but is out of date.

Drome
Last edited by paladindrome : 05-20-07 at 08:20 AM.
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Unread 05-18-07, 07:35 AM  
Elenesski
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Supporting different Unit Frame mods

This is to answer a couple of posts. I'm not playing the game, and won't be back, but ... I created this post a couple of months ago to describe how to add support for a new Unit Frame mod that XUB didn't support. I thought XPerl was supported via /xub uf, but what can happen is the Unit Frame mod author changes the names of the frames and XUB doesn't know which frames to attach my buttons to. This posted described how to figure out the frame names for MazzleUI but it works for any kind of UI Mod. Setting up raid support is a different matter. It requires LUA experience and I'm not going to describe it here. It's in other posts in this forum.

- Good Luck. El



I'll assume MazzleUI has it's own unit frames and doesn't borrow somebody else's. Create a new (Blizzard) macro with the following line in it:

Code:
/script XUB_ShowFrameNames();
Now assign this macro to one of your action buttons. Move your mouse over the unit frames that represent your player's unit frame, your party's unit frames, pets, etc. then click the appropriate keyboard short-cut for the action bar (it's important to use the keyboard short-cut with your mouse over the unit frame). The script lists the names of all the unit frames under the mouse in the "General" tab. It should be pretty clear which name you need to use for the unit frames that XUB will attach to. Write down the names.

Next, go into "/xub unitframes" and under "Unit Frame" at the top of the screen, select "-- Custom Settings --". Next enter the name of the frames you want to attach the buttons to. Be very careful about upper/lower case, as it makes a difference to XUB. For Party and PartyPet, use a # symbol to represent the party number 1 to 4. I recommend you work only on setting the player unit frame until you get that working, then work on the rest.

If you want/have to get fancy and have any special frames you want to use, you can enter them in the custom frames. For example, agUnitFrames uses "targettarget", "targettargettarget" and "focustarget" to represent the target of the target, the target of the target's target, and the focus' target, respectively. You can specify up to 5 specialty frame names for these combinations, if the MazzleUI supports them.
Last edited by Elenesski : 05-18-07 at 07:37 AM.
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