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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
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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 06-09-10, 12:12 AM  
Shadowed
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Interesting that it's an actual issue, since I specifically tested that case as it was one of the big issues I was having to solve before adding split raid frames.

Can you screenshot the raid settings so I can see the growth options/spacing you're using?
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Unread 06-08-10, 08:07 PM  
Sangull
A Murloc Raider

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Further update on that raid display issue I have. Watching raid being built tonight I think I tracked it down further. It seems to be caused by players not being in the group in between their group.

So for example: players were in group 2 and 4, with no one in groups 1 and 3, and the display was similar to the screenshot I had posted below. When a player was moved into group 1, group 2 moved to its appropriate position, but 4 was still displayed far down the screen. Moving the player out of group 1 caused group 2 to shift far down the screen again.

Hopefully that can help you narrow it down.
Last edited by Sangull : 06-08-10 at 10:01 PM.
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Unread 06-06-10, 07:03 PM  
Shadowed
...
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Hrm, I thought two of the group events fired on death/resurrect did not, the range issue will be fixed.

I'll probably be rewriting the secure code come Cataclysm beta, so I'll look into the pet bug more then.
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Unread 06-04-10, 01:02 PM  
Zidomo
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Two new issues with v3.2.10-13-g32d9f55 (& potentially v3.2.10-9-ga2d75e7).

The old, dreaded pet-in-party issue reappeared. In a mid-level party with three other people (instead of full). One person was not in the instance. The hunter in the instance had a pet out both before entering it and after entering it. At neither time did the pet frame appear, nor did it when the pet died or any other time throughout the session.

Did two random PUG runs after, but of course got groups with no party pets, so couldn't test further.

And an odd, serious problem with the range faders, again in a party (this time duplicated). The same 4-man party as above (one person not in the instance), none of the party member's frame alpha was applied correctly. Instead of 100% when within range, they all took on their out-of-range alpha (I have had set to 60% since the last time this problem occurred months ago).

This was consistent until I went into options and manually adjusted the in-range alpha down from 100% and back up to it for the party frames. Seemed to trigger things properly. At least for a period of time until the party wiped. Upon everyone getting back, the same problem occurred again (and the same "solution" worked). Also saw this occur a single time with the target frame when targeting a party member within range.

This behavior repeated on the two random PUG runs I did afterwards.

Reverted back to v3.2.10-9-ga2d75e7 before a 10-man raid that night. First raid since v3.2.10-7-g7727aff was previously using. Had another alpha issue with a single raid member in the raid frames; they were showing out of range when clearly within range. But unlike the party/target frame issue it went back to normal without adjusting options about 2 minutes later.

As per the May 30 build notes, yes I was on a res class in all the above runs (Priest). But never died, except in the raid (which wiped once). It seemed to carry over inappropriate use of res-spell-range-checking to other groups.
Last edited by Zidomo : 06-04-10 at 01:20 PM.
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Unread 06-04-10, 11:30 AM  
Sangull
A Murloc Raider

Forum posts: 5
File comments: 49
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Originally posted by Shadowed
Sangull: Can you duplicate it at all, or no?
I think it's caused by having so few people in the raid and spreading them among groups, but I'm not sure. I've noticed it a few times when our 25s form and disband. I'll see if I can get a few people together to help me test it and see if I can reproduce it.


Edit: I just tested it with a friend on our alt duo. Forming a raid and placing myself in party 1 and her in party 2, display is fine. Leaving myself in party 1 and placing her in party 3, and she displayed somewhere around where party 4 or 5 would have been normally. Moving her to party 4, she displayed near the bottom of my screen, probably twice as far down as my raid frames should have stopped - similar to the screenshot I posted earlier.
Last edited by Sangull : 06-04-10 at 11:43 AM.
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Unread 06-04-10, 10:42 AM  
Shadowed
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Pusikas: Not really, you could technically do /script ShadowUF.db.profile.units.raid.unitsPerColumn = #; ShadowUF.Layout:Reload("raid"); but it's not setup for that.

Sangull: Can you duplicate it at all, or no?
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Unread 06-04-10, 02:43 AM  
Pusikas
A Murloc Raider

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Would it be possible to change the number of raid units per column with a simple script? I like to have 5 units per column in raids, but I want to to switch to 8 units per column in the larger battlegrounds.

