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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 01-30-07, 05:24 AM  
Torwauki
A Defias Bandit

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I've just finished testing the 0.9.2a version with the new cooldown feature. It works very well !

I've also found the lines I needed to change in your xml code to extend the Xoffset and group spacing to 500, and like you said earlier, it doesn't cause any problem at all, and I can finally put my buffs on the left side of the bars, and my spells on the right one.

I found out that when creating a macro button, the picture #1 (interrogation mark) doesn't change with the spell put inside the macro and appears as a question mark. As a consequence, there is no way to effectively see the cooldown of items used via those buttons (like potions, healthstones) or abilities used in those macros. I suppose you intend to eventually move to an interface where we can directly drag spells and items to the action buttons, so this should just be a temporary limit to this mod.

I tested spells that can only target a particular type of units (undeads, demons etc.) and haven't found any problem so far.

Thanks again for your work and your continuing updates !
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Unread 01-30-07, 09:36 AM  
Servitor
A Kobold Labourer

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Question

Does anyone use this with trinity bars?
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Unread 01-30-07, 10:37 AM  
Elenesski
A Murloc Raider
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Originally posted by Torwauki
I've just finished testing the 0.9.2a version with the new cooldown feature. It works very well !

I've also found the lines I needed to change in your xml code to extend the Xoffset and group spacing to 500, and like you said earlier, it doesn't cause any problem at all, and I can finally put my buffs on the left side of the bars, and my spells on the right one.
I've modified the Options Dialog to handle +/- 500 pixels for the X/Y offset. These changes will appear in version 0.9.3.

I found out that when creating a macro button, the picture #1 (interrogation mark) doesn't change with the spell put inside the macro and appears as a question mark. As a consequence, there is no way to effectively see the cooldown of items used via those buttons (like potions, healthstones) or abilities used in those macros. I suppose you intend to eventually move to an interface where we can directly drag spells and items to the action buttons, so this should just be a temporary limit to this mod.
There is nothing special done with macros other than execute the text within the macro.

I tested spells that can only target a particular type of units (undeads, demons etc.) and haven't found any problem so far.

Thanks again for your work and your continuing updates !
Thanks
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Unread 01-30-07, 09:39 PM  
Elenesski
A Murloc Raider
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Originally posted by Shaymon
I apologize, the apostrophe isn't actually in my new code, I had taken it out. The button is still broke. I tried flushing everything out and redoing it. Is there maybe a file someplace in my wow directory I can delete?

-Shaymon
I analyzed what you sent me, and found three spell with apostrophes in them.
Code:
NaturesSwiftness,spell,Nature's Swiftness,
TigersFury,spell,Tiger's Fury,
TigersFuryRank4,spell,Tiger's Fury,Rank 4
I was surprised that I didn't see Tiger's Fury Rank 1,2 and 3 as well as 4. Must be a druid thing. Anyway, to setup your groups, you should say:
Code:
groupname,NaturesSwiftness,*
groupname,TigersFuryRank4,*
groupname,TigersFury,*
If on the other hand, these spell can only be directed at the player, you'd specify:
Code:
groupname,NaturesSwiftness,player
groupname,TigersFuryRank4,player
groupname,TigersFury,player
And if Nature's Swiftness is a player only (escape mechanism) and the other two are directed at a target (you'd say):

Code:
groupname,NaturesSwiftness,player
groupname,TigersFuryRank4,target
groupname,TigersFury,target
But if you wanted to be generic and be able to cast the last two on either a focus or target unit, and assigned the group to both units, you could specify:
Code:
groupname,NaturesSwiftness,player
groupname,TigersFuryRank4,*
groupname,TigersFury,*
It's the star that adopts the target or focus depending on which unit the bar is attached to.

If on the other hand, you wanted to attach the group to the player frame and cast against a target and focus at the same time, you need something more complicated:
Code:
groupname,NaturesSwiftness,*
groupname,TigersFuryRank4,target
groupname,TigersFury,target
groupname,TigersFuryRank4,focus
groupname,TigersFury,focus
Make sense?
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Unread 01-31-07, 03:52 AM  
OxiMoron
A Kobold Labourer

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Yeah druid feral spells are the same as warrior/rogue spells..
A better rank doesn't increase the rage/energy usage.. so there's no need to use a lower rank (unless you want to suck :P)

I just use the mod for buffs, healing and dispelling.. and it works great !

