Download
(105Kb)
Download
Updated: 12-06-10 04:15 PM
Pictures
File Info
Updated:12-06-10 04:15 PM
Created:unknown
Downloads:24,189
Favorites:123
MD5:

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


Post A Reply Comment Options
Unread 03-03-07, 10:47 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Re: More Request

Originally posted by Peregran
Wow, the world of spell buttons has reopened! I have another feature request if this isnt already here or I am doing something wrong. I use DUF for my UF. My player UF and party UF are all along the time of my screen. The buffs/debuffs for each unit is just below them. I set up a profile so that below the debuffs are 5 buttons and then another row of
4 buttons. The 5 buttons show up where I expect them. The four buttons show up indented (or centered under the 5 buttons). I would prefer them to be left aligned with the 5 buttons, perhaps this could be an option or if it is a bug fixed. The code I have is

normal,player,self
normal,player,CR
normal,player,self2
This appears to be a bug. In the interim you can do to things. One is set the group spacing setting to zero; but that affects all groups. The other is to set an offset on self2. The default group spacing is 20, so if you change the last line to:

normal,player,self2,-20,0

The group will line up. The only problem with this approach is that once I fix the problem, your buttons will shift to the left which you'll find annoying you apply this fix on several buttons.


2nd Request, that there be an option for a profile to load automatically. This would be useful in the case where someone is dc'ed reconnects and is in the heat of a battle and doesnt have time to execute a command to load a profile.
It is supposed to reload your UI after 30 seconds. Because I cannot set a specific dependency to a given mod, and for other reasons, I wait till the UI is fully configured before adding the buttons. Try waiting and see if the buttons eventually appear -- if you need em immediately; use "/xub p". Let me know what happens.
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 10:53 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Originally posted by rickenbe
I'll keep playing around with the mod. It might be in there.

On Aggro Gain would be basically if the mob has you targeted.

So, in general logic . .. If the TargetofTarget=Player, then X.



I just confused myself



So, For example, A warlock has a thread reducing ability Soulshatter. It would be cool if the soulshatter button was faded until you pulled aggro off the tank, then Soulshatter would be full alpha.

If not, no worries. I lot here to work with already. Great great mod.
I'd rather not do this, because there are several mods that alert you to the fact that you have taken aggro. I have one on my priest that that gongs when I grab aggro. Personally I'd rather have an auditory alert than a button appear.
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 10:55 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Originally posted by Shaymon
Since latest big Xub, I noticed that If I set the horizontal button placement in the options, that it only afffects the first row any additional rows do not move. When I change the vertical, they all move.
Opps. I'll fix that ... also, I'll add the request to enter in a number in addition to the slider.
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 10:59 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Re: Re: Version 1.0 Released

Originally posted by Peregran
TERRIFIC! The quick start solved my issue. I wasn't able to paste into the group box because it wanted me to put the cursor at the very top left corner and click. I'm not sure if the way you have it designed requires that but it seems to be a bit oversensitive to require that.

Another Feature Request - When setting the offsets for the X,Y for any given group of buttons for the 1st unit in the group, the -100 to +100 offsets are just not enough for me. I also find the sliders hard to get exactly where I want them. I realize you want a clean interface but Text Boxes will give people much more control. Also if you could allow for a bigger offset. One of the nice features of the Discord products was the sliders but the ability to override them by entering Text and the Text Boxes permitted values outside the limits of the sliders.

Now I can play with this a bit more!
I've been frustrated by the fact that you have to click the top-left corner of the text box to get it to work. Now that I have the mod more stable with most the of features I want implemented, I can work on the little things.

And Yes, I will add the text boxes for group offsets.
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 11:45 AM  
Peregran
A Kobold Labourer

Forum posts: 0
File comments: 25
Uploads: 0
Re: Re: More Request

Originally posted by Elenesski
This appears to be a bug. In the interim you can do to things. One is set the group spacing setting to zero; but that affects all groups. The other is to set an offset on self2. The default group spacing is 20, so if you change the last line to:

normal,player,self2,-20,0

The group will line up. The only problem with this approach is that once I fix the problem, your buttons will shift to the left which you'll find annoying you apply this fix on several buttons.




