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Updated: | 12-06-10 04:15 PM |
Created: | unknown |
Downloads: | 24,393 |
Favorites: | 123 |
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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:
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.
File Name |
Version |
Size |
Author |
Date |
Type |
2.1beta4 |
104kB |
09-15-12 11:51 AM |
Addon |
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upload1 RC2 |
105kB |
12-01-10 11:42 AM |
Addon |
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Elenesski |
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03-14-07, 08:46 PM | ||
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Re: Displaying Macro Cooldown
I'm not prepared to write this kind of logic, however, I have been thinking about a new set of changes that MAY make the need to write macros like this one obsolete. It's still pretty preliminary and is at least 2-3 versions away. |
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Elenesski |
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03-14-07, 08:20 PM | |
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Fridmarr:
I don't use XUB myself (I'm a stubborn keyboarder), so I can't test, but this might work: #show Righteous Defense /cast [target=target,help] Righteous Defense; [target=targettarget,help] Righteous Defense That #show forces the game to display cooldown info about that spell instead of what it *thinks* it should show. It's helped with some of my other macros, it may help in this case. |
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Taroven |
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03-14-07, 05:17 PM | |
A Kobold Labourer
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Displaying Macro Cooldown
I have a custom macro button tied to my target frame for calling Righteous Defense, which has a 15 second cooldown.
I've defined the macro as... /cast [target=target,help] Righteous Defense; [target=targettarget,help] Righteous Defense Basically it casts on the current target if it's friendly or my target's target if it's hostile. When I use it from xub macro button, the button does not show the cooldown, but if I make a regular macro and add it to a standard toolbar, then it does. Is there anyway to have my xub button also show the cooldown?
Last edited by Fridmarr : 03-14-07 at 05:24 PM.
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Fridmarr |
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03-14-07, 11:04 AM | ||
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Re: Re: Re: Re: Re: Saved Variables location
What if I implemented a SAVE configuration option that made a copy of the variables and placed them globally? Then a corresponding LOAD option to pull them from the global area into whatever character. It doesn't mess up other existing gamers and gives you a centralized location for all your toons configuration. I'm considering this as part of a solution to a different problem, which is helping the first time user configure the mod. If I included a default global LUA file (which was installed), then a "/xub load default_priest" would effectively initialize their environment with a typical "priest" configuration. For yourself, you could, on one toon, say "/xub save ..." then on another server with another toon type "/xub load ...". Comments? |
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Elenesski |
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03-14-07, 09:21 AM | |
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Profiles/Floating frame observation
The (unsupported) floating frame has potential; with more such frames, the ability to control their opacity and to lock their locations, you'd have the function to add arbitrary groups of buttons pretty much without limit and wherever needed. One observation: whether or not it's been triggered by my using it on one character or not I don't know, but right now the frame box displays for any character without a profile.
You also don't currently support, as far as I can see, the idea of an "empty" profile - i.e. I can't tell the mod that it has nothing to load, so it throws an error on startup every time if nothing exists.
Last edited by fredddredd : 03-14-07 at 09:28 AM.
