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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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Date
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2.1beta4
104kB
09-15-12 11:51 AM
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upload1 RC2
105kB
12-01-10 11:42 AM
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Unread 03-30-07, 03:47 PM  
alexdrack
A Kobold Labourer

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i just need some buttons for my raid frames

This add on looks like is what i need, since groupbuttons is not alive anymore. but i dont know if it is just me or this add on is very difficult to set up. I just need some buttons near my blizzard raid frames so i can heal a raid eficiently. I'd apreciate some help with this mod pls

TY
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Unread 03-30-07, 10:37 AM  
Elenesski
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Re: Doh!

Originally posted by Ratheri
Two stupid questions though... is it possible to have different buttons appear when targeting hostile vs. non-hostile targets? also, is there a way I can set it up so that it puts buttons of specific groups in separate rows, i.e. heals on the top row, buffs in the middle, rez and debuff removal on the bottom? I don't remeber reading anything about that in the manual.
In your profile specification, you say something like:

Code:
solo,target,heal
solo,target,gift
solo,target,CR
solo,target,attack
solo,target,shock
The HEAL group is for friendly targets, attack and shock are for hostiles. CR is literally a Carriage Return, which forces the buttons to start on the next line. You can use CR as often as you want and have 10 rows if you think that will help.

I use the WOW API to test to see whether a given button (spell or use) can be cast/used against the unit the button is assigned to. Buttons appear for friendly targets and disappear when they are hostile. Similarly, different buttons appear for hostile targets and disappear when they are friendly.



Also, getting more complicated, it's possible to put buttons that affect, for example, the player on the button bar for the target. I use this on my mage. Here is a GROUP specification:

Code:
attack,Frostbolt,*
attack,ArcaneMissiles,*
attack,FireBlast,*
attack,FrostNova,player
attack,Fireball,*
attack,ManaShield,player
When I assign this group to a "target", it allows me roll move my mouse left to right clicking the 6 buttons:
  • click the Frostbolt to initiate the initial attack (target walks slowly toward me for 8 seconds)
  • Arcane Missiles for that initial attack (for 5 seconds; now around 550 damage; level 39)
  • Then I start backing up, and hit Fire Blast (instant cast at 250 damaged)
  • Click Frost Nova; a player spell to lock the player in place.
  • I back up far enough to cast a Fireball (3 seconds).
  • Then pop a Mana Shield on myself.
The net result is, if I do this well, is the target has not had a chance to hit me, and I've taken 50-60% of his damage. Then before they can hit me for anything I have a shield on me. If they resist the frost bolt or the frost nova, I can quickly move around in the target bar for backup strategy. The important part here is that I don't have to move my mouse very far to cast a spell against myself.

I use a * on the group specification so that I can assign the group to either a target or hostile focus unit, and it works the same way.



And no cracks about being an old geezer with the commodore 64 guys... that thing STILL runs... and my first "real computer" won't anymore...I miss playing wolfenstein 3D sometimes [/b]
Ah yes, I can remember using a Commodore Pet, back in the day. Now, if I were to tell you 'bout my acne when those things first came out, that tells you enough, eh?
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Unread 03-30-07, 09:54 AM  
paladindrome
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Re: Doh!

Originally posted by Ratheri
is it possible to have different buttons appear when targeting hostile vs. non-hostile targets?
The display is pretty smart in that it will not show a spell that cannot be cast. So if you have an attack button and a buff button then only the one that applies shows.

E is the master - but i dont think blizzard lets a mod author decide what button should be created in combat. It probably could be done outside of combat - but that isnt what i would want. I think it would be good for blizzard to allow a mod author make the distinction be tween friend and foe - they do for macros [harm].

