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Warlords of Draenor Pre-Patch (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Siege of Orgrimmar (5.4)
Escalation (5.3)
Updated:11-12-14 08:37 PM
Created:05-17-09 12:55 PM
Downloads:306,018
Favorites:1,175
MD5:
6.0.3

Shadowed Unit Frames  Popular! (More than 5000 hits)

Version: v4.0.7
by: Shadowed [More]

SUF focuses on a simple configuration while maintaining the flexibility that most users will care about, preventing unnecessary bloating of the addon that sacrifices performance. While you aren't going to be able to set the health bar to be exactly 3.14 pixels outside of the unit frames, you can change options you actually care about such as bar height, ordering, frame height and so on. To speed up configuration, you can configure multiple units at the same time through the global configuration. For example, if you want to set the height of the Player, Target, Focus and Party frames to 50 then the height of Target's Target, Target's Target of Target, Focus Target to 30 you can easily do this by changing two options instead of having to do it seven times.

However, should you need a little bit of extra configuration do not despair! An advanced option is included that will unlock additional configuration giving finer control over the configuration.

Slash commands: /shadoweduf (/suf)

Donations
Donations are not required, but are appreciated!



Anchoring
Are you driven crazy by your party frames not aligning up exactly with your player frames, even if it's only half a pixel off? The anchoring system will let you solve all alignment issues, by allowing you to anchor a frame to another and set a simple offset from the frame it is anchored to, or by manually setting the X/Y position of the frame.

Using the screen shot as an example, if you drag the player frame the other frames will move with the player frame preserving the alignment and spacing. Each frame can still be manually positioned wherever you want, but this gives you a way of easily anchoring and moving frames around without having to use a ruler.

Zone configuration (Disabling options/units by zone type)
Units and modules can be enabled or disabled based on the type of zone you are in. For example, if you want to see party targets and party pets while you are in an arena but nowhere else then you can use the visibility options to enable it only while inside an arena. Modules can also be disabled by zone type, if you want to see party auras while in a raid instance but nowhere else you can disable the module in raid instances only.

Profiles do not have to be swapped and it is all automatic.

Units
Supports unit frames are as follows:

Player: Player, Pet, Pet Target
General: Target, Target of Target, Target of Target of Target, Focus, Focus Target
Party: Party, Party Pets, Party Targets, Party ToT
Raid: Raid, Raid Pet, Main Tank, Main Tank Target, Main Assist, Main Assist Target, Boss, Boss Target, Boss ToT, Main Assist ToT, Main Tank ToT
Arena: Arena, Arena Target, Arena Pets, Arena ToT
Battleground: Battleground, Battleground Target, Battleground Target

Features

  • Tags: Includes a simple tagging system that can be customized in virtually any way using Lua, even if something isn't included by default odds are you can make the tags
  • Incoming Heals: Supports the Blizzard Events for incoming heal data, no external libraries needed
  • Auras: Can be set to only show auras you casted, or can cast on others. Can enlarge auras that you casted, and hide the cooldown ring on the timers of auras you didn't cast as well to make it more obvious which ones you casted and which ones you didn't
  • Aura Timers: You will need a mod such as OmniCC to show timers on buffs and debuffs
  • Aura Indicators: Display colored squares or icons for certain auras on any unit
  • Fader: Fades frames when out of combat and inactive (100% mana/no target)
  • Class Power (Eclipse, Holy Power, etc): Supports all of the class power features from Eclipse to Burning Embers.
  • Highlighting: Border highlighting of frames based on mousing over them, curable debuffs, aggro or you are targeting/focusing them
  • Range Checking: Fades frames out that are out of range of you
  • Exportable Layouts: If you have a layout, or your friend has a layout you want to try out you can export/import SUF layouts by going to /suf -> Layout Manager
  • Profiles: You can change from any profile to another one without reloading your UI, should you want to use a completely different layout based on zone you can easily switch profiles without hassle

Pretty much all the general unit frame settings are in, health bars, cast bars, power bars, portraits, indicators and so on.

Modules
Basic module support is included, should you be interested in building a module see the documentation on github for more information.

