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06/01/08, 6:18 PM
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#301 (permalink)
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Don Flamenco
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Originally Posted by Grital
Someone had a good idea in the thread earlier, but it throws a syntax error and I didn't see anyone ever fix it. His initial code was
[if not PVP(unit="player") then
if((HasAura("Alchemist's Stone",unit="player") & MissingMP >= 3080) then "Mana Pot!" end)
if((not(HasAura("Alchemist's Stone",unit="player")) & MissingMP >= 2200) then "Mana Pot!" end)
end]
I can't get it to work either. Anyone have any ideas? It'd be nice to only use mana pots when I can get the full (potential) effect.
Also I can modify any finished code in this to work with Mana Tide to, put it on my group frames etc., that'd be nice.
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This works:
[((not PVP) & (( (not HasAura("Alchemist's Stone")) & MissingMP >= 2200 ) | (MissingMP >= 3080) ) ) ? "Mana Pot!" ]
here's mana tide tag:
[((not PVP) & (PercentMP < 76)) ? "Mana Tide!"]
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06/01/08, 8:11 PM
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#302 (permalink)
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Glass Joe
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For some reason, I can't get this tag to show the mob's difficulty color. What I originally had was this:
[(if Classification = "Boss" and IsFriend then
White
elseif Classification = "Boss" and ~IsFriend then
Red
end) (if Classification and Classification ~= "Boss" then
Classification " "
elseif Classification = "Boss" then
Classification
end) (if IsFriend and Classification ~= "Boss" then
Level:White
elseif Classification ~= "Boss" then
Level:DifficultyColor
end) (IsPlayer ? " " SmartRace) " " DruidForm:Paren]
Everything worked exactly as I wanted it to except that enemy mobs would have their levels in white, not their difficulty color. I switched it slightly to this:
[(if Classification = "Boss" and IsFriend then
White
elseif Classification = "Boss" and ~IsFriend then
Red
end) (if Classification and Classification ~= "Boss" then
Classification " "
elseif Classification = "Boss" then
Classification
end) (if IsFriend and Classification ~= "Boss" then
Level:White
elseif Classification = "Boss" then
""
else
Level:DifficultyColor
end) (IsPlayer ? " " SmartRace) " " DruidForm:Paren]
Still no difficulty-colored levels. Nothing else changed, as far as I can tell. Any thoughts?
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06/02/08, 11:54 AM
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#303 (permalink)
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Glass Joe
Tauren Warrior
Bloodfeather (EU)
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Has anyone gotten the code below to work? I was thrilled when I found it, because it's exactly what I need, but I can't get it to work. I can't seem to find any errors in it (though I don't know any LUA, so if there's syntax errors in it, I probably wouldn't find them), yet the code won't load. I added/edited the files in <WoWDir>\Interface\AddOns\PitBull\libs\LibDogTag-Unit-3.0 (& \Categories), which should be the correct path as far as I can tell.
Any help is welcome, would be awesome if I got this to work.

Originally Posted by Hythloday
After reading about it in another thread, this is code to be able to interrogate the number of classes in a party/raid in a DogTag. It can be used to put all the buffs that you *lack* on the player's unit frame if you use Pitbull.
#1: Create a file called Class.lua in the LibDogTag-Unit-3.0/Categories folder with the contents:

local MAJOR_VERSION = "LibDogTag-Unit-3.0"
local MINOR_VERSION = tonumber(("$Revision: 66768 $"):match("%d+")) or 0
if MINOR_VERSION > _G.DogTag_Unit_MINOR_VERSION then
_G.DogTag_Unit_MINOR_VERSION = MINOR_VERSION
end
DogTag_Unit_funcs[#DogTag_Unit_funcs+1] = function(DogTag_Unit, DogTag)
local L = DogTag_Unit.L
DogTag:AddEventHandler("Unit", "PARTY_MEMBERS_CHANGED", function(event, ...)
