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Updated:09-24-12 11:55 PM
Created:01-04-09 06:56 PM
Downloads:22,965
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oUF Freeb  Popular! (More than 5000 hits)

Version: 4.7.1
by: Freebaser [More]

Supported oUF Version: 1.6.x

Supported Units
-- player
-- target
-- targettarget
-- pet
-- focus
-- vehicle
-- boss frames


Supported Plugins
-- oUF_Experience
-- oUF_Smooth


Make the frames movable! oUF_MovableFrames

http://github.com/freebaser/oUF_Freeb/commits/master

v4.7.1
-- update some class elements
-- minor fixes

v4.7
-- update for oUF 1.6 and wow 5.0

v4.6.1
-- minor fix to avoid error on ptr

v4.6
-- various fixes

v4.5.1
-- tag fixes

v4.5
-- AltPowerBar
-- boss castbars
-- re-work spawning
-- add power text
-- various tweaks

v4.4
-- eclipse bar
-- enable focus castbar

v4.3.2
-- fix raid bg color
-- pixel border option

v4.3.1
-- fix background colors
-- add experience text

v4.3
-- update for oUF_Experience
-- add some color options
-- font outline
-- hp/power height option

v4.1 / 4.2
-- update for oUF changes
-- include oUF core

v4.0
-- live and beta compatible(beta requires newest oUF http://github.com/haste/oUF)

v3.1
-- update rune support

v3.0
-- support for oUF 1.4

v2.6
-- focus target
-- oUF_Totembar support
-- oUF_WeaponEnchant support
-- disable portrait option
-- scale option

v2.5
-- class colored bar option
-- aura border option
-- add tag for raid info(dead, d/c, ghost)

v2.4
-- fix boss frames
-- very basic group/raid frames(need to rename freebraid.lua file to work!)

v2.3
-- healcomm support(disabled by default)
-- fix for boss frame debuffs

v2.2
-- various fixes and tweaks
-- boss frames

v2.1
-- add aura saturation
-- add aura timers
-- fix nil value
-- misc. tweaks

v2.0
-- Complete rewrite
-- different look

v 1.5
-- update for 3.2
-- fix cpoints
-- improved druid mana
-- changed auras a bit on the target frame

Version 1.41
-- oUF_RuneBar support
-- minor fix to pet debuffs

Version 1.4
-- druid mana support(credits to P3lim)
-- oUF_Swing support
-- Truncate names and castbar names
-- Removed Party and Raid Frames
-- Health bar fades red when less than 50%
-- Moved text postions

Version 1.3
-- master loot icon
-- removed font outline
-- added font shadow
-- some buff tweaks
-- works with 1.3.3

Version 1.2.2
-- update for oUF_Experience

Version 1.2.1
-- Health Gradient fix

Version 1.2
-- Castbar options in lua
-- Raid power option in lua
-- Buff size increased
-- disabled oUF_Smooth for the Power Bar(unstable results with rage)

Version 1.1
-- Moved aura count position
-- Disallow vehicle swap(vehicle is now the pet frame)
-- BarFader support
-- Adjust Raid Icon size and position
-- Changed texture and colors a bit
-- localized font
-- Changed Unit Name to the new Tag system
-- Add level to target name
-- Add resting and pvp icon
-- Add ReadyCheck
-- Healthbar color gradient
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Unread 04-03-10, 06:02 PM  
Toran
A Nerdscale Dorkin
 
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Getting an error - I think caused by the party frames I've added. Curious if anyone can help me understand what needs to be adjusted.

Error (one of them)
Code:
2x oUF_Freeb-2.6\ftags.lua:27: attempt to perform arithmetic on local 'r' (a nil value)
(tail call): ?:
oUF-1.3.28\elements\tags.lua:406: in function `UpdateTag'
oUF-1.3.28\elements\tags.lua:279: in function `func'
oUF-1.3.28\ouf.lua:322: in function <oUF\ouf.lua:317>
<in C code>: in function `Show'
Interface\FrameXML\SecureTemplates.lua:817: in function <Interface\FrameXML\SecureTemplates.lua:729>:
Interface\FrameXML\SecureTemplates.lua:1024: in function `SecureGroupHeader_Update':
Interface\FrameXML\SecureTemplates.lua:610: in function <Interface\FrameXML\SecureTemplates.lua:608>:
Line 27 in ftags.lua references this section:
Code:
local function hex(r, g, b)
	if(type(r) == 'table') then
		if(r.r) then r, g, b = r.r, r.g, r.b else r, g, b = unpack(r) end
	end
	return ('|cff%02x%02x%02x'):format(r * 255, g * 255, b * 255)
end
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Unread 04-01-10, 04:10 PM  
Toran
A Nerdscale Dorkin
 
