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This file is a Addon for eXtreme Unit Buttons by paladindrome. You must have that installed before this Addon will work.

Author:
Version:
v1.9 beta12 upload1
Date:
06-02-2009 03:23 PM
Size:
96.01 Kb
Downloads:
80
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eXtremeUnitButtons v1.9 beta12
Changelog from beta 11:
Code:
 - fixed: strange behaviour of Buff/Debuff-Buttons for all users that also used BuffX/DebuffX (reason: SpecialLastSeconds was not initialized properly)
 - fixed: Options GUI no longer shows the non existing options 'X-Offset/Y-Offset' and 'Global Cooldown'
 - fixed: Inter-Button Spacing now properly adds space between buttons
 - fixed: mysterious positioning bug leading to a bug with CR handling (carriage return)
cu
tay

Additional info for pitbull4 raidframes (from beta 11):
Code:
 - Pitbull4 Raidframes should work now, if you call your group 'Raid'
    A mini HowTo: 
     Open Pitbull4 config (/pitbull)
     Goto 'Groups' in the left tree
     Go to the field 'New Group' and enter "Raid" (without the quotes)
  Comments - eXtremeUnitButtons v1.9 beta12
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Old 06-08-2009, 12:26 PM  
tayedaen
A Murloc Raider
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Forum posts: 4
File comments: 169
Uploads: 36
Re: Re: Re: Re: X / Y Offset

Quote:
Originally posted by tayedaen
You can have it either now, or tomorrow (Monday).
If I post it now, then it's untested, if monday, then it's tested in tonights raid

cu
tay
beta 13 is posted.
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Old 06-07-2009, 05:37 AM  
tayedaen
A Murloc Raider
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Forum posts: 4
File comments: 169
Uploads: 36
Re: Re: Re: X / Y Offset

Quote:
Originally posted by Cosmic Cleric
Just checking in. Any ETA on this new version being posted?
You can have it either now, or tomorrow (Monday).
If I post it now, then it's untested, if monday, then it's tested in tonights raid

cu
tay
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Old 06-07-2009, 03:49 AM  
Cosmic Cleric
A Murloc Raider
 
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Forum posts: 8
File comments: 269
Uploads: 8
Question Re: Re: X / Y Offset

Quote:
Originally posted by tayedaen
Thanks for the report, I fixed this in beta 13 (I will post this beta later this weekend).

cu
tay
Just checking in. Any ETA on this new version being posted?
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Old 06-07-2009, 03:48 AM  
Cosmic Cleric
A Murloc Raider
 
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Forum posts: 8
File comments: 269
Uploads: 8
Re: Re: 'Renew' vs. 'Renewed Hope' fix included in this build?

Quote:
Originally posted by tayedaen
I changed the whole way buffs and debuffs are handled to array, as JoSchY had already sugggested.
So instead of taking his fix I wrote my own.
Not because I did not like his code, but because my 'fix' was finished even before he had posted his version.

cu
tay
Fair enough, TY. Just wanted to make sure that SOMEONE'S fix got in there!
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Old 06-06-2009, 04:29 PM  
JoSchY
A Kobold Labourer
 
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Yes I like that solution. Its a way better way to handel the De/Buffs.
It eliminates the problem that we had before as well.
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Old 06-06-2009, 07:14 AM  
tayedaen
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 4
File comments: 169
Uploads: 36
Re: 'Renew' vs. 'Renewed Hope' fix included in this build?

Quote:
Originally posted by Cosmic Cleric
Tay, the fix that JoSchY did http://www.wowinterface.com/downloads/info13643.html so that XUB can distinguish between the 'Renew' and 'Renewed Hope' buffs on a person, was that included in this new version? Or did you include your own version of a fix in this version?
I changed the whole way buffs and debuffs are handled to array, as JoSchY had already sugggested.
So instead of taking his fix I wrote my own.
Not because I did not like his code, but because my 'fix' was finished even before he had posted his version.

cu
tay
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Old 06-06-2009, 07:10 AM  
tayedaen
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 4
File comments: 169
Uploads: 36
Re: Custom Button and Dual Specs Issue

Quote:
Originally posted by Cosmic Cleric
Tay,

I have, on my warlock, dual specifications. In one spec he has a spell that is not available in the second spec (Soul Link).
It's definitely on my list of things that must be fixed.
It's hard to do, since it's burried deep in the original code.