PS: I mean something simple enough to put into a macro, so that I can switch the number of units per column with a button.
Last edited by Pusikas : 06-04-10 at 03:30 AM.
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Unread 06-03-10, 11:25 PM  
Sangull
A Murloc Raider

Forum posts: 5
File comments: 49
Uploads: 0
Found a strange display issue with the raid frames as raid was ending tonight. I'm not entirely sure what caused it. I think it's an issue with how few people are in the raid, but I'm not sure. It was fine when the raid had more players in it.

Here's a screen of the bug: http://img175.imageshack.us/i/sufbug.jpg/

This is what it should look like: http://img200.imageshack.us/i/sufbug2.jpg/

And these are my settings: http://img686.imageshack.us/i/raidsettings.jpg/

Hopefully that will help you track it down, whatever it is. I'm running v3.2.10-11. Let me know if you need any other information.
Last edited by Sangull : 06-03-10 at 11:37 PM.
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Unread 06-03-10, 04:16 PM  
janus09
A Kobold Labourer

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I got it to save my aura filters assignments to frames through messing with it, copying and deleting saved variables several times, etc. Not sure which worked but one of them did and so I'm happy.

My game was already located in the Public Folder so I don't think the virtual store was the issue.
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Unread 06-03-10, 11:13 AM  
Shadowed
...
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Pillze: Excellent

Kisara: Use [missinghp] tag
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Unread 06-03-10, 10:48 AM  
Pillze
A Kobold Labourer
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Aura Anchoring

Hi

The latest alpha commit seems to have sorted the issues out for me.

Thanks for the speedy response and solution!
Last edited by Pillze : 06-03-10 at 11:05 AM.
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Unread 06-03-10, 09:34 AM  
Kisara
A Kobold Labourer

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How do you show missing health rather than current health/max health on the bars? I need this as a healer and I couldn't find it.

Thanks.
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Unread 06-03-10, 01:49 AM  
Shadowed
...
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Zidomo: Update

Pillze / Kamadrin: Update in a bit, reverting the change. As in, don't update to 3.2.10-12, wait for the next.
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Unread 06-03-10, 12:31 AM  
Zidomo
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With alpha v3.2.10-11-g9626a0c, several problems (in WoW 3.3.3a live).

After an hour in a party & joining and leaving a random 5-man PUG, the following repeating error was thrown up (on a Mage):
Code:
["message"] = {
                "ShadowedUnitFrames-@project-version@\\modules\\cast.lua:383: attempt to index global 'cast' (a nil value)\nShadowedUnitFrames-@project-version@\\modules\\cast.lua:312: in function `?'\nShadowedUnitFrames-@project-version@\\modules\\units.lua:135: in function <...nterface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:132>\n\nLocals:|r\nself = <table> {\n EventUpdateChannel = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:307\n EventStopCast = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:316\n EventDelayChannel = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:311\n EventCastSucceeded = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:361\n UpdateDelay = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:382\n EventUpdateCast = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:298\n OnLayoutApplied = <function> defined @Interface\\AddOns\\Shado", -- [1]
                "wedUnitFrames\\modules\\cast.lua:104\n EventInterruptible = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:369\n EventDelayCast = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:302\n OnDisable = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:173\n moduleHasBar = true\n UpdateCast = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:404\n OnEnable = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:64\n UpdateCurrentCast = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:278\n moduleKey = \"castBar\"\n moduleName = \"Cast bar\"\n EventUninterruptible = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:378\n EventInterruptCast = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\cast.lua:338\n}\nframe = SUFUnitplayer {\n highFrame = <unnamed> {\n }\n portrait = <unnamed> {\n }\n UnregisterAll = <function> define", -- [2]
                "d @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:91\n auras = <table> {\n }\n castBar = <unnamed> {\n }\n registeredEvents = <table> {\n }\n powerBar = <unnamed> {\n }\n RegisterNormalEvent = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:22\n SetVisibility = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:173\n healthBar = <unnamed> {\n }\n RegisterUpdateFunc = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:64\n unitType = \"player\"\n SetRangeAlpha = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:123\n visibility = <table> {\n }\n highlight = <unnamed> {\n }\n unitInitialized = true\n unitRealType = \"player\"\n unit = \"player\"\n unitGUID = \"0x0200000001C54A25\"\n hasStateWatch = false\n RegisterUnitEvent = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:58\n fontStrings = <table> {\n }\n vehicleUnit = \"vehicle\"\n topFrameLevel = 5\n indicators = <unnamed> {\n ", -- [3]
                "}\n unitOwner = \"player\"\n DisableRangeAlpha = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:115\n 0 = <userdata>\n fullUpdates = <table> {\n }\n UnregisterUpdateFunc = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:81\n menu = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:332\n combatText = <unnamed> {\n }\n incHeal = <unnamed> {\n }\n FullUpdate = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:14\n portraitModel = <unnamed> {\n }\n UnregisterSingleEvent = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:41\n}\n\n  ---", -- [4]
            },
            ["type"] = "error",
            ["session"] = 152,
            ["counter"] = 3,
        }, -- [47]
After the update to that alpha version, noticed the party frames were unexpectedly "pushed" against the far left of the GUI, making the player portraits barely visible. So--in another 5-man PUG--unlocked the frames in combat to move them. Then an error parade began.

