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Created:01-19-09 05:04 AM
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oUF Freebgrid  Popular! (More than 5000 hits)

Version: 6.9.13
by: Freebaser [More]

Supported oUF Version: 1.6.x

Party/Raid unit frames using the oUF framework.

Units Supported:
-- party
-- raid
-- maintanks
-- pets and vehicles

Features:
-- Class corner indicators
-- Raid (de)buffs icons with priority
-- Class dispel icons
-- Aggro highlighting
-- Mouseover highlight
-- Out of range arrow
-- Range alpha
-- Heal Predication bar and/or text
-- Alt Power text
-- Health text - percent, deficit or actual
-- Vertical and horizontal layouts
-- Mana bars
-- Target and Focus border
-- AFK / DC timer
-- SharedMedia support
-- oRA3 tank support

FAQs
/freeb will unlock the frames
/freeb <something> will open the interface panel.

oUF is included in this addon but it is only accessible to Freebgrid.

Q: How do I create new indicators?
A: Edit tags.lua (some lua skills required). I've added at least one indicator to every healing class, so you can use those as an example(always open to suggestions). Then add the tag name to your class table at the bottom of the tags.lua.

Q: How do I add raid (de)buffs?
A: Use the aura_list.lua file to add spell names or GetSpellInfo(spellid) to the aura table and set a priority number >= 1(Higher numbers show over lower).

Most of the general setting can be done in the interface panel and usually requires a ReloadUI when your done.

version 6.9.12
-- fix toc

version 6.9.11
-- aura_list update
-- oUF update

version 6.9.10
-- fix heal texture and aura border

version 6.9.9
-- fix for 5.1
-- toc bump
-- aura list update

version 6.9.8
-- fix vertical hp reversed

version 6.9.7
-- add monk to indicator table

version 6.9.6
-- update some tags
-- add monk to dispel list

version 6.9.5
-- fix pom tag

version 6.9.4
-- fix healbar error

version 6.9.3
-- more 5.0 fixes

version 6.9.1
-- update for 5.0.4 / oUF 1.6

version 6.9

-- remove talent detect for class dispels(hard code types instead)
-- option to scale raid based on number of members
-- option to invert fill direction
Optional Files (0)


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Unread 06-13-09, 04:29 PM  
Cladhaire
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Originally posted by Freebaser
I removed this awhile back. When using clique for healing, its quite annoying to have a menu popup. I'll add it back in the next version, but it will be disabled by default.
This isn't really the way you should handle this. It should not interfere with Clique in any way. Instead of hard-coding the onclick or postclick handler you should set the menu attribute and then define a menu function. Then the menu works 100% with Clique without any interference, giving the user the ability to override and re-bind it to another setting. I would really appreciate you putting it in in this way, it would be a great change.
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Unread 06-13-09, 04:32 PM  
Tekkub
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What clad said about menus ^^

You've got most of the configgy stuff pulled out into local vars already... if you move them into a savedvar table you never know, I might get the bug up my ass to create a config panel for you...
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Unread 06-13-09, 04:35 PM  
Cladhaire
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If you couldn't tell, you have a lot of authors that are really into the way you've done your frames =). Hopefully we can help without being too much of a pain.
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Unread 06-13-09, 04:36 PM  
Tekkub
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That and we're too lazy to write our own from the ground up, so we'd rather help mold a good layout into a great one ^^
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Unread 06-13-09, 04:37 PM  
Cladhaire
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True dat.
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Unread 06-13-09, 05:47 PM  
Freebaser
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I appreciate the help and motivation. This has come a long way due to users submitting their ideas and modifications. With my limited programming experience, I've learn a lot over the past months.
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Unread 06-14-09, 01:49 AM  
jyuny1
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here is my personal oUF_Freebgrid git repo
http://github.com/jyuny1/oUF_Freebgrid/tree/master

I disable MT/MTT frame and custom buff/debuff filter(instead of oUF_DebuffHighlight) in my own version

not very clean, but working in current zhTW clients

I am a DK tank, so my own version of oUF_Freebgrid is not be full-tested
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Unread 06-14-09, 02:31 AM  
Sn1QaZz
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hello.
how can i disable the party pets?
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Unread 06-14-09, 03:08 AM  
Freebaser
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Remove or comment out line 593
Code:
party:SetAttribute("template", "oUF_Freebpets")
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Unread 06-14-09, 08:05 AM  
Guardix
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For a long time I've been working on getting the right behaviour regarding the raid frames' growth and I've come up with this and in case anybody should be interested, you can find it here:
http://guardix.pastey.net/115999

Keep in mind that, this is built off an older version of freebgrid, so the local variables for coordinates etc aren't correct.