It is supposed to reload your UI after 30 seconds. Because I cannot set a specific dependency to a given mod, and for other reasons, I wait till the UI is fully configured before adding the buttons. Try waiting and see if the buttons eventually appear -- if you need em immediately; use "/xub p". Let me know what happens.

Both items worked. Since I don't know the internals of how the UI load I can't make specific suggestions but I would imagine there is some way to display the buttions quicker. I was previously using TrinityBars to dispay my UF spells and they come up immediately, so I'm thinking there is something you can do.

This mod is coming together nicely! Keep it up!
Last edited by Peregran : 03-03-07 at 11:46 AM.
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 02:04 PM  
Shaymon
A Kobold Labourer

Forum posts: 0
File comments: 19
Uploads: 0
I was curious if anyone else was having a slight lock up problem. I'll have to uninstall Xub once to test it but since that last update, I lock up for about 1-2 seconds every now and then. I notice it a lot when I am getting quests or turning them in. The Xub buttons do overlap the window for the quest so maybe that has something to do with it?

But If no one else has had the prob, I am probably just corrupt someplace or there is an issue elsewhere. My hunter doen't use the mod, so I'll test it on him.

-Shaymon
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 03:34 PM  
Peregran
A Kobold Labourer

Forum posts: 0
File comments: 25
Uploads: 0
Originally posted by Shaymon
I was curious if anyone else was having a slight lock up problem. I'll have to uninstall Xub once to test it but since that last update, I lock up for about 1-2 seconds every now and then. I notice it a lot when I am getting quests or turning them in. The Xub buttons do overlap the window for the quest so maybe that has something to do with it?

But If no one else has had the prob, I am probably just corrupt someplace or there is an issue elsewhere. My hunter doen't use the mod, so I'll test it on him.

-Shaymon
I was about to report that problem and not just with turning in/accepting quests. Anytime any window (the loot window) appears on a spot that has XUB buttons there is a chance the game lags/locks for several seconds. It seems that XUB appears to be doing a redraw or something.
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 04:03 PM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Originally posted by Shaymon
I was curious if anyone else was having a slight lock up problem. I'll have to uninstall Xub once to test it but since that last update, I lock up for about 1-2 seconds every now and then. I notice it a lot when I am getting quests or turning them in. The Xub buttons do overlap the window for the quest so maybe that has something to do with it?

But If no one else has had the prob, I am probably just corrupt someplace or there is an issue elsewhere. My hunter doen't use the mod, so I'll test it on him.

-Shaymon
Yes, this is a known problem. It occurs whenever the target changes. You can reduce the severity of the problem by setting the Party/Raid Change Delay to 0.5 seconds. I'll be releasing a fix it in version 1.0.1, which will happen in about 4-5 hours.

If you don't want to wait that long, then this is the code you need to "hack" the file. Modify eXtremeUnitButtons.lua and replace the function "XUG_OnEvent()" (line 271-287) with this code:
Code:
function XUG_OnEvent(self, event, ...)
	if (event == "PLAYER_LOGIN") then
		-- Load the saved config
		
		if ( XUGCurrentProfile ~= "" ) then
			XUB_ApplyProfile(XUGCurrentProfile);
		end
	elseif (event == "UNIT_COMBAT") then
        XUB_MeasureDamage(...);
	elseif (event == "PARTY_MEMBERS_CHANGED") then
        if ( XUGCurrentProfile ~= "" ) then
			XUB_APPLY_DELAY = XUB_CHANGEDELAY;
		end
	elseif ( event == "PLAYER_TARGET_CHANGED" ) then
		XUG_UpdateUnitButtons("target");
	end
end
Regards,
- El
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 04:42 PM  
Mobeater
A Kobold Labourer

Forum posts: 1
File comments: 16
Uploads: 0
Great addon!