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fredddredd |
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03-14-07, 08:54 AM | ||
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Re: Re: Re: Re: Saved Variables location
Anyway - all of this has been just a personal reaction to the single aspect of the mod to date that I really disliked. Feel free to ignore it or not as you please, naturally. I suspect that if you'd included a load/don't load option by toon as well (as, say, Auctioneer does), I'd not even have noticed until the game corrupted my saved files (as it has on at least three occasions in the past) and I found that I didn't have a backup. For me, the idea of having to manage individual configuration files, in different locations, for every one of my 20+ toons is, in all honesty, off-putting, and a significant inhibitor to using it extensively, even if in reality I can handle the backup issue by copying the whole of my WTF directory now that I understand the issue - but maybe I'm unusual in that respect. |
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fredddredd |
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03-13-07, 06:47 PM | ||
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Re: Re: Re: Saved Variables location
Also, because the specification is all text, you can copy-and-paste it from one character to another by placing it in a separate text file. Issues with sharing between characters, albeit with text, is working now and requires no additional work. I investigated the ability to load specifications from files and it is very restrictive. If it was possible to read/write files I might add a utility, but right now it is too challenging. That being said, I don't like the fact that I have to specify so many variables, so I am going to change it in the future. I may consider the name value pairs in a different way. |
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Elenesski |
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03-13-07, 06:31 PM | ||
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Elenesski |
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03-13-07, 04:23 PM | ||
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Re: Re: Saved Variables location
The difference of approach is to code for multiple characters rather than a single one. As far as I can see, your .toc file uses SavedVariablesPerCharacter, whereas many mods simply use SavedVariables, which I guess is what puts it into the common x:\World of Warcraft\WTF\Account\<account name>\SavedVariables folder (so still under WTF, but in a single location rather than one location for each character, which makes the whole thing easy to back up - to give you an idea of the difference, I have roughly 20 toons spread over 4 or 5 realms, so backing each one up would be a nightmare, and is pretty much a non-starter; backing up a single directory, by contrast, is downright trivial). To support multiple characters, the variables are extended to reflect the presence of multiple toons - either by toon alone (using a name constructed of the toon and realm names together) or by toon and realm. GroupButtons, for example, had a saved structure along the lines of GB_Settings = { ["Toonname1::Realmname1"] = { .... }, ["Toonname2::Realmname2"] = { ... }, } By contrast, CharacterProfiler has myProfile = { ["Realmname1"] = { ["Toonname1"] = { ... }, ["Toonname2"] = { ... }, }, ["Realmname2"] = { ["Toonname3"] = { ... }, }, } Clearly more scaffolding is needed to handle that extra structure, and equally clearly it's the sort of thing that's easiest to do if you design for it from the start, because going from a simpler structure to a more complex one has the potential to hit just about every line of code multiple times - with plenty of opportunities for bugs by consequence. Probably non-trivial and probably not for the faint-hearted unless you're lucky in the approach you've taken to date and the shape of your existing code, I guess. Ah, well. (Edited for clarity)
Last edited by fredddredd : 03-13-07 at 04:38 PM.
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fredddredd |
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03-13-07, 03:55 PM | |
A Kobold Labourer
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Hi,
With v1.3 my NaturesSwiftness button doesn't work on the target unit or raid unit. It is non-clickable. Only clickable on the player unit. |
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silverhaze |
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03-13-07, 03:32 PM | |
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FYI, after d/l and installing version 1.3c, the first time I did a 'Verify' I got this error...
Code:
Error: profile specification referred to an unknown unit 'player'. EDIT: Additional Info. When my char first logs in, none of the buttons appear. If I try to do a "Verify" at this point, I get the error I mention above. If I wait ~10 seconds, the buttons appear, and then when I do a 'Verify' I don't get the error. However, on another char, I have some 'pet' entries, even though my char does not have a pet, and I get the same error in this case, except for 'pet' instead of 'player'. It seems like if the bar is not visible, hitting the 'Verify' button will generate an error, but once the button is visible, the error goes away, for 'player' and 'pet' at least.
Last edited by Cosmic Cleric : 03-13-07 at 04:01 PM.
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Cosmic Cleric |
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03-13-07, 08:21 AM | |
A Kobold Labourer
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Great Job Elenesski, Buttons working great for me
big thx |
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EvilDevil |
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03-13-07, 08:14 AM | |
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Hi !
First: I think this is really a GREAT addon. I already recommended it to all my friends. Now I have to make a suggestion and a bug report. Suggestion: Please show the Cooldown on a button the same way blizzard shows it (clockwise rotating fade). It should be simple to do that by inheriting the Blizzard Cooldown, like for example Benecast does. The main benefit is, that I can see if a button will be up soon or not - so I can react MUCH faster. Bug report: Sometimes the first button of the first group is blocked. That means: no Tooltip when mouseover, not clickable. I can solve this by using /XUB config, then use any of the apply buttons (either Apply in unitframe or Save& Apply etc.) Happened to me on all versions since at least v 1.1, last version tested: 1.3b. The way the buttons are set up: Group: MyHealing,HealingWave,* MyHealing,LesserHealingWave,* Profile: normal,MyHealing,player,-100,0 normal,MyHealing,target,-280,-64 If I target myself while the first button is blocked, then the button on the target is working. Wow+BC german, Perl Classic Unitframes |
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tayedaen |
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03-13-07, 07:12 AM | ||
A Kobold Labourer
Forum posts: 1
File comments: 9
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AceGUI
You might want to consider this: http://www.wowace.com/forums/index.php?topic=4812.0 (I have nothing to do with these, just perusing the forums) |
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Khuas |
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