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:
an unlimited number of buttons per unit frame
Buttons which turn on/off depending on the amount of damage a unit has
Buttons which are dimmed if a unit as that buff or a related buff applied.
Buttons which appear when a debuff is applied to a unit.
Buttons which allow you to have any type of "/" slash or macro command on a button
A variety of a modes for different activities in the game. For example, a set of buttons
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.
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.
Works for any kind of non-casting classes; specifically warriors and rogues.
Version 1.8.2 (July 26, 2008) (by Palidindrome )
Changelog:
Code:
CHANGED: TOC for 2.4
NOTE This is a incremental releasefor the toc
CHANGED: TOC for 2.3
CHANGED: Tainting issue fix. Copied Tayedaen's combat update code
ADDED: Copied in Cosmic Cleric's UI code for additional settings
ADDED: User Guide back to release package
NOTE - other 1.9 changes are NOT copied in. This is a incremental releasefor the toc/ bug and UI
ADDED: PerfectRaid support
ADDED: Pitbull Raid Frames Raid frames appear to work - Party frames do not work well.
ADDED: Countdown for cooldowns with remaining time < 10 secs can now be displayed with decimals
To enable decimals use '/XUB showdecimals'
ADDED: BUFFx: BUFF/BUFFBLINK buttons can now blink if a buff is about to expire
By defining a BUFFx, the button will blink if the buff is x seconds away
from expiring. Examples: BUFFBLINK15, BUFF10
ADDED: Global Dim
This dims all buttons in state STATE_ENABLED while player is casting a spell
To enable GlobalDim use '/XUB useglobaldim'
(Macro buttons are not dimmed because of the possibility of /stopcast macros)
If you use 'Color coded' instead of 'Transparency' then the dimmed buttons
are colored with c_globaldim (mint at the moment).
Please note that Global Dim has quite a cost in terms of performace, since
it has to dim all ENABLED buttons if you start a cast, and undim them after.
ADDED: new Tooltip option "Show Cooldown even in Combat"
ADDED: Global cooldowns no longer start a countdown timer by default
To enable a countdown timer for global cooldowns use '/XUB showglobalcooldown'
ADDED: Garbage collection after applying a profile
CHANGED: raid/group changes are handled better (does not work while in combat !!)
CHANGED: debuff handling
Some debuffs have no debuff type. Now for these debuffs the name of
the debuff is added to the debuff list instead of the debuff type.
This allows to check for a specific debuff if necessary.
CHANGED: Display of all buttons after a party/raid change (request by Torwauki)
The duration of the display of the buttons after a raid/party change is
now 0 secs per default, the duration after a manual change is still 3 seconds.
Eventually these times will be adjustable in the future, for now they can only be changed in code.
Search in 'eXtremeUnitButtons.lua' for:
XUB_DelayTime_after_automaticProfileChange = 0;
XUB_DelayTime_after_manualProfileChange = 3;
and change the values to your liking.
CHANGED: Improved pitbull support (thx paladindrome)
CHANGED: "Hide and Disable" --> "Show as Hidden"
CHANGED: "Enable and buffed" --> "Show as Buffed"
CHANGED: "Red Cooldown/Blue Mana" --> "Color Coded"
CHANGED: "Heal Button action" --> "Heal/Buff button action"
CHANGED: Button behaviour regarding buffs
After long development discussion we agreed to implement it this way:
A button in buffed state is shown either as BUFFED or INVALID (hidden).
This is adjustable with the modified Healbutton option in the option window (see 'Heal Button action')
CHANGED: Color system
New: Red=Range,Ochre=Buffed,Purple=Cooldown,Cobalt=Mana
There are also some changes to make implementing a color selector easier later
CHANGED: OutOfRange buttons have now a separate alpha from Invalid buttons
The alpha for invalid is set to '0'.
This can be changed to 'x' with '/script XUB_INVALID_ALPHA=x (0 <= x <= 1)
CHANGED: behaviour of unusable buttons
They are no longer higlightened if mouseovered, indicating that ou can't use the button at the moment
FIXED: Spells defined as BUFFS can be debuffs on target units (fixed in hotfix1)
FIXED: fix for "XUB_UF_Apply( "PlayerPet" , "PlayerFramePetFrame" )"
FIXED: workaround for API call 'UnitClass' sometimes returning NIL
Known addon bugs:
none
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).
NOTES:
Code:
NOTE 1: !!!! Limited Pitbull support is enabled but does not work well
- consider it experimental and unsupported!!!!
NOTE 2: The colors for 'Color coded':
STATE_OUTOFRANGE = c_range = red
STATE_COOLDOWN = c_cooldown = purple
STATE_BUFFED = c_buffed = ochre
STATE_OUTOFMANA = c_outofmana = cobalt
Dimmed button = c_globaldim = mint
These colors can be changed in eXtremUnitButtons.lua.
To do this, open the file and search for 'XUB COLOR DEFINITION BLOCK'
NOTE 3:
The correct spelling for the 4 existing debuff types are :
Magic
Poison
Curse
Disease
Please note that the first character is uppercased.
NOTE 4: The historical changes have been removed from the online
display - they are availible in the embedded Changelog_complete.txt file.
