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Compatible with Retail, Classic & TBC
Updated: 08-16-24 03:07 AM
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Compatibility:
The War Within (11.0.2)
The War Within Beta (11.0.0)
Dark Heart (10.2.7)
Updated:08-16-24 03:07 AM
Created:05-17-09 12:55 PM
Downloads:529,416
Favorites:1,232
MD5:
11.0.2

Shadowed Unit Frames  Popular! (More than 5000 hits)

Version: v4.4.11
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
v4.4.11 (2024-08-16)
Full Changelog Previous Releases
  • Cleanup uses of removed functions
  • Fix lua error mount/unmount vehicle
  • Fix max player level condition
  • Update for reputation API changes in the xp/rep bar module
    Replaces PR #58
Archived Files (13)
File Name
Version
Size
Author
Date
v4.4.10
680kB
Shadowed
08-15-24 11:41 AM
v4.4.9
680kB
Shadowed
07-24-24 08:07 AM
v4.4.8
654kB
Shadowed
03-20-24 01:35 AM
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 08-02-09, 11:37 AM  
mattaudio
A Murloc Raider

Forum posts: 5
File comments: 5
Uploads: 0
Hi there,
i still have issue with party frames, it works well at its original position but not when i move them to the bottom of the screen.



ps: thanks for aura filter, this is an awesome feature.
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Unread 08-02-09, 11:19 AM  
copystring
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 68
Uploads: 1
Originally posted by Shadowed
Yes it does, if I remember right you can force the background texture to be a solid color by doing texture:SetTexture(r, g, b) you'd want something like the below

Code:
	for _, module in pairs(ShadowUF.modules) do
		local key = module.moduleKey
		local widget = frame[key]
		if( widget and widget.background and ( module.moduleHasBar or config[key] and config[key].isBar ) ) then
					widget.background.overrideColor = ShadowUF.db.profile.bars.backgroundColor or config[key].backgroundColor

					if( widget.background.overrideColor ) then
widget.background:SetTexture(widget.background.overrideColor.r, widget.background.overrideColor.g, widget.background.overrideColor.b, ShadowUF.db.profile.bars.backgroundAlpha)
					end
		end
	end
Cool that does exactly what I wanted
Thanks a lot for the help. I'll upload the Plug-In soonish
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Unread 08-02-09, 10:36 AM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Yes it does, if I remember right you can force the background texture to be a solid color by doing texture:SetTexture(r, g, b) you'd want something like the below

Code:
	for _, module in pairs(ShadowUF.modules) do
		local key = module.moduleKey
		local widget = frame[key]
		if( widget and widget.background and ( module.moduleHasBar or config[key] and config[key].isBar ) ) then
					widget.background.overrideColor = ShadowUF.db.profile.bars.backgroundColor or config[key].backgroundColor

					if( widget.background.overrideColor ) then
widget.background:SetTexture(widget.background.overrideColor.r, widget.background.overrideColor.g, widget.background.overrideColor.b, ShadowUF.db.profile.bars.backgroundAlpha)
					end
		end
	end
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Unread 08-02-09, 04:42 AM  
copystring
A Defias Bandit
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Forum posts: 2
File comments: 68
Uploads: 1
Originally posted by Shadowed copystring: Texture or alpha are the only reasons, if the first script I gave you said it's 1, 0, 0 definitely not an issue with how SUF is setting it.
It does return 1, 0, 0. I assume the background texture gets the same texture as the status bar has. Is there any way to manually set the background texture? I would probably implement that into the Plug-In that I'm writing.
Last edited by copystring : 08-02-09 at 07:50 AM.
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Unread 08-02-09, 02:05 AM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Odd will have to look into that
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Unread 08-02-09, 01:05 AM  
waha
A Kobold Labourer
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Forum posts: 0
File comments: 112
Uploads: 2
The problem is, they're not sharing the same settings, the debuff part is ignoring the size setting for me.

Screenshot: http://dl.getdropbox.com/u/28546/Scr...209_090803.jpg
Last edited by waha : 08-02-09 at 01:12 AM.
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Unread 08-02-09, 12:51 AM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
When you set them to the same anchor point they share the same settings, that's what the "Priotize buffs" option does, if you have that enabled then it uses the buff settings otherwise it uses debuffs.

