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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 09-05-09, 05:47 AM  
Caprica
A Deviate Faerie Dragon

Forum posts: 10
File comments: 14
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Originally posted by Shadowed
Nevermind, next push has MA and MT frames it's live on the git one but that requires testing LHC-4.0 as well basically.
I love you!!!!!!! Could you please add Main Tank Target/TOT frames.
Last edited by Caprica : 09-05-09 at 05:47 AM.
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Unread 09-05-09, 08:03 AM  
Shadowed
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Nope
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Unread 09-05-09, 10:34 AM  
Zidomo
A Cliff Giant
 
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Bug in the last couple of builds used + fairly major usability issues that have been around for a while.

Used 2a51b4281da7511ea2c3004e324ec89144e12300 + LHC r20090904161721. Bug is that quite often, the target frame health bar coloring appears incorrectly. At random times vs. a hostile PvE entity, the health bar remains green, whether attacking it or viewing it out of combat. Other times it colors properly. Then future enemy targets go back to solid green. And so on. Friendly players that are targeted exhibit the same behavior.

The target frame settings: under the "Bars" tab, all of the "Health Bar" options checked along with "Color health by health percent" selected. It seems to be randomly ignoring the "Color on aggro" and "Color by reaction" settings selected. The release and a couple of alphas after the release did not have this problem.

The usability issues are with the raid frames. I prefer to have the raid parties extend no more than 3 columns across the screen. So in a 25-man raid, I have "Max columns" set to "3" and "Units per column" set to "10". Works fine there. But...in a 10-man raid, this layout puts raid parties 1 and 2 in the same column instead of next to each other on the same row. Which is undesired after years of playing with them side by side on the same row.

In order to have the 10-main raid layout reflect the 25-man, you have to each time reset "Units per column" to "5". Which becomes a big hassle.

Any way of having the layout show parties 1, 2, 3 and so on in numerical order side by side on the same row when you have units per column set to more than 5 (what X-Perl and others do)? Instead of having them in numerical order in the same column?

The other usability issue is related to switching those column settings above. This time its with the frame positioning.

Have the layout be appropriate for 25-man raids (as above). Then join a 10-man. As noted, the two raid parties are in the undesired same-column layout. So switch "Units per column" to 5, as above. Then, the frames become totally "disconnected" from the movable black boxes visible when you unlock the frames.

For example, move the Raid #1 black box (with the rest of the raid groups linked) to a few pixels below the player frame in top left corner of screen. Release and lock the frames. The raid frames instead end up several inches below the player frame. You have to actually move Raid #1 far above the player frame in order for it to be positioned properly; the actual position of Raid #1 ends up corresponding with the black-box-Raid #3 position.

Proper frame positioning has always been somewhat of an issue with the mod. But this particular raid frame positioning issue appears to be somewhat recent.
Last edited by Zidomo : 09-05-09 at 05:01 PM.
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Unread 09-05-09, 11:55 AM  
Caprica
A Deviate Faerie Dragon

Forum posts: 10
File comments: 14
Uploads: 0
Originally posted by Shadowed
Nope
Not to sound rude or anything (by all means I love the addon and appreciate the hard work) but what in the world is the point of adding MT/MA frames but only those frames? If you cant see your MT/MA Target and/or TOT does this not totally defeat the point?

Again thanks for all of your hard work it is appreciated!
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Unread 09-05-09, 02:26 PM  
Catharr
A Murloc Raider

Forum posts: 4
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Originally i wanted to dump Pitbull 3 and went for Pitbull 4..which still took me way too long to configure everything.
Searched for other Unit Frames, found this and i simply love it.
Setting it up took a couple of minutes, partly because the options menu is very well organized while still offering a lot to configure, partly because the original configuration was already very close to my old pitbull setup.
Especially liked the text menu...lot of options and just had to click a bit instead of reading through 10000 dogtags.
Very well done!
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Unread 09-05-09, 04:46 PM  
thetakerfan
A Kobold Labourer

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Just got this yesterday and been messing around with it (to replace xperl), but one thing I Havne't been able to find is an option to show the number of people targetting the target. Hopefully I'm just missing an option somewhere.