DogTag:FireEvent("PartyChanged")
end)
DogTag:AddTag("Unit", "PartyClassCount", {
code = function(classname)
classCount = 0
partySize = GetNumPartyMembers()
if(partySize > 0) then
for n=1,partySize do
loc, unitClassName = UnitClass("party" .. n)
if unitClassName == string.upper(classname) then
classCount = classCount + 1
end
end
loc, unitClassName = UnitClass("player")
if unitClassName == string.upper(classname) then
classCount = classCount + 1
end
end
return classCount
end,
arg = {
'classname', 'string', '@req', -- name, types, default
},
ret = 'number', -- return value
events = "PARTY_MEMBERS_CHANGED",
doc = L["Returns the number of characters of this class in the party"], -- the description
example = ('[PartyClassCount("priest")] => %q; [PartyClassCount("deathknight")] => "0"'):format(L["1"]),
category = L["Classes"]
})
DogTag:AddTag("Unit", "RaidClassCount", {
code = function(classname)
classCount = 0
raidSize = GetNumRaidMembers()
if(raidSize > 0) then
for n=1,raidSize do
loc, unitClassName = UnitClass("raid" .. n)
if unitClassName == string.upper(classname) then
classCount = classCount + 1
end
end
loc, unitClassName = UnitClass("player")
if unitClassName == string.upper(classname) then
classCount = classCount + 1
end
end
return classCount
end,
arg = {
'classname', 'string', '@req',
},
ret = 'number',
events = "PARTY_MEMBERS_CHANGED",
doc = L["Returns the number of characters of this class in the raid"],
example = ('[RaidClassCount("priest")] => %q; [RaidHasClass("deathknight")] => "0"'):format(L["3"]),
category = L["Classes"]
})
DogTag:AddTag("Unit", "PartyHasClass", {
alias = [[PartyClassCount(classname=classname) > 0]],
arg = {
'classname', 'string', '@req'
},
doc = L["Returns true if there is at least one player of this class in the party"],
example = '[PartyHasClass("priest")] => "true"',
category = L["Classes"]
})
DogTag:AddTag("Unit", "RaidHasClass", {
alias = [[RaidClassCount(classname=classname) > 0]],
arg = {
'classname', 'string', '@req'
},
doc = L["Returns true if there is at least one player of this class in the raid"],
example = '[RaidHasClass("priest")] => "true"',
category = L["Classes"]
})
end
#2 Edit LibDogTag-Unit-3.0/lib.xml to include this file.
#3 Change your name dogtag to:
[Name] [(PartyHasClass("mage") or RaidHasClass("mage")) and not (HasAura("Arcane Brilliance") or HasAura("Arcane Intellect")) and "AB":Red]
This will add the text "AB" in red after your name if there's a mage who *should* be buffing you, but isn't. Works for Pitbull at least, and should work for Cowtip (but I haven't tested it).
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06/02/08, 12:28 PM
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#304 (permalink)
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Piston Honda
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I have made those changes, and they work for me. I don't know what exactly to tell you - I followed the instructions as written. Do you get a "tag not found" error?
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06/02/08, 12:54 PM
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#305 (permalink)
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Glass Joe
Tauren Warrior
Bloodfeather (EU)
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Originally Posted by dinesh
I have made those changes, and they work for me. I don't know what exactly to tell you - I followed the instructions as written. Do you get a "tag not found" error?
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Yes, also, the help for "Classes" does not show up in the DogTags help. I restarted WoW 3 times and quadruple checked the libs.xml, but can't seem to find what I did wrong. I guess I'll keep trying a few more times, must be something really stupid that I'm overlooking.
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06/02/08, 1:05 PM
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#306 (permalink)
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Snapple! (apple + tin)
Draenei Shaman
Thaurissan
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Originally Posted by Darhuuk
Yes, also, the help for "Classes" does not show up in the DogTags help. I restarted WoW 3 times and quadruple checked the libs.xml, but can't seem to find what I did wrong. I guess I'll keep trying a few more times, must be something really stupid that I'm overlooking.
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Are you sure that on game startup you are loading the modified Dogtag library? Make sure there aren't any embedded dogtag libraries floating around.
Basically if you go into your addons folder and check inside each addon alphabetically you may find one that has the dogtag library embedded which is loaded before LibDogTag. I will admit that I might be wrong about this but check all the addons from A-L and you may find your culprit.
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06/02/08, 2:18 PM
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#307 (permalink)
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Glass Joe
Tauren Warrior
Bloodfeather (EU)
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Originally Posted by Andrast
Are you sure that on game startup you are loading the modified Dogtag library? Make sure there aren't any embedded dogtag libraries floating around.
