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-   -   The DogTags 3.0 Thread (http://elitistjerks.com/f32/t23615-dogtags_3_0_thread/)

Trouble 03/28/08 4:23 PM

The DogTags 3.0 Thread
 
Since most of the DogTags in the thread are now defunct it's probably best to get a new thread going to avoid confusion. Here's updated version of the tags I posted.

Scorch stack display:

Code:

[outline (if (Class(unit="player") = "Mage") and (TalentTree(unit="player") = "Fire") and HasAura("Fire Vulnerability") then
    NumAura("Fire Vulnerability"):Green
end)]

Display if a target is frozen:

Code:

[outline (if (Class(unit="player") = "Mage") and (TalentTree(unit="player") = "Frost") and (HasAura("Frostbite") or HasAura("Frost Nova") or HasAura("Freeze")) then
    "Frozen":Color("3333FF")
end)]




Colored dots to display buffs:

Code:

[outline (if HasAura("Arcane Intellect") or HasAura("Arcane Brilliance") then
    ".":Color("008aff")
end) (if HasAura("Power Word: Fortitude") or HasAura("Prayer of Fortitude") then
    ".":White
end) (if HasAura("Divine Spirit") or HasAura("Prayer of Spirit") then
    ".":Yellow
end) (if HasAura("Mark of the Wild") or HasAura("Gift of the Wild") then
    ".":Color("ff00ce")
end) (if HasAura("Shadow Protection") or HasAura("Prayer of Shadow Protection") then
    ".":Color("8300fd")
end)]

Code:

[outline (if HasAura("Well Fed") then
    ".":Color("682e00")
end) (if HasAura("Flask of Pure Death") or HasAura("Pure Death of Shattrath") then
    ".":Color("ad0505")
end)]

Code:

[outline (if HasAura("Blessing of Kings") or HasAura("Greater Blessing of Kings") then
    ".":Color("5b82ff")
end) (if HasAura("Blessing of Salvation") or HasAura("Greater Blessing of Salvation") then
    ".":Color("a2ff00")
end) (if HasAura("Blessing of Wisdom") or HasAura("Greater Blessing of Wisdom") then
    ".":Color("ac54ff")
end)]


Trouble 03/28/08 4:47 PM

Here's Calyonis's sheep code ported to the newer format:

Code:

[outline (if HasAura("Polymorph") and (AuraDuration("Polymorph") <= 5) then
    "Resheep NOW!":Yellow
end)
(if HasAura("Polymorph") and (AuraDuration("Polymorph") > 5) and (AuraDuration("Polymorph") <= 10) then
    "Breaking Soon!":Cyan
end)
(if HasAura("Polymorph") and (AuraDuration("Polymorph") > 10) and ~Dead then
    "Sheep Safe":Green
end)
(if ~HasAura("Polymorph") and InCombat(unit="player") and ~Dead then
    "Broken!":Red
end)]


Aiiane 03/28/08 5:25 PM

Quote:

Originally Posted by Trouble (Post 690900)
Here's Calyonis's sheep code ported to the newer format:

Only problem with that, is that by default HasAura() uses oneself (player) as the object to look at. You'd need to modify it to HasAura("Polymorph", unit="focus") and AuraDuration("Polymorph", unit="focus") if you want it to work for your focus target.

Trouble 03/28/08 5:48 PM

HasAura defaults the unit frame that the DogTag is located on. If you put it in your Focus unit frame then it's fine. If you want the sheep text on another unit frame then you have to, but that's the same for any code.

Gearknight 03/28/08 7:08 PM

My new CowTip tags:



Clockwise from top: players, mobs with <Fake Guild Names>, regular mobs, NPCs, pets.

What you can't see in the screenshots: druid forms and shadowform show up after Class for players, and AFK, Offline, Dead, etc show up to the right of player name. The word "Special" on mobs like Slaag is there because CowTip won't allocate any height to a row that only has a tag on the right side.

