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Seeds of Renewal (10.2.5)
Updated:02-23-24 04:13 AM
Created:05-17-09 12:55 PM
Downloads:526,718
Favorites:1,232
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10.2.5

Shadowed Unit Frames  Popular! (More than 5000 hits)

Version: v4.4.7
by: Shadowed, Nevcairiel

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:

Shadowed Unit Frames
v4.4.7 (2024-02-23)
Full Changelog Previous Releases
  • Update TOC
  • Use high-quality class icon atlas
  • Update STAGGER_STATES global for 10.2
    10.2 added a new table-type global `STAGGER_STATES` to replace the old decimal variables like `STAGGER_RED_TRANSITION`. These are now undefined (causing lua errors + stagger bar color doesn't work).
    This commit updates SUF to get stagger thresholds in the [same way official UI code does](https://github.com/Gethe/wow-ui-source/blob/d4aa41ee5366c48fa8a04b9263afec45415c34d2/Interface/FrameXML/MonkStaggerBar.lua#L35).
  • Remove CheckInteractDistance from range checker, as its protected now
  • Fix Ready Check indicator display
Archived Files (10)
File Name
Version
Size
Author
Date
v4.4.6
654kB
Shadowed
07-11-23 08:26 AM
v4.4.5
654kB
Shadowed
05-13-23 06:36 AM
v4.4.4
654kB
Shadowed
05-03-23 01:46 AM
v4.4.3
654kB
Shadowed
03-22-23 01:52 AM
v4.4.2
654kB
Shadowed
11-16-22 08:17 AM
v4.4.1
653kB
Shadowed
11-07-22 10:13 AM
v4.4.0
653kB
Shadowed
10-25-22 04:23 PM
v4.3.7
638kB
Shadowed
09-08-21 09:59 AM
v4.3.6
639kB
Shadowed
06-29-21 03:33 PM
v4.3.5
638kB
Shadowed
03-15-21 04:23 AM


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Unread 03-05-10, 04:55 PM  
Magyar
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
Missing party frame - LUA error log

There may *possibly* have been some conflict with Magic Runes - there's a persistent error in that mod that doesn't seem to have been fixed. After disabling MR, the SUF error persisted, but the LUA log message changed.

Code:
Message: ...nterface\AddOns\ShadowedUnitFrames\modules\units.lua:765: attempt to perform arithmetic on field 'unitsPerColumn' (a nil value)
Time: 03/06/10 11:50:54
Count: 1
Stack: ...nterface\AddOns\ShadowedUnitFrames\modules\units.lua:765: in function `SetHeaderAttributes'
...nterface\AddOns\ShadowedUnitFrames\modules\units.lua:862: in function `LoadGroupHeader'
...nterface\AddOns\ShadowedUnitFrames\modules\units.lua:1003: in function `InitializeFrame'
...ace\AddOns\ShadowedUnitFrames\ShadowedUnitFrames.lua:139: in function `LoadUnits'
...ace\AddOns\ShadowedUnitFrames\ShadowedUnitFrames.lua:77: in function `OnInitialize'
...ace\AddOns\ShadowedUnitFrames\ShadowedUnitFrames.lua:529: in function <...ace\AddOns\ShadowedUnitFrames\ShadowedUnitFrames.lua:527>

Locals: self = <table> {
 CheckGroupedUnitStatus = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:320
 CheckVehicleStatus = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:257
 LoadSplitGroupHeader = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:797
 CheckPlayerZone = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:1102
 PositionHeaderChildren = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:629
 unitEvents = <table> {
 }
 CreateBar = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:1087
 ProfileChanged = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:1054
 LoadGroupHeader = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:837
 OnAttributeChanged = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:389
 CheckPetUnitUpdated = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:310
 zoneUnits = <table> {
 }
 UninitializeFrame = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:1018
 ReloadHeader = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:610
 childUnits = <table> {
 }
 LoadUnit = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:782
 headerFrames = <table> {
 }
 CreateUnit = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:572
 OnEvent = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:132
 unitFrames = <table> {
 }
 LoadZoneHeader = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:897
 SetHeaderAttributes = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:665
 CheckGroupVisibility = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:650
 moduleKey = "units"
 frameList = <table> {
 }
 InitializeFrame = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:999
 LoadChildUnit = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:963
 CheckUnitStatus = <function> defined @Interface\AddOns\ShadowedUnitFrames\modules\units.lua:297
}
frame = SUFHeaderparty {
 0 = <userdata>
}
type = "party"
config = <table> {
 indicators = <table> {
 }
 scale = 1
 range = <table> {
 }
 auras = <table> {
 }
 castBar = <table> {
 }
 powerBar = <table> {
 }
 enabled = true
 healthBar = <table> {
 }
 hideSemiRaid = false
 text = <table> {
 }
 highlight = <table> {
 }
 width = 190
 incHeal = <table> {
 }
 offset = 20
 fader = <table> {
 }
 combatText = <table> {
 }
 height = 45
 portrait = <table> {
 }
 emptyBar = <table> {
 }
 hideAnyRaid = true
}
xMod = 0
yMod = 0
(*temporary) = <function> defined =[C]:-1
(*temporary) = SUFHeaderparty {
 0 = <userdata>
}
(*temporary) = "maxColumns"
(*temporary) = <function> defined =[C]:-1
(*temporary) = 4
(*temporary) = nil
(*temporary) = <unnamed> {
 0 = <userdata>
}
(*temporary) = "this"
(*temporary) = "arg1"
(*temporary) = "arg2"
(*temporary) = SUFHeaderparty {
 0 = <userdata>
}
(*temporary) = "ymod"
(*temporary) = 0
(*temporary) = nil
(*temporary) = SUFHeaderparty {
 0 = <
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Unread 03-05-10, 03:35 PM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
No, not something I'm going to add.
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Unread 03-05-10, 03:22 PM  
Politig
A Chromatic Dragonspawn
AddOn Compiler - Click to view compilations

