This was fixed in one of the latest Alphas.
Either install the newest Alpha package (but I don't know for sure if it fixes already bugged groups too) or recreate the raid group while you don't have a pet group selected.
Yes the alpha deals with bugged out groups. I properly check that the group is a pet based group before using the pet template as I should have been doing in the first place.
. On pitbull4, does it exist frame or unit to show who is on my target ?
xperl has a window in which you can see "players assisting/targeting you"
with SUF, you can see how much of party is on your target
I find this information very useful in raid
Look in the LuaText threads both here and at elitistjerks.com. How to show a count like this has been asked and answered at least once if not multiple times.
. is it possible to modify the size of debuf on my target ? (only mine)
Layout editor, Debuff layout, Icon size for my auras.
local prefix,num,size = "raid",0,GetNumRaidMembers()
local size = GetNumRaidMembers()
if size <= 0 then
prefix = "party"
size = GetNumPartyMembers()
end
for u=1,size do
if UnitIsUnit(prefix..u.."target", unit) then
num = num + 1
end
end
if num > 0 then
UpdateIn(0.2)
return "%d", num
end
I don't find how to insert this text
Does someone know ?
Layout editor, Texts tab, make a new text, put it in the code box. Really not sure what evens the person was intending to use with it. Probably should go to Modules, LuaTexts and make a new event called PARTY_MEMBERS_CHANGED and set it to Update for All only and then an event for RAID_ROSTER_UPDATE also All only and then in the events drop down back on the Layout editor, check those two events.
That code could probably be done without the UpdateIn using the UNIT_TARGET event.
Sidenote: This is the classic example of why I want to switch to including events in the code instead of through a drop down. Too many people get the Lua code but don't have the events to go with it.
There is some confusion over the font size. Specially that you're given a scale. The reason font sizes are done by scales is because the layout may be used by multiple frames with multiple different scales. So a particular size is rather meaningless. Size 14 on one frame may not be the same as size 14 on another frame.
That said. The base font size is the size of the ChatFontNormal which is 14. If you have the font set to 100% it will be size 14 ignoring any overall scaling that the frame may be set to do .
PB4 is a great addon (much improved over PB3 which I used for a long time), but I must say that it is a strange design decision to base the font size off of a system variable font size which may or may not be 14. I found this post, for which I thank you, after wondering why my PB4 fonts were suddenly the wrong size after I had adjusted my global font settings using the xFont framework and playing around with some new chat addons.
If you insist on wanting to set a particular font size you can calculate the proper percentage as follows:
percentage=(((desired_size - 14)/14)+1)*100
Within individual text settings there is also a size setting. This also impacts the font size. So the actual font size is calculates like so:
14 * default_size_percent * specific_size_percent.
A lot of people are using pixel fonts now for their UI and they require very specific sizes to look correct. Having to calculate the correct percentage based off of a system variable and then having to calculate another percentage off of that for any individual text settings could be quite tedious and inexact.
Also, unless I'm missing something, you can simplify your formula:
percentage=(desired_size / ChatFontNormal_size) * 100%
where the default ChatFontNormal_size is 14, but other addons may change this value.
I'm having some issues with the portrait and other indicators (i.e. masterlooter, raid leader). The z-order is not always correct: the portrait is in front of the indicators.
I have the portrait set as a bar, and the leader icon in the edge, top left, attached to unit frame, and the icon gets obscured by the portrait.
If I use the portrait 3D style or Class styles, then the icons work correctly, but if I use 2D then the portrait goes to the front.
I tried to find a configuration for the z-order or priority but I can't find it. Is there one? or is it simply a bug that hasn't been fixed yet?
PB4 is a great addon (much improved over PB3 which I used for a long time), but I must say that it is a strange design decision to base the font size off of a system variable font size which may or may not be 14.
A lot of people are using pixel fonts now for their UI and they require very specific sizes to look correct. Having to calculate the correct percentage based off of a system variable and then having to calculate another percentage off of that for any individual text settings could be quite tedious and inexact.
Using the size of a default font that something else might have changed is pretty questionable. I didn't make that design decision, ckknight did. I suppose I could remove the grabbing of the font size from ChatFontNormal and switch it to a hard coded 14. Which would make it consistent even if other addons change it.
However, this wouldn't remove the need to do the percentage reverse calculations. The reason font sizes are calculated as a percentage is to allow the scaling system for layouts and units to work. You have multiple places where you can configure the size of the font.
