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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 09-10-07, 08:24 PM  
seebs
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Sage support working?

I tried this with Sage in 1.7.1, and I can't get it to recognize anything -- but it's possible that the Sage frames have been renamed.

... Ahh. Names are now SageClick*, not Sage*.
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Unread 09-12-07, 08:09 AM  
tayedaen
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busy...

Hi !

I have been terribly busy in real life, so I had little time for development.

I have a RC2 here, that I will send to paladindrome when a last test has been made.

Just to keep you updated

cu
tay
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Unread 09-12-07, 03:07 PM  
Cosmic Cleric
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Re: busy...

Originally posted by tayedaen
Hi !

I have been terribly busy in real life, so I had little time for development.

I have a RC2 here, that I will send to paladindrome when a last test has been made.

Just to keep you updated

cu
tay
Thanks for your hard work.

Please take a look at a couple of bug reports I posted in the RC section. Thanks.
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Unread 09-13-07, 04:35 PM  
pilif
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Hi,

I'm not sure if this has already been reported and if it may be related to XPerl only, but whenever the group setup of the raid changes, XUB does not seem to take notice of that fact. This leads to the buttons targeting the wrong person when clicked.

In that case, /xub config, followed by verfiy and save helps to correct the binding.

Unfortunately, our raids often have a tendency of people moving around groups for specific fights and obviously it's not possible to do the workaround while in combat, which generally is a bit hairy a situation.

Question:

- Does anybody else see this?
- What unit frames are you using?
- Any idea what may be causing it? (Please let it not be x-perl related :-)

XUB 1.8 RC1
X-Perl Unit Frames 2.3.5a


Thanks for any help

pilif
Last edited by pilif : 09-13-07 at 04:37 PM.
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Unread 09-16-07, 12:08 PM  
Cosmic Cleric
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Originally posted by pilif
Hi,

I'm not sure if this has already been reported and if it may be related to XPerl only, but whenever the group setup of the raid changes, XUB does not seem to take notice of that fact. This leads to the buttons targeting the wrong person when clicked.

In that case, /xub config, followed by verfiy and save helps to correct the binding.

Unfortunately, our raids often have a tendency of people moving around groups for specific fights and obviously it's not possible to do the workaround while in combat, which generally is a bit hairy a situation.

Question:

- Does anybody else see this?
- What unit frames are you using?
- Any idea what may be causing it? (Please let it not be x-perl related :-)

XUB 1.8 RC1
X-Perl Unit Frames 2.3.5a


Thanks for any help

pilif
I use ag_UnitFrames. I've noticed that every once in a while, not often, but it does happen, when a new party member joins the party, and they are out of my range (like in another zone), then we port them in (or they arrive at my location on their own), the party -based XUB buttons will NOT show up for them. I have to do a /xub c, then do a Verify/Save, and then the buttons will show up. Maybe this is related to the problem you are describing? I don't use XUB in a raid, so can't speak to that, but for party groups where the party member is just joining, and is out of range, yeah, I've seen the same problem, again, with ag_UnitFrames.
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Unread 09-17-07, 04:06 AM  
tayedaen
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Originally posted by Cosmic Cleric
I use ag_UnitFrames. I've noticed that every once in a while, not often, but it does happen, when a new party member joins the party, and they are out of my range (like in another zone), then we port them in (or they arrive at my location on their own), the party -based XUB buttons will NOT show up for them. I have to do a /xub c, then do a Verify/Save, and then the buttons will show up. Maybe this is related to the problem you are describing? I don't use XUB in a raid, so can't speak to that, but for party groups where the party member is just joining, and is out of range, yeah, I've seen the same problem, again, with ag_UnitFrames.
I am working on the issue, which exists also on PerfectRaid.
I am using Perfectraid, so I should be able to find something that fixes this.
Btw. PerfectRaid support will be part of the next release.
For the moment, I use '/XUB p' to redraw all buttons.
No need to open the config and then Save/Verify - simply reapplying the current profile is enough.

cu
tay
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Unread 09-17-07, 01:54 PM  
pilif
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Hi,

Originally posted by Cosmic Cleric
I use ag_UnitFrames. I've noticed that every once in a while, not often, but it does happen, when a new party member joins the party, and they are out of my range (like in another zone), then we port them in (or they arrive at my location on their own), the party -based XUB buttons will NOT show up for them. I have to do a /xub c, then do a Verify/Save, and then the buttons will show up. Maybe this is related to the problem you are describing?
my problem is much worse than the XUB buttons not appearing: They do appear, but they don't seem to move around with their targets they are attached to.

So while the target frame moves around as the character gets moved from one group to another or even inside one group, the XUB frame does not switch the target. So if the button should for example target the main tank, after shuffling around members, it suddenly points to some DPS character. Thus when I think I'm healing the tank, I'm senslessly healing the DPSer until I notice that the tanks health doesn't go up which in turn forces me to do the fight without XUB at all because it gets unreliable.

This sucks.

I had a look at the code, but as I see it, the buttons should get redrawn if raid member positions change, so I'm at a loss here.