Forum posts: 176
File comments: 396
Uploads: 1
Can smooth update be added as a bar module in SUF? It would be greatly appreciated

Thanks!
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Unread 03-04-10, 12:39 PM  
Shadowed
...
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File comments: 2513
Uploads: 83
I'll see about switching it to something like "Anchor Left, Position Top" along those lines.
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Unread 03-04-10, 12:24 PM  
corveroth
A Fallenroot Satyr
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Forum posts: 29
File comments: 90
Uploads: 17
Originally posted by Shadowed
The screenshot you showed was definitely a Left Top anchor, I'm not quite sure what you are saying the bug is at this point. You didn't realize it got anchored to another point?
I apologize, my last two responses were posted after I verified my fix, but without being in game. I truly did not realize that the Position dropdown actually possesses both a "Top Left" and a "Left Top" option. I would suggest simply that a tooltip be added somewhere to make explicit the difference between the two. Otherwise, like myself, another player might immediately select the first one that appears to specify the correct position, as the phrases are synonymous in ordinal English, without appreciating or even noticing that another similar option exists.
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Unread 03-04-10, 11:58 AM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
The screenshot you showed was definitely a Left Top anchor, I'm not quite sure what you are saying the bug is at this point. You didn't realize it got anchored to another point?
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Unread 03-04-10, 11:16 AM  
corveroth
A Fallenroot Satyr
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Forum posts: 29
File comments: 90
Uploads: 17
Originally posted by Shadowed
That's not a bug, that's intended.
I understand that the interpretation of "LT" vs "TL" is intended. However, I am wholly uncertain as to how the order got swapped in the first place, and can recall no option that was labeled as doing so. Thus, the fact that it did, at some point, become swapped seems buggy.
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Unread 03-04-10, 11:01 AM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
That's not a bug, that's intended.
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Unread 03-04-10, 04:20 AM  
corveroth
A Fallenroot Satyr
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Forum posts: 29
File comments: 90
Uploads: 17
I seem to have fixed my problem, via direct edits to the saved vars.

The auras settings for each of the afflicted frames was as follows:
Code:
["buffs"] = {
	["enabled"] = true,
	["anchorOn"] = false,
	["y"] = 45,
	["maxRows"] = 2,
	["x"] = 10,
	["anchorPoint"] = "LT",
	["size"] = 18,
},
As I suspect you knew or will realize right off the bat, if the anchorPoint has it's left/right value specified first, the growth of the aura icons will be vertical, as per line 160 of modules\layout.lua (definition of auraLayout table). Manually editing each of the three instances of these settings to read "TL" rather than "LT" corrected the issue, and the correction persists through UI reload.

While my problem has been resolved, the possibility remains for it to occur again. I have absolutely no inkling as to how this occurred in the first place, but it must lie somewhere within your configuration interfaces. If I had any further ideas, I would provide them; if I can be of any further help in weeding out this bug, let me know.
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Unread 03-03-10, 08:13 PM  
corveroth
A Fallenroot Satyr
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Forum posts: 29
File comments: 90
Uploads: 17
Originally posted by Shadowed
As in, are you anchoring the auras with the frames unlocked, and config mode enabled? Or are you putting some sort of long duration aura on yourself to position them.
I can say with near certainty that I have always used config mode when editing those settings. Using actual auras, it would be hard to fill each row and see how much total space the "aura display region" would ultimately fill.
Last edited by corveroth : 03-03-10 at 08:14 PM.
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Unread 03-03-10, 07:24 PM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
As in, are you anchoring the auras with the frames unlocked, and config mode enabled? Or are you putting some sort of long duration aura on yourself to position them.
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Unread 03-03-10, 06:54 PM  
corveroth
A Fallenroot Satyr
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Forum posts: 29
File comments: 90
Uploads: 17
Originally posted by Shadowed
corveroth: By any chance are you positioning your auras based on the size when running config mode? I won't be able to look until Friday, but I'm wondering if you are anchoring it based on the size of the enlarged auras and it's a weird conflict bug.
"Positioning based on size"? Not entirely certain what you mean. I do have buffs and debuffs set at different sizes, row quantities, and per-row quantities, and after having set that up I did try anchoring buffs to debuffs to see how that would look. However, after deciding that I didn't like that, I went back to anchoring the buffs to the topleft of the frame, with the settings from my earlier screenshot.
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Unread 03-03-10, 06:46 PM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
corveroth: By any chance are you positioning your auras based on the size when running config mode? I won't be able to look until Friday, but I'm wondering if you are anchoring it based on the size of the enlarged auras and it's a weird conflict bug.

Sangull: Shouldn't matter, I'll look into it Friday when I can get a PTR character.
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Unread 03-03-10, 06:43 PM  
Sangull
A Murloc Raider

Forum posts: 5
File comments: 49
Uploads: 0
Originally posted by Shadowed
Sangull: Are you using the latest version? That used to be a bug but it should have been fixed already.
Yes, I'm using the latest version from WoWace. I'll try a fresh saved variables just to see.

Edit: Even with a fresh install and saved variables I still get the black bar at login.
Last edited by Sangull : 03-03-10 at 06:46 PM.
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Unread 03-03-10, 05:43 PM  
corveroth
A Fallenroot Satyr
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Forum posts: 29
File comments: 90
Uploads: 17
Originally posted by Shadowed
corveroth: What version are you using, latest release or latest alpha?
Latest release, I presume. v3.2.5, downloaded here. Also, this was the first version of SUF I've installed, so there's no possibility of a version conflict in the saved variables.
Last edited by corveroth : 03-03-10 at 05:59 PM.
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