How to use your current Spell/Healing power using DogTags
As promised a while ago, here is the code of the custom lua file I made to use my spellpower in dogTags. You have to create a new Spellpower.lua file in the Modules folder of the lib, and add it in the lib.xml file.
For simplicity's sake, here is the content of Spellpower.lua:
local MAJOR_VERSION = "LibDogTag-2.0"
local MINOR_VERSION = tonumber(("$Revision: 60184 $"):match("%d+")) or 0
if MINOR_VERSION > _G.DogTag_MINOR_VERSION then
_G.DogTag_MINOR_VERSION = MINOR_VERSION
end
DogTag_funcs[#DogTag_funcs+1] = function()
local L = DogTag.L
DogTag:AddTag("SpellPower", {
function(data)
local arg = tonumber(data.arg)
if (arg < 0 or arg > 7) then
return [[value = nil]]
elseif (arg == 0) then
return [[value = GetSpellBonusHealing()]]
else
return [[value = GetSpellBonusDamage(${arg})]]
end
end,
ret = "number;nil",
arg = "number;string;nil",
value = "number;string;nil",
events = "UNIT_INVENTORY_CHANGED",
globals = "GetSpellBonusDamage;GetSpellBonusHealing",
doc = L["Returns the raw spell damage bonus of the player for a given spell tree."],
example = '[SpellPower(6)] => 1200',
category = L["Miscellaneous"]
})
end
I have yellow letters for each stun, red letters for each bleedeffect and green letters for poison with the amount of stacks). It displays all stacks of Deadly Poison, but it's ok because I'm playing with a combat-sword build so I don't really care about the number of DP stacks. I'm currently "on the road" with my notebook so I'll post a screenshot later.
I'd like to see the stun/dot duration since I only see the letter and I have to keep an eye on it to recognize if it fades.Is that possible?
(e)
I forgot to mention that I disabled the PitBull Auras because it's useless for me to see the mage/warlock/druid and so on debuffs.
(ee)
I use DogTags also for Sunder Armor and Lacerate, to see when I can start dps :>
How to use your current Spell/Healing power using DogTags
As promised a while ago, here is the code of the custom lua file I made to use my spellpower in dogTags. You have to create a new Spellpower.lua file in the Modules folder of the lib, and add it in the lib.xml file.
For simplicity's sake, here is the content of Spellpower.lua:
local MAJOR_VERSION = "LibDogTag-2.0"
local MINOR_VERSION = tonumber(("$Revision: 60184 $"):match("%d+")) or 0
if MINOR_VERSION > _G.DogTag_MINOR_VERSION then
_G.DogTag_MINOR_VERSION = MINOR_VERSION
end
DogTag_funcs[#DogTag_funcs+1] = function()
local L = DogTag.L
DogTag:AddTag("SpellPower", {
function(data)
local arg = tonumber(data.arg)
if (arg < 0 or arg > 7) then
return [[value = nil]]
elseif (arg == 0) then
return [[value = GetSpellBonusHealing()]]
else
return [[value = GetSpellBonusDamage(${arg})]]
end
end,
ret = "number;nil",
arg = "number;string;nil",
value = "number;string;nil",
events = "UNIT_INVENTORY_CHANGED",
globals = "GetSpellBonusDamage;GetSpellBonusHealing",
doc = L["Returns the raw spell damage bonus of the player for a given spell tree."],
example = '[SpellPower(6)] => 1200',
category = L["Miscellaneous"]
})
end
I put that spellpower.lua in the Modules folder and add in in the lib.xml but when I use [SpellPower(6)] I get the message that this is an Unknown Tag. What I'm making wrong?
Going back to the first page, I took the idea of using dots to represent what buffs you had. I then blacklist the buff in EBB to reduce the space it takes up and to reduce clutter. I use three sets in order to make it easier to determine what I have and what's missing. This configuration is for a caster, mage specifically. You'll want to change what blessings and what flasks are shown. You may also want to add in support for various elixirs, but as a mage you wouldn't generally want to use anything besides Pure Death.