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Originally posted by sephra
changes the hp # back to the 5.1M 100K, I just couldnt stand the 5M2 style
Awesome. Me neither.
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Unread 04-01-10, 03:50 PM  
sephra
A Kobold Labourer

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Originally posted by Toran
Thanks. What does that display?
changes the hp # back to the 5.1M 100K, I just couldnt stand the 5M2 style
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Unread 04-01-10, 09:38 AM  
Toran
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Originally posted by sephra
@ toran

Yes the ftags config is where I would to to modify the specific tag calls. I did this myself for the health number. This just seemed to be easier to read on the fly Can also change all the other tags (color/font etc)

Code:
local siValue = function(val)
	if(val >= 1e6) then
		return ("%.1fm"):format(val / 1e6)
	elseif(val >= 1e4) then
                         return ("%.1fk"):format(val / 1e3)
	else
		return val
	end
end
Thanks. What does that display?
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Unread 04-01-10, 06:35 AM  
sephra
A Kobold Labourer

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@ toran

Yes the ftags config is where I would to to modify the specific tag calls. I did this myself for the health number. This just seemed to be easier to read on the fly Can also change all the other tags (color/font etc)

Code:
local siValue = function(val)
	if(val >= 1e6) then
		return ("%.1fm"):format(val / 1e6)
	elseif(val >= 1e4) then
                         return ("%.1fk"):format(val / 1e3)
	else
		return val
	end
end
Last edited by sephra : 04-01-10 at 06:36 AM.
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Unread 03-31-10, 09:18 AM  
Toran
A Nerdscale Dorkin
 
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Thanks Freebaser. If I want to modify how the name and health (or if the health is displayed), do I need to adjust ftags.lua?

For example, I have a shortened pet bar and the name is cutoff - where would be best to look first to expand the area the name can fit into so it doesn't end up like "xx..."? Same question if I wanted to modify how the hp text is displayed for the pet frame only, for example.

EDIT: Figured it out.

To adjust the pet frame to only show the pet name (I also shortened the bar, which caused the pet name abbrev):

Code:
	
                if not (unit == "player") then
		local name = hp:CreateFontString(nil, "OVERLAY")
		if(unit == "targettarget") then
			name:SetPoint("LEFT", hp)
			name:SetPoint("RIGHT", hp)
+		elseif(unit == "pet") then
+			name:SetPoint("LEFT", hp)
+			name:SetPoint("RIGHT", hp)
+			name:SetJustifyH"LEFT"
		else
			name:SetPoint("LEFT", hp, 2, 0)
			name:SetPoint("RIGHT", hp, -55, 0)
			name:SetJustifyH"LEFT"
		end
My finished party frame (may at some point split out buffs/debuffs):

Code:
	
party = function(self)		
		if portraits then
			self.Portrait = CreateFrame("PlayerModel", nil, self)
			self.Portrait:SetWidth(45)
			self.Portrait:SetHeight(30)
			self.Portrait:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 0, -5)
			self.PorBackdrop = CreateFrame("Frame", nil, self)
			self.PorBackdrop:SetPoint("TOPLEFT", self.Portrait, "TOPLEFT", -4, 4)
			self.PorBackdrop:SetPoint("BOTTOMRIGHT", self.Portrait, "BOTTOMRIGHT", 4, -4)
			self.PorBackdrop:SetFrameStrata("LOW")
			self.PorBackdrop:SetBackdrop(frameBD)
			self.PorBackdrop:SetBackdropColor(0, 0, 0, 0)
			self.PorBackdrop:SetBackdropBorderColor(0, 0, 0)
		end
	
