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    posted a message on PitBull 4.0
    @Aoris

    I can see no way to do this reliably for solo and group use. The only way I see to make it work is to create TWO layouts for each group - one layout with the picture if you want it, and the health bar, the other layout with the power bar (mana/rage/energy), and then use two separate groups to allow you to show both layouts at the same time. It's a clunky setup, at best, and would only work for a setup that does not separate the player frame from the party frames, and I have not found a way to replicate this layout for targets, focus, pets, etc. I would think you are looking at some pretty major code rewrites to do what you want.

    Sorry I could not find more information for you.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    @Touche

    Pitbull stores it's layout profiles in a .lua file in your WTF folder. I see no reason you could not simply have someone send you their PitBull4.lua file, and have you place it manually inside the folder heirarchy. It would need to go in
    WTF\Account\<YourAccountName>\SavedVariables\PitBull4.wtf
    


    Feel free to give it a shot. I've attached my pitbull config, in zip format. It's designed to be used in a setup where you have the lower-middle of the screen empty for unit frames.. well, screenshot attached as well. The bottom unit frame becomes a group of 5, or 10 for groups or up to 10 man raids, and then the frames change to be more lean in a 15 - 40 man raid / battleground. I use clique so I can target, heal, rez, rez-as-a-ghoul, innervate, etc anyone by using the unit frames down there, and then the top unit framers I have setup just because I am more comfortable having myself and my target health and power bars "in my face". Still needs work, but for now, it works for me :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    @anim3fan

    What you are trying to do is a rather complex buff filtering scenario. It certainly CAN be done, but will require some pretty creative filtering.

    Open the pitbull config, then look at the Modules listing (click the + beside Modules) and then expand the Aura module (again, click the + beside Aura). There is an option named "Aura filter editor" which is where you can perform (de)buff miracles. From within there, you can open the advanced editor, and enable / disable / filter any buffs, debuffs, and effects you like. The problem, really, is that you have to enable or filter out only the debuffs or buffs you want to see, which requires you to know whether the effect is classified as a buff, or debuff, and what it's name is, AND to do this for every buff/debuff you want to track on the boss / target.

    Personally, I have all auras disabled on my unit frames, other than my own HoTs, and I use a separate buff addon for the more complicated filtering. I did dabble a little in the Pitbull aura filtering ideas when I was healing in ToC, as I needed to be able to see the penetrating cold debuff on players. It was not an easy chore to set it up (and test it, usually at the expense of a raid wipe).

    But play with it, and see if you can come up with something. I know Pitbull can do it, it's just a bit of work to get there :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    @JohnCover

    If you don't care about <AFK> <DND> tags, this will work:

    local r,g,b = ClassColor(unit)
    return '|cff%02x%02x%02x%s|r ',r,g,b,string.sub(Name(unit),1,8)
    


    Replace the ,8 with however many characters you need.

    To get fancy, you can include the ... (I looked it up ;)) for names that are truncated. Say for example, you want to truncate names longer than 12 characters, as you only have room for 12 characters. To append the ... takes 3 characters, so you have to truncate at 9 charactrers to leave room for ...

    local r,g,b = ClassColor(unit)
    if  string.len(Name(unit)) > 12 then
      return '|cff%02x%02x%02x%s...|r ',r,g,b,string.sub(Name(unit),1,9)
    else 
      return '|cff%02x%02x%02x%s|r ',r,g,b,Name(unit)
    end
    


    Enjoy :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quoted from a post I made at the top of two pages back:
    Yes. Go into Layout Editor. Select the layout you want to truncate the name for. Go to Texts tab, and create a new text - call it "Name-Short" if you want to keep it simple.

    Set type to Lua Texts. Select attach point, location, position font etc. For code, select "Custom" and put the following in:


    return '%s',string.sub(Name(unit),1,8)
    

    You can change 8 to any length you like. I have Events set to "PLAYER_FLAGS_CHANGED,UNIT_NAME_UPDATE" just to keep it the same as it was

    Hope that helps.


