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Updated:09-16-13 07:43 PM
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 03-02-09, 02:25 AM  
MeqTrader
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For those who would like a seperate MT column I added this simple piece of code which I found somewhere:

Code:
local tank = oUF:Spawn('header', 'oUF_MainTank')
tank:SetManyAttributes('showRaid', true, 'groupFilter', 'MAINTANK', 'yOffset', -5)
tank:SetPoint('TOPLEFT', oUF_Raid1, -100, 0)
tank:Show()
Last edited by MeqTrader : 03-02-09 at 02:25 AM.
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Unread 03-01-09, 07:12 AM  
xcore
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just AWESOME!! i rly love this frames - very thx !
Last edited by xcore : 03-01-09 at 07:21 AM.
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Unread 03-01-09, 04:02 AM  
xcore
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hey n1 - ich will test it
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Unread 03-01-09, 03:28 AM  
Freebaser
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I thought about this and wondered how I wanted to do it. I already have indicators taking up all the corners and didn't want to change anything with the health bars. So I went with aggro colored names/health text and its included in v0.6. Hope this works for you.
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Unread 02-28-09, 11:56 PM  
xcore
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looks great - but is it possible to get an aggro indikator whit this frames?
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Unread 02-28-09, 03:31 PM  
Freebaser
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Sorry I forgot to add something to names

line 388
Code:
self.Name:SetText(UnitName(unit):sub(1, 3))
to

Code:
self.Name:SetText(UnitName(unit):utf8sub(1, 3))
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Unread 02-28-09, 01:47 PM  
leks0d
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How to make names look better for ruRU locale?
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Unread 02-28-09, 10:44 AM  
merlinmage
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Thanks,works like a charm =)
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Unread 02-28-09, 08:04 AM  
Guardix
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Add self:SetScale(x) to the func function. Where x is the scale you want.

Code:
local func = function(self, unit)
	self.colors = colors
	self:SetScale(x)
	...
end
Last edited by Guardix : 02-28-09 at 08:06 AM.
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Unread 02-28-09, 07:15 AM  
merlinmage
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Hi Freebaser,
I really like your layout and implemented it right in my UI =)
But I wanna know if I could scale the praty/raid frames a little bit more down,since I already have the lowest scale and the frames are really "big"
Thanks in advantage,
merlin
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Unread 02-27-09, 06:52 AM  
Freebaser
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I included the target border in the latest release. I also have been working on the debuff icons from what zariel had, and put it in the this version too.

Thanks for sharing
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Unread 02-25-09, 02:48 PM  
Guardix
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And yet another feature, for those who miss the dispellable debuff icons:
Code:
local CanDispel = {
	PRIEST = { Magic = true, Disease = true, },
	SHAMAN = { Poison = true, Disease = true, },
	PALADIN = { Magic = true, Poison = true, Disease = true, },
	MAGE = { Curse = true, },
	DRUID = { Curse = true, Poison = true, }
}

local RaidDebuffs = {
	[""] = true,
}

local PostCreateAuraIcon = function(self, button, icons)
	button:SetScript("OnEnter", nil)
	button:SetScript("OnLeave", nil)
	button:EnableMouse(false)
	icons.showDebuffType = true
	button.overlay:SetTexture([[Interface\AddOns\oUF_Freebgrid\media\border]])
	button.overlay:SetTexCoord(0, 1, 0, 1)
	button.overlay.Hide = function(self) self:SetVertexColor(0.25, 0.25, 0.25) end
end

local PostUpdateAuraIcon = function(self, icons, unit, icon, index, offset, filter, debuff)
	if debuff then
		local name, _, _, _, debuffType = UnitAura(unit, index, filter)
		if debuffType == nil and not RaidDebuffs[name] then
			icon:Hide()
		elseif not debuffType == nil then
			if not CanDispel[playerClass][debuffType] then
				icon:Hide()
			end
		end
	end
end

local func = function(self, unit)
...
	-- Dispellable debuffs
	self.Debuffs = CreateFrame('Frame', nil, self)
	self.Debuffs:SetPoint('CENTER', self, 'CENTER', 0, 0)
	self.Debuffs:SetAlpha(0.8)
	self.Debuffs:SetHeight(25)
	self.Debuffs:SetWidth(25)
	self.Debuffs.size = 25
	self.Debuffs.num = 1
	
	self.PostCreateAuraIcon = PostCreateAuraIcon
	self.PostUpdateAuraIcon = PostUpdateAuraIcon
...
end
You can add debuffs of no type aswell, if you type the name of the debuff into the RaidDebuff table. For instance Frost Tombs or w/e they're called at Kel'thuzad.
Last edited by Guardix : 02-25-09 at 02:50 PM.
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Unread 02-25-09, 10:19 AM  
Guardix
A Cyclonian
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Target Borders

For target borders, replace the original backdrop with this:
Code:
local ChangedTarget = function(self)
	if ( UnitInRaid'player' == 1 or UnitInParty'player' ) and UnitName('target') == UnitName(self.unit) then
		self.TargetBorder:SetBackdropBorderColor(0.8,0.8,0.8,1)
	else
		self.TargetBorder:SetBackdropBorderColor(0.8,0.8,0.8,0)
	end
end

local func = function(self,unit)
...
self:RegisterEvent('PLAYER_TARGET_CHANGED', ChangedTarget)
...
	-- Backdrop	
	self.TargetBorder = CreateFrame('Frame', nil, self)
	self.TargetBorder:SetPoint("TOPLEFT",-3,3)
	self.TargetBorder:SetPoint("BOTTOMRIGHT",3,-3)
	self.TargetBorder:SetBackdrop({
		bgFile = [[Interface\ChatFrame\ChatFrameBackground]], tile = true, tileSize = 16,
		edgeFile = [[Interface\ChatFrame\ChatFrameBackground]], edgeSize = 1,
		insets = {top = 1, left = 1, bottom = 1, right = 1},
	})
	self.TargetBorder:SetBackdropColor(0, 0, 0, 1)
	self.TargetBorder:SetBackdropBorderColor(0, 0, 0, 0)
...
end
Feel free to edit it, to make it look the way you want.

* Minor fix for the ChangedTarget function
Last edited by Guardix : 02-25-09 at 10:36 AM.
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Unread 02-19-09, 11:07 AM  
Ferous
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Re: Re: invert color and raid layout

EDIT - I seen someone had mentioned Flourish already. Thank you again for the great work. I am looking foward to you expanding this project. Added to favorites so I know when you update

-Ferous.
Last edited by Ferous : 02-19-09 at 11:43 AM.
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Unread 02-10-09, 09:56 AM  
Guardix
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Re: invert color and raid layout

Originally posted by nin
Heya, i really dig this. i hope i could get some help with 2 things though..

i would really like to invert the bar color. want the dark to be in the background when loosing health.. tried to edit the lua with no luck :/

Also if anyone knows what to add to make the raidlayout go from right > left, mine is going downwards atm.

thanks for your time and great work.

/nin
I prefer having the colors inverted too, here is my solution:
http://guardix.pastey.net/108030

and to make the raidlayout grow from right to left, edit the bottom lines to this:
http://guardix.pastey.net/108031
Last edited by Guardix : 02-10-09 at 10:02 AM.
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