Originally posted by Ratheri
also, is there a way I can set it up so that it puts buttons of specific groups in separate rows, i.e. heals on the top row, buffs in the middle, rez and debuff removal on the bottom? I don't remeber reading anything about that in the manual.
In your profile ad the CR group

normal,player,heal
normal,player,CR
normal,player,buffs
normal,player,CR
normal,player,rez
normal,player,debuff

Drome (AKA bob)
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Unread 03-30-07, 03:19 AM  
Ratheri
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Lightbulb Doh!

Originally posted by Elenesski
Finally, when you get it working, please reply to this message and let me know what the Unit Frame names are so I can add that to the supported UI's.
While your instructions were very helpful, the real problem is that I aparently was an idiot the last time I tried to set up...
For future reference, MazzleUI uses the Discord Unit frames which I had appropriately selected. Now comes the idiot part. Apparently, the default placement of the buttons and the level onscreen that the unit frames are set to causes the buttons to be DIRECTLY behind the unit frame and not visible. A coincidence, not your mod's fault. That, combined with the fact that MazzleUI scales the buttons down so small that they are easy to miss on my screen caused me to believe that the the buttons were not properly attaching to the frames. Once I started tinkering with the button placement it became readily apparent that I should not go installing new UI elements at two in the morning. Once that got straightened out I had no difficulty.

Two stupid questions though... is it possible to have different buttons appear when targeting hostile vs. non-hostile targets? also, is there a way I can set it up so that it puts buttons of specific groups in separate rows, i.e. heals on the top row, buffs in the middle, rez and debuff removal on the bottom? I don't remeber reading anything about that in the manual.

The text based setup was extremely Intimidating (mind you, the only programing experience I've had ever was on a commodore 64). But extremely easy once I sat down with the manual and figured out where everything went. Beautiful piece of work. Let me junk 2-3 addons that weren't really doing what I wanted anyhow

And no cracks about being an old geezer with the commodore 64 guys... that thing STILL runs... and my first "real computer" won't anymore...I miss playing wolfenstein 3D sometimes
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Unread 03-29-07, 04:19 AM  
Szandos
A Defias Bandit

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Still using this addon and it gets better all the time

After some fiddling with the latest version I managed to get PW:S working the way I wanted. Though I'd post it here if anyone was wondering.

Make a custom button with this definition:
_pws,buff,Power Word: Shield,,Weakened Soul

Use that in your groups. That button will hide if the unit has PW:S on it OR is affected by Weakened Soul (and thus can't be buffed). Much better than the default behaviour when the button shows as soon as the shield stops even though it can't be recast yet.
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Unread 03-29-07, 01:59 AM  
Corydon
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Thank you very much for your reply.

I solved it by just using:

_Felsbeißer,buff,Waffe des Felsbeißers,,Felsbeißer/Flammenzunge/Frostbrand
_Flammenzunge,buff,Waffe der Flammenzunge,,Felsbeißer/Flammenzunge/Frostbrand
_Frostbrand,buff,Waffe des Frostbrands,,Felsbeißer/Flammenzunge/Frostbrand



No need to specify ranks and I think the buttons will "auto-update" themselves, too. No need to update them when new ranks are aquired.

At least the above code casts my highest rank of a given weapon buff and also the buff button disappears (I don't need blinking) if any rank of any weapon buff is active.

Feel free to put me right if I'm on error ;o)
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Unread 03-29-07, 01:37 AM  
Elenesski
A Murloc Raider
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Re: Weapon Buffs (Shaman)

Originally posted by Corydon
Hy there! Wonderful mod! I really enjoy using it A TON! *****
(And the documentation is awesome, too!)

I have one problem (v1.5) though with the new weapon echant feature. (German client)

I have set up three new lines in the box "GROUP specifications":

self,WaffedesFelsbeißersRang4,* <---- this is Rockbiter Weapon
self,WaffederFlammenzungeRang3,* <---- this is Flametongue Weapon
self,WaffedesFrostbrandsRang2,* <---- this is Frostbrand weapon

(I am lv 29 atm)

These lines bring up my weapon buff buttons just fine. But I can't seem to find out what to add to the line to hide a given weapon buff button.

