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Updated:01-13-10 06:07 PM
Created:05-10-09 05:29 AM
Downloads:4,576
Favorites:14
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oUF Brun
Version: v1.6.5
by: Bruners [More]
General information:

oUF_Brun is a layout for oUF by haste, it is a result of what I liked from ag_unitframes and pitbull mixed together. Any basic changes like position and size can be done from top of the layout's lua. If you want any changes you can't do yourself, feel free to post suggestions.

A version of oUF_AmnitRaid with the statusbar and font style from oUF_Brun can be found here

Frames:
oUF_Brun has by default enabled the following frames:

Player
Player's pet
Target
Target's Target
Target's Target Target
Focus
Party
Party Target
Party pet's

Supported oUF plugins:
oUF_BarFader, oUF_Experience or oUF_Reputation, oUF_Smooth, oUF_RuneBar, oUF_CombatFeedback, oUF_MoveableFrames and oUF_SpellRange.

Recommended plugins:
oUF_AmnithRaid, oUF_BrunRaid

Credits:
Haste for making oUF
Amnith for all the support and being awesome.
Caellian for the skinned buffs/debuffs

For bug reports or alpha version please use the project page on CF or github
http://github.com/Bruners/oUF_Brun/commits/v1.6.5

Tagging as v1.6.4

--------------------

Bruners:
- party perfection
- dont hide buffs by default
- Add a better castbar on focus frame and only desaturate debuffs and buffs on target and focus


Tagging as v1.6.3

--------------------

Bruners:
- druid mana bar fix
- add missing function to update druid mana bar and fix module gaps
- Update toc with oUF_TotemBar as an optional dep
- make focustarget usable with oUF_MoveableFrames if enabled
- Add support for oUF_TotemBar and adjust the runebar to follow the same layout
- fix problem with oUF_CombatFeedback
- fix party not getting correct size when variables are changed
- fix a problem with oUF_MoveableFrames



Tagging as v1.6.2

--------------------

Bruners:
- adjustments
- add assistant texture
- let oUF handle textures
- adjustments
- Add color to the experience bar and add rested experience
- reinclude support for oUF_DebuffHighlight.
- Add some variables for buffs and debuffs so that the size can be changed easy
Optional Files (0)


Archived Files (8)
File Name
Version
Size
Author
Date
v1.6.4
33kB
Bruners
11-09-09 04:06 PM
v1.6.3
34kB
Bruners
10-29-09 04:34 AM
v1.6.2
33kB
Bruners
10-25-09 11:02 AM
v1.6.1
33kB
Bruners
10-21-09 03:00 AM
v1.6
35kB
Bruners
10-19-09 12:25 AM
v1.5
95kB
Bruners
08-17-09 05:00 PM
v1.4
96kB
Bruners
06-29-09 08:13 AM
v1.3.9
94kB
Bruners
05-10-09 05:29 AM


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Old 10-19-09, 12:11 PM  
eyeGoRe
A Kobold Labourer

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i have it thx

but: where can i disable the debuff and buff durations?

mimimi need help plz :>
Last edited by eyeGoRe : 10-19-09 at 01:47 PM.
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Old 10-20-09, 12:09 AM  
Bruners
A Flamescale Wyrmkin
 
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Originally posted by eyeGoRe
i have it thx

but: where can i disable the debuff and buff durations?

mimimi need help plz :>
What durations and on what debuffs and what buffs ?
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Old 10-21-09, 02:19 PM  
Aesop
A Murloc Raider

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A little help please

hi nice mod but like everyone else i guess Id like to make few changes that I haven't been able to figure out how to make them.

I'd like to switch the class coloring to the power bars , and change the health bars to a much darker color. I'd also like to make the health bars take up most of the height and so far I can only find one setting that affects both.

Thanks in advance for your assistance.

(edited for spelling)
Last edited by Aesop : 10-21-09 at 02:21 PM.
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Old 10-21-09, 09:23 PM  
Bruners
A Flamescale Wyrmkin
 
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Re: A little help please

Originally posted by Aesop
hi nice mod but like everyone else i guess Id like to make few changes that I haven't been able to figure out how to make them.

I'd like to switch the class coloring to the power bars , and change the health bars to a much darker color. I'd also like to make the health bars take up most of the height and so far I can only find one setting that affects both.

Thanks in advance for your assistance.

(edited for spelling)
Under the shared settings look for
Code:
	hp:SetHeight(self:GetAttribute("initial-height")*0.6)
	hp.frequentUpdates = true
	hp.colorDisconnected = true
	hp.colorTapping = true
	hp.colorClass = true
	hp.colorReaction = true
	hp.Smooth = true
and
Code:
	pp:SetHeight(self:GetAttribute("initial-height")*0.4)
	pp.frequentUpdates = true
	pp.colorDisconnected = true
	pp.colorTapping = true
	pp.colorClass = false
	pp.colorPower = true
	pp.Smooth = true
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Old 10-22-09, 12:20 AM  
poa
A Kobold Labourer

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Thanks for new variables -now layout changing is much easier.
What do you thing about vars for Buff/Debuff sizes?
I have old monitor and rather small resolution. When i'm in raid with many buffs/debuffs icons with default size are wasting too much space
That is what i made with v1.5 by code changing and want to realize whith new oUF_Brun.
Now i have this using implemented vars without code changing.
Last edited by poa : 10-22-09 at 12:22 AM.
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Old 10-22-09, 09:07 AM  
Bruners
A Flamescale Wyrmkin
 
