Is there a way to stop those "..." dots when the frame is out of space for text, without using a static truncate figure? Sorry I'm tired so I'm probably a bit difficult to understand, but here's what I mean:
When I target King Magni Bronzebeard, my Pitbull target frame text says:
King Magni Bronzeb 73B Hu... 100%
When I target Ironforge Guard, target frame text says:
Ironforge Guard 65 Humanoid 100%
So basically what I asked was if there was a way to get rid of those 3 dots without having to do CreatureType:Truncate(4, nil), i.e. automatically do
King Magni Bronzeb 73B Huma 100% so that at other times it doesn't look like
Sraaz 30 Huma (lots of space) 100% but Sraaz 30 Humanoid 100%.
Or is there some other workaround that doesn't include truncating the name to less than 18 characters? Those dots are wasting good character space :P
Is there a way to stop those "..." dots when the frame is out of space for text, without using a static truncate figure? Sorry I'm tired so I'm probably a bit difficult to understand, but here's what I mean:
When I target King Magni Bronzebeard, my Pitbull target frame text says:
King Magni Bronzeb 73B Hu... 100%
When I target Ironforge Guard, target frame text says:
Ironforge Guard 65 Humanoid 100%
So basically what I asked was if there was a way to get rid of those 3 dots without having to do CreatureType:Truncate(4, nil), i.e. automatically do
King Magni Bronzeb 73B Huma 100% so that at other times it doesn't look like
Sraaz 30 Huma (lots of space) 100% but Sraaz 30 Humanoid 100%.
Or is there some other workaround that doesn't include truncating the name to less than 18 characters? Those dots are wasting good character space :P
use Truncate and set it to the max amount of letter it can fit (incl that space the dots use up) and add the nil, i use that to fit long names into my ToT frame (max lengt it can hold without stuff pouring over the edges or is 18)
use Truncate and set it to the max amount of letter it can fit (incl that space the dots use up) and add the nil, i use that to fit long names into my ToT frame (max lengt it can hold without stuff pouring over the edges or is 18)
Mm yea but that results in aforementioned "Boar 12 Beas" (doesn't look nice :P) if you're talking about truncating the CreatureType. I guess I'll have to make the frame a bit wider and play around with different abbreviations and find something I might be happy with :P
Mm yea but that results in aforementioned "Boar 12 Beas" (doesn't look nice :P) if you're talking about truncating the CreatureType. I guess I'll have to make the frame a bit wider and play around with different abbreviations and find something I might be happy with :P
Maybe split the info into separate texts?
Bit hard to tell without knowing what ur frame looks like.
I use a custom tag that shows that info in a short (5 letters 2 spaces) format aligned to the right side of the name/info bar:
XX YY Z
XX = level (difficulty colored)
YY = type (E/B/R/RE) Elite Boss Rare and Rare Elite (Color coded Gold/Red/Silver)
Z = class (H/U/B/E/M) Humanoid Undrad Beast Elemental Mechanical, unknown/not specified are hidden (dun remeber if there are anymore atm) (Color White)
XX = level (difficulty colored)
YY = type (E/B/R/RE) Elite Boss Rare and Rare Elite (Color coded Gold/Red/Silver)
Z = class (H/U/B/E/M) Humanoid Undrad Beast Elemental Mechanical, unknown/not specified are hidden (dun remeber if there are anymore atm) (Color White)
I guess I should do that too.
But what's wrong with this tag anyway (this is the custom name tag I use that is positioned to frame-outside, above-left):
[Outline][(IsEnemy ? Name:HostileColor ! Name):Truncate(20, nil)] [(AFK or DND):Angle] [((if Classification:Contains("Boss") then
"73"
else
Level
end) ShortClassification):DifficultyColor] [IsPlayer ? Class ! CreatureType]
The [(IsEnemy ? Name:HostileColor ! Name):Truncate(20, nil)] part works in a weird way. I had Truncate(15,nil) and it showed Scalding Whelp as Scald. Now I have Truncate(20,nil) and Scalding Whelp is "Scalding W". How does that character count work exactly? Why is it -10 the amount I want to show?
