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04/06/08, 12:40 PM
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#101
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postcount++
Malan
Tauren Shaman
No WoW Account
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I apologize for what is probably a repetition but know that *somewhere* in the UI forum someone posted the dogtag method for shortening [Name] so that long target names would only appear to be X characters wide. I can't find it here and I can't locate it in the dogtag help file either. Anyone able to help me out?
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Shitting up every single thread on EJ since '06
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04/06/08, 12:57 PM
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#102
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Von Kaiser
Human Death Knight
Moonglade (EU)
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Malan, it's :Truncate(x) where x is the number of characters.
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04/06/08, 1:02 PM
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#103
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Von Kaiser
Orc Shaman
Grim Batol (EU)
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Malan: [Name:Truncate(15, nil)] (DogTag 3.0)
nil is for removing the "..." which normally gets appended.
Could I ask people who post more advanced dogtags to actually check them for errors, and when/if errors get pointed out at a later time, please go back and fix them? It's not that I'm not capable of finding them myself, but often they've been corrected in later posts already.
And a question of my own: I'd like to shorten my hp deficit values to the format "-6.8k" rather than having it read "-6843", but :Short doesn't seem to do it on values below 10,000 and :VeryShort doesn't put decimals in at all. Which silly little thing am I missing here?
Btw Zerchi - Love the icons, definitly going to be using those.
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04/06/08, 3:07 PM
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#104
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Don Flamenco
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Originally Posted by Malag
And a question of my own: I'd like to shorten my hp deficit values to the format "-6.8k" rather than having it read "-6843", but :Short doesn't seem to do it on values below 10,000 and :VeryShort doesn't put decimals in at all. Which silly little thing am I missing here?
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Not really a solution, but here's a workaround for you:
-[(MissingHP > 999) ? "%.1f%s":Format(MissingHP / 1000, 'k') ! MissingHP]
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04/06/08, 3:26 PM
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#105
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postcount++
Malan
Tauren Shaman
No WoW Account
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Originally Posted by Eucharion
Malan, it's :Truncate(x) where x is the number of characters.
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Ah! Truncate! No wonder, I kept searching for Concatenate for some reason.
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Shitting up every single thread on EJ since '06
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04/06/08, 8:51 PM
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#106
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Von Kaiser
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HoTs
My codes don't work with the new DogTags, and was wondering if anyone could give me a hand and help me figure out the code for these. They are durations on my LB, Rejuv, and Regrowth within my Pitbull.
The code right now that I have for it is:
[Outline][ [Class#player = Text(Druid)] ? HasAura(Regrowth) ? AuraTimeLeft(Regrowth):Floor:Color(99dd99):Bracket][ [Class#player = Text(Druid)] ? HasAura(Rejuvenation) ? AuraTimeLeft(Rejuvenation):Floor:Color(00bbff):Bracket][ [Class#player = Text(Druid)] ? HasAura(Lifebloom) ? AuraTimeLeft(Lifebloom):Floor:Append([Text(*):Rep([NumAura(Lifebloom)])]):Green:Bracket]
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04/06/08, 10:22 PM
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#107
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Von Kaiser
Human Warrior
Argent Dawn
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All strings have to be explicitly escaped in version 3.
That means all your colors, all your spell names, and all texts must be in quotes.
[Class#player = Text("Druid")] and so on.
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04/06/08, 11:56 PM
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#108
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Von Kaiser
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Oh ok. Thank you very much! That will help me out a great deal.
EDIT: Ok, I tried out the quotations, but I couldn't get them to work. If anyone can give me pointers on how to get them working again, I would be much appreciated. I am still trying right now to figure it out, and thank you again for the quick response. 
Last edited by Ferous : 04/07/08 at 9:50 AM.
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04/07/08, 11:55 AM
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#109
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Von Kaiser
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Originally Posted by Ferous
Oh ok. Thank you very much! That will help me out a great deal.
EDIT: Ok, I tried out the quotations, but I couldn't get them to work. If anyone can give me pointers on how to get them working again, I would be much appreciated. I am still trying right now to figure it out, and thank you again for the quick response. 
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Maybe post what you've got at the moment? Could be something as simple as a single missing quotation somewhere and posting your current work will give you another few sets of eyes to check it over.
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04/07/08, 2:55 PM
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#110
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Glass Joe
Draenei Shaman
Moonrunner
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I've been trying to get the
"IsLeader(unit="player")"
tag to work but as of yet I cant get it to appear properly. No matter how I try to get it working it just doesn't. It'll either display nothing or say that everyone in the group/bg/raid is the leader.
help :-(
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04/07/08, 3:02 PM
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#111
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Von Kaiser
Human Death Knight
Cenarius
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Originally Posted by Inno
I've been trying to get the
"IsLeader(unit="player")"
tag to work but as of yet I cant get it to appear properly. No matter how I try to get it working it just doesn't. It'll either display nothing or say that everyone in the group/bg/raid is the leader.
help :-(
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I think the unit="player" part means it's checking if YOU are the leader or not which might explain why it's all or nothing. So all you want is [IsLeader] since the unitframe or tooltip will handle the targeting business.
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04/07/08, 3:36 PM
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#112
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Glass Joe
Draenei Shaman
Moonrunner
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Yeah I tried it as IsLeader by itself as well. that gave everyone the mark as well
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04/07/08, 3:47 PM
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#113
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Von Kaiser
Human Death Knight
Cenarius
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Originally Posted by Inno
Yeah I tried it as IsLeader by itself as well. that gave everyone the mark as well
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It's possible there's a dogtag bug then but something like [if IsLeader then "L"] theoretically should do the trick.
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04/07/08, 5:40 PM
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#114
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Glass Joe
Night Elf Druid
Tichondrius
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Okay, This is my sexy little "Need Innervate" dogtag for my raid frames and party. I use it before the "Name" tag on my frames. This will put an Innervate icon before the name of anyone in the raid or party who is bellow 20% mana and is a Druid or a Priest.
[(if (IsMana and (PercentMP < 20) and ~HasAura("Innervate") and ((Class = "Druid") or (Class = "Priest"))) then
"Interface\Icons\Spell_Nature_Lightning":Icon(12)
end) Name]
Anyway, Have fun with it 
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04/07/08, 6:08 PM
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#115
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Von Kaiser
Orc Shaman
Grim Batol (EU)
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Is it just me, or does your Pitbull Raid-frames seem to get very laggy when you start putting in a lot of DogTag checks as well?
Would be nice to maybe have the DogTag texts only be enabled at all when certain criterias are met (like BigWig modules?).
Now, I haven't tried this one out yet, but I don't see a problem with it this far. Basically, after a night of messing around with this boss, seems to me that the duration of the Burn debuff on Brutallus has a lot to say for your decisionmaking:
I'll get back to this post later and edit it if it doesn't work ingame.
It's a perfect example of a DogTag I'd really like to not have active on any other fight.
Last edited by Malag : 04/07/08 at 7:48 PM.
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04/07/08, 6:16 PM
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#116
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My internal monologue has Tourette's Syndrome
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Tracking Burn time on a Pitbull unit frame will not work for the same reason tracking Kalecgos curse doesn't. ( http://elitistjerks.com/699833-post88.html)
There's an RDX package (Brethren UF) that puts a timer bar on units for curses and burn. I hate RDX for all of its complexities but am glad our guild's healers are using it . . . Ace is so much more elegant when it's capable /shrug.
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04/07/08, 7:50 PM
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#117
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Von Kaiser
Orc Shaman
Grim Batol (EU)
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Originally Posted by spiderella
Tracking Burn time on a Pitbull unit frame will not work for the same reason tracking Kalecgos curse doesn't. ( http://elitistjerks.com/699833-post88.html)
There's an RDX package (Brethren UF) that puts a timer bar on units for curses and burn. I hate RDX for all of its complexities but am glad our guild's healers are using it . . . Ace is so much more elegant when it's capable /shrug.
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Ah thanks for clearing that up. I must've missed/misunderstood that. Guess I'll look for another way to handle it.
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04/07/08, 11:26 PM
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#118
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Von Kaiser
Blood Elf Paladin
Dethecus
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Originally Posted by Sethik
Had a few requests for updated tags for my CowTip styles:
LEFT:
[Level:White] [NameRealm:ClassColor] [Classification:Paren]
[if Guild then Guild:Angle:Green " " GuildRank:Paren:Color("caf6c8") else " " end]
[(if IsPlayer and IsFriend then (if TalentSpec then TalentTree " " TalentSpec:Paren:Gray else "Loading..." end) end) (if IsUnit("pet") then HappyText end)]
[Zone]
[if IsUnit("player", Target) then Red "Targeting << You >>" elseif Target:NameRealm then "Targeting <" Target:NameRealm:ClassColor(Target) ">" end]
RIGHT:
[Faction or SmartRace]
[if Faction then SmartRace end]
[if IsPlayerOrPet then PercentHP:Percent:HPColor elseif InCombat then PercentHP:Percent:HPColor end]
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I'm trying this now, I have the LibDogTag-3.0 and LibDogTag-Unit-3.0, but am having issues with the health percentage display. Everything looks perfect if it's a player or NPC target. If it's a player's pet, the HP percent is nudged up against the race.
Player Target
Pet Target (yeah, this is a player SS, but the pet frame does the same thing)
CowTip - Edit Lines

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04/08/08, 2:18 AM
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#119
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Don Flamenco
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Originally Posted by Covet
I'm trying this now, I have the LibDogTag-3.0 and LibDogTag-Unit-3.0, but am having issues with the health percentage display. Everything looks perfect if it's a player or NPC target. If it's a player's pet, the HP percent is nudged up against the race.
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CowTip does this if there's a tag on the right side but nothing on the left - it fails to allocate height for that line of text. I worked around it in my tags by making sure that something will always display on the left side if there's stuff on the right.
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04/08/08, 1:58 PM
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#120
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Von Kaiser
Blood Elf Paladin
Dethecus
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Originally Posted by Gearknight
CowTip does this if there's a tag on the right side but nothing on the left - it fails to allocate height for that line of text. I worked around it in my tags by making sure that something will always display on the left side if there's stuff on the right.
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Thank you! That makes sense because it was happening with Alliance (non-friendly targets) when their spec wasn't displaying. I ended up switching things up anyway just for personal preference.
One more question... I used the following text in my lines
[Faction or SmartRace]
[if Faction then SmartRace end]
and I love it, but I want to pare it down a bit more. For example, if I'm targeting a player or their pet I only want to know the [SmartRace]. If I'm targeting a non-player (creature, NPC, etc), I want to see the [Faction] and [SmartRace]. Would something like this work?
[if IsPlayerOrPet then SmartRace elseif IsUnit then Faction]
[if Faction then SmartRace end]
Last edited by Covet : 04/08/08 at 3:10 PM.
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04/08/08, 2:54 PM
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#121
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Glass Joe
Blood Elf Hunter
Drak'thul
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Originally Posted by Covet
I'm trying this now, I have the LibDogTag-3.0 and LibDogTag-Unit-3.0, but am having issues with the health percentage display. Everything looks perfect if it's a player or NPC target. If it's a player's pet, the HP percent is nudged up against the race.
Player Target
Pet Target (yeah, this is a player SS, but the pet frame does the same thing)

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Yeah, I have the same problem. It's a bug with CowTip.
As Contrail/Grey said, if you make sure there's something on the left, it'll fix it. That's why my guild line has [else " "]. You can do the same thing with the other lines if you like, but I was hoping it'd be fixed.
Originally Posted by Covet
Thank you! That makes sense because it was happening with Alliance (non-friendly targets) when their spec wasn't displaying. I ended up switching things up anyway because some of my
One more question... I used the following text in my lines
[Faction or SmartRace]
[if Faction then SmartRace end]
and I love it, but I want to pare it down a bit more. For example, if I'm targeting a player or their pet I only want to know the [SmartRace]. If I'm targeting a non-player (creature, NPC, etc), I want to see the [Faction] and [SmartRace]. Would something like this work?
[if IsPlayerOrPet then SmartRace elseif IsUnit then Faction]
[if Faction then SmartRace end]
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This:
[if IsPlayerOrPet then SmartRace else Faction end]
[if not IsPlayerOrPet then SmartRace end]
Last edited by Sethik : 04/08/08 at 3:17 PM.
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04/08/08, 4:09 PM
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#122
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Glass Joe
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<edit> Duh check the wiki.
Last edited by Dinnu : 04/08/08 at 4:25 PM.
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04/08/08, 9:42 PM
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#123
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Glass Joe
Night Elf Druid
Maelstrom
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Originally Posted by Ferous
My codes don't work with the new DogTags, and was wondering if anyone could give me a hand and help me figure out the code for these. They are durations on my LB, Rejuv, and Regrowth within my Pitbull.
The code right now that I have for it is:
[Outline][ [Class#player = Text(Druid)] ? HasAura(Regrowth) ? AuraTimeLeft(Regrowth):Floor:Color(99dd99):Bracket][ [Class#player = Text(Druid)] ? HasAura(Rejuvenation) ? AuraTimeLeft(Rejuvenation):Floor:Color(00bbff):Bracket][ [Class#player = Text(Druid)] ? HasAura(Lifebloom) ? AuraTimeLeft(Lifebloom):Floor:Append([Text(*):Rep([NumAura(Lifebloom)])]):Green:Bracket]
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i've been using
[(if HasAura("Lifebloom") then
AuraDuration("Lifebloom"):Floor
end) (if HasAura("Lifebloom") then
"*":Repeat(NumAura("Lifebloom"))
end)]
[if HasAura("Rejuvenation") then
AuraDuration("Rejuvenation"):Floor
end]
[if HasAura("Regrowth") then
AuraDuration("Regrowth"):Floor
end]
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04/08/08, 11:48 PM
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#124
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Von Kaiser
Human Paladin
Ghostlands (EU)
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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).
Last edited by Hythloday : 04/11/08 at 2:24 PM.
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04/09/08, 2:54 AM
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#125
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Von Kaiser
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Originally Posted by Migzankpoofa
i've been using
[(if HasAura("Lifebloom") then
AuraDuration("Lifebloom"):Floor
end) (if HasAura("Lifebloom") then
"*":Repeat(NumAura("Lifebloom"))
end)]
[if HasAura("Rejuvenation") then
AuraDuration("Rejuvenation"):Floor
end]
[if HasAura("Regrowth") then
AuraDuration("Regrowth"):Floor
end]
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Thank you SOO much for the tags. I am still noobish to the DogTag scripts, and I just copy/pasted my old one from the original DogTag forum. I know how to do simple things, and was really getting a hang of the old scripts when they changed. Thank you again, it is very much appreciated!
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