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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 03-04-07, 03:43 PM  
Elenesski
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Originally posted by Tanek
I cant seem to get the buttons to work on the Perl CLassic party frames. Works fine on the other Perl frames though.
Can you verify that I have the correct frame names for Perl Classic, or who I can ask. That's probably the issue.
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Unread 03-04-07, 10:15 PM  
dilbret
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Originally posted by Elenesski
Can you verify that I have the correct frame names for Perl Classic, or who I can ask. That's probably the issue.
A help and a question. First the help, the correct name for the Perl Classic party frames is Perl_Party_MemberFrame# (I was mad it wasn't working so I dug through the Perl code to find it).

Second the question, I'm trying to do a debuff button for my druid's Remove Curse and I can't get the button to work right, aka it's lit all the time. I've got the poison debuff to work and I've tried using "Curse" and "Cursed" for the debuff types but neither seems to work.
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Unread 03-05-07, 03:32 AM  
Elenesski
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Originally posted by dilbret
A help and a question. First the help, the correct name for the Perl Classic party frames is Perl_Party_MemberFrame# (I was mad it wasn't working so I dug through the Perl code to find it).

Second the question, I'm trying to do a debuff button for my druid's Remove Curse and I can't get the button to work right, aka it's lit all the time. I've got the poison debuff to work and I've tried using "Curse" and "Cursed" for the debuff types but neither seems to work.
You can place "Perl_Party_MemberFrame#" into the appropriate field in "/xub unitframes". I'll modify the code to put it in for other players.

Defining the decurse debuff in the custom buttons should read:
Code:
_Decurse,debuff,Remove Curse,,Curse
For the group it could be:
Code:
decurse,_Decurse,*
For the profile(s) it could be:
Code:
solo,player,decurse
solo,target,decurse
solo,party,decurse
solo,partypet,decurse
raid,raid,decurse
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Unread 03-05-07, 05:15 AM  
Zatana
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GUI

Are there any plans for a GUI in the near future like GB had?
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Unread 03-05-07, 08:24 AM  
dilbret
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Originally posted by Elenesski
You can place "Perl_Party_MemberFrame#" into the appropriate field in "/xub unitframes". I'll modify the code to put it in for other players.

Defining the decurse debuff in the custom buttons should read:
Code:
_Decurse,debuff,Remove Curse,,Curse
For the group it could be:
Code:
decurse,_Decurse,*
For the profile(s) it could be:
Code:
solo,player,decurse
solo,target,decurse
solo,party,decurse
solo,partypet,decurse
raid,raid,decurse
And that's exactly the way that I have it set up except I'm calling the button _RemoveCurse instead of _Decurse. Here's what I've got for my debuff group:

Custom Buttons
Code:
_AbolishPoison,debuff,Abolish Poison,,Poison
_RemoveCurse,debuff,Remove Curse,,Curse
Group
Code:
debuff,_AbolishPoison,*
debuff,_RemoveCurse,*
Profile
Code:
normal,party,debuff
normal,player,debuff
The poison one works exactly as expected but the curse one does not and that's what has me confused.
Last edited by dilbret : 03-05-07 at 08:26 AM.
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Unread 03-05-07, 10:29 AM  
Elenesski
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Re: GUI

Originally posted by Zatana
Are there any plans for a GUI in the near future like GB had?
It will evolve. But don't expect one too quickly. For the functionality I've added, adding a GUI has been exceedingly difficult. GB had a fixed number of button slots, I'm unlimited. Because of the "unlimited" aspect, I have to make a GUI scroll, and that makes things very challenging to implement.
Last edited by Elenesski : 03-05-07 at 10:57 AM.
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Unread 03-05-07, 10:53 AM  
dilbret
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Error

Got the following error after checking my mail at the mailbox. Doesn't seem to have affected anything but you never know.

