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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 |
Comment Options |
01-28-07, 10:37 PM | |
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Version 0.9.1a Released
Changes for v0.9.1a (January 28, 2007)
Download Link to v0.9.1.a Changes:
You will have to exit the game to be able install the new changes.
Last edited by Elenesski : 01-28-07 at 10:44 PM.
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Elenesski |
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borohir |
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Elenesski |
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01-28-07, 09:13 PM | ||
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Re: Just wondering
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Elenesski |
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01-28-07, 09:04 PM | |
A Defias Bandit
Forum posts: 3
File comments: 7
Uploads: 0
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i become this error... but i dont know why...
Code:
Fehler: attempt to perform arithmetic on field '?' (a nil value) AddOn: eXtremeUnitButtons Datei:eXtremeUnitButtons.lua Zeile:756 Fehler Nummer:14 is this in the englisch client also? and can anyone implement support for x-perl? i use it and try to implement them... but i dont become any buttons... i know that the frames right. now i use aguf... but i want x-perl and every time i log out of game and come online again, my complete config is away... it is empty.... what can i do? i dont wanna make this every time new... pls help this is the best addon since 2.0 thank you very much.. and sorry for my bad english. PS: i try to do the edits to make the frames dragable, but when i do this, i become many errors and xub dont go. cya Maxx4u
Last edited by Maxx4u : 01-28-07 at 09:07 PM.
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Maxx4u |
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01-28-07, 08:51 PM | |
A Kobold Labourer
Forum posts: 1
File comments: 16
Uploads: 0
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Just wondering
As I go through the various xml and lua files, I see refs to files not being used (data is marked out) as well as refs to XUG not sure what this is, as well as refs to PartyBars ex.
Code:
<Frame name="PBFrame"> <Scripts> <OnLoad> PartyBars_Globals(); PartyBars_OnLoad(self); </OnLoad> <OnEvent> PartyBars_OnEvent(self, event, ...); </OnEvent> </Scripts> </Frame> The reason I was digging is because I did a /rl and lost my settings in the conf window which was annoying . If I am way off here, sorry. It is just a bit confusing seeing 3 different addon names/refs in the same addon and not knowing what is what in the one I am actually trying to help improve. -Mobeater Mob(eater) |
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Mobeater |
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01-28-07, 01:15 PM | |
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Some additions
Hi,
I love your mod, I gave gad no issues with it at all, I even like the config, it is pretty simple after reading the PDF! I have added a few things, maybe you would like to add: Simple tooltip (I forget what the icons are sometimes!) In XML added this around line 99: <scripts> <OnEnter> XUG_MouseOver(); </OnEnter> </scripts> And simple function: function XUG_MouseOver() if (this.FullSpellName ~= nil) then GameTooltip:SetOwner(this,"ANCHOR_BOTTOMRIGHT"); GameTooltip:SetText(this.FullSpellName); GameTooltip:Show(); end; end Adding colored buttons (instead of fading) is easy and looks nice: Some color: XUG_COLORS = { gray = { r = 0.4, g = 0.4, b = 0.4 }, red = { r = 0.8, g = 0.1, b = 0.1 }, blue = { r = 0.0, g = 0.0, b = 1.0 }, green = { r = 0.0, g = 1.0, b = 0.0 }, } In XUG_UpdateUnitButtons where normally would pick something like XUB_OUTOFRANGE_ALPHA, have a local Color = nil in loop, so something like this: if ( inRange == nil ) then myButtonisable(); Color = "red"; myAlpha = math.min(myAlpha,XUB_OUTOFRANGE_ALPHA) ..... Then where alpha was once set at end of loop I do this: if (Color == nil) then myButton:SetAlpha(myAlpha); local tex = myButton:GetNormalTexture(); if tex ~= nil then tex:SetVertexColor(1,1,1); end; else local tex = myButton:GetNormalTexture(); if tex ~= nil then tex:SetVertexColor(XUG_COLORS[Color].r, XUG_COLORS[Color].g, XUG_COLORS[Color].b); end; end; Maybe something you can use! b |
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borohir |
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01-28-07, 04:53 AM | ||
A Defias Bandit
Forum posts: 3
File comments: 25
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At the moment I'm having a great time with the add-on, thanks for that. There are some GUI and graphic improvements to be made if you want it to reach a larger base of users, but even in the current state, it's perfectly accessible. I have some smallish features requests in mind, but it would really be nickpicking to ask for it at this stage of development. You've made a great job. <edit> : for reference, this addon is working just fine with Clique and CT_Bars and CT_BottomBar installed if anyone was wondering.
