I just wanted to let everyone know I intend to take a different direction with UnitButtons in the near future. Specifically, I spoke to Maul of Trinity/Trinity2 fame a few months back on some of the challenges I faced with UnitButtons and how I felt Trinity was well suited to providing a button framework other mod authors could extend. Trinity2 is partly the result of that conversation and I am happy to say Maul has added enough functionality now where I can begin coding some of the features from UnitButtons, in the form of a module for Trinity2.
Trinity2 contains the logic for target bars/buttons (currently it supports player, pet, target, targettarget, focus, mouseover, party1-4, pet1-4). Trinity2 does not use the standard blizzard buttons, this means it does not suffer from the 120 button limit and thus every button on every bar can be unique, bars also support more than 12 buttons per bar. Trinity2 is still a bit of a chore to configure as the "clone bar" feature is not enabled yet. This feature will make duplicating party/raid bars a snap.
The module I intend to write for trinity2 will focus on the specialty features found in UnitButtons, namely Dynamic Buttons (flash, dim, hide based on health, debuff, missing buff etc..), hiding buttons based on class etc...
******END******
Brief description: This addon provides you with a button bar of 12 buttons for the player, the player pet, player target, each party member and each party pet. These bars are tied to their respective units, in other words each spell associated with a bar will automatically cast on the unit it is associated with. UnitButtons also provides you the ability to define behaviors to spells based on their type. For example you can make a spell flash when a unit is poisoned, when their health drops / raises to a certain level or even if a buff/debuff wears off.
You configure buttons with the "/ub" or "/ub config" commands.
This ADDON was inspired by GroupButtons, my goal is to add the key functionality without bloat or hard coded variables. This mod relies 100% on the user configuration of spells and thus should be resistant problems as the result of Blizzard patch updates. In addition this ADDON is designed to use minimal CPU & Memory resources, in fact no performance impact should be visable on any WOW capable machine.[/color]
Version 2.0 Released!
Included features:
Player buttons
Party buttons
Target buttons
Pet buttons
Button scale
Button rows
Number of buttons
hide/show based on class
blink/dim/faded buttons based on friendly or target buff/debuff.
blink/dim/hide/show based on friendly unit's health status.
Blinking and hiding of buttons based curable afflictions on a unit.
Fully documented (detailed tooltips) configuration user interface.
Planned features in upcoming version 2.1:
Raid Buttons
Enhance Spell configuration logic, add ranks to spells allowing custom attributes by rank.
Target's target and Target Focus bars
Alternative color highlighting for button status (normal/blue/black as an alternative to show/dim/hide)
CHANGES BETWEEN 2.0b7 and 2.0b9:
* Button id selection is now dynamically determined at startup based on player class
* Config window is now movable and default button locations are on screen at all UI scales.
* Many bugs and cleanups resolved in the config ui
* Many bugs resolved with buttons incorrectly changing visual status.
* Config UI changed where all classes are now enabled by default (check to disable)
* The command "/ub" behaves the same as "/ub config".
* Multiple spells with the same "name" and on the same bar now function as expected (different ranks share the same spell attributes, custom attributes per rank will be supported soon).
CHANGES BETWEEN 2.0b9 and 2.0b10:
* Code cleanup and optimization
* Fixed a number of bugs
* Fixed a few more cases of multiple spells of the same name causing problems
* Debuff target spells now dim for friendly targets
* Combat LockDown protection for configuration ui (auto save / close).
* Buttons are now locked and cannot be dragged while in Dynamic Button mode.
CHANGES BETWEEN 2.0b10 and 2.0b11:
* Fixed the bug where partybars would not show up automatically.
* Worked around a harmless but annoying wow bug (in rare cases UnitClass == nil on party join events)
* Added a user configurable toggle for locking actionbars.
