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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:527,396
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 12-19-09, 01:58 PM  
lilruff
A Kobold Labourer

Forum posts: 0
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Thank you



Originally posted by Shadowed
geson: See what ShetiPhian said.

lilruff: See the threat or player threat tags in Text/Tags
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Unread 12-19-09, 06:48 PM  
JStrese
A Murloc Raider

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File comments: 55
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Hey Shadowed, is there a way to view the cast bar of either target of target or focus target?

Additionally, it would really be nice to see a "test bars" feature to see what our new setup looks like without having to invite friends
Last edited by JStrese : 12-19-09 at 06:49 PM.
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Unread 12-19-09, 08:20 PM  
Shadowed
...
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File comments: 2513
Uploads: 83
Originally posted by JStrese
Hey Shadowed, is there a way to view the cast bar of either target of target or focus target?

Additionally, it would really be nice to see a "test bars" feature to see what our new setup looks like without having to invite friends
No there isn't, I might add target of target cast bars, but haven't decided yet. Test bars are to come but I still have some stuff to do before I can implement them.
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Unread 12-19-09, 08:22 PM  
Shadowed
...
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Just to sort out who has what: If you still have snapping issues, or main tank/assists positioning oddities post here.

First! make sure you are running the latest alpha at http://www.wowace.com/addons/shadowed-unit-frames/ it should be v3.0.3-24-###### or later.
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Unread 12-20-09, 05:15 AM  
Acca85
A Kobold Labourer
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Originally posted by Shadowed
Just to sort out who has what: If you still have snapping issues, or main tank/assists positioning oddities post here.

First! make sure you are running the latest alpha at http://www.wowace.com/addons/shadowed-unit-frames/ it should be v3.0.3-24-###### or later.
I've the MT targets thing.
My workaround is: set mt, ask them to target nothing, do /rl.

If you need anything just ask.
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Unread 12-20-09, 06:35 AM  
Vuo
A Kobold Labourer

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File comments: 10
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Colors

been working at this for awhile now

I noticed since v3.01 that the color options seem to have vastly dwindled hence this is the screen I receive.



