The problem seems to be the [CurHP]. If I remove it the whole thing works fine outside of the fact that it doesn't show me the current HP. Are you not allowed to have two outputs after an If?
Quick Question
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The problem seems to be the [CurHP]. If I remove it the whole thing works fine outside of the fact that it doesn't show me the current HP. Are you not allowed to have two outputs after an If?
Okay, been messing around with DogTags for awhile (can be quite fun and interesting actually) and this is what I've come up with for my unit frames. If you see a shorter way to do what these do, I'm all ears. In short, what these do is, show a single number for full hp/mp and if the unit has less than 100% mp/hp it will show for MP: "-x [y]" where x=missing amount in red text and y=actual mp value and for HP: "y | -x (z%)" where y=cur hp, x=missing hp in red, and z=cur hp percent. Remember, when life/mana is full only the current life/mana is shown.
If the tag is on your player unit frame, you don't need to explicitly set #player as the unit. Also, since you do the same thing for every power type that isn't mana, you can shorten it to:
You can use the same text on your party/pet frames, without alteration, since the unit is set implicitly by which frame it's on, and you don't need to add focus since it's now handling all non-mana power types the same regardless of what they actually are.
Your health text can be shortened a little, also, to:
Phanx,
Thanks for the suggestions, I will definately take a couple of your suggestions onboard.
Quote from Phanx »
No need to use Append() for a whole additional tag.
I use the append because I did not want to see the percentage when it is 100%, so I figured using the append() attached to the [SmartMissingHP] would accomplish this. Breaking the percent out by itself will always show it, although I guess I could add a :Hide(100) :P
Navy, your sequence for your own power is equivalent to that for your partyframes, and is more complex than it needs to be. Both could be shortened to with no loss:
You might want to add to that last CurMP a :HideZero, so it's blank instead of 0 if they don't have any rage.
To be honest, these days I just display maxmana; my bar is sufficient to tell me roughly whether or not I am low or if anyone else is. Certainly MissingMP won't tell me anything worthwhile. If you're a druid or draenei priest, it might be of more use, but still doesn't make sense to me.
Your health could be rewritten as the following, for a tad more functionality:
Does DogTag support weapon-speeds? e.g. adding a text tag to pitbull showing current mainhand and offhand speed?
No, unless it was lost on me. For all values DogTag supports, see /wiki/DogTag-1.0. If you are confused about how any values are used or the conditional phrases, another thread might be more relevant to that, but in any case I'll probably be able to answer because I've looked into it and have good familiarity with it.
It works. Thanks a lot! You missed a ] at the end btw.
Glad to hear it works! Not surprised by the typo, good catch... the parens and brackets start to blur and merge after a while, lol.
])])])))))]]])]])arggg]))]]]
Okay. So, when I, the mage, play on my druid, the healer, I tend to be a bit stupid and not look at health bars as closely as I should. So, to prevent this, I'm using a DogTag sequence to sort of grab my attention.
So far, it works great, except one small problem. It only shows up when they're dead.
So, if anyone has some tips on how to get this to work right, people I group with will be eternally greatful. Also, once it is working, here's the rest of the info for insertion:
[percenthp:isless(35)?text(Low Health!):red] -- not .35, but 35 since it's rendered as a whole number percentage not fractional percentage.
By the way, if you routinely let your people drop below 35% before you heal, you might want to reevaluate your healing. I was working on something similar for myself, for showing me if I have enough rage for execute. (I also heal with my pally; that is why I have "isfriend".) What I use is this (modified for human readability):
[isfriend?....!text( -- if friend, then .... else:
[status:surehp?curhp:short:append( | )] -- status, or if i know curhp, curhp
[israge#player?curmp#player:isgreater(14)?color(ff6666)] -- if my own rage is 15 or greater (execute min), red color
[percenthp:hidezero:hide(100):percent] -- show percent (if 20% or lower, execute when I see red)
)
[percenthp:isless(35)?text(Low Health!):red] -- not .35, but 35 since it's rendered as a whole number percentage not fractional percentage.
I've tried that (was the second thing I slapped in a code box), and it's not working as expected. If I were to say, stand in one of the bonfires around Shattrath for a second, and take the 20 or so damage, the huge LOW HEALTH! spreads across the frame. I'll try it again, and maybe see if I actually have to be showing the hp% on the frame for it to work.
Quote from D. F. Schmidt »
By the way, if you routinely let your people drop below 35% before you heal, you might want to reevaluate your healing.
Looking back at what I posted... I suppose I could have worded it a lot better :D When I get designated as "the healer", I don't really look at much besides the health bars; maybe glance away long enough to throw on an insect swarm or faerie fire. Any other time, I'm busy being a mage in plate via moonkin form, so this is really for when I need to pop out and toss some heals to help through a rough spot.
