Great addon, to bad I knew the 3.0 in and out. Im having some trouble customizing some things in 4.0.
How do I customise only one thing at a time, like Player bars\health etc, or "targets target". Seems like I can only customise them all at the same time.
Great addon, to bad I knew the 3.0 in and out. Im having some trouble customizing some things in 4.0.
How do I customise only one thing at a time, like Player bars\health etc, or "targets target". Seems like I can only customise them all at the same time.
Create a new layout for each frame you want different, then select that layout for that unit/group.
Ok another question, how do i make this lua code only show Level
local dr,dg,db = DifficultyColor(unit)
return "|cff%02x%02x%02x%s%s|r %s",dr,dg,db,Level(unit),Classification(unit) and '+' or '',SmartRace(unit) or ''
Perhaps someone could explain this code a little for me in detail.
I changed one of the codes to only show level, but the level came in class colored, not sure what im doing here :)
compares the unit's level to yours, and returns 3 values which give you an RGB color based on your level difference.
For the next bit, you need to know that LuaTexts texts' return values are run through str.format, so the first value you give it is a format string which the rest of the values you pass are plugged into.
|cff%02x%02x%02x%s%s|r %s
This is the format string. It states that you're going to pass it 3 numbers (the %02x) which will be converted to 0 padded hex numbers. This will give you |cff...|r, which is how you specify which color you want your text to be. The two "%s" fields between the color and |r are strings which will be colored according to the color code.
Next up comes the other return values, which get plugged into the format string in order.
dr, dg, db get plugged into the %02x slots, so that makes the next two string values colored by the return from DifficultyColor(unit).
Next we have Level(unit), which is self explanatory, and
Classification(unit) and '+' or ''
Classification(unit) returns Rare, Rare-Elite, Elite, Boss, etc. The way this bit is interpreted is "if Classification returns a non-false value, put a '+' in that slot, otherwise an empty string." The upshot is, if Classification gives you something other than an empty string, a '+' gets put next to the level.
Lastly, we have
SmartRace(unit) or ''
This is similar to Classification(unit) in that if SmartRace returns a non-false value, it will use that, otherwise, fill it in with the empty string. SmartRace returns player races and NPC creature types or an empty string.
So, if you only wanted to show level, you can remove the format fields that you don't want, and the return values that go with them. Always make sure you have something to go in every field and a field for every return value, or LuaTexts will yell at you because you made str.format sad.
Let me know if I can clarify anything for you, I know it's a lot to digest.
Im done some searching and cant find a post that covers this, if this has been covered, please direct me to where,
got Party targets frame setup. tho really just want it to be skinny, dont need mana bar, dont need buff/debuff icons.
Would love it to be a plain no frills frame, with a name and HP bar. Though cannot see how to dumb it down.
Im done some searching and cant find a post that covers this, if this has been covered, please direct me to where,
got Party targets frame setup. tho really just want it to be skinny, dont need mana bar, dont need buff/debuff icons.
Would love it to be a plain no frills frame, with a name and HP bar. Though cannot see how to dumb it down.
Any assistance is very much appreciated.
Zad
Go into layouts, craete a new layout for "party target" go into the options remove everything u dun want and change the sizes.
Go to and groups, create a "party targets" frame, select the proper unit(s) select "party target" from the layouts dropdown.
Hello, Im using Pitbull 3 and want to swith to 4.0 version but I've got a simple problem, how can I add to my player frame Auras which will have priority like that - i've got buffs and debuff in one line above my playerframe but if there's too much buffs lets say 10 then my first debuff came to line above buffs, if theres 20 buffs~ my first debuff and next will be "3 lines" above my playerframe (because there are two lines of buffs). It works perfectly in PB3. I hope you understand me :) Look at pictures. http://i49.tinypic.com/1z65pat.jpg http://i45.tinypic.com/5b33oi.jpg
Hmm, so I finally got around to trying this. Did it exactly as you said, and it didn't appear to work at all. Am I missing something? :)
These are my settings in aura: (keep in mind the aura filter tends to be extremely picky about uppel/lower case and such)
Then go to your layout where you want to remove it from, go to aura tab and filters, then select the newly crated filter in the dropdown meny for debuffs.
Then go to your layout where you want to remove it from, go to aura tab and filters, then select the newly crated filter in the dropdown meny for debuffs.
Ah, this is the step I missed. Thanks, I'll know tonight if it worked.
