I know it's possible in pitbull 4.0 to make group windows that look like grid.
However, is it also possible to set up "raid" groups for 10,15,25,40 have them look/behave like grid, adn have their own screen location and behavior?
Meaning for 5,10,15,25 I'd like them in one place, with 5,10,15 groups horizontal, then for 25 in the same place but swap the groups to veritical.
Then for 40 man, move the raid windows to a completely different location? :D
You can make as many groups as you want and then just choose when they show on the filtering tab. So you can have a separate setup for every last one of those if you want.
EDIT:
Also, If i wanted to "export" my layouts to my wifes pc, is it a simple as copying the pitbull addon and related files (IE: C:\users\public\games\world of warcraft\wtf\account\<Account name>\SavedVariables\pitbull4.lua) ?
I've done a little hack to Pitbull4_Aura/Layout.lua that I find quite useful. Maybe others think so to and are able to properly include it into the layout options instead of hard coding this layout.
So, what does my addition do? It anchors the debuffs behind the buffs. To understand this layout, let me explain my setup: For my party or raid members, I display a long line of filtered buffs after each unit frame (unit frames are just as high as the buffs). And with this hack the debuffs are attached at the end of the buffs and thus their position can grow/shrink to the right/left with changing number of buffs instead of being fixed to a certain x offset (the other way round, debuffs before buffs is probably better, but I haven't coded this yet).
To accomplish this, I added at the end of Pitbull4_Aura:LayoutAuras:
local buff_list = frame.aura_buffs
local debuff_list = frame.aura_debuffs
if #buff_list > 0 and #debuff_list > 0 then
debuff_list[1]:ClearAllPoints();
debuff_list[1]:SetPoint("TOPLEFT", buff_list[#buff_list], "TOPRIGHT",16,0);
for i=2, #debuff_list do
debuff_list[i]:ClearAllPoints();
debuff_list[i]:SetPoint("TOPLEFT", debuff_list[i-1], "TOPRIGHT",0,0);
end
end
I've done a little hack to Pitbull4_Aura/Layout.lua that I find quite useful. Maybe others think so to and are able to properly include it into the layout options instead of hard coding this layout.
So, what does my addition do? It anchors the debuffs behind the buffs. To understand this layout, let me explain my setup: For my party or raid members, I display a long line of filtered buffs after each unit frame (unit frames are just as high as the buffs). And with this hack the debuffs are attached at the end of the buffs and thus their position can grow/shrink to the right/left with changing number of buffs instead of being fixed to a certain x offset (the other way round, debuffs before buffs is probably better, but I haven't coded this yet).
To accomplish this, I added at the end of Pitbull4_Aura:LayoutAuras:
local buff_list = frame.aura_buffs
local debuff_list = frame.aura_debuffs
if #buff_list > 0 and #debuff_list > 0 then
debuff_list[1]:ClearAllPoints();
debuff_list[1]:SetPoint("TOPLEFT", buff_list[#buff_list], "TOPRIGHT",16,0);
for i=2, #debuff_list do
debuff_list[i]:ClearAllPoints();
debuff_list[i]:SetPoint("TOPLEFT", debuff_list[i-1], "TOPRIGHT",0,0);
end
end
im guessing thats what i need to be able to show buffs and debuffs on the same row in my raidlayout (same style with height being the same as the icon size)
Exactly, just append it at the end of Pitbull4_Aura:LayoutAuras(). As said before, it's just a crude hack that fixes your debuffs into place on a straight line right after your last shown buff with no further positioning options. You still have to provide correct icon sizes, number of auras to display and the correct position your buffs. Sort order and filtering of the debuffs are retained.
I tested it with the Solo and Party config modes of Pitbull but not "in action".
Exactly, just append it at the end of Pitbull4_Aura:LayoutAuras(). As said before, it's just a crude hack that fixes your debuffs into place on a straight line right after your last shown buff with no further positioning options. You still have to provide correct icon sizes, number of auras to display and the correct position your buffs. Sort order and filtering of the debuffs are retained.
