1. You can't just add/subtract etc... like you're doing. You need to use modifiers such as Sub, Add, Mult, Div etc...
2. You're comparing the target's level against the target's level. You need a way to tell it to use the player's level.
This is only the first line but see if something like this works:
[Level:IsLessEqual([Level#player:sub(10)])?Text(Unworthy):Color(c0c0c0)]
I want to always show the maximum hp when the target is at 100% health. If I can't dispaly maximum hp and they are at 100%, then display "100%".
When the target takes damage, I want it to show the percent of the maximum health.
I have this currently: [Status:IsMaxHP?CurHP!PercentHP:Percent] however, when I target an NPC or anything other than a group member, it shows 100, and not 100%.
1. You can't just add/subtract etc... like you're doing. You need to use modifiers such as Sub, Add, Mult, Div etc...
2. You're comparing the target's level against the target's level. You need a way to tell it to use the player's level.
This is only the first line but see if something like this works:
[Level:IsLessEqual([Level#player:sub(10)])?Text(Unworthy):Color(c0c0c0)]
Okay thanks for that, I have a working solution sort of...
It strikes me that that might be a little over complicated just to show all targets levels in color in relation to me... and makes no reference to elites or bosses, which ideally it would...
Anyone know of a way to shorten it, or better yet turn it into a specific Tag?
Level = Color
?? = ff00fb
10+ below player = 808080
1-9 below player = fbfbfb
equal to player = 12ff12
1-5 above player = fff800
6-10 above player= ff9401
I think levels more than 10 above the player just return ?? so I left out separate colors for 11-20 levels and 20+ levels above the player.
How would I wrap it in plain white brakets (:Paren)
Another question though, is it possible to do a check to see if a power is in cool down?
Want to print a small 'v' in the corner of my player frame if Vanish is not ready, I know I can check to see if a buff/debuff is applied... but while I can check to see if its not active... it mainly isn't.
To put the classification/level in brackets just surround the whole thing with a ( and ) by themselves. You don't need any dogtags for it. These two are the same:
[Level:Paren] or ([Level])
As for checking cooldowns you're out of luck. There's no way to do it with DogTags.
Does show normal style for players (40 Dwarf Hunter; even if they are too far away to get IsPlayerOrPet properly, because the "Hide Unknown").
Does show for city guards "65 Humanoid" (instead of 65 Humanoid Humanoid, because the IsNotEqual)
Does show for beasts: 40 Wolf Beast
I've been looking around for a particular sequence but am having the hardest time finding it. Sorry, if it's the wrong place though. Just saw dogtag and didn't see it mention dogtags for unit frames specifically. I'd like to get a list of all the party/raid members targetting the mob i'm highlighting over currently instead of just the number through NumTargetting I believe it was. Thanks.
Ok, so I definitely figured this out on my own about a week ago, but while messing around with my default settings I lost the code I had.
Basically what it did was just show my mouseover's target in the tooltip (I'm using Cowtip) but I had it replace the target's name with 'You' if the target was myself.
I have figured out how to get it to only display the target if the target is me, but I want to replace that text with 'You' in this situation, and in all other situations only display the target.
Just a couple of dogtags I have put into my CowTip tooltips.
This will show the target of your mouseover, unless you happen to be the target of that person, in which case it will show 'You'. Also it will put the number of other people targeting your mouseover in parens if there is more than 1 person targeting them. And I have these both on the same line as the mouseover's name so I have it set to ClassColor, but you can take that out:
1. You can't just add/subtract etc... like you're doing. You need to use modifiers such as Sub, Add, Mult, Div etc...
2. You're comparing the target's level against the target's level. You need a way to tell it to use the player's level.
This is only the first line but see if something like this works:
[Level:IsLessEqual([Level#player:sub(10)])?Text(Unworthy):Color(c0c0c0)]
I want to always show the maximum hp when the target is at 100% health. If I can't dispaly maximum hp and they are at 100%, then display "100%".
When the target takes damage, I want it to show the percent of the maximum health.
I have this currently: [Status:IsMaxHP?CurHP!PercentHP:Percent] however, when I target an NPC or anything other than a group member, it shows 100, and not 100%.
[Status:IsMaxHP?SureHP?MaxHP!PercentHP:Percent!PercentHP:Percent]
Okay thanks for that, I have a working solution sort of...
It strikes me that that might be a little over complicated just to show all targets levels in color in relation to me... and makes no reference to elites or bosses, which ideally it would...
Anyone know of a way to shorten it, or better yet turn it into a specific Tag?
Above it prints a level unless the mob is a boss, then I get nothing...
How do I get it to print ?? instead of the level?
Level = Color
?? = ff00fb
10+ below player = 808080
1-9 below player = fbfbfb
equal to player = 12ff12
1-5 above player = fff800
6-10 above player= ff9401
I think levels more than 10 above the player just return ?? so I left out separate colors for 11-20 levels and 20+ levels above the player.
How would I wrap it in plain white brakets (:Paren)
Another question though, is it possible to do a check to see if a power is in cool down?
Want to print a small 'v' in the corner of my player frame if Vanish is not ready, I know I can check to see if a buff/debuff is applied... but while I can check to see if its not active... it mainly isn't.
To put the classification/level in brackets just surround the whole thing with a ( and ) by themselves. You don't need any dogtags for it. These two are the same:
[Level:Paren] or ([Level])
As for checking cooldowns you're out of luck. There's no way to do it with DogTags.
Does show normal style for players (40 Dwarf Hunter; even if they are too far away to get IsPlayerOrPet properly, because the "Hide Unknown").
Does show for city guards "65 Humanoid" (instead of 65 Humanoid Humanoid, because the IsNotEqual)
Does show for beasts: 40 Wolf Beast
Displays as...
70 | Mobname, for normal mobs
70 Elite | Mobname, for elite mobs
Tapped | Mobname, for tapped mobs
Displays as...
100% / 100%, if the unit has power
100%, if the unit does not
Dead, if the unit is dead
Basically what it did was just show my mouseover's target in the tooltip (I'm using Cowtip) but I had it replace the target's name with 'You' if the target was myself.
I have figured out how to get it to only display the target if the target is me, but I want to replace that text with 'You' in this situation, and in all other situations only display the target.
Just a couple of dogtags I have put into my CowTip tooltips.
This will show the target of your mouseover, unless you happen to be the target of that person, in which case it will show 'You'. Also it will put the number of other people targeting your mouseover in parens if there is more than 1 person targeting them. And I have these both on the same line as the mouseover's name so I have it set to ClassColor, but you can take that out:
Another tag I found useful...
This lists the names of those who are also targeting your mouseover.
Its simmilar to [SmartMissingHP:MaxHP:VeryShort] but for mana.
It shows the Max mana in X.xk when full and the % if not full and only shows for mana.
Never mind, i found it.
[Status:IsMana?PercentMP:Hide(100):Percent:MaxMP:Short]
shows % mana if not full and XX,xk if full and above 10k XXXX if below 10k
Instead of ex 10/100 (10%) just say -90
(still want the mouseover function to show the name thou)
Try: [MissingRep:Negate]
Thanks
(would be nice to be able to see that in tthe tooltip when mousing over my pitbull raidframe)