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Updated: 09-24-12 11:55 PM
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Updated:09-24-12 11:55 PM
Created:01-04-09 06:56 PM
Downloads:22,945
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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 07-10-11, 07:37 AM  
Rinderpest
A Kobold Labourer

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File comments: 9
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There doesn't seem to be an indicator for when the target is tagged by another player.
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Unread 06-04-11, 06:10 PM  
janelane
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could you please tell me how to change the mana display on the player frame to a percentage? i would appreciate an answer very much, but if it is difficult then i can live without it lol. i don't know much about lua but i can edit it with some help from the author, thanks for reading!
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Unread 05-10-11, 01:48 AM  
Freebaser
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Originally posted by lalaine
hi, i was hoping to get some help with removing the debuff icons from the player frame, what exactly do i need to delete or change in the lua for this? forgive my ignorance please!
Remove the "self.Debuffs" lines inside the player function.
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Unread 05-05-11, 07:18 PM  
lalaine
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hi, i was hoping to get some help with removing the debuff icons from the player frame, what exactly do i need to delete or change in the lua for this? forgive my ignorance please!
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Unread 04-28-11, 10:42 AM  
Kait
A Kobold Labourer

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To fix this addon for 4.1:

Find:
elseif (u == "pet") and GetPetHappiness() then

Replace with:
-- elseif (u == "pet") and GetPetHappiness() then


Find:
return hex(oUF.colors.happiness[GetPetHappiness()])

Replace with:
-- return hex(oUF.colors.happiness[GetPetHappiness()])
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Unread 04-14-11, 01:49 PM  
waukeen
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2 Player-Buffframes

hi freeb-fans, hi freebaser!

is it possible to have 2 player-buffframes: one with all buffs on player (default) und one extra buffframe with player buffs only cast by player?

thank you for helping me out!
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Unread 04-11-11, 04:53 PM  
Tenken
A Kobold Labourer

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Re: Re: Manabar

Originally posted by waukeen
greatings tenken

the responsible lines for power bar alignment are:
Code:
local pp = createStatusbar(self, texture, nil, height*-(hpheight-.95), nil, 1, 1, 1, 1)
	pp:SetPoint"LEFT"
	pp:SetPoint"RIGHT"
	pp:SetPoint"BOTTOM"
i suggest to alert above lines in something like:
Code:
local pp = createStatusbar(self, texture, nil, height*-(hpheight-.95), nil, 1, 1, 1, 1)
	pp:SetPoint("BOTTOMRIGHT", hp, -2, 0)
in order to anchor the powerbar(manabar) on the bottomright to the healthbar with x-gap -2 and zero y-gap.

test and try out!
Unfortunately all that happens is that the powerbar disappears and leaves behind a black bar where it used to be.
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Unread 04-11-11, 02:20 AM  
waukeen
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Re: Manabar

greatings tenken

the responsible lines for power bar alignment are:
Code:
local pp = createStatusbar(self, texture, nil, height*-(hpheight-.95), nil, 1, 1, 1, 1)
	pp:SetPoint"LEFT"
	pp:SetPoint"RIGHT"
	pp:SetPoint"BOTTOM"
i suggest to alert above lines in something like:
Code:
local pp = createStatusbar(self, texture, nil, height*-(hpheight-.95), nil, 1, 1, 1, 1)
	pp:SetPoint("BOTTOMRIGHT", hp, -2, 0)
in order to anchor the powerbar(manabar) on the bottomright to the healthbar with x-gap -2 and zero y-gap.

test and try out!

Originally posted by Tenken
I have been trying to make the mana an independent bar (much like the soulshard/ holy power bar) and place it where the cast bar would usually be, without much success. Mind helping me out?
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Unread 04-10-11, 08:38 PM  
Tenken
A Kobold Labourer

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Manabar

I have been trying to make the mana an independent bar (much like the soulshard/ holy power bar) and place it where the cast bar would usually be, without much success. Mind helping me out?
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Unread 04-07-11, 11:43 AM  
Maxen
A Fallenroot Satyr

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Re: Re: diggin deeper

Originally posted by Freebaser
Buff borders wasn't appealing to me, but you can add this in auraIcon function...
Sweet, thanks !
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Unread 04-07-11, 11:41 AM  
Freebaser
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Re: diggin deeper

Originally posted by waukeen
Hi there my favorite addon-author of choice and his community!

quick questen:

i found empty aura- and debuff-filterlists in the code!
do they work ? and how?

can i hide/emphasize buffs/debuffs/procs with them in my buff/debuff/aura-frames?

how can i use them? i tried to put some spells into the lists:

local aurafilter = {
--Update this,
[GetSpellInfo(44549)] = false,
[GetSpellInfo(83074)] = false,
[GetSpellInfo(12472)] = false,
}

but no use?

or are these lists just for raid, like back at ouf_nivea??

responses appreciated!
Adding spells to aurafilter will keep them from being displayed and it needs to be set to true, not false.

Use debuffFilter to not desaturate(grey out) a specific debuff.

Any reasons why the target's buffs are not showing aura borders ? Debuff auras works though.
Buff borders wasn't appealing to me, but you can add this in auraIcon function...