1L: [Namerealm:HostileColor]
1R: [Status]

2L: [IsPet ? Creature ! (GuildRank | Faction | (Guild ? 'Special'))]
2R: [(Guild='player':Guild ? Green) Guild:Angle]

3L: [ShortSex:Upper] [Race] [not IsPlayer ? CreatureType]
3R: [Classification] [Level:DifficultyColor] [IsPlayer ? (Class:ClassColor DruidForm (IsShadowForm ? 'Shadow'))]

4L: [Zone | (Exists(unit=Target) ? 'Target:')]
4R: [(Target:IsPlayer ? ClassColor(unit=Target) ! (not Target:IsPlayer & Target:IsEnemy) ? Color("dddddd")) (IsUnit('player', Target) ? ClassColor("") '<<You>>':white ! Target:NameRealm)]

5L: [TalentTree ' ' TalentSpec:Paren]

Olon97 03/28/08 7:35 PM

I would suggest adding the wowace.com/wiki/LibDogTag-3.0 wiki link to the original post for new reader's easy reference.

While trying to make an amateur DogTag for Pitbull, I seemed to encounter some sort of tag length restriction giving "syntax error" messages. Ended up breaking it into two working tags, one left justified, the other right justified:

"M: Timer" format for mangle followed by "R: Timer" format for rip/lacerate:
Code:

[if (IsEnemy and NumDebuffs>0) then   
        Concatenate("M:", (AuraDuration("Mangle (Cat)"):Abs:Round(1)
                            or AuraDuration("Mangle (Bear)"):Abs:Round(1)
                            or "0"), "  ",
                    "R:", (AuraDuration("Rip"):Abs:Round(1)
                            or AuraDuration("Lacerate"):Abs:Round(1)
                            or "0"), "  "
        ):Red
 end]

"F: Timer" format for Faerie Fire followed by "D: Timer" format for demoralizing roar:
Code:

[if (IsEnemy and NumDebuffs>0) then   
          Concatenate("F:", (AuraDuration("Faerie Fire (Feral)"):Abs:Round(0)
                            or AuraDuration("Faerie Fire"):Abs:Round(0)
                            or "0"), "  ",
                      "D:", (AuraDuration("Demoralizing Roar"):Abs:Round(1)
                            or AuraDuration("Demoralizing Shout":Abs:Round(1)
                            or "0"), "  "
          ):Color("FF66CC")
 end]

The idea behind these is to emulate Xperl's feature where your debuffs appear larger than all the other debuffs ("Big Debuffs") so it's very easy to see when the ones you applied are going to wear off.

The Xperl feature mimicking would probably be better achieved by making a custom Pitbull layout, but I wouldn't know where to start with that. As it is, I'm not happy with the plain text look and will probably go back to Xperl until DogTags get access to textures/icons, but the apparent DogTag size limit is what dissuaded me from working on some other ideas.

Arnath 03/28/08 7:42 PM

Quote:

Originally Posted by Trouble (Post 690872)
Scorch stack display:

Code:

[outline (if (Class(unit="player") = "Mage") and (TalentTree(unit="player") = "Frost") and HasAura("Fire Vulnerability") then
    NumAura("Fire Vulnerability"):Green
end)]


While I don't know DogTags especially well, the "Frost" in TalentTree() in this one should be "Fire" since you're checking for Fire Vuln, shouldn't it?

Trouble 03/29/08 12:06 AM

Yeah woops.

baghwan2 03/29/08 6:45 AM

Originally I had this as a request help post but did some looking around and figured out it isn't that hard at all, wanted to display different settings between targeting a NPC and a Player, this is what I use for my targets MP and HP now.

Code:

[if IsPlayer then
    [HP:color("00ff00") (Status or (-MissingHP):Hide(0)):color("ff0000")]
else
    [PercentHP:Percent:color("00ff00") (Status or (-MissingHP):Hide(0)):color("ff0000")]
end]


Arwan 03/29/08 7:39 AM

Updated the number of debuffs & curses tag for 3.0:

Example: 14 S E R

Code:

[NumDebuffs:Hide(0)] [HasAura("Curse of Shadow") ? "S":Fuchsia] [HasAura("Curse of the Elements") ? "E":Red] [HasAura("Curse of Recklessness") ? "R":Yellow] [HasAura("Curse of Tongues") ? "T":Green]

f1reburn 03/29/08 12:13 PM

Modified the sheep macro posted above, a bit. First time using and coding Dogtags, so I bet the code I used is pretty excessive, but at least it works.

