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06/10/08, 6:41 PM
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#316
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Glass Joe
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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, 7:30 AM
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#317
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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, 3:29 PM
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#318
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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 4:24 PM.
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06/11/08, 11:44 PM
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#319
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Von Kaiser
Orc Death Knight
Stonemaul
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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, 10:36 AM
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#320
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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 10:50 AM.
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06/20/08, 4:04 AM
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#321
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Piston Honda
Undead Death Knight
Draenor (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, 7:08 AM
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#322
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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 ++
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.
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I'm not sure there is any dogtag for just having aggro, but you could use the threat dogtags I guess.
MissingThreat(unit="player")
Return the missing threat that you have against enemy unit or that friendly unit has against your target, if ThreatLib is available
[MissingThreat] => "30"
So something like:
[If MissingThreat then SmartClass:ClassColor else Hide(Hunter, Mage, Warlock, Druid, Paladin, Priest, Warrior, Rogue, Shaman)]
[end]
I haven't tested it, but what it's mean't to do is show the classname in classcolor (wherever you choose to have it) IF you don't have enough threat toward that individual, else it should be completly blank. Though I'm quite unsure if you can use MissingThreat in this way, so it's possible that it won't work at all. If it doesn't work, try the other threat dogtags (can be found at LibDogTag-3.0 - WowAce Wiki)
Try it out
Edit: Reading the threat dogtags again, I belive using the "PercentThreat" may leave better results than "MissingThreat". (Still not tested though)
[If PercentThreat > 110 then SmartClass:ClassColor else Hide(Hunter, Mage, Warlock, Druid, Paladin, Priest, Warrior, Rogue, Shaman)
[end]
Last edited by Korvboll : 06/20/08 at 7:34 AM.
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06/21/08, 4:47 PM
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#323
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Piston Honda
Draenei Shaman
Kel'Thuzad
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Since Threat was broken with Aloft when they changed over from Threat-1.0 to Threat-2.0, which resulted in the discontinuation of the Threatbar, is there any way of making a DogTag similar to the following work?
[HasThreat ? (IsUnit('player', Target) ? (MissingThreat = 0 ? "MAX":Green ! MissingThreat:Yellow) ! (MissingThreat = 0 ? "MAX" ! MissingThreat):Red)]
In its current form it's giving me several invalid tag errors, which I suspect is due to the fact that hovering healthbars (the default Blizzard ones) don't return UnitID codes as far as I recall - is there any workaround to this or am I on my own here until somebody decides to add Threatbar back into Aloft?
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06/22/08, 4:24 PM
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#324
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Glass Joe
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I wrote this dog tag to alleviate a common error that I would make while grinding honor in the battlegrounds on my Paladin alt. I needed some way to remind myself to set the proper paladin aura each time I died or mounted/dismounted. Quite often I would forget to toggle Improved Concentration Aura after racing across the battlefield on my mount. As it turns out, Crusader Aura does little for spell push back when a rogue is poking you in the back! So I would get killed, and then resurrect at the graveyard only to once again forget that my aura is removed on death and must be manually turned back on. This was a learning curve for me because I've spent so much time playing my warrior main, and his stance does not reset upon death. I had always assumed Paladins worked this way before I started playing one.
So I searched for an addon that would remind me when to change auras or alert me when I had no aura, but I was never happy with any that I tested. They were either too full of unwanted features or did not properly get my attention. So this morning I finally got around to trying to write my own DogTag. I've been using a handful of tags that I copied from forums and really liked the system. I must admit that I struggled with the syntax a lot and went through many broken renditions before I could get it to work according to my plan. The Test Area in Dog Tag Help is really fantastic for working out the kinks. While it seems to be functional, I would like to know if there might be ways to tighten it up or write it more elegantly.
The worst part by far for me was figuring out how to join the 3 sections of text together without getting syntax errors. I have no background in programming so I don't really understand the composition of the text, such as it's staggered layout, when to use carriage returns, when to enclose text in [ ] and the proper use of end. I searched though the help menus and the Wiki page and can't find a single reference to end, how it's used, and why. Would anybody care to shed some light on this for me?
[(if HasAura("Summon Charger") & (not HasAura("Crusader Aura")) then
Outline "Crusader Aura!":White:Angle
elseif HasAura("Crusader Aura") & (not HasAura("Summon Charger")) then
Outline "Change Aura!":White:Angle
elseif not HasAura("Devotion Aura") & not HasAura("Retribution Aura") & not HasAura("Concentration Aura") & not HasAura("Shadow Resistance Aura") & not HasAura("Frost Resistance Aura") & not HasAura("Fire Resistance Aura") & not HasAura("Crusader Aura") then
Outline "Missing Aura!":White:Angle
end)]
If you are mounted (on lvl 60 pally mount), and do not have Crusader Aura it will display.