Currently released:

Tagging as release v4.0.7

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

Shadowed:
- Fixed range checker to use the proper interact distance
- Added an option to hide power bars unless the unit has mana for header units (raid/party/mt/ma)
- Link Dark Intent and Waterstrider to Arcane Brilliance
- Priests can always cure Magic
- Fixed export producing broken strings that could not be imported
- Added Lightwell totem bar for Holy Priests
- Commas hard
- Fixed enemy removal spells being flagged as curable
- Set PlayerFrame as movable
- Death Knights no longer have a controllable temporary pet
- Check IsUsableSpell instead of IsPlayerSpell for curable auras

---

Shadowed:
- Fixed enlarge curable debuffs not working
- Redid the range check module and spells, now uses interact distance and you can specify an alt spell too
- Fixed cooldown wheels not being alphaed when using the range checker
- Redid config a little, range check spells has its own tab and profile config is now on the left menu
- Updated spellID for Mage Arcane Charges
- Updated a few of the range checker spells
- Fixed an error when using a fishing pole temporary enchant
- Fixed error when unlocking frames as a Shadow Priest
- Combo points have been moved to the Player unit
- One more CP related error
- Fixed a combo points error when using SoulShards/ShadowOrbs/HolyPower/Chi
- Properly add localcheck.rb to not be packaged
- Strip out any WoD specific code
- Redo combo point modules to dynamically create indicators as needed and not rely on the max flag
- TOC update

Tagging as release v4.0.5

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

Shadowed:
- Fixed polled tags not updating unless you used pre/post append
- Fixed Eclipse left/right direction arrow not working
- Don't mess with CRF strata
- Work around cooldown circles not inheriting alpha for combat fader

Tagging as release v4.0.4

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

Shadowed:
- Fixed cooldown rings not showing up

Tagging as release v4.0.3

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

Shadowed:
- Fixed options TOC not being 60000
- Fixed an error when disabling fake unit cast bars
- Fixed casts not being shown as interruptible


Tagging as release v4.0.2

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

Shadowed:
- TOC Bump to 60000
- Remove the LFD Cooldown strata change as it causes issues (apparently nevs fault!)
- Fixed labeling for enlarging stealable/dispellable auras to be less confusing
- Arena frames now show during prep phase with opponents spec/class
- Fixed an error when enabling Arena ToT or BG ToT
- Fixed question mark portraits not working
- Reload UFs for raid/party units on connection change
- One more typo
- Typo
- Tweak boss events to try and fix update issues
- Fixed totem timers not hiding if totems are destroyed early
- Enable dismissable totem bars in WoD (must be turned on)
- Priests can have up to 5 Shadow Orbs in WoD
- Added WoD tag
- fixed OnEvent error in WoD
- Typo
- Added more debug code
- Move boss auras back up
- Bump player auras back to the top
- Added debug flag to record aruas to narrow down the issue
- Fixed leaked global
- Fixed aura indicators not being updated on config change until UI reload
- Fixed aura indicators curable filter not working
- Redid aura categorization priority to fix display bugs
- Fixed ToT child units not working
- Fixed logic for determining curable auras
- Fixed stealable/removable auras not being scaled

Tagging as release v4.0.1

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

Shadowed:
- Do a one time force enable on all aura filters
- Visual tweaks to the aura indicators UI
- Linked Dalarn Brilliance and Arcane Brilliance
- Fixed localization handling for aura groups
- Added icons and coloring where possible to aura indicators
- Removed unneeded localization
- Don't inline auras in groups to show an icon and make it easier to reconfigure
- Redid default aura indicators with configured class auras (Thanks Tonyleila!)
- Fixed new auras groups not being save properly
- Sort class aura groups ahead of misc groups
- Consolidated filters only applies to buffs

Tagging as release v4.0.0

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

Shadowed:
- Toggle the units config open by default
- Hide the delete button for default aura indicator auras
- Fixed anchor point aura option being missing
- Fixed blacklist for auras not working properly
- Fixed an error if you already had auraIndicators loaded previously
- Event registration typo
- Update arena# units on ARENA_OPPONENT_UPDATE
- Fixed leaked globals
- Fixed resurrection indicators not working
- Aura indicators are now built in, deprecating ShadowedUF_Indicators
- Redid aura configuration, filters are much more flexible and the UI is a little easier to use
- Fixed parameter passing
- Fixed Arcane Charges not working for Aura Points
- Fixed Arcane Charge not showing up when using Aura Points
Optional Files (3)
File Name
Version
Size
Author
Date
Type
v2.3.4
16kB
12-16-13 11:38 PM
v1.2.1
12kB
08-27-12 10:53 AM
r20110919
5kB
09-19-11 09:22 PM