Philip
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Unread 09-19-07, 10:31 AM  
tayedaen
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Hi !

I just uploaded v1.8 release candidate 2.

I am sorry that it took so long to get this version out, especially since there are only minor changes.
But unfortunately my system was down for a longer period of time due to a rootkit and some viruses.

Have fun with the new release !

cu
tay
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Unread 09-20-07, 11:52 AM  
drwoods
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Float bar

Hi,

Just wanted to mention the Float bar problem again in case it has been forgotten. Any chance that this will be looked at in the future?

Cooldown Timers don't show on skills that are on the Float bar, nor does it show if there is enough rage/mana/energy etc.

So, for example, Gift of the Naaru doesn't 'red' out and show a countdown on the float bar after being used, but does work correctly on party bars.

Just a reminder...

Thanks,
Don
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Unread 09-21-07, 01:35 AM  
tayedaen
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Re: Float bar

Originally posted by drwoods
Hi,

Just wanted to mention the Float bar problem again in case it has been forgotten. Any chance that this will be looked at in the future?

Cooldown Timers don't show on skills that are on the Float bar, nor does it show if there is enough rage/mana/energy etc.

So, for example, Gift of the Naaru doesn't 'red' out and show a countdown on the float bar after being used, but does work correctly on party bars.

Just a reminder...

Thanks,
Don
Hi !

I did not know this, I must have overread it
I will have a look at it.

cu
tay
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Unread 09-21-07, 10:39 AM  
drwoods
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Re: Re: Float bar

Originally posted by tayedaen
Hi !

I did not know this, I must have overread it
I will have a look at it.

cu
tay
Cool. Thanks a bunch.

Don
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Unread 09-21-07, 12:48 PM  
tayedaen
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Re: Re: Re: Float bar

@drwoods:
It works perfectly here with 1.8 RC2.
Which version did you use ?

cu
tay
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Unread 09-21-07, 03:22 PM  
drwoods
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Re: Re: Re: Re: Float bar

Originally posted by tayedaen
@drwoods:
It works perfectly here with 1.8 RC2.
Which version did you use ?

cu
tay
Tay,

I am using 1.7a

I will try the latest version and let you know if it works. I'm a little confused though as to what I should do to upgrade? Which should be the base version that I apply 1.8rc2 over? Or is it self-contained?

EDIT: I will download 1.7.1 and install 1.8rc2 over it.

EDIT2: Ok, thanks for fixing that . I originally had the problem back in Feb or so. I had reported it to you and you had said you'd fix it in version 2, but soon wrote the letter where you were going to stop development, so I assumed I wouldn't see a fix. I upgraded to 1.7a, but it still didn't work for me. I've been following the release's since, but didn't notice anything that seemed to relate to my problem. Oh, well... Sorry to have wasted your time and keep up the great work. With the Benecast problems since patch, I don't know what I would have done without this very flexible replacement. Thanks again

Thanks,
Don
Last edited by drwoods : 09-21-07 at 03:38 PM.
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Unread 09-26-07, 01:39 AM  
Tiger
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Hi there,

I've just tried out your mod for the first time and once I read the FAQs and figured out how to use it I think it's a very good mod. However, I do have one issue with it.

On the Options screen you can specify the First Button Anchor and the X / Y offset
for the buttons, which is great but unfortunately these options are global. I don't have a mod for my unit frames so I'm just using the Blizzard default and unfortunately I'm finding it impossible to position the bars so that I can see and click them for all the unit frames (i.e. player, target, party and partypet). If I get it lined up right for the player frame, then the buttons for the party and partypet frames are all wrong.

I notice you mention in one of the FAQs that you were intending to change these option settings from being global to being able to assign them for each type of unit frame. Do you have any idea when this might happen? I would love to use your mod on a regular basis but without this feature I can't see how.

Best regards,
Tiger
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Unread 09-27-07, 10:26 AM  
Cosmic Cleric
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Originally posted by Tiger
Hi there,

I've just tried out your mod for the first time and once I read the FAQs and figured out how to use it I think it's a very good mod. However, I do have one issue with it.

On the Options screen you can specify the First Button Anchor and the X / Y offset
for the buttons, which is great but unfortunately these options are global. I don't have a mod for my unit frames so I'm just using the Blizzard default and unfortunately I'm finding it impossible to position the bars so that I can see and click them for all the unit frames (i.e. player, target, party and partypet). If I get it lined up right for the player frame, then the buttons for the party and partypet frames are all wrong.

I notice you mention in one of the FAQs that you were intending to change these option settings from being global to being able to assign them for each type of unit frame. Do you have any idea when this might happen? I would love to use your mod on a regular basis but without this feature I can't see how.

Best regards,
Tiger
You can currenty use a X and Y values offset when creating a button group in the PROFILE section. Here's an example...

Code:
normal,target,heal,-90,-130
This attaches a 'heal' group of buttons to the target UI object, with a X offset of -90 and a Y offset of -130, for profile 'normal'.
Last edited by Cosmic Cleric : 09-27-07 at 10:27 AM.
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