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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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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 04-03-07, 11:47 AM  
Elenesski
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Originally posted by AFrench
These two weapon buffs do not work (English spell names may be incorrect):
Rockbiter - French name of the spell: Arme Croque-roc – Weapon Tooltip when applied: Croque-roc 8 (XXmn) Button tooltip: not shown if unit is a also buffed or affected with: Croque-roc 8
Windfury - French name of the spell: Arme Furie-des-vents – Weapon Tooltip when applied: Furie-des-vents 4 (XXmn) Button tooltip: not shown if unit is a also buffed or affected with: Furie-des-vents 4

And these two work perfectly:
Flame Tongue - French name of the spell: Arme Langue de feu – Weapon Tooltip when applied: Langue de feu 7 (XXmn)Button tooltip: not shown if unit is a also buffed or affected with: Langue de feu 7
Frostband - French name of the spell: Arme de givre – Weapon Tooltip when applied: Arme de givre 5 (XXmn)Button tooltip: not shown if unit is a also buffed or affected with: Arme de givre 5

Hope this help...looking at the tooltips I don't see why some are working and some are not.
I see one difference ... the "-" in the name.
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Unread 04-03-07, 11:44 AM  
Elenesski
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Originally posted by Vetus
I keep thinking of how this mod is almost perfect for what I want... And I don't mean to keep whining... <lol> But I'm still hoping we might have a <SlapsForeheadWithPalm> 'OH!! That's what he's talking about...' moment...

And if I didn't like XUB so much, I wouldn't bother posting at all....

Here's an example that I haven't actually tested, so if I'm wrong I'm going to look like an idiot...

Lets say I'm in caster form and hunting with a friend... He's poisoned, but I'm low on mana... So I drink something... That means I'm now sitting down... But I cannot cast while sitting down, so does my 'abolish poison' button for my friend go dark? Just because I'm sitting down and can't cast it? If I remember right, the answer is no.. the button will still indicate he is poisoned... Now if I try to use the button, it won't work of course... But the blink/fade part still functions...

So the button notification features ignore the fact that I'm sitting down... I would like them to also ignore what form I'm in...

To repeat... I KNOW I cannot use the healing buttons WHILE I'm in cat/bear form... But I want them to still blink/fade based on the condition of the unit they're attached to... So I know I need to change back to caster and cast my spells...

Anyway, thanks again for your time...
Sorry you took it the wrong way/personally ... I was trying to explain how XUB worked ... it wasn't meant to be a slam, but when I reread what I wrote .. well, sorry I wrote it that specific way -- it wasn't my intent.

XUB doesn't have logic that looks at a druid and says give me their spells then in another form (or stance for that matter) keep track of other events on that character so that the buttons can blink if the situation changes. In fact, XUB is much much much simpler than this. All it does is take the button definitions as they are defined as asks if I can use them right now. Yes or No. If Yes, Blink? If No, in range? If No, cooldown? If No, mana/energy/rage? If No, sister spell? If No, no debuff applied? If No, do they have that item in their bag? That's all XUB does.

All of these answers are based on results from the game's API calls. If the API doesn't tell me a button is unavailable because I am sitting down and drinking/eating, I have no special code to compensate for this problem; nor do I plan on writing any of that logic. I might change something if it is universally broken, but any change I make is universally applied to the entire mod. This is why changes take longer. The code has to be added in such a way that it works for all character types and the various talents they have.

I just assume that, in time, Blizzard will change how the API works to give this kind of information if they think it is important enough to change.

Many of the changes you are requesting may seem simple, but they are significant changes and would require reengineering of major parts of the mod. I'm quite sure I don't want to take that path because the mod works for most people despite its limitations.