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Originally posted by poa
Thanks for new variables -now layout changing is much easier.
What do you thing about vars for Buff/Debuff sizes?
I have old monitor and rather small resolution. When i'm in raid with many buffs/debuffs icons with default size are wasting too much space
That is what i made with v1.5 by code changing and want to realize whith new oUF_Brun.
Now i have this using implemented vars without code changing.
I will try to make something that works
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Old 10-22-09, 02:19 PM  
hisenser
A Kobold Labourer

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Hi,

I have been a user as ag_unit frames for long, but it is bit memory consuming and sometimes crush, so I try to move to ouf and find your layout mod :P

I want to make this layout as much similar as ag_unitframes.
This is what I want the layout to be :



I made some changes to the default layout, but here are three modifications but i failed to do by my self:

1. I want to change the default texture by simply replace the line
Code:
 local TEXTURE = ("Interface\\Addons\\oUF_Brun\\textures\\Statusbar")
with my own texture, but it seems do not work well.

2. hide the power bar of ToT and ToToT frame.

3. is it possible to add a portrait to the frames?
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Old 10-22-09, 09:09 PM  
Bruners
A Flamescale Wyrmkin
 
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Originally posted by hisenser
Hi,

I have been a user as ag_unit frames for long, but it is bit memory consuming and sometimes crush, so I try to move to ouf and find your layout mod :P

I want to make this layout as much similar as ag_unitframes.
This is what I want the layout to be :



I made some changes to the default layout, but here are three modifications but i failed to do by my self:

1. I want to change the default texture by simply replace the line
Code:
 local TEXTURE = ("Interface\\Addons\\oUF_Brun\\textures\\Statusbar")
with my own texture, but it seems do not work well.

2. hide the power bar of ToT and ToToT frame.

3. is it possible to add a portrait to the frames?
1. Just replace the Stausbar.tga inside Textures.

2. Under UnitSpecific . targettarget in oUF_Brun.lua, just hide all stuff related to power (look under pet for more tips).

3. It is possible, however i wont ever add or bother supporting that, but i can give you an example of how you can make one yourself.

Code:
		local portrait = CreateFrame("PlayerModel")
		portrait:SetParent(self)
		portrait:SetPoint("LEFT", self, "LEFT")
		portrait:SetBackdrop( { 
		  bgFile = "Interface/Tooltips/UI-Tooltip-Background", 
		  edgeFile = "", tile = true, tileSize = 0, edgeSize = 0, 
		  insets = { left = 0, right = 0, top = 0, bottom = 0 }
		});
		portrait:SetBackdropColor(0, 0, 0, .5)
		portrait:SetHeight(40)
		portrait:SetWidth(40)

		self.Portrait = portrait
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Old 10-25-09, 09:12 PM  
shinchih2001
A Defias Bandit

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can add to support totembar??
Last edited by shinchih2001 : 10-25-09 at 09:12 PM.
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Old 10-25-09, 09:36 PM  
shinchih2001
A Defias Bandit

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[2009/10/26 11:35:26-702-x1]: oUF_MoveableFrames-1.1\oUF_MoveableFrames.lua:26: table index is nil
oUF_MoveableFrames-1.1\oUF_MoveableFrames.lua:104: in function <...ace\AddOns\oUF_MoveableFrames\oUF_MoveableFrames.lua:97>

when i move ToToT,i got this error
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Old 10-25-09, 11:54 PM  
Bruners
A Flamescale Wyrmkin
 
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Originally posted by shinchih2001
can add to support totembar??
I don't have a shaman so i don't know how this bar should look or where to place it.
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Old 10-26-09, 01:17 AM  
poa
A Kobold Labourer

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I found a couple of bugs.
1. When I change heigh of party frame, height of health and power bars stays the same. You can see it on screenshot

2. An error accuires if i use oUF_CombatFeedback and oUF_Brun can not load.

And one more question:
I use rather small frame width. If character name is long and he has less than 100% of health, then name overlaps with health info. How can I avoid this?
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Old 10-26-09, 02:22 AM  
Bruners
A Flamescale Wyrmkin
 
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Originally posted by poa
I found a couple of bugs.
1. When I change heigh of party frame, height of health and power bars stays the same. You can see it on screenshot

2. An error accuires if i use oUF_CombatFeedback and oUF_Brun can not load.

And one more question:
I use rather small frame width. If character name is long and he has less than 100% of health, then name overlaps with health info. How can I avoid this?
1. hmm, i havent had problems with this myself, but will look into it, as the screenshot goes it looks like its an older version that v1.6.2 ?

2. Got to admit i havent tested with all plugins after i did the rewrite, will check that up and fix it.

3. You could reduce the font size, you could trim names to something shorter, you could try to reduce the global UI scale.
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Old 10-26-09, 06:46 AM  
shinchih2001
A Defias Bandit

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Originally posted by Bruners
I don't have a shaman so i don't know how this bar should look or where to place it.
see oUF_Totembar....@@
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Old 10-27-09, 01:28 AM  
poa
A Kobold Labourer

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Originally posted by Bruners
1. hmm, i havent had problems with this myself, but will look into it, as the screenshot goes it looks like its an older version that v1.6.2 ?
Those screenshot was made from v1.6.1. This one from v1.6.2:


You can see both problems - party frame and name overlapping.

3. You could reduce the font size, you could trim names to something shorter, you could try to reduce the global UI scale.
The only way that can solve trouble is trimming.
I made changes in v1.5 implementing var "HPTextWidth" and than i had somthing like: NameWidth = UnitFrameWidth - HPTextWidth
But I can't understand where can I do it in v1.6.x.
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