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    posted a message on Pitbull - Bar textures?
    /sigh
    That's what I did.
    And there is no Read Me in the Shared Media folder.

    EDIT:
    Ok, so your response bugged me that you though there should be a read me file.
    On a hunch I did some more searching. Turns out I have SharedMedia-1.0 which I got from SharedMediaLib
    Apparently, SharedMediaLib is not the right item.

    Who would of though that a library of shared media is NOT called SharedMediaLib? Sheesh.
    Posted in: Unit Frames
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    posted a message on Pitbull - Bar textures?
    And then what?

    Documentation seems non-existent.

    The wiki page doesn't say how to use it, and the website link is just a mod potral.
    I tried putting it in the AddOns folder, the PitBull Folder, The Lib folder, but nothing seems to do anything.

    It's not really clear where these files go.
    Posted in: Unit Frames
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    posted a message on Pitbull - Range Check Broken. Known bug?
    /bump

    On further experimentation, both druids get friendly players correct, but hostile players/mobs still always evaluate as in range.
    Priest is still broken as above.

    Really, is this a known bug or something?
    Posted in: Unit Frames
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    posted a message on DogTag - Math, other questions
    It was related to the health display posts.

    I wanted to make a function that would calculate the rate of hp loss, and turn it into a "seconds left to live" If that is < 5 then display health in big red numbers.

    Doesn't look like it's gonna happen

    Also, I already saw the DogTag spec page. The math functions were absent.
    Posted in: General AddOns
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    posted a message on Pitbull - Nifty smart health text
    Ok, it was trickier than I thought, but here are scripts that show MissingHP, then at 33% show CurHP in red, followed by an abbreviated MissingHP,

    Targets:
    [IsFriend?Status:[Text([SureHP?PercentHP:IsGreater(94)?MaxHP!PercentHP:IsLess(34)?CurHP:Red!SmartMissingHP!PercentHP:Percent]
     [white] [PercentHP:IsLess(34)?Text( -)][PercentHP:IsLess(34)?MissingHP:VeryShort])]]
    [IsEnemy?Status:SureHP?CurHP!PercentHP:Percent]


    Raid/Party:
    [Status:[Text([SureHP?PercentHP:IsGreater(94)?~MaxHP!PercentHP:IsLess(34)?CurHP:Red!SmartMissingHP!PercentHP:Percent]
     [white] [PercentHP:IsLess(34)?Text( -)][PercentHP:IsLess(34)?MissingHP:VeryShort])]]


    Player, just for kicks:
    [Status:[Text([PercentHP:IsLess(34)?CurHP:Red!SmartMissingHP]
     [white] [PercentHP:IsLess(34)?Text( -)][PercentHP:IsLess(34)?MissingHP:VeryShort])]]


    Enjoy!
    Disclaimer: Not tested 100%
    Posted in: Unit Frames
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    posted a message on DogTag - Math, other questions
    Not sure if this is the correct spot to ask this.
    If not, let me know where to ask instead.

    How would one perform math functions in the DogTag spec?
    How would one reference the current time?
    Lastly, can a variable be stored?

    I'm using DogTag in PitBull, if that makes a difference.
    Posted in: General AddOns
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    posted a message on Pitbull - Nifty smart health text
    Ok, another update.

    I'm thinking there is still another (low clutter) way to do this.
    Instead of just changing the missingHP to red at varying amounts, you could display the remaing HP in red, at a predetermined point, and collapse the missing HP using VeryShort.
    So you still see missingHP but it is unlikely to be confused with missingHP because of the color and reduced in visibility of missingHP.

    Just tried it... hmmm...
    SmartMissingHP:VeryShort - doesn't format to VeryShort
    MissingHP:VeryShort - does, but without the minus sign, and could stand to be spread out more
    MissingHP:VeryShort:Negate - gives an error.

    If I can figure out how to insert text strings in a conditionals, this might yet work. I'll have to research later though.
    Posted in: Unit Frames
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    posted a message on Pitbull - Nifty smart health text
    Truly, if there was a way to chart the RATE of hp loss and convert that into "seconds left to live" that would be a better indicator of when to make the text red.

    Don't think there is a way to do that with the functions given though. Might be able to put something together if there were math functions, but I didn't see any in the DogTag spec.

    As far as hp loss compared to class...
    I use class colored health bars, and have kind of trained myself to know that light blue health bars drop faster than tan ones.
    I've also made the background color to the health bars to be black, for maximum contrast. So I can easily see low bars.

    But you raise an interesting point.
    I think it could be modified a couple of different ways:

    To be red if: less than 34% AND less than x hp (not sure what a good value is here, 3K maybe?)
    ... PercentHP:IsLess(34)?CurHP:IsLess(3000)?SmartMissingHP:Red!SmartMissingHP!SmartMissingHP ...

