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Updated:03-23-13 01:31 PM
Created:unknown
Downloads:26,273
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oUF: Classic  Popular! (More than 5000 hits)

Version: 1.11
by: haste [More]

oUF: Classic is an example on the usage of the oUF API. Please don't post any feature request or the likes on this add-on.

This is the original oUF layout from 2005.
A full changelog can be found: here.

[b]Changes from 1.10/b]
- Remove the menu system.
- Bumped TOC version to 5.2.

[b]Changes from 1.9/b]
- Updated to work with oUF 1.6.
- Set TOC version to 5.1 (50100).

[b]Changes from 1.8/b]
- Removed references to pet happiness. This option was already disabled with 1.5.9, so there's no need to update if you happen to be using 1.8 (other than not having to check load out of date add-ons).
- Set TOC version to 4.1 (40100).

Changes from 1.7
- Updated to work with oUF 1.5 and Wow 4.0.x.

Changes from 1.6
- Updated to work with oUF 1.4.

Changes from 1.5
- Now correctly updates happiness.

Changes from 1.4
- Updated to oUF 1.3.

Changes from 1.3
- Fixed issues with latest beta patch.

Changes from 1.2
- Updated to oUF 1.1.

Changes from 1.1
- Added leader icon.
- Added a blue border on the player frame to indicate that the player is resting.

Changes from 1.0
- Now colors the frame border based on the units reaction.
- Correctly sets happiness only on the pet frame.
- Spawns a pet frame.
- No longer shows buffs and debuffs on the player frame.
Archived Files (6)
File Name
Version
Size
Author
Date
1.10
5kB
haste
12-01-12 09:22 AM
1.9
5kB
haste
04-29-11 05:43 PM
1.8
5kB
haste
10-13-10 11:34 AM
1.7
5kB
haste
06-26-10 07:42 PM
1.6.0
5kB
haste
01-25-09 09:38 AM
1.6
5kB
haste
12-20-08 05:22 PM


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Unread 01-20-11, 07:13 AM  
haste
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Originally posted by nestorilo
I was afraid you'd say that:P

Do you have some other layout to recoment?

I like the skin of oUF Classic a lot. But i just need some things in other positions
No, not really. If you just want to move the frames you can use MovableFrames tho'.
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Unread 01-20-11, 12:32 AM  
nestorilo
A Kobold Labourer

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I was afraid you'd say that:P

Do you have some other layout to recoment?

I like the skin of oUF Classic a lot. But i just need some things in other positions
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Unread 01-19-11, 01:41 PM  
haste
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Originally posted by nestorilo
How do i open "ouf classic" options ?
You don't. Because there are none.
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Unread 01-19-11, 03:05 AM  
nestorilo
A Kobold Labourer

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How do i open "ouf classic" options ?
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Unread 07-01-10, 10:24 PM  
jessica
A Deviate Faerie Dragon

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heya how to add a focus frame, and focus tot that look just the same. I'm trying to do that alon but its hard ;(
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Unread 02-09-10, 01:30 AM  
Onexification
A Kobold Labourer

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Smile Gray borders

Hi2all, i need help ( sorry for my english).
Please anybody help me with change borders colors. I need Gray color, oUF Classic standart with a Green\blue\red\orange colors , depending on pvp on\off, target enemy\Neutral.
My english is badass=\
Please, point in the code, where is "BorderColorTag"
help anybody.
p.s. Sorry for my english=\
And plz submite for my email, OneWower@Gmail.com.
Thx all.
Thats code:


local texture = [[Interface\AddOns\oUF_Classic\textures\statusbar]]
local height, width = 47, 175
local gray = {.3, .3, .3}

local colors = setmetatable({
health = {.45, .73, .27},
power = setmetatable({
['MANA'] = {.27, .53, .73},
['RAGE'] = {.73, .27, .27},
}, {__index = oUF.colors.power}),
}, {__index = oUF.colors})

local menu = function(self)
local unit = self.unit:sub(1, -2)
local cunit = self.unit:gsub("(.)", string.upper, 1)

if(unit == "party" or unit == "partypet") then
ToggleDropDownMenu(1, nil, _G["PartyMemberFrame"..self.id.."DropDown"], "cursor", 0, 0)
elseif(_G[cunit.."FrameDropDown"]) then
ToggleDropDownMenu(1, nil, _G[cunit.."FrameDropDown"], "cursor", 0, 0)
end
end

if(not oUF.Tags['[happiness]']) then
oUF.Tags['[happiness]'] = function(unit)
local happiness
if(unit == 'pet') then
happiness = GetPetHappiness()
if(happiness == 1) then
happiness = ":<"
elseif(happiness == 2) then
happiness = ":|"
elseif(happiness == 3) then
happiness = ""
end
end

return happiness or ''
end

oUF.TagEvents['[happiness]'] = 'UNIT_HAPPINESS'
end

local siValue = function(val)
if(val >= 1e4) then
return ("%.1f"):format(val / 1e3):gsub('%.', 'k')
else
return val
end
end