In xperl for example it would show a little number on the corner of the target frame to show the number of people targetting that target...just makes it a little easier to notice if I'm on the wrong mob
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Unread 09-05-09, 07:37 PM  
Zidomo
A Cliff Giant
 
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LHC r20090905043348, SUF 1caacf9f375052f5b2d09bbcb9179a65cb23f096. Errors with today in 10-man TOC (only, a few 5-man heroics had no issues):

[2009/09/05 20:51:30-1481-x24]: LibHealComm-4.0-12:1407: table index is nil
LibHealComm-4.0-12:1445: in function <...dUnitFrames\libs\LibHealComm-4.0\LibHealComm-4.0.lua:1429>
LibHealComm-4.0-12:1966: in function `?'
LibHealComm-4.0-12:2339: in function <...dUnitFrames\libs\LibHealComm-4.0\LibHealComm-4.0.lua:2335>

[2009/09/05 20:52:02-1481-x7]: LibHealComm-4.0-12:1624: table index is nil
LibHealComm-4.0-12:1986: in function `?'
LibHealComm-4.0-12:2339: in function <...dUnitFrames\libs\LibHealComm-4.0\LibHealComm-4.0.lua:2335>

[2009/09/05 21:14:42-1481-x1]: LibHealComm-4.0-12:1624: table index is nil
LibHealComm-4.0-12:1994: in function `?'
LibHealComm-4.0-12:2339: in function <...dUnitFrames\libs\LibHealComm-4.0\LibHealComm-4.0.lua:2335>
<in C code>: in function `MoveForwardStart'
<string>:"MOVEFORWARD":2: in function <[string "MOVEFORWARD"]:1>

Also received the following string in Chat1 that repeated about every time the first error above did: "LHC-4.0 bad GUID ?2 0 0 0 2 149 nil nil error: bad argument #8 to '?' (number expected, got nil) ?".
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Unread 09-06-09, 12:24 AM  
Shadowed
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Zidomo: Will look into it in the morning

thetakerfan: There is no option

Caprica: Again, I'm not of the mind to replace every single mod. If you want ToT frames you probably should be using Pitbull or something else that is more extensive.
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Unread 09-06-09, 06:32 AM  
Caprica
A Deviate Faerie Dragon

Forum posts: 10
File comments: 14
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Originally posted by Shadowed
Caprica: Again, I'm not of the mind to replace every single mod. If you want ToT frames you probably should be using Pitbull or something else that is more extensive. [/b]
All I am asking is if you could add Main Tank Target Frames -- you added Main Tank/Main Assist Frames but it really confuses me as to why if you cant see what your MT/MA is targeting... This is the point of MT/MA frames (To be honest I dont care about MT/MA TOT Frames since I don't play a healer but that was not my point).

I used to use Pitbull and switched to this and love it -- it looks cleaner visually and does not take forever to configure -- kudos for that!

Again it was just a request and to be honest like I said it just makes no sense to have a list of Main Tanks or Main Assist but not to show their target would be like having a UF mod with Player Frames but not Player Target.

Again if anything I ask you to please reconsider the addition of MT Target. I know I am not the only one wanting a UF addon supports MT/MA frames fully given the crop of 3rd party addon such a http://www.wowace.com/addons/wtf/ to add this functionality to other UF mods.

Sadly none of these are very configurable without editing the LUA and require the use of OUF.
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Unread 09-06-09, 11:43 AM  
Shadowed
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Because it's not an easy thing to do, when I meant you should be using Pitbull I literally do mean it's more work to do as well as a pain and ultimately more than I want to be doing. Here's why:

Main tank/assist frames are the same as raid frames which are the same as party frames, half the reason SUF has raid frames is because the code difference between party and raid is 2-3 lines + configuration. Main tank/assist frames are the same as raid frames but they require a little bit of extra code due to how SUF handles things, when I added show party as raid/show player in party I ended up adding the extra code that the main tank/assist frames needed to be used.