    It does not truncate based on frame size, but on name length. A quick physical count of the letters should give you an idea how many characters you need. I'm sure some more advanced coding which I have not got the time to experiment with, could create an if/then statement to append the "..." to the end of a truncated name. Not 100% what you were after, but I think it's probably sufficient, based on what I see in your screenshot.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Personally, I didn't see it being something I woudl use. As my unit frames are all down bottom center, it's not where I look for aggro. I use the name plates for threat (Tidy Plates / Threat Plates). Up and visible, and easily click-targeted.

    I could see for a paladin or a warior who have friendly-target abilities to pull aggro (righteous defence) off friendly (read: healers) targets, how this could be a nice upgrade and if I ever roll one, I might just add it. But for now, woudl not help me at all.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Although I am not familiar with any possible methods to hide raidframes based on spec, I would like to toss out an option.

    Personally, I have a dps/resto druid, and I don;t use HB any longer for healing. I have found that Clique can be configured to do the same job (or more) and with some creative filtering in Pitbull, you can see the buffs / debuffs on the frames that you need / want to see to make healing a breeze. This provides me with even greater flexibility, as I am able to also macro things like my DK's raise ally (same key-combo as my battle rez, which is available to me in both resto and DPS forms), my mage's Focus Magic, or even a simple heavy frostweave bandage... All at the lick of a button on the raid frames.

    My guess is you would need to look in to either a script or an additional addon that could show and hide frames based on events, if you want to stick with Healbot and hiding your raidframes in resto spec :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    @Boomgarden
    Ok, so here's the thing. For "party" frames, and "Raid" frames, they are two separate "groups". First, create a "layout" in the layout editor for party frames (and another one for raid frames if you want the to be different /show less (ie no portriats?))

    Now, click on the Groups itme on the left. Select "Party" from the dropdown for "Current Group". Ensure the "Unit Group" is set to party as well and then adjust as you see fit. Here's the part I suspect you missed. Create a NEW group. Call it "raid" or "Raid G1" (I use that for group one of my raid). Then under unit group, select "raid". Customise as needed from there. Rinse and repeat is you want more groups / frames for raid groups, tanks, etc.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Yes. Go into Layout Editor. Select the layout you want to truncate the name for. Go to Texts tab, and create a new text - call it "Name-Short" if you want to keep it simple.

    Set type to Lua Texts. Select attach point, location, position font etc. For code, select "Custom" and put the following in:

    return '%s',string.sub(Name(unit),1,8)


    You can change 8 to any length you like. I have Events set to "PLAYER_FLAGS_CHANGED,UNIT_NAME_UPDATE" just to keep it the same as it was :)

    Hope that helps.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    And FWIW... I'm using "Pitbull version 4.0.0-beta9

    And just on a whim, I upgraded to the latest alpha (4.0.0-beta9-31-gd3b7b01) and the issue is no longer present. Joining a raid, my frames now show up.

    Strange, but true.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    I've got a neat issue here...

    I have setup my raid frames, player frames, party frames, and so on.

    It works liek a charm for 5 man groups. My player, target, ToT and pet show up fine. My 5 party members also show up fine.

    I flip the thing over to a raid... and all my frames disappear.

    Here's the fun part.

    I load pitbull's config.. I set config mode to "raid 10" and all 10 frames show up where they should be.. I set the config back to disabled... and all my raid frames work as intended. I drop group, and the frames revert back to solo mode. Rejoin a raid, frames all gone. Load config, set to raid, then disabled and frames work again.

    I'm stumped. This is a fresh WoW install, and Pitbull was one of the first addons I installed. Any ideas?
    Posted in: Unit Frames
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    posted a message on kgPanels Offical Thread
    Okso using some rather cheaply made Minor Wizard oil, and an old staff I had in the bank (Ahune's awesome scythe), I tested the code. We fail. LOL - Since the Update gets triggered many times a second in the game, it just grows the frame infinitely wide. NOT quite the behaviour we want.

    Have to put some kind of a flag in there to somehow check and see "Was the mainhand enchanted when the event was triggered? If it was, and it still is, do nothing. If it was and is not anymore, take one buff away from the count. Otherwise, if the waeapon was NOT enchanted, and is still not, do nothing, however if it was not enchanted and is now, Add one to the buff count".

    I'll experiment and post an update when I have working code...
    Posted in: General AddOns
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    posted a message on kgPanels Offical Thread
    I just did a quick search, and the buffs you are counting will not count any temporary weapon enchants, such as imbues, oils, and stones. Look in to GetWeaponEnchantInfo().

    I'm thinking right after this:
    self.helpful_aura_count = 0
    for i=1,40 do
    local B=UnitBuff("player",i);
    if B then
    self.helpful_aura_count = self.helpful_aura_count + 1
    end
    end
    


    You could add something like....

    local mhHasEnchant, _, _, ohHasEnchant, _, _ = GetWeaponEnchantInfo()
    if mhHasEnchant = 1 then
    self.helpful_aura_count = self.helpful_aura_count + 1
    end
    if ohHasEnchant = 1 then
    self.helpful_aura_count = self.helpful_aura_count + 1
    end
    


    And since I hacked this togehter as a non-coder, while WoW was undergoing maintenance today. I have no way of testing it, but I think I got it right ;)

    GetWeaponEnchantInfo only works for the player, not any arbitrary target, and returns hasMainHandEnchant(nil/1), mainHandExpiration(number), mainHandCharges(number), hasOffHandEnchant(nil/1), offHandExpiration(number), offHandCharges(number). Hope that helps.... or at least helps someone else clean up the code, or streamline it.

    The conditionals may not need the = 1 condition, since they should return nil if there is no temporary enchant, so i ohHasEnchant should work just as well, saving a few characters in the code.. Don;t quote me on it ;)
    Posted in: General AddOns
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    posted a message on kgPanels Offical Thread
    Ok so the previous issue is now 100% resolved. By messing with the strata, and mouse intercepts, I have the frame exactly how I want it, and the alpha works great too.. Next issue: Is there a way to delay script actions?

    ie. I currently have it setup so that the Alpha is .5 on load, and on Enter, it goes to 1. On Leave it goes back to .5. However, because of the controls and strata, when I mouse IN to a chat box, and then OVER a player name, the panel detects that as mousing out, and reverts the alpha to .5 again. Is thre a way to delay that so that for those half seconds where you mouse over a control, or a player, the script does like a 1.5 second delay, and then you are back in the frame, so it never switches the alpha, or is this just a bit too complex for the script system to handle?

    Thanks again for all the help - This Add On is so far, the single most valueable one I have got. I LOVE the flexability to create a 100% custom UI that looks, and feels EXACTLY how I want it to :)
    Posted in: General AddOns
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    posted a message on kgPanels Offical Thread
    Tried the SetAlpha( 0 ) and ( 1 ) options on the onload, and enter/leave sections - No love.

    I created a new frame, left it default (parent and anchor were UIParent). Shaded background, and tooltip border (Left 100% default as it was created)

    Frame was visible upon creation. As soon as I put the self:SetAlpha( 0 ) in the OnLoad section, the frame disappeared (so I know seeting the alpha is working). I added the self:SetAlpha( 1 ) to the OnEnter section, and self:SetAlpha( 0 ) to the OnLeave section. The frame does not reappear when mousing over where it was. I changed the alpha to 1 in the onload, and it appears, so I know it is still there. However, Mousing over the frame, and calling a keybound macro /print GetMouseFocus():GetName() returns simply "WorldFrame", and I think this is the root of the problem with my OnEnter and OnLeave scripts - the system is not seeing the mouse over the kgPanels frames. I have attempted to adjust the strata of the fames in kg - none of them make a difference, and neither does the level slider (1-20 - same results).

    I DID attempt to tie in the other script using a putbull unit frame. I tried the OnUpdate code you posted, and no change. The kgPanels simply remained in their defautl state (be that hidden, or shown). When I use the GetMouseFocus macro over the pitbull frame, it does identify it properly.

    ** Edit** Ok, so I just found on a wiki somewhere, that in order for the OnEnter and OnLeave to work, Intercept Mouse CLicks has to be enabled. I had not seen that before. Thta allows the test frame to become visible on mousing over, and disappear when I mouse out. The if MouseIsOver "OnUpdate" script still does not function. If I set the kgpanel to background strata, it seems to work as intended in quick testing overlaying a test panel over top of a chat box. Good progress :)
    Posted in: General AddOns
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