CHANGES BETWEEN 2.0b11 and 2.0b12:
* Adds Petbars
*note* I am aware of two minor bugs in this and previous versions. a) bars do not always get removed when players leave the group. b) I have seen cases where the target bar appears and disappears (if it is disabled) when entering combat.
CHANGES BETWEEN 2.0b12 and 2.0b13:
* Disabled SHOW/HIDE frames option for now. It seems the method I was using to hide the frame but not the buttons will no longer work. In fact a Button's Alpha levels must be equal to or less than the frame alpha level. If anyone knows another way to hide text/frame border without hiding the buttons please let me know.
* I attempted to fix the following bugs:
1) Where parter members leave the group but their bar remains
2) Where disabled bars sometimes appear when entering combat...
I am not sure if I fixed these bugs please let me know if either still exists.
CHANGES BETWEEN 2.0b13 and 2.0b14:
Re-enabled SHOW/HIDING of frame Labels. This was a lot more work then I expected, I ended up rewriting significant portions of the framing code/xml. The good news is this had the positive side effect of disabling the frame dragging "tabs" when they are hidden, instead of just making them invisible. The bad news is everyone will need to re-position frames with this release (buttons layout and dynamic button configuration is not affected).
I cleaned up some of the pet frame logic but more work is left to be done (petbars will not disappear currently if the pet goes away while in combat).
Please let me know if any new bugs pop up in this version that did not exist in the last.
CHANGES BETWEEN 2.0b14 and 2.0b15:
* Added an option to configure bars in two rows of 6 buttons.
* Added an option to reset frames to default locations and set better default placements.
* Cleaned up button spacing.
* Fixed an issue where pet and party frames did not remove when a party or pet member left during combat.
* Adjusted Priest, Druid and Warrior button id usage... (these classes will have to re-order their spells)
* Misc other fixes and cleanups.
CHANGES BETWEEN 2.0b15 and 2.0:
* Tooltips and configuration interface documentation
* Misc tweaks and fixes.
CHANGES BETWEEN 2.0 and 2.01:
* Rewrote target button logic. Target buttons are now friendly/unfriendly aware, buttons will stay hidden if they cannot be cast on the current target.
* Rewrote heal spell logic. Option progression now goes: Hide -> Dim -> Show -> Blink and vis versa, when unit health is between blink and dim buttons will now be shown, Dim was changed so buttons are dimmed when unit health is ABOVE the slider value but below Hide slide value.
* Fixed some other bugs with dynamic health button logic, turning off a slider works as expected now.
* Misc other fixes.
CHANGES BETWEEN 2.01 and 2.02:
* User supplied fix for WOW 2.2! (Thanks darkpoe)
CHANGES BETWEEN 2.02 and 2.03:
* User supplied fix for Druids, let me know if this works or has problems. (Thanks AndyMan)
Originally posted by douglips I can't figure out Trinity 2, and I've been unable to find any pages on Google that could help. I can open the menu, but I have no idea how to get any of the bars to show up or how to fill them with actions.
Does anyone have a weblink to some Trinity help?
Hehe I am having the same issue with Trinity2. How i miss unit buttons. easy simple, just loved it.
I can't figure out Trinity 2, and I've been unable to find any pages on Google that could help. I can open the menu, but I have no idea how to get any of the bars to show up or how to fill them with actions.
I know AndyMan put a fix through for druids a while ago, but I still seem to be having the same issue on my druid. I'm using 2.03 (the latest one you get from the download button) and have just learnt Cat Form, and now whenever I change an item on my Cat Form buttons they are replicated on the UB buttons and vice versa. I love this addon and hope its an easy fix?
I just love the idea of this mod (because I loved GB) and am testing it now at the moment.
Please don't tell me that you are going to quite this mod because that would pretty $%#*&
However, if you continue can you please keep in mind the following:
- Partybars/Self/Target have the possibility to get sticked to the frames of that unit.
- That you can save it to a specific profile (For example for my Priest and Lock I used different UI's)
- Probably a dumb question from me but possible to merge with wowace? FYI, I know nothing about programming so please....
