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Siege of Orgrimmar (5.4)
Updated:09-16-13 07:43 PM
Created:01-19-09 05:04 AM
Downloads:56,436
Favorites:254
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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
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Unread 02-02-09, 09:24 PM  
jadakren
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Originally posted by Guardix
I hope this piece of code gets things clear, but I'm quite sure it doesn't work, tho I haven't tried it - I tried something similar with oCD, but couldn't get it to work and therefore went to use CooldownButtons for that:
http://guardix.pastey.net/107029

You see, I like to have things centered in my UI and this would be lovely if it was possible, I may even get back to use oCD to get some lightweighty cd addon.
I'm not entirly sure what you're trying to achieve but maybe from the looks of your code this is what will happen
LEFTOTRIGHT
Code:
[raidgroup1][raidgroup2][raidgroup3][raidgroup4][raidgroup5]
RIGHTTOLEFT
Code:
[raidgroup5][raidgroup4][raidgroup3][raidgroup2][raidgroup1]
CENTER
(now I assume that you want each group stacked on top of each other?)
Code:
[raidgroup5]
[raidgroup4]
[raidgroup3]
[raidgroup2]
[raidgroup1]
to achieve that :
raid[i]:SetPoint('BOTTOM', raid[i-1], 'TOP', 4, 0)
--anchor raid[i] from it's "BOTTOM" middle edge point to the "TOP" middle edge point of raid[-1](the previous group)--

or is it that you want the groups to appear like : ?
Code:
[raidgroup7][raidgroup8]
[raidgroup5][raidgroup6]
[raidgroup4][raidgroup3]
[raidgroup2][raidgroup1]
in which case i'm too tired right now to create the code for that, it's not hard but i'm just need sleep before tackling the use of modulus.

btw i also use oCD, and i have it centered.
Code:
function addon:PLAYER_LOGIN()
	self.group = self.display:RegisterGroup("oCD", "BOTTOM", "UIParent", "BOTTOM", 0, 0)
its all to do with anchoring.
Last edited by jadakren : 02-02-09 at 09:28 PM.
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Unread 01-31-09, 10:48 PM  
Toran
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Originally posted by Freebaser
This will not override any other oUF layout. If your layout supports party and raid units, you will have two sets. Unless you disable it yourself.
Got it. Thanks.
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Unread 01-31-09, 10:26 PM  
Freebaser
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Originally posted by Toran
I'd also like to know the answer to this as I currently use oUF_Lyn and want to keep that for non-raid frames.
This will not override any other oUF layout. If your layout supports party and raid units, you will have two sets. Unless you disable it yourself.
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Unread 01-31-09, 08:29 PM  
Toran
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Originally posted by DJJoeJoe
One question, will this overwrite other layouts that happen to have party/raid support o their own? Or will I need to cut out their parts?
I'd also like to know the answer to this as I currently use oUF_Lyn and want to keep that for non-raid frames.
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Unread 01-28-09, 04:20 AM  
yaroot
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Great! Grid takes too many mem/cpu usage.

But what's Flourish? Is that Wild Growth?

I locale the buff names with GetSpellInfo()
http://yleaf.pastey.net/107163
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Unread 01-26-09, 08:14 AM  
Guardix
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Yea, I guess that would suit my needs
That is also how CooldownButtons works, if I understand it right by reading its code.
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Unread 01-26-09, 07:26 AM  
Freebaser
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The way the anchoring system works, units have to grow a single direction. However, can simulate a "centered" effect by dynamically changing the initial spawn point and still have the groups growing ----> or <----.
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Unread 01-26-09, 03:29 AM  
Guardix
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Originally posted by jadakren
ok this is fairly simple, assuming your aware of how each raid group is spawned with oUF, or even how any frame is created and positioned.