The actual code difference in SUF in terms of non-configuration code is maybe 10 lines in terms of raid frames vs main tank/assist frames. Main tank/assist targets is not really a system that matches anything else SUF is doing already so it requires either a bunch of rewriting or adding a lot of extra hacks which I don't really like to do either.

Now, having written this and thinking about it a bit more there might be a method I could play with that would work as well as letting me simplify the party pet/target code as well. As the party pet/targets seem to work fine for the time being, it's not really my priority to rewrite it when I have other things to do that are higher priority.

Basically it's a "I will look into adding it in, but I make no promises or guarantees as to if it will be implemented and when."
Last edited by Shadowed : 09-06-09 at 11:43 AM.
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Unread 09-06-09, 01:27 PM  
Shadowed
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Zidomo: Grab latest again, I updated the debug code to be a bit more detailed on what the error is, the table index nil errors are related to the other ones though. I haven't done TOC, but does it have any sort of non-player related healing spell, perhaps a vehicle with a spell that heals?

I'll look into the coloring issue, it's likely related to the class issue coming back mostly.

I do not plan on adding separate frames for each group, it's more complicated and not something I want to be doing with raid frames. The black boxes not matching the actual frames is not a bug, the black boxes are accurate and depending on how you position the frames you can notice the frames don't match up.
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Unread 09-06-09, 02:04 PM  
Caprica
A Deviate Faerie Dragon

Forum posts: 10
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Originally posted by Shadowed
Basically it's a "I will look into adding it in, but I make no promises or guarantees as to if it will be implemented and when." [/b]
Thank you very much!
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Unread 09-06-09, 10:13 PM  
awaters2879
A Kobold Labourer

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color frames on aggro

i run the latest version of suf and my player frame works just fine when i have agro. colors red on the player and on the player in party (player in party is me via the checkbox to show player in party). my party member frames are hardly ever coloring red when they get agro. is there a setting i'm missing that enforces the same aggro to red reaction time that i'm experiencing on my player frame?

thank you
Last edited by awaters2879 : 09-06-09 at 10:14 PM.
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Unread 09-07-09, 11:16 AM  
Zidomo
A Cliff Giant
 
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Originally posted by Shadowed
Zidomo: Grab latest again, I updated the debug code to be a bit more detailed on what the error is, the table index nil errors are related to the other ones though. I haven't done TOC, but does it have any sort of non-player related healing spell, perhaps a vehicle with a spell that heals?


I'll look into the coloring issue, it's likely related to the class issue coming back mostly.

I do not plan on adding separate frames for each group, it's more complicated and not something I want to be doing with raid frames. The black boxes not matching the actual frames is not a bug, the black boxes are accurate and depending on how you position the frames you can notice the frames don't match up.
Thanks for the reply. No vehicles in ToCrusader, only have done the first 2 bosses. Lord Jaxxurus (second boss) has the "Incinerate Flesh" ability (incoming healing on players is absorbed). The first boss sequence (Northrend Beasts), nothing special.

For the black boxes, when you lock the frames and the Raid #1 frame suddenly ends up several inches below where you positioned it when they were unlocked, I wouldn't call it too accurate . Not a gigantic issue, but its a hassle.

Another issue today: cotinuing problems with party pets showing up properly. Used build 43fe2d2fa21b9ef7908e77f21ba0e4792d68145a from yesterday. Entered a 5-man instance with a warlock (with a felguard) and a DK (with a ghoul) in the party. The ghoul always had a party pet frame showing...but the felguard never did. The felguard never died, the frame just didn't show up.

Outside the instance, without relogging or dropping the party, met the warlock again in a different location in the world after hearthing. Then, the felguard party pet frame suddenly showed up.
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Unread 09-07-09, 11:38 AM  
Shadowed
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The GUID issue should be fixed in the latest LHC in SUF on git.

Email me your Config.wtf and WTF/Account/<name>/SavedVariables/ShadowedUnitFrames.lua file where it will jump a few inches it sounds more like a position point or scale issue.

If the party pets/targets bug out, you need to type /script ShadowUF:Debug() and either PM or post it so I can track down the issue.
Last edited by Shadowed : 09-07-09 at 03:01 PM.
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