I have not tested this! But this may do what you want as well, in UBMain.lua change:
function UB_InitPartyFrames()
if UBVAR.NUMPABTNS > 0 then
...
...
end
To:
function UB_InitPartyFrames()
if UBVAR.NUMPABTNS > 0 and UnitInRaid("player") == nil then
...
...
end
Do the same thing for pets if you want them disabled in raid as well.
For those who do not want to editor the code, just /ub when you join a raid and set party/pet buttons to 0 and they will hide, change it back when out of raid .
Quote:
Originally posted by Khuas Although this is not the best way to do this, here's my hack to remove the party buttons when in a raid:
Using a text editor, open up UBMain.lua.
Search for "function UB_InitPartyFrames()"
The next line should read be:
"if UBVAR.NUMPABTNS > 0 then"
Change this to read (do not include the beginning and ending quotes):
"if UBVAR.NUMPABTNS > 0 and GetNumRaidMembers() <= 0 then"
Next, search for "function UB_InitPartyPetFrames()"
The next line should be:
"if UBVAR.NUMPAPBTNS > 0 then"
Change to (again, do not include the quotes):
"if UBVAR.NUMPAPBTNS > 0 and GetNumRaidMembers() <= 0 then"
The only raids I do are BGs and I often party with a friend and with the above changes UnitButtons functions as expected.
I'm using Bartender so will I no longer be able to use UB after the Trinity switch? I'd rather not deal with the chaos and hassles that are sure to arise with both Bartender and Trinity running.
Also, if you do any updates before the switch please consider the following:
Hide the bars when in raid. Like the comment below said it fudges up when the raid interface is up.
If possible, make empty slots in the bars invisible rather than showing the outline when you have locked the buttons. I have a couple spaces in between buttons and the empty slot outline is unsightly and gets in the way of some other UI elements.
An option to hide the buttons for players when they are out of range.
Lastly, it would be more pleasing to the eye if the buttons blinks were synched up. This ones not real important, but it'd be nice if it was easy enough for you to implement.
Thanks a lot for making this great Add On. I love using on my priest. I hope I will be bale to continue using it in the future as well. =D
Edit: Sorry I didn't see your previous comment. You've already addressed the Trinity/Bartender question. Thanks.
Last edited by Wadsworth : 12-18-2007 at 11:49 PM.
Hide the dad-gum bars when the party interface is hidden..
for instance, when I join raids, I hide the party list, since they're already in the raid list....
then, I have 5 floating bars right on top of my raid frames and I cant see @@## about whats goin on in the raid.
Pfeww thats a relief
Is it also gonna use its own bars then?
Cause that's one little problem I have with UB, that its using bars from Bartender3
With most of my chars isn't that a problem. Enough bars / buttons left to use.
Only with my druid it was hard to find a good way to use the right bars. Cause Druids use a lot more buttons cause of the shapeshifts. And UB took 3 bars to use it (player, target, party.) Haven't a bar left to use UB for pets
What m0j0 said iscorrect. The only potential problem would be incompatibilities between trinity2 and other mods. But any such issues would be a bug to be fixed by either trinity2 or the other conflicting mod.
I can't speak for the mod author but from what he wrote, I don't think you will need to use the Trinity Bars in place of BT3 or Bongos2 or whatever you use. Trinity2 has the ability to create bars that do not used ActionIds. The actionIds are what limit you to 120 buttons and are shared across whatever bar mods (even the standard Blizz ones).
So while you CAN use Trinity2 to replace BT3 or Bongos2 or other ActionId bar mods, you can also use it *in addition* to those mods by creating bars that don't use ActionIds. There is no limit (except memory size) that limits the number of buttons in this mode and as mentioned by the author, buttons can apply to player, target, pets, party etc. What he is proposing is making pre-made button sets for Trinity2 that have particular targets and don't use ActionIds.