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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:527,020
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 07-16-10, 07:54 AM  
Victimize
A Murloc Raider

Forum posts: 5
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Is there any way to make the text on a unit frame change on mouse over with Shadowed Unit Frames?
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Unread 07-15-10, 05:29 PM  
mcbobbo
A Kobold Labourer

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Re: Pets displayed with 'Party as Raid' enabled?

Originally posted by mcbobbo
I love SUF and use it extensively. I like to leave 'Party as Raid' enabled for a uniform experience in parties, raids, and bg's. The problem is, in 5-mans, I don't see pets. What am I doing wrong?
Does anyone have any thoughts on this? It seems like a really simple mistake, but I'm not finding an option for what I'm looking to do.
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Unread 07-15-10, 01:06 PM  
Shadowed
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Can you email me what you have to [email protected]?
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Unread 07-15-10, 12:25 PM  
Farmbuyer
A Cyclonian
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Re: Re: writing modules for 3.2.12

Originally posted by Shadowed Keep in mind, SUF only enables a module if it sees an entry for it in the units table. If you never added a default table for the party unit, you wouldn't ever see it enabled.
Right, I found that out when I had originally added a default table for only the player unit for testing. The checkbox showed up for other units, but clicking it did not (not even adding the checkmark). Reading through the setUnit()/setVaraible() code it became clear what was needed.

Right now I'm looping through unitList in my OnInit code, making sure that a default entry table exists for them all. Clicking the checkbox runs through setUnit/setVariable now, but then nothing else fires and I don't know where it's failing or why.


2) They are definitely the same. How were you checking that they were different?
print() on all of the arguments. Tables come out as their internal memory addresses. The frame passed to OnEnable is the same as the one passed to OnDisable, of course, but OnLayoutApplied's is different.
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Unread 07-14-10, 08:59 PM  
Shadowed
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Uploads: 83
Re: writing modules for 3.2.12

Originally posted by Farmbuyer
I'm trying to write a module or two, and having some problems figuring out when the event callbacks are used and what parameters are passed to them. The modules linked from the front page are usually outdated and not working, the github documentation is kinda sparse and has no examples, and reverse-engineering the existing code in modules/*.lua has only gotten me so far. :-)

1) Under what conditions will OnEnable/OnDisable never be fired? I'm adding a checkbox in the Bars tab for each unit. Clicking it is firing OnEnable/OnDisable and OnLayoutApplied for "individual" units like player, pet, target, etc, but nothing at all is firing for party.

2) The "frame" argument passed to the On* callbacks is not always the same object, and the documentation doesn't specify anything more than "this is the frame being modified". For example, clicking the checkbox for the player unit fires OnEnable and OnLayoutApplied at the same time, but the first parameter (described as "frame" for both) is different. What are the differences?
I'd like to update the documentation when I have a chance, but:

1) OnEnable is fired when a module should be shown for the specific frame passed, OnDisable is fired when a module should no longer be shown for a frame. OnLayoutApplied fires after the visuals of the frame have updated (OnPreLayoutApply fires before), when I say visuals I mean the portrait has been positioned, all the bars, font strings have been created/positioned/etc.

Keep in mind, SUF only enables a module if it sees an entry for it in the units table. If you never added a default table for the party unit, you wouldn't ever see it enabled.

2) They are definitely the same. How were you checking that they were different?
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Unread 07-14-10, 08:54 PM  
Shadowed
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Victimize: Enable advanced settings and you'll be able to add an outline.

hayseed: No, you can't modify the offsets, but not something I plan on doing either.

Skylinee: I need to look into OmniCC 3 more, but the sizing is OmniCCs issue. I'll look into support for it when I have time.
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Unread 07-14-10, 08:53 PM  
Farmbuyer
A Cyclonian
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Forum posts: 43
File comments: 36
Uploads: 1
writing modules for 3.2.12

I'm trying to write a module or two, and having some problems figuring out when the event callbacks are used and what parameters are passed to them. The modules linked from the front page are usually outdated and not working, the github documentation is kinda sparse and has no examples, and reverse-engineering the existing code in modules/*.lua has only gotten me so far. :-)

1) Under what conditions will OnEnable/OnDisable never be fired? I'm adding a checkbox in the Bars tab for each unit. Clicking it is firing OnEnable/OnDisable and OnLayoutApplied for "individual" units like player, pet, target, etc, but nothing at all is firing for party.

2) The "frame" argument passed to the On* callbacks is not always the same object, and the documentation doesn't specify anything more than "this is the frame being modified". For example, clicking the checkbox for the player unit fires OnEnable and OnLayoutApplied at the same time, but the first parameter (described as "frame" for both) is different. What are the differences?
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Unread 07-14-10, 01:51 PM  
Victimize
A Murloc Raider

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Does anyone know how to add a black outline to font?
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Unread 07-14-10, 07:48 AM  
hayseed
A Kobold Labourer

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z-index / strata level changes

Hi Shadowed,

Many thanks for your unit frames - they're brilliant.

I may have missed something, but I was wondering if there was any option to change the z-index (strata level) of particular unit frames at all?

I'm currently trying to overlay party targets over the lower left hand corner of the party frames, but the target frames want to sit beneath the party frames which makes it hard to see current health, etc.

If this is not currently possible, or a possible future addition, I'll adjust the layout accordingly. Again, thank you for these UFs!

(I hope that made sense)
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Unread 07-12-10, 12:54 PM  
Skylinee
A Murloc Raider

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The latest version of OmniCC3 Beta makes debuff/buff icon timers appear way too big (bigger than the actual icons). Something must have changed since OmniCC2, i'll post about it in OmniCC3's forum aswell.

Edit: ''Disable OmniCC'' doesn't work either.
Last edited by Skylinee : 07-12-10 at 12:59 PM.
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Unread 07-05-10, 12:39 PM  
Twidget
An Aku'mai Servant
 
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Re: Re: Question

Originally posted by Jzar
Go to Unit configuration > Party > Party tab, look for Visibility. Under that, make sure "Hide in any raid" is checked. Voila!
Thanks!
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Unread 07-05-10, 10:53 AM  
Sirix
A Kobold Labourer

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Hello.

I found another bug with debuff positions, similar to the problem posted by speak.

The thing is, the debuffs are anchored to the right of the target frame, touching its side. With "Enlarge your auras", it somehow messes up the positioning on debuffs later. This can make debuffs either stay too high up, get inside the frame like the screen by speak shows, or get too far.
I tried reloading UI, also updated SUF and tweaked XY offsets. It still has the same problem.

I will post again if I can find a sure way to replicate this.
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Unread 07-05-10, 10:15 AM  
Jzar
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Re: Question

Originally posted by Twidget
How do I set it up so I see the Raid Frames only when I am in a Raid group and the Party frames the rest of the time?
Go to Unit configuration > Party > Party tab, look for Visibility. Under that, make sure "Hide in any raid" is checked. Voila!
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Unread 07-05-10, 10:11 AM  
Twidget
An Aku'mai Servant
 
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Question Question

Hi,
Quick question...
How do I set it up so I see the Raid Frames only when I am in a Raid group and the Party frames the rest of the time?

Right now when I am in a Raid group I see both the Raid frames and the Party frames.

Thanks,
Twidget
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Unread 07-04-10, 10:16 PM  
Himosan
A Kobold Labourer

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Raid Frames

Is there any way to set up the raid frames as a single column?
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