I tried something like:

self,WaffedesFelsbeißersRang4,*,Felsbeißer

and

self,WaffedesFelsbeißersRang4,*,Rockbiter


Anyhow, the buff buttons stay lit and won't disappear.

Any hint from anybody would find much appreciation from my side


Thanks guys!



Edit: I think it could be related to a missing translation string?!
It's actually a buff, and I failed to include the specification for it in the main text. Here are the important specifications:

Code:
CUSTOM BUTTONS

_WEAPONENCHANT1,buffblink,Rockbiter Weapon,,Rockbiter 4/Flametongue 3/Frostbrand 2
_WEAPONENCHANT2,buffblink,Flametongue Weapon,,Rockbiter 4/Flametongue 3/Frostbrand 2
_WEAPONENCHANT3,buffblink,Frostbrand Weapon,,Rockbiter 4/Flametongue 3/Frostbrand 2

GROUP

prep,_WEAPONENCHANT1,player
prep,_WEAPONENCHANT2,player
prep,_WEAPONENCHANT3,player

PROFILE

self,player,prep
This is a fairly complex specification, but this is what it does. First. It is not necessary to select which Rank the enchant casts at. WOW will select the highest rank possible. Second. These buttons are specified with a blink. This means that all the buttons will blink unless one of the three enchants are present. Blinking means the enchants have worn off.

Clicking any of the three buttons will cause the buttons to stop blinking and the appropriate enchant to be applied to the weapon.

The maintenance you will need to do with the specification is just update which enchants appear on the weapon and which ranks. The specification above assumes Rockbiter Rank 4, Flametongue Rank 3 and Frostbrand Rank 2. As soon as you train for Flametongue Rank 4, for example, you'd change the buffs to:

Code:
Rockbiter 4/Flametongue 4/Frostbrand 2
Hopefully that helps.

Regards,
- El
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Unread 03-29-07, 01:14 AM  
Elenesski
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Originally posted by Cosmic Cleric
Pardon my stupidity, but are these features documented somewhere? I had read through an earlier version of the docs and did not see there?
The buff, debuff, and spell buttons exist in the current documentation. buffblink, debuffblink, spellblink and use buttons do not exist. I'll try and update the documentation soon. For now the changes are documented in the WOWInterface website for the mod in the description which prefaces this forum.
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Unread 03-29-07, 01:06 AM  
Corydon
A Defias Bandit

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Weapon Buffs (Shaman)

Hy there! Wonderful mod! I really enjoy using it A TON! *****
(And the documentation is awesome, too!)

I have one problem (v1.5) though with the new weapon echant feature. (German client)

I have set up three new lines in the box "GROUP specifications":

self,WaffedesFelsbeißersRang4,* <---- this is Rockbiter Weapon
self,WaffederFlammenzungeRang3,* <---- this is Flametongue Weapon
self,WaffedesFrostbrandsRang2,* <---- this is Frostbrand weapon

(I am lv 29 atm)

These lines bring up my weapon buff buttons just fine. But I can't seem to find out what to add to the line to hide a given weapon buff button.

I tried something like:

self,WaffedesFelsbeißersRang4,*,Felsbeißer

and

self,WaffedesFelsbeißersRang4,*,Rockbiter


Anyhow, the buff buttons stay lit and won't disappear.

Any hint from anybody would find much appreciation from my side


Thanks guys!



EDIT:
Ok, I got it fixed myself using a custom button:

_Felsbeißer,buff,Waffe des Felsbeißers,,Felsbeißer


Thanks anyway
Last edited by Corydon : 03-29-07 at 01:23 AM.
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Unread 03-29-07, 01:03 AM  
Cosmic Cleric
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Originally posted by Elenesski
Each button works independently of each other. You can specify the rules to hide buttons .. such as a spell which casts a spell and hides if there is a lingering effect with the same name as the spell name. Or a buff which hides if the given spell or one or more sister buffs are on a given unit; such as, in in v1.5; a priest's Power Word: Shield and the effect "Weakened Soul".