		if auras then 
			self.Auras = CreateFrame("Frame", nil, self) -- auras
			self.Auras.buffFilter= "HELPFUL|RAID"
			self.Auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 50, -5)
			self.Auras.gap = true
			self.Auras.spacing = 3
			self.Auras.size = 14
			self.Auras.initialAnchor = "TOPLEFT"
			self.Auras["growth-x"] = "RIGHT"
			self.Auras["growth-y"] = "DOWN"
			self.Auras.numBuffs = 4
			self.Auras.numDebuffs = 4
			self.Auras:SetHeight(self.Auras.size)
			self.Auras:SetWidth(self.Auras.size * 5)
		end
end,
Last edited by Toran : 03-31-10 at 08:52 PM.
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Unread 03-30-10, 10:19 PM  
Freebaser
A Molten Kobold Bandit
 
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File comments: 307
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Originally posted by Toran
Trying to add party frames (I know you offer Freebgrid, but I like these frames for party). Here's what I added. Can't get portrait or auras to show.

Code:
party = function(self)		
		if portraits then
			self.Portrait = CreateFrame("PlayerModel", nil, self)
			self.Portrait:SetWidth(60)
			self.Portrait:SetHeight(40)
			self.Portrait:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -10)
			self.PorBackdrop = CreateFrame("Frame", nil, self)
			self.PorBackdrop:SetPoint("TOPLEFT", self.Portrait, "TOPLEFT", -4, 4)
			self.PorBackdrop:SetPoint("BOTTOMRIGHT", self.Portrait, "BOTTOMRIGHT", 4, -4)
			self.PorBackdrop:SetFrameStrata("LOW")
			self.PorBackdrop:SetBackdrop(frameBD)
			self.PorBackdrop:SetBackdropColor(0, 0, 0, 0)
			self.PorBackdrop:SetBackdropBorderColor(0, 0, 0)
		end
	
		if auras then 
			self.Auras = CreateFrame("Frame", nil, self) -- auras
			--self.Auras.buffFilter= "HELPFUL|RAID"
			self.Auras:SetHeight(height+2)
			self.Auras:SetWidth(width)
			self.Auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -5)
			self.Auras.gap = true
			self.Auras.spacing = 2
			self.Auras.size = height+2
			self.Auras.initialAnchor = "TOPLEFT"
			self.Auras["growth-x"] = "RIGHT"
			self.Auras.numBuffs = 5
			self.Auras.numDebuffs = 3
		end
end,
I added the code to spawn the frames also. I'm able to show the frame when solo for testing, so I know the frame works. However, I cannot get the portrait or the auras as shown above, to display. What am I doing wrong? I commented out the buff filter in the code shown above to test, but still nothing shows.

add this line

Code:
local unit = unit or 'party'
if(UnitSpecific[unit]) then
	return UnitSpecific[unit](self)
end
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Unread 03-30-10, 09:35 PM  
Toran
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Trying to add party frames (I know you offer Freebgrid, but I like these frames for party). Here's what I added. Can't get portrait or auras to show.

Code:
party = function(self)		
		if portraits then
			self.Portrait = CreateFrame("PlayerModel", nil, self)
			self.Portrait:SetWidth(60)
			self.Portrait:SetHeight(40)
			self.Portrait:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -10)
			self.PorBackdrop = CreateFrame("Frame", nil, self)
			self.PorBackdrop:SetPoint("TOPLEFT", self.Portrait, "TOPLEFT", -4, 4)
			self.PorBackdrop:SetPoint("BOTTOMRIGHT", self.Portrait, "BOTTOMRIGHT", 4, -4)
			self.PorBackdrop:SetFrameStrata("LOW")
			self.PorBackdrop:SetBackdrop(frameBD)
			self.PorBackdrop:SetBackdropColor(0, 0, 0, 0)
			self.PorBackdrop:SetBackdropBorderColor(0, 0, 0)
		end
	
		if auras then 
			self.Auras = CreateFrame("Frame", nil, self) -- auras
			--self.Auras.buffFilter= "HELPFUL|RAID"
			self.Auras:SetHeight(height+2)
			self.Auras:SetWidth(width)
			self.Auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -5)
			self.Auras.gap = true
			self.Auras.spacing = 2
			self.Auras.size = height+2
			self.Auras.initialAnchor = "TOPLEFT"
			self.Auras["growth-x"] = "RIGHT"
			self.Auras.numBuffs = 5
			self.Auras.numDebuffs = 3
		end
end,
I added the code to spawn the frames also. I'm able to show the frame when solo for testing, so I know the frame works. However, I cannot get the portrait or the auras as shown above, to display. What am I doing wrong? I commented out the buff filter in the code shown above to test, but still nothing shows.
Last edited by Toran : 03-30-10 at 09:36 PM.
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Unread 03-30-10, 11:22 AM  
Bebe4659
A Defias Bandit