I tested it with the Solo and Party config modes of Pitbull but not "in action".
Ill give it some testing later, 5min before ToGC is a bad time to play with the UI :p
Apologies if asked and answered but at 137 pages ... hard to tell.
I've got Pitbull4 and Castbars both installed. I need my Castbars to show on top of Pitbull. They do for 1 castbar (player castbar showing over player Pitbull unit). But another one is buried under the Pitbull frame (target castbar under Pitbull target unit).
Is there a way to tell Pitbull to change the display order? I asked if Castbars can force itself up in the strata but the response (see the Curse page for Castbars for the comments) was to try to do it with Pitbull instead.
Apologies if asked and answered but at 137 pages ... hard to tell.
I've got Pitbull4 and Castbars both installed. I need my Castbars to show on top of Pitbull. They do for 1 castbar (player castbar showing over player Pitbull unit). But another one is buried under the Pitbull frame (target castbar under Pitbull target unit).
Is there a way to tell Pitbull to change the display order? I asked if Castbars can force itself up in the strata but the response (see the Curse page for Castbars for the comments) was to try to do it with Pitbull instead.
Yeah, the built-in Pitbull castbars are nice, but they are just inflexible enough to make me search for another solution. My main issue with the Pitbull ones is the shuffling that is caused when the castbar appears. But if you have it turned on all the time (no auto-hide) then it just sits there sucking up screen real estate for absolutely no purpose. For a while I treated the inactive castbar as something of a blank bar and I put a few texts there, but I ended up ditching it.
I'm using Castbars too now and I'm having the same problem. The layout I'd love to have involves the castbars occupying the same space as my unitframes (or maybe just my powerbar) and just being drawn over the top whenever a cast is happening. But the strata levels between Pitbull and Castbars isn't distinct enough and the unitframe is often drawn over the top.
(The skewed [ ]'s represent vertical power/health bars)
What's the best way to arrange my power/health text like that? There's an option to switch x2 texts in the same position from left to right, dont see an option for switch from top to bottom. In older versions of Pitbull I could do it by creating 1 text and just squish x2 dogtags for power and health together, my attempts to do the same with Lua texts have not gone well.
local max = MaxPower(unit)
if max > 0 then
return "%s/%s",Power(unit),max
end
local s = Status(unit)
if s then
return s
end
local cur, max = HP(unit), MaxHP(unit)
return "%s/%s || %s%%",Short(cur,true),Short(max,true),Percent(cur,max)
Just shows my power, removing the end in the middle returns an error. So knowledgeable UI types how would u do it? Just going back to using dogtags (if thats still possible) would be an option too I guess
I've been working on something with pitbull now for about a week and I'm stumped.
I'm a MT in my guild, and I'm trying to get Pitbull to show "stacks" of debuffs on the ToT windows (so that I can taunt off when it is my time), debuffs show, but I can only get "time remaining" to show.
I've been working on something with pitbull now for about a week and I'm stumped.
I'm a MT in my guild, and I'm trying to get Pitbull to show "stacks" of debuffs on the ToT windows (so that I can taunt off when it is my time), debuffs show, but I can only get "time remaining" to show.
Can anyone assist?
Hmm... dosen't it do that by default?
Afaik there is no setting to control that, it always shows stacks.
I'm trying to figure out a specific layout for my unit frames. I'm trying to place a blank bar above my other bars and portrait for a place for name / class / level texts, sort of like what you find in Xperl. I've gotten a bar placed, but it won't go into the position I want. I'm trying for the following:
-------------------------------
Name, Class, Level
-------------------------------
.............. Health
. Portrait . ----------------
.............. Mana
.............. ----------------
.............. Cast
-------------------------------
but the closest I can manage is this:
-------------------------------
.............. Name, Class, Level
.............. ----------------
.............. Health
. Portrait . ----------------
.............. Mana
.............. ----------------
.............. Cast
-------------------------------
I'm trying to figure out a specific layout for my unit frames. I'm trying to place a blank bar above my other bars and portrait for a place for name / class / level texts, sort of like what you find in Xperl. I've gotten a bar placed, but it won't go into the position I want. I'm trying for the following:
-------------------------------
Name, Class, Level
-------------------------------
.............. Health
. Portrait . ----------------
.............. Mana
.............. ----------------
.............. Cast
-------------------------------
but the closest I can manage is this:
-------------------------------
.............. Name, Class, Level
.............. ----------------
.............. Health
. Portrait . ----------------
.............. Mana
.............. ----------------
.............. Cast
-------------------------------
Thats how it will always look in PB due to how portrait vs bars is handled
(The skewed [ ]'s represent vertical power/health bars)
What's the best way to arrange my power/health text like that?
Try something like this.
local s = Status(unit)
if s then
return s
end
local curp,maxp,curh,maxh = Power(unit),MaxPower(unit),HP(unit),MaxHP(unit)
return "%s/%s\n%s/%s", curp,maxp,Short(curh),Short(maxh)
I've done a little hack to Pitbull4_Aura/Layout.lua that I find quite useful. Maybe others think so to and are able to properly include it into the layout options instead of hard coding this layout.
So, what does my addition do? It anchors the debuffs behind the buffs. To understand this layout, let me explain my setup: For my party or raid members, I display a long line of filtered buffs after each unit frame (unit frames are just as high as the buffs). And with this hack the debuffs are attached at the end of the buffs and thus their position can grow/shrink to the right/left with changing number of buffs instead of being fixed to a certain x offset (the other way round, debuffs before buffs is probably better, but I haven't coded this yet).
To accomplish this, I added at the end of Pitbull4_Aura:LayoutAuras:
local buff_list = frame.aura_buffs
local debuff_list = frame.aura_debuffs
if #buff_list > 0 and #debuff_list > 0 then
debuff_list[1]:ClearAllPoints();
debuff_list[1]:SetPoint("TOPLEFT", buff_list[#buff_list], "TOPRIGHT",16,0);
for i=2, #debuff_list do
debuff_list[i]:ClearAllPoints();
debuff_list[i]:SetPoint("TOPLEFT", debuff_list[i-1], "TOPRIGHT",0,0);
end
end
Ok so I gave this little "crude hack" a try and it didn't seem to be working right at all. When I used Pitbull 3, I always had it set so that buffs and debuffs basically wrapped themselves around each other. Had them both start in the same corner (top left) and then having them grow right and up and they never conflicted. Now it seems anytime I try it with 4.0, they overlap each other just creating a giant pile of buffs and debuffs that I can't even really make out one from the other... and I hate the option of having buffs start on the left and debuffs start on the right and meet in the middle.
First, you might be mistaken what this block of code does. It only works for one specific layout and will produce garbage in all other instances. The intended layout is shown below:
Buffs on the right of the unitframe, taking only one row. The debuffs are then placed to the right of these buffs by the block of code. If non-standard sizes are used, the buffs and debuffs will overlap.
I did not try to provide a full-fledged layout solution but rather an easy fix to demonstrate a useful layout option (note that this is the same layout the late CastParty addon used) and hope that someone with more insight into the functionality of Pitbull would implement it as correct layout option.
Having said that. If you use a layout as described above, you should see the intended result as shown above. Note that I used Pitbull4_Aura v4.0.0-beta5.
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You can make as many groups as you want and then just choose when they show on the filtering tab. So you can have a separate setup for every last one of those if you want.
Yup.
So, what does my addition do? It anchors the debuffs behind the buffs. To understand this layout, let me explain my setup: For my party or raid members, I display a long line of filtered buffs after each unit frame (unit frames are just as high as the buffs). And with this hack the debuffs are attached at the end of the buffs and thus their position can grow/shrink to the right/left with changing number of buffs instead of being fixed to a certain x offset (the other way round, debuffs before buffs is probably better, but I haven't coded this yet).
To accomplish this, I added at the end of Pitbull4_Aura:LayoutAuras:
im guessing thats what i need to be able to show buffs and debuffs on the same row in my raidlayout (same style with height being the same as the icon size)
I tested it with the Solo and Party config modes of Pitbull but not "in action".
Ill give it some testing later, 5min before ToGC is a bad time to play with the UI :p
I've got Pitbull4 and Castbars both installed. I need my Castbars to show on top of Pitbull. They do for 1 castbar (player castbar showing over player Pitbull unit). But another one is buried under the Pitbull frame (target castbar under Pitbull target unit).
Is there a way to tell Pitbull to change the display order? I asked if Castbars can force itself up in the strata but the response (see the Curse page for Castbars for the comments) was to try to do it with Pitbull instead.
Can't you just use pitbulls castbar?
I'm using Castbars too now and I'm having the same problem. The layout I'd love to have involves the castbars occupying the same space as my unitframes (or maybe just my powerbar) and just being drawn over the top whenever a cast is happening. But the strata levels between Pitbull and Castbars isn't distinct enough and the unitframe is often drawn over the top.
There are a bunch of related tickets if you guys wanted to show support with votes / comments:
- 504: option to change strata
- 613: possible solution to transient bar ugliness (superimpose)
- 351: castbars separate from unitframes
- 398: hide bars on cast
..21.1k/21.1k[ ]
..................[ ]
..................[ ]
What's the best way to arrange my power/health text like that? There's an option to switch x2 texts in the same position from left to right, dont see an option for switch from top to bottom. In older versions of Pitbull I could do it by creating 1 text and just squish x2 dogtags for power and health together, my attempts to do the same with Lua texts have not gone well.
local max = MaxPower(unit)
if max > 0 then
return "%s/%s",Power(unit),max
end
local s = Status(unit)
if s then
return s
end
local cur, max = HP(unit), MaxHP(unit)
return "%s/%s || %s%%",Short(cur,true),Short(max,true),Percent(cur,max)
Just shows my power, removing the end in the middle returns an error. So knowledgeable UI types how would u do it? Just going back to using dogtags (if thats still possible) would be an option too I guess
I'm a MT in my guild, and I'm trying to get Pitbull to show "stacks" of debuffs on the ToT windows (so that I can taunt off when it is my time), debuffs show, but I can only get "time remaining" to show.
Can anyone assist?
Hmm... dosen't it do that by default?
Afaik there is no setting to control that, it always shows stacks.
Odd mine's not enabled and i see the stacks... must have some other addon doing it then...
-------------------------------
Name, Class, Level
-------------------------------
.............. Health
. Portrait . ----------------
.............. Mana
.............. ----------------
.............. Cast
-------------------------------
but the closest I can manage is this:
-------------------------------
.............. Name, Class, Level
.............. ----------------
.............. Health
. Portrait . ----------------
.............. Mana
.............. ----------------
.............. Cast
-------------------------------
Thats how it will always look in PB due to how portrait vs bars is handled
Try something like this.
I used something similar to get this.
Like 100% = green, 50% = yellow, 10% yellow? ._.
Ok so I gave this little "crude hack" a try and it didn't seem to be working right at all. When I used Pitbull 3, I always had it set so that buffs and debuffs basically wrapped themselves around each other. Had them both start in the same corner (top left) and then having them grow right and up and they never conflicted. Now it seems anytime I try it with 4.0, they overlap each other just creating a giant pile of buffs and debuffs that I can't even really make out one from the other... and I hate the option of having buffs start on the left and debuffs start on the right and meet in the middle.
Plz halp. ;[
[UNITFRAME] [buff1][buff2]...[buffx] [debuff1][debuff2]...[debuffx]
Buffs on the right of the unitframe, taking only one row. The debuffs are then placed to the right of these buffs by the block of code. If non-standard sizes are used, the buffs and debuffs will overlap.
I did not try to provide a full-fledged layout solution but rather an easy fix to demonstrate a useful layout option (note that this is the same layout the late CastParty addon used) and hope that someone with more insight into the functionality of Pitbull would implement it as correct layout option.
Having said that. If you use a layout as described above, you should see the intended result as shown above. Note that I used Pitbull4_Aura v4.0.0-beta5.