This is a great addon, truely is, but is there anyway we can progress on the not having to type everything in for the config?? the option you added is nice, but quite cumbersome. DUB was nice in the fact that all you had to do was drag and drop spell and config it from a menu, this would be much appreciated and alot more people would use it

Just a thought and request, thanks El

-Mobeater
Report comment to moderator  
Reply With Quote
Unread 03-03-07, 05:09 PM  
pholtz
A Kobold Labourer

Forum posts: 1
File comments: 4
Uploads: 0
one can do some wierd things

I'm back to my low level warrior, he's all the way to level 14 now . The following are my current config and profile text, then I have comments/questions.

charge,Charge,target
attackDebuff,Rend,target
attack,HeroicStrike,target
attack,Overpower,target
attack,ShieldBash,target
attackDebuff,SunderArmor,target
debuff,ThunderClap,player

normal,target,attack,-32,64
normal,target,attackDebuff,-670,130
normal,target,charge,700,400
normal,player,debuff,85,194

As you can see I'm playing around with the new X,Y offset capability for the buttons.

1. I just noticed that my custom button window seems to have a copy of my generated default spells. I never entered any custom buttons, may be a bug but doesn't seem to affect anything.

2. Does the order of the buttons in the group specification affect anything? I find myself changing the group of a button, so it becomes out of order unless I move the line.

3. ThunderClap has changed in one of the past updates.. not sure which, haven't played my warrior in a bit. Before I had it attached to the target frame. Now if I do that, it is always displayed, that is, it isn't dimmed when there isn't enough rage. I had to move it to the player frame to get it to respond to rage correctly.

4. My use of all the X,Y positioning does several things. One, it moves all my "debuff" type actions underneath the target frame just below where I see the debuff icons appear. It makes it easier for me to see that a debuff (using this term widely, as "rend" is a debuff) has expired and I need to redo it. The process got complicated because one debuff, ThunderClap is attached to the player and the others are attached to the target. The charge X,Y offset moves the charge button to the middle of the screen as it only appears there just before combat is initiated. Could I have done this more simply? ( I think I may have been able to use the float frame, but haven't played with that yet).

5. I'm not sure what the X, Y offset in the xub options window does. It says it is for first button on unit. Which unit? If I change it do I move ALL the buttons?

6. I would appreciate thoughts on different unitFrames. I have yet to install any. But I see that when I do, there will be a large effort to readjust all my button positions. None of my characters are high enough for raids yet, so I haven't seen that. Could someone give me an idea of how the different Unitframes work with XUB? Any recomendations?

7. Is there any chance to add frames? For example, my hunter has lots of "tracking" buttons. I would like to move all of these up near the Radar/map display. Could the Radar be a frame? I hesitate to use the floating frame because one I do, its used up and not available for other ideas.
Report comment to moderator  
Reply With Quote
Unread 03-04-07, 04:28 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Re: one can do some wierd things

Originally posted by pholtz
I'm back to my low level warrior, he's all the way to level 14 now . The following are my current config and profile text, then I have comments/questions.

charge,Charge,target
attackDebuff,Rend,target
attack,HeroicStrike,target
attack,Overpower,target
attack,ShieldBash,target
attackDebuff,SunderArmor,target
debuff,ThunderClap,player

normal,target,attack,-32,64
normal,target,attackDebuff,-670,130
normal,target,charge,700,400
normal,player,debuff,85,194

As you can see I'm playing around with the new X,Y offset capability for the buttons.

1. I just noticed that my custom button window seems to have a copy of my generated default spells. I never entered any custom buttons, may be a bug but doesn't seem to affect anything.

2. Does the order of the buttons in the group specification affect anything? I find myself changing the group of a button, so it becomes out of order unless I move the line.

3. ThunderClap has changed in one of the past updates.. not sure which, haven't played my warrior in a bit. Before I had it attached to the target frame. Now if I do that, it is always displayed, that is, it isn't dimmed when there isn't enough rage. I had to move it to the player frame to get it to respond to rage correctly.

4. My use of all the X,Y positioning does several things. One, it moves all my "debuff" type actions underneath the target frame just below where I see the debuff icons appear. It makes it easier for me to see that a debuff (using this term widely, as "rend" is a debuff) has expired and I need to redo it. The process got complicated because one debuff, ThunderClap is attached to the player and the others are attached to the target. The charge X,Y offset moves the charge button to the middle of the screen as it only appears there just before combat is initiated. Could I have done this more simply? ( I think I may have been able to use the float frame, but haven't played with that yet).

5. I'm not sure what the X, Y offset in the xub options window does. It says it is for first button on unit. Which unit? If I change it do I move ALL the buttons?

