Download
(105Kb)
Download
Updated: 12-06-10 04:15 PM
Pictures
File Info
Updated:12-06-10 04:15 PM
Created:unknown
Downloads:24,291
Favorites:123
MD5:

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


Post A Reply Comment Options
Unread 02-02-07, 05:05 AM  
Torwauki
A Defias Bandit

Forum posts: 3
File comments: 25
Uploads: 0
I found a strange error last night : Mana Tap (Blood Elves racial spell) appears on the target bar even if the target doesn't have mana. I put it on the same target bar where I have banish which is working fine (appearing only on valid targets), so it's not a configuration issue.

For reference the spell is ManaTapRacial and can be cast from level 1. Maybe the API doesn't check racial spells, but in case you want to test it, it's easy to create a Blood Elf and target the first mob available in the starter area to see.
Report comment to moderator  
Reply With Quote
Unread 02-02-07, 10:55 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Originally posted by Torwauki
I found a strange error last night : Mana Tap (Blood Elves racial spell) appears on the target bar even if the target doesn't have mana. I put it on the same target bar where I have banish which is working fine (appearing only on valid targets), so it's not a configuration issue.

For reference the spell is ManaTapRacial and can be cast from level 1. Maybe the API doesn't check racial spells, but in case you want to test it, it's easy to create a Blood Elf and target the first mob available in the starter area to see.
I'll deal with these sorts of issues once the UI configuration stuff is added and working. For now, we'll just have to live with it. :-(
Report comment to moderator  
Reply With Quote
Unread 02-02-07, 11:26 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Version 0.9.3 and beyond

Info about version 0.9.3 and future versions has been added to the mod's description.
Report comment to moderator  
Reply With Quote
Unread 02-02-07, 12:49 PM  
Shaymon
A Kobold Labourer

Forum posts: 0
File comments: 19
Uploads: 0
In response to your time vs pie. I prefer time for the same reason you do.

Question. Do you know if it is possible to create a macro that would cast Nature's Swiftness and then cast Healing Touch Rank 12 ? Versus having to press two buttons. Sometimes in the heat of the battle the extra millisecond would help
Report comment to moderator  
Reply With Quote
Unread 02-02-07, 07:24 PM  
OxiMoron
A Kobold Labourer

Forum posts: 1
File comments: 30
Uploads: 0
Skip raid frames imho.. if you have one on your target and you put your raid frames close to that you can switch pretty quick with heals..

Maybe you should even add keybindings to the target buttons so you can click + tap to heal.. as a healer you don't move around much in raids anyway

I rather have a mod that works for some frames then one that does for all and eats up 20 mb of memory to do so
Report comment to moderator  
Reply With Quote
Unread 02-02-07, 08:55 PM  
Vetus
A Murloc Raider
 
Vetus's Avatar

Forum posts: 6
File comments: 59
Uploads: 0
It won't work for me

Well I tried to use this and I still think it would be great... but... I tried with just this addon and couldn't get it to work...

I put in a couple of buttons/groups/ and a profile... It verified and saved... Still not working...

So I then d/l ag_Unitframes since you said it only works with that...

But the latest version I find is from December... So I put it in anyway... And when I try to set the frames up... most of it doesn't appear to work (things don't change like the scale) or I get errors...

But I go ahead and try to get xfb to work... nope... keeps saying player=NIL...

I finally gave up... And before you ask, yes I'm good with computers

The post would indicate others are using it ok.... Any ideas I can try?
Last edited by Vetus : 02-02-07 at 08:57 PM.
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 04:09 AM  
OxiMoron
A Kobold Labourer

Forum posts: 1
File comments: 30
Uploads: 0
Re: It won't work for me

Get ag unitframes from http://files.wowace.com
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 04:46 AM  
Torwauki
A Defias Bandit

Forum posts: 3
File comments: 25
Uploads: 0
Re: It won't work for me

Questions ... Do you like the red cooldown with a number? I was going to add the spiral, but I'm finding the number gives me much more accurate information. What do you think?
In my opinion, the absolute best would be a slight fading of buttons for global cooldown and the number on red buttons for abilities cooldown. I don't like the spiral. If there is no way to differenciate global cooldown from abilities cooldown, then keeping the red buttons with numbers is just fine.

