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Updated:09-24-12 11:55 PM
Created:01-04-09 06:56 PM
Downloads:23,062
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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 03-04-10, 01:36 PM  
sephra
A Kobold Labourer

Forum posts: 0
File comments: 25
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guess i figured it out i ended up just not using the

Code:
if not (unit == "focustarget") then
		local pp = CreateFrame"StatusBar"
		pp:SetHeight(height*.07)
		pp:SetStatusBarTexture(texture)
		pp:SetStatusBarColor(1, 1, 1)

		pp.frequentUpdates = true
		pp.Smooth = true

		pp:SetParent(self)
		pp:SetPoint"LEFT"
		pp:SetPoint"RIGHT"
		pp:SetPoint"BOTTOM"	
		
		local ppbg = pp:CreateTexture(nil, "BORDER")
		ppbg:SetAllPoints(pp)
		ppbg:SetTexture(texture)
		ppbg:SetVertexColor(.3,.3,.3)

		pp.bg = ppbg
		self.Power = pp
	end
im guessing that something of that was interfearing with player/target mana updates.. because when i use that only TOT and this new focus target mana update and player/target break.. and when i dont use this segment everything works fine lol ...
Last edited by sephra : 03-04-10 at 07:22 PM.
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Unread 03-13-10, 08:54 AM  
drdead
A Murloc Raider

Forum posts: 6
File comments: 20
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Hello, Freeb. I'm editing your layout for myself and i've encountered something beyond my basic lua knowledge)
I've enlarged power bar and put power value text there. What i want to do - make bar color depend on power type. I put code below. The problem i have - only player's bar is colored properly, target's, pet's and focus bars are colored with default white color.

Code:
--somewhere above there's your metatable from ftags.lua
if not (unit == "targettarget") then
		local pp = CreateFrame"StatusBar"
		pp:SetHeight(height*.5)
		pp:SetStatusBarTexture(texture)
				
		local _, pType = UnitPowerType(unit)
		local color = colors.power[pType] or {1, 1, 1} 
	
		pp:SetStatusBarColor(color[1], color[2], color[3]) 

		pp.frequentUpdates = true
		pp.Smooth = true
		
		pp:SetParent(self)
		pp:SetPoint("LEFT", hp)
		pp:SetPoint("RIGHT", hp)
		pp:SetPoint("TOP", hp, "BOTTOM", 0, -1)
		
		local ppbg = pp:CreateTexture(nil, "BORDER")
		ppbg:SetAllPoints(pp)
		ppbg:SetTexture(texture)
		ppbg:SetVertexColor(.3,.3,.3)
		
		local ppp = pp:CreateFontString(nil, "OVERLAY")
		ppp:SetPoint("RIGHT", pp, -2, 0)
		ppp:SetFont(font, fontsize)
		ppp:SetShadowOffset(1, -1)
		ppp:SetTextColor(1, 1, 1)
		self:Tag(ppp, '[freebPp]')

		pp.bg = ppbg
		self.Power = pp
	end
EDITED:
Resolved. I've added self.OverrideUpdatePower = updatePower after
Code:
local pp = CreateFrame"StatusBar"
		pp:SetHeight(height*.5)
		pp:SetStatusBarTexture(texture)
and created function updatePower
Code:
local updatePower = function(self, event, unit, bar)
	local r, g, b, t
	local _, pType = UnitPowerType(unit)
	t = self.colors.power[pType] or {0.7,0.7,0.7} 
	
	r, g, b = t[1], t[2], t[3]
	bar:SetStatusBarColor(r, g, b) 
end
Leaving whole post here for maybe some1 will need this.
Last edited by drdead : 03-13-10 at 09:21 AM.
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Unread 03-16-10, 10:00 AM  
bluenjoy
A Deviate Faerie Dragon
 
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AddOn Compiler - Click to view compilations

Forum posts: 13
File comments: 55
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For people wondering how to see their Weapon Enchants like I have been, I added oUF_WeaponEnchant on my unitframes. You can add this to yours as well as a temp.

Add this to freeb.lua:
Code:
		if (IsAddOnLoaded('oUF_WeaponEnchant')) then
			self.Enchant = CreateFrame('Frame', nil, self)
			self.Enchant.size = 28
			self.Enchant:SetHeight(self.Enchant.size * 2)
			self.Enchant:SetWidth(self.Enchant.size * 3)
			self.Enchant:SetPoint("BOTTOM", self, "BOTTOM", 19, -90)
			self.Enchant["growth-y"] = "UP"
			self.Enchant["growth-x"] = "RIGHT"
			self.Enchant.spacing = 3.7
			self.PostCreateEnchantIcon = CreateAuraIcon
		end
Add this in oUF_Freeb.toc:
Code:
## OptionalDeps: oUF_WeaponEnchant
Then just download oUF_WeaponEnchant and you're set
__________________
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Unread 03-21-10, 12:18 AM  
Jilos
A Kobold Labourer

Forum posts: 1
File comments: 31
Uploads: 0
how i can disable the potrait
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Unread 03-24-10, 03:15 PM  
Toran
A Nerdscale Dorkin
 
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Premium Member

Forum posts: 143
File comments: 433
Uploads: 0
Hi. Wanted to adjust the size of the pet and tot frame individually. The only thing I could find was this:

Code:
	self:SetAttribute('initial-height', height)
	if(unit and (unit == "targettarget")) then
		self:SetAttribute('initial-width', 150)
	else
		self:SetAttribute('initial-width', width)
	end
which I changed to:

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.
Last edited by Toran : 03-24-10 at 07:52 PM.
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Unread 03-26-10, 11:05 AM  
drdead
A Murloc Raider

Forum posts: 6
File comments: 20
Uploads: 0
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
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Unread 03-26-10, 11:34 AM  
Maxen
A Fallenroot Satyr

Forum posts: 23
File comments: 235
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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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Unread 03-26-10, 04:44 PM  
Tideradra
A Kobold Labourer

Forum posts: 0
File comments: 4
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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, 05:34 PM  
Freebaser
A Molten Kobold Bandit
 
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Forum posts: 135
File comments: 307
Uploads: 10
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 03-30-10, 04:56 AM  
sephra
A Kobold Labourer

Forum posts: 0
File comments: 25
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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 03-30-10, 07:35 AM  
viking355
An Aku'mai Servant
 
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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, 07:55 AM  
Maxen
A Fallenroot Satyr

Forum posts: 23
File comments: 235
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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, 11:22 AM  
Bebe4659
A Defias Bandit

Forum posts: 2
File comments: 34
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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, 09:35 PM  
Toran
A Nerdscale Dorkin
 
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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, 10:19 PM  
Freebaser
A Molten Kobold Bandit
 
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Forum posts: 135
File comments: 307
Uploads: 10
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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