Code:

[outline (if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") <= 5) then
    "Resheep NOW!":Yellow
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 5) and (AuraDuration("Polymorph") <= 6) then
    "Breaking in 6!":Fuchsia
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 6) and (AuraDuration("Polymorph") <= 7) then
    "Breaking in 7!":Fuchsia
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 7) and (AuraDuration("Polymorph") <= 8) then
    "Breaking in 8!":Fuchsia
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 8) and (AuraDuration("Polymorph") <= 9) then
    "Breaking in 9!":Fuchsia
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 9) and (AuraDuration("Polymorph") <= 10) then
    "Breaking in 10!":Fuchsia
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 10) and (AuraDuration("Polymorph") <= 11) then
    "Breaking in 11!":Cyan
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 11) and (AuraDuration("Polymorph") <= 12) then
    "Breaking in 12!":Cyan
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 12) and (AuraDuration("Polymorph") <= 13) then
    "Breaking in 13!":Cyan
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 13) and (AuraDuration("Polymorph") <= 14) then
    "Breaking in 14!":Cyan
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 14) and (AuraDuration("Polymorph") <= 15) then
    "Breaking in 15!":Cyan
end)
(if HasAura("Polymorph", unit="focus") and (AuraDuration("Polymorph", unit="focus") > 15) and ~Dead then
    "Sheep Safe":Green
end)
(if ~HasAura("Polymorph", unit="focus") and InCombat(unit="player") and ~Dead then
    "Broken!":Red
end)]


Adoriele 03/29/08 12:38 PM

Similar to the above, I've modified my buff tracking tags to give a time-sense as well, i.e.
Code:

[if((HasAura("Mark of the Wild") and (AuraDuration("Mark of the Wild) < 300)) or (HasAura("Gift of the Wild") and (AuraDuration("Gift of the Wild) < 300))) then "M":Yellow elseif(HasAura("Mark of the Wild") or HasAura("Gift of the Wild")) then "M":Green else "M":Red end
Posts M in green if Mark or Gift is active, yellow if active with less than 5 min (300s), and red if inactive.

dinesh 03/29/08 1:03 PM

Quote:

Originally Posted by Gearknight (Post 691067)
5L: [TalentTree ' ' TalentSpec:Paren]

Have you had any trouble with this tag working only infrequently? For some reason, only about 5% of the (non-PvP flagged) players I am clicking on in Shatt will show their Talent tree/spec in my PitBull window. I found an old DT2 thread about a similar problem, but don't know whether it's me now, since obviously things are different.

Roywyn 03/29/08 1:41 PM

Quote:

Originally Posted by Trouble (Post 690872)
Display if a target is frozen:

Code:

[outline (if (Class(unit="player") = "Mage") and (TalentTree(unit="player") = "Frost") and (HasAura("Frostbite") or HasAura("Frost Nova") or HasAura("Freeze")) then
    "Frozen":Color("3333FF")
end)]


A bit off-topic, but where do I actually type those tags in to get them added to my frames like in the picture?

It took me a while to figure out that I can add them next to the "name" or "class" tag by clicking addon/pitbull/target (frame)/texts/name (or class), choosing custom style and then editing it.

I haven't found a way to put them into a new line/text are, like your "freeze" is in new line, or the "." tags are below the unit frame.
I suspect that the option addon/pitbull/target/texts/other => new might add a new line for that, but I can't seem to get to create one.

Any hints, or pointers where I could read that up would be really appreciated.


[Edit]
Thanks for the quick help! I tried that before and nothing happened. Tried again now, still nothing. Then disabled all mods except pitbull, and it worked. Enabled all other mods, still works. Odd. Thanks again! Time to kill another day with UI fiddling :o

Trouble 03/29/08 2:11 PM

To add a new dog tag to a frame in PitBull go to the frame settings, then Texts, then Other, then in the New Text box type a name for your new DogTag. It'll add a new entry under Texts for that frame. Then in the settings for the text you can set how do position it. You can either position it in reference to the frame with the dropdown next to Frame or you can position it in reference to any of the bars you have shown. For example, the Frozen text I have is Frame: Edge-Bottom.


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