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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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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 (10)
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


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Unread 11-10-09, 06:22 PM  
speak
A Wyrmkin Dreamwalker
 
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Forum posts: 57
File comments: 186
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text cutting off

Hi

Thank you for the help in adding a 3rd row to the frames. I got it done and added Unit Name to each and it works awesome! /salute

I'm still running into a problem though, and I can't figure out what I'm doing wrong. Here is a pic of my Target frame:


The first row is the class-colored name. The 2nd row is the HP bar showing no left text, just two right-texts: smart hp & percent hp. The 3rd row is the power bar. Left text is level, right text is smart power & percent power. As you can see, the percent power is getting cut off, yet there is still plenty of room for the right-text to expand to the left, before running into the Level text.

I've already made every frame as large as I can fit into my UI. That target frame for instance is 130% scale, and like 155 wide or so.

So, how can I prevent the text from being cut off like that?

Im basically trying to replicate most of what's in my current frames like this:


Maybe I could move the Level text from the power bar up to the name bar, would that free up enough space to get the smartpower & percentpower to always show?

Thanks again for any suggestions!
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Unread 11-10-09, 05:46 PM  
Zidomo
A Cliff Giant
 
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Forum posts: 76
File comments: 1046
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Large & odd problem with a newly created alt character with r20091103.

Like with other characters, have the Units, Target, General, Range indicator setting as follows: Enable Range indicator checkmarked, In range alpha set to 100%, Out of range alpha set to 75%.

On all other characters (that were present when SUF was first installed, saved variables reset a couple months ago, etc.), it performs fine. On the new character, big problem: the slider settings are "reversed".

When a target is within range on that character, the alpha of the target frame goes down. Out of range, it goes to 100%. Very odd. So changed the sliders so that "In range" is 75% and "Out of range"" is 100%. Then it behaves as expected...in-range targets have 100% alpha.

The problem with that (besides the behavior being opposite to expectations) is that going back to an old character, the Out of range & In range alpha sliders behave as you expect them to. Which means the "reverse" settings you put on new character to get the alpha to work properly is carried over...and doesn't alpha properly on the old characters.

So have to go back into options and change the range alpha sliders. And do it every time I switch between the new character & old ones.
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Unread 11-10-09, 03:00 PM  
Areli
A Murloc Raider

Forum posts: 4
File comments: 18
Uploads: 0
Combo Points

I'm having a problem with combo points.

Yesterday I redid my settings, and the combo points were showing correctly. (I had it shown as bars, set the order to 30, and height to 0.5.) I did some testing with the Aces High daily drake, so whenever I use an ability, the combo points show up under my power bar, and they disappear when the combo is used.

However, today when I log in again, the combo points feature is not working. The settings didn't change, but the bar is not showing up.

I'm not exactly sure what's causing it.
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Unread 11-10-09, 01:19 PM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
Zwerg: So was it an issue with you had the wrong settings, or was it an actual bug that you fixed by tweaking the settings? Not clear on that.

shkm: Hrm, that's really a bug that should be fixed but need to think of a way to handle that

Gregory: Border highlighting won't likely be added, but I plan on making the frame highlights more visible.

slammurai: When quick health is enabled it will update health as soon as the client is told health has changed, this is throttled by your FPS but typically it's anywhere from 0.10 - 0.50 seconds faster than the standard updating which is through events.

dusknoir: I don't have time at this moment to look into it, but I will over the weekend hopefully
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Unread 11-10-09, 01:17 PM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
Zwerg: So was it an issue with you had the wrong settings, or was it an actual bug that you fixed by tweaking the settings? Not clear on that.

shkm: Hrm, that's really a bug that should be fixed but need to think of a way to handle that
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Unread 11-10-09, 10:22 AM  
Zwerg
A Murloc Raider

Forum posts: 4
File comments: 15
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hi, first: thanks for your great addon. in this case, the best unit frame mod i know.