Anyways, I gotta be honest. I've had some finnicky results trying to get an effect similar to the one you want. I'm afraid I can't give you a more solid answer at this point. I'd love to see what you come up with when you do get it working.
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Right now I'm using for my target frames:
That works fine for what I need... but, I figured I was doing way to much thinking and tried to make it shorter with this:
The problem seems to be the [CurHP]. If I remove it the whole thing works fine outside of the fact that it doesn't show me the current HP. Are you not allowed to have two outputs after an If?
Try it this way.
[/quote]
Problem persists :(
[MissingRep:VeryShort:Negate:Color(ff7f7f)]
See if it works with the rrggbb specified
Try:
For MY mana/rage/energy:
For PARTY/PET mana/rage/energy:
and for everyone's health:
I should note that for target info, I use PitBull defaults as I find that info best for a target.
So if target is a player, class text might look like:
70 Night Elf Druid (Bear)
For most mobs it might look like:
67 Beast Warp Stalker
or:
60 Undead Owl
Elites:
Elite 73 Humanoid
Hope that helps some of you, enjoy!
If the tag is on your player unit frame, you don't need to explicitly set #player as the unit. Also, since you do the same thing for every power type that isn't mana, you can shorten it to:
You can use the same text on your party/pet frames, without alteration, since the unit is set implicitly by which frame it's on, and you don't need to add focus since it's now handling all non-mana power types the same regardless of what they actually are.
Your health text can be shortened a little, also, to:
No need to use Append() for a whole additional tag.
Thanks for the suggestions, I will definately take a couple of your suggestions onboard.
I use the append because I did not want to see the percentage when it is 100%, so I figured using the append() attached to the [SmartMissingHP] would accomplish this. Breaking the percent out by itself will always show it, although I guess I could add a :Hide(100) :P
You might want to add to that last CurMP a :HideZero, so it's blank instead of 0 if they don't have any rage.
To be honest, these days I just display maxmana; my bar is sufficient to tell me roughly whether or not I am low or if anyone else is. Certainly MissingMP won't tell me anything worthwhile. If you're a druid or draenei priest, it might be of more use, but still doesn't make sense to me.
Your health could be rewritten as the following, for a tad more functionality:
No, unless it was lost on me. For all values DogTag supports, see /wiki/DogTag-1.0. If you are confused about how any values are used or the conditional phrases, another thread might be more relevant to that, but in any case I'll probably be able to answer because I've looked into it and have good familiarity with it.
Ajuga the Hunter
Writing [Name] the [SmartClass:ClassColor] seems obvious, but when my target has no class it'll say Ajuga the.
I tried [SmartClass?the], but it shows "the" Unknown instead of the IF unit has a class.
You might wanna try
I can't get on to test it for ya right now, but I will try this evening unless someone (or yourself) confirms this code or has a better one.
Glad to hear it works! Not surprised by the typo, good catch... the parens and brackets start to blur and merge after a while, lol.
])])])))))]]])]])arggg]))]]]
So far, it works great, except one small problem. It only shows up when they're dead.
Here's the sequence:
This only shows up when they are dead. Fiddling around with this, I tried this variant, without the decimal:
This shows up... whenever health is not at 100%.
So, if anyone has some tips on how to get this to work right, people I group with will be eternally greatful. Also, once it is working, here's the rest of the info for insertion:
By the way, if you routinely let your people drop below 35% before you heal, you might want to reevaluate your healing. I was working on something similar for myself, for showing me if I have enough rage for execute. (I also heal with my pally; that is why I have "isfriend".) What I use is this (modified for human readability):
Copy/pastable: [isfriend?....!text([status:surehp?curhp:short:append( | )][israge#player?curmp#player:isgreater(14)?color(ff6666)][percenthp:hidezero:hide(100):percent])]
I've tried that (was the second thing I slapped in a code box), and it's not working as expected. If I were to say, stand in one of the bonfires around Shattrath for a second, and take the 20 or so damage, the huge LOW HEALTH! spreads across the frame. I'll try it again, and maybe see if I actually have to be showing the hp% on the frame for it to work.
Looking back at what I posted... I suppose I could have worded it a lot better :D When I get designated as "the healer", I don't really look at much besides the health bars; maybe glance away long enough to throw on an insect swarm or faerie fire. Any other time, I'm busy being a mage in plate via moonkin form, so this is really for when I need to pop out and toss some heals to help through a rough spot.
Anyways, I gotta be honest. I've had some finnicky results trying to get an effect similar to the one you want. I'm afraid I can't give you a more solid answer at this point. I'd love to see what you come up with when you do get it working.