AI, Fort, Spirit, Mark, and Shadow:
[Outline][ [HasAura(Arcane Intellect) | HasAura(Arcane Brilliance)] ? Text(. ):Color(008aff)][ [HasAura(Power Word: Fortitude) | HasAura(Prayer of Fortitude)] ? Text(. ):White][ [HasAura(Divine Spirit) | HasAura(Prayer of Spirit)] ? Text(. ):Yellow][ [HasAura(Mark of the Wild) | HasAura(Gift of the Wild)] ? Text(. ):Color(ff00ce)][ [HasAura(Shadow Protection) | HasAura(Prayer of Shadow Protection)] ? Text(.):Color(8300fd)]
Food + Flask:
[Outline][HasAura(Well Fed) ? Text(. ):Color(682e00)][ [HasAura(Flask of Supreme Power) | HasAura(Shattrath Flask of Supreme Power) | HasAura(Flask of Pure Death) | HasAura(Shattrath Flask of Pure Death)] ? Text(.):Color(ad0505)]
Blessings:
[Outline][ [HasAura(Blessing of Kings) | HasAura(Greater Blessing of Kings)] ? Text(.):Color(5b82ff)][ [HasAura(Blessing of Salvation) | HasAura(Greater Blessing of Salvation)] ? Text( .):Color(a2ff00)][ [HasAura(Blessing of Wisdom) | HasAura(Greater Blessing of Wisdom)] ? Text( .):Color(ac54ff)]
Standard buffs left, consumables middle, blessings right.
With 2.4, it's switched to LibDogTag-3.0, which is apparently not a feature-complete release yet, so it does seem a lot of old LDT-2.0 tags aren't working. I just switched to using default displays for the time being until a full list of LDT-3.0 tags are available and then redo/update from there.
"You live and learn. At any rate, you live."
~Douglas Adams (RIP)
We could really use a DogTag3.0 thread. With all the syntax changes, having example 1.0 & 2.0 syntax tags in the same thread as example 3.0 tags will be dangerously confusing. Especially for the copy, paste, post asking why it didn't work crowd.
Due to the less than... completeness or backwards compatibility of DogTag-3.0 (which is frustrating and unnecessary from an end user perspective, though I'm sure there are wonderful technical reasons for it) I've just taken forcing cowtip to use DogTag-2.0. For Cowtip, just comment out line 111 in the text.lua file like this:
-- local WoW24 = not not _G.UnitClassBase
and your old dogtags will work normally. I'll wait for DogTag-3.0 to get a little more done until I make the switch, at the moment it's too rare for my taste.
Due to the less than... completeness or backwards compatibility of DogTag-3.0 (which is frustrating and unnecessary from an end user perspective, though I'm sure there are wonderful technical reasons for it) I've just taken forcing cowtip to use DogTag-2.0. For Cowtip, just comment out line 111 in the text.lua file like this:
-- local WoW24 = not not _G.UnitClassBase
and your old dogtags will work normally. I'll wait for DogTag-3.0 to get a little more done until I make the switch, at the moment it's too rare for my taste.
These 2 tags were from page 1 and I'd been using them with CowTip. They broke in 2.4, the "Boss" tag and a few others are missing from DogTag 3.0, anyone know the new formats for this?
I was hoping, I don't know if I should ask here or in another thread, but was hoping that anyone had any good Lifebloom DogTag's to share? Would be awesome if anyone has any they would like to share =D All I got is [NumAura(Lifebloom)]
These 2 tags were from page 1 and I'd been using them with CowTip. They broke in 2.4, the "Boss" tag and a few others are missing from DogTag 3.0, anyone know the new formats for this?
As for others, remove the Text() bits and instead just place the text itself surrounded with " " and replace for example RandomTag:Contains(Text) with RandomTag="Text", not sure if there's any other tag there that ain't working.
When the new dogtag lib and such comes out so we can get our dogtags back, somone should let everyone know here and post the link. In the meatime i can only imagine it in the process of getting fixed now. Anyway, i disabled my dogtags untill then, but 1 still works, my class colored hp stopped working but the dogtag that shows the level name and percent (class colored) still works.
If anyone knows how to get class colored hp back it will be greatly appreciated if not i will have to wait for dogtag 3.0 (i think it is?) to re apply the code for class colored hp.
When the new dogtag lib and such comes out so we can get our dogtags back, somone should let everyone know here and post the link. In the meatime i can only imagine it in the process of getting fixed now. Anyway, i disabled my dogtags untill then, but 1 still works, my class colored hp stopped working but the dogtag that shows the level name and percent (class colored) still works.
If anyone knows how to get class colored hp back it will be greatly appreciated if not i will have to wait for dogtag 3.0 (i think it is?) to re apply the code for class colored hp.