    Or

    To have separate % thresholds for each class
    Might be able to use something like:

    ... Class:IsEqual(Warrior)?PercentHP:IsLess(21)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Mage)?PercentHP:IsLess(41)?SmartMissingHP:Red!SmartMissingHP! ... etc.

    Though that could end up to be a very long argument. Might have to worry about buffer size.

    To be honest, this could be a better usage of the red text anyway, as it inherently conveys more useful info. Hmmm, I'm gonna do some testing.

    UPDATE:
    Ok, it seems redundant to do <34% AND <3k hp
    Rather, just replacing PercentHP:IsLess(34)? with CurHP:IsLess(3000)? seems to do the trick well enough.

    Such as:
    [IsFriend?Status:SureHP?PercentHP:IsGreater(94)?
    MaxHP!CurHP:IsLess(3000)?SmartMissingHP:Red!SmartMissingHP!PercentHP:Percent]
    [IsEnemy?Status:SureHP?CurHP!PercentHP:Percent]

    I also found that giving each class a different % threshold works as well (including different druid forms) For those that are interested here is the modified script for that:

    Target Frames
    (Displays maxHP if >94%, else missingHP that turns red at different thresholds. Enemy targets always display curHP or percentage)

    [IsFriend?Status:SureHP?PercentHP:IsGreater(94)?MaxHP!
    Class:IsEqual(Warrior)?PercentHP:IsLess(20)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Paladin)?PercentHP:IsLess(20)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Shaman)?PercentHP:IsLess(30)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Mage)?PercentHP:IsLess(40)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Priest)?PercentHP:IsLess(40)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Druid)?DruidForm:IsEqual(Bear)?PercentHP:IsLess(20)?SmartMissingHP:Red!
    SmartMissingHP!PercentHP:IsLess(35)?SmartMissingHP:Red!SmartMissingHP!
    PercentHP:IsLess(35)?SmartMissingHP:Red!SmartMissingHP!PercentHP:Percent]
    [IsEnemy?Status:SureHP?CurHP!PercentHP:Percent]

    Raid Frames
    (Displays nothing if >94%, else as above, and no enemy option)

    [Status:SureHP?PercentHP:IsGreater(94)?~MaxHP!
    Class:IsEqual(Warrior)?PercentHP:IsLess(20)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Paladin)?PercentHP:IsLess(20)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Shaman)?PercentHP:IsLess(30)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Mage)?PercentHP:IsLess(40)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Priest)?PercentHP:IsLess(40)?SmartMissingHP:Red!SmartMissingHP!
    Class:IsEqual(Druid)?DruidForm:IsEqual(Bear)?PercentHP:IsLess(20)?SmartMissingHP:Red!
    SmartMissingHP!PercentHP:IsLess(35)?SmartMissingHP:Red!SmartMissingHP!
    PercentHP:IsLess(35)?SmartMissingHP:Red!SmartMissingHP!PercentHP:Percent]

    These are set to be red as follows:
    Warrior, Paladin at 20%
    Shaman at 30%
    Mage, Priest at 40%
    Druid (Bear) at 20%
    Druid (any other) at 35%
    Everyone else (Rogue, Hunter, Warlock) at 35%

    But change to whatever you want, obviously.
    Not real sure how much utility this has over using CurHP as a key for red, but it IS level independent.
    Now, I didn't have time to fully test these, so use at your own risk.
    Posted in: Unit Frames
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    posted a message on Pitbull - Mouse over - Missing option
    Mouse over frames don't have an option to color the health bar by class for PvP targets.
    (While mouse over target does.)
    Posted in: Unit Frames
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    posted a message on Pitbull - Range Check Broken. Known bug?
    Ok, so is the range check malfunction a known bug then?
    I've done some searching, but still haven't seen a solution.

    For clarification, Combat Fader is turned off, and shouldn't be interfering

    My priest gets all friendlies as out of range, and all mobs as in range.
    One druid seems to work, except for some screwiness in shat.
    Another druid gets all friendlies to work properly, but all enemies/mobs as in range.

    Looking through the range check lua, I see offensive and defensive spells for some classes and only defensive for others? Don't all classes have different ranges for off/deff spells?
    Posted in: Unit Frames
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    posted a message on PitBull - Buff Questions, Feature Request?
    I'm having trouble filtering buffs. I see the option to filter by my class, but not others. Ideally, I'd like to be able to see if my class buffs are applied, and what HoT might be applied (both my own and others) (Possibly even the presence of DoTs, if it can be done minimally - but that's getting ahead of myself.) Is this possible?

    I think it would be useful to position buffs/debuffs with more options. Say, buffs on bottom/debuffs on top, or buffs inside a bar, or have a number of positions with different filters for each. What can be done here? Something like the way you can assign additional custom texts maybe? Assign additional custom buff/debuff lines?