Can you add a feature where heal buttons aren't hidden when the targets health is above the threshold but just less visible? Sometimes you know your target will take more damage then the spell will heal (Take Mandokir for example where he goes into a frenzy for 1 min after you kill the raptor)
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Unread 01-31-07, 09:39 AM  
Shaymon
A Kobold Labourer

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Elenesski,

Thanks everything works now. I now wonder if it may have worked even with the apostrophes. If so sorry for the extra work. Nature's Swiftness WOULD be a self cast spell as it makes the caster's next nature spell cast insant. So I should have had GroupName,NaturesSwiftness,player intstead of GroupName,NaturesSwiftness,*

Tiger's Fury is also a self cast cat form spell that adds to damage.

-Shaymon
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Unread 01-31-07, 10:20 AM  
Elenesski
A Murloc Raider
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Originally posted by OxiMoron
Yeah druid feral spells are the same as warrior/rogue spells..
A better rank doesn't increase the rage/energy usage.. so there's no need to use a lower rank (unless you want to suck :P)

I just use the mod for buffs, healing and dispelling.. and it works great !

Can you add a feature where heal buttons aren't hidden when the targets health is above the threshold but just less visible? Sometimes you know your target will take more damage then the spell will heal (Take Mandokir for example where he goes into a frenzy for 1 min after you kill the raptor)
I'll consider it. You want to show something as if they were "buffed" with health?
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Unread 01-31-07, 10:24 AM  
Elenesski
A Murloc Raider
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Originally posted by Shaymon
Elenesski,

Thanks everything works now. I now wonder if it may have worked even with the apostrophes. If so sorry for the extra work. Nature's Swiftness WOULD be a self cast spell as it makes the caster's next nature spell cast insant. So I should have had GroupName,NaturesSwiftness,player intstead of GroupName,NaturesSwiftness,*

Tiger's Fury is also a self cast cat form spell that adds to damage.

-Shaymon
Not that I have a druid, but it stands to reason that in each of your "forms" you would use different spells that are either more powerful in one form over the other, or can only be used in one form over the other.

XUB's modes feature where you can set up different buttons in different modes, so in cat form you might have a different set of buttons that bear form, etc. Anyway, it's something to consider.
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Unread 01-31-07, 09:46 PM  
Elenesski
A Murloc Raider
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Prototype dialog layouts for selecting the spell for heals, buffs and debuffs. Something similar will occur for selecting buttons for groups.




Prototype dialog layout for selecting the macro button:
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Unread 02-01-07, 01:24 AM  
Shaymon
A Kobold Labourer

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Oh the dialog looks nice

I don't know if this was mentioned but it would be nice to be able to have to tooltip anchor someplace else besides the mouse. Your probably already planning that but just incase Don't ask me why I need it in combat but I do..... Right now I have it set to not show in combat because it kind of clutters the party frames area.

Ran another Underbog tonight and it worked great. I was the only healer and at 64 did great with this. I love it!

Only thing I noticed tonight is that sometimes button icons get garbled/broken up. I'll take a screenshot next time. But all I have to do it reload UI and it's back to normal. It could be something else of mine interfering.

-Shaymon
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Unread 02-01-07, 08:05 AM  
OxiMoron
A Kobold Labourer

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Looks good

One more question.. what about pet spells?

Would be nice to have a Fire Shield button on party members and myself.

It's possible to do with a macro: /cast [target=party1] Fire Shield

But then you need a macro for each party member, which the current system doesn't support.

I haven't really tried adding the FireShield,spell,Fire Shield to the upper config box.. but maybe you want to do it otherwise. (FireShield,petspell,Fire Shield)
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Unread 02-01-07, 10:39 AM  
Elenesski
A Murloc Raider
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Originally posted by Shaymon
Only thing I noticed tonight is that sometimes button icons get garbled/broken up. I'll take a screenshot next time. But all I have to do it reload UI and it's back to normal. It could be something else of mine interfering.
This is a known bug which I may have fixed in version 0.9.3. I haven't tested it enough to know. But since 0.9.2 is pretty stable, I've decided to make 0.9.3 the first version that supports the dialog boxes. However, it will be at least a week before it's ready -- but we'll see how the weekend goes -- I might be stuck inside; it's -26 here ... burrrrrrr!
Last edited by Elenesski : 02-01-07 at 10:41 AM.
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Unread 02-01-07, 12:21 PM  
Mobeater
A Kobold Labourer

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I feel your pain

I live in Montana E, it is -12 right now and dropping as the day progresses.

-Mobeater
Mob(eater)
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Unread 02-01-07, 02:01 PM  
Shaymon
A Kobold Labourer

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Ouch! thats cold...I don't mean to brag but I might go swimming in a bit. Its a scalding 7 degrees here heh. ok so it's cold in Wisconsin too but not that cold!
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Unread 02-01-07, 05:50 PM  
Mobeater
A Kobold Labourer

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It is coming Shaymon moving that way, beware!!

-Mobeater
Mob(eater)
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