but i've got little problems with the location of the auras. in the settings-preview, all looks great, positions of the auras are fine. aswell when i target myself. but infight, with enemies in my target, the auras positions changed and overlaps with the hp-bar.. looks strange, here's a screenshot.



my settings: screen

addon details:
Version: r20091103
Date: 11-04-2009 02:13 AM

i can't find an error.... could anybody help me?

thx
zwerg

EDIT: ah ok, when i switch the buffs and debuffs and turn on the absolute position for the debuffs (top) and anchoring the buffs to them, it works ó.O ^^
Last edited by Zwerg : 11-10-09 at 12:38 PM.
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Unread 11-10-09, 08:18 AM  
shkm
A Chromatic Dragonspawn
 
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Forum posts: 186
File comments: 98
Uploads: 9
I can't seem to reproduce that issue with aura placement either. I have a feeling it may have been something to do with unlocked frames.

Anyway, here's one more for you: would it be possible to have in-combat alpha override range-check alpha? Currently if I have a focus target, for example, and I'm out of combat, the focus target will take the range-check alpha rather than the inactive alpha.
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Quit WoW again on 17/04/2014.
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Unread 11-10-09, 02:33 AM  
Gregory
A Kobold Labourer

Forum posts: 0
File comments: 76
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Can you add border highlight for cleanable debuffs ? It's much easier to notice than whole frame highlight.
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Unread 11-10-09, 01:31 AM  
slammurai
A Kobold Labourer

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File comments: 2
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Quick Health Update

Sorry if this has been asked, but exactly how big of a difference does the Enable Quick Health option make? I think only the player unit has it enabled by default, and I was wondering if the update is slower than default blizz health updates if left unchecked.
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Unread 11-09-09, 10:24 PM  
dusknoir
A Defias Bandit

Forum posts: 3
File comments: 34
Uploads: 2
My apologies if this has been reported already. I've been experiencing a bug with auras. The settings and bug in question can be found here: http://i34.tinypic.com/656gt5.png

If you need any more information, I can provide it.
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Unread 11-09-09, 07:50 PM  
Shadowed
...
Featured Addon Author

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File comments: 2513
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No, the cast bar is meant to be simple. Ultimately if you need more complex options like latency you should be using a separate mod.
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Unread 11-09-09, 06:17 PM  
nessin
A Murloc Raider

Forum posts: 6
File comments: 18
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Latency on Cast Bar?

Is there an option I'm missing to enable a latency estimation on the cast bar? Its perfect except for that one feature for me since it means I have to get a separate cast bar mod.
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Unread 11-09-09, 12:07 PM  
Shadowed
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Ryuz & Ruana: No, the fallback color is based off of percentage if you have color by class enabled and they are an NPC, that's not something that will change.

speak: It sounds like you want an empty bar, go to (if I recall) /suf -> Units -> Bars -> Enable empty bar and then go to text settings and you have two new tag enabled texts you can use.

Zidomo: I'll try and look into it when I can, but I think that might be it.
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Unread 11-09-09, 10:42 AM  
Ruana
A Kobold Labourer

Forum posts: 0
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Re: Class colours

Originally posted by Ryuz
I think i read someone else posting this comment but didnt see a answer just thought id post it up too , How do you set your targets etc to class colours and not just green and blue also for enemys
I'm also interested in this. I like my target to have the same color (defined by me, which in this case, is class color) and stay that way throughout the damage it takes. I believe this works for player enemies, but I'd like it to show this for NPC enemies as well. I realize you can't necessarily define a class for an NPC, but I don't want the color of its healthbar to change at all. Just stay static. Is this possible?
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Unread 11-09-09, 09:49 AM  
Ryuz
A Kobold Labourer

Forum posts: 0
File comments: 1
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Class colours

I think i read someone else posting this comment but didnt see a answer just thought id post it up too , How do you set your targets etc to class colours and not just green and blue also for enemys
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