Or you can specify rules to cause a button to be shown when certain rules apply. Specifically a debuff appears when one or more known debuffable effects are on a unit (Disease, Poison, Magic, Curse) or, in v1.5, a buff that is applied to a unit.

Each of those spells have corresponding blink equivalents which blink if the button would be shown.
Pardon my stupidity, but are these features documented somewhere? I had read through an earlier version of the docs and did not see there?
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Unread 03-29-07, 12:39 AM  
Elenesski
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Originally posted by Ratheri
Hmm...couldn't get the buttons to show up at all...
I think I may have just been doing something wrong in the setup, just out of curiosity, has anyone heard of any problems using this mod with MazzleUI?

Well, I'm going to try a few things tommorow, and if it still doesn't want to work, I may have to strip the UI down and rebuild until I can make this work... so much better than "SmartBuff" or whatever it is they use in there...
Before you do all that, try this undocumented feature first. 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.

Finally, when you get it working, please reply to this message and let me know what the Unit Frame names are so I can add that to the supported UI's.
Last edited by Elenesski : 03-29-07 at 12:52 AM.
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Unread 03-28-07, 09:49 PM  
Ratheri
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Hmm...couldn't get the buttons to show up at all...
I think I may have just been doing something wrong in the setup, just out of curiosity, has anyone heard of any problems using this mod with MazzleUI?

Well, I'm going to try a few things tommorow, and if it still doesn't want to work, I may have to strip the UI down and rebuild until I can make this work... so much better than "SmartBuff" or whatever it is they use in there...
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Unread 03-28-07, 10:16 AM  
Elenesski
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Version 1.5 Released

Version 1.5 (March 28, 2007) -- Released

See the notes above.

I didn't add the Colours ability in this release because I was having difficulty displaying the colour I came up with. I'll work on this ability with v1.6.
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Unread 03-27-07, 09:57 PM  
Elenesski
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Re: Buttons Scalable Gone?!

Originally posted by grey_falcon1
I was using v0.94a for the longest time. I upgraded to v1.4 and now my buttons aren't scalable? What's the deal with that?! I liked my buttons to be a little bigger. Also, agUnitFrames seems to have changed. For some odd reason my group buttons are no longer working for the party frame after I updated last night.

Matt

EDIT: Alright, I figured out how to adjust the button size, miraculously. What happened with just having a slider in the main options menu? As for the party buttons not showing up I don't know. I think they changed the window name?
There is a bug in v1.4 which will get fixed shortly (v1.5) affecting agUnitFrames. In the interim, you can set your unit frames to Custom (/xub uf), then set the Party and Party Pet unit frame templates to:

* aUFpartyUnitButton#
* aUFpartypetUnitButton#

respectively.

As for the sizes. The Unit Frame settings are all moved to a new dialog called "Unit Frames" (/xub uf) and you can set the size of the unit frames independently of each other. {edit} You can set any button size from 5 to 200 pixels, by scrolling the mouse wheel over the text representing the button size.
Last edited by Elenesski : 03-27-07 at 09:59 PM.
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Unread 03-27-07, 06:16 PM  
grey_falcon1
A Kobold Labourer

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Buttons Scalable Gone?!

I was using v0.94a for the longest time. I upgraded to v1.4 and now my buttons aren't scalable? What's the deal with that?! I liked my buttons to be a little bigger. Also, agUnitFrames seems to have changed. For some odd reason my group buttons are no longer working for the party frame after I updated last night.

Matt

EDIT: Alright, I figured out how to adjust the button size, miraculously. What happened with just having a slider in the main options menu? As for the party buttons not showing up I don't know. I think they changed the window name?
Last edited by grey_falcon1 : 03-27-07 at 06:29 PM.
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