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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:527,194
Favorites:1,231
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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 12-13-09, 07:49 PM  
Ailae
A Rage Talon Dragon Guard
 
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Originally posted by Shadowed
Ailae: Ohh, sorry I completely misunderstood you I thought your issue was SUF showing wrong buff stacks not Blizzards. Thanks for looking into it, it's been fixed.
Guess I could have been clearer about that, hehe. Thanks for fixing it!
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Unread 12-13-09, 07:40 PM  
Shadowed
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Ailae: Ohh, sorry I completely misunderstood you I thought your issue was SUF showing wrong buff stacks not Blizzards. Thanks for looking into it, it's been fixed.

Acca85: Will look into it.

iSylvir: Thanks!

Sacredhaos: You need advanced settings on to change cast bar size, once you enable that it's in the same area as the cast of the cast bar options.
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Unread 12-13-09, 06:58 PM  
Ailae
A Rage Talon Dragon Guard
 
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Originally posted by Shadowed
... that's quite mind boggling, I'll have to think up something that could be causing it.
So I was thinking about this and it struck me that it used to work when I was running oUF. So thought, "hey, let me see if I can tell what's different!". After peeking through the vehicle.lua code in oUF I noticed there was a call for PlayerFrame.unit = self.unit and BuffFrame_Update() - which looks identical to what happens in the Blizzard code when jumping into a vehicle.

So I tried adding this to SUF, in units.lua in the function CheckVehicleStatus(frame, event, unit), but with appropriate variables, so it would look like this: (added comments where I added stuff)

Code:
-- Check if a unit entered a vehicle
function Units:CheckVehicleStatus(frame, event, unit)
	if( event and frame.unitOwner ~= unit ) then return end
		
	-- Not in a vehicle yet, and they entered one that has a UI or they were in a vehicle but the GUID changed (vehicle -> vehicle)
	if( ( not frame.inVehicle or frame.unitGUID ~= UnitGUID(frame.vehicleUnit) ) and UnitHasVehicleUI(frame.unitOwner) and not ShadowUF.db.profile.units[frame.unitType].disableVehicle ) then
		-- Keep track of what the players current unit is supposed to be, so things like auras can figure out what unit to filter
		if( frame.unitOwner == "player" ) then ShadowUF.playerUnit = frame.unit end
		frame.inVehicle = true
		frame.unit = frame.vehicleUnit
		-- added these 2 lines..
		PlayerFrame.unit = frame.unit
		BuffFrame_Update() 
		
		if( not UnitIsConnected(frame.unit) or UnitHealthMax(frame.unit) == 0 ) then
			frame.timeElapsed = 0
			frame.dataAttempts = 0
			frame:SetScript("OnUpdate", checkVehicleData)
		else
			frame.unitGUID = UnitGUID(frame.unit)
			frame:FullUpdate()
		end
				
	-- Was in a vehicle, no longer has a UI
	elseif( frame.inVehicle and ( not UnitHasVehicleUI(frame.unitOwner) or ShadowUF.db.profile.units[frame.unitType].disableVehicle ) ) then
		if( frame.unitOwner == "player" ) then ShadowUF.playerUnit = frame.unitOwner end
		-- .. as well as these 2, since without these it never switches the buffs back
		PlayerFrame.unit = frame.unitOwner
		BuffFrame_Update()
		
		frame.inVehicle = false
		frame.unit = frame.unitOwner
		frame.unitGUID = UnitGUID(frame.unit)
		frame:FullUpdate()
	end
end
Apologies for the huge chunk of code there. However, when I then tried the same quest I've mentioned earlier, this change made the bufframe switch when hopping into the vehicle and back again when jumping out again. I'm also happy to say that the stacks corresponded.

I've only tested this briefly and I don't know what other problems (if any) this could bring, but maybe it sheds some light as to why I was experiencing the bug.
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Unread 12-13-09, 06:57 PM  
Pixol
A Deviate Faerie Dragon
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File comments: 53
Uploads: 8
Pixol: I just double checked and I can't even come close to duplicating this. There is no spike in CPU usage, in fact SUF doesn't use a single milisecond of CPU in relation to spamming the macros on a target dummy and I tried all variations including one with //cast.

Also, it's not 32 cpu/sec, it's in milliseconds so 32 "seconds" is 0.032 milliseconds.
Weird I happened to be testing different addons today with SUF off, and pitbull was acting up, I turned SUF back on and SUF doesn't take up cpu randomly anymore, just pitbull now. Guess it might have something to do with one Ace library from one of the many addons it randomly picks and uses up the cpu when I press macros
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Unread 12-13-09, 06:16 PM  
Acca85
A Kobold Labourer
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Originally posted by Shadowed

Acca85: Can you screenshot the target frames being messed up for MTs, will speed up fixing it for me.
Here it is.

