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PitBull Unit Frames 4.0

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  • World of Warcraft
  • 13,857 Monthly Downloads
  • Supports: 5.4.0
  • 3,457,536 Total Downloads
  • Updated 09/30/2013
  • Created 08/01/2008
  • 3,049 Favorites
  • Project Site
  • Comments
  • Release Type: Beta
  • License: All Rights Reserved
  • Newest File: v4.0.0-beta48
Support development! **

About PitBull Unit Frames 4.0

PitBull4 is a continuation of PitBull.

Differences from PitBull 3:

  • It's mostly done, but not entirely done thus why there are still only betas (despite this it is still very stable).
  • Documentation is written before functions
  • Much easier for third-party extensions.
  • Options will be much, much simpler. In 3.0, there's about 200 panels that you can mess with, it's overwhelming. I want to bring this down to somewhere around 10.
    • Layouts are defined deterministically and unit groups use the layout rather than ad-hoc layouts on a per-unit basis. This will make setting up your unit frames far, far easier.
    • Due to some decisions made, 4.0 is actually more configurable than 3.0. As a layout designer, you will have a lot more control over how things look. You can have different fonts on the same frame, different textures, more precise positioning, and a whole slough of other things.
  • CPU Efficiency will be taken much more seriously.
  • It uses Ace3 instead of Rock.



If you want to help localize PitBull in your language, go to

Forum thread:

tag v4.0.0-beta48
Shefki <>
2013-09-30 09:31:18 -0700

Tagging as v4.0.0-beta48


    - This commit should fully fix the problems people have been having with SetFont() errors.  If the font returned from GetFont is nil then use our cached font and size.  Size whenever font is nil will be an uninitialized value and so the existing fix would still throw errors when the size ended up being less than or equal to 0.
    - It doesn't make sense to call GetFont on a new FontString.  The flags should not be preserved, so just set the font and size and leave the flags as "".  The AddFontString call later will set the flags properly. If the font string already exists then you want to preserve the flags.
    - Fix some typos that were fixed on nebula1169's branch.
    - Remove some values I set to help debugging ticket #1050.
    - Hopefully avoid the SetFont errors for sure now assuming that the problem is that GetFont() doesn't work immediately after a SetFont() while the game is still loading in.
    - Missed wrapping a geterrorhandler() in pcall().
    - Protect against Blizzard's error handler throwing an error, which is why the protection code didn't allow the frames to work even when the SetFont error was happening.
    - Stash the DEFAULT_FONT and DEFAULT_FONT_SIZE so I can get people having the font problem to show me what's being stored.
    - Wrap the SetFont and SetAlpha calls in pcalls() which should prevent errors with them from breaking frames entirely.
    - Make the Vengeance fix backwards compatible.
Benjamin Staneck:
    - use a different ID for vengeance that works in 5.4
    - Remove unnecessary constants that I added on accident.
    - Hopefully stop some rare errors in LuaTexts about SetFont.


First Previous Page 216 of 254 Next Last
  • #746
    This is a bit odd. All health-related Lua Texts are using the event UNIT_HEALTHMAX, but that event doesn't seem to work. If I add a new event called UNIT_MAXHEALTH, that one does seem to work.
  • #743
    With pitbull 3 I was able to have the color of health bars gradually shift from green at full hp to yellow at 50% hp to red at 0%. I found the option for coloring health bars on the menu easily enough, and it's set to show what I want, but it doesn't display it on the actual bars. Is this feature not implemented yet, or am I missing something?
  • #744
    Figured out where I was going wrong. I had "color by hostility" toggled on for my player frame, and that overrides the color shift by %.
  • #740
    Just started using this mod....excellent mod that requires a fair bit of patience to get into.

    One thing I am looking to do is actually change the color of the text on my bars. I want to have HP in one color, and then the names on the bars as a diff color....yet I cant see the option for this anywhere.

    Is it possible?
  • #752
    Check out the DogTag Help. Search for "color" and you will find several ways to change the color. I use the following for my Mana/Power

    [Outline] [MP:Short:PowerColor]
  • #736
    GREAT addon, can make the UI so sexy, thank you very much :D
    Remember all good things come to those who wait, im still tweaking to perfection after a month :p
  • #733
    Just wondering on Raid Frames? thats the only thing that is making me currently use X-Perl
  • #739
    Just make raid frames group. There's a small walk through on the guide pages here:
  • #725
    I just updated today and now I'm getting random errors... Here's a log of each error
  • #726
    Also, I make backup copies of my UI whenever I usually update, and I went to revert back to the old one and the error didn't fix. Any help would be appreciated.
  • #724
    Just downloaded this and started playing with it some. It seems that, for whatever reason, I am missing the AURA tab under the Layout Editor. This means I can't edit the aura options for each unit frame -- which makes this addon very incomplete for me. However, my friend downloaded the same one and can edit the auras. Any help?
  • #723
    Just downloaded this and started playing with it some. It seems that, for whatever reason, I am missing the AURA tab under the Layout Editor. This means I can't edit the aura options for each unit frame -- which makes this addon very incomplete for me. However, my friend downloaded the same one and can edit the auras. Any help?
  • #722
    Even incomplete, this is FAR superior to 3.0.

    Authors, if I knew you irl I'd include you in my will. :D
  • #730
    I would say the same, except I wish there was a way to export my pb3 layout to pb4. Right now trying to get the same layout I just can't get it to work. And thats a deal breaker for me. I spent a month perfecting my unit frames.
  • #718
    Oh and forgot to comment on this. However when you adjust the scaling of the frames and each has its own scaling. They don't always perfectly match up. So allowing a configurable offset (x and y) for each panel in each grouping. Would also allow for more configurable options. And would allow groupings with various scales to match more properly.
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