Date: 2007-03-05 10:50:26
ID: 51
Error occured in: Global
Count: 1
Message: ...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua line 1292:
Usage: UnitName("unit")
Debug:
[C]: ?
[C]: UnitName()
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:1292: XUG_UpdateUnitButtons2()
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:375: XUG_UpdateButtons()
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:355:
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:326
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Unread 03-05-07, 11:00 AM  
dilbret
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Originally posted by dilbret
And that's exactly the way that I have it set up except I'm calling the button _RemoveCurse instead of _Decurse. Here's what I've got for my debuff group:

Custom Buttons
Code:
_AbolishPoison,debuff,Abolish Poison,,Poison
_RemoveCurse,debuff,Remove Curse,,Curse
Group
Code:
debuff,_AbolishPoison,*
debuff,_RemoveCurse,*
Profile
Code:
normal,party,debuff
normal,player,debuff
The poison one works exactly as expected but the curse one does not and that's what has me confused.
Never mind. I had Poison spelled wrong in the custom button code and when I fixed it the _RemoveCurse button started behaving. Can we get a spell checker for XUB?
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Unread 03-05-07, 11:06 AM  
Elenesski
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Re: Error

Originally posted by dilbret
Got the following error after checking my mail at the mailbox. Doesn't seem to have affected anything but you never know.

Date: 2007-03-05 10:50:26
ID: 51
Error occured in: Global
Count: 1
Message: ...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua line 1292:
Usage: UnitName("unit")
Debug:
[C]: ?
[C]: UnitName()
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:1292: XUG_UpdateUnitButtons2()
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:375: XUG_UpdateButtons()
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:355:
...ace\AddOns\eXtremeUnitButtons\eXtremeUnitButtons.lua:326
You'll have to post me your Group and Profile definitions before I can advise. But if I were to hazard a guess, either the group <unit-name> is invalid or the profile <unit-name> is invalid.
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Unread 03-05-07, 11:20 AM  
Elenesski
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Calling all programmers ... want RAID support? Other Unit Frame Support?

If people (specifically programmers) would like to expedite the creation of RAID support for the Unit Frames they are using, all I need is the code that cross-references the raid number with the name of the corresponding unit frame for both people and pets. And how to recognize that a frame doesn't exist for a unit.

For example, to support CT Raid, the code is:
Code:
myFrame = CT_RA_UnitIDFrameMap[aUnit .. aUnitNumber].name;
if ( myFrame == nil ) then
    return;
end
This code takes a unit and number, specifically "raid" or "raidpet" and a number 1 to 40, and returns the name of the unit frame that it corresponds to. This is all the code I need to support raids for a particular unit frame mod.

Furthermore, if there are other unit frame mods not currently supported that you would like party support, all I need are the names of the frames for the player, playerpet, focus, and target and templates (using # for the number 1..4) for party and partypet.

Right now I just don't have the time to dig through the code of other programmers looking for those answers; but you can help !!

Thanks,
- El
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Unread 03-05-07, 12:59 PM  
pilif
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Thumbs up I love this

Hi,

the disappearance of GroupButtons in 2.0 made me stop playing my priest: While I found no reason in these one-button-does-it-all mods that 2.0 was supposed to stop, I could never adjust to using the Action Bar with or without keyboard shortcuts to do my healing.

When I heal, I focus on small heals all the time to keep my targets above 50%. Using lower ranked Flash Heals and Renews, this is quite easy to accomplish, but it takes a lot of quick reacting to the health of your party/raid.

This way of healing may not be the most Mana-efficient, but it's the one yielding the fewest deaths and the happiest parties, so that's what I was doing from level 1.

Unfortunately, it's impossible to do that without something like GroupButtons. There's no way to react quickly enough to changes in health. And if you DO react, chances are that you are pressing the wrong shortcut key, which will end in wasted mana or dead party members.

Naturally, I tried alternatives to GroupButtons, but basically, there was just one of them: Benecast. All other mods try to do too much for my taste. I want multiple buttons. I want do be able to decide when to cast what rank of what spell. The majority of so-called priest mods don't allow me to do this providing either one auto-button (pre 2.0) or a button per spell while forcing me to remember which rank uses which modifier key, leading to the old problem.

Finally, XUB comes around.

XUB is a perfect replacement for GroupButtons. I love it. Totally.

Finally I can play the game like I was used to. And in contrast to GroupButtons, XUB's text based interface provides me with the maximum flexibility for the least amount of complexity (building a UI for the full functionality of XUB, while probably doable, would be no easier to use than the text-based interface).