local PostUpdateHealth = function(self, event, unit, bar, min, max)
if(UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) or not UnitIsConnected(unit)) then
self:SetBackdropBorderColor(.3, .3, .3)
else
local r, g, b = UnitSelectionColor(unit)
self:SetBackdropBorderColor(r, g, b)
end

if(UnitIsDead(unit)) then
bar:SetValue(0)
bar.value:SetText"Dead"
elseif(UnitIsGhost(unit)) then
bar:SetValue(0)
bar.value:SetText"Ghost"
elseif(not UnitIsConnected(unit)) then
bar.value:SetText"Offline"
else
bar.value:SetFormattedText('%s/%s', siValue(min), siValue(max))
end
end

local PostUpdatePower = function(self, event, unit, bar, min, max)
if(min == 0) then
bar.value:SetText()
elseif(UnitIsDead(unit) or UnitIsGhost(unit)) then
bar:SetValue(0)
elseif(not UnitIsConnected(unit)) then
bar.value:SetText()
else
bar.value:SetFormattedText('%s/%s', siValue(min), siValue(max))
end
end

local backdrop = {
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 16,
insets = {left = 4, right = 4, top = 4, bottom = 4},
}

local func = function(settings, self, unit)
self.menu = menu

self:SetScript("OnEnter", UnitFrame_OnEnter)
self:SetScript("OnLeave", UnitFrame_OnLeave)

self:RegisterForClicks"anyup"
self:SetAttribute("*type2", "menu")

self:SetBackdrop(backdrop)
self:SetBackdropColor(0, 0, 0, 1)
self:SetBackdropBorderColor(.3, .3, .3, 1)

-- Health bar
local hp = CreateFrame"StatusBar"
hp:SetWidth(width - 90)
hp:SetHeight(14)
hp:SetStatusBarTexture(texture)

hp:SetParent(self)
hp:SetPoint("TOP", 0, -8)
hp:SetPoint("LEFT", 8, 0)

hp.frequentUpdates = true
hp.colorDisconnected = true
hp.colorTapping = true
hp.colorHappiness = true
hp.colorSmooth = true

self.Health = hp
self.PostUpdateHealth = PostUpdateHealth

local hpp = hp:CreateFontString(nil, "OVERLAY", "GameFontNormal")
hpp:SetPoint("LEFT", hp, "RIGHT", 2, 0)
hpp:SetPoint("RIGHT", self, -6, 0)
hpp:SetJustifyH"CENTER"
hpp:SetFont(GameFontNormal:GetFont(), 10)
hpp:SetTextColor(1, 1, 1)

hp.value = hpp

-- Health bar background
local hpbg = hp:CreateTexture(nil, "BORDER")
hpbg:SetAllPoints(hp)
hpbg:SetAlpha(.5)
hpbg:SetTexture(texture)
hp.bg = hpbg

if(unit ~= 'targettarget') then
local cb = CreateFrame"StatusBar"
cb:SetStatusBarTexture(texture)
cb:SetStatusBarColor(.73, 0, .27, .8)
cb:SetParent(self)
cb:SetAllPoints(hp)
cb:SetToplevel(true)
self.Castbar = cb
end

-- Unit name
local name = hp:CreateFontString(nil, "OVERLAY", "GameFontNormal")
name:SetPoint("LEFT", 2, -1)
name:SetPoint("RIGHT", -2, 0)
name:SetJustifyH"LEFT"
name:SetFont(GameFontNormal:GetFont(), 11)
name:SetTextColor(1, 1, 1)

self:Tag(name, '[name]')
self.Name = name

if(settings.size ~= 'small') then
-- Power bar
local pp = CreateFrame"StatusBar"
pp:SetWidth(width - 90)
pp:SetHeight(14)
pp:SetStatusBarTexture(texture)

pp:SetParent(self)
pp:SetPoint("BOTTOM", 0, 8)
pp:SetPoint("LEFT", 8, 0)

pp.colorPower = true
pp.frequentUpdates = true

self.Power = pp

-- Power bar background
local ppbg = pp:CreateTexture(nil, "BORDER")
ppbg:SetAllPoints(pp)
ppbg:SetAlpha(.5)
ppbg:SetTexture(texture)
pp.bg = ppbg

local ppp = hp:CreateFontString(nil, "OVERLAY", "GameFontNormal")
ppp:SetPoint("LEFT", pp, "RIGHT", 2, 0)
ppp:SetPoint("RIGHT", self, -6, 0)
ppp:SetJustifyH"CENTER"
ppp:SetFont(GameFontNormal:GetFont(), 10)
ppp:SetTextColor(1, 1, 1)

