Category: oUF: Layouts
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Freebaser's Portal Bug Reports Feature Requests

This file is a Addon for oUF by haste. You must have that installed before this Addon will work.

Author:
Version:
2.5
Date:
02-10-2010 11:33 PM
Size:
100.35 Kb
Downloads:
4,935
Favorites:
56
MD5:
Pictures
Click to enlarge
2.0
Click to enlarge
oUF_Experience and built-in oUF runes
Click to enlarge
debuffs
oUF Freeb
Supported oUF Version: 1.3.x

Base Code provided by oUF_Lily

Credits to
P3lim and Caellian
-- for letting me use some of their code to modify the layout

Haste
-- for oUF and oUF_Lily

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


Supported Plugins
-- oUF_Experience
-- oUF_Smooth


Make the frames movable! oUF_MovableFrames

  Change Log - oUF Freeb
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
  Archived Versions - oUF Freeb
File Name
Version
Size
Author
Date
2.4
98kB
Freebaser
02-05-2010 12:53 AM
2.3
97kB
Freebaser
02-03-2010 11:44 AM
2.2
249kB
Freebaser
01-21-2010 12:07 AM
2.1
96kB
Freebaser
11-19-2009 08:21 PM
2.0BETA
95kB
Freebaser
11-17-2009 03:35 PM
1.5
28kB
Freebaser
08-05-2009 07:35 PM
1.41
28kB
Freebaser
03-03-2009 12:26 PM
1.4
28kB
Freebaser
02-14-2009 04:54 PM
1.3
28kB
Freebaser
01-25-2009 10:33 PM
1.2.2
29kB
Freebaser
01-16-2009 02:43 AM
1.2.1
29kB
Freebaser
01-11-2009 12:22 AM
1.2
29kB
Freebaser
01-10-2009 05:57 AM
1.1
28kB
Freebaser
01-09-2009 12:24 PM
0.1
6kB
Freebaser
01-04-2009 06:56 PM
  Comments - oUF Freeb
Post A Reply Comment Options
Old Today, 11:00 AM  
bluenjoy
A Murloc Raider
 
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Forum posts: 8
File comments: 82
Uploads: 1
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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Old 03-13-2010, 08:54 AM  
drdead
A Kobold Labourer

Forum posts: 0
File comments: 7
Uploads: 0
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 : 03-13-2010 at 09:21 AM.
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Old 03-04-2010, 01:36 PM  
sephra
A Kobold Labourer

Forum posts: 0
File comments: 8
Uploads: 0
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 : 03-04-2010 at 07:22 PM.
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Old 02-28-2010, 04:34 PM  
bluenjoy
A Murloc Raider
 
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Forum posts: 8
File comments: 82
Uploads: 1
Code:
Message: Interface\AddOns\oUF_Freeb\ftags.lua:15: attempt to perform arithmetic on local 'r' (a nil value)
Time: Sun Feb 28 22:31:25 2010
Count: 1
Stack: Interface\AddOns\oUF_Freeb\ftags.lua:15: in function <Interface\AddOns\oUF_Freeb\ftags.lua:11>
Interface\AddOns\oUF_Freeb\ftags.lua:125: in function `func'
Interface\AddOns\oUF\elements\tags.lua:406: in function `UpdateTag'
Interface\AddOns\oUF\elements\tags.lua:279: in function `func'
Interface\AddOns\oUF\ouf.lua:322: in function `PLAYER_ENTERING_WORLD'
Interface\AddOns\oUF\ouf.lua:150: in function <Interface\AddOns\oUF\ouf.lua:137>
[C]: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:816: 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>

Locals: r = nil
g = nil
b = nil
(*temporary) = <function> defined =[C]:-1
(*temporary) = "|cff%02x%02x%02x"
(*temporary) = "nil"
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to perform arithmetic on local 'r' (a nil value)"
popped up today after a bg
__________________
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Old 02-25-2010, 02:20 AM  
Bebe4659
A Defias Bandit

Forum posts: 2
File comments: 24
Uploads: 0
Okie dokie. That actually helps me a lot. Thank you. Far as the ToT debuff. Well, I tried removing the section I quoted and well, the entire UI pretty much didn't load. So maybe I just need to get rid of the:

Quote:
self.Debuffs = debuffs
self.Debuffs.num = 5
end
end,
Instead of the entire thing, which seems to control the frame itself.