Also, unless I'm missing something, you can simplify your formula:
percentage=(desired_size / ChatFontNormal_size) * 100%
where the default ChatFontNormal_size is 14, but other addons may change this value.
Well you can do:
percentage = desired_size / ChatFontNormal_size * 100
(100% implies 1 not 100) but in general you're right I just didn't bother to simplify after taking the formula from the code. Which is somewhat spread out.
I'm having some issues with the portrait and other indicators (i.e. masterlooter, raid leader). The z-order is not always correct: the portrait is in front of the indicators.
I have the portrait set as a bar, and the leader icon in the edge, top left, attached to unit frame, and the icon gets obscured by the portrait.
If I use the portrait 3D style or Class styles, then the icons work correctly, but if I use 2D then the portrait goes to the front.
I tried to find a configuration for the z-order or priority but I can't find it. Is there one? or is it simply a bug that hasn't been fixed yet?
Please open a ticket on this. Include your saved variables file from WTF/Account/USERNAME/SavedVariables/PitBull4.lua
mY only issue now is its still showing mind trauma when ive told it not do could anyone provide a screen shot on how to get rid of this it's definetly clicked off like misery and mind flay but its still showing
if i click misery,mindflay back on they start showing again so i know im definetly doing it the right way :S i took some screen shots to show what i mean
Anyways you get the point but i just want to know am i doing something wrong because i have no clue why mind truma insist's on staying up there it didn't with pitbull 3 :S
mY only issue now is its still showing mind trauma when ive told it not do could anyone provide a screen shot on how to get rid of this it's definetly clicked off like misery and mind flay but its still showing
if i click misery,mindflay back on they start showing again so i know im definetly doing it the right way :S i took some screen shots to show what i mean
Seems to me that you're doing something wrong. Your screenshot shows you changing things on your Friend debuffs drop down. But you're targeting a target dummy which is an enemy not a friend. And you're talking about debuffs you'd put on an ememy.
It's hard to figure out what from the screenshots. If you posted your saved variables file someplace I could probably figure it out.
That said, Mind Trauma never did get added to the enemy debuffs filters. Adding it now.
FYI to anyone running the alpha and that is concerned with frame levels. Frame levels for the frames within the unit frames have changed. In particular Portraits, Auras, Totems, Indicators and Texts have all had their frame levels raised.
The new frame levels as offsets from the unit frames levels are:
-1 GroupHeader
0 Unit Frame
1 Bars
5 Portrait
9 Aura
10 Aura Cooldown
11 Aura Text
13 Indicators
14 Totems CD
15 Totems Text
17 TextProvider Overlay
If you've adjusted your Aura frame levels in your configuration, you will need to readjust it. The old default was 2. The new default is 9. You can find the proper setting by adding 7 to whatever you have. If you haven't changed the Aura frame levels you don't need to do anything.
If you're using some other addon to add frames over PB4 you may need to adjust that addon as well.
OK, so I just started setting this up and it's going well, but I can't seem to get rid of the wow default buffs/debuffs. Can PitBull do that or do I need a different mod for that? If I do does anyone have a recommendation? I also have the default quest tracker still on my screen that I want to get rid of. Thanks for your help!
Hey, I'm having a small user preference issue with Pitbull 4.0. I'm relatively new to the addon itself, and though I have successfully configured everything the way I want, there's one thing that's bothering me. When I'm in raid, I have the names showing on everyone's health bar. The current script for the name is the standard one:
return '%s %s%s%s',Name(unit),Angle(AFK(unit) or DND(unit))
The part that irritates me about this is that when it shows someone as AFK or DND, it stretches the name and I can't see any of the other names because it goes out of the boundary of the health bar. I was wondering if anyone could just tell me a way to display the NAME ONLY, and not their AFK or DND status.
Thank you in advance for any suggestions or feedback.
Hey, I'm having a small user preference issue with Pitbull 4.0. I'm relatively new to the addon itself, and though I have successfully configured everything the way I want, there's one thing that's bothering me. When I'm in raid, I have the names showing on everyone's health bar. The current script for the name is the standard one:
return '%s %s%s%s',Name(unit),Angle(AFK(unit) or DND(unit))
The part that irritates me about this is that when it shows someone as AFK or DND, it stretches the name and I can't see any of the other names because it goes out of the boundary of the health bar. I was wondering if anyone could just tell me a way to display the NAME ONLY, and not their AFK or DND status.
