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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:526,982
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10.2.6

Shadowed Unit Frames  Popular! (More than 5000 hits)

Version: v4.4.8
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
v4.4.8 (2024-03-20)
Full Changelog Previous Releases
  • Update TOCs for 10.2.6
  • Switch PR CI to checkout v2
Archived Files (11)
File Name
Version
Size
Author
Date
v4.4.7
654kB
Shadowed
02-23-24 04:13 AM
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 06-02-09, 07:43 AM  
xjtufans
A Kobold Labourer

Forum posts: 1
File comments: 43
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As the range indictor only works for party, so if I target or focus on a player who is not my party and I also enable the range indictor, the target or focus will fade out. Could you have a look about this? thanks.
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Unread 06-02-09, 10:02 AM  
Shadowed
...
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File comments: 2513
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xjtufans: Ugh, Stupid API

disiz: It already includes support for custom layouts, if you look under /suf -> General -> Layout, and they can be included in an addon if you just use a table directly, as you see in layouts/default.lua (Although, without the LoadDefaultLayout part)

Jalandar: Thanks

Gonbrok: I'm not sure why it would do that, this seems like it might be an issue with LibHealComm-3.0, but do this:

Open modules/incheal.lua

Find:

Code:
local function updateHealthBar(frame, target, healed, succeeded)
	healed = math.floor(healed * HealComm:UnitHealModifierGet(target))
Replace with:

Code:
local function updateHealthBar(frame, target, healed, succeeded)
	healed = math.floor(healed * HealComm:UnitHealModifierGet(target))
	print(string.format("Health update %s, %s (%s), healing for %s, succeeded %s.", frame.unit, target, frame:GetName(), healed, tostring(succeeded)))
Replace the same issue and give me the results it prints out on your master character, should be able to debug it off of that.
Last edited by Shadowed : 06-02-09 at 10:02 AM.
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Unread 06-02-09, 11:48 AM  
disiz
A Deviate Faerie Dragon
 
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Forum posts: 17
File comments: 55
Uploads: 1
Originally posted by Shadowed
...
disiz: It already includes support for custom layouts, if you look under /suf -> General -> Layout, and they can be included in an addon if you just use a table directly, as you see in layouts/default.lua (Although, without the LoadDefaultLayout part)....
Thanks for your answer, I already found that option. I`m looking for premade sets to get some inspiration. For example like this: http://www.wowinterface.com/download...F_Layouts.html . For my part, I do have my setup...
Keep it up Shadowed!
Last edited by disiz : 06-02-09 at 11:49 AM.
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Unread 06-02-09, 07:10 PM  
Shadowed
...
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disiz: Ah no, there are no other premade layouts besides the default right now that I know of.

wallen / spajdr: Changed my mind, seems to be fairly wanted so it's an advanced option (Under the same place the rest of the advanced text options are) in next push.

Also another note, I lied. Range checker uses hostile spells now on top of friendly and such, you cannot set which spell it'll use but it'll avoid the inrange api when it can.
Last edited by Shadowed : 06-02-09 at 07:30 PM.
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Unread 06-03-09, 06:49 AM  
spajdr
A Murloc Raider

Forum posts: 7
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Originally posted by Shadowed
disiz: Ah no, there are no other premade layouts besides the default right now that I know of.

wallen / spajdr: Changed my mind, seems to be fairly wanted so it's an advanced option (Under the same place the rest of the advanced text options are) in next push.

Also another note, I lied. Range checker uses hostile spells now on top of friendly and such, you cannot set which spell it'll use but it'll avoid the inrange api when it can.
Thank you very much, i sent few dollars and expect more soon from me
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Unread 06-03-09, 07:11 AM  
martik
A Kobold Labourer

Forum posts: 0
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Just wanted to drop a line to say what a great addon!

So far no problems that were not listed in here or already fixed. Will post if I find anything.

Good job Shadowed!
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Unread 06-03-09, 07:33 AM  
xjtufans
A Kobold Labourer

Forum posts: 1
File comments: 43
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I think it's nearly perfect addon. Good job.
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Unread 06-03-09, 09:52 AM  
Gonbrok
A Defias Bandit

Forum posts: 2
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Originally posted by Shadowed
Gonbrok: I'm not sure why it would do that, this seems like it might be an issue with LibHealComm-3.0, but do this:

Open modules/incheal.lua

Find:

Code:
local function updateHealthBar(frame, target, healed, succeeded)
	healed = math.floor(healed * HealComm:UnitHealModifierGet(target))
Replace with:

Code:
local function updateHealthBar(frame, target, healed, succeeded)
	healed = math.floor(healed * HealComm:UnitHealModifierGet(target))
	print(string.format("Health update %s, %s (%s), healing for %s, succeeded %s.", frame.unit, target, frame:GetName(), healed, tostring(succeeded)))
Replace the same issue and give me the results it prints out on your master character, should be able to debug it off of that.


Here's the result, the first 4 lines is when I begin casting .. The next 4 lines is when it was casted Hope it helps!

EDIT: Looking at those numbers, it does indeed look like Xiuy receives two healings, but I'll provide this screenshot, whice prove that's not the case



That would not be possible, if they didn't cast on another target and it's the exact same macros I used, for the test above. If you want the macro's (if it means anything), they're here:

Xiuy: /cast [target=Aiuy,help,exists][target=Biuy,help,exists][target=Ciuy,help,exists][target=player] Chain Heal
Aiuy: /cast [target=Biuy,help,exists][target=Ciuy,help,exists][target=Xiuy,help,exists][target=player] Chain Heal
Biuy: /cast [target=Ciuy,help,exists][target=Xiuy,help,exists][target=Aiuy,help,exists][target=player] Chain Heal
Ciuy: /cast [target=Xiuy,help,exists][target=Aiuy,help,exists][target=Biuy,help,exists][target=player] Chain Heal
Last edited by Gonbrok : 06-03-09 at 09:59 AM.
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Unread 06-03-09, 10:25 AM  
Sentient
A Kobold Labourer

Forum posts: 0
File comments: 26
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Very nice job on this, efficient and easy to setup. I only have one request if possible: the ability to offset buffs and debuffs by a number larger than 20 (up to a hundred would be a nice number)

Keep up the good work
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Unread 06-03-09, 12:54 PM  
Gonbrok
A Defias Bandit

Forum posts: 2
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Originally posted by Sentient
Very nice job on this, efficient and easy to setup. I only have one request if possible: the ability to offset buffs and debuffs by a number larger than 20 (up to a hundred would be a nice number)

Keep up the good work
I don't know if it works with offset, but on some bars you can change the number (under the bar), to a higher value than the scroll bar allows.
Last edited by Gonbrok : 06-03-09 at 12:54 PM.
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Unread 06-03-09, 01:43 PM  
Shadowed
...
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File comments: 2513
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Sentient: While it's not a big deal to increase the offset limiter, why do you need a number higher than twenty with the ability to change the anchoring spot?

Gonbrok: I think this might be a LibHealComm-3.0 issue, but in modules/incheal.lua again find:

function IncHeal:DirectHealStart(event, healerName, amount, endTime, ...)


Add below

print("DirectHealStart", healerName, amount, endTime, ...)
Last edited by Shadowed : 06-03-09 at 01:45 PM.
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Unread 06-03-09, 02:24 PM  
Sentient
A Kobold Labourer

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Originally posted by Shadowed
Sentient: While it's not a big deal to increase the offset limiter, why do you need a number higher than twenty with the ability to change the anchoring spot?
Hey again,

I am using zmob for portait and the way my layout is currently I would like to have my target frame from left to right: frame-portait-buffs

At the moment the range of 20 does not let me move the buffs as much as I want so they do not overlap the portait

Thanks again
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Unread 06-03-09, 04:05 PM  
Shadowed
...
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Originally posted by Sentient
Hey again,

I am using zmob for portait and the way my layout is currently I would like to have my target frame from left to right: frame-portait-buffs

At the moment the range of 20 does not let me move the buffs as much as I want so they do not overlap the portait

Thanks again
Actually something I didn't notice was that you can ignore the min/max limits by manually entering it, for now do as Gonbrok mentioned and just enter the offset you want manually (It's the little box in the middle of the slider where the left/right text are).
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Unread 06-03-09, 04:31 PM  
Sentient
A Kobold Labourer

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Aha, probably due to coloring I hadn't even noticed that it was a box, just thought of it as an indicator (embarrassed )

Thanks a lot, that works fine for what I needed to do
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Unread 06-03-09, 04:35 PM  
Shadowed
...
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Yea, it's not very obvious but it's something that the Ace3 developers need to change.
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