pp.value = ppp
self.PostUpdatePower = PostUpdatePower

-- Info string
local info = pp:CreateFontString(nil, "OVERLAY", "GameFontNormal")
info:SetPoint("LEFT", 2, -1)
info:SetPoint("RIGHT", -2, 0)
info:SetJustifyH"LEFT"
info:SetFont(GameFontNormal:GetFont(), 11)
info:SetTextColor(1, 1, 1)

self:Tag(info, 'L[level][shortclassification] [raidcolor][smartclass]')
self.Info = info
end

if(unit ~= 'player') then
-- Buffs
local buffs = CreateFrame("Frame", nil, self)
buffs:SetPoint("BOTTOM", self, "TOP")
buffs:SetHeight(17)
buffs:SetWidth(width)

buffs.size = 17
buffs.num = math.floor(width / buffs.size + .5)

self.Buffs = buffs

-- Debuffs
local debuffs = CreateFrame("Frame", nil, self)
debuffs:SetPoint("TOP", self, "BOTTOM")
debuffs:SetHeight(20)
debuffs:SetWidth(width)

debuffs.initialAnchor = "TOPLEFT"
debuffs.size = 20
debuffs.showDebuffType = true
debuffs.num = math.floor(width / debuffs.size + .5)

self.Debuffs = debuffs
else
self:RegisterEvent("PLAYER_UPDATE_RESTING", function(self)
if(IsResting()) then
self:SetBackdropBorderColor(.3, .3, .8)
else
local r, g, b = UnitSelectionColor(unit)
self:SetBackdropBorderColor(r, g, b)
end
end)
end

local leader = self:CreateTexture(nil, "OVERLAY")
leader:SetHeight(16)
leader:SetWidth(16)
leader:SetPoint("BOTTOM", self, "TOP", 0, -5)
leader:SetTexture[[Interface\GroupFrame\UI-Group-LeaderIcon]]
self.Leader = leader

-- enable our colors
self.colors = colors

-- Range fading on party
if(not unit) then
self.Range = true
self.inRangeAlpha = 1
self.outsideRangeAlpha = .5
end
end

oUF:RegisterStyle("Classic", setmetatable({
["initial-width"] = width,
["initial-height"] = height,
}, {__call = func}))

oUF:RegisterStyle("Classic - Small", setmetatable({
["initial-width"] = width,
["initial-height"] = height - 16,
["size"] = 'small',
}, {__call = func}))

oUF:SetActiveStyle"Classic"

-- :Spawn(unit, frame_name, isPet) --isPet is only used on headers.
local player = oUF:Spawn"player"
player:SetPoint("CENTER", -200, -380)

local pet = oUF:Spawn"pet"
pet:SetPoint('TOP', player, 'BOTTOM', 0, -16)

local target = oUF:Spawn"target"
target:SetPoint("CENTER", 200, -380)

local party = oUF:Spawn("header", "oUF_Party")
party:SetPoint("TOPLEFT", 30, -30)
party:SetManyAttributes(
"showParty", true,
"yOffset", -40,
"xOffset", -40,
'maxColumns', 2,
'unitsPerColumn', 2,
'columnAnchorPoint', 'LEFT',
'columnSpacing', 15
)
party:Show()

oUF:SetActiveStyle"Classic - Small"

local tot = oUF:Spawn"targettarget"
tot:SetPoint("CENTER", 0, -250)
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Unread 01-22-10, 05:44 PM  
Amenity
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Originally posted by Amenity
Although giant versions of that ButtonFacade skin would be perfect for a Minimap border and unit frame portraits...NO BAD AMENITY NO!

Yeeaaahhhh......my Friday night plans fell through, so:



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Unread 01-22-10, 04:08 PM  
Amenity
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Originally posted by haste
I was actually thinking of some big hello kitty heads around the topleft of the frames D:
Hahaha, that's just too much work for a joke. :P

Although giant versions of that ButtonFacade skin would be perfect for a Minimap border and unit frame portraits...NO BAD AMENITY NO!

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Unread 01-22-10, 04:06 PM  
haste
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I was actually thinking of some big hello kitty heads around the topleft of the frames D:
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Unread 01-22-10, 04:04 PM  
Amenity
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Originally posted by haste
Needs more hello kitty.
THOU SHALT NOT TEMPT THINE MERCHANT OF CUTE:



(Actually that doesn't look half bad, really...)
Last edited by : 01-22-10 at 04:06 PM.
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Unread 01-22-10, 03:58 PM  
haste
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Needs more hello kitty.
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Unread 01-22-10, 03:55 PM  
Amenity
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Originally posted by mikma
Can you make it all pink?
Originally posted by zariel
This
I accept your challenge!



Pink-on-pink text is a bit hard to read, though.
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Unread 08-05-08, 01:07 PM  
zariel
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Originally posted by Mikma
Can you make it all pink?
This
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Unread 08-05-08, 11:27 AM  
disiz
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Could you add a screenshot how the frames are placed? Thanks. (Or link one...)
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Unread 08-03-08, 05:02 AM  
mikma
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Can you make it all pink?
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