Check the option to lock the frames again after moving them, there were still remnants of the unlocked frames present where there shouldn't be. And several frames were not proper (it showed my character as a hunter, etc.):
Code:
{
            ["message"] = "<string>:\"return function(unit, unitOwner)...\":2: Usage: UnitPowerMax(\"unit\"[, type])\n<string>:\"return function(unit, unitOwner)...\":2: in function `func'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:157: in function `UpdateTags'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:63: in function <Interface\\AddOns\\ShadowedUnitFrames\\modules\\tags.lua:57>\n\nLocals:|r\nunit = nil\nunitOwner = nil\n\n  ---",
            ["type"] = "error",
            ["time"] = "2010/06/03 01:42:49",
            ["session"] = 155,
            ["counter"] = 161,
        }, -- [48]
        {
            ["message"] = "<string>:\"return function(unit, unitOwner) return Uni...\":1: Usage: UnitName(\"unit\")\n<string>:\"return function(unit, unitOwner) return Uni...\":1: in function `func'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:157: in function `UpdateTags'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:63: in function <Interface\\AddOns\\ShadowedUnitFrames\\modules\\tags.lua:57>\n\nLocals:|r\nunit = nil\nunitOwner = nil\n\n  ---",
            ["type"] = "error",
            ["time"] = "2010/06/03 01:42:49",
            ["session"] = 155,
            ["counter"] = 157,
        }, -- [49]
        {
            ["message"] = "<string>:\"return function(unit, unitOwner)...\":2: Usage: UnitLevel(\"unit\")\n<string>:\"return function(unit, unitOwner)...\":2: in function `func'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:157: in function `UpdateTags'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:63: in function <Interface\\AddOns\\ShadowedUnitFrames\\modules\\tags.lua:57>\n\nLocals:|r\nunit = nil\nunitOwner = nil\n\n  ---",
            ["type"] = "error",
            ["time"] = "2010/06/03 01:42:49",
            ["session"] = 155,
            ["counter"] = 125,
        }, -- [50]
        {
            ["message"] = "<string>:\"return function(unit, unitOwner)...\":2: Usage: UnitIsDead(\"unit\")\n<string>:\"return function(unit, unitOwner)...\":2: in function `func'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:157: in function `UpdateTags'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:63: in function <Interface\\AddOns\\ShadowedUnitFrames\\modules\\tags.lua:57>\n\nLocals:|r\nunit = nil\nunitOwner = nil\n\n  ---",
            ["type"] = "error",
            ["time"] = "2010/06/03 01:42:49",
            ["session"] = 155,
            ["counter"] = 126,
        }, -- [51]
        {
            ["message"] = "<string>:\"return function(unit, unitOwner, fontString...\":2: Usage: UnitIsAFK(\"unit\")\n<string>:\"return function(unit, unitOwner, fontString...\":2: in function <[string \"return function(unit, unitOwner, fontString...\"]:1>\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:113: in function `func'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:157: in function `UpdateTags'\nShadowedUnitFrames-@project-version@\\modules\\tags.lua:63: in function <Interface\\AddOns\\ShadowedUnitFrames\\modules\\tags.lua:57>\n\nLocals:|r\nunit = nil\nunitOwner = nil\nfontString = <unnamed> {\n fastPower = true\n fastHealth = false\n widthID = \"$healthBarRIGHTI1\"\n UpdateTags = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\tags.lua:155\n parent = SUFUnittarget {\n }\n frequentStart = 1\n 0 = <userdata>\n availableWidth = 143.00000357628\n}\n\n  ---",
            ["type"] = "error",
            ["time"] = "2010/06/03 01:42:59",
            ["session"] = 155,
            ["counter"] = 23,
        }, -- [52]
        {
            ["message"] = {