But what's wrong with this tag anyway (this is the custom name tag I use that is positioned to frame-outside, above-left):
[Outline][(IsEnemy ? Name:HostileColor ! Name):Truncate(20, nil)] [(AFK or DND):Angle] [((if Classification:Contains("Boss") then
"73"
else
Level
end) ShortClassification):DifficultyColor] [IsPlayer ? Class ! CreatureType]
The [(IsEnemy ? Name:HostileColor ! Name):Truncate(20, nil)] part works in a weird way. I had Truncate(15,nil) and it showed Scalding Whelp as Scald. Now I have Truncate(20,nil) and Scalding Whelp is "Scalding W". How does that character count work exactly? Why is it -10 the amount I want to show?
That is odd. Maybe it's counting the DifficultyColor codes before truncating? Try this and see if it's any different, if not try taking out the [Outline] tag and see if anything changes.
That is odd. Maybe it's counting the DifficultyColor codes before truncating? Try this and see if it's any different, if not try taking out the [Outline] tag and see if anything changes.
It does have something to do with hostile targets (-> :HostileColor?) cause it works fine with neutral / friendly but is -10 with hostile targets. Your suggestion however gives a syntax error, but I can't see why. :)
It does have something to do with hostile targets (-> :HostileColor?) cause it works fine with neutral / friendly but is -10 with hostile targets. Your suggestion however gives a syntax error, but I can't see why. :)
I'd love to do some mathematical work with the +spell damage numbers, but there's no way to compensate for them, especially as they keep changing with buffs and debuffs.
I am having some troubles with the 3nd Version of Dog Tags. What I wanted to do is: Showing me some letters for buffs/debuffs/other stuff for party/raid members. (Something like Perfect Raid does)
1. The Threat thing is not working. I only want to get an A (or/and a dot) when a partymember has aggro from a mob (not only my target Mob) - bevore I can see his Hitpoints going down.
2. Counting and showing Rejuvenation, Renew is working. Only it does not show Rn - but RN...
3. Would be nice to get an if-then-else function for the shield. Something like this:
1. I don't think there's anyway to use Dogtags to flag when someone has aggro. Your code is checking if they have an aura/buff etc... called "Threat" which doesn't exist.
2. I thin your Rejuv works, you just have it set to show the same as Renew so it only looks like only Renew works. Both show "Rn" in green. Change rejuve to "Rj" or something. You say it's showing "RN" instead of "Rn" but I don't see anywhere in the code it's supposed to show "RN". I only see "Rn".
3. There is somewhat of an if then else. Try this, :
[HasAura("Power Word: Shield")? "Sh":Yellow!(HasAura("Weakened Soul")? "Sh":Red)]
Hello, i have following Problem:
I?m using ruRU Client and trying to use following Tag:
[if ~HasAura("Боевой крик") or ~HasAura("Командирский крик") and InCombat then
ThickOutline "S":Red
end]
The goal ist to have a big, red "S" in the frame, if I forget to use Battle or Commanding Shout. But after typing this into Pitbull config russian letters turn to numbers like this:
[if (~HasAura("\208\145\208\190\208\181\208\178\208\190\208\185 \208\186\209?\208\184\208\186") or ~HasAura("\208\154\208\190\208\188\208\176\208\189\208\180\208\184\209?\209\129\208\186\208\184\208\185 \208\186\209?\208\184\208\186")) and InCombat then
ThickOutline "S":Red
end]
and this code don?t work. By using only 1 Shout it works perfectly. I guess it fails because it can?t resolve two number strings. Is there a workaround or how can I make this code work?
Hello, i have following Problem:
I?m using ruRU Client and trying to use following Tag:
[if ~HasAura("Боевой крик") or ~HasAura("Командирский крик") and InCombat then
ThickOutline "S":Red
end]
The goal ist to have a big, red "S" in the frame, if I forget to use Battle or Commanding Shout. But after typing this into Pitbull config russian letters turn to numbers like this:
[if (~HasAura("\208\145\208\190\208\181\208\178\208\190\208\185 \208\186\209?\208\184\208\186") or ~HasAura("\208\154\208\190\208\188\208\176\208\189\208\180\208\184\209?\209\129\208\186\208\184\208\185 \208\186\209?\208\184\208\186")) and InCombat then
ThickOutline "S":Red
end]
and this code don?t work. By using only 1 Shout it works perfectly. I guess it fails because it can?t resolve two number strings. Is there a workaround or how can I make this code work?
