I was wondering : It is possible to know how much debuffs you have on a target with DogTag ( [NumDebuffs] ).
But when it comes down to stackable raid debuffs, it seems that multiple stacks of the same debuff are considered as only one debuff.
For example, I would like to know how much arcane buffet debuff stacks are on a specific player during the Kalecgos encounter. Is it possible to get such information with the use of DogTags?
An old DogTag I used modified, now useable again.
It gives some info and can be used in groups.
[if IsStealthed then
"Stealthed"
end]
[if HasIceBlock then
"Iced"
end]
[if HasInvisibility then
"Invis"
end]
[if HasAura("Vanish") then
"Vanished"
end]
[if HasAura("Cloak of Shadows") then
"Cos"
end]
[if HasAura("Divine Shield") then
"DShield"
end]
[if HasAura("Power Infusion") then
"Infused"
end]
[if HasAura("Intervene") then
"Intervene"
end]
[if HasAura("Fear Ward") then
"FWard"
end]
[if HasAura("Bloodlust") then
"Bloodlust"
end]
[if HasAura("Heroism") then
"Heroism"
end]
[if IsShadowform then
"Shadow":Fuchsia
end]
[if HasSoulstone then
"Stoned":Fuchsia
end]
[if IsFeignedDeath then
"FD":Green
end]
[if HasMisdirection then
"MD":Green
end]
[if HasShieldWall then
"ShieldWall":Red
end]
[if HasLastStand then
"LastStand":Red
end]
[if HasDivineIntervention then
"Intervention":Red
end]
[if HasAura("Food") then
"Eat":Red
end]
[if HasAura("Drink") then
"Drink":Red
end]
[if HasAura("Seduced") then
"Seduced":Red
end]
[if HasAura("Sapped") then
"Sap":Red
end]
[if HasAura("Spirit of Redemption") then
"Spirit":Red
end]
[if HasAura("Blessing of Protection") then
"BoP":Red
end]
[if HasAura("Rejuvenation") then
"RJ":Yellow
end]
[if HasAura("Regrowth") then
"RG":Yellow
end]
[if HasAura("Lifebloom") then
"LB":Yellow
end]
[if HasAura("Innervate") then
"Innervating":Yellow
end]
[if HasAura("Renew") then
"Ren":Yellow
end]
[if HasAura("Evasion") then
"Evading":Yellow
end]
[if HasAura("Barkskin") then
"Bark":Yellow
end]
[if HasMagicDebuff then
"Ma":Red
end]
[if HasCurseDebuff then
"Cu":Fuchsia
end]
[if HasPoisonDebuff then
"Po":Green
end]
[if HasDiseaseDebuff then
"Di":Yellow
end]
I haven't figured out how to get the Owner tag classcolored; e.g., if I would be hovering over a Hunter it would show like this: Somehunter's pet. And I would also like to know if its possible to exclude Totems out of the code so I wont see xxx?s pet when I hover over a totem, because apparently, totems are defined as pets too :)
I haven't figured out how to get the Owner tag classcolored; e.g., if I would be hovering over a Hunter it would show like this: Somehunter's pet. And I would also like to know if its possible to exclude Totems out of the code so I wont see xxx?s pet when I hover over a totem, because apparently, totems are defined as pets too :)
Thanks in advance.
I modified some clever code from Phanx's post HERE and came up with this. You can just take out the totem portion if you don't want totems:
[if IsPet then
(if (CreatureType = "Beast") then
Owner:Color("abd473"):Append("'s Pet")
elseif (CreatureType = "Demon") then
Owner:Color("9482ca"):Append("'s Pet")
elseif ((CreatureType = "Humanoid") or (Name = "Shadowfiend")) then
Owner:Color("ffffff"):Append("'s Pet")
elseif Name:Contains("Totem") then
Owner:Color("00ddba"):Append("'s Totem")
else
Owner:Color("eeeeff"):Append("'s Pet")
end)
end]
[if IsMouseOver then "C: "][if IsMouseOver then XP(unit="player")] [if IsMouseOver then "/"][if IsMouseOver then MaxXP(unit="player")]
[if IsMouseOver then "N: "][if IsMouseOver then MissingXP(unit="player")] [if IsMouseOver then Round(MissingXP/MaxXP*100,1):percent:paren][if IsMouseOver then " R: "][if IsMouseOver then RestXP(unit="player")] [if IsMouseOver then PercentRestXP:Percent:paren]
To me there seems to be way to many "if IsMouseOver then" statements in there (i could be totally wrong but betting I'm not), theres got to be a way clean it up a bit.
I'm surprised it worked, just need help cleaning it up
You only need one IsMouseOver for each statement and since the unit you're mousing over is the Player frame already you don't need to specify unit="player" for each tag.
