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PitBull Unit Frames 4.0

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  • World of Warcraft
  • 8,706 Monthly Downloads
  • Supports: 6.2.0
  • 3,944,791 Total Downloads
  • Updated 06/25/2015
  • Created 08/01/2008
  • 3,185 Favorites
  • Project Site
  • Comments
  • Release Type: Beta
  • License: All Rights Reserved
  • Newest File: v4.0.0-beta56
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-beta56
Benjamin Staneck <>
2015-06-25 23:46:11 +0200


Benjamin Staneck:
    - remove Aspect of the Fox and Amplify Magic from aura filters. They are gone. RIP.
    - Update TOC for Patch 6.2
Kyle Buller:
    - remove cooldown alpha hooks, was fixed in 6.1
Benjamin Staneck:
    - more indentation fixes
Kyle Buller:
    - add WordWrap() for LuaText to enable multi-line texts
Benjamin Staneck:
    - fix indenting
    - add Hand of Gul'dan back to Warlock debuffs


First Previous Page 84 of 268 Next Last
  • #3276
    I call shenanigans. I specifically went and downloaded stuf and checked. The portrait shows exactly the same as it does in PB4 with the same settings. Plus their code is roughly identical to us in this case.
  • #3270
    I'm using this code (*) to display the names. But when I am in a raid or in a party, the frames stay well behind any window I might open, but the names always show through any window. Is there a way to change the strata of the names only?

    local r,g,b = ClassColor(unit)
    return '|cff%02x%02x%02x%s|r',r,g,b,Name(unit)
  • #3279
    Adjust your frame starta or frame level. If you set it to low then they'll probably be behind things. My guess would be that whatever windows you're opening up are at the same strata as you have your frames configured but their items are under the frame level that the text gets set at.
  • #3271
    Anf while wer at it, how can I make it so the friendly player shows in class color, and all the enemy's in red/yellow?
  • #3278
    You haven't been 100% clear by this but really what you want should be fairly obvious how to configure by adjusting the Color by checkboxes for the bar you want to change the color on.

    The following could color friendly players by class, NPCs by hostility and enemy players would show by whatever the normal rules were for the bar:
    Check Color by class, Uncheck Color PvP by class, Uncheck Color by hostility, check Color NPCs by hostility.

    If you check Color by hostility then enemy players would show based on their PVP status (Blueish in sanctuaries where they are considered Civilians, Red when flagged, and I don't remember precisely how they're categorized when unflagged on non-PVP realms).
  • #3317
    That would make the bar color change.

    What I want to have is the Name Text to change color in the way you just described: color friendly players by class, NPCs by hostility and enemy players would show by whatever the normal rules were for the bar.

    There are two presets that is 'Name:Class-colored' and 'Name:hostility-colored' but I want them both. Class-colored for friendly targets, and Hostility-colored for unfriendly targets. Is it possible?
  • #3375
    Try again, maybe..
  • #3269
    Is it possible to make a text for the alternate power bar? I know how to create and edit a text, but I can't find what code to put in to show how much sound I have, either the number or the percentage. I'm using DogTag.
  • #3275
    Not with DogTags. It doesn't have support for this. Which is part of the problem with DogTags. Everything you use has to have specific support for it added to DogTags. Since DogTags isn't maintained anymore it's likely that more and more things will not be available.
  • #3268
    needing lua help. I want to display the target's guild reputation rank on the target frame. So far all I can find is GetguildInfo(unit) and that returns up to 3 options: Guild Name, Guild Rank, and a number which I assume is the 'level' of the guild rank assigned.

    anyone know what the code is to pull up guild reputation?
  • #3272
    You may want to ask on one of the luatexts forums as that is likely to give you the speediest response.
  • #3264
    Thanks for your reply, I was wondering though why would pitbull be different than Stuf Unit Frames. With stuf I could only check Full Body and it'd work.

    Sorry if I misunderstood the thread or whatever. Thanks a lot
  • #3266
    Stuf has the exact same problems with certain models including the Male Worgen. I just downloaded it and checked.
  • #3261
    Hi, first of all let me say thank you for these great unit frames.

    I have a little problem though.. I play a Worgen male so the portrait frame appears as a full body but to remedy to this, I used to set it to "Full body" with my other addons and it would just work (it'd make it 3d facial)

    The thing is, it just won't work with pitbull, checking "Full body" or not won't change anything at all. Is there any way to fix this?
    (Sorry for my english, french is my mother tongue)

    Thanks a lot.
  • #3263
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