<Crusader Aura!>
If you dismount without turning off Crusader Aura it will display
<Change Aura!>
If you have no Paladin Aura (because you died or right clicked the aura) it will display
<Missing Aura!>
If you are using another mount, such as the Amani War Bear, then just substitute that in the tag.
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06/23/08, 6:40 PM
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#325
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Von Kaiser
Blood Elf Rogue
Kazzak (EU)
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Originally Posted by Roberto
EDIT:
Nevermind, finally found it.
[[if (unit = "player") then
(if AuraDuration("Slice and Dice") >= 30 then
AuraDuration("Slice and Dice"):Round:Green:Paren
elseif (AuraDuration("Slice and Dice") < 30) and (AuraDuration("Slice and Dice") >= 10) then
AuraDuration("Slice and Dice"):Round:Color("ffff00"):Paren
elseif (AuraDuration("Slice and Dice") < 10) and (AuraDuration("Slice and Dice") >= 5) then
AuraDuration("Slice and Dice"):Round:Color("ff8800"):Paren
elseif (AuraDuration("Slice and Dice") < 5) and (AuraDuration("Slice and Dice") > 0) then
AuraDuration("Slice and Dice"):Round:Red:Paren
else
""
end)
end]]
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It might be a bit weird to quote myself, but I just finished with my new UI and I couldnt get this old tag running. It is supposed to show me time left for my SnD and it did so with my old UI, but it doesnt work anymore. It keeps giving my a syntax error. Any ideas why?
Edit: Yeah I got an idea why... The right tag was the one I was using on my old UI, not the one I posted back here. So I just copied it wrong from my original post...
Should someone want to try the "working" tag, its this one:
[[if (unit = "player") and HasAura("Slice and Dice") then
(if AuraDuration("Slice and Dice") >= 30 then
AuraDuration("Slice and Dice"):Round:Green:Paren
elseif (AuraDuration("Slice and Dice") < 30) and (AuraDuration("Slice and Dice") >= 10) then
AuraDuration("Slice and Dice"):Round:Color("ffff00"):Paren
elseif (AuraDuration("Slice and Dice") < 10) and (AuraDuration("Slice and Dice") >= 5) then
AuraDuration("Slice and Dice"):Round:Color("ff8800"):Paren
elseif (AuraDuration("Slice and Dice") < 5) and (AuraDuration("Slice and Dice") > 0) then
AuraDuration("Slice and Dice"):Round:Red:Paren
end)
end]]
Sorry for the mess anyway...
Last edited by Roberto : 06/23/08 at 7:21 PM.
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06/27/08, 7:47 AM
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#326
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Glass Joe
Human Priest
Twilight's Hammer (EU)
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buff filtering
I'm putting together a set of DogTags for my PitBull frame. Since I'm a healer it's imperative that I remove any unnecessary visual items from my screen. I've been with searching this thread for several weeks now and got some pretty neat tips. The basic idea was to make a buff filter system that allows conscious players to class independently (so it's not for healers only) check the most common group buffs and resistance auras (top priority in my opinion). So here is the buff concept I have put together for my PitBull frames:
1. If there is a ... - mage in the group/raid a blue "Int" text appears as long as the party/raid member lacks either Arcane Intellect or Arcane Brilliance. This should filter non-mana users (yeah, ferals too)
- priest in the group/raid a white "F" text appears as long as the party/raid member lacks either Power Word: Fortitude or Prayer of Fortitude.
- druid in the group/raid a purple "MW" text appears as long as the party/raid member lacks either Mark of the Wild or Gift of the Wild.
2. If your character is a ... - hunter, a green "Asp" text appears as long as you are not buffed with any aspect.
- mage a lightblue "Armor" text appears as long as you lack an armor buff (Molten, Frost, Mage, Ice [for the children])
- shaman, a lightblue "ES" text appears as long as you are not buffed with any elemental shield.
- priest a yellow "IF" appears as long as you lack Inner Fire.
3. If a party/raid member is buffed with ... - Amplify Magic, a lightblue "Amp" text appears (I haven't includedDampen Magic, because it seems to be viable only soloing, although I'm up for a debate about it)
- either Shadow Protection or Prayer of Shadow Protection, a purple "Sh" text appears.
- Shadow Resistance Aura, a purple "A" text appears.
- Fire Resistance Aura, a red "A" text appears.
- Frost Resistance Aura, a white "A" text appears.