Thanks, Elenesski, for your wonderful piece of work.

And a prayer to the community: Please, please make XUF for X-Perl's raid interface a possibility. I love how little space the raid interface takes off my screen and I would love to use it, but as it stands now, I prefer ct-Raid+XUF+Wasted Space over XPerl without XUF.

Thanks again for this wonderful addon.

You make me play my priest again!

Philip
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Unread 03-05-07, 01:21 PM  
pilif
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Re: Calling all programmers ... want RAID support? Other Unit Frame Support?

Hi Elenesski,

If people (specifically programmers) would like to expedite the creation of RAID support for the Unit Frames they are using, all I need is the code that cross-references the raid number with the name of the corresponding unit frame for both people and pets.
I had a look at the X-Perl code. Unfortunately, I have no clue about WoW-Addons and/or LUA in general, but it seems to me, that X-Perl exports a function to get the Frame by unit name:

Code:
-- XPerl_Raid_GetUnitFrameByName
function XPerl_Raid_GetUnitFrameByName(findName)
	local id = RaidPositions[findName]
	if (id) then
		return FrameArray[id]
	end
end
This could be the thing you are after. I don't see how this handles pet though (because pets and players could have the same name, but I don't even know whether X-Perl supports pets or not - I was forced to use ctraid due to lack of X-Perl-Support in GB), so it'll require some looking-at by people with clue(tm).

Philip
Last edited by pilif : 03-05-07 at 01:21 PM.
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Unread 03-05-07, 02:44 PM  
Izzy
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Originally posted by Elenesski
This is a bug that I have been trying to track down for a number of days. A personal friend has a 60 druid, so I can unleash several things for him to try out. I was scratching my head over it yesterday. The problem also affects Mangle in both Cat and Bear forms. We're not sure if it an API problem, because the code that I am using works, to the best of our knowledge, with every other thing except these three spells.

Without a resolution, the only thing I can suggest is to use a macro, by following macro suggestions here. The problem of course is the buttons are always displayed regardless of what form you are in, but unfortunately until I can figure how to setup the spell so I can call the game API, I'm not sure what to suggest. Or simply put the spell on one of your action bars.

If you do discover things. Please send me a personal email and I'll apply the changes to a future version.

As for the cooldown, I'll investigate that. The purpose of the v1.1 changes was to NOT do that.
The fact that the problem is just with those three spells makes me think it is the same peculiarity found when casting those spells from a macro without specifiying the rank. That is you have to include an extra "()" at the end, like "Faerie Fire (Feral)()" or "Mangle (Cat)()". Another oddity is that you have to specify the rank on those spells to use them in a cast sequence. Maybe there are other cases that require you to include the rank. Anyway, I made a macro button as you advised, and that works great. Thanks.
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Unread 03-05-07, 03:47 PM  
mrscalicatx
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Question!!

Hello Elenesski;

Thank you so much for a awesome mod, this mod is perfect for healers.
I just have a quick question. Would it be possible to move the bars with the buttons separately. I mean about that, it would be nice to have my buttons for my player underneath my player frame, but I want the button bars for my party members to the right side of the party frame.
Is that possible??
I know I tried it with my hunter by putting the button bars to the right side of my pet frame, and it did not work. There is only the option that you have all button underneath to the frames or all buttons to the side, there is no either or.
Or maybe there is, and I just did something wrong. Maybe if you got the time you could answer my question.

Thank you, thank you so much again for a such awesome mod.
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Unread 03-05-07, 04:20 PM  
pilif
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Re: Question!!

Hi,

Originally posted by mrscalicatx
Thank you so much for a awesome mod, this mod is perfect for healers.
I just have a quick question. Would it be possible to move the bars with the buttons separately. I mean about that, it would be nice to have my buttons for my player underneath my player frame, but I want the button bars for my party members to the right side of the party frame.
Is that possible??
this is actually possible right now, but a bit awkward to do: Have a look at page 20 of the (excellent) users guide: You can give a x/y coordinate to a button of a group you create. If it's the first button, you are moving the whole row around.

Philip
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