[if IsMouseOver then ("C: " FractionalXP)]
[If IsMouseOver then ("N: " MissingXP Round(MissingXP/MaxXP*100,1):Percent:Paren " R: " RestXP PercentRestXP:Percent:Paren)]
hmm couldnt find this question in the topic, so sry if im repeating:
Is it possible to make some text appear when unit has some debuff? For example for a tiny raidframe looking like [name hp] i want (on Leotheras when he got Whirlwind) red text to appear: [name (WW) hp]
hmm couldnt find this question in the topic, so sry if im repeating:
Is it possible to make some text appear when unit has some debuff? For example for a tiny raidframe looking like [name hp] i want (on Leotheras when he got Whirlwind) red text to appear: [name (WW) hp]
You're right that would work. I was going strictly by the sort of example he had:
"Somehunter's pet" People can pick and choose which is best. I'm actually using the full line colored like you meantioned.
I upgraded my Pitbull, but i was hesitant because I'd created four new dog tags in the 2.0 library and didn't want to upgrade because I'd have to add them.
But I was delighted to see ckknight added them to the 3.0 libary. :))
However, there's one of my tags that didn't make it! :(
The tag was called "HasAggro" and worked like this:
[HasAggro?[Name:Red]!Name]
Here was the code that I posted earlier in this thread:
Tags.HasAggro = {[[do
local banzai = AceLibrary("Banzai-1.1")
local aggro = banzai:GetUnitAggroByUnitId(${unit})
if (aggro) then value = true end
end]], ret = "string;nil", events = "Update"}
]
I was wondering, ckknight, if you could add this tag to the next build of the DogTags-3.0 library. Thank you for making Pitbull such an amazingly flexible unit frames. There is no equal. :)
Wow, I just discovered the "/dog" command. That is, by far, the coolest feature of this release! I just love it, well done on the work you put in for that.
Below is some modifications I made. I want a dogag that determines if a unit has aggro, so
I created a "HasAggro" tag. Now you can do stuff like:
[HasAggro ? Name:Red ! Name]
This will give you the capability to simply change the color of the Name text to red instead of changing the entire bar color when someone gains aggro.
However, it's very slow in updating the screen. You have to add the following code to AddOns\Pitbull\libs\LibDogTag-Unit-3.0\Categories\Threat.lua at the top of the file right below the line that has "local ThreatLib":
local BanzaiLib
DogTag:AddAddonFinder("Unit", "AceLibrary", "LibBanzai-2.0", function(v)
BanzaiLib = v
function HasAggro_func(unit)
local aggro = BanzaiLib:GetUnitAggroByUnitId(unit)
if (aggro) then
return true
else
return false
end
end
end)
Then you need to add this code at the very end of the file before the word "end":
DogTag:AddTag("Unit", "HasAggro", {
code = function(args)
return HasAggro_func
end,
dynamicCode = true,
arg = {
'unit', 'string;undef', 'player'
},
ret = "boolean",
events = "Threat#$unit",
doc = L["Return True if you or a friendly unit have aggro from an enemy"],
example = ('[HasAggro] => %q; [HasAggro] => ""'):format(L["True"]),
category = L["Threat"]
})
I think it's slow because I used the "Threat#$unit" event but I'm not sure.
I'm trying to modify the Banzai module to give the option to show a frame highlight when a unit gets aggro, similar to what it looks like when a unit gets poisoned or cursed, but the color would be red.
Wow, I just discovered the "/dog" command. That is, by far, the coolest feature of this release! I just love it, well done on the work you put in for that.
Below is some modifications I made. I want a dogag that determines if a unit has aggro, so
I created a "HasAggro" tag. ...
Yaaaaaaahuuuuu... i love you guy! :D
searched for this function some hours, ccknight please add it to next revision!
See this post: http://forum.wowace.com/forums/index.php?topic=12191.msg210551#msg210551
I want it to display as a percentage, unless I mouseover and then I want to see the actual value.
[Status or IsMouseOver?FractionalHP or PercentHP:Percent]
doesn't appear to work...
Nevermind, I figured it out.... :)
Yes, thank you I just saw the reply to my post ;)
It gives some info and can be used in groups.
