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Updated:01-21-14 04:04 PM
Created:06-16-09 03:26 PM
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Tidy Threat  Popular! (More than 5000 hits)

Version: 2.8
by: danltiger [More]

Tidy Threat is a simple threat monitor which is simple enough for a novice to understand, yet powerful enough for a Tank.

Simple explanation:
While in combat, the status bar grows upward indicating how "hot" the enemy thinks you are. Causing damage or casting heals will raise that level.

If you reach the mark on the thermometer, the enemy will turn and start hitting YOU. As you continue to attack, the bar can continue to rise into the RED area, indicating the amount of threat that you would need to lose in order to shed the attention of the bad guy.

If you're DPSing: Don't go into the RED!
If you're tanking: Stay in the RED!

More Complex Explanation:
The status bar shows your threat compared to the next-highest threat for the rest of your group. If you are the top threat holder, it will also show how much your threat exceeds the next highest. In other words, if you are tanking and the bar extends above the line, into the red, you've got solid aggro.

No mode changes are required for Tank vs DPS usage; The interface is universal. For additional data, players can enable the Detail Window, which will display real threat numbers.

Type '/ttt' into the chat window to bring up the configuration panel, or right-click the Tidy Threat frame.




I'm not going to bug you by popping up an ad whenever you hit "Download". If you enjoy this addon and want to send a monetary "Thank You", please visit our Pledgie page by clicking on the button, above.

2.7
- TOC Bump


2.6:
- TOC Update for WoW 4.3
- Redrawn Thermometer graphics (Higher Resolution)

2.4:
- TOC update for WoW 4.2

1.6:
* Fade and Mirror Image should display somewhat properly, now :-D
---
1.5:
* Modified /ttt reset to flush the old variables... running that command should clear bad config data, which was resulting in LUA errors.
---
I didn't do such a good job documenting changes.. oops
---
1.1:
* Now saves position/visibility/lock between sessions! :-D
* Threat Lead extension bar range has been changed from 33% to 68%.
* Clamped to screen area
* New command: /reset
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Unread 05-07-10, 07:34 PM  
danltiger
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Originally posted by trclocke
Interesting. Thanks for the reply. Let me see if I'm understanding this correctly.

I assumed that being above that mark simply meant you were above 100% of the tank's threat. For example, melee DPS don't actually pull aggro until they reach 110% of the tank's threat, and ranged DPS don't pull aggro until 130%. Based on this, simply having more threat than the tank does not mean you're actually tanking, and (for example), a ranged DPS could have the above-the-line section nearly 1/3 full before the mob they're attacking comes after them.

Is the above not the case? Is the above-the-line section based on aggro rather than threat?
I guess you could say that it's based on aggro, then.



Re: tanking, I'm not sure I follow how the above-the-line section tracks tank threat. If you have primary threat on a mob and it's attacking you, that doesn't automatically make the above-the-line section completely full? If not, say that section is 1/3 full, what does that mean exactly? The person behind you has 66% of your threat or something?
The bar above-the-line represents the relative amount of threat that you'd need to lose for the next highest person to gain aggro. If that red area is half full, then that essentially means You=100%, Next=66%. If that bar is 1/4 full, You=100%, Next=83%. If that red area becomes a sliver, get your finger on Taunt.
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Last edited by danltiger : 05-07-10 at 07:35 PM.
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Unread 05-07-10, 08:09 PM  
trclocke
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Wow, fast response

Originally posted by danltiger
I guess you could say that it's based on aggro, then.
So question, then - does the below-the-line bar just hang out at completely full between 100% threat and the percentage needed to have aggro (110% for melee, 130% for ranged)? Or is this extra threat accounted for?



The bar above-the-line represents the relative amount of threat that you'd need to lose for the next highest person to gain aggro. If that red area is half full, then that essentially means You=100%, Next=66%. If that bar is 1/4 full, You=100%, Next=83%. If that red area becomes a sliver, get your finger on Taunt.
Ok, I think that makes sense. So if there is anything at all filled in that above-the-line section, you definitely have aggro on your current target. That's pretty useful.
Last edited by trclocke : 05-07-10 at 08:09 PM.
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Unread 05-07-10, 08:27 PM  
danltiger
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Originally posted by trclocke
Wow, fast response

So question, then - does the below-the-line bar just hang out at completely full between 100% threat and the percentage needed to have aggro (110% for melee, 130% for ranged)? Or is this extra threat accounted for?
;-)


It's the percentage to reach aggro. This is a value determined directly from Blizzard's function, UnitDetailedThreatSituation(). It takes into account the ranged vs melee differences.
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Last edited by danltiger : 05-07-10 at 08:28 PM.
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Unread 05-07-10, 08:41 PM  
trclocke
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Originally posted by danltiger
It's the percentage to reach aggro. This is a value determined directly from Blizzard's function, UnitDetailedThreatSituation(). It takes into account the ranged vs melee differences.
Absolutely beautiful. Thanks a ton for the help, and for creating this little gem. TidyThreat does exactly what I need, then, and unlike anything else I've found, it's actually compact (!) and fits seamlessly with my layout.