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Originally posted by drdead
Dont forget, if u want to get rid of 3.3.3 texture tiling bug u must add

Code:
bar:GetStatusBarTexture():SetHorizTile(false)
AFTER

Code:
bar:SetStatusBarTexture(texture)
where "bar" is your statusbar's name
So, it would look like:

Code:
local bar = CreateFrame("Statusbar", nil, runes)
			bar:SetStatusBarTexture(texture)
                        bar:GetStatusBarTexture():SetHorizTile(false)
			bar:SetBackdrop(backdrop)
			bar:SetBackdropColor(.05, .05, .05, 1)
			bar:SetFrameLevel(2)
			bar.bd = CreateFrame("Frame", nil, bar)
			bar.bd:SetPoint("TOPLEFT", bar, "TOPLEFT", -4, 4)
			bar.bd:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT", 4, -4)
?
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Unread 03-30-10, 07:55 AM  
Maxen
A Fallenroot Satyr

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Originally posted by viking355
Any idea how to disable the pet frame in the Freeb .lua code? can't find it, please somebody help?
At the end of freeb.lua, I think you just need to comment out these :

Code:
local pet = oUF:Spawn"pet"
pet:SetPoint("RIGHT", oUF.units.player, "LEFT", -10, 0)
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Unread 03-30-10, 07:35 AM  
viking355
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Any idea how to disable the pet frame in the Freeb .lua code? can't find it, please somebody help?
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Unread 03-30-10, 04:56 AM  
sephra
A Kobold Labourer

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Originally posted by Toran
Code:
	self:SetAttribute('initial-height', height)
	if(unit and (unit == "targettarget")) then
		self:SetAttribute('initial-width', 80)
	elseif(unit and (unit == "pet")) then
		self:SetAttribute('initial-width', 80)	
	else
		self:SetAttribute('initial-width', width)
	end
Was that correct and the right way to do it? Seems to be working.

Also, when mounted in Oculous, the Blizz cast bar showed up. I *think* commenting out self.disallowVehicleSwap = true should fix it. [/b]
Ya that should work fine, I coded in a focus target frame (for lich king defile/pvp)

Code:
	self:SetAttribute('initial-height', height)
	if(unit and (unit == "targettarget" or unit == "focustarget")) then
		self:SetAttribute('initial-width', 140)
	else
		self:SetAttribute('initial-width', width)
	end
Is what mine looks like, little bit smoother if your going to use more than one frame at same size to do it this way imo. As far as the blizzard cast in occulus, Nothing with these frames should affect that, but can't say that ive seen the issue since I have castbar= false

ps: If anyone wants to add a focus frame for themselves it is very easy, just copy targettarget and rename and adjust x.y,size etc,etc
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Unread 03-26-10, 05:34 PM  
Freebaser
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Originally posted by Tideradra
I've looked all over the comments and searched through the code to no avail. I have a simple question, I think.

For the player frame, how can I make it so that I don't see my buffs/debuffs? I prefer to use Buffalo3 instead of having them near my player frame.

I can't seem to figure this out. Any help would be greatly appreciated.
Remove this under the UnitSpecific -> player table

Code:
self.Debuffs = debuffs
self.Debuffs.num = 5
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Unread 03-26-10, 04:44 PM  
Tideradra
A Kobold Labourer

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I've looked all over the comments and searched through the code to no avail. I have a simple question, I think.

For the player frame, how can I make it so that I don't see my buffs/debuffs? I prefer to use Buffalo3 instead of having them near my player frame.

I can't seem to figure this out. Any help would be greatly appreciated.
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Unread 03-26-10, 11:34 AM  
Maxen
A Fallenroot Satyr

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Originally posted by drdead
Dont forget, if u want to get rid of 3.3.3 texture tiling bug u must add
hmm I did not see any texture problem since last patch...
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