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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:527,130
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


Post A Reply Comment Options
Unread 05-23-09, 10:09 AM  
nesl247
A Kobold Labourer

Forum posts: 0
File comments: 8
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At the moment, until I reloadui, the player's hp bar's color is shown as if I was dead, even when I'm at full health. this is using the latest version.
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Unread 05-23-09, 08:47 AM  
zirka
A Kobold Labourer

Forum posts: 1
File comments: 14
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In last version, XP/Rep bar is trowing errors constantly when enabled.

xp.lua:89: attempt to call global 'Unitself' (a nil value)
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Unread 05-22-09, 10:06 PM  
Alumno
A Murloc Raider
 
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Forum posts: 5
File comments: 8
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under advanced options can u make the sliders for the text anchor offsets move further? If they were extended from -20/20 to like -50/50 it would be perfect.
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Unread 05-22-09, 02:56 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
It's not an issue, it's supposed to do it for anything anchored to the screen, but it's hidden now until reload in this push.
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Unread 05-22-09, 01:49 PM  
cadon69
A Kobold Labourer

Forum posts: 0
File comments: 5
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weird number issues

I have noticed when trying to change the numbers of the x and y axis on the player frame they will not stay at the numbers I set them to. This maybe something I am doing wrong I don't know, but I don't remember having this issue on the older builds I had installed. For example if I put -250 for x or y when I hit okay it changes to another number like -187 or something like this.
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Unread 05-22-09, 01:39 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
kentarre: Fixed next push.


Note that the [classcolor] tag is changed to simply return the coloring for a class, so instead of doing: [classcolor] to get a colored class name, you would now do [classcolor][class][close] or if you wanted to use smart classifications, you'd use [classcolor][smartclass][close]
Last edited by Shadowed : 05-22-09 at 02:07 PM.
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Unread 05-22-09, 01:11 PM  
kentarre
A Kobold Labourer

Forum posts: 1
File comments: 5
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Using the latest build, I'm having a strange issue with debuff auras.

Debuff icon's do not disappear after expiring.

Unselecting then Reselecting a target will have all their debuffs replicated (if it had 1 moonfire, it will now have 2).

Making any changes to the debuff options will clear up the faulty debuffs, but does not fix the issue of them occuring.

Only noticed with debuffs, buffs do not trigger the same thing.

Only tested with Target frame so far.
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Unread 05-22-09, 12:15 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Basically, DogTags is just a wrapper to Lua code, it's not actually doing anything special that you can't do in Lua yourself, for example:

The DogTag [name] is the equivalent of making a custom tag called [name] with the code

Code:
function(unit)
return UnitName(unit)
end
There's more to some of the more "complex" ones like class coloring, or smart classifications but that's the basic idea.
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Unread 05-22-09, 11:49 AM  
Thedek
A Kobold Labourer

Forum posts: 0
File comments: 3
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Originally posted by Shadowed
DogTags is a terrible, terrible system. It doesn't use it at all (and never will). You can pretty much do exactly what you can with DogTags without having reimplementing an entire programming language.
I'm still learning, so didn't know DogTags was bad. Thanks. =)
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Unread 05-22-09, 11:34 AM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
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DogTags is a terrible, terrible system. It doesn't use it at all (and never will). You can pretty much do exactly what you can with DogTags without having reimplementing an entire programming language.
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Unread 05-22-09, 11:14 AM  
Thedek
A Kobold Labourer

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File comments: 3
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DogTag Support?

Love the add-on so far. Very clean, intuitive and configurable.

I do have a question about your custom tags... wouldn't it be easier to implement DogTag support and then allow custom functions on top of DogTags? If this is already the way it is, then I missed it. Been playing with CowTip a lot lately and have come to like DogTags and what you can do with them.
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Unread 05-21-09, 07:51 PM  
echobravo
A Kobold Labourer

Forum posts: 1
File comments: 98
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Originally posted by Hoy
Appreciate the quick reply. Consider this my vote for aura borders, adds a lot of polish. Keep up the great work
I second the vote for aura border colors as this feature would help me switch to these unit frames from the ones I am currently using.
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Unread 05-21-09, 02:31 PM  
Shadowed
...
Featured Addon Author

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Yea the casting code is fairly hackish, I pretty much just stole it all from SSAF. I'll clean it up over the weekend.

Jexx: Here is the tag you would add:

Events: Don't put anything here

Code:

Code:
function(unit)
	if( not UnitIsPlayer(unit) ) then
		return UnitCreatureFamily(unit)
	end
	
	local class = UnitClass(unit)
	local color = ShadowUF:GetClassColor(unit)
	if( not color ) then
		return class
	end
	
	return color .. class .. "|r"
end
This will return the creature family (Imp/Wolf/etc) if they are not a player, or nothing if they have no creature family, if they are a player it will return the class name colored by the class color. (Using the class coloring settings you set in /suf)
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Unread 05-21-09, 09:59 AM  
fraz0815
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 13
Uploads: 2
Great Addon so far

Minor issue: castbar does not reset when a channeled spell, e.g. fishing or drain soul, ends earlier than full duration.
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Unread 05-21-09, 09:09 AM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
I'll look at the vehicle issues later today:

Jexx: This is the reason why my responses are "Will look into it." Not sure how I want to do the optioning (or, add features) in the first place.
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