Thank you in advance for any suggestions or feedback.
isn't that as simple as just
Name(unit)
?
Not entirely sure since i use a more advanced version that hides the HP/MP information if "Status" is active thus giving plenty of room to show it and not cut into name.
I was looking for a way to display an icon when a player get a specific debuff.
For exemple, to display it when a player has the Mark of the fallen champion debuff.
What i want to do is something like that:
If Unit has debuff X, then display icon.
Problem is, i don't know how to translate that in LUA.
Also, is there a way for the lua to display the icon of this specific debuff (with a GetIcon or something like that) ? Or do you have to go look yourself at which icon to display ?
Ran into some issues with the anchoring and I've been busy with a lot of other stuff. Everytime I think I'm close to having everything figured out I run into a whole slew of other issues. I'm disinclined to make this available until it's right because a problem with it is likely to cause peoples windows placements to move and flood the forums/curse/wowace tickets/etc with people complaining that their frames moved and they had to reconfigure their positions.
Isn't it possible to set it up so that if the new SetPoint variables for each frame type don't already exist in the SavedVariables file, then it simply sets them to what you have them hard-coded to use by default currently? That would preserve everyone's current layouts while giving us more frame position customization.
BTW, I've already modified my local version to anchor the frames where I want them, but I didn't add any options since I'm the only one using it. I'm hoping this feature gets added eventually, because it's not fun remodifying it every time you release a new alpha.
I was looking for a way to display an icon when a player get a specific debuff.
For exemple, to display it when a player has the Mark of the fallen champion debuff.
What i want to do is something like that:
If Unit has debuff X, then display icon.
Problem is, i don't know how to translate that in LUA.
Also, is there a way for the lua to display the icon of this specific debuff (with a GetIcon or something like that) ? Or do you have to go look yourself at which icon to display ?
Wouldn't that be easily doable using the aura module instead?
Feels like a bit of overkill trying to do it in the texts module.
I personally use the Highlight function for Marks to give a bright white highlight on the ppl that has it (I created a aura filter for highlights that contains a lot of vital stuff like deathbringers marks, LK's plague, anubs PC debuff and so on.) Then set thise as filter in the highlights section and set the color to a really pure white color, its very easy to se.
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Yes the alpha deals with bugged out groups. I properly check that the group is a pet based group before using the pet template as I should have been doing in the first place.
Look in the LuaText threads both here and at elitistjerks.com. How to show a count like this has been asked and answered at least once if not multiple times.
Layout editor, Debuff layout, Icon size for my auras.
thanks for your answer
I find this luatext
I don't find how to insert this text
Does someone know ?
thanks
Layout editor, Texts tab, make a new text, put it in the code box. Really not sure what evens the person was intending to use with it. Probably should go to Modules, LuaTexts and make a new event called PARTY_MEMBERS_CHANGED and set it to Update for All only and then an event for RAID_ROSTER_UPDATE also All only and then in the events drop down back on the Layout editor, check those two events.
That code could probably be done without the UpdateIn using the UNIT_TARGET event.
Sidenote: This is the classic example of why I want to switch to including events in the code instead of through a drop down. Too many people get the Lua code but don't have the events to go with it.
PB4 is a great addon (much improved over PB3 which I used for a long time), but I must say that it is a strange design decision to base the font size off of a system variable font size which may or may not be 14. I found this post, for which I thank you, after wondering why my PB4 fonts were suddenly the wrong size after I had adjusted my global font settings using the xFont framework and playing around with some new chat addons.
A lot of people are using pixel fonts now for their UI and they require very specific sizes to look correct. Having to calculate the correct percentage based off of a system variable and then having to calculate another percentage off of that for any individual text settings could be quite tedious and inexact.
Also, unless I'm missing something, you can simplify your formula:
percentage=(desired_size / ChatFontNormal_size) * 100%
where the default ChatFontNormal_size is 14, but other addons may change this value.
I have the portrait set as a bar, and the leader icon in the edge, top left, attached to unit frame, and the icon gets obscured by the portrait.
If I use the portrait 3D style or Class styles, then the icons work correctly, but if I use 2D then the portrait goes to the front.
I tried to find a configuration for the z-order or priority but I can't find it. Is there one? or is it simply a bug that hasn't been fixed yet?