Originally posted by Elenesski That might be a bug. If no target is selected, the buttons should disappear even if the spells or macros are associated with the player. However, they never disappear if you attach "attack target spells" on your player frame.
Please review the MAGE specification in Appendix A of the PDF user manual.
Now, if I WAS in a party but not currently and I load the profile it will load up the action bar as if I was still in the party. (ie. I had a party of 2, quit it, then loaded my profile, I would then have 2 Action Bars underneath where my party members would've been.) Same thing for the targetting. When I untarget something the action bar still stays there just faded out a little.
Originally posted by grey_falcon1 EDIT: Alright, I've figured out the whole attacking part. Is there a way to make the buttons not visible unless you have a target selected? As of right now the spells still stay there even when I do not have a target but I'd like for them to disappear.
Matt
That might be a bug. If no target is selected, the buttons should disappear even if the spells or macros are associated with the player. However, they never disappear if you attach "attack target spells" on your player frame.
Please review the MAGE specification in Appendix A of the PDF user manual.
Last edited by Elenesski : 01-27-2007 at 04:06 AM.
Originally posted by grey_falcon1 Is there anyway I can get a config for your Priest? I'm having trouble configuring this right now and if I had an example of a priest config it would help. I just don't know what I'm suppose to have in the boxes.
Matt
Install OpenOffice (www.OpenOffice.org) then Open the ODS file for the priest that is included in the AddOn directory. Also look at the PDF file there for an example with the mage.
Last edited by Elenesski : 01-27-2007 at 02:50 AM.
Is there anyway I can get a config for your Priest? I'm having trouble configuring this right now and if I had an example of a priest config it would help. I just don't know what I'm suppose to have in the boxes.
EDIT: Alright, I've figured out the whole attacking part. Is there a way to make the buttons not visible unless you have a target selected? As of right now the spells still stay there even when I do not have a target but I'd like for them to disappear.
Matt
Last edited by grey_falcon1 : 01-27-2007 at 02:54 AM.
Originally posted by Moosetrax Sounds great, I'll have to check it out.
One suggestion, after reading through your PDF manual (thanks so much for that it really helps). In a future release it would be great to have one button be able to cast different ranks of a spell depending on the type of click. For example, left click = rank one, right click = rank two, alt click = rank three. That way you could have one button with the functionality of several.
I'm not sure if it is possible to do that automatically as a heal button type, but might be able to do it now with a macro. Wanna test it?
Originally posted by Leridyn First of all, Group Buttons fans luff you long time for this!
I have a few questions that weren't addressed in your description. I'll be using some GB terminology since that's the only thing I have to compare this to.
1. Are the bars configurable for friendly and hostile targets? I don't want my shadow priest to be throwing flash heals on Nefarian.
2. Will this mod work with X-Perl Unit Frames? I saw that you have an option for AG unit frames...
I'll be stress testing this after February 2nd when I can get back to WoW and BC. I will report any issues I might have had. Again, so many thanks for taking the time to do this.
#1 -- Technically, no ... Functionally Yes. This is due to the WoW 2.0 changes. What you do is assign buttons for both the Friendly and Hostile targets on the same target unit. The mod sends a request to the API asking if this particular spell is castable on the current unit. If it is a friendly spell and a friendly unit, the button is displayed. If it is a hostile spell and hostile unit, the button is displayed. It's hidden if it is a friendly spell and a hostile target or a hostile spell and a friendly target.
What I've done is create a row of friendly spells and a row of hostile spells and they display one row or the other.
Also, you can have different button combinations (called Modes) for different activities. So if you are battling Nefarian you can turn off any beneficial spell buttons from the target (while out of combat), then set it back to the general "raid" mode once the boss is defeated.
#2 -- The mod has the infrastructure to support any kind of unit frame, but it is not currently implemented. In the interim, if you know the names of the frames your Unit Frame mod uses, you can hack the XUB mod in the function called "XUB_SetUnitFrames" to define what they are.
One suggestion, after reading through your PDF manual (thanks so much for that it really helps). In a future release it would be great to have one button be able to cast different ranks of a spell depending on the type of click. For example, left click = rank one, right click = rank two, alt click = rank three. That way you could have one button with the functionality of several.
Debuff options changed so that for characters such as Pallidans, you can specify multiple debuff options on a cleanse spell ... "Poison/Disease/Magic". Previously, you had to create a separate button for each of the three types of debuffs.
First of all, Group Buttons fans luff you long time for this!
I have a few questions that weren't addressed in your description. I'll be using some GB terminology since that's the only thing I have to compare this to.
1. Are the bars configurable for friendly and hostile targets? I don't want my shadow priest to be throwing flash heals on Nefarian.
2. Will this mod work with X-Perl Unit Frames? I saw that you have an option for AG unit frames...
I'll be stress testing this after February 2nd when I can get back to WoW and BC. I will report any issues I might have had. Again, so many thanks for taking the time to do this.
Debuff options changed so that for characters such as Pallidans, you can specify multiple debuff options on a cleanse spell ... "Poison/Disease/Magic". Previously, you had to create a separate button for each of the three types of debuffs.