With respect,
- El
Last edited by Elenesski : 04-03-07 at 12:34 PM.
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Unread 04-03-07, 08:03 AM  
borohir
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PitBull

Hi Els! This mod is awesome, and has been for some time Just a quick heads up, perhaps you have already seen it, there is a new unitframe mod called PItBull, it can be downloaded from the wowace files listing. It is very nice, similar to ag. One trick with it though is the way it names the unitframes. All frames share the same name, PitBullUnitFrame, followed by a number. So player is PiBullUnitFrame1,
pet is PitBullUnitFrame2. The trick is when it gets to party members, the frames could be PitBullUnitFrame5,PitBullUnitFrame6, etc. Not sure is XUB can handle this currently. I did make an edit in the ApplyGroup function which allows XUB to figure this out, not sure if it is the best way or maybe I am missing something and there is an easy way to set up the frame names.
Thanks again for a great (must have) MOD!!

b
Last edited by borohir : 04-03-07 at 08:03 AM.
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Unread 04-03-07, 06:28 AM  
Vetus
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I keep thinking of how this mod is almost perfect for what I want... And I don't mean to keep whining... <lol> But I'm still hoping we might have a <SlapsForeheadWithPalm> 'OH!! That's what he's talking about...' moment...

And if I didn't like XUB so much, I wouldn't bother posting at all....

Here's an example that I haven't actually tested, so if I'm wrong I'm going to look like an idiot...

Lets say I'm in caster form and hunting with a friend... He's poisoned, but I'm low on mana... So I drink something... That means I'm now sitting down... But I cannot cast while sitting down, so does my 'abolish poison' button for my friend go dark? Just because I'm sitting down and can't cast it? If I remember right, the answer is no.. the button will still indicate he is poisoned... Now if I try to use the button, it won't work of course... But the blink/fade part still functions...

So the button notification features ignore the fact that I'm sitting down... I would like them to also ignore what form I'm in...

To repeat... I KNOW I cannot use the healing buttons WHILE I'm in cat/bear form... But I want them to still blink/fade based on the condition of the unit they're attached to... So I know I need to change back to caster and cast my spells...

Anyway, thanks again for your time...
Last edited by Vetus : 04-03-07 at 06:29 AM.
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Unread 04-03-07, 05:49 AM  
Peregran
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Re: Re: Re: Re: Health Buttons - Issue

Originally posted by Elenesski
This problem will go away when I finish the Button Maker mechanism.

Even though I got XUB to accept my Shadow Word Death spell as a health spell, it never becomes available at the set point

_swd,health,Shadow Word: Death,,-400

target1,_swd,target (spell never becomes available)

however

target1,ShadowWordDeath,target (this works)
Last edited by Peregran : 04-03-07 at 05:50 AM.
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Unread 04-03-07, 04:54 AM  
Vetus
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Originally posted by Elenesski
The problem isn't whether you can use the buttons in the various forms, the problem is most likely that the buttons you want to use are unavailable in the forms you are using. It would be the same if a Priest tried to cast a Fireball or a Mage tried to cast a Greater Heal. It's just not possible. A friend of mine has a level 61 druid and reports no difficulty with button availability in each of the forms. I personally don't have a druid, so I cannot test this and state it with absolute certainty.

Best Regards,
- El
Your example isn't a very good one... It makes me wonder if you even understand what I'm asking about... A mage isn't a healer... my druid is... (although only in caster form) that makes a difference... And the spells are in my spell book...

All I was hoping for was


1) the ability to add buttons based on the spells available to the CHARACTER which your mod already gives me... In a truely fantastic way, I might add...

2) And feedback (blink/fade) on those buttons based on the health of the unit they're attached to... Regardless of what form I'm in... Which your mod DOESN'T give me...

I don't know how you friend plays his druid, but one of a druid's main functions is to heal... Even while fighting... If he is not feral and always stays in caster form, he would have no problems with healing buttons... But I would like the ability to fight in cat/bear form AND have the buttons notify me if someone needs help...

I don't expect the buttons to work when I'm in the wrong form, just to notify me so I can change back to caster form and do my job...

And I don't blame you for not wanting to get into some kind of timer logic... There's many of those mods already and that wouldn't fix this problem anyway...

But I play on several different classes and I do suspect this is a somewhat special situation for druids... So I wasn't asking for anything major... I just hoped there might be an EASY way to have the button feedback work and ignore what form I'm in... Obviously there isn't...

But thanks for your time and I still consider it a GREAT mod even if it's not what I need... Take care...
Last edited by Vetus : 04-03-07 at 04:54 AM.
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Unread 04-02-07, 10:57 PM  
Elenesski
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Originally posted by Vetus
So... no ideas on this? Are we saying I cannot use any caster type buttons (with blink, fade, etc) while I'm in bear or cat form?
The problem isn't whether you can use the buttons in the various forms, the problem is most likely that the buttons you want to use are unavailable in the forms you are using. It would be the same if a Priest tried to cast a Fireball or a Mage tried to cast a Greater Heal. It's just not possible. A friend of mine has a level 61 druid and reports no difficulty with button availability in each of the forms. I personally don't have a druid, so I cannot test this and state it with absolute certainty.

I'm not considering adding timer logic into the mod because there are other mods out there that already provide this type of functionality (such as fuBar and TimerFu). The timing logic that exists in the mod is the direct result of calling the IsSpellCooldown() and IsItemCooldown() API functions. The result from these functions tell me everything I need to show cooldowns; there is nothing special I have to do to manage timers.

I am also very reluctant to add logic that is specific to a druid or any other class for that matter; even if it benefits my characters that I play regularly (priest, mage, and hunter). I am very aware that it is the specialty/special case logic that often breaks when Blizzard releases patches, so if I can create generalized logic that handles 95+% of the cases, then I'm happy.

Unfortunately it means that I cannot please everybody, and the XUB won't work in all cases. If this statement applies to you, then I'd recommend using the functionality of XUB where you can and augment it with other mods that do the trick. I recommend the use of wowace.com mods, and they probably have something that can help.

Best Regards,
- El
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Unread 04-02-07, 06:46 PM  
AFrench
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Originally posted by Elenesski
For each of the weapon buffs/enchants, can you tell me the exact format that appears in on the weapon and I'll modify the pattern accordingly.
These two weapon buffs do not work (English spell names may be incorrect):
Rockbiter - French name of the spell: Arme Croque-roc – Weapon Tooltip when applied: Croque-roc 8 (XXmn) Button tooltip: not shown if unit is a also buffed or affected with: Croque-roc 8
Windfury - French name of the spell: Arme Furie-des-vents – Weapon Tooltip when applied: Furie-des-vents 4 (XXmn) Button tooltip: not shown if unit is a also buffed or affected with: Furie-des-vents 4

And these two work perfectly:
Flame Tongue - French name of the spell: Arme Langue de feu – Weapon Tooltip when applied: Langue de feu 7 (XXmn)Button tooltip: not shown if unit is a also buffed or affected with: Langue de feu 7
Frostband - French name of the spell: Arme de givre – Weapon Tooltip when applied: Arme de givre 5 (XXmn)Button tooltip: not shown if unit is a also buffed or affected with: Arme de givre 5

Hope this help...looking at the tooltips I don't see why some are working and some are not.
Last edited by AFrench : 04-02-07 at 06:48 PM.
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Unread 04-02-07, 04:27 PM  
Vetus
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Originally posted by Vetus

But not being a programmer, I didn't know if there might be an easy fix... I love this mod, but I'm losing too much of it's functionality... Keep in mind, none of the buttons change while I'm fighting... No 'out of range', or 'needs rebuffing', or 'needs healing', or 'is poisoned'... Not even on myself... Just dead buttons...
So... no ideas on this? Are we saying I cannot use any caster type buttons (with blink, fade, etc) while I'm in bear or cat form?
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Unread 04-02-07, 11:03 AM  
Elenesski
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Originally posted by AFrench
I like the add-on, and it work more or less correctly with WoW french version (tested with druid/shaman/hunter/warlock).

I have however noticed a few "bugs":

- Xperl pet unit frame name is incorrect in the default setting: It should be XPerl_Player_Pet and not XPerl_Playerpet. I had nothing displayed for my hunter pet until I had the idea to look for Xperl frame name and change it (switch to custom, change the name and boum...everything was fine)
This will be fixed in v2.0


- In the french localisation, 2 out of 4 weapon buffs work as advertised for Shaman (i.e. dimmed when the buff is active). Croque-roc (Rockbitter) and Furie-des-vents (windfury) don't (they are never dimmed), and for me the only thing that they have in commun and don't share with the two that are working is this '-' in the french version name. Not a big deal as I am able to apply the weapon buff...these two are never dimmed, that's all.
For each of the weapon buffs/enchants, can you tell me the exact format that appears in on the weapon and I'll modify the pattern accordingly. Right now, the mod has to parse the game tooltip to get the weapon enchant; works great for English but without a non-English game version I have no idea what the format is for other languages.


And a few features requests/ideas/suggestions:
- I don't know if this is similar to the English version but Rank needs to be specified for the simple spells that are defined in Make Group. Also the spell name used is not the one used in buff/heal synthax (an abreviation vs the full name of the spell). For consistency sake, it would be nice to have Make group use a similar syntax than buff, heal etc, which would allow an optional rank. something like: group name, spell name , <optional rank>, target
The way XUB works is the gamer defines a set of buttons. The mod auto generates buttons based on spells, but the gamer needs to create custom buttons for macros, used items, buff, debuff, health, their blink equivalents and other types I might create in the future.

Once a button is defined, you create it in a group. Then assign groups to modes in your profile definition.

- I would like the location (Top, Left etc) to be different per frame type: I like for player and Target to have the buttons bellow the frame, but for pet and party I prefer to have them at the right of the frame. Would it be possible to have an independant setting per frame type instead of a global one?
I'll consider it.


- Stances: Ok, with my druid, I use a CR to separate the different stances. It works, but it it would feel less cluttered/more intuitive if we could have sets of buttons switching according to stance. OK, it is probably difficult to code and maybe too complicated for the user to set-up. Just a thouth for a future additional option....
Maybe could be set-up with something like that in profile: profile, target, groupname1 </groupname2, stancename1/stancename2> ?
In the next version, the mod will allow you to specify "/" in your profile specification so that you can apply several modes at a time. For example, you might say:

/xub profile player/party/stance1
/xub profile player/party/stance2
/xub profile player/party/stance3

- Kind of complementary to the last one could it be possible to use a macro in the health/buff etc syntax. This way my druid could have a macro that bring me out of bear form (using /cancelstance) that would appear when party health is bellow a certain value. The previous Stance option would then make visible my healing spells...and another button to switch back to bear when this is done.
Maybe by separating macro definition and button definition?
Something like:
macroname,macroicon#,macrotext. (Another option would be to use directly a macro defined in the general interface)
buttonname,heal, macroname, ,visibility value?
I don't think it will be possible to define more than one macro line at a time. I've been searching for a way for some time but it doesn't appear possible. I'll add a mechanism to execute a pre-existing macro.


- And last have a "mana" condition similar to the health condition. This way my warlock could have the spell that convert life into mana, my shaman could have shaman rage and water shield, visible when mana is bellow a certain value...
And my warrior (rage being, to my knowlege treated similary than mana) could, in defensive stance, have a macro that switch to Berseker stance if Rage is high enougth and Intercept can be used...I can see quite a lot of usefull tricks with that one...ok in my last exemple, it needs the button to be visible when rage level is above (a new set of visibility condition than the one presentlly used) and a target distance condition...probably for version 2...
mana and manablink will be part of v2.0 (next release) (2.0 has a doc rewrite and some other surprises)


This a a great and very usefull mod. Great work.
Thanks.
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Unread 04-02-07, 09:40 AM  
AFrench
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Originally posted by Botch
I can answer some of these

-Button location can be set based on frame, it's in the docs and involves adding a -123,+123 in the first button.
Check the .pdf docs for an example.
Thanks, I didn't saw that in the docs. That's perfect

Originally posted by Botch
-Stances, you can have different profiles, then use a macro like this (which is better than the default stance-switching anyway)

/cancelaura [stance:1] Bear Form; [stance:2] Aquatic Form;[stance:4]Travel Form
/xub p KittyProfile
/cast [nostance] Cat Form
Woah...nice trick, switching profile on the fly. I'll try that, it seems to do exactly what I need
Last edited by AFrench : 04-02-07 at 09:42 AM.
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Unread 04-02-07, 09:31 AM  
Botch
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I can answer some of these

-Button location can be set based on frame, it's in the docs and involves adding a -123,+123 in the first button.
Check the .pdf docs for an example.