- Fire Resistance Totem, a red "T" text appears.
- Frost Resistance Totem, a white "T" text appears.
- Nature Resistance Totem, a green "T" text appears.
- Aspect of the Wild, a green "A" text appears.
- Aspect of the Pack, a white "Pack" text appears.
- Crusader Aura, a yellow "Cru" text appears.
- Heroism, a red "H" text appears.
- Thorns, a brown "Th" text appears (this concerns mostly tanks with aggro problems, or AoE mages).
- Prayer of Mending, a yellow "+" text appears (this will help a group [no, not just the priest] utilize the effect of this truly gorgeous ability) [sidenote: this function may be bugged by the fact that PoM actually has got charges, that ougth to be tested (I know it's a problem with ag_UnitFrames)]
- Fear Ward, a purple "FW" text appears.
- Soulstone, an outlined purple "." text appears (I'd stick this line, next to the name text).
Now since I don't know much about DogTags, I'd like an expert's help with actually creating these tags 
I also need help with the following problem. Talented buffs. For example: Divine Spirit, Omen of Clarity. Can the talent specs be scanned so a relation (if party has priest and has talent DS, then show "DS" until buffed, similar to Arcane Intellect, you know, filtering mana users) can be created?
Thanks for the help!
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06/27/08, 12:45 PM
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#327
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Von Kaiser
Draenei Shaman
Tichondrius
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Been working on something similar and although it is still a work in progress, I can show you my codes for the following and hope that they help you.
Originally Posted by limesz
2. If your character is a ... - hunter, a green "Asp" text appears as long as you are not buffed with any aspect.
- mage a lightblue "Armor" text appears as long as you lack an armor buff (Molten, Frost, Mage, Ice [for the children])
- shaman, a lightblue "ES" text appears as long as you are not buffed with any elemental shield.
- priest a yellow "IF" appears as long as you lack Inner Fire.
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I don't have a hunter or priest but I do have a mage and shaman and this is what I have for my player frame:
[Outline][(if (Class = "Mage") then
(if HasAura("Molten Armor") then
"Interface\Icons\Ability_Mage_MoltenArmor":Icon
elseif HasAura("Ice Armor") then
"Interface\Icons\Spell_Frost_FrostArmor02":Icon
elseif HasAura("Mage Armor") then
"Interface\Icons\Spell_MageArmor":Icon
else
"ARMOR ":Red
end)
end) (if (Class = "Shaman") then
(if HasAura("Water Shield") then
"Interface\Icons\Ability_Shaman_WaterShield":Icon NumAura("Water Shield"):Hide(3):Yellow
elseif HasAura("Earth Shield") then
"Interface\Icons\Spell_Nature_SkinofEarth":Icon NumAura("Earth Shield"):Hide(6):Yellow
elseif HasAura("Lightning Shield") then
"Interface\Icons\Spell_Nature_LightningShield":Icon NumAura("Lightning Shield"):Hide(3):Yellow
else "SHIELD ":Red
end)
end)]
Basically it shows in big red letters either "ARMOR" or "SHIELD" if my character is missing one of those buffs. Otherwise it will show the buff icon of the appropriate armor/shield and the number of charges left if not at max charges.
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06/28/08, 2:04 AM
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#328
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Von Kaiser
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This is probably the largest DogTag posted in this thread. I wanted to replace a mod called ControlFreak because it's an eyesore in my rather uniform UI (love the mod and Tekkub, tho!). I started with the DogTag located in the first page of this thread, so, credit to whoever wrote that since I didn't take note of who it was, but honestly, it's a whole new thing now.
Let me explain what I was going for before I post it. I wanted something first, with all the features of the Control Freak frame. And then I wanted to add a new functionality and clean up others. The new function is that my DogTag will not only tell you if the target (of the DogTag not of your character -- I recommend throwing this in a Focus Frame) is damaged, but it'll tell you if it's DoT'd! Before with ControlFreak, I used DaHud to make a buff panel for my focus and set the maximum to 5. Then, if I saw a few debuffs in the frame I'd assume it's dotted up (sometimes I recognize the icons, too, I guess). But now, I don't have to do that.