Basically if you go into your addons folder and check inside each addon alphabetically you may find one that has the dogtag library embedded which is loaded before LibDogTag. I will admit that I might be wrong about this but check all the addons from A-L and you may find your culprit.
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Ah, ok, this is the problem then. I edited the embeded version that is supplied with Pitbull. I'll just download a standalone DogTags lib. One question though, do I just delete the embeded versions or do they just not load if an "extern" version is available?
* Edit: LibDogTag-3.0 does not contain LibDotTag-Unit-3.0, which I can find nowhere as a stand alone version.
** Edit 2: Ok, found it somewhere, odd, doesn't seem to be on WoWAce.
*** Edit 3: Finally got it working by editing the embeds.xml in CowTip & Pitbull and placing LibDogTag-3.0 & LibDogTag-Unit-3.0 in the Addons root folder.
Thanks for the tip!
Last edited by Darhuuk : 06/02/08 at 2:56 PM.
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06/02/08, 2:48 PM
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#308 (permalink)
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Piston Honda
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Well, you can manually delete the embed versions, but if you use WAU to update it will just pull down a new embedded version next time you get an update for Pitbull I believe.
What you really should do in this case is go through and unembed all your addons - changing WAU options is the easiest way to do this. Backup first, just in case.
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06/03/08, 12:58 AM
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#309 (permalink)
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Snapple! (apple + tin)
Draenei Shaman
Thaurissan
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Originally Posted by Darhuuk
Ah, ok, this is the problem then. I edited the embeded version that is supplied with Pitbull. I'll just download a standalone DogTags lib. One question though, do I just delete the embeded versions or do they just not load if an "extern" version is available?
* Edit: LibDogTag-3.0 does not contain LibDotTag-Unit-3.0, which I can find nowhere as a stand alone version.
** Edit 2: Ok, found it somewhere, odd, doesn't seem to be on WoWAce.
*** Edit 3: Finally got it working by editing the embeds.xml in CowTip & Pitbull and placing LibDogTag-3.0 & LibDogTag-Unit-3.0 in the Addons root folder.
Thanks for the tip!
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Since cowtip and pitbull both contain the dogtag library the one that is "alphabetically" first (in this case cowtip) gets loaded. See Ace2 Memory Concerns - WowAce Wiki for some more details on embedding libraries if you're interested.
The best way to do this is to wowaceupdater and download your mods without externals. Then you can edit the dogtag library manually and place it on "ignore" so that your changes won't get overwritten every time the dogtag gets updated. Another advantage of un-embedding is that your load times will be slightly improved.
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06/05/08, 9:46 AM
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#310 (permalink)
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Glass Joe
Night Elf Rogue
Kil'Jaeden (EU)
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Is there a way to produce a clock (something like 15:44) via DogTags? I can't look into the ingame help right now for I'm at work, but I don't recall ever seeing code for this...
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06/07/08, 3:06 AM
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#311 (permalink)
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Von Kaiser
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Trying to make a simple range check for my hunter. If I am in range, it shows a "+", if I am out of range, it shows a "-". So far I have this:
[if Range <= 35 then
'+'
else
'-'
end]
It is acting weird though.
From 0-8 yards it works properly, showing a +.
From 9-28 yards it shows a -.
From 29-35 it shows a +.
From 35+ it shows a -.
What is it about the 9-28 yard range would cause it to show a -?
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06/08/08, 5:39 PM
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#312 (permalink)
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n00b
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I am trying to figure out a way to have CowTip show what zone the target is in, but I see no way to do this. Can anyone help?
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06/09/08, 11:16 AM
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#313 (permalink)
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Don Flamenco
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Originally Posted by Houseplant
I am trying to figure out a way to have CowTip show what zone the target is in, but I see no way to do this. Can anyone help?
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[Zone] works for me.
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06/09/08, 1:19 PM
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#314 (permalink)
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Von Kaiser
Blood Elf Priest
Mazrigos (EU)
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Hello,
A friend of mine made me this tag for my Pitbull target frame a couple of months ago, but I suspect this to be part of my screens freezing for an instant when people change groups/Die/Disconnect, etc.
Is there any way I can make it less complex while still saving the functionality? I love the mouseover thing as well. I'm thinking maybe using the "HPColor" tag in some way, but I don't really know enough about dogtags to make it :/
Here's the tag:
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[(MissingHP > 0) & ([(HP >= MaxHP * 0.8) & (IsPlayer ? (-MissingHP):Hide(0):Color("00BB00") ! (HP:Short:Color("00BB00") "/":Color("FFFFCC") MaxHP:Short:Color("00BB00")))] [((HP < MaxHP * 0.8) >= MaxHP * 0.5) & (IsPlayer ? (-MissingHP):Color("FFFF66") ! (HP:Short:Color("FFFF66") "/":Color("FFFFCC") MaxHP:Short:Color("FFFF66")))] [(HP < MaxHP * 0.5) & (IsPlayer ? (-MissingHP):Color("ff7f7f") ! (HP:Short:Color("ff7f7f") "/":Color("FFFFCC") MaxHP:Short:Color("ff7f7f")))] " | ":Color("FFFFCC"))] [(IsPlayer ? (IsMouseOver & (HP:Short "/" MaxHP:Short):Color("FFFFCC"))) (IsPlayer ? (~IsMouseOver & PercentHP:Percent:Color("FFFFCC")) ! PercentHP:Percent:Color("FFFFCC"))]
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Thank you
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06/09/08, 1:40 PM
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#315 (permalink)
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Glass Joe
Draenei Shaman
Kel'Thuzad
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I searched the thread, but couldn't find any resolution to the [TalentTree] tag problem. Is it possible at all to get people's talent specs reliably now? I can't seem to get it to work with:
[Level:DifficultyColor] [Upper(TalentTree(unit="target"):ClassColor)] [Upper(Classification (if (IsPlayer or (IsEnemy and not IsPet)) then
Class
end):ClassColor)] [Upper(DruidForm:Paren)] [Upper(SmartRace)]
It works 100% when I target myself, and sometimes when I target someone else, inspect their talents, de-target them, and then re-target them.
edit: Forgot to mention I am using this in my Pitbull Target Frame, and I have everything up to date WITHOUT externals using WAU.
Last edited by Moloko : 06/09/08 at 3:15 PM.
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06/10/08, 7:41 PM
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#316 (permalink)
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n00b
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In CowTip I have a DogTag that shows the guild, but when someone is unguilded it leaves an open space between two other lines.
[(Guild = 'player':Guild ? Cyan) Guild:Angle]
That is the DogTag, but I don't see how that can have anything to do with there being a space when someone is unguilded. Any help?
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06/11/08, 8:30 AM
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#317 (permalink)
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Von Kaiser
Human Paladin
Zirkel des Cenarius (EU)
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Again a request for help by me.
I plan to use Statblocks which has a Statblocks_DogTags thing.
Now what would interesst me as a tank is: Am I uncrushable?
There is this macro:
/script DEFAULT_CHAT_FRAME:AddMessage("Need 102.4 combined avoidance. Currently at:",0.8,0.8,1)
/script DEFAULT_CHAT_FRAME:AddMessage(GetDodgeChance()+GetBlockChance()+GetParryCha
nce()+5+(GetCombatRating(CR_DEFENSE_SKILL)*150/355 + 20)*0.04,1,0.5,0)
Is it possible to create a dog tag for this? Or no wai?
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06/11/08, 4:29 PM
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#318 (permalink)
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Von Kaiser
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Using Statblocks_DogTags, I have code that looks like
[FractionalHP(unit='player')]
[if PercentHP(unit='pet')<55 then "MEND PET":green end]
[FractionalHP(unit='pet')]
The middle line displays the text MEND PET when my pet's health is below 55%. When my pet's health is above 55%, the text isn't displayed, but there is a blank line for where the text should be. How can I modify my code to not have that blank line appear? I realize I can swap the second and third lines and simply not have to worry about the blank line, but there are other things I want to add and this little problem will still be there.
Last edited by Nataliah : 06/11/08 at 5:24 PM.