You probably want this instead (change in bold):
[if ~HasAura("Боевой крик") and ~HasAura("Командирский крик") and InCombat then
ThickOutline "S":Red
end]
since you want to check if you have neither of them, rather than if you don't have both.
Any way to show a number of a debuff applied on target? for example Warriors Sunder Armor stacks 5 times.. would like to see how many is active on my target.
Currently using this code. Works fine, shows Icon and Duration left. Doesn't show how many sunders on target.
[[if IsEnemy then
(if AuraDuration("Sunder Armor", unit="target") >= 11 then
Icon("Interface/Icons/Ability_Warrior_Sunder", size=30) AuraDuration("Sunder Armor"):Round:Green:Paren
elseif (AuraDuration("Sunder Armor", unit="target") < 11) and (AuraDuration("Sunder Armor", unit="target") >= 6) then
Icon("Interface/Icons/Ability_Warrior_Sunder", size=30) AuraDuration("Sunder Armor"):Round:Color("ffff00"):Paren
elseif (AuraDuration("Sunder Armor", unit="target") < 6) and (AuraDuration("Sunder Armor", unit="target") >= 3) then
Icon("Interface/Icons/Ability_Warrior_Sunder", size=30) AuraDuration("Sunder Armor"):Round:Color("ff8800"):Paren
elseif (AuraDuration("Sunder Armor", unit="target") < 3) and (AuraDuration("Sunder Armor", unit="target") > 0) then
Icon("Interface/Icons/Ability_Warrior_Sunder", size=40) AuraDuration("Sunder Armor"):Round:Red:Paren
else
"Sunder Armor":Red
end)
end]]
*EDIT* I figured it out.. I made a few changes as well, removed the icon with Text..\
IDK if this is the official Dogtag thread, but Dogtag 3.0 seems to be completely broken in the new build on the Beta (8962). Dogtags arent working in Pitbull or Cowtip.
I am having a bit of trouble getting a color tag on my target health text.
My whole setup was actually working fine, then i changed my targets heath to also show percentage, now the text color on that part only is showing as white rather than the off white/ grey color I had.
I have tried adding the tag that it had before for color, however, I must be messing something up as it is not working.
This the tag for my "Player frame heath text":
[Status or FractionalHP(known=true):Color("BBBBBB") or PercentHP:Percent:Color("BBBBBB")]
that is the color that I want on this new tag for the "Target frame health text" :
[Status or (FractionalHP:Short ' | ' PercentHP:Percent)]
If someone can sghow me how exactly to add tjhe color tag to the above line for it to work correctly i would be much appreciated.
I have read and read the dog tag wiki..and I cannt get this to work.
I have added the :color("BBBBBB") but to no avail...thanks Smiley
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When I target King Magni Bronzebeard, my Pitbull target frame text says:
King Magni Bronzeb 73B Hu... 100%
When I target Ironforge Guard, target frame text says:
Ironforge Guard 65 Humanoid 100%
So basically what I asked was if there was a way to get rid of those 3 dots without having to do CreatureType:Truncate(4, nil), i.e. automatically do
King Magni Bronzeb 73B Huma 100% so that at other times it doesn't look like
Sraaz 30 Huma (lots of space) 100% but Sraaz 30 Humanoid 100%.
Or is there some other workaround that doesn't include truncating the name to less than 18 characters? Those dots are wasting good character space :P
use Truncate and set it to the max amount of letter it can fit (incl that space the dots use up) and add the nil, i use that to fit long names into my ToT frame (max lengt it can hold without stuff pouring over the edges or is 18)
Mm yea but that results in aforementioned "Boar 12 Beas" (doesn't look nice :P) if you're talking about truncating the CreatureType. I guess I'll have to make the frame a bit wider and play around with different abbreviations and find something I might be happy with :P
Maybe split the info into separate texts?
Bit hard to tell without knowing what ur frame looks like.
I use a custom tag that shows that info in a short (5 letters 2 spaces) format aligned to the right side of the name/info bar:
XX YY Z
XX = level (difficulty colored)
YY = type (E/B/R/RE) Elite Boss Rare and Rare Elite (Color coded Gold/Red/Silver)
Z = class (H/U/B/E/M) Humanoid Undrad Beast Elemental Mechanical, unknown/not specified are hidden (dun remeber if there are anymore atm) (Color White)
I guess I should do that too.