Archived Files (86)
File Name
Version
Size
Author
Date
v4.0.6
617kB
Shadowed
11-01-14 04:10 PM
v4.0.5
618kB
Shadowed
10-17-14 10:24 AM
v4.0.4
618kB
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v4.0.3
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v4.0.2
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v4.0.1
612kB
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v4.0.0
609kB
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v3.10.7
599kB
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04-16-14 07:32 PM
v3.10.6
600kB
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02-22-14 08:19 PM
v3.10.5
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v3.10.4
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v3.10.3
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01-05-14 12:02 AM
v3.10.2
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v3.10.1
594kB
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v3.10.0
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v3.9.1
581kB
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v3.9.0
581kB
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v3.8.10
577kB
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v3.8.9
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v3.8.7
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v3.8.6b
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v3.8.6
575kB
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v3.8.4
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v3.8.3
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v3.8.2
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v3.8.1
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v3.8.0
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v3.7.4
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v3.7.3
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v3.7.2
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v3.7.1
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v3.7
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v3.6.1
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v3.6
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Shadowed
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v3.5.10
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v3.5.8
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v3.5.7
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v3.5.4
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v3.5.3
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v3.5.2
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v3.5.1
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v3.5
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v3.4.4
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v3.4.3
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v3.4.2
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v3.4.1
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v3.4.0
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v3.3.6
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v3.3.5
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v3.3.2
535kB
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v3.3.1
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v3.3
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v3.2.12
485kB
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v3.2.11
477kB
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r20100509
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r20100401
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r20100324
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v3.2.5
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v3.2.2
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v3.2
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v3.1
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v3.0.6
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v3.0.5
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v3.0.4
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v3.0.3
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v3.0.2
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v3.0.1
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v3
433kB
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r20091128
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Post A Reply Comment Options
Unread 10-01-09, 12:00 PM  
Shadowed
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Can you screenshot it happening? It has some code to auto figure out where to anchor, so if I can get an actual screenshot can help me debug it.
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Unread 10-01-09, 11:57 AM  
cafebeanant
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that's exactly how my sorting is setup, and whenever i try to change the frame anchor, it resets back to top right after i've moved the raid frames into position.
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Unread 10-01-09, 10:37 AM  
existe
A Deviate Faerie Dragon
 
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Originally posted by cafebeanant
having the exact same problem with the party/raid frames not lining up. sometimes the positioning is waaay off, but that seems to vary depending on things like the frames being moved. the constant issue i face is that the frames do not line up in their correct position. for example, i have a 5x5 raid frame setup, sorted in vertical groups, from left to right. so when i form a raid, i should see myself in the top left position, with my group lined up beneath me, with the other raid groups expanding to the right. but that never happens, i always end up in a sort of "middle" position, and the next person is always directly below me, regardless of which group they are actually in.

here's a diagram to clarify. this is how my layout should work

1 6 11 16 21
2 7 12 17 22
3 8 13 18 23
4 9 14 19 24
5 10 15 20 25

but the order raid members are actually displayed is like this

x x 10 5 x
x x 8 3 x
x x 6 1 x
x x 7 2 x
x x 9 4 x

and so on... (i can't remember the positioning of people after number 10). bear in mind that the GROUP numbers are being totally ignored, so if i form a raid and put the 2nd person in group 2, they will still display in position number 2 going by the second diagram. if i move them to group 3, they do not move on my raidframes.

i've messed around with the settings as much as i think is possible, but no luck.
Sums up my issue well, happens with group as well. I notice it also depends on the positioning of the frame...my party window is near bottom of screen, if I move it up some the issue auto fixes itself. I will get a SS next time.
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Unread 10-01-09, 08:38 AM  
Shadowed
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torvalds: /suf -> Units -> Check pet

cafebeanant: It sounds like your sorting is a bit off, you want to enable sorting by INDEX/ASC order, and also go to /suf -> Units -> Raid -> Frame and set it to the "Top left" using a predefined anchor point, then redrag it to where you want.
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Unread 10-01-09, 06:40 AM  
torvalds
A Kobold Labourer

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I just cant see any way to make it show the pet frame. What am I missing? (Sorry for torturing you).
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Unread 10-01-09, 01:05 AM  
cafebeanant
A Kobold Labourer

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having the exact same problem with the party/raid frames not lining up. sometimes the positioning is waaay off, but that seems to vary depending on things like the frames being moved. the constant issue i face is that the frames do not line up in their correct position. for example, i have a 5x5 raid frame setup, sorted in vertical groups, from left to right. so when i form a raid, i should see myself in the top left position, with my group lined up beneath me, with the other raid groups expanding to the right. but that never happens, i always end up in a sort of "middle" position, and the next person is always directly below me, regardless of which group they are actually in.