One of the things I need to do is make it so you can put them in the same anchor point but make them act more like default, but it's not a priority.
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Unread 08-02-09, 12:44 AM  
waha
A Kobold Labourer
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Forum posts: 0
File comments: 112
Uploads: 2
So far so good with the new push.

I've noticed an issue with aura sizes, if I have both buffs/debuffs enabled, set to bottom left, I'm unable to change the sizes of the debuffs (they're not inheriting 13 size I set to buffs, and the sizing slider for debuffs is disabled)
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Unread 08-02-09, 12:34 AM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
Originally posted by Politig

^^ Totem bar is too wide, I can't fix it.
It's fixed next push.
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Unread 08-02-09, 12:04 AM  
waha
A Kobold Labourer
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Forum posts: 0
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Originally posted by Shadowed
I'm not able to duplicate it, but the best I can do is SoTA and Ace's High daily right now, but even looking on other characters with different versions of show in raid/show player etc enabled it worked fine. I've done a bit of changes to the units code so it might be I accidentally fixed it without knowing, give next push a try and see if that fixes it.
Alrighty, I shall eagerly await that push.
Last edited by waha : 08-02-09 at 12:05 AM.
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Unread 08-01-09, 11:54 PM  
Politig
A Chromatic Dragonspawn
AddOn Compiler - Click to view compilations

Forum posts: 176
File comments: 396
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^^ Totem bar is too wide, I can't fix it.
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Unread 08-01-09, 11:46 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Originally posted by waha
Well, I've seen the raid frames bug out with the offline/duplicate issue a few times in Wintergrasp, and in Ulduar doing Flame Leviathan. That's about it I guess.

We'll see once 3.2 hits where we'll have an instance using vehicles as well. (Well, besides Oculus, might see if I can kick my friends into doing it with me on Monday to see if it breaks any as well)
I'm not able to duplicate it, but the best I can do is SoTA and Ace's High daily right now, but even looking on other characters with different versions of show in raid/show player etc enabled it worked fine. I've done a bit of changes to the units code so it might be I accidentally fixed it without knowing, give next push a try and see if that fixes it.
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Unread 08-01-09, 09:03 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Guardix: Thanks fixed

waha: Will see if I can duplicate it.

copystring: Texture or alpha are the only reasons, if the first script I gave you said it's 1, 0, 0 definitely not an issue with how SUF is setting it.
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Unread 08-01-09, 03:44 PM  
Guardix
A Cyclonian
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Forum posts: 42
File comments: 114
Uploads: 3
Combo points growing right as a bar has a wrong offset:
Code:
if( config.comboPoints.growth == "LEFT" ) then
	if( id > 1 ) then
		texture:SetPoint("TOPRIGHT", frame.comboPoints.blocks[id - 1], "TOPLEFT", -1, 0)
	else
		texture:SetPoint("TOPRIGHT", frame.comboPoints, "TOPRIGHT", 0, 0)
	end
else
	if( id > 1 ) then
		texture:SetPoint("TOPLEFT", frame.comboPoints.blocks[id - 1], "TOPRIGHT", 0, 0)
	else
		texture:SetPoint("TOPLEFT", frame.comboPoints, "TOPLEFT", 0, 0)
	end
end
The first SetPoint at line 49, is supposed to have 1 as the x value.
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Unread 08-01-09, 01:18 PM  
waha
A Kobold Labourer
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Forum posts: 0
File comments: 112
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Originally posted by Shadowed
waha: Do you do any other dailies/raids with vehicles with friends or just the AT ones? It might be an odd bug with how those vehicles work, that's about all I can think of right now as it's a rather odd issue.
Well, I've seen the raid frames bug out with the offline/duplicate issue a few times in Wintergrasp, and in Ulduar doing Flame Leviathan. That's about it I guess.

We'll see once 3.2 hits where we'll have an instance using vehicles as well. (Well, besides Oculus, might see if I can kick my friends into doing it with me on Monday to see if it breaks any as well)
Last edited by waha : 08-01-09 at 01:19 PM.
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