Your plan for 0.9.3 sounds awesome. The graphic interface will be a big plus. Of course it's just cosmetics, but that will enable a broader audience to test the addon. The ability to move each group independently is great and will add more flexibility.

At the moment, after testing the addon since the first day, the only issues I have are the ones I reported : can't make a button with an item (potions) which shows cooldown, and can't make a macro with the question mark icon which shows cooldown. The small glitch with ManaTapRacial. And finally, can't make buttons in function of the class of the party member (blessings, arcane intellect).

The first two issues are solvable by using another bar addon to put items and macros in. And regarding ManaTapRacial and spells in function of the class, as you said yourself we'll just live with it.
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 06:59 AM  
Vetus
A Murloc Raider
 
Vetus's Avatar

Forum posts: 6
File comments: 59
Uploads: 0
Re: Re: It won't work for me

Originally posted by OxiMoron
Get ag unitframes from http://files.wowace.com
THANKS!!! That seems to be working well now....

But I have this problem now...

The buffs don't seem to be detecting if it's already cast...

Example:

_Prepare3,buff,Lightning Shield,, (<< Button)

It shows up faded even though it's not active... Then I can click it, and it casts correctly, but it's still faded...

I tried changing the options to different %, but there's no difference in the button when I try it again...

Related Problem:

_Prepare1,buff,Flametongue Weapon,,Rockbiter Weapon
_Prepare2,buff,Rockbiter Weapon,,Flametongue Weapon

These 2 buttons stay bright weather I have either one alreay active...

I admit I feel like I'm overlooking something really simple..

Help...................
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 10:16 AM  
Vetus
A Murloc Raider
 
Vetus's Avatar

Forum posts: 6
File comments: 59
Uploads: 0
Well I'm slowly getting better.... Figured out the Lightning Shield buff... doh....

But I still have this problem...

_Prepare1,buff,Flametongue Weapon,,Rockbiter Weapon
_Prepare2,buff,Rockbiter Weapon,,Flametongue Weapon

These 2 buttons stay bright weather I have either one alreay active...

Is anyone else using the "buff" button types? Or maybe this a weapon buff and not a player buff?
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 11:01 AM  
Torwauki
A Defias Bandit

Forum posts: 3
File comments: 25
Uploads: 0
Originally posted by Vetus
But I still have this problem...
Have you tried using non-specific buttons like :
playerbuff,FlametongueWeapon,*

In a profile like :
vetus,player,playerbuff

<edit> : in case that works you'll have do to :

Macro buttons :
_Flametongue,buff,Flametongue Weapon,Rockbiter Weapon
_Rockbiter,butt,Rockbiter Weapon,Flametongue Weapon

Regular buttons :
playerbuff,_Flametongue,*
playerbuff,_Rockbiter,*

Profile :
vetus,player,playerbuff

I have the same problem with Blessings. I asked if we could have multiple sister spells for this reason. When we have spells that are jus different options and we can only have one up at a time, then XUB doesn't give you the option to hide the others. That's why I wrote you two macro buttons that detect the other one as a sister spell.

Just like when a paladin casts Blessing of Might on himself, it doesn't hide the other blessings.
Last edited by Torwauki : 02-03-07 at 11:08 AM.
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 11:04 AM  
borohir
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 1
File comments: 54
Uploads: 1
Questions

Hi El,
Can't wait for .9.3! Sounds awesome (but it already is!). I agree the numbers are excellent, much better than the spiral. I agree also with Oxy, raid frames can maybe wait. I have tried others and in a 40 man it is very hard to make it look good and not overwhelm someone.
I think color/fade should be a toggle, save some if..else blocks. Default myColor to 1.0,1.0,1.0, each check can set the vars always without if..else:

Code:
local usable = IsUsableSpell(myButton.FullSpellName);
				if ( not usable ) then
					myButton:Disable()										
					myAlpha = math.min(myAlpha,XUB_NOMANA_ALPHA)				
					myColor = "blue";					
				end
then at the end of loop can decide if fade or color so can become:

Code:
if (XUB_COLORUSAGE == "Transparency") then
	myButton:SetAlpha(myAlpha);
else
      -- COLOR STUFF
end;
When setting color texture, the highlight one also needs setting:
Code:
local myHighTexture = myButton:GetHighlightTexture();
I have been using red for distance, grey for cooldown, blue for mana, green for buffed. Just an idea.

Also in the update loop, you may have already done this, a check may be done to speed things up and not process buttons for units which are not there, and stop them from showing up:
Code:
while ( myExit == 1 ) do
		local myButton = getglobal( XUG_GenerateButtonName(aUnit,i) );
		if (not UnitExists(aUnit)) then
			if ( myButton == nil ) then
				myExit = 0
			else
				myButton:Hide();	
			end
				i = i + 1
                 else
			local myAlpha = 1;
                    -- REST OF STUFF
Great work! Love the mod!

b
Last edited by borohir : 02-03-07 at 11:08 AM.
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 01:18 PM  
Vetus
A Murloc Raider
 
Vetus's Avatar

Forum posts: 6
File comments: 59
Uploads: 0
I like the Mod a lot!!

I have figured out that my Shaman spells Flametongue Weapon & Rockbiter Weapon actually buff the weapon, not my character... So the buttons show up and will cast the spells, but they never fade out because there is no actual buff on the player...

So the question is... can the mod be made to detect TEMPORARY buffs on a weapon..?

If it detects ALL buffs to the weapon, wouldn't it also detect enchantments (PERMANENT) to the weapon? (Don't want that) And could it also detect things like shapening stone buffs to the weapons?


And while I'm asking for the moon... <lol>
What about buffs from food or potions? I know the buttons can be made to use those items, but could they be made to fade if the buff already exists? So I could have a group just for those kind of buffs...

@ Torwauki... I appreciate your help, but what you're looking for wouldn't help me... But I hope it can be added for you...
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 01:49 PM  
Torwauki
A Defias Bandit

Forum posts: 3
File comments: 25
Uploads: 0
The error I reported about Mana Tap appearing for targets that don't have mana is actually more general : the spell Drain Mana also appears for all targets, even those that don't have mana.

Is it possible for you to add an API check on UnitPowerType("target") to verify that they have mana ? Apparently they are still legal targets (contrary to Banish or Shackle Undead spells which only pop on demons/elementals or undead targets) even if they don't have mana.
Report comment to moderator  
Reply With Quote
Unread 02-03-07, 02:47 PM  
Torwauki
A Defias Bandit

Forum posts: 3
File comments: 25
Uploads: 0
Re: I like the Mod a lot!!

Originally posted by Vetus
@ Torwauki... I appreciate your help, but what you're looking for wouldn't help me... But I hope it can be added for you...
Welcome. Uh no, I suggested the feature a week ago, but it's obsolete now : Elenesski intends to detect the class of the party players to determine which buffs should appear or not (like Arcane Intellect not appearing for rogues). So there's no need to enable multiple sister spells, since it only concerns blessings and shaman weapon buffs.

------------------------------------------

Elenesski, I searched and found this list of spells that are mana related. These are the spells that would require an additional UnitPowerType check :

- Mana Burn
- Drain Mana
- Mana Tap Racial
- Viper Sting

I'm not sure we could also add to this list the silencing spells, since some can be used to deal damage or put someone in combat :

- Counterspell
- Silence
- Silencing Shot
- Kick
- Pummel

Apologies for finding additionnal requests and adding items on your to-do-list, I just report everything I come accross that isn't optimal. Of course, as you said, these are just little things we can live with.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: