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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 04-10-07, 12:41 AM  
chrispix
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Cast on party member's target

I've read through your 2 PDFs, and poked around the comments here, but I can't seem to find the answer to this. If I make a group and specify it to cast on "target":

attack,Frostbolt,target

and I assign that group to the party frames:

group,party,attack

will the button cast Frostbolt on my target or the specified party member's target? I'm specifically looking for the latter, which is what I used GroupButtons for. But your documentation gives the impression that it's the former. Can you clarify?

Thanks for all your hard work on this mod!
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Unread 04-09-07, 11:35 PM  
Elenesski
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Originally posted by Cosmic Cleric
What does that change do?
It handles a previous version of agUnitFrames to support raids. Technically it is a cross reference between the groups and units that agUnitFrames creates for raids. Since it can represent 40 man raids as either groups of 5 members, groups of classes of the same type, or a variety of groups based on filter information, this creates the cross-reference so I can build buttons against them.

It's possible that the same character can be shown several times in several groups. So with the correct filtering, a 40-person raid could represent 100 unit frames and a whole ton of buttons.
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Unread 04-09-07, 11:30 PM  
Elenesski
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Originally posted by Cosmic Cleric
FYI, when flying on the bird, and I'm in a party, my bandage buttons shows up for all party members. None of the other buttons do.

_Bandage,use,Netherweave Bandage,Recently Bandaged
I convert this into an API call. If the API comes back and says this item can be used on the taxi service, I don't turn it off.
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Unread 04-09-07, 09:04 PM  
Cosmic Cleric
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Originally posted by Elenesski
Thought of another change you might need to make for raids ... this time you'll have to hack to mod; changing some code in "function XUB_ApplyProfile(aProfileName)" to:
Code:
    elseif ( XUB_UF_RaidMod == "agUnitFrames" ) then
        for g=1,20 do
            for u=1,10 do
                test = "aUFgroupgroup" .. g .. "UnitButton" .. u;
                if ( getglobal(test) ~= nil ) then
                    if ( getglobal(test):GetAttribute("unit") ~= nil ) then
                        XUBRaidTable[getglobal(test):GetAttribute("unit")] = test;
                    end
                end
            end
        end
What does that change do?
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Unread 04-09-07, 08:54 PM  
Cosmic Cleric
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FYI, when flying on the bird, and I'm in a party, my bandage buttons shows up for all party members. None of the other buttons do.

_Bandage,use,Netherweave Bandage,Recently Bandaged
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Unread 04-09-07, 08:29 PM  
Cosmic Cleric
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Originally posted by Elenesski
I user Ace Updater. I assume it grabs me the latest copy of ag_UnitFrames, which it reported as r31219. I never even realized that there were sub-releases to it.
http://files.wowace.com/ag_UnitFrames/

Not easily found, I had to Google it and dive down a couple of link levels to find the above link.
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Unread 04-09-07, 04:45 PM  
Elenesski
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Originally posted by EvilDevil
ag_UnitFrames-r31219.9 this is new version not ag_UnitFrames-r31219 , look at the date
I user Ace Updater. I assume it grabs me the latest copy of ag_UnitFrames, which it reported as r31219. I never even realized that there were sub-releases to it.
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Unread 04-09-07, 02:23 PM  
EvilDevil
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ag_UnitFrames-r31219.9 this is new version not ag_UnitFrames-r31219 , look at the date
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Unread 04-08-07, 10:22 PM  
Elenesski
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Originally posted by Cosmic Cleric
Not working for me either. Using an older version of ag_UnitFrames (latest seems screwed up lag wise). Wasn't there some manual text (party template values?) you told us to type in for the older version a few pages back? If not, then its just broken.

Using version 30151.

EDIT: I was trying 31219 and it was buggy for me. I just d/l 31219.9.zip, and it seems to work well.

http://files.wowace.com/ag_UnitFrames/
Set values to custom, then specify or confirm these settings:

Code:
PlayerPet = "aUFpet"
Party = "aUFgrouppartyUnitButton#"
PartyPet = "aUFgrouppartypetUnitButton#"
Target = "aUFtarget"
Focus = "aUFfocus"
Thought of another change you might need to make for raids ... this time you'll have to hack to mod; changing some code in "function XUB_ApplyProfile(aProfileName)" to:
Code:
    elseif ( XUB_UF_RaidMod == "agUnitFrames" ) then
        for g=1,20 do
            for u=1,10 do
                test = "aUFgroupgroup" .. g .. "UnitButton" .. u;
                if ( getglobal(test) ~= nil ) then
                    if ( getglobal(test):GetAttribute("unit") ~= nil ) then
                        XUBRaidTable[getglobal(test):GetAttribute("unit")] = test;
                    end
                end
            end
        end
Last edited by Elenesski : 04-09-07 at 09:31 AM.
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Unread 04-08-07, 07:26 PM  
Cosmic Cleric
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Originally posted by Elenesski
Works fine for me. I'm using Rev 31219 of agUnitFrames.

Make sure you go into "/xub uf", click agUnitFrames then click Apply. Just selecting it from the list doesn't actually save it until you click Apply.
Not working for me either. Using an older version of ag_UnitFrames (latest seems screwed up lag wise). Wasn't there some manual text (party template values?) you told us to type in for the older version a few pages back? If not, then its just broken.

Using version 30151.

EDIT: I was trying 31219 and it was buggy for me. I just d/l 31219.9.zip, and it seems to work well.

http://files.wowace.com/ag_UnitFrames/
Last edited by Cosmic Cleric : 04-08-07 at 09:53 PM.
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Unread 04-08-07, 12:44 PM  
Elenesski
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Originally posted by grey_falcon1
The party buttons are still not loading on the newest version of agUnitFrames.
Works fine for me. I'm using Rev 31219 of agUnitFrames.

Make sure you go into "/xub uf", click agUnitFrames then click Apply. Just selecting it from the list doesn't actually save it until you click Apply.
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Unread 04-08-07, 10:26 AM  
grey_falcon1
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The party buttons are still not loading on the newest version of agUnitFrames.
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Unread 04-08-07, 02:09 AM  
Elenesski
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Originally posted by Vetus
Actually El... After thinking about it, I have to suggest you leave the code your way... This was a special need and outside of the box... If the spell isn't available because of the form you're in, I don't think the bar should normally indicate otherwise...

With a lot more code, you might be able to offer it as an option, but it is such a special request that I suggest you forget it and use your talents for more useful coding...

With v2.0 it will be easier to make changes. I guess we'll just have to see what XUB2 has to offer.
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Unread 04-07-07, 05:18 PM  
Vetus
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Actually El... After thinking about it, I have to suggest you leave the code your way... This was a special need and outside of the box... If the spell isn't available because of the form you're in, I don't think the bar should normally indicate otherwise...

With a lot more code, you might be able to offer it as an option, but it is such a special request that I suggest you forget it and use your talents for more useful coding...

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Unread 04-07-07, 02:35 PM  
Vetus
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Originally posted by Elenesski
Please share with me the 3 lines of code. I'm doing a massive rewrite in v2.0 ... if I can use em I will.

Regards,
- El
I certainly don't mind sharing but to be fair, I only use the mod for my Druid... There could be other parts of your program flow that could be affected... I didn't want to take the time to plot your entire mod... It's only for me so I did it as simply as possible... And I don't suggest you use it without more testing...

Your original code:
if ( not IsUsableSpell(myButton.FullSpellName) ) then
myNoMana = 0

I replaced it with:
local S_usable,S_mana=IsUsableSpell(myButton.FullSpellName)
if (S_mana) then
myNoMana=1
else myNoMana=0

This way it only considers if you have enough mana...

Oh! And this is from a couple of versions ago... <lol>

Take care...
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