But, I checked through the config.lua and found all the standard options there.
Code:
			color = {
				order = 2,
				type = "group",
				name = L["Colors"],
				args = {
					health = {
						order = 1,
						type = "group",
						inline = true,
						name = L["Health"],
						set = setColor,
						get = getColor,
						args = {
							green = {
								order = 1,
								type = "color",
								name = L["High health"],
								desc = L["Health bar color used as the transitional color for 100% -> 50% on players, as well as when your pet is happy."],
								arg = "healthColors.green",
							},
							yellow = {
								order = 2,
								type = "color",
								name = L["Half health"],
								desc = L["Health bar color used as the transitional color for 100% -> 0% on players, as well as when your pet is mildly unhappy."],
								arg = "healthColors.yellow",
							},
							red = {
								order = 3,
								type = "color",
								name = L["Low health"],
								desc = L["Health bar color used as the transitional color for 50% -> 0% on players, as well as when your pet is very unhappy."],
								arg = "healthColors.red",
							},
							friendly = {
								order = 4,
								type = "color",
								name = L["Friendly"],
								desc = L["Health bar color for friendly units."],
								arg = "healthColors.friendly",
							},
							neutral = {
								order = 5,
								type = "color",
								name = L["Neutral"],
								desc = L["Health bar color for neutral units."],
								arg = "healthColors.neutral",
							},
							hostile = {
								order = 6,
								type = "color",
								name = L["Hostile"],
								desc = L["Health bar color for hostile units."],
								arg = "healthColors.hostile",
							},
							static = {
								order = 7,
								type = "color",
								name = L["Static"],
								desc = L["Color to use for health bars that are set to be colored by a static color."],
								arg = "healthColors.static",
							},
							inc = {
								order = 8,
								type = "color",
								name = L["Incoming heal"],
								desc = L["Health bar color to use to show how much healing someone is about to receive."],
								arg = "healthColors.inc",
							},
							enemyUnattack = {
								order = 9,
								type = "color",
								name = L["Unattackable hostile"],
								desc = L["Health bar color to use for hostile units who you cannot attack, used for reaction coloring."],
								hidden = hideAdvancedOption,
								arg = "healthColors.enemyUnattack",
							},
						},
					},
					power = {
						order = 2,
						type = "group",
						inline = true,
						name = L["Power"],
						set = setColor,
						get = getColor,
						args = {
							MANA = {
								order = 1,
								type = "color",
								name = L["Mana"],
								hasAlpha = true,
								width = "half",
								arg = "powerColors.MANA",
							},
							RAGE = {
								order = 2,
								type = "color",
								name = L["Rage"],
								hasAlpha = true,
								width = "half",
								arg = "powerColors.RAGE",
							},
							FOCUS = {
								order = 3,
								type = "color",
								name = L["Focus"],
								hasAlpha = true,
								arg = "powerColors.FOCUS",
								width = "half",
							},
							ENERGY = {
								order = 4,
								type = "color",
								name = L["Energy"],
								hasAlpha = true,
								arg = "powerColors.ENERGY",
								width = "half",
							},
							HAPPINESS = {
								order = 5,
								type = "color",
								name = L["Happiness"],
								hasAlpha = true,
								arg = "powerColors.HAPPINESS",
							},
							RUNIC_POWER = {
								order = 6,
								type = "color",
								name = L["Runic Power"],
								hasAlpha = true,
								arg = "powerColors.RUNIC_POWER",
							},
							AMMOSLOT = {
								order = 7,
								type = "color",
								name = L["Ammo"],
								hasAlpha = true,
								arg = "powerColors.AMMOSLOT",
								hidden = hideAdvancedOption,
							},
							FUEL = {
								order = 8,
								type = "color",
								name = L["Fuel"],
								hasAlpha = true,
								arg = "powerColors.FUEL",
								hidden = hideAdvancedOption,
							},
						},
					},
					cast = {
						order = 3,
						type = "group",
						inline = true,
						name = L["Cast"],
						set = setColor,
						get = getColor,
						args = {
							cast = {
								order = 0,
								type = "color",
								name = L["Casting"],
								desc = L["Color used when an unit is casting a spell."],
								arg = "castColors.cast",
							},
							channel = {
								order = 1,
								type = "color",
								name = L["Channelling"],
								desc = L["Color used when a cast is a channel."],
								arg = "castColors.channel",
							},
							sep = {
								order = 2,
								type = "description",
								name = "",
								hidden = hideAdvancedOption,
								width = "full",
							},
							finished = {
								order = 3,
								type = "color",
								name = L["Finished cast"],
								desc = L["Color used when a cast is successfully finished."],
								hidden = hideAdvancedOption,
								arg = "castColors.finished",
							},
							interrupted = {
								order = 4,
								type = "color",
								name = L["Cast interrupted"],
								desc = L["Color used when a cast is interrupted either by the caster themselves or by another unit."],
								hidden = hideAdvancedOption,
								arg = "castColors.interrupted",
							},
							uninterruptible = {
								order = 5,
								type = "color",
								name = L["Cast uninterruptible"],
								desc = L["Color used when a cast cannot be interrupted, this is only used for PvE mobs."],
								arg = "castColors.uninterruptible",
							},
						},
					},
					classColors = {
						order = 4,
						type = "group",
						inline = true,
						name = L["Classes"],
						set = setColor,
						get = getColor,
						args = {}
					},
				},
			},
I isolated each by piece and found the problem to be the "healthColors.static." Every line after this option disappears in GUI after this. The other problem being the next 3 groups arent even visible as well. I found that if I simply changed the "healthColors.static" to another tag everything after would work as well.

Perhaps this part of the reason static coloring isn't working.

EDIT: More

I went into the health.lua and went to the line of code regarding the static coloring on the health frame listed as
Code:
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "static" ) then
		color = ShadowUF.db.profile.healthColors.static
If you change the tag to anything other than static, say ShadowUF.db.profile.healthColors.green for example the coloring applies to that option. These lines are immediately followed by the code corresponding to the gradient "color by percent" option. This further leads me to believe something is wrong with "ShadowUF.db.profile.healthColors.static."
Last edited by Vuo : 12-20-09 at 07:08 AM.
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Unread 12-20-09, 10:56 AM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
Acca85: Can you give me the exact method to duplicate it including targeting and the order units are set to MA/MT? I was trying all variations I could think of and wasn't able to duplicate it.

