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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 01-26-07, 04:50 AM  
limesz
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Muchas Gracias senior Elenesski! Gonna try it asap
__________________
"Crazy people need crazy heals!" ~ Kirei (Priest @ Twilight's Hammer EU)
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Unread 01-26-07, 10:46 AM  
Elenesski
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Party Pets and Multiple Debuff Support

Update:
  • Mod should now work with party pets.
  • 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.
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Unread 01-26-07, 11:43 AM  
Leridyn
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Re: Party Pets and Multiple Debuff Support

Originally posted by Elenesski
Update:
  • Mod should now work with party pets.
  • 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.
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Unread 01-26-07, 07:25 PM  
Moosetrax
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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.
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Unread 01-26-07, 09:48 PM  
Elenesski
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Re: Re: Party Pets and Multiple Debuff Support

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.
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Unread 01-26-07, 10:07 PM  
Elenesski
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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?

/cast [target=player,button:1]Flash Heal(Rank 1); [target=player,button:2]Flash Heal(Rank 2); [target=player,button:3]Flash Heal(Rank 3)

The only problem is, the macro button is always visible which may or may not be an issue for you.

To define the button in XUB, you'd create a custom button with this definition:

_MultiHeal,macro,5,/cast [target=player,button:1]Flash Heal(Rank 1); [target=player,button:2]Flash Heal(Rank 2); [target=player,button:3]Flash Heal(Rank 3)
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Unread 01-27-07, 01:34 AM  
grey_falcon1
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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 : 01-27-07 at 01:54 AM.
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Unread 01-27-07, 01:50 AM  
Elenesski
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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 : 01-27-07 at 01:50 AM.
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Unread 01-27-07, 03:05 AM  
Elenesski
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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 : 01-27-07 at 03:06 AM.
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Unread 01-27-07, 03:16 AM  
grey_falcon1
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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.
Right now this is the current config I've got.

Groups
--------------
attack,ShadowWordPain,*
attack,MindBlast,*
attack,Smite,*
attack,HolyFire,*
attack,MindFlay,*
attack,Starshards,*
attack,VampiricEmbrace,*
attack,Dispell,*
attack,PsychicScream,*

group,PowerWordFortitude,*
group,PowerWordShield,*
group,FlashHeal,*
group,Heal,*
group,Renew,*
group,PrayerofHealing,*
group,DispelMagic,*

me,InnerFire,*
me,PowerWordFortitude,*
me,PowerWordShield,*
me,FlashHeal,*
me,Heal,*
me,Renew,*
me,PrayerofHealing,*
me,DispelMagic,*

Profiles
-----------

group,player,me
group,party,group
group,target,attack

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.
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Unread 01-27-07, 10:39 AM  
Elenesski
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Originally posted by grey_falcon1
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.
The configuration looks fine. However, I noticed that you don't have a "Greater Heal" for either yourself or party members.

The only thing I can think of is that you've messed up your options in some way. I'd review them via "/xub options" and make sure your "Out Of Range" setting is 0%, any other value will cause the buttons to appear when they are out of range or the target/party is deactivated. In fact you can make them appear at full intensity when they are not selected with a setting of 100%.

In a future version I'll remove the "Out Of Range" setting
Last edited by Elenesski : 01-27-07 at 10:41 AM.
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Unread 01-27-07, 01:13 PM  
grey_falcon1
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Ummm... am I doing something wrong? My info is not being saved when I quit. I click the Exit and Save and all of that.

Matt
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Unread 01-27-07, 02:02 PM  
Mobeater
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A bit confused...

I am not sure if I am doing something wrong, but I can not type anything in the Custom Button Box or the Group box in the config window. mebbe I missed something, but is the config window working to do this, or do we need to write this in a separate file somewhere and put it in the addon folder? sorry if this has been covered, but I have not found anything on it.

Thank you

**edited for spelling**
Last edited by Mobeater : 01-27-07 at 02:03 PM.
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Unread 01-27-07, 04:02 PM  
Torwauki
A Defias Bandit

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Hello Elenesski,

Everything works fine for me. I tested the regular buttons and custom buttons, the player frame, party frame, focus frame and pet frame buttons. No issues so far. Thanks again for having put in the Poison/Disease/Magic option for the Cleanse spell.

At the moment, you didn't include configuration options per group of buttons, so I created a separator button in case anyone is interested. It's a simple custom button :
_Separator,heal,Flash of Light,,99999
It's useful if like me you like having same spells for different targets in the same column, but you have a different number of spells per target.

Two questions :
- how do you put your buttons in multiple rows ? I have them all in the same row.
- is it possible for a spell to have multiple sister spells ?

Two requests if I may :
- an option for some buttons to appear only on a specific target type : humanoid, undead, demon, elemental etc. That would be great for spells like Shackle Undead or Banish. Another option would be for the spell to only appear if the target is valid. I'm not sure if there is an API option for that though.
- a question about your future development : do you intend to seperate party1, party2... party4 buttons ? Or will party buttons always be shared by all party members (like GroupButtons did) ? In this case, will you be including an option per class ? So for example Blessing of Wisdom isn't showing in warriors' bars etc.
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Unread 01-27-07, 06:14 PM  
Mobeater
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Any help would be great

**** Disregard my posts, I figured it out ****

Needed to click in the upper left most corner of each box to be able to type in it. sorry for all of this.

Hello all,

Tourwaki, I noticed you have this working, can you tell me how you were able to make your buttons, I can not type anything in the /xub config window except in the profile area.

Do I need to vreate a new file and type it all in there?

Thanks, if anyone could help I would appreciate it
Last edited by Mobeater : 01-27-07 at 06:22 PM.
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