5x <string>:"PitBull4_LuaTexts:Player:Lua:Energie":5: attempt to index local 'color' (a nil value)
PitBull4_LuaTexts-v4.0.0-beta6\LuaTexts.lua:1127: in function `AddFontString'
PitBull4-v4.0.0-beta6\ModuleHandling\TextProviderModule.lua:118: in function `UpdateFrame'
PitBull4-v4.0.0-beta6\ModuleHandling\Module.lua:319: in function `Update'
PitBull4-v4.0.0-beta6\UnitFrame.lua:636: in function `Update'
PitBull4-v4.0.0-beta6\UnitFrame.lua:662: in function `UpdateGUID'
PitBull4-v4.0.0-beta6\Main.lua:1331: in function `CheckGUIDForUnitID'
PitBull4-v4.0.0-beta6\Main.lua:1342: in function `?'
CallbackHandler-1.0-5 (Ace3):147: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0-5 (Ace3):92: in function `Fire'
AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>
<in C code>: in function `TurnOrActionStop'
<string>:"TURNORACTION":4: in function <[string "TURNORACTION"]:1>
---
22x <string>:"PitBull4_LuaTexts:Player:Lua:Energie":5: attempt to index local 'color' (a nil value)
PitBull4_LuaTexts-v4.0.0-beta6\LuaTexts.lua:966: in function `?'
CallbackHandler-1.0-5 (Ace3):147: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[2]":13: in function `?'
CallbackHandler-1.0-5 (Ace3):92: in function `Fire'
AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>
---
5x <string>:"PitBull4_LuaTexts:Player:Lua:Energie":5: attempt to index local 'color' (a nil value)
PitBull4_LuaTexts-v4.0.0-beta6\LuaTexts.lua:1127: in function `AddFontString'
PitBull4-v4.0.0-beta6\ModuleHandling\TextProviderModule.lua:118: in function `UpdateFrame'
PitBull4-v4.0.0-beta6\ModuleHandling\Module.lua:319: in function `Update'
PitBull4-v4.0.0-beta6\UnitFrame.lua:636: in function `Update'
PitBull4-v4.0.0-beta6\UnitFrame.lua:662: in function `UpdateGUID'
PitBull4-v4.0.0-beta6\Main.lua:1331: in function `CheckGUIDForUnitID'
PitBull4-v4.0.0-beta6\Main.lua:1342: in function `?'
CallbackHandler-1.0-5 (Ace3):147: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0-5 (Ace3):92: in function `Fire'
AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>
<in C code>: in function `TurnOrActionStop'
<string>:"TURNORACTION":4: in function <[string "TURNORACTION"]:1>
---
22x <string>:"PitBull4_LuaTexts:Player:Lua:Energie":5: attempt to index local 'color' (a nil value)
PitBull4_LuaTexts-v4.0.0-beta6\LuaTexts.lua:966: in function `?'
CallbackHandler-1.0-5 (Ace3):147: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[2]":13: in function `?'
CallbackHandler-1.0-5 (Ace3):92: in function `Fire'
AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>
---
Bad LuaText code is bad. Stanzilla asked me about this same error. Guessing you're using the same LuaText.
This one is correct:
local max = MaxPower(unit)
if max > 0 then
local _, power_token = UnitPowerType(unit)
local r,g,b = PowerColor(power_token)
return "|cff%02x%02x%02x%s|r || |cff377BBC%s|r", r, g, b, Power(unit), MaxPower(unit)
end
The LuaText that causes this error is mucking around in the internal color tables without realizing that it's possible that there is no color for a given type of powerbar. Use PowerColor()
Is there a way to detach "Combo Points" indicator and "Runes" indicators from the frame/health bar etc, so I can position them in the middle of my screen, or anywhere else I might like?
Seems a waste to install two separate addons when Pitbull is already displaying them in an acceptable format.
Go to aura module and the into filter editor and advanced.
Create a new filter, delect show when debuffs, filter type name.
List type set to blacklist.
Then input Chill of the Throne and hit enter.
the select this new filter as your debuff filter for the relevant layouts.
I did this and it worked like a charm.... however, all the other debuffs I had filtered are back and I can't figure out how to hide them again. I don't want any debuffs to show on Pitbull- is there a way to blanket hide all debuffs?
