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06/05/09, 4:14 PM
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#601
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Ninja baby!
Night Elf Druid
Dragonblight
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Originally Posted by Whytonia
So let's say, hypothetically, that I have a very fast machine, what would I do to make this silly DogTag only show my buffs/HoTs? Or is there a way for Pitbull to do it? I can use Grid and get it to only show my HoTs, but doesn't really mesh with my UI.
Thank you. 
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Like I said, not unless there's been a recent change to DT I'm not aware of, or you're willing to hack the DT lua files. The HasAura(), NumAura() and AuraDuration() tags don't accept a source parameter, though it would be fairly simple to add them in if you're willing to hack a little. The only issue with that is that you'll need to then un-embed the copy of the DT library that you hack up, and remove all other embedded versions to make sure it's the version that gets loaded. There may be other issues involved with un-embedding as well, it's not something I looked into as I decided the performance hit wasn't worth it.
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06/05/09, 4:55 PM
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#602
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Glass Joe
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Yeah, not really comfortable with hacking anything yet.  Thank you for giving me that info that. That is really helpful! At least now I know!
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06/06/09, 6:43 AM
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#603
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Glass Joe
Night Elf Hunter
Undermine
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Is there any way to set a dogtag on the pitbull4 per frame to show aggressive/defensive/passive status?
Is there even a way to check for that sort of thing? I'm retuning my UI on my Hunter and I would LOVE to be rid of the pet bar entirely.
EDIT: This seems to be the most logical, however i get the following error: Bad Unit: "Agressive
[outline (if Pet("Aggressive") then
".":Color("ff0000")
end) (if Pet("Defensive") then
".":Color("00ff00")
end) (if Pet("Passive") then
".":Color("0000ff")
end) ]
Last edited by Antiganon : 06/06/09 at 4:38 PM.
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06/07/09, 3:00 AM
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#604
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Von Kaiser
Troll Priest
Mannoroth (EU)
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delete please :X
didn't see the next page -.-
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06/07/09, 9:46 PM
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#605
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Piston Honda
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Can Text Alpha be made independent of Frame Alpha? I want my frames to fade when out of range, but the text to be at 100%.
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06/10/09, 4:49 PM
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#606
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Glass Joe
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NVM Figured it out. 
Last edited by Whytonia : 06/10/09 at 5:05 PM.
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06/12/09, 2:50 PM
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#607
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Glass Joe
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I'm looking for some help with a DogTag. What I want it to do, is to show a letter, s for example, if either Dalaran Intellect, Dalaran Brilliance, Arcane Intellect or Arcane Brilliance is NOT buffed. If either of those buffs are true, then I want the s to be hidden. I hope you understand what I mean :-)
Thanks
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06/12/09, 2:57 PM
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#608
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Von Kaiser
Troll Priest
Mannoroth (EU)
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[if (~HasAura("Dalaran Intellect") and ~HasAura("Dalaran Brilliance") and ~HasAura("Arcane Intellect") and ~HasAura("Arcane Brilliance")) then
"S"
end]
this should do the trick for your problem 
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06/25/09, 8:33 PM
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#609
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Glass Joe
Night Elf Druid
Bloodhoof (EU)
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I've been working on a textbox to display my debuffs on target
I've gotten the box and gave them all a new line to appear on, but if a spell isn't cast the line is empty, and I'd like the buffnames / timers to grow up.
Simplified visual example:
[(if HasAura("Spell1") then "Spell1 " AuraDuration("Spell1")]
[(if HasAura("Spell2") then "Spell2 " AuraDuration("Spell2")]
[(if HasAura("Spell3") then "Spell3 " AuraDuration("Spell3")]
If I cast all 3 spells it works beautifully, tho, if I only cast spell1 and spell3 it'll display an empty line in the middle.
As such:
Spell1 Spell1Duration
Spell3 Spell3Duration
I'd like it to grow in such a way that if I cast spell1 and spell3 but not spell2 it'll display this way:
Spell1 Spell1Duration
Spell3 Spell3Duration
I.E. every new (if HasAura) should just take the next possible line, preferrably growing upwards, instead of their 'assigned' line...
Is there a way to get this done within one dogtag?
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06/28/09, 8:54 AM
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#610
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Glass Joe
Gnome Mage
Zirkel des Cenarius (EU)
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Temporary Enchants
Hi, I was wandering, if temporary Weapon Enchants can be monitored using DogTags.