here's a diagram to clarify. this is how my layout should work

1 6 11 16 21
2 7 12 17 22
3 8 13 18 23
4 9 14 19 24
5 10 15 20 25

but the order raid members are actually displayed is like this

x x 10 5 x
x x 8 3 x
x x 6 1 x
x x 7 2 x
x x 9 4 x

and so on... (i can't remember the positioning of people after number 10). bear in mind that the GROUP numbers are being totally ignored, so if i form a raid and put the 2nd person in group 2, they will still display in position number 2 going by the second diagram. if i move them to group 3, they do not move on my raidframes.

i've messed around with the settings as much as i think is possible, but no luck.
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Unread 09-30-09, 10:04 AM  
Shadowed
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Keep in mind, they will not match up 100%. However, if you give me a screenshot with the frames unlocked I'll give you a quick fix to get it closer to what you want.
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Unread 09-30-09, 09:58 AM  
existe
A Deviate Faerie Dragon
 
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Still having issues where party members and raid members do not line up with the config balck frames. FOr example I will put my party in a location but if only a few members join they get squished and do not match where party 1 should be. Same with raid.

Way to fix this? Thanks!
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Unread 09-29-09, 05:41 PM  
Shadowed
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Next push you will be able to anchor an aura group onto another like what you can do in the default UI, it will not do the smart switching where it will show buffs -> debuffs for enemies and debuffs -> buffs for friendly players, but you will be able to put them into the same area without them being merged.

/suf -> Units -> <unit> -> Auras, "Anchor to <buffs/debuffs>" setting it to "Anchor to debuffs" will show buffs below debuffs, if no debuffs are present then buffs will use the position that debuffs had.

You cannot use separate growth options with this, if you anchor buffs to debuffs then buffs will automatically use the same growth direction as debuffs, however you can set a different per row/max columns/size/etc.
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Unread 09-28-09, 04:06 PM  
Shadowed
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Mage is because you don't have Frostfire Bolt yet, next push it will use Fireball instead of Frostfire for range detection.
Last edited by Shadowed : 09-28-09 at 04:07 PM.
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Unread 09-28-09, 03:48 PM  
burtonag
A Kobold Labourer

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Range indicator

The range indicator seems to not be working some times. Here is an SS:



I say sometimes because it seems to work on my priest and warrior but not on my mage.
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Unread 09-28-09, 09:59 AM  
Shadowed
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Ah oops, it's just [levelcolor][shortclassification][close] the [shortclassification] will give you the R/R+/+/B tags for mob type. Keep in mind that if you cannot attack an unit then the color of the level is white but otherwise it will color it according to the same coloring you see in the quest log/default UI, so if you tested the coloring on yourself or another friendly unit that would be why you saw white.
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Unread 09-28-09, 09:46 AM  
Kelem
A Defias Bandit
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Originally posted by Shadowed
You're using the smooth bars module which is bugged right now, I assume you mean that if X enemy gains a Curse and you can dispel Curse it will highlight? That would be a bug which I'll fix.

Thanks.

Also, can't get the texts working with the color options.

[levelcolor][smartlevel][close] just gives 8080 in white.

I'm still jacking around with the different text tags to get them the way that I want, but so far everything is running smoother than PB4, just gotta figure out the tags a bit more.
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Unread 09-28-09, 09:02 AM  
Shadowed
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/suf -> Advanced, then go back to /suf -> Units -> <unit> -> Indicators and /suf -> Units -> unit -> Text to increase the size. Keep in mind that you can only decrease/increase the size of the text not just a single tag if you need to change the size of a single tag you would have to add a new one in /suf -> Text management.
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Unread 09-28-09, 05:51 AM  
torvalds
A Kobold Labourer

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Originally posted by Shadowed
Depends what you mean by making it more prominent, you could add coloring or you could increase the tags size.
I cant see how to do this It would be great if both the player level and the PVP indicator were more like they are in the blizzard frames. Perhaps and small plate for each on the left hand side?

So basically..
1. Can the pvp indicator be made larger via the settings?
2. Do you think you could add a small player level plate to frames so that its easy to see a players level at a glance? If it was just in a more obvious place in player and target frames that can be seen in a glance it would be great

Other than this these are the best ones ive tried to date Good job I say!
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