Code:
if auraborders then
        auras.showDebuffType = true
        auras.showBuffType = true
        button.overlay:SetTexture(buttonTex)
        button.overlay:SetPoint("TOPLEFT", button, "TOPLEFT", -2, 2)
        button.overlay:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", 2, -2)
        button.overlay:SetTexCoord(0, 1, 0.02, 1)
    else
        button.overlay:Hide()
    end
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Unread 04-07-11, 05:32 AM  
waukeen
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Thumbs up works...whyever

Thank you for your reply! Your help is very much appreciated!

I tried and tried and finally got it working for me. But I cant tell you exactly why
I dont know what part in the code I obviously have broken, because the error is not occurring whit Freebasers default code. Whatever

I set in the first config-lines of the code
Code:
local auras = false
out-commented the full aura-phrases for all the units and, in order to still get the buffs and debuffs I want, out-commented the if-prompts
Code:
if auras then
for all units.

Just works fine now, but the salty taste of not knowing why is still unpleasant. It guess it has something to do whit the true/false-value of local auras. Perhaps some overwriteing in my code-mod




Originally posted by Maxen
Not sure if this works or not, but I would try to change the line :

Code:
if auras then
by

Code:
if false then
so it never goes there... You could also try to remove all the code inside the if_then_end block. Good luck !
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Unread 04-06-11, 09:25 PM  
Maxen
A Fallenroot Satyr

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Not sure if this works or not, but I would try to change the line :

Code:
if auras then
by

Code:
if false then
so it never goes there... You could also try to remove all the code inside the if_then_end block. Good luck !
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Unread 04-06-11, 05:47 PM  
waukeen
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Buffs, Debuffs, Auras, holy cow!

Hello again!
I really really love your work. Thank your for your effort!

I am working hard on your lua to shape the layout. But I am currently having big trouble with all those buffs, debuffs, aura framse.

Even when I comment out all the buff, debuff and aura-handlers for the target-unit I still get some debuffs an shown on my unit!
When I activate all of these, the same debuffs are shown multiple times at differen locations. I really dont get it.
My modified target-unit-code looks like this:
Code:
target = function(self, ...)
        func(self, ...)
		-- Portrait
        if portraits then
            self.Portrait = CreateFrame("PlayerModel", nil, self)
            self.Portrait:SetWidth(smallheight*1.5)
            self.Portrait:SetHeight(smallheight)
            self.Portrait:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -10)
            self.PorBackdrop = createBackdrop(self, self.Portrait)
        end
		
        if auras then
			-- Buffs
	        -- local buffs = CreateFrame("Frame", nil, self)
			-- buffs.size = height*0.8/2
			-- buffs.initialAnchor = "TOPLEFT"
			-- buffs.num = 20
			-- buffs.gap = true
			-- buffs.spacing = buffs.size*0.5
            -- buffs:SetHeight(2*buffs.size)
            -- buffs:SetWidth(buffs.num/2*buffs.size)
			-- buffs:SetPoint("TOPLEFT", self, "TOPRIGHT", 10, 0)
            -- buffs["growth-x"] = "RIGHT"
            -- buffs["growth-y"] = "DOWN"
            -- buffs.PostCreateIcon = auraIcon
            -- buffs.PostUpdateIcon = PostUpdateIcon
			-- -- buffs.CustomFilter = CustomFilter
			-- self.Buffs = buffs
			
			-- Debuffs
			-- local debuffs = CreateFrame("Frame", nil, self)
			-- debuffs.onlyShowPlayer = onlyShowPlayer
			-- debuffs.size = height*0.5
			-- debuffs.initialAnchor = "BOTTOMLEFT"
			-- debuffs.num = 20
			-- debuffs.gap = true
            -- debuffs.spacing = debuffs.size*0.25
            -- debuffs:SetHeight(2*debuffs.size)
			-- debuffs:SetWidth(width)			
            -- debuffs:SetPoint("BOTTOMLEFT", self, "TOPLEFT", 0, 25)	
			-- debuffs["growth-x"] = "RIGHT"
            -- debuffs["growth-y"] = "UP"
            -- debuffs.PostCreateIcon = auraIcon
            -- debuffs.PostUpdateIcon = PostUpdateIcon
            -- -- debuffs.CustomFilter = CustomFilter
            -- self.Debuffs = debuffs
			
			-- Auras
			-- local Auras = CreateFrame("Frame", nil, self)
			-- Auras.size = height*0.75
			-- Auras.initialAnchor = "TOPLEFT"
			-- Auras.num = 20
			-- Auras.gap = true
			-- Auras.spacing = Auras.size*0.25
            -- Auras:SetHeight(2*Auras.size)
            -- Auras:SetWidth(Auras.num/2*Auras.size)
            -- Auras:SetPoint("TOPLEFT", self, "TOPRIGHT", 10, 0)
			-- Auras["growth-x"] = "RIGHT"
            -- Auras["growth-y"] = "UP"
			-- Auras.PostCreateIcon = auraIcon
            -- Auras.PostUpdateIcon = PostUpdateIcon
            -- -- Auras.CustomFilter = CustomFilter
            -- self.Auras = Auras			
        end

        local cpoints = createFont(self, "OVERLAY", font, 24, "THINOUTLINE", 1, 0, 0)
        cpoints:SetPoint('RIGHT', self, 'LEFT', -4, 0)
        self:Tag(cpoints, '[cpoints]')
    end,

I would be very pleased if someone could give me a hint!
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Unread 04-06-11, 10:15 AM  
Maxen
A Fallenroot Satyr

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Any reasons why the target's buffs are not showing aura borders ? Debuff auras works though.
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