    Like many people, I keep my raid frames small. As they are small, so are the buff icons. Small buff icons are hard to distinguish. And making them big defeats the purpose of keeping things small.
    This might be far-fetched, but could there be an option of replacing specific buff icons with maybe a colored square? Or even replacing a a buff type with a colored square?
    So I can get a general idea of what's happening at a glance.
    Three green squares? He has three HoTs applied.
    Four red squares? Four DoTs are applied, better start healing now, etc.

    I had modified grid awhile back to (sort of) do this, so I know the concept is a valid one. It was incredibly useful for snap situational awareness. Alas, grid (for me) had some other shortcomings, not to mention maintaining my own modified version was a pain. (Don't worry, it was for my own use, not distributing it!)
    Posted in: Unit Frames
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    posted a message on Pitbull - Bar textures?
    I've been looking through the various layouts.
    Some of them seem to have bar textures that don't appear as options for me.
    Same with fonts.

    Where do I find, and put, new textures?
    As far as fonts, I have a bunch on my system, what do I need to do to make pitbull use them?
    Posted in: Unit Frames
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    posted a message on Pitbull - Nifty smart health text
    So I am liking PitBull very much so far. Still seem to be some major bugs (see other post) but I have high hopes!

    Anyway here is a neat health text (script?tags? - what do you call them?) that I came up with.
    I'm using this for many target frames (target, target's target, focus, focus target, etc.)

    The last thing I ever want to have to parse in the heat of battle is something that looks like:
    1911/2450 | 78%
    That just clutters the bar, and makes the relevant info take longer to read.
    So I wanted something that was smart and changed the visible info depending on the situation.

    I find this works well to keep the display uncluttered, and displaying only the very esential data depending on the situation, and depending if a friend or foe is targeted.

    For friends, out of combat, I like to see what everyone's max hp are. But once they start to lose hp, the max is usless. Now I need to know how much they are missing for healing purposes - arguably, some classes might rather current hp. But whatever.
    For enemies, current hp is the only thing that matters.

    [IsFriend?Status:SureHP?PercentHP:IsGreater(94)?
    MaxHP!PercentHP:IsLess(34)?SmartMissingHP:Red!SmartMissingHP!PercentHP:Percent]
    [IsEnemy?Status:SureHP?CurHP!PercentHP:Percent]

    Explanation:
    If a friend is targeted, it checks the percentage of health.
    If it is >94% it simply displays the max hp.
    Once hp drops to 94% it switches to a missing health display.
    If hp drops below 33% then the missing hp are displayed in red.
    If exact hp are not known, then a simple percentage is listed.

    For enemy units it is similar, except that current hp are always displayed if known, otherwise a percentage.

    If any target is dead, it shows the dead info.

    I have a similar display for raid, and party frames. The difference is that they display nothing if hp are >94%. Even less clutter, for smaller frames and also makes hurt units stand out better. If you see numbers, someone is hurt. Red numbers, very hurt.

    As pary/raid members are usualy friendly, I removed the enemy options.

    [Status:SureHP?PercentHP:IsGreater(94)?~MaxHP!PercentHP:IsLess(34)?
    SmartMissingHP:Red!SmartMissingHP!PercentHP:Percent]

    Use if you want.
    Comments?
    Posted in: Unit Frames
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    posted a message on PitBull - Range Check, Profiles, Other questions
    Ok, an update.

    Range check on my priest is still completely broken.
    All non-mobs are faded. All mobs are not faded.

    I tried turning range check on and off, reloading, and tried it with the combat fader both on and off.
    Combat fader works, range check doesn't.

    Also, I have figured out what you mean by using individual frame layouts to transfer settings, though it is incomplete. I still have to tweak much by hand, (position, size, and a few other random things) but is slightly less painful now.
    Posted in: Unit Frames
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    posted a message on PitBull - Range Check, Profiles, Other questions
    Quote from Seerah »

    1. CombatFader module

    Is turned off. However, it seems to have something to do with wheter or not the target is a "legal" target or not. NPC range fade seems to work in org, but is screwy in shat. Maybe because of the sanctuary status? Dueling players are not legal targets for heals and such.


    2. There are bug reports on jira about transferring profiles. If you want the same profile across toons, use default. If you want some things the same, but want to be able to move/tweak things per character, then save the layout of a frame, name it, and select that layout on the other character (ie, Player->Other->Layout)

    Doesn't work. Default looks different across characters. As are class profiles. If I try to copy a profile, it doesn't. If I try to load a profile, it doesn't, and trashes the current profile.

    Now as for layouts, I can't seem to save any. But that's something different than profiles, no?


    3. Top level of your PitBull menu = Config Mode

    So I see. Thank you.


    4. Custom text, use the dogtag [Outline] before your tags. See the dogtag wiki for more info

    Already tried that. Outline is different that bold.
    Posted in: Unit Frames
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