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06/12/08, 12:44 AM
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#319 (permalink)
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Glass Joe
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Originally Posted by Moloko
I searched the thread, but couldn't find any resolution to the [TalentTree] tag problem. Is it possible at all to get people's talent specs reliably now? I can't seem to get it to work with:
[Level:DifficultyColor] [Upper(TalentTree(unit="target"):ClassColor)] [Upper(Classification (if (IsPlayer or (IsEnemy and not IsPet)) then
Class
end):ClassColor)] [Upper(DruidForm:Paren)] [Upper(SmartRace)]
It works 100% when I target myself, and sometimes when I target someone else, inspect their talents, de-target them, and then re-target them.
edit: Forgot to mention I am using this in my Pitbull Target Frame, and I have everything up to date WITHOUT externals using WAU.
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It doesn't work anymore.
If I recall correctly, only on unpvp flagged people, will it show up. Its really not worth using anymore.
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06/19/08, 11:36 AM
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#320 (permalink)
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Glass Joe
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Trying out my new Shammy Shield Timers on pitbull. Thanks to Lorienne for the origin of the code.
Focus Earth Shield
[Outline][(if AuraDuration("Earth Shield") then
AuraDuration("Earth Shield"):FormatDuration("f"):Green
end) " " (if NumAura("Earth Shield") = 6 then
"ES6":Green
elseif NumAura("Earth Shield") = 5 then
"ES5":Green
elseif NumAura("Earth Shield") = 4 then
"ES4":Yellow
elseif NumAura("Earth Shield") = 3 then
"ES3":Yellow
elseif NumAura("Earth Shield") = 2 then
"ES2":Red
elseif NumAura("Earth Shield") = 1 then
"ES1":Red
elseif NumAura("Earth Shield") = 0 then
"ES Gone":Gray
end)]
Player Earth Shield
[Outline][(if AuraDuration("Earth Shield", unit="player") then
AuraDuration("Earth Shield"):FormatDuration("f"):Green
end)]
[if NumAura("Earth Shield") = 6 then
"ES6":Green
elseif NumAura("Earth Shield") = 5 then
"ES5":Green
elseif NumAura("Earth Shield") = 4 then
"ES4":Yellow
elseif NumAura("Earth Shield") = 3 then
".ES3":Yellow
elseif NumAura("Earth Shield") = 2 then
"ES2":Red
elseif NumAura("Earth Shield") = 1 then
"ES1":Red
elseif NumAura("Earth Shield") = 0 then
"ES Gone":Gray
end]
Water Shield
[Outline][(if AuraDuration("Water Shield", unit="player") then
AuraDuration("Water Shield"):FormatDuration("f"):Green
end)]
[if NumAura("Water Shield") = 3 then
"WS 3":Fuchsia
elseif NumAura("Water Shield") = 2 then
"WS 2":Yellow
elseif NumAura("Water Shield") = 1 then
"WS 1":White
elseif NumAura("Water Shield") = 0 then
"WS Gone":Gray
end]
Lightning Shield
[Outline][(if AuraDuration("Lightning Shield", unit="player") then
AuraDuration("Lightning Shield"):FormatDuration("f"):Green
end)]
[(if NumAura("Lightning Shield") = 3 then
"LS 3":Blue
elseif NumAura("Lightning Shield") = 2 then
"LS 2":Cyan
elseif NumAura("Lightning Shield") = 1 then
"LS 1":White
elseif NumAura("Lightning Shield") = 0 then
"LS Gone":Gray
end)]
No Shields on

Last edited by tyeni : 06/19/08 at 11:50 AM.
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06/20/08, 5:04 AM
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#321 (permalink)
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Piston Honda
Tauren Druid
Vek'nilash (EU)
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Hi there, currently my party frames look like:
As you can see when someone has aggro the frame colours red. Problem is (And I noticed thanks to Saeto's highlight) that I cant see what the class is that has gotten aggro.
So I would like to know if there's a dogtag to show who has aggro.
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06/20/08, 8:08 AM
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#322 (permalink)
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Glass Joe
Blood Elf Paladin
Shattered Hand (EU)
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Originally Posted by tyeni
Trying out my new Shammy Shield Timers on pitbull. Thanks to Lorienne for the origin of the code.
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Looks really nice! What could make it better though (imo), is that you make a dot for each charge, instead of a written number. I.e. "¤¤¤¤¤¤" instead of "ES6".
However it might look like crap, I don't know
Originally Posted by Led ++
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