[if IsStealthed then
"Stealthed"
end]
[if HasIceBlock then
"Iced"
end]
[if HasInvisibility then
"Invis"
end]
[if HasAura("Vanish") then
"Vanished"
end]
[if HasAura("Cloak of Shadows") then
"Cos"
end]
[if HasAura("Divine Shield") then
"DShield"
end]
[if HasAura("Power Infusion") then
"Infused"
end]
[if HasAura("Intervene") then
"Intervene"
end]
[if HasAura("Fear Ward") then
"FWard"
end]
[if HasAura("Bloodlust") then
"Bloodlust"
end]
[if HasAura("Heroism") then
"Heroism"
end]
[if IsShadowform then
"Shadow":Fuchsia
end]
[if HasSoulstone then
"Stoned":Fuchsia
end]
[if IsFeignedDeath then
"FD":Green
end]
[if HasMisdirection then
"MD":Green
end]
[if HasShieldWall then
"ShieldWall":Red
end]
[if HasLastStand then
"LastStand":Red
end]
[if HasDivineIntervention then
"Intervention":Red
end]
[if HasAura("Food") then
"Eat":Red
end]
[if HasAura("Drink") then
"Drink":Red
end]
[if HasAura("Seduced") then
"Seduced":Red
end]
[if HasAura("Sapped") then
"Sap":Red
end]
[if HasAura("Spirit of Redemption") then
"Spirit":Red
end]
[if HasAura("Blessing of Protection") then
"BoP":Red
end]
[if HasAura("Rejuvenation") then
"RJ":Yellow
end]
[if HasAura("Regrowth") then
"RG":Yellow
end]
[if HasAura("Lifebloom") then
"LB":Yellow
end]
[if HasAura("Innervate") then
"Innervating":Yellow
end]
[if HasAura("Renew") then
"Ren":Yellow
end]
[if HasAura("Evasion") then
"Evading":Yellow
end]
[if HasAura("Barkskin") then
"Bark":Yellow
end]
[if HasMagicDebuff then
"Ma":Red
end]
[if HasCurseDebuff then
"Cu":Fuchsia
end]
[if HasPoisonDebuff then
"Po":Green
end]
[if HasDiseaseDebuff then
"Di":Yellow
end]
I've been using this for Cowtip:
I haven't figured out how to get the Owner tag classcolored; e.g., if I would be hovering over a Hunter it would show like this: Somehunter's pet. And I would also like to know if its possible to exclude Totems out of the code so I wont see xxx?s pet when I hover over a totem, because apparently, totems are defined as pets too :)
Thanks in advance.
I modified some clever code from Phanx's post HERE and came up with this. You can just take out the totem portion if you don't want totems:
C: CurrentXP/MaxXP
N: MissingXP (MissingXP Percent) R: RestedXP (RestedXP Percent)
[if IsMouseOver then "C: "][if IsMouseOver then XP(unit="player")] [if IsMouseOver then "/"][if IsMouseOver then MaxXP(unit="player")]
[if IsMouseOver then "N: "][if IsMouseOver then MissingXP(unit="player")] [if IsMouseOver then Round(MissingXP/MaxXP*100,1):percent:paren][if IsMouseOver then " R: "][if IsMouseOver then RestXP(unit="player")] [if IsMouseOver then PercentRestXP:Percent:paren]
To me there seems to be way to many "if IsMouseOver then" statements in there (i could be totally wrong but betting I'm not), theres got to be a way clean it up a bit.
I'm surprised it worked, just need help cleaning it up
Any help given is very much appreciated.
Tat
You only need one IsMouseOver for each statement and since the unit you're mousing over is the Player frame already you don't need to specify unit="player" for each tag.
[if IsMouseOver then ("C: " FractionalXP)]
[If IsMouseOver then ("N: " MissingXP Round(MissingXP/MaxXP*100,1):Percent:Paren " R: " RestXP PercentRestXP:Percent:Paren)]
Is it possible to make some text appear when unit has some debuff? For example for a tiny raidframe looking like [name hp] i want (on Leotheras when he got Whirlwind) red text to appear: [name (WW) hp]
?
Sure try:
[Name (HasAura("Whirlwind")? "(WW)") HP]
ty nice man! <3
So the entire line is colored.
You're right that would work. I was going strictly by the sort of example he had:
"Somehunter's pet" People can pick and choose which is best. I'm actually using the full line colored like you meantioned.
But I was delighted to see ckknight added them to the 3.0 libary. :))
TimeLeftOnAura -> AuraDuration
CountAura -> NumAura
Repeat -> Repeat
However, there's one of my tags that didn't make it! :(
The tag was called "HasAggro" and worked like this:
[HasAggro?[Name:Red]!Name]
Here was the code that I posted earlier in this thread:
Tags.HasAggro = {[[do
local banzai = AceLibrary("Banzai-1.1")
local aggro = banzai:GetUnitAggroByUnitId(${unit})
if (aggro) then value = true end
end]], ret = "string;nil", events = "Update"}
]
I was wondering, ckknight, if you could add this tag to the next build of the DogTags-3.0 library. Thank you for making Pitbull such an amazingly flexible unit frames. There is no equal. :)
Below is some modifications I made. I want a dogag that determines if a unit has aggro, so
I created a "HasAggro" tag. Now you can do stuff like:
This will give you the capability to simply change the color of the Name text to red instead of changing the entire bar color when someone gains aggro.
However, it's very slow in updating the screen. You have to add the following code to AddOns\Pitbull\libs\LibDogTag-Unit-3.0\Categories\Threat.lua at the top of the file right below the line that has "local ThreatLib":
Then you need to add this code at the very end of the file before the word "end":
I think it's slow because I used the "Threat#$unit" event but I'm not sure.
I'm trying to modify the Banzai module to give the option to show a frame highlight when a unit gets aggro, similar to what it looks like when a unit gets poisoned or cursed, but the color would be red.
Yaaaaaaahuuuuu... i love you guy! :D
searched for this function some hours, ccknight please add it to next revision!
Yes, I'm Pitbull-addicted! ^^
is it possible to set up variations for several auras?
[Name (HasAura("Whirlwind")? "(WW)") (HasAura("SomeBuff")? "(SB)") HP]
Just add more auras in their own set of brackets (highlighted red).