In this SS the Dk tank is targetting a shaman who's not at 100% health.
I'm not using incoming heals bars.
The color for the missing health is the default one.

If I can get a better SS I'll post..
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Unread 12-13-09, 01:56 PM  
iSylvir
A Cyclonian
 
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Forum posts: 47
File comments: 15
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Easily one of the best unit frames ever released.
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Unread 12-13-09, 12:15 PM  
Sacredhaos
A Kobold Labourer

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One thing I couldn't find was the way to edit the castbars text size.
Last edited by Sacredhaos : 12-13-09 at 06:35 PM.
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Unread 12-13-09, 11:47 AM  
Shadowed
...
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Dexter74: If you want them, yes. They haven't been added into SUF by default.

ksvoip: Should be fixed

Sacredhaos: Go to /suf -> Text Management -> Add New Text

Text name -> Right Text
Text parent -> Empty bar

Then /suf -> Unit configuration -> <unit> -> Text/Tags and setup the new tag text.

Acca85: Can you screenshot the target frames being messed up for MTs, will speed up fixing it for me.

The boss frame issue is a bug that's been fixed already at http://wow.curseforge.com/projects/s...d-unit-frames/ if you get the beta/alpha.

For raid frame growth, see what Klime said.
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Unread 12-13-09, 08:01 AM  
Klime
A Kobold Labourer

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Acca85 : type /suf enable raid in unit config. Then click on raid to the list on the left. once there click the tab on the top that says raid. Set Max columns to 5 and units per column to 8. Then above that you will see row growth and column growth. Change Row growth to Right and column growth to down.

Hope that helped!
Last edited by Klime : 12-13-09 at 08:03 AM.
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Unread 12-13-09, 06:15 AM  
Acca85
A Kobold Labourer
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Hello, I'm having some issues with this addon since 3.3:
The Main Tanks Target frames have strange behaviours: it doesn't update (meaning that if I've no target it shows that I still have, or doesn't show that I have one if I have), shows them one on top of each others (i see my target frame on top of the first tank in the list's one).

I tried the boss frame while doing the Gunship Battle encounter (only there), the blizzard frames are showing on top of each SUF boss frame, I can see there are the names of the enemys on the blizzard's only, both blizzard and suf's frames are not updating (health/power values).

If it helps, I'm not having any Lua errors.


I'm trying to set the raid frames to show like horizontal groups, growing toward the bottom but I don't get how to do this.
Example: [x-y] it's a member of the raid, x is the group, y is the position in the party/name
[1-1][1-2][1-3][1-4][1-5]
[2-1][2-2][2-3][2-4][2-5]
Am I missing something?


Ps: Great addon
Sorry for my english
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Unread 12-13-09, 04:31 AM  
Dexter74
A Kobold Labourer

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"Shadowed Unit Frames AuraTracker"
"Shadowed Unit Frames: Five Second Rule"

're older. Are they still needed?
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Unread 12-12-09, 09:28 PM  
ksvoip
A Kobold Labourer

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Originally posted by Shadowed
ksvoip: Not sure what you mean? The player filtering already applies to vehicles.
Flame leviathan in Ulduar I couldn't see my pyrite stacks on my target.
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Unread 12-12-09, 09:01 PM  
Sacredhaos
A Kobold Labourer

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I know you answered this for me before, but I got confused lol. How or can you set the empty bar text to left/right?

And for some reason there is a gap from the portrait to the rune bar on the player frame.

Is there a way to make the buffs automatically wrap when it reaches the edge of the frame the buffs are on? And is there a way to make my debuffs and other peoples debuffs not share the same size? Besides the enlarge your debuffs option, it just doesn't enlarge them enough. I would just like to be able to make my debuffs bigger without changing all the others.

I know you probably want to keep SUF as simple as possible, which I agree with. I love SUF and that's why I'm putting in my two cents because I don't want to go back to Xperl lol. I just think Xperl did some things right that SUF currently cant do.
Last edited by Sacredhaos : 12-12-09 at 11:09 PM.
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Unread 12-12-09, 07:01 PM  
Shadowed
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It does, it just isn't a shield but a separate coloring. By default it's yellow for an uninterruptible cast.
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Unread 12-12-09, 06:58 PM  
Xeddicus
A Defias Bandit
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Cast Bar Shield?

Does the Cast Bar support indicating uninterruptible casts? It doesn't seem to, but I may be missing something. And it turns out I was. Sorry! I didn't even see the option to change the color oddly (if there is one).
Last edited by Xeddicus : 12-12-09 at 07:09 PM.
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