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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:526,977
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 07-07-09, 02:41 PM  
seebs
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Forum posts: 155
File comments: 157
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More dumb questions.

I'm trying to get as close as I can to the full text of mob names. They seem to get cut off prematurely. Like, in Orgrimmar, I have a 300-unit-wide target frame, and if I don't use a super-narrow font, it isn't big enough to show "Auctioneer Grimeful". It looks to me almost as though the left text is trying to cut off so as to be sure it doesn't exceed half the frame width, but in fact, it'd be fine if it went pretty far over; all I have on the right is health, which is about 1/5 of the bar's width at most.

... edited to add: Stupider than I thought. "Width weight". Gotcha.
Last edited by seebs : 07-07-09 at 02:42 PM.
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Unread 07-07-09, 02:24 PM  
seebs
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Originally posted by Shadowed
Use [classification] or [shortclassification] tags for mob type, I'm not going to add combat indicators for non-player units as they require polling which I don't want to do.
Oh! I didn't realize that. I guess I was just used to seeing them in some other bar mod. Which I suppose explains why SUF is faster, huh.

Thanks much.
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Unread 07-07-09, 02:16 PM  
Skylinee
A Murloc Raider

Forum posts: 5
File comments: 371
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Could you make Debuffs on target frame appear AFTER the buff row? Setting it to bottom (same as buffs), will just make them overwrite eachother. I also have no space on top/sides for it :/

Edit: Found ''Prioritize buffs'', lets try this.
Last edited by Skylinee : 07-07-09 at 02:56 PM.
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Unread 07-07-09, 08:36 AM  
Shadowed
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Use [classification] or [shortclassification] tags for mob type, I'm not going to add combat indicators for non-player units as they require polling which I don't want to do.
Last edited by Shadowed : 07-07-09 at 01:41 PM.
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Unread 07-07-09, 02:40 AM  
seebs
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Can't tell whether mobs are elite or not -- is there something I should do to get "30 Elite" or "30 Rare Elite" in the level indicator spot?

Also, I'm not seeing a party-member-status indicator. It looks like the global setting for "status" affects my status indicator (rest/combat), but for other people affects their "ready status" indicator -- and they just don't have the other one.

I would LOVE to know which of my party members are in combat! Please advise.
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Unread 07-06-09, 10:25 PM  
Shadowed
...
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File comments: 2513
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n3ther: I'll see how hard it is to add raid pet frames, but it's not a priority. Odds are it'll get added to the Grid module when I add MA and MT units to it.

The second issue isn't really a bug, all header (party/raid) frames are wrapped around a master frame that is resized based on how many columns are shown, the test frame has 5 columns shown while your 10 man group has 2 columns shown which is why it appears to be off.

But in a full 25 man raid you will see it positioned exactly where the test frame shows.

timberbear60: Good to hear, thanks.

Major Jam: Not sure what you mean, are you saying that the group number text is stuck visible even after you leave a raid? The (#) number is just what group you are in.
Last edited by Shadowed : 07-06-09 at 10:28 PM.
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Unread 07-06-09, 09:11 PM  
n3ther
A Kobold Labourer

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Just recently started using your mod over xperl due to the greater customization. Great job on the mod.


Two things I noticed though while messing around with the raid frames.
One: There does not appear to be an option for raid pet frames. Players are of course more important than pets but sometimes there are opportunities to heal a pet in battle.

Two: There appears to be a minor bug that you should be able to reproduce. It is caused when you are in a raid group that is smaller than your current max number of columns. So let's say I'm in a raid group of 10 people and the max columns is 5. Whenever I unlock the frames, the two columns will not align with their corresponding column on the test frame.
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Unread 07-06-09, 12:59 PM  
timberbear60
A Murloc Raider

Forum posts: 9
File comments: 36
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Thank You!

Thanks for the auto-hide feature on the cast bar. You are making it extremely difficult for me to go back to x-perl. It is very refreshing to have a mod author listen to request and implement them when possible as well as explain why they wont. Super job!!! Two bananas for you,
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Unread 07-06-09, 07:22 AM  
Major Jam
A Kobold Labourer

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So if I enter a Battleground I am CharacterName. If I switch Battlegrounds before coming out I am "CharacterName (2)". I get stuck there for a while then I'm "CharacterName (3)". I got up to "CharacterName (8)" yesterday.

I did check the Scoreboard. There are no dupes of my name in said battlegrounds.
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Unread 07-06-09, 12:14 AM  
Shadowed
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Originally posted by thamaht
Don't know if you caught the edit about the possibility of an outline tag/function, or if it could be done with a lua edit. Still looking though, hopefully can figure that one out myself.

Edit because it's not worth a new post: Yeah, I have everything outlined now, my plan was to have raid frames not have outlines, and player/target have them.



Units: Party and Raid, both stop moving left at the same distance away from the left or bottom edges. All units exhibit the behavior. I disabled all mods except Shadowed Unit Frames and it still happened.

Height/Width: Party: 29/226, scaled at 110% (continues to not cooperate at any scale). Raid: 29/110, scaled at 100%.

Clip setting: 2
Forgot to do this before pushing, but grab http://github.com/Shadowed/ShadowedU...es/tree/master to fix this
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Unread 07-05-09, 10:53 PM  
Anferny8
A Kobold Labourer

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Originally posted by Shadowed
It's an odd bug in how Blizzard reports the events, it's something I need to look into but you are likely out of luck as I don't recall finding anything obvious to fix it with.
Sick! Thanks for the FAST fix <3333
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Unread 07-05-09, 09:13 PM  
Shadowed
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It's an odd bug in how Blizzard reports the events, it's something I need to look into but you are likely out of luck as I don't recall finding anything obvious to fix it with.
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Unread 07-05-09, 08:37 PM  
Zabbath
A Kobold Labourer
 
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The [Levelcolor] and [level] tag won't update my current level if I ding.
Last edited by Zabbath : 07-05-09 at 08:37 PM.
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Unread 07-05-09, 08:35 PM  
Shadowed
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Anferny8: It's been fixed next push
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Unread 07-05-09, 07:11 PM  
Anferny8
A Kobold Labourer

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Is it just me or does the [plus], [smartlevel] not give any indication of elite mobs?
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