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Apr 14, 2008Yeah, 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
Apr 13, 2008Posted in: Unit FramesQuote 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 :)
Apr 7, 2008Posted in: Unit Frames
[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 :)
Apr 7, 2008Try putting a space between MissingMP and the operator and then the number (eg. MissingMP >= 3080).Posted in: Unit Frames
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]
Apr 7, 2008Here 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 :)Posted in: Unit Frames
[(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.
Apr 4, 2008Quick Question. Is AuraDuration able to read the time left of a curse on a friend player in your party/raid.Posted in: Unit Frames
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]
Apr 2, 2008Posted in: Unit FramesQuote 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.
Apr 1, 2008Question RE:Posted in: Unit Frames
[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.
Mar 30, 2008Posted in: Unit FramesQuote 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 :)
Mar 30, 2008Posted in: Unit FramesQuote from Zeddica »
Hello After updating my dogtags to 2.4 versions I got basicly every single one of them working except:
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(" ")))))]
Mar 7, 2008So 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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