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    posted a message on [Pitbull] Lag Issue When Raid Member Joins/Leaves
    Yeah, any complex dogtags on the raid frames increase the group swap lag quite a bit. I removed one of my tags and updated another one so its quite a bit less complex so we'll see tonight if it decreased my swap lag at all.
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Quote from pqee »

    Pitbull now comes with LibMobHealth which tracks health on units, like MobHealth does.

    The new SureHP is [HP(known=true)]

    You can try this tag and see if it does what you want:
    [IsFriend? (IsMaxHP? MaxHP! (-MissingHP))! PercentHP:Percent]

    Only problem is I can't figure out why the % sign isn't showing. PercentHP:Percent by itself works fine but in this tag the % wont' show up.


    [(if IsFriend then
      (if not HP(known=true) then
        PercentHP:Percent
      else
        (if not Status then
          HP
        end)
      end)
    end) (if IsFriend then
      (if HP(known=true) then
        (Status | (-MissingHP):Hide(0):Short:Color("ff7f7f"))
      end)
    else
      (Status | (if not HP(known=true) then
        PercentHP:Percent
      else
        FractionalHP:Short PercentHP:Percent:Paren:Prepend(" ")
      end))
    end)]


    That may be more like what you want. Its what I currently use :)
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    [if not PvP then
      (if (HasAura("Alchemist's Stone") and (MissingMP >= 3800) then
        "Mana Pot!"
      end) (if (not HasAura("Alchemist's Stone")) and (MissingMP >= 2200) then
        "Mana Pot!"
      end)
    end]


    Try that, All I did was each sub if statement in its own parenthesis. Oh I also got rid of the unit="player" stuff since I assume you will only be using it on your own frame which means its not really needed :)
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Try putting a space between MissingMP and the operator and then the number (eg. MissingMP >= 3080).

    Also, I suggest putting parenthesis around it like this

    [if (not PvP(unit="player")) then
    	if((HasAura("Alchemist's Stone",unit="player") & (MissingMP >= 3080)) then
    		"Mana Pot!"
    	end)
    	if(((not HasAura("Alchemist's Stone",unit="player")) & (MissingMP >= 2200)) then
    		"Mana Pot!"
    	end)
    end]
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Here is a Tag I made for my raid and party frames name Tag. What it will do is put an innervate icon in front of the name of any player who is bellow 20% mana, is a druid or a priest, and does not already have innervate. I find it quite handy :)

    [(if (IsMana and (PercentMP < 20) and ~HasAura("Innervate") and ((Class = "Druid") or (Class = "Priest"))) then
      "Interface\Icons\Spell_Nature_Lightning":Icon(12)
    end) Name]


    One thing that would be awesome if there was someone to check the cooldown of my own innervate and if its not up then don't display the icons. Something like the following:
    if GetCooldown("Innervate") = 0


    It would probably have to take into account the global cooldown though. Otherwise shit would probably flash every time you cast a spell.
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Yeah, thats what I figured. Damn.
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Quick Question. Is AuraDuration able to read the time left of a curse on a friend player in your party/raid.

    Specifically I'm trying to do the following for the Kalecgos fight but since I have already killed the boss this week so I cant test it :)
    [if AuraDuration("Curse of Boundless Agony") < 18 then "DECURSE":Fuchsia]

    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Quote from pqee »

    You could use
    [if TargetingList:Contains([Name:(unit="Player")]) then
    ...



    not only does that not work it creates a syntax error. I did change it to [Name(unit="Player")] and it just says unknown unit.
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Question RE:
    [if TargetingList:Contains("Sooprcow") then
      (NumTargeting - 1):Hide(0):Green
    else
      NumTargeting:Hide(0):Green
    end]


    Is there anyway to replace the "Sooprcow" with a variable? I tried player but it doesn't work.
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Quote from Ellipsis »

    Yup, that's what known does. For example, [HP(known=true)] will return the current HP if the HP is known (i.e. not a percentage), otherwise it will be blank.


    Awesome, updated my previously posted health string :)
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    While I'm here I may as well ask. Is there any other way of figuring out if the target's health is being returned as a percentage other then "if MaxHP = 100"
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Quote from Zeddica »

    Hello After updating my dogtags to 2.4 versions I got basicly every single one of them working except:

    Target hp:
    Friendly player max hp: display max HP
    Friendly player missing hp: show deficet
    Hostile player/mob show current hp and % of hp. (so like 3k | 70%)


    Okay, this is what I'm using right now

    Friendly Player in Party: CurrentHP - Missing HP (Hide Missing if 0)
    Friendly Player not in Party or is NPC: Percent HP (eg 100%)
    Enemy Player/NPC: PercentHP. If MobHealth is active then Current HP / Max HP (Percent HP)

    All of these will correctly display the Status of the player/npc if they are dead.

    [(isFriend ? (not HP(known=true) ? PercentHP:Percent ! (not Dead ? HP))) (isFriend ? (HP(known=true) ? (Status | (-MissingHP):Hide(0):Short:Color("ff7f7f"))) ! ((Status | (not HP(known=true) ? PercentHP:Percent ! FractionalHP:Short PercentHP:Percent:Paren:Prepend(" ")))))]

    Posted in: Unit Frames
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    posted a message on Pitbull/Banzai Aggro color.
    I love you both.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Any status updates on the agro alert module? The whole flashing this is getting kind of old now.
    Posted in: Unit Frames
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    posted a message on [PitBull] IMPORTANT - Aura module rewrite.
    So RE my previous post, it seems like it may have something to do with groups changing in or out of combat. It seemed to fix itself after I died and released from the instance then zoned back in. Of course I did this testing on the PTR but I'm not sure how much of a difference that will make.
    Posted in: Unit Frames
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