Last edited by Torwauki : 01-28-07 at 04:56 AM.
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Torwauki |
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01-28-07, 04:04 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 19
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Thanks for the follow up
I ran Slavepens and Underbog tonight. One as only healer. The mod worked great. it's so good to have the buttons attached to the party frames once again I also quested for a couple hours. I did not encounter any bugs the entire time. I am looking forward to the pies and also nature's swiftness working I'll be in heaven then Thanks again, Shaymon |
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Shaymon |
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01-28-07, 03:30 AM | ||
A Kobold Labourer
Forum posts: 1
File comments: 16
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Re: Re: Made the config and Options window Movable
-Mobeater Mob(eater) |
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Mobeater |
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01-28-07, 03:10 AM | ||
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Re: Made the config and Options window Movable
I'll apply these changes with my next update. Cheers, - E
Last edited by Elenesski : 01-28-07 at 03:10 AM.
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Elenesski |
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01-27-07, 11:27 PM | |
A Kobold Labourer
Forum posts: 1
File comments: 16
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Made the config and Options window Movable
I hacked my XML files a bit to make both Options and Config frames movable and more size fitting to my scale
for size (makes smaller, mine was too large) This change made it more inline with the rest of my UI scale, you do NOT need to do this if you just want to move your windows around a bit add the red stuff <Frame name="XUBConfig" hidden="true" movable="true" enableMouse="true" parent="UIParent"> put the red in the same place on the options XML to make them Movable add the red stuff as it is <Frame name="XUBConfig" hidden="true" movable="true" enableMouse="true" parent="UIParent"> also below that right above the <Size> tag add this <TitleRegion> <Size> <AbsDimension x="95" y="20"/> </Size> <Anchors> <Anchor point="TOP"/> </Anchors> </TitleRegion> Add this to the same place in both xml files (XUBOptions.xml and XUBConfig.xml) You can do all of this while in the game and save the files go back into the game and reload your UI to see the changes. You can move the window by click and dragging Title box only! This code was found in the tutorial section of wowikki.com. -Mobeater p.s. If this is not OK with you Elenesski, please let me know and I will remove this code from here. I just like to be able to move my frames and have them the same scale the rest of my UI uses. Great work btw, I have been missing GB for some time now. **Edited to add a simpler cleaner code, and make the frame draggable only in the title box at top**
Last edited by Mobeater : 01-28-07 at 01:55 AM.
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01-27-07, 11:10 PM | ||
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Question #2: Can you give me examples of multiple sister spells. Thanks. Request #1: This is already working. Right now on the mage, I cannot cast a Polymorph on anything but humanoids, critters and beasts. For each spell type I ask the API if the spell can be cast on the given player. If it says yes, I show the button. If it is saying yes, but it is invalid, that's a problem with the UI. I want to avoid "special cases" otherwise the mod size will balloon to an unbelievable size and make it harder to maintain. Request #2: I will be adding support so that you can specify which character classes will see the buttons. For example, not showing the Arcane Intellect button when a Rogue is the selected target. This ability will be added when configuration via the UI is available. |
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Elenesski |
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01-27-07, 11:00 PM | ||||||||
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Elenesski |
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01-27-07, 10:29 PM | ||
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As the documentation states, the mod is pre-alpha and does not implement the right events to reshow the buttons when you do things like logon, switch zones, enter/leave instances, or intentionally reload the screen. For that you need to type Code:
/xub p Code:
/xub p <mode-name> I do not save the TEXT of the input for the buttons. It gets converted into an internal format so that when the UI Configuration is available all your settings will work properly with the mod. Each time you want to make a change you have to specify all three boxes of text (if you have custom buttons) or just two if you just have groups and profiles. Sorry, I'm not going to change this because the basic /xub config is going to go away eventually.
Last edited by Elenesski : 01-27-07 at 10:37 PM.
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Elenesski |
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