I did this and it worked like a charm.... however, all the other debuffs I had filtered are back and I can't figure out how to hide them again. I don't want any debuffs to show on Pitbull- is there a way to blanket hide all debuffs?
If yu don't want any debuffs to show at all just uncheck debuffs in the aura settings (display tab).
If yu don't want any debuffs to show at all just uncheck debuffs in the aura settings (display tab).
Well that was a major DUH! Thanks Kerecha :) I got so caught up tryin' to get my ui to look like I wanted it to look that I lost the forest for the trees :p
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How do I customise only one thing at a time, like Player bars\health etc, or "targets target". Seems like I can only customise them all at the same time.
Create a new layout for each frame you want different, then select that layout for that unit/group.
local dr,dg,db = DifficultyColor(unit)
return "|cff%02x%02x%02x%s%s|r %s",dr,dg,db,Level(unit),Classification(unit) and '+' or '',SmartRace(unit) or ''
Perhaps someone could explain this code a little for me in detail.
I changed one of the codes to only show level, but the level came in class colored, not sure what im doing here :)
compares the unit's level to yours, and returns 3 values which give you an RGB color based on your level difference.
For the next bit, you need to know that LuaTexts texts' return values are run through str.format, so the first value you give it is a format string which the rest of the values you pass are plugged into.
This is the format string. It states that you're going to pass it 3 numbers (the %02x) which will be converted to 0 padded hex numbers. This will give you |cff...|r, which is how you specify which color you want your text to be. The two "%s" fields between the color and |r are strings which will be colored according to the color code.
Next up comes the other return values, which get plugged into the format string in order.
dr, dg, db get plugged into the %02x slots, so that makes the next two string values colored by the return from DifficultyColor(unit).
Next we have Level(unit), which is self explanatory, and
Classification(unit) returns Rare, Rare-Elite, Elite, Boss, etc. The way this bit is interpreted is "if Classification returns a non-false value, put a '+' in that slot, otherwise an empty string." The upshot is, if Classification gives you something other than an empty string, a '+' gets put next to the level.
Lastly, we have
This is similar to Classification(unit) in that if SmartRace returns a non-false value, it will use that, otherwise, fill it in with the empty string. SmartRace returns player races and NPC creature types or an empty string.
So, if you only wanted to show level, you can remove the format fields that you don't want, and the return values that go with them. Always make sure you have something to go in every field and a field for every return value, or LuaTexts will yell at you because you made str.format sad.
Let me know if I can clarify anything for you, I know it's a lot to digest.
Documentation for helpful LuaTexts functions can be found here: http://www.wowace.com/addons/pitbull4/pages/lua-texts/
got Party targets frame setup. tho really just want it to be skinny, dont need mana bar, dont need buff/debuff icons.
Would love it to be a plain no frills frame, with a name and HP bar. Though cannot see how to dumb it down.
Any assistance is very much appreciated.
Zad
Go into layouts, craete a new layout for "party target" go into the options remove everything u dun want and change the sizes.
Go to and groups, create a "party targets" frame, select the proper unit(s) select "party target" from the layouts dropdown.
http://i49.tinypic.com/1z65pat.jpg
http://i45.tinypic.com/5b33oi.jpg
Hmm, so I finally got around to trying this. Did it exactly as you said, and it didn't appear to work at all. Am I missing something? :)
These are my settings in aura: (keep in mind the aura filter tends to be extremely picky about uppel/lower case and such)
Then go to your layout where you want to remove it from, go to aura tab and filters, then select the newly crated filter in the dropdown meny for debuffs.
Ah, this is the step I missed. Thanks, I'll know tonight if it worked.
Something like that.
Bad LuaText code is bad. Stanzilla asked me about this same error. Guessing you're using the same LuaText.
This one is correct:
The LuaText that causes this error is mucking around in the internal color tables without realizing that it's possible that there is no color for a given type of powerbar. Use PowerColor()
Seems a waste to install two separate addons when Pitbull is already displaying them in an acceptable format.
I did this and it worked like a charm.... however, all the other debuffs I had filtered are back and I can't figure out how to hide them again. I don't want any debuffs to show on Pitbull- is there a way to blanket hide all debuffs?
If yu don't want any debuffs to show at all just uncheck debuffs in the aura settings (display tab).
Well that was a major DUH! Thanks Kerecha :) I got so caught up tryin' to get my ui to look like I wanted it to look that I lost the forest for the trees :p