-Stances, you can have different profiles, then use a macro like this (which is better than the default stance-switching anyway)

/cancelaura [stance:1] Bear Form; [stance:2] Aquatic Form;[stance:4]Travel Form
/xub p KittyProfile
/cast [nostance] Cat Form
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Unread 04-02-07, 09:30 AM  
AFrench
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Originally posted by htordeux
hello,

I am affraid that mod does not work with french ui, the french spells names are not recognized.
I'm afraid this is incorrect...most french spell names work without any problem for me. It is probably another problem/setting
Last edited by AFrench : 04-02-07 at 10:01 AM.
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Unread 04-02-07, 07:56 AM  
AFrench
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I like the add-on, and it work more or less correctly with WoW french version (tested with druid/shaman/hunter/warlock).

I have however noticed 2 small "bugs":

- Xperl pet unit frame name is incorrect in the default setting: It should be XPerl_Player_Pet and not XPerl_Playerpet. I had nothing displayed for my hunter pet until I had the idea to look for Xperl frame name and change it (switch to custom, change the name and boum...everything was fine)

- In the french localisation, 2 out of 4 weapon buffs work as advertised for Shaman (i.e. dimmed when the buff is active). Croque-roc (Rockbitter) and Furie-des-vents (windfury) don't (they are never dimmed), and for me the only thing that they have in commun and don't share with the two that are working is this '-' in the french version name. Not a big deal as I am able to apply the weapon buff...these two are never dimmed, that's all.

And a few features requests/ideas/suggestions:
- I don't know if this is similar to the English version but Rank needs to be specified for the simple spells that are defined in Make Group. Also the spell name used is not the one used in buff/heal synthax (an abreviation vs the full name of the spell). For consistency sake, it would be nice to have Make group use a similar syntax than buff, heal etc, which would allow an optional rank. something like: group name, spell name , <optional rank>, target

- I would like the location (Top, Left etc) to be different per frame type: I like for player and Target to have the buttons bellow the frame, but for pet and party I prefer to have them at the right of the frame. Would it be possible to have an independant setting per frame type instead of a global one?

- Stances: Ok, with my druid, I use a CR to separate the different stances. It works, but it it would feel less cluttered/more intuitive if we could have sets of buttons switching according to stance. OK, it is probably difficult to code and maybe too complicated for the user to set-up. Just a thouth for a future additional option....
Maybe could be set-up with something like that in profile: profile, target, groupname1 </groupname2, stancename1/stancename2> ?

- Kind of complementary to the last one could it be possible to use a macro in the health/buff etc syntax. This way my druid could have a macro that bring me out of bear form (using /cancelstance) that would appear when party health is bellow a certain value. The previous Stance option would then make visible my healing spells...and another button to switch back to bear when this is done.
Maybe by separating macro definition and button definition?
Something like:
macroname,macroicon#,macrotext. (Another option would be to use directly a macro defined in the general interface)
buttonname,heal, macroname, ,visibility value?

- And last have a "mana" condition similar to the health condition. This way my warlock could have the spell that convert life into mana, my shaman could have shaman rage and water shield, visible when mana is bellow a certain value...
And my warrior (rage being, to my knowlege treated similary than mana) could, in defensive stance, have a macro that switch to Berseker stance if Rage is high enougth and Intercept can be used...I can see quite a lot of usefull tricks with that one...ok in my last exemple, it needs the button to be visible when rage level is above (a new set of visibility condition than the one presentlly used) and a target distance condition...probably for version 2...

This a a great and very usefull mod. Great work.
Last edited by AFrench : 04-02-07 at 10:40 AM.
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Unread 04-02-07, 02:52 AM  
htordeux
A Murloc Raider

Forum posts: 5
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hello,

I am affraid that mod does not work with french ui, the french spells names are not recognized.
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