I've already played with the .tga files for the thread bars a little to make them more understated (specifically the square skin), and I'm going to see if with my limited knowledge of .lua scripting I can figure out how to adjust the width of the threat bar itself, since I'd prefer it at about half of where it's at now.

Edit: got it. Man does that look good.
http://img534.imageshack.us/img534/9159/wowscrnshot050710225732.jpg

Edit 2: tanked a few raids the other day, and your solution for watching your threat lead as a tank works beautifully for me. I'm really glad to have this compact little bar replace massive addons like DTM or Omen.

Keep up the good work!
Last edited by trclocke : 05-12-10 at 11:08 AM.
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Unread 07-15-10, 05:13 AM  
sconley
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The version on Curse is not the same as the one here.
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Unread 09-13-10, 04:06 PM  
Zidomo
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Originally posted by sconley
The version on Curse is not the same as the one here.
To clarify, the last version here (v1.20) came out at a later date than the last version on Curse (v1.15).

Regardless, it works ok, but has a major design issue. If upgrading from an earlier version to the current v1.20, you must manually delete the TidyThreat.lua saved variables file in your \WTF\... folder before starting WoW/logging on. If you do not, an error occurs at logon and the mod is totally unusable:

Code:
["message"] = {
                "TidyThreat-1.20\\Options.lua:104: attempt to concatenate field '?' (a nil value)\nTidyThreat-1.20\\TidyThreat.lua:412: in function <Interface\\AddOns\\TidyThreat\\TidyThreat.lua:401>\n\nLocals:|r\nself = <unnamed> {\n 0 = <userdata>\n Glow = <unnamed> {\n }\n Startup = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:303\n Border = <unnamed> {\n }\n SetVisible = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:184\n OnUpdate = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:275\n ApplyOptions = <function> defined @Interface\\AddOns\\TidyThreat\\Options.lua:103\n SetMoveable = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:161\n SetThreatPopup = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:127\n PlayerWarned = false\n PlayerThreat = <unnamed> {\n }\n AlertSound = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:173\n SetDetailText = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:150\n SetTh", -- [1]
                "reatBars = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:111\n DetailWindow = <unnamed> {\n }\n CounterThreat = <unnamed> {\n }\n OnEvent = <function> defined @Interface\\AddOns\\TidyThreat\\TidyThreat.lua:401\n}\nevent = \"VARIABLES_LOADED\"\n\n  ---", -- [2]
            },
            ["type"] = "error",
            ["session"] = 1414,
            ["counter"] = 1,
          }, -- [338]
If you start v1.20 without a prior saved variable file (or one created with only v1.20), no errors and the mod works. Not good design; a mod at "release" status should never bug out and/or become unusable if someone upgrades versions without manually deleting a prior saved variables.

Yes, there is a "/ttt reset" command to "flush the old variables... running that command should clear bad config data, which was resulting in LUA errors". Its untested via the problem above; don't know if the bugout causes the command to become unavailable (am not spending any more testing time on this to retrieve the the old saved variables file from backup and try again...heh).

If that command is actually available after the mod bugs out, its still very inelegant. Its not clear unless you research that the command is there and/or what its for. And as mentioned really, the mod should handle upgrades a lot better.

As to the mod's functionality barring that, though, its ok.
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Unread 09-20-10, 09:57 AM  
Zidomo
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Using it more, its pretty nice. One other problem encountered, though, with v1.20.

I have set it here to only show in combat. Every single time combat starts, the frame seems to have mysteriously moved to a new position from the last time used. Its especially noticeable after logging on to the character the mod is active on from another character where it isn't. Its never in the same position I left it in from before when combat starts. Its a big hassle when tanking.

When the Tidy Threat frame is hidden, is it still movable when hidden if you haven't locked it? Or is it not reading the saved variables file properly (["PosY"] = & ["PosX"] =)?
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Unread 09-28-10, 05:01 AM  
danltiger
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Hey there Zid,

Thanks for the feedback. You're right; Tidy Threat needs some work. It's one of the first addons that I wrote (with all the bad habits that come with teaching yourself), and I'm hoping to clean it up in the near future. (Tidy Plates, for good or bad, has occupied the lion's share of my development time)

Originally posted by Zidomo
Using it more, its pretty nice. One other problem encountered, though, with v1.20.

I have set it here to only show in combat. Every single time combat starts, the frame seems to have mysteriously moved to a new position from the last time used. Its especially noticeable after logging on to the character the mod is active on from another character where it isn't. Its never in the same position I left it in from before when combat starts. Its a big hassle when tanking.

When the Tidy Threat frame is hidden, is it still movable when hidden if you haven't locked it? Or is it not reading the saved variables file properly (["PosY"] = & ["PosX"] =)?
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Unread 10-12-10, 10:16 PM  
Therigwin
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Need update for 4.0.1

I am missing this so much when I tank!
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Unread 10-12-10, 10:45 PM  
danltiger
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Ugh, you're done patching already?