6. I would appreciate thoughts on different unitFrames. I have yet to install any. But I see that when I do, there will be a large effort to readjust all my button positions. None of my characters are high enough for raids yet, so I haven't seen that. Could someone give me an idea of how the different Unitframes work with XUB? Any recomendations?

7. Is there any chance to add frames? For example, my hunter has lots of "tracking" buttons. I would like to move all of these up near the Radar/map display. Could the Radar be a frame? I hesitate to use the floating frame because one I do, its used up and not available for other ideas.
  1. This is fixed in v1.1
  2. The order of the lines in the GROUP specification dictates the order of the buttons in the group. If they are all over the place, it's hard to see where they are.
  3. You could put ThunderClap on the target frame, but explicitly set the unit to "player". That way you don't need to move the mouse to the player frame to click it.
  4. See the comment #3. When you use the * the mod tries to cast the spell on the same toon as the unit frame it is attached to. If you use an explicit unit, such as player, you can put the button on any frame and it will always cast on the player.
  5. The global X,Y settings allows a user to set the starting point for buttons relative to the unit frame. Then use the profile's X/Y settings to organize the buttons further.
  6. Not sure I want to stick my neck out and make a recommendation. I say try them all and stick with the one you like. I think it all boils down to personal preference.
  7. Look up the new "float" frame in the section "Advanced XUB" in the User Guide. It allows you to add buttons to a special frame (not associated with any unit). Works exactly the same as other frame except that you cannot attach groups that have buttons assigned to "*".
Report comment to moderator  
Reply With Quote
Unread 03-04-07, 04:30 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Version 1.1 Released

It adds a wheel support to the scroll items in the OPTIONS panel for precise value setting. I rewrote the Button Update logic and fixed a number of bugs.

Regards,
- El
Report comment to moderator  
Reply With Quote
Unread 03-04-07, 10:53 AM  
Izzy
A Kobold Labourer

Forum posts: 0
File comments: 2
Uploads: 0
I've just started using XUB yesterday and downloaded the update (1.1) this morning. So far I'm loving it, but I'm having an issue with the Faire Fire (Feral) ability showing up on the target frame. Here is how I have it configured:

GROUP:
Hostile,FaerieFireFeral,*
PROFILE:
normal,target,Hostile

Oddly, I tried putting it on the player frame and it appeared just fine, though, as expected, I got an invalid target error when I cast it. Here's how I had that configured:

GROUP:
Hostile,FaerieFireFeral,*
PROFILE:
normal,player,Hostile

This led me to try the following, which caused the button not to appear again.

GROUP:
Hostile,FaerieFireFeral,target
PROFILE:
normal,player,Hostile


One other thing I've noticed is that all of my buttons light up whenever I trigger the global cooldown in a feral form. It's not a real big deal, just a bit distracting.
Report comment to moderator  
Reply With Quote
Unread 03-04-07, 11:44 AM  
Elenesski
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 6
File comments: 194
Uploads: 2
Originally posted by Izzy
I've just started using XUB yesterday and downloaded the update (1.1) this morning. So far I'm loving it, but I'm having an issue with the Faire Fire (Feral) ability showing up on the target frame. Here is how I have it configured:

GROUP:
Hostile,FaerieFireFeral,*
PROFILE:
normal,target,Hostile

Oddly, I tried putting it on the player frame and it appeared just fine, though, as expected, I got an invalid target error when I cast it. Here's how I had that configured:

GROUP:
Hostile,FaerieFireFeral,*
PROFILE:
normal,player,Hostile

This led me to try the following, which caused the button not to appear again.

GROUP:
Hostile,FaerieFireFeral,target
PROFILE:
normal,player,Hostile


One other thing I've noticed is that all of my buttons light up whenever I trigger the global cooldown in a feral form. It's not a real big deal, just a bit distracting.
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.
Report comment to moderator  
Reply With Quote
Unread 03-04-07, 02:35 PM  
Tanek
A Kobold Labourer

Forum posts: 1
File comments: 2
Uploads: 0
I cant seem to get the buttons to work on the Perl CLassic party frames. Works fine on the other Perl frames though.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: