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-   -   Pet Health Bar Always Up (https://www.esoui.com/forums/showthread.php?t=7323)

jmrathbun 08/25/17 03:49 AM

Pet Health Bar Always Up
 
I'm a magicka sorcerer who loves to solo difficult content with his clannfear. As such, I would REALLY like to be able to track my pet's health continuously so I know when to heal him and when I can save my magicka for other uses. Normally I can see the enemy health bar and my own but not Clanny's. If there's a way to add a continuously visible health bar to the GUI, I would love it!

Hoft 08/28/17 01:21 AM

There is no add-ons with combat pet HP. Because combat pet it is just NPC. NPCs HP can be obtained only when 'reticleover' them. So there is no "simple" way to do what you want. Just forget or pay to someone who can do "huge" work.

ZOS_ChipHilseberg 09/05/17 08:38 AM

This should be the "pet" unit tag.

rockingdice 09/06/17 09:47 AM

Quote:

Originally Posted by ZOS_ChipHilseberg (Post 32531)
This should be the "pet" unit tag.

It's that officially supported? We really need a 'pet' health bar.

Scootworks 09/06/17 11:14 AM

Quote:

Originally Posted by ZOS_ChipHilseberg (Post 32531)
This should be the "pet" unit tag.

hey chip

i tested arround today. the unitTag pet doesn't exists for publics. i tested with EVENT_POWER_UPDATE and it does only trigger "player" tag

ZOS_ChipHilseberg 09/06/17 11:21 AM

Hm, okay. I'll see why it isn't working.

Kyoma 09/06/17 02:58 PM

Question tho, once it works, how would it deal with multiple pets up at once? Or are they like pet1, pet2, ...

Edit: From the same player ofc

ZOS_ChipHilseberg 09/06/17 04:30 PM

So it seems like the code that did this was ancient and it isn't hooked up at all after allowing more than one pet. So yeah it would have to be some new code like pet1, pet2, etc. Though it could also be followers which are any NPCs that follow you around (like some quest NPCs) in addition to your ability pets and your pets from item set procs.

Scootworks 09/06/17 11:30 PM

ok, that seems to be interesting....

example:
pet 1 - summoned pet (monster set)
pet 2 - summoned pet (5pcs set)
pet 3 - summoned pet 1 (skill)
pet 4 - summoned pet 2 (skill)
pet 5 - quest npc 1
pet 6 - quest npc 2
...

is there a MAX_PET value somewhere?

what about "NPC1" "NPC2" instead of "PET1" "PET2" for quest npc? i think summoned pets should be handled different than quest pets, because they can have all player buffs/debuffs and are game relevant. npc are just nice to have but pretty useless

ZOS_ChipHilseberg 09/12/17 07:48 AM

I added unit tags for playerpet1-playerpet7. Once a pet is assigned to a unit tag it should be the same unit tag until it despawns. We can tune what "pet" means here if what I have right now isn't the best set of rules.

Scootworks 09/12/17 08:08 AM

wow cool.
in general i guess (my opinion), nobody cares about "quest npc's". the most people want to know the health of summoned pets and maaaaybe gear pet's. example: netchbull and the orb of "ball of lightning" (sorc skill) is counting as pet as well. that's strange but i think nobody wants to know the health, because the "health" is always 100%. i think we have to focus on killable "pets" and that means only summoned and gear pet's...

ZOS_ChipHilseberg 09/12/17 09:14 AM

Some of that is knowable from the unit info, but I think a lot of that kind of filtering will come down to the addon code.

Scootworks 09/12/17 09:19 AM

ok, that's not a problem in general. the important thing is the new unittag we can track. thanks

Rhyono 09/12/17 09:40 AM

So there'd be something in there that would specify in some regard if it's killable? That's probably all the info I'd need to filter properly.

Scootworks 09/12/17 11:09 AM

the worst case would be to filter by name...

edit: i hope there is another opinion

SDPhantom 09/16/18 01:09 AM

Maybe have the invulnerable pets flag IsUnitInvulnerableGuard() or a more generalized version of it.
For backwards compatibility, maybe have an alias of it named IsUnitInvulnerable().


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