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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:527,115
Favorites:1,231
MD5:
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 06-15-09, 07:22 AM  
Politig
A Chromatic Dragonspawn
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Forum posts: 176
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Hello,

If the layout system is removed, what will take its place?

Thanks!
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Unread 06-15-09, 11:44 AM  
Shadowed
...
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Profiles will take their place.
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Unread 06-15-09, 03:35 PM  
Politig
A Chromatic Dragonspawn
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Hello,

When can we expect this change?

Thanks!
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Unread 06-15-09, 04:03 PM  
Shadowed
...
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When it's ready, it's on my GitHub (Link in description) right now, but need more testing before I push it live.
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Unread 06-16-09, 02:30 PM  
Devius
A Kobold Labourer

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First of all thanks for the great addon.
I have some questions though.
1) Is there a way to add more text areas with the same options as the rest ?
(For example you have right and left texts is there a way you can add one or more custom texts bound in health or power bar?)
2) Is there a way to add custom colors to specific text tags ?
3) Is there a way to add a second line in the current texts ?
(For example instead of displaying "Player 80 Human Warlock" to display
Player
80 Human
Warlock)

I'd appreciate any help even if I have to do the changes in the lua files
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Unread 06-16-09, 06:21 PM  
astralwerks
A Kobold Labourer

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I just upgraded from 06/13 to 06/16 and I don't see any indicators on any frame.
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Unread 06-16-09, 07:21 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
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astralwerks: You probably have to reposition them, I just double checked and it upgraded an old layout I was running fine without any issues with indicators disappearing.

Devius: There is no specific configuration to enable more font strings, although it does support it. If you run the below in-game it will add one new font string to all units, you need to replace "New name" with whatever you want to call it and "$healthBar" with where to anchor it, "$healthBar" will anchor it to the health bar, "$powerBar" will anchor it to the power bar. These new font strings will persist even when you update, as long as you do not wipe your configuration.

Code:
/script for _, unit in pairs(ShadowUF.units) do local text = ShadowUF.db.profile.units[unit].text; table.insert(text, {text = "", width = 0.40, name = "New name", anchorTo = "$healthBar", anchorPoint = "ICL", x = 3, y = 0, size = 0}) end
You cannot add line breaks to text, although since you can add as many font strings as you want nothing stops you from making 3 and aligning them to duplicate the same look.

Not sure what you mean by custom color codes, as in you want to change the coloring a specific tag uses, or you want to embed a static color into a tag?
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Unread 06-16-09, 08:14 PM  
astralwerks
A Kobold Labourer

Forum posts: 0
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Originally posted by Shadowed
astralwerks: You probably have to reposition them, I just double checked and it upgraded an old layout I was running fine without any issues with indicators disappearing.

That seems to work for most of them, I still can't get status for some reason. Still working on it...
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Unread 06-16-09, 08:18 PM  
Politig
A Chromatic Dragonspawn
AddOn Compiler - Click to view compilations

Forum posts: 176
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Hello,

Have you removed the layout system?

Thanks!
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Unread 06-16-09, 08:33 PM  
Shadowed
...
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Uploads: 83
Politig: Yes.

astralwerks: I think somehow you managed to have it not run the upgrade code, although I don't know how you managed that.

Either type /script ShadowUF.db.profile.loadedLayout = "reload" and then /console reloadui and see if that fixes it, or try /script ShadowUF.db.profile.units.player.indicators.status.anchorTo = "$parent" and do a reload and see iff that fixes it.
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Unread 06-16-09, 11:08 PM  
astralwerks
A Kobold Labourer

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Originally posted by Shadowed
astralwerks: I think somehow you managed to have it not run the upgrade code, although I don't know how you managed that.

Either type /script ShadowUF.db.profile.loadedLayout = "reload" and then /console reloadui and see if that fixes it, or try /script ShadowUF.db.profile.units.player.indicators.status.anchorTo = "$parent" and do a reload and see iff that fixes it.
That second one fixed it, thanks a bunch!
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Unread 06-17-09, 05:00 AM  
runamonk
A Theradrim Guardian
 
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Something is seriously wrong with the latest version, I had to roll back my version. In this version none of my indicators were working and my target didn't change when the target was actually changed. I had to press esc to deselect a target and then retarget. So something is goofy.

I rolled back to my previous version and all is happy now.
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Unread 06-17-09, 10:45 AM  
Shadowed
...
Featured Addon Author

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Go to WTF/Account/<name>/SavedVariables/ and email your ShadowedUnitFrames.lua file to [email protected]
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Unread 06-17-09, 02:59 PM  
Devius
A Kobold Labourer

Forum posts: 0
File comments: 103
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Originally posted by Shadowed
astralwerks: You probably have to reposition them, I just double checked and it upgraded an old layout I was running fine without any issues with indicators disappearing.

Devius: There is no specific configuration to enable more font strings, although it does support it. If you run the below in-game it will add one new font string to all units, you need to replace "New name" with whatever you want to call it and "$healthBar" with where to anchor it, "$healthBar" will anchor it to the health bar, "$powerBar" will anchor it to the power bar. These new font strings will persist even when you update, as long as you do not wipe your configuration.

Code:
/script for _, unit in pairs(ShadowUF.units) do local text = ShadowUF.db.profile.units[unit].text; table.insert(text, {text = "", width = 0.40, name = "New name", anchorTo = "$healthBar", anchorPoint = "ICL", x = 3, y = 0, size = 0}) end
You cannot add line breaks to text, although since you can add as many font strings as you want nothing stops you from making 3 and aligning them to duplicate the same look.

Not sure what you mean by custom color codes, as in you want to change the coloring a specific tag uses, or you want to embed a static color into a tag?
Thank you very much for the new line info .
I meant to embed a static color to a tag ... For example I have my health with the default setting but I want to have the missing HP in red color next to it.
Also is there an option to have the vehicles show up in the pet frame instead of the Player frame ?
And lastly when I log with my pet active the frame cannot identify the unit till I re summon it.
Last edited by Devius : 06-17-09 at 03:10 PM.
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Unread 06-17-09, 06:29 PM  
wallen
A Kobold Labourer

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I noticed that the high health color is still linked to the reaction color: in my case I am using the [reactcolor] tag on names and friendly targets names get colored with the high health color (which I've set to red since I don't want the green to red shading as the health bar color) rather than the friendly color.

EDIT: I may as well type what I am trying to achieve, in case there is a simpler way: I want to have the health bars colored by class for friendly and hostile player targets while it should be reaction colored for pve targets/objects. At the moment I am attempting to do that by coloring the health bar by class and setting one single color for the high/half/low health colors.
Last edited by wallen : 06-17-09 at 06:41 PM.
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