Your other buttons should work as usual, so there is no danger.

cu
tay

Last edited by tayedaen : 06-06-2009 at 07:14 AM.
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Old 06-05-2009, 09:27 PM  
Cosmic Cleric
A Murloc Raider
 
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Forum posts: 8
File comments: 269
Uploads: 8
Question 'Renew' vs. 'Renewed Hope' fix included in this build?

Tay, the fix that JoSchY did http://www.wowinterface.com/downloads/info13643.html so that XUB can distinguish between the 'Renew' and 'Renewed Hope' buffs on a person, was that included in this new version? Or did you include your own version of a fix in this version?
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Old 06-05-2009, 09:05 PM  
Cosmic Cleric
A Murloc Raider
 
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Forum posts: 8
File comments: 269
Uploads: 8
Custom Button and Dual Specs Issue

Tay,

I have, on my warlock, dual specifications. In one spec he has a spell that is not available in the second spec (Soul Link).

I have a custom button setup for the "Soul Link" spell, to make the button blink...

Code:
_SoulLink,buffblink,Soul Link,,Soul Link/Dreadsteed/Flying Carpet/Magnificent Flying Carpet

When I switch to the spec that does not have the "Soul Link", I'm getting this error...

Quote:
XUB: Error: 'Soul Link' on frame 'player' for DestinationUnit 'player' is not valid for your class. Ignoring specification.
Buttons still show up, but I don't know, will they work correctly? The "Ignoring specification" makes me wonder if the '/xub p <config>' command worked or not?

Also, when I try and do a 'Verify' from the XUB config window, it won't let me, because for the spec the spell doesn't exist in, I'm getting an error, making me have to switch specs every time I want to make a minor change to the XUB configuration.

'Regular' buttons seem to have different error handling than 'Custom' buttons. Is there either some way to make validation for 'Custom' buttons work the same way as 'Regular', or add some kind of support in XUB for Blizzard dual spec functionality?

Last edited by Cosmic Cleric : 06-05-2009 at 09:05 PM.
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Old 06-05-2009, 08:26 AM  
tayedaen
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 4
File comments: 169
Uploads: 36
Re: X / Y Offset

Quote:
Originally posted by Whist34
...
Now with the updates all of this shows up in a linear array.
The second -580,-85 does nothing for positioning.
...
Thanks for the report, I fixed this in beta 13 (I will post this beta later this weekend).

cu
tay
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Old 06-05-2009, 06:05 AM  
Whist34
A Defias Bandit

Forum posts: 3
File comments: 23
Uploads: 0
X / Y Offset

- option X-Offset/Y-Offset removed (is still visible, but no longer works)
This option only led to confusion, better use an offset for each group



I'm not sure if this is the culprit, but I used to have stacked rows for my target frame because if they aren't stacked then they overflow the length of the target frame into my player frame.

---
priest,target,AttackDot,-580,-75
priest,target,AttackW
priest,target,AttackR
priest,target,AttackD
priest,target,AttackM

priest,target,AttackCC,-580,-85
priest,target,AttackMC
priest,target,AttackMS
priest,target,AttackS
---

Now with the updates all of this shows up in a linear array.
The second -580,-85 does nothing for positioning. AttackCC buttons appear immediately to the right of AttackM buttons. When they should be starting a new row above AttackDot's group.

Your comments for the 'fix' state you just need to apply X/Y offsets for each group. - I don't think this is working as intended (the first one is positioned correclty, but the second one is not).

I've been using XUB for years - the stack works in Beta 9_RC8. Is there some new feature available that will achieve multiple rows for the same frame?


- My thoughts -
I think removing the default X/Y settings in the Options menu created this problem.

Personally, I don't feel the ability to set the offsets in the Options window was that confusing (at least for me) it was just what the mod used if you didn't set something else in the Profile.
-

Thanks for the hard work. Hope there is a solution. Until then I'm going back to beta 9_RC8.

Last edited by Whist34 : 06-05-2009 at 06:15 AM.
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