Quote:
Originally posted by Freebaser
Yup, just remove that from the targettarget function. If you remove the portrait, you would have to alter the CPoints.

Code:
self.CPoints = self.Portrait:CreateFontString(nil, 'OVERLAY')
self.CPoints:SetFont(font, 32, "THINOUTLINE")
self.CPoints:SetShadowOffset(1, -1)
self.CPoints:SetPoint('CENTER', self.Portrait)
Code:
self.CPoints = self:CreateFontString(nil, 'OVERLAY')
self.CPoints:SetFont(font, 32, "THINOUTLINE")
self.CPoints:SetShadowOffset(1, -1)
self.CPoints:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', -5, 0)
This may not be the ideal location, but it gives you an idea.
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Old 02-25-2010, 12:32 AM  
Freebaser
Premium Member
 
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Premium Member
Interface Author - Click to view interfaces

Forum posts: 59
File comments: 144
Uploads: 5
Quote:
Originally posted by Bebe4659
Heyas. Such a silly question. I'd like to get rid of the buffs/debuff on the ToT frame. Am I correct in thinking deleting the following would be the proper way to?



Also, I'd read in order to disable the portrait on the Target bar it needed to be pinned to something else or something. I honestly have no clues what I'd put instead. >.< My apologies!
Yup, just remove that from the targettarget function. If you remove the portrait, you would have to alter the CPoints.

Code:
self.CPoints = self.Portrait:CreateFontString(nil, 'OVERLAY')
self.CPoints:SetFont(font, 32, "THINOUTLINE")
self.CPoints:SetShadowOffset(1, -1)
self.CPoints:SetPoint('CENTER', self.Portrait)
Code:
self.CPoints = self:CreateFontString(nil, 'OVERLAY')
self.CPoints:SetFont(font, 32, "THINOUTLINE")
self.CPoints:SetShadowOffset(1, -1)
self.CPoints:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', -5, 0)
This may not be the ideal location, but it gives you an idea.
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Old 02-24-2010, 10:49 PM  
Bebe4659
A Defias Bandit

Forum posts: 2
File comments: 24
Uploads: 0
Heyas. Such a silly question. I'd like to get rid of the buffs/debuff on the ToT frame. Am I correct in thinking deleting the following would be the proper way to?

Quote:
if auras then
local debuffs = CreateFrame("Frame", nil, self)
debuffs:SetHeight(height+2)
debuffs:SetWidth(width)
debuffs:SetPoint("BOTTOMLEFT", self, "TOPLEFT", 0, 4)
debuffs.spacing = 4
debuffs.size = height+2
debuffs.initialAnchor = "BOTTOMLEFT"

self.Debuffs = debuffs
self.Debuffs.num = 5
end
end,
}
Also, I'd read in order to disable the portrait on the Target bar it needed to be pinned to something else or something. I honestly have no clues what I'd put instead. >.< My apologies!

Last edited by Bebe4659 : 02-24-2010 at 10:59 PM.
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Old 02-17-2010, 02:12 PM  
Maxen
A Kobold Labourer

Forum posts: 0
File comments: 16
Uploads: 0
Question: Why hide the temporary weapon enchants ?
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Old 02-15-2010, 12:54 PM  
Bebe4659
A Defias Bandit

Forum posts: 2
File comments: 24
Uploads: 0
Quote:
Originally posted by JackOnTheMap
You looking in the right place?

I just did it again just like I wrote and it's right there. Just as I copy/pasted in my post.
Yep. Opened the freeb.lua file within the Interface-Addons-oUF_Freeb-Freeb.lua and there's nothing in there that says "classColorbars."

Every color oriented stuff is defined by 0, 0, 0 or whatever numbers are associated with a specific color.

Edited (again): Downloaded another copy and it is either a very updated version or something. The new layout .lua file actually has the classcolor bar deal. Guess mine is outdate.