Vuo: Game Menu -> Interface -> Help -> Enable Lua Errors, try again and give me the health error when going to /suf -> Colors
Last edited by Shadowed : 12-20-09 at 10:57 AM.
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Unread 12-20-09, 11:46 AM  
doxxx
A Kobold Labourer
 
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Is it possible to set the background color of the power bar?
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Unread 12-20-09, 05:59 PM  
Kelem
A Defias Bandit
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Latest commit with the range check totally fubars the in range indicator as everything shows faded out of range no matter what.
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Unread 12-20-09, 07:06 PM  
cryptor_00
A Defias Bandit

Forum posts: 2
File comments: 8
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The only thing keeping this beautiful addon from completely replacing all my unit frames is the lack of spec visibility in the enemy arena frames. Is there any way I can get this kind of functionality?

Absolutely Beautiful addon! Good work!
Last edited by cryptor_00 : 12-20-09 at 07:09 PM.
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Unread 12-20-09, 10:27 PM  
Vuo
A Kobold Labourer

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healthcolors.static update

Code:
Message: Interface\AddOns\ShadowedUF_Options\config.lua:192: attempt to index local 'color' (a nil value)
Time: 12/20/09 23:24:29
Count: 2
Stack: Interface\AddOns\ShadowedUF_Options\config.lua:192: in function `member'
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:250: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:198>
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1270: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1045>
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1072: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1045>
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1536: in function `FeedGroup'
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1457: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1437>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[3]"]:9: in function <[string "safecall Dispatcher[3]"]:5>
(tail call): ?
...ace\AddOns\Bartender4\libs\AceGUI-3.0\AceGUI-3.0.lua:326: in function `Fire'
...r4\libs\AceGUI-3.0\widgets\AceGUIWidget-TabGroup.lua:171: in function `SelectTab'
...r4\libs\AceGUI-3.0\widgets\AceGUIWidget-TabGroup.lua:94: in function <...r4\libs\AceGUI-3.0\widgets\AceGUIWidget-TabGroup.lua:92>

Locals: info = <table> {
 1 = "general"
 2 = "color"
 3 = "health"
 4 = "static"
 uiType = "dialog"
 type = "color"
 options = <table> {
 }
 uiName = "AceConfigDialog-3.0"
 0 = "ShadowedUF"
 arg = "healthColors.static"
 option = <table> {
 }
 appName = "ShadowedUF"
}
color = nil
(*temporary) = <table> {
 1 = "general"
 2 = "color"
 3 = "health"
 4 = "static"
 uiType = "dialog"
 type = "color"
 options = <table> {
 }
 uiName = "AceConfigDialog-3.0"
 0 = "ShadowedUF"
 arg = "healthColors.static"
 option = <table> {
 }
 appName = "ShadowedUF"
}
(*temporary) = "healthColors"
(*temporary) = "static"
(*temporary) = nil
(*temporary) = "attempt to index local 'color' (a nil value)"
get = <function> defined @Interface\AddOns\ShadowedUF_Options\config.lua:174
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Unread 12-20-09, 10:59 PM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
Vuo: You probably just waited a long time between SUF updates, try /script ShadowUF.db.profile.healthColors.static = {r = 0, g = 0, b = 0} then reload.

cryptor_00: You can't, I might add it when I get bored but ultimately I see it as being a bit useless because it requires enemies to actually start fighting you... and by then you quickly figure out what their specs are.

Kelem: Fixed

doxxx: You can set it globally with advanced options in /suf -> Bar background, but you can't set it just for the mana bar.
Last edited by Shadowed : 12-20-09 at 11:01 PM.
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Unread 12-21-09, 02:27 AM  
Zidomo
A Cliff Giant
 
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Originally posted by Shadowed
Kelem: Fixed
No, not in the latest Git download, which is the version that actually caused the issue (ShadowedUnitFrames-v3.0.3-30-g38d28ba.zip from the WowAce page, 38d28babd53... direct from the Git).

It defaults to class specific spells for both friendly and hostile targets. But no matter what you set the spell name to for each, it shows both Target and Party frames (among others) at out of range alpha. No matter if you have the In range alpha slider at 0%, 50% or 100%.
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Unread 12-21-09, 08:27 AM  
shurshik
An Aku'mai Servant
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Forum posts: 31
File comments: 168
Uploads: 11
BigDebuffs doesn't work, I set for my auras and debuffs big, but they are still little (ruRU client) without it cant raid =_+
Font now works thanks
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Unread 12-21-09, 11:16 AM  
Shadowed
...
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Forum posts: 387
File comments: 2513
Uploads: 83
Zidomo: It is fixed, but I forgot to push it. It's up now.

shurshik: Just checked and it's definitely working. Are you sure "Enlarge your auras" is checked?
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