Using the size of a default font that something else might have changed is pretty questionable. I didn't make that design decision, ckknight did. I suppose I could remove the grabbing of the font size from ChatFontNormal and switch it to a hard coded 14. Which would make it consistent even if other addons change it.
However, this wouldn't remove the need to do the percentage reverse calculations. The reason font sizes are calculated as a percentage is to allow the scaling system for layouts and units to work. You have multiple places where you can configure the size of the font.
Well you can do:
percentage = desired_size / ChatFontNormal_size * 100
(100% implies 1 not 100) but in general you're right I just didn't bother to simplify after taking the formula from the code. Which is somewhat spread out.
Please open a ticket on this. Include your saved variables file from WTF/Account/USERNAME/SavedVariables/PitBull4.lua
if i click misery,mindflay back on they start showing again so i know im definetly doing it the right way :S i took some screen shots to show what i mean
http://s31.photobucket.com/albums/c390/wildwynd/?action=view¤t=WoWScrnShot_051010_214943.jpg
Both Misery and Mind Flay showing
http://s31.photobucket.com/albums/c390/wildwynd/?action=view¤t=WoWScrnShot_051010_215058.jpg&newest=1
Just Misery Showing
http://s31.photobucket.com/albums/c390/wildwynd/?action=view¤t=WoWScrnShot_051010_215139.jpg&newest=1
Just Mind Trauma showing
http://s31.photobucket.com/albums/c390/wildwynd/?action=view¤t=WoWScrnShot_051010_215153.jpg&newest=1
With them all turned off but Mind trauma is still showing
Anyways you get the point but i just want to know am i doing something wrong because i have no clue why mind truma insist's on staying up there it didn't with pitbull 3 :S
Seems to me that you're doing something wrong. Your screenshot shows you changing things on your Friend debuffs drop down. But you're targeting a target dummy which is an enemy not a friend. And you're talking about debuffs you'd put on an ememy.
It's hard to figure out what from the screenshots. If you posted your saved variables file someplace I could probably figure it out.
That said, Mind Trauma never did get added to the enemy debuffs filters. Adding it now.
The new frame levels as offsets from the unit frames levels are:
-1 GroupHeader
0 Unit Frame
1 Bars
5 Portrait
9 Aura
10 Aura Cooldown
11 Aura Text
13 Indicators
14 Totems CD
15 Totems Text
17 TextProvider Overlay
If you've adjusted your Aura frame levels in your configuration, you will need to readjust it. The old default was 2. The new default is 9. You can find the proper setting by adding 7 to whatever you have. If you haven't changed the Aura frame levels you don't need to do anything.
If you're using some other addon to add frames over PB4 you may need to adjust that addon as well.
I believe I found it, thanks!
return '%s %s%s%s',Name(unit),Angle(AFK(unit) or DND(unit))
The part that irritates me about this is that when it shows someone as AFK or DND, it stretches the name and I can't see any of the other names because it goes out of the boundary of the health bar. I was wondering if anyone could just tell me a way to display the NAME ONLY, and not their AFK or DND status.
Thank you in advance for any suggestions or feedback.
isn't that as simple as just
Name(unit)
?
Not entirely sure since i use a more advanced version that hides the HP/MP information if "Status" is active thus giving plenty of room to show it and not cut into name.
would be all that he would need.
ah forgot the return part :p
For exemple, to display it when a player has the Mark of the fallen champion debuff.
What i want to do is something like that:
If Unit has debuff X, then display icon.
Problem is, i don't know how to translate that in LUA.
Also, is there a way for the lua to display the icon of this specific debuff (with a GetIcon or something like that) ? Or do you have to go look yourself at which icon to display ?
Isn't it possible to set it up so that if the new SetPoint variables for each frame type don't already exist in the SavedVariables file, then it simply sets them to what you have them hard-coded to use by default currently? That would preserve everyone's current layouts while giving us more frame position customization.
BTW, I've already modified my local version to anchor the frames where I want them, but I didn't add any options since I'm the only one using it. I'm hoping this feature gets added eventually, because it's not fun remodifying it every time you release a new alpha.
Wouldn't that be easily doable using the aura module instead?
Feels like a bit of overkill trying to do it in the texts module.
I personally use the Highlight function for Marks to give a bright white highlight on the ppl that has it (I created a aura filter for highlights that contains a lot of vital stuff like deathbringers marks, LK's plague, anubs PC debuff and so on.) Then set thise as filter in the highlights section and set the color to a really pure white color, its very easy to se.