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Compatibility: | Eternity's End patch (9.2.5) |
Updated: | 05-05-22 05:34 PM |
Created: | unknown |
Downloads: | 178,739 |
Favorites: | 598 |
MD5: |
Stuf is a replacement to StellarUF. Stuf has the same initial layout and feel of StellarUF, but Stuf is highly customizable.
Do not expect much since this mod's purpose is to replace the Blizzard's main unit frames, not other unit frame mods. I'll most likely deny requests to copy random features.
Noteworthy Recent Additions:
Supported Units:
File Name |
Version |
Size |
Author |
Date |
Type |
0.0.1 |
604kB |
05-09-22 01:12 PM |
Addon |
File Name |
Version |
Size |
Author |
Date |
9.2.1 |
626kB |
totalpackage |
05-04-22 05:31 AM |
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Dernn1337 |
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totalpackage |
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07-11-09, 06:24 PM | |
A Fallenroot Satyr
Forum posts: 25
File comments: 100
Uploads: 0
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I recently started to use STUF and really like it except one thing: it's really hard to see if a mob is tapped by another party which is anoying when doing dailies in overcrowded areas (Icecrown esp.). I would prefer a solution like in Blizz UI, where a part of the bar gets gray. But since this doesn't seem to be possible and you decided to use a text indicator, I tried to use a more obvious colour for this text. But the line [black_if_tapped:TAPPED ] did not work, other colours also not.
How could I get a more visible indicator for a tapped mob? Keep up the good work, especially keep the low memory load! I hope cpu-usage is low too, has anybody tested this? Lunar OUFs author did this for some popular mods, see: http://img29.imageshack.us/img29/4153/ufcpu.png, but to me it seems that STUF is even more lightweight. |
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kaimox |
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07-11-09, 06:40 PM | ||
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Making Stuf CPU-friendly is pretty much at the top of my list (I've denied several requests cause of this), but most users could care less about that and want features. |
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totalpackage |
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07-11-09, 06:55 PM | |
A Fallenroot Satyr
Forum posts: 25
File comments: 100
Uploads: 0
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Thanks for your quick response!
One more question: I'm using a little window to assign raid target icons. With Lunar OUF this still works but sadly not with STUF. Would you mind to have a look at the code? It's very short and simple so the fix (if possible) should be easy. The code is: function MyRaidTargetIcons_Show() MyRaidTargetIcons = CreateFrame("Frame", "MyRaidTargetIcons") MyRaidTargetIcons:RegisterEvent("PLAYER_TARGET_CHANGED") MyRaidTargetIcons:SetScript("OnEvent", function() if UnitExists("target") and (IsRaidLeader() or IsRaidOfficer()) then MyRaidTargetIcons:Show() else MyRaidTargetIcons:Hide() end end) MyRaidTargetIcons:Hide() MyRaidTargetIcons_CreateIcons() end function MyRaidTargetIcons_CreateIcons() local texture = "Interface\\TargetingFrame\\UI-RaidTargetingIcons" local frame, info for i=1, 8 do frame = CreateFrame("Button", "MyRaidTargetIcons"..i, MyRaidTargetIcons) frame:SetHeight(12) frame:SetWidth(12) if i == 1 then frame:SetPoint("TOPRIGHT", TargetFrame, "TOPLEFT", -18, -6) elseif mod(i, 2) == 0 then frame:SetPoint("LEFT", getglobal("MyRaidTargetIcons"..(i-1)), "RIGHT", 3, 0) else frame:SetPoint("TOP", getglobal("MyRaidTargetIcons"..(i-2)), "BOTTOM", 0, -3) end frame.id = i frame:SetScript("OnClick", function() SetRaidTargetIcon("target", this.id) end) frame = frame:CreateTexture("$parentIcon") frame:SetHeight(12) frame:SetWidth(12) frame:SetTexture(texture) info = UnitPopupButtons["RAID_TARGET_"..i] frame:SetTexCoord(info.tCoordLeft, info.tCoordRight, info.tCoordTop, info.tCoordBottom) frame:SetPoint("CENTER", 0, 0) end end |
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kaimox |
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07-11-09, 07:00 PM | ||
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totalpackage |
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07-12-09, 05:47 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 1
Uploads: 0
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Is there a way to prevent showing my character in the raidframe? It would help a lot to arrange the frames, because i want to have just 2 rows with 12 Units each.
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Shirotashi |
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07-12-09, 07:01 AM | ||
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totalpackage |
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07-12-09, 07:09 AM | |
A Fallenroot Satyr
Forum posts: 25
File comments: 100
Uploads: 0
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I tried Stuf.units.target but it didn't work. I then took WorldFrame, which is ok. Thanks for your help!
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kaimox |
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07-13-09, 06:04 AM | |
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Having a problem with raid group 1 in stufraid:
the groups shown all have identical horizontal spacing yet group one's frames are overlapping. I can set the spacing on group one to the bottom (-2) and the frames are separated just enough that they aren't overlapping but aren't wide enough so that the borders have space between them. To attempt to remedy this I've deleted my stufraid wtf files and reset the raid frames via the reset button in stufraid config. I've tried to set up other raid headers (9, 10, etc...) to show group one but always have the same problem. I can set up group 2-5 to be spaced as I want them but group one is always the same - the more I increase the spacing the closer together they get. I have, however, been able to completely reverse the group (right to left growth, ascending sorting) and they are spaced exactly how I want them. Unfortunately, this fix has the groups growing the opposite way from the rest of the raid and I can't reverse those windows as I have this one (they'll have the same spacing issue as group one) and group one looks really odd with one person missing since its opposite from the entire raid. Seems that group one is somehow reversed or something to that effect? |
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Qupe |
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07-13-09, 12:52 PM | ||
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totalpackage |
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07-13-09, 01:23 PM | |
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The player portrait is handled more cleanly now, especially for druids, but I still run into occasions when using a 2d mode where the portrait doesn't ever render upon login, and can only be fixed with a /reloadui or toggling a setting in stuf. Just FYI.
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trclocke |
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07-13-09, 01:49 PM | ||
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totalpackage |
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07-14-09, 08:03 PM | |
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Are Stuf and Stufraid effected by game color addons such as LynColors etc...? If not, is there a way to make the raid color options to share the color choices from stuf and vice versa?
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Qupe |
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07-15-09, 04:43 AM | ||
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totalpackage |
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