What it does is that, with a 5man group it is centered, so that posX is equal to 0 and once a sixth person joins the raid, the main group jumps its half width to the left and so on. So if there are 40 people in the raid, there will be 20 frames with a negative x coord and the other 20 with a positive.

Personally, I dont like filtering the amount of group members shown with your char's destination like the dynamic layout for grid does.

However it doesn't work quite excellent with pet frames nor MT target, but I hope some of you have some additions to make it even better. Atleast, feel free to do so.
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Unread 06-14-09, 08:21 AM  
Cladhaire
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I find myself placing my frames right above my chat frame (which is on the bottom left of my screen). I have my party and raid groups grow horizontally for the group, and upwards for each group. I've been very happy with that growth, but I'm needing to alter the code (not the config) to reproduce this in the newer version of oUF_Freebgrid.

I would like to see the configuration moved into saved variables and then set to locals in the file. This would allow us to make changes to the configuration that persist for new versions, and build a configuration GUI for some of the simple options.

<3 tho.
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Unread 06-15-09, 05:55 AM  
Guardix
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It appears that, there is a solution for my own code, which I posted yesterday - I had a look on the CooldownButtons code, since it has this feature (that is alike) called Center from Anchor that calculates it's position instead of mine that is given a specific position dependant of the amount of groups that are active.

This is how CooldownButtons' code look:
http://guardix.pastey.net/116058

I think I brought all the necessary code together, however please leave a comment if I missed something. Or you can take a look at the code of the whole project; http://www.wowace.com/projects/cooldownbuttons/

Would be nice with some assistance making this available as an option for the future configuration that you are discussing.
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Unread 06-16-09, 08:30 PM  
Tekkub
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So I got a bitch from my bear about the UF, he's a boomkin druid... when the raid leader says "combat rez the priest" he kinda can't find who's who... each dead unit just says "Dead" in grey text. So my proposed solution: leave the colored name in the center, and use the incoming heal string below it to show dead/ghost/dc. I'll probably take a stab at implementing this over the next few days.
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Unread 06-17-09, 01:31 PM  
Monolit
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Originally posted by Tekkub
So I got a bitch from my bear about the UF, he's a boomkin druid... when the raid leader says "combat rez the priest" he kinda can't find who's who... each dead unit just says "Dead" in grey text. So my proposed solution: leave the colored name in the center, and use the incoming heal string below it to show dead/ghost/dc. I'll probably take a stab at implementing this over the next few days.
actually that was the only thing that was holding me from switching completely to freebgrid, but I actually managed to add another string for status text (health value and status)


oh man, that's allot of paladins for 1 AV raid :]

I've just made another text field bar.value
Code:
---- [name/value text spawning]
	if(not UnitIsConnected(unit)) then
		bar.value:SetText('|cffD7BEA5'..'D/C')
		bar.value:SetAlpha(1)
	elseif(UnitIsDead(unit)) then
		bar.value:SetText('|cffD7BEA5'..'Dead')
		bar.value:SetAlpha(1)
	elseif(UnitIsGhost(unit)) then
		bar.value:SetText('|cffD7BEA5'..'Ghost')
		bar.value:SetAlpha(1)
	elseif (per < 0.9) then
		bar.value:SetFormattedText('|cffE2799C'.."-%0.1f",math.floor(def/100)/10)
		bar.value:SetAlpha(1)
	else
		bar.value:SetAlpha(0)
	end
	
	if self.Name then
	local name = UnitName(unit) or "Unknown" 
		if nameCache[name] then 
			self.Name:SetText(nameCache[name]) 
		else 
			local substring 
			for length=#name, 1, -1 do 
				substring = utf8sub(name, 1, length) 
				self.Name:SetText(substring) 
				if self.Name:GetStringWidth() <= 38 then 
					break 
				end 
			end 
			nameCache[name] = substring
		end
	end
-- fixing color for dead/dc units
	if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
		bar.bg:SetVertexColor(r, g, b, 0.2)
	else
		bar.bg:SetVertexColor(r, g, b, 1)
	end
and then adjusted position of status and name text fields:
Code:
	-- Health Text
	local hpp = hp:CreateFontString(nil, "OVERLAY")
	hpp:SetFont(font, fontsize)
	hpp:SetShadowOffset(1,-1)
	hpp:SetPoint("CENTER", 0, -6)
	hpp:SetJustifyH("CENTER")
Code:
	-- Name
	local name = hp:CreateFontString(nil, "OVERLAY")
	name:SetPoint("CENTER", 0, 6)
	name:SetJustifyH("CENTER")
and finally you have to change name color for dead/dc'ed units:

Code:
local nameCache = {}  
local updateHealth = function(self, event, unit, bar, current, max)
	local def = max - current
	bar:SetValue(current)

	local r, g, b, t
	if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
		local _, class = UnitClass(unit)
		t = colors.class[class]	
	elseif(UnitIsPlayer(unit)) then
		local _, class = UnitClass(unit)
		t = colors.class[class]	
	else		
		-- MainTank target and Party Pet color
		r, g, b = .1, .8, .3
	end
P.S. Thanks Freebaser for the great layout
P.P.S. although I have a question: why did you embed oUF core in your latest version? I can perfectly understand that plugins like oUF_ReadyCheck or oUF_SpellRange or even HealComm probably will not be used in any unit frame other than raid frames, but I highly doubt there will be any user that will prefer using this layout as standalone raid frames without using some oUF layout for player-target-focus etc. units. Embedding it probably makes no difference performance-wise, but it's definitely easier to update oUF core as standalone add-on.
Last edited by Monolit : 06-17-09 at 02:07 PM.
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Unread 06-17-09, 01:58 PM  
Guardix
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Originally posted by Monolit
actually that was the only thing that was holding me from switching completely to freebgrid, but I actually managed to add another string for status text (health value and status)


oh man, that's allot of paladins for 1 AV raid :]

I've just made another text field bar.value
Code:
---- [name/value text spawning]
	if(not UnitIsConnected(unit)) then
		bar.value:SetText('|cffD7BEA5'..'D/C')
		bar.value:SetAlpha(1)
	elseif(UnitIsDead(unit)) then
		bar.value:SetText('|cffD7BEA5'..'Dead')
		bar.value:SetAlpha(1)
	elseif(UnitIsGhost(unit)) then
		bar.value:SetText('|cffD7BEA5'..'Ghost')
		bar.value:SetAlpha(1)
	elseif (per < 0.9) then
		bar.value:SetFormattedText('|cffE2799C'.."-%0.1f",math.floor(def/100)/10)
		bar.value:SetAlpha(1)
	else
		bar.value:SetAlpha(0)
	end
	
	if self.Name then
	local name = UnitName(unit) or "Unknown" 
		if nameCache[name] then 
			self.Name:SetText(nameCache[name]) 
		else 
			local substring 
			for length=#name, 1, -1 do 
				substring = utf8sub(name, 1, length) 
				self.Name:SetText(substring) 
				if self.Name:GetStringWidth() <= 38 then 
					break 
				end 
			end 
			nameCache[name] = substring
		end
	end
-- fixing color for dead/dc units
	if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
		bar.bg:SetVertexColor(r, g, b, 0.2)
	else
		bar.bg:SetVertexColor(r, g, b, 1)
	end
and then adjusted position of status and name text fields:
Code:
	-- Health Text
	local hpp = hp:CreateFontString(nil, "OVERLAY")
	hpp:SetFont(font, fontsize)
	hpp:SetShadowOffset(1,-1)
	hpp:SetPoint("CENTER", 0, -6)
	hpp:SetJustifyH("CENTER")
Code:
	-- Name
	local name = hp:CreateFontString(nil, "OVERLAY")
	name:SetPoint("CENTER", 0, 6)
	name:SetJustifyH("CENTER")
and finally you have to change name color for dead/dc'ed units:

Code:
local nameCache = {}  
local updateHealth = function(self, event, unit, bar, current, max)
	local def = max - current
	bar:SetValue(current)

	local r, g, b, t
	if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
		local _, class = UnitClass(unit)
		t = colors.class[class]	
	elseif(UnitIsPlayer(unit)) then
		local _, class = UnitClass(unit)
		t = colors.class[class]	
	else		
		-- MainTank target and Party Pet color
		r, g, b = .1, .8, .3
	end
Or you can have 1 line of text as standard, and delete the hex code in SetText. That should keep the class color.

Anyway, I recommend using LibResComm (http://www.wowace.com/projects/librescomm-1-0/) to find out who's being ressed.
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