                "ShadowedUnitFrames-@project-version@\\modules\\incheal.lua:142: Usage: UnitHealth(\"unit\")\nShadowedUnitFrames-@project-version@\\modules\\incheal.lua:142: in function <...erface\\AddOns\\ShadowedUnitFrames\\modules\\incheal.lua:125>\nShadowedUnitFrames-@project-version@\\modules\\incheal.lua:172: in function `UpdateIncoming'\nShadowedUnitFrames-@project-version@\\modules\\incheal.lua:181: in function `?'\nCallbackHandler-1.0-5:147: in function <...onLoader\\CallbackHandler-1.0\\CallbackHandler-1.0.lua:147>\n<string>:\"safecall Dispatcher[11]\":4: in function <[string \"safecall Dispatcher[11]\"]:4>\n<in C code>: ?\n<string>:\"safecall Dispatcher[11]\":13: in function `?'\nCallbackHandler-1.0-5:92: in function `Fire'\nLibHealComm-4.0-63 (LibHealComm-4.0):1820: in function <Interface\\AddOns\\LibHealComm-4.0\\LibHealComm-4.0.lua:1801>\nLibHealComm-4.0-63 (LibHealComm-4.0):2314: in function `?'\nLibHealComm-4.0-63 (LibHealComm-4.0):2734: in function <Interface\\AddOns\\LibHealComm-4.0\\LibHealComm-4.0.lua", -- [1]
                ":2733>\n\n  ---", -- [2]
            },
            ["type"] = "error",
            ["time"] = "2010/06/03 01:43:23",
            ["session"] = 155,
            ["counter"] = 1,
        }, -- [53]
        {
            ["message"] = {
                "ShadowedUnitFrames-@project-version@\\modules\\health.lua:109: Usage: UnitIsConnected(\"unit\")\nShadowedUnitFrames-@project-version@\\modules\\health.lua:109: in function `?'\nShadowedUnitFrames-@project-version@\\modules\\units.lua:135: in function <...nterface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:132>\n\nLocals:|r\nself = <table> {\n OnDisable = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:81\n moduleHasBar = true\n Update = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:161\n OnEnable = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:52\n OnLayoutApplied = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:70\n moduleKey = \"healthBar\"\n UpdateColor = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:101\n moduleName = \"Health bar\"\n getGradientColor = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:4\n SetBarColor = <fu", -- [1]
                "nction> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\health.lua:85\n}\nframe = SUFUnitplayer {\n highFrame = <unnamed> {\n }\n portrait = <unnamed> {\n }\n UnregisterAll = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:91\n isDead = false\n auras = <table> {\n }\n castBar = <unnamed> {\n }\n registeredEvents = <table> {\n }\n powerBar = <unnamed> {\n }\n RegisterNormalEvent = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:22\n SetVisibility = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:173\n healthBar = <unnamed> {\n }\n RegisterUpdateFunc = <function> defined @Interface\\AddOns\\ShadowedUnitFrames\\modules\\units.lua:64\n unitType = \"player\"\n SetRangeAlpha = <function> defined(rest of error deleted so wouldn't run over comment character limit)
            },
            ["type"] = "error",
            ["time"] = "2010/06/03 01:43:23",
            ["session"] = 155,
            ["counter"] = 5,
        }, -- [54]
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Unread 06-02-10, 07:16 PM  
Pillze
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 2
Uploads: 2
Target Buff/Debuff Anchoring

Also having similar problems to kamadrin, no matter how i set the x/y coords on the debuff/buffs when i anchor to debuffs or buffs one or the other rises those 3 pixels on to target frame.

The last vesion i dont have these issues with is 3.2.9 which i have now reverted to several times as i cant for the life of me get them to play nice. I have tried 3.2.10 and every alpha commit since also played around with the advanced options as suggested in various threads but no joy with any of it so far.

Would be great if someone could shed some light on the subject

Thanks!

P.S Awesome unit frames
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