I hate you!

;-)

PS - I'll look at this tonight, if I can get on

Originally posted by Therigwin
Need update for 4.0.1

I am missing this so much when I tank!
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Last edited by danltiger : 10-12-10 at 10:45 PM.
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Unread 10-14-10, 08:40 PM  
Therigwin
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Woot TY!

Ya, we had the majority of it predownloaded.

Then my wife's and I pc's downloaded from each other, blizz and a couple of other systems to finish it off. Took about 4 hours total.
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Unread 10-14-10, 09:10 PM  
danltiger
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You're welcome! ;-)

I finally got my system patched up yesterday, and got some time this eve to work on it.

Originally posted by Therigwin
Woot TY!

Ya, we had the majority of it predownloaded.

Then my wife's and I pc's downloaded from each other, blizz and a couple of other systems to finish it off. Took about 4 hours total.
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Unread 10-17-10, 12:55 PM  
BooFer
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Love this mod, I really do! I keep getting this error after patch:

19x TidyThreat-1.5\TidyThreatCore.lua:65: attempt to compare number with table
TidyThreat-1.5\TidyThreatCore.lua:273: in function <TidyThreat\TidyThreatCore.lua:262>
<in C code>: in function `TargetNearestEnemy'
<string>:"TARGETNEARESTENEMY":1: in function <[string "TARGETNEARESTENEMY"]:1>

Locals:
self = TidyThreat {
0 = <userdata>
Glow = <unnamed> {}
AlertSound = <function> @ TidyThreat\TidyThreatCore.lua:64:
SetMoveable = <function> @ TidyThreat\TidyThreatCore.lua:239:
CounterThreat = <unnamed> {}
Border = <unnamed> {}
SetVisible = <function> @ TidyThreat\TidyThreatCore.lua:253:
SetThreatPopup = <function> @ TidyThreat\TidyThreatCore.lua:204:
SetDetailText = <function> @ TidyThreat\TidyThreatCore.lua:227:
SetThreatBars = <function> @ TidyThreat\TidyThreatCore.lua:188:
PlayerThreat = <unnamed> {}
OnUpdate = <function> @ TidyThreat\TidyThreatCore.lua:262:
DetailWindow = <unnamed> {}
}
event = "PLAYER_TARGET_CHANGED"
playerThreat = 3.8461539745331
playerThreatVal = 42766
playerRank = 3
partyThreat = 100
partyThreatVal = 753900
partyHighUnit = "party2"
PlayerWarned = false

---
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Unread 10-17-10, 01:02 PM  
danltiger
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I've changed line 64 to:

Code:
function AlertSound(frame, threat)
That should fix the issue. I will update the download tonight when I get back to my computer, but you can make the change to your own file if you want the fix right now.


Originally posted by BooFer
Love this mod, I really do! I keep getting this error after patch:

19x TidyThreat-1.5\TidyThreatCore.lua:65: attempt to compare number with table
TidyThreat-1.5\TidyThreatCore.lua:273: in function <TidyThreat\TidyThreatCore.lua:262>
<in C code>: in function `TargetNearestEnemy'
<string>:"TARGETNEARESTENEMY":1: in function <[string "TARGETNEARESTENEMY"]:1>

Locals:
self = TidyThreat {
0 = <userdata>
Glow = <unnamed> {}
AlertSound = <function> @ TidyThreat\TidyThreatCore.lua:64:
SetMoveable = <function> @ TidyThreat\TidyThreatCore.lua:239:
CounterThreat = <unnamed> {}
Border = <unnamed> {}
SetVisible = <function> @ TidyThreat\TidyThreatCore.lua:253:
SetThreatPopup = <function> @ TidyThreat\TidyThreatCore.lua:204:
SetDetailText = <function> @ TidyThreat\TidyThreatCore.lua:227:
SetThreatBars = <function> @ TidyThreat\TidyThreatCore.lua:188:
PlayerThreat = <unnamed> {}
OnUpdate = <function> @ TidyThreat\TidyThreatCore.lua:262:
DetailWindow = <unnamed> {}
}
event = "PLAYER_TARGET_CHANGED"
playerThreat = 3.8461539745331
playerThreatVal = 42766
playerRank = 3
partyThreat = 100
partyThreatVal = 753900
partyHighUnit = "party2"
PlayerWarned = false

---
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Unread 10-25-10, 10:27 PM  
Zidomo
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Appreciate the WoW 4.x update.

Unfortunately, v2.1 has a similar issue an earlier version did before it was fixed: it refuses to recognize the Lock Position setting.

Set that (including setting Visibility: In Combat), go into combat (or whatever), it remains locked throughout the session. But log out and relog...its back to movable (and Lock Position unchecked) despite having set it before.

Its 100% reproducible on relogs.

Another oddity: rightclick the hidden frame (accidentally or otherwise) and it will open the Blizzard options panel. When the frame is hidden, it should be click-through.
Last edited by Zidomo : 10-25-10 at 10:30 PM.
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