I'm using several tags to monitor missing selfbuffs like Fel Armor, which works fine.
There are 2 notes regarding temporary enchants within this thread, both of which are older than 12 month, which state that it's not possible to monitor these. Has there been an update regarding this issue?
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06/28/09, 12:38 PM
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#611
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Ninja baby!
Night Elf Druid
Dragonblight
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Originally Posted by Zyrqueda
Hi, I was wandering, if temporary Weapon Enchants can be monitored using DogTags.
I'm using several tags to monitor missing selfbuffs like Fel Armor, which works fine.
There are 2 notes regarding temporary enchants within this thread, both of which are older than 12 month, which state that it's not possible to monitor these. Has there been an update regarding this issue?
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As far as I'm aware, this hasn't changed. However, the new version of DogTags for PB4, LuaTexts, should be able to accomplish this as it's much more versatile, though harder to set up. There's a thread on it in this forum.
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07/11/09, 1:18 AM
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#612
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Von Kaiser
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[Outline] [if InCombat and HasAura("Polymorph") then "*Polymorphed*":Gray " " AuraDuration("Polymorph"):FormatDuration:Paren elseif InCombat then "damaged":Red end]
This tag tells me *Polymorphed* (duration), and tells me if the target is damaged when the cc is broken. However, I can't seem to make it perfect. If the target is in combat but not poly'ed, it says damaged anyways. If the duration runs out, it still says damaged.
If possible, I'd like it to say loose if the duration runs out, damaged if broken, and nothing otherwise. Is it possible?
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07/15/09, 6:57 AM
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#613
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Glass Joe
Human Mage
Das Syndikat (EU)
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Is there a way to show the Threat instead of the percentage? like 52k
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07/19/09, 4:03 PM
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#614
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Glass Joe
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Hi, I was looking for a way to show my current spell power as text on my unitframe. I came across this I have updated the spellpower.lua file to work with LibDogTag-3.0.
Here is the contents of the lua file:
local MAJOR_VERSION = "LibDogTag-3.0"
local MINOR_VERSION = 90000 + tonumber(("$Revision: 203 $"):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(DogTag)
local L = DogTag.L
DogTag:AddTag("Unit", "SpellPower", {
code = function(school)
if (school < 0 or school > 7) then
return nil
elseif (school == 0) then
return GetSpellBonusHealing()
else
return GetSpellBonusDamage(school)
end
end,
arg = {
'school', 'number', '@req',
},
ret = "number;nil",
events = "UNIT_INVENTORY_CHANGED",
doc = L["Returns the raw spell damage bonus of the player for a given spell tree."],
example = '[SpellPower(7)] => "2167"',
category = L["Miscellaneous"]
})
end
Put the file in your Pitbull/Libs/LibDogTag-3.0/Categories folder and change the lib.xml file in the LibDogTag-3.0 folder and you can then use [SpellPower(7)] where the argument is the school of magic. Also works for bonus healing, just use 0.
This is my first actually working lua hack, so if anyone sees some glaring errors, I would appreciate letting me know. Thanks.
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07/20/09, 9:17 AM
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#615
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Glass Joe
Undead Death Knight
Dunemaul (EU)
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Mouseovers
Just a quick question, I have sifted through a lot of this thread but either I have skipped over it or it hasn't actually been asked yet.
I'm working on Pitbull 4.0 trying to make a whole new UI compared to anything I've tried before and one of my main goals is to have as much information accessible on the screen at once if requested. This will probably make more sense after I explain the Dogtag I want to use.
What I would love to do to minimize space used on text in the frame is have several texts in one bar, but have them change to a more detailed version of said text or even a totally new piece of information upon mouseover. If anyone could throw together some sort of example code for
"frame not moused over, show a short version of hp, when moused over hide short hp and show full length exact hp"
That would be perfect, but I'd also be really interested if anyone has a link of any documentation about these sort of tags that I could go read myself and maybe come back here helping others.
Thanks in advance.
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07/25/09, 4:38 PM
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#616
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Von Kaiser
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Originally Posted by Zyrqueda
This works fine for me:
[if IsFriend and HasMP then
FractionalMP
elseif IsEnemy then
(if (Classification(unit="target") = "Boss") or ((Classification(unit="target") = "Elite") and (Level(unit="target") > Level(unit="player"))) then
(if HasAura("Erde und Mond") then
"SP":Green
elseif HasAura("Fluch der Elemente") then
"SP":Yellow
else
"SP":Red
end) (if HasAura("Elend") then
" SH":Green
elseif HasAura("Feenfeuer") then
" SH":Yellow
else
" SH":Red
end) (if HasAura("Frostfieber") or HasAura("Donnerknall") or HasAura("Infizierte Wunden") then
" TtW":Green
else
" TtW":Red
end)
end)
end]
image:
Though i put this piece of information within my target's powerbar, it just shows on bosses and elites.
first: Spellpower-debuffs (Earth and Moon, CoE)
second: Spellhit-debuffs (Misery, Fearie Fire)
third: snares (Icy Touch, Thunderclap, Infected Wounds)
Just replace the aura-names with the apropriate ones.
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How would I change the font, font size, shadows etc. to this?
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08/08/09, 1:24 AM
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#617
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Glass Joe
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So after the patch, my dogtag has just been screwing up on me. Apparently
[Level:DifficultyColor] [Name] [(AFK or DND):Angle]
does not work anymore. I get an error and I am tired of hearing "fatality."
Anyone know what the new code is?
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08/13/09, 5:13 PM
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#618
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Von Kaiser
Undead Priest
Chamber of Aspects (EU)
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I'm looking for a DogTag that will display my % of HP when NOT at Max HP and when I mouseover my frame I want it to display my actual value, even if I am at Max HP.
I am also looking to color my MP tag so that it goes from green to red depending on how much percent it has, this should also go over to actual MP value when mouseovering and when mouseovering it should have the color white. I've been unable to do this so far.
This is what I have so far on the MP tag.
[if HasMP(unit='player') then
MP(unit='player')
else
''
end]
Thanks in advance.
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09/02/09, 4:36 AM
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#619
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Glass Joe
Orc Shaman
Tarren Mill (EU)
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Originally Posted by Lorienne
I made a tag for my shaman alt to show charges left on Water Shield. It's not terribly innovative, but perhaps it'll be useful to someone else. The new testing area in the DT help screen is awesome. I wasn't originally too thrilled with the changes, but that alone has made it all worthwhile.
[Outline] [if NumAura("Water Shield") = 3 then
". . .":Cyan
elseif NumAura("Water Shield") = 2 then
". .":Yellow
elseif NumAura("Water Shield") = 1 then
".":Red
elseif NumAura("Water Shield") = 0 then
"!":Red
end]

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I like this DogTag idea but is it possile to change it so it shows Earth Shield on target?
I have 0 knowledge about DogTags, so would be awesome if someone could PM me the right 'code' or just post here 
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09/06/09, 6:55 AM
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#620
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Von Kaiser
Dwarf Hunter
Darkmoon Faire (EU)
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HasAura
Is it possible to show a HasAura tag on your target only if you cast the buff/debuff yourself? For example: There are two hunters in the raid and one of them is me. Now, we both use Serpent Sting in our rotation, so the usual* HasAura tag wont be much help. I want to see the small colored dot only for my Serpent Sting application on the target.
*[(if HasAura("Serpent Sting") then
".":Color("008aff")]
Last edited by Keldin : 09/06/09 at 12:07 PM.
Reason: oops
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10/04/09, 11:11 AM
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#621
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Glass Joe
Human Warlock
Cenarion Circle
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is there dog tag text to know how many players are targeting an NPC?
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10/05/09, 9:24 AM
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#622
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Glass Joe
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hey so i love dog tags 3.0 the language is very simple and quick to learn. I can configure my texts to do whatever i want namely, mouseover and color changing etc..
but i'm a stuf user, not a pitbull or any other frame user. Stuf uses patterntag instead of dogtag.
i was wondering if there is a way to "install" [for lack of better word] dogtags in stuf?
second question, are there any plans to implement a more efficient text program? [besides custom lua etc...] like dare i ask, a new dogtag system?
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10/06/09, 3:51 PM
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#623
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Glass Joe
Blood Elf Priest
Darkspear
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Originally Posted by Darrilius
is there dog tag text to know how many players are targeting an NPC?
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[NumTargeting] will display the number of players, [TargetingList] will display the player names targeting a player or npc. Players must be in you're group or raid though.
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