Anyway, here's the DogTag:

[(if (MinRange >=30) and ((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) and CanAttack and IsEnemy then
"*"
end)
(if HasAura("Polymorph") and (AuraDuration("Polymorph") <= 5) and IsEnemy then
("Resheep NOW! " ((AuraDuration("Polymorph"):VeryShort) "s"):Paren):Yellow
end)
(if HasAura("Polymorph") and (AuraDuration("Polymorph") > 5) and (AuraDuration("Polymorph") <= 10) and IsEnemy then
("Breaking Soon! " ((AuraDuration("Polymorph"):VeryShort) "s"):Paren):Cyan
end)
(if HasAura("Polymorph") and (AuraDuration("Polymorph") > 10) and ~Dead and IsEnemy then
("Sheep Safe " ((AuraDuration("Polymorph"):VeryShort) "s"):Paren):Green
end)
(if HasAura("Polymorph") and ~Boolean(AuraDuration("Polymorph")) and ~Dead and IsEnemy then
"Sheeped":Yellow
end)
(if ((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) and CanAttack and IsEnemy and ~HasAura("Polymorph") and InCombat(unit="player") and ~Dead and (HasAura("Serpent Sting") or HasAura("Fireball") or HasAura("Pyroblast") or HasAura("Ignite") or HasAura("Moonfire") or HasAura("Insect Swarm") or HasAura("Rip") or HasAura("Rake") or HasAura("Lacerate") or HasAura("Seal of Vengeance") or HasAura("Shadow Word: Pain") or HasAura("Vampiric Touch") or HasAura("Devouring Plague") or HasAura("Starshards") or HasAura("Deadly Poison") or HasAura("Garrote") or HasAura("Rupture") or HasAura("Flame Shock") or HasAura("Rend") or HasAura("Deep Wound") or HasAura("Immolate") or HasAura("Corruption") or HasAura("Curse of Agony") or HasAura("Curse of Doom") or HasAura("Siphon Life") or HasAura("Seed of Corruption") or HasAura("Unstable Affliction")) then
"DOT'd!":Red elseif ((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) and CanAttack IsEnemy and ~HasAura("Polymorph") and InCombat(unit="player") and ~Dead and IsMaxHP then
"Broken!":Red elseif ((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) and CanAttack IsEnemy and ~HasAura("Polymorph") and InCombat(unit="player") and ~Dead and ~IsMaxHP then
"Damaged!":Red
end)
(if ((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) and CanAttack and ~IsUnit("player") and ~HasAura("Polymorph") and ~InCombat(unit="player") and IsEnemy and ~Dead then
"Ready":Green
end)
(if ~Dead and (~((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) or ~CanAttack or ~IsEnemy) then
"Invalid":Gray
end)
(if Dead and IsEnemy then
"Dead":Gray
end)
(if (MinRange >=30) and ((CreatureType = "Beast") or (CreatureType = "Humanoid") or (CreatureType = "Critter")) and CanAttack and IsEnemy then
"*"
end)]
I need someone to look this over and help test it out, though. I've tested everything but having another mage sheep my focus (in such a case it's supposed to display "Sheeped" in yellow) and all those DOTs. I've tested atleast Fireball and Ignite. Someone has to help me to see that I didn't forget any damage over time debuffs and that I didn't misspell any of them or add some that don't work for some reason or another.
I've tested this baby in DaHud but I assume it'd work in Pitbull and some other addons that use the lib. Most likely not all since I was surprised that even DaHud accepted such a long DogTag...
By the way, this took a few hours and alot of trial and error. I'm not a programmer and this is my first DogTag. If there are things that should be changed for this reason or that, let me know.
Future PvP tweaked version will check for Ice Block, Divine Shield, Cyclone and the various druid forms that are immune to sheep, mounted on a flying mount or anything else that I can thing of that'd make someone Immune to Polymorph. I might also either make alternate versions for other CCs or make the DogTag universal. If anyone else wants to do any of that, feel free! Less work for me.
EDIT: I recommend using this DogTag in a text field for your focus with this macro:
/cast [target=focus,exists,nodead,harm] Polymorph
/stopmacro [target=focus,exists,nodead,harm]
/cast [combat,harm,exists,nodead] Polymorph
/focus [exists,harm,nodead] target
/clearfocus [target=focus, dead]
Last edited by Sojik : 06/28/08 at 2:20 AM.
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06/28/08, 5:43 AM
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#329
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King Hippo
Tauren Druid
Twisting Nether (EU)
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Originally Posted by bimmian
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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I'm not sure, but I recall there not actually being a lua expression for certain ranges thus they are deduced from whether spells with those ranges can be cast or not.
The workaround was to do something like "if range > 9 yards and range < 29 yards then....."
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06/28/08, 11:17 AM
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#330
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Von Kaiser
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Originally Posted by Daboran
I'm not sure, but I recall there not actually being a lua expression for certain ranges thus they are deduced from whether spells with those ranges can be cast or not.
The workaround was to do something like "if range > 9 yards and range < 29 yards then....."
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I put a range check in the DogTag I just posted. I used if (MinRange >= XX)
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