Last edited by Bebe4659 : 02-15-2010 at 01:01 PM.
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Old 02-14-2010, 05:36 AM  
boingy
A Kobold Labourer

Forum posts: 1
File comments: 22
Uploads: 0
how add weapon enchants stylized with player buff?
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Old 02-13-2010, 08:50 PM  
richerich
An Aku'mai Servant
 
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Interface Author - Click to view interfaces

Forum posts: 31
File comments: 532
Uploads: 7
If you switch "local auras = false" to "true", why doesn't the castbar icons change along with the rest?
__________________


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Old 02-13-2010, 01:43 AM  
Garry
A Kobold Labourer
 
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File comments: 48
Uploads: 3
Re: Re: ouf_Totembar makes me goin crazy

Quote:
Originally posted by Rostok
Have you put oUF_TotemBar in your toc ?
yeup, i added oUF_TotemBar to the OptionalDeps line.
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Old 02-12-2010, 05:01 PM  
Rostok
A Cyclonian

Forum posts: 47
File comments: 10
Uploads: 0
Re: ouf_Totembar makes me goin crazy

Quote:
Originally posted by Garry
After a few weeks, i grapped my old design b/c ppl wanted it to have.

Well my problem is that i cant add ouf_totembar to your layout. And i wont work...guess its not showing up. I tried many ways and cant find the problem why.
Have you put oUF_TotemBar in your toc ?
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Old 02-12-2010, 04:42 PM  
sPiDeRz
A Defias Bandit

Forum posts: 3
File comments: 2
Uploads: 0
Mana bars and HP text display

Hey there!
I recently changed to these Frames and love them, however theres a few things i want to change slightly yet have no clue how to.

First one is a bug i think, On my toons that have more then 9k mana or HP the HP text value shows as example: 11k5, i'm guessing this is spose to mean 11.5k??? is there a way to fix this???

Second one concerns the mana/power bar, i was hoping to make it a bit larger but i can't work out which part of the code actually changes it.

The last thing is the 3D Portrait. No i do not want to remove it i just want to add a black background to it instead of it being transparent. Is this possible??

Thank you for any help.

Last edited by sPiDeRz : 02-12-2010 at 05:21 PM.
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Old 02-12-2010, 12:08 PM  
Garry
A Kobold Labourer
 
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Interface Author - Click to view interfaces

Forum posts: 0
File comments: 48
Uploads: 3
ouf_Totembar makes me goin crazy

After a few weeks, i grapped my old design b/c ppl wanted it to have.

Well my problem is that i cant add ouf_totembar to your layout. And i wont work...guess its not showing up. I tried many ways and cant find the problem why.

Here is the code i added:
Code:
if IsAddOnLoaded("oUF_TotemBar") and unit == "player"  and playerClass == "SHAMAN" then 
	   self.TotemBar = {} 
	   for i = 1, 4 do 
	      self.TotemBar[i] = CreateFrame("StatusBar", nil, self) 
	      self.TotemBar[i]:SetHeight(16) 
	      self.TotemBar[i]:SetWidth(150/4 - 0.85) 
	      if (i == 1) then 
	         self.TotemBar[i]:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 0, -33) 
	      else 
	         self.TotemBar[i]:SetPoint("TOPLEFT", self.TotemBar[i-1], "TOPRIGHT", 1, 0) 
	      end 
	      self.TotemBar[i]:SetStatusBarTexture(texture) 
	      self.TotemBar[i]:SetBackdrop(backdrop) 
	      self.TotemBar[i]:SetBackdropColor(0, 0, 0) 
	      self.TotemBar[i]:SetMinMaxValues(0, 1) 
	      self.TotemBar[i].destroy = true 
	 
	      self.TotemBar[i].bg = self.TotemBar[i]:CreateTexture(nil, "BORDER") 
	      self.TotemBar[i].bg:SetAllPoints(self.TotemBar[i]) 
	      self.TotemBar[i].bg:SetTexture(texture) 
	      self.TotemBar[i].bg.multiplier = 0.25 
	 
	   end 
	end
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