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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:12-14-14 02:57 PM
Created:05-17-09 12:55 PM
Downloads:308,466
Favorites:1,185
MD5:
6.0.3

Shadowed Unit Frames  Popular! (More than 5000 hits)

Version: v4.0.8
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 v4.0.8

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

Shadowed:
- Variable scoping is hard
- Typo
- Should properly fix zone units showing up in the wrong zone
- Revert the majority of the range checker changes to get it stable
- Fixed error when using a fishing lure
- fixed MONOCHROME font crashing SUF
- hide the split raid frames when not in a raid
- Fixed bugs with zone enabled units not actually being restricted to zones
- Fixed range timer start/stop bugs
- Disable dismissable totem bars if we only have one "totem"
- Fixed bar block combo points error if we had more than expected
- Bump frame strata to fix raid manager/work order visual issues
- Cleaned up Chi code

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 (87)
File Name
Version
Size
Author
Date
v4.0.7
616kB
Shadowed
11-12-14 08:37 PM
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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10-15-14 11:19 PM
v4.0.3
739kB
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10-15-14 10:24 AM
v4.0.2
618kB
Shadowed
10-12-14 10:57 PM
v4.0.1
612kB
Shadowed
06-12-14 06:40 PM
v4.0.0
609kB
Shadowed
06-05-14 07:44 PM
v3.10.7
599kB
Shadowed
04-16-14 07:32 PM
v3.10.6
600kB
Shadowed
02-22-14 08:19 PM
v3.10.5
600kB
Shadowed
02-22-14 10:29 AM
v3.10.4
600kB
Shadowed
02-17-14 05:01 PM
v3.10.3
598kB
Shadowed
01-05-14 12:02 AM
v3.10.2
598kB
Shadowed
12-19-13 08:44 PM
v3.10.1
594kB
Shadowed
12-08-13 08:10 PM
v3.10.0
595kB
Shadowed
12-08-13 05:21 PM
v3.9.1
581kB
Shadowed
11-29-13 06:01 PM
v3.9.0
581kB
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11-18-13 07:57 PM
v3.8.10
577kB
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v3.8.9
514kB
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v3.8.7
576kB
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v3.8.6b
576kB
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03-28-13 09:36 AM
v3.8.6
575kB
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v3.8.4
575kB
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v3.8.3
574kB
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v3.8.2
573kB
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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
570kB
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v3.7
570kB
Shadowed
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v3.6.1
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v3.6
568kB
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
565kB
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v3.4.4
548kB
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v3.4.3
546kB
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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
560kB
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v3.3.5
540kB
Shadowed
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v3.3.2
535kB
Shadowed
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v3.3.1
529kB
Shadowed
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v3.3
528kB
Shadowed
10-18-10 11:14 AM
v3.2.12
485kB
Shadowed
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v3.2.11
477kB
Shadowed
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r20100509
474kB
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r20100401
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r20100329
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r20100324
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r20100322
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v3.2.5
467kB
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v3.2.4
467kB
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v3.2.3
467kB
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v3.2.2
465kB
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v3.2
466kB
Shadowed
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v3.1
462kB
Shadowed
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v3.0.6
453kB
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v3.0.5
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v3.0.4
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v3.0.3
450kB
Shadowed
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v3.0.2
447kB
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v3.0.1
444kB
Shadowed
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v3
433kB
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r20091128
492kB
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Post A Reply Comment Options
Unread 05-23-09, 01:33 PM  
moniker
A Defias Bandit
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Forum posts: 3
File comments: 63
Uploads: 2
Originally posted by zirka
In last version, XP/Rep bar is trowing errors constantly when enabled.

xp.lua:89: attempt to call global 'Unitself' (a nil value)
Looks like this is a search and replace gone wild. I replaced "Unitself" with "UnitHealth" and "selfBar" with "xpBar" and "Getself" with "GetXP" and now the XP bar appears to work for me.

Shadowed: Something strange is happening with the saving of positions relative to scale. I'm using "GetEffectiveScale()" of .72999 and when I move the unit frames (DnD) they always 'jump' a little bit if I change any other setting (frame width, text position, etc). If I remove the "* scale" from the position references in 'unit.lua' (lines 247 and 248) it all works fine - but I'm guessing that if I changed the UI scale the frames would go wonky (which I guess is what you're trying to prevent).

EDIT: I'm guessing this is what cadon69 is seeing as well, since a reloadui also causes the frames to 'move'.

Could you maybe just store the effective scale, and in the addon load, if the effective scale is changed, adjust the X and Y positions then?
Last edited by moniker : 05-23-09 at 01:35 PM.
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Unread 05-23-09, 10:09 AM  
nesl247
A Kobold Labourer

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At the moment, until I reloadui, the player's hp bar's color is shown as if I was dead, even when I'm at full health. this is using the latest version.
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Unread 05-23-09, 08:47 AM  
zirka
A Kobold Labourer

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In last version, XP/Rep bar is trowing errors constantly when enabled.

xp.lua:89: attempt to call global 'Unitself' (a nil value)
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Unread 05-22-09, 10:06 PM  
Alumno
A Murloc Raider
 
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under advanced options can u make the sliders for the text anchor offsets move further? If they were extended from -20/20 to like -50/50 it would be perfect.
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Unread 05-22-09, 02:56 PM  
Shadowed
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It's not an issue, it's supposed to do it for anything anchored to the screen, but it's hidden now until reload in this push.
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Unread 05-22-09, 01:49 PM  
cadon69
A Kobold Labourer

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weird number issues

I have noticed when trying to change the numbers of the x and y axis on the player frame they will not stay at the numbers I set them to. This maybe something I am doing wrong I don't know, but I don't remember having this issue on the older builds I had installed. For example if I put -250 for x or y when I hit okay it changes to another number like -187 or something like this.
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Unread 05-22-09, 01:39 PM  
Shadowed
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kentarre: Fixed next push.


Note that the [classcolor] tag is changed to simply return the coloring for a class, so instead of doing: [classcolor] to get a colored class name, you would now do [classcolor][class][close] or if you wanted to use smart classifications, you'd use [classcolor][smartclass][close]
Last edited by Shadowed : 05-22-09 at 02:07 PM.
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Unread 05-22-09, 01:11 PM  
kentarre
A Kobold Labourer

Forum posts: 1
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Using the latest build, I'm having a strange issue with debuff auras.

Debuff icon's do not disappear after expiring.

Unselecting then Reselecting a target will have all their debuffs replicated (if it had 1 moonfire, it will now have 2).

Making any changes to the debuff options will clear up the faulty debuffs, but does not fix the issue of them occuring.

Only noticed with debuffs, buffs do not trigger the same thing.

Only tested with Target frame so far.
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Unread 05-22-09, 12:15 PM  
Shadowed
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Basically, DogTags is just a wrapper to Lua code, it's not actually doing anything special that you can't do in Lua yourself, for example:

The DogTag [name] is the equivalent of making a custom tag called [name] with the code

Code:
function(unit)
return UnitName(unit)
end
There's more to some of the more "complex" ones like class coloring, or smart classifications but that's the basic idea.
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Unread 05-22-09, 11:49 AM  
Thedek
A Kobold Labourer

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Originally posted by Shadowed
DogTags is a terrible, terrible system. It doesn't use it at all (and never will). You can pretty much do exactly what you can with DogTags without having reimplementing an entire programming language.
I'm still learning, so didn't know DogTags was bad. Thanks. =)
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Unread 05-22-09, 11:34 AM  
Shadowed
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DogTags is a terrible, terrible system. It doesn't use it at all (and never will). You can pretty much do exactly what you can with DogTags without having reimplementing an entire programming language.
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Unread 05-22-09, 11:14 AM  
Thedek
A Kobold Labourer

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DogTag Support?

Love the add-on so far. Very clean, intuitive and configurable.

I do have a question about your custom tags... wouldn't it be easier to implement DogTag support and then allow custom functions on top of DogTags? If this is already the way it is, then I missed it. Been playing with CowTip a lot lately and have come to like DogTags and what you can do with them.
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Unread 05-21-09, 07:51 PM  
echobravo
A Kobold Labourer

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Originally posted by Hoy
Appreciate the quick reply. Consider this my vote for aura borders, adds a lot of polish. Keep up the great work
I second the vote for aura border colors as this feature would help me switch to these unit frames from the ones I am currently using.
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Unread 05-21-09, 02:31 PM  
Shadowed
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Yea the casting code is fairly hackish, I pretty much just stole it all from SSAF. I'll clean it up over the weekend.

Jexx: Here is the tag you would add:

Events: Don't put anything here

Code:

Code:
function(unit)
	if( not UnitIsPlayer(unit) ) then
		return UnitCreatureFamily(unit)
	end
	
	local class = UnitClass(unit)
	local color = ShadowUF:GetClassColor(unit)
	if( not color ) then
		return class
	end
	
	return color .. class .. "|r"
end
This will return the creature family (Imp/Wolf/etc) if they are not a player, or nothing if they have no creature family, if they are a player it will return the class name colored by the class color. (Using the class coloring settings you set in /suf)
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Unread 05-21-09, 09:59 AM  
fraz0815
A Kobold Labourer
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Great Addon so far

Minor issue: castbar does not reset when a channeled spell, e.g. fishing or drain soul, ends earlier than full duration.
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