Code:
yourFrame:SetPoint(anchorFrom, anchorTarget, anchorTo, anchorX, anchorY)
anchorFrom : the point on yourFrame.
anchorTarget : the object to which the next argument will apply.
anchorTo : the point on the object specified in the previous argument.
anchorX : offset X
anchorY : offset Y

So considering that we have the four corners, the sides and the center to attach to :

Code:
raidGroup:SetPoint("BOTTOM", previousRaidGroup, "TOP",0, 8)
that should make sure that its anchor to/from points are centered and parented to the previous raidgroup...thus causing the groups to grow from center.

of course I assume you are aware and familiar with creating frames and/or spawning oUF frames.
I hope this piece of code gets things clear, but I'm quite sure it doesn't work, tho I haven't tried it - I tried something similar with oCD, but couldn't get it to work and therefore went to use CooldownButtons for that:
http://guardix.pastey.net/107029

You see, I like to have things centered in my UI and this would be lovely if it was possible, I may even get back to use oCD to get some lightweighty cd addon.
Last edited by Guardix : 01-26-09 at 03:35 AM.
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Unread 01-26-09, 02:20 AM  
jadakren
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Originally posted by Guardix
Nah nothing to do with the status bars. I meant it as group growth, so the unit frames in group 2 will parent to group 1, and group one will be offset.

CooldownButtons has the function, but since it aint unitframes I dunno how it'll work.
ok this is fairly simple, assuming your aware of how each raid group is spawned with oUF, or even how any frame is created and positioned.

Code:
yourFrame:SetPoint(anchorFrom, anchorTarget, anchorTo, anchorX, anchorY)
anchorFrom : the point on yourFrame.
anchorTarget : the object to which the next argument will apply.
anchorTo : the point on the object specified in the previous argument.
anchorX : offset X
anchorY : offset Y

So considering that we have the four corners, the sides and the center to attach to :

Code:
raidGroup:SetPoint("BOTTOM", previousRaidGroup, "TOP",0, 8)
that should make sure that its anchor to/from points are centered and parented to the previous raidgroup...thus causing the groups to grow from center.

of course I assume you are aware and familiar with creating frames and/or spawning oUF frames.
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Unread 01-25-09, 10:12 AM  
Guardix
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Originally posted by jadakren
Im assuming this is for mana and health to either grow apart or together?
Nah nothing to do with the status bars. I meant it as group growth, so the unit frames in group 2 will parent to group 1, and group one will be offset.

CooldownButtons has the function, but since it aint unitframes I dunno how it'll work.
Last edited by Guardix : 01-25-09 at 10:15 AM.
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Unread 01-25-09, 09:18 AM  
jadakren
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Originally posted by Guardix

center to both sides
<---|--->
Im assuming this is for mana and health to either grow apart or together?
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Unread 01-24-09, 07:25 PM  
Guardix
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Any chance that you could make growth an option, to either have the frame grow from left to right, right to left or from center to both sides?

It should work like this:
left to right (standard)
|--->

right to left
<---|

center to both sides
<---|--->
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Unread 01-23-09, 06:58 PM  
Freebaser
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Thanks jadakren!, the newest version includes some of your additions and some more.
Last edited by Freebaser : 01-23-09 at 06:58 PM.
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Unread 01-23-09, 10:35 AM  
jadakren
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Re: Re: Re: Mana plugin

Originally posted by jadakren
ok further developments :
@line:66, this was required to force the incHeal bar to reposition to the spot specified on next line
Code:
frame.HealCommBar:ClearAllPoints()
http://pastey.net/106678
Haha, even further developments :

oUF_Freebgrid/oUF_Freebgrid.lua : http://pastey.net/106855

oUF_HealComm/oUF_HealComm.lua : http://pastey.net/106854
Last edited by jadakren : 01-23-09 at 10:37 AM.
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Unread 01-20-09, 04:39 PM  
jadakren
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Re: Re: Mana plugin

Originally posted by jadakren
Woops, since running though some dungeons i noticed that the incoming heal bar always starts ontop of the party unit, and not ontop of the healthbars it's hieght changes.

more tweaking, might have to duplicate the raid frame for my own frame so i dont have to join group to test it out
ok further developments :
@line:66, this was required to force the incHeal bar to reposition to the spot specified on next line
Code:
frame.HealCommBar:ClearAllPoints()
http://pastey.net/106678
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