But what's wrong with this tag anyway (this is the custom name tag I use that is positioned to frame-outside, above-left):
The [(IsEnemy ? Name:HostileColor ! Name):Truncate(20, nil)] part works in a weird way. I had Truncate(15,nil) and it showed Scalding Whelp as Scald. Now I have Truncate(20,nil) and Scalding Whelp is "Scalding W". How does that character count work exactly? Why is it -10 the amount I want to show?
That is odd. Maybe it's counting the DifficultyColor codes before truncating? Try this and see if it's any different, if not try taking out the [Outline] tag and see if anything changes.
It does have something to do with hostile targets (-> :HostileColor?) cause it works fine with neutral / friendly but is -10 with hostile targets. Your suggestion however gives a syntax error, but I can't see why. :)
The problem is that Hostilecolor is put after Truncate.
Truncate needs to be the last modifier.
will work just fine
I'd love to do some mathematical work with the +spell damage numbers, but there's no way to compensate for them, especially as they keep changing with buffs and debuffs.
Why are there all the math functions? Like Logs, degrees, radians, pi.......how is this stuff going to help make a useful tag?
Some of them are used in more advanced functiond for example to make texts flash when a remaning time on buffs is short and simmilar.
I am using this Code:
[(HasAura("Threat") ? ".A":Color("FF0000")) NumAura("Regrowth"):Hide(0, 1) (HasAura("Regrowth") ? "Re":Green) NumAura("Rejuvenation"):Hide(0, 1) (HasAura("Rejuvenation") ? "Rn":Green) NumAura("Renew"):Hide(0, 1) (HasAura("Renew") ? "Rn":Green) (HasAura("Power Word: Shield") ? "Sh":Yellow) (HasAura("Weakened Soul") ? "Sh":Red)]
1. The Threat thing is not working. I only want to get an A (or/and a dot) when a partymember has aggro from a mob (not only my target Mob) - bevore I can see his Hitpoints going down.
2. Counting and showing Rejuvenation, Renew is working. Only it does not show Rn - but RN...
3. Would be nice to get an if-then-else function for the shield. Something like this:
(if HasAura("Power Word: Shield") then "Sh":Yellow) else HasAura("Weakened Soul") ? "Sh":Red)
But I am getting errors with everthing I am trying this way.
Help, please!
2. I thin your Rejuv works, you just have it set to show the same as Renew so it only looks like only Renew works. Both show "Rn" in green. Change rejuve to "Rj" or something. You say it's showing "RN" instead of "Rn" but I don't see anywhere in the code it's supposed to show "RN". I only see "Rn".
3. There is somewhat of an if then else. Try this, :
[HasAura("Power Word: Shield")? "Sh":Yellow!(HasAura("Weakened Soul")? "Sh":Red)]
I?m using ruRU Client and trying to use following Tag:
The goal ist to have a big, red "S" in the frame, if I forget to use Battle or Commanding Shout. But after typing this into Pitbull config russian letters turn to numbers like this:
and this code don?t work. By using only 1 Shout it works perfectly. I guess it fails because it can?t resolve two number strings. Is there a workaround or how can I make this code work?
You probably want this instead (change in bold):
[if ~HasAura("Боевой крик") and ~HasAura("Командирский крик") and InCombat then
ThickOutline "S":Red
end]
since you want to check if you have neither of them, rather than if you don't have both.
Currently using this code. Works fine, shows Icon and Duration left. Doesn't show how many sunders on target.
*EDIT* I figured it out.. I made a few changes as well, removed the icon with Text..\
New Code
[if HasAura("stance") then "boo"] doesn't work.
Any ideas?
I am having a bit of trouble getting a color tag on my target health text.
My whole setup was actually working fine, then i changed my targets heath to also show percentage, now the text color on that part only is showing as white rather than the off white/ grey color I had.
I have tried adding the tag that it had before for color, however, I must be messing something up as it is not working.
This the tag for my "Player frame heath text":
[Status or FractionalHP(known=true):Color("BBBBBB") or PercentHP:Percent:Color("BBBBBB")]
that is the color that I want on this new tag for the "Target frame health text" :
[Status or (FractionalHP:Short ' | ' PercentHP:Percent)]
If someone can sghow me how exactly to add tjhe color tag to the above line for it to work correctly i would be much appreciated.
I have read and read the dog tag wiki..and I cannt get this to work.
I have added the :color("BBBBBB") but to no avail...thanks Smiley