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Plunderstorm (10.2.6)
Updated:03-20-24 01:35 AM
Created:05-17-09 12:55 PM
Downloads:526,846
Favorites:1,232
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 01-26-14, 01:46 AM  
Sea
A Kobold Labourer

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File comments: 3
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Originally Posted by Sea
Originally Posted by Shadowed
There are tags for abbreviating names, and it'll automatically cut tags off if they go too long. You cannot set a specific # to prune at though
Ok.. So for example i have:
Text from the left on HP bar: [name]
Text from the right on HP bar: [curhp] [( )perhp]
And long names overlap hp amount and percents.

What's the solution for this?
Is there any advice?
Last edited by Sea : 01-26-14 at 02:32 AM.
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Unread 01-11-14, 12:13 PM  
Sea
A Kobold Labourer

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Originally Posted by Shadowed
There are tags for abbreviating names, and it'll automatically cut tags off if they go too long. You cannot set a specific # to prune at though
Ok.. So for example i have:
Text from the left on HP bar: [name]
Text from the right on HP bar: [curhp] [( )perhp]
And long names overlap hp amount and percents.

What's the solution for this?
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Unread 01-11-14, 10:20 AM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
There are tags for abbreviating names, and it'll automatically cut tags off if they go too long. You cannot set a specific # to prune at though
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Unread 01-11-14, 05:46 AM  
Sea
A Kobold Labourer

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File comments: 3
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Hello dude. Firstly i'd like to thank you for this great UF addon.

I have one question i can't find answer for: is there any way to limit text length, e.g. char name?
Smth like [name:5]..

Thx in advance.
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Unread 12-30-13, 02:31 PM  
Gezzdt
A Kobold Labourer
 
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Originally Posted by Shadowed
Mana depletes correctly. You likely configured the backgrounds in such a way that they are the same color and so it appears to not deplete.

I don't plan on making buff/debuff click throughable.
You were right, another addon conflicted, AfterCombatText. When i disable it manabar is working again.
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Unread 12-30-13, 01:04 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Mana depletes correctly. You likely configured the backgrounds in such a way that they are the same color and so it appears to not deplete.

I don't plan on making buff/debuff click throughable.
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Unread 12-30-13, 08:36 AM  
Gezzdt
A Kobold Labourer
 
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Originally Posted by Chronic276
Hey,

Just started using these Unit Frames again and just wondering why the mana isn't depleting? I've just been spamming Arcane Blast and it's not goign down. Could it be something I've set-up incorrectly?

Cheers
I noticed the same behavior. I deleted the settings and tried again but got the same result.

And could you an option to make the buff/debuff icons click trough?
Last edited by Gezzdt : 12-30-13 at 09:48 AM.
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Unread 12-29-13, 03:53 PM  
Shadowed
...
Featured Addon Author

Forum posts: 387
File comments: 2513
Uploads: 83
Note that after a release, I generally assume issues to be fixed. Unless a report is reposted after an update, it's not something I'll look into.
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Unread 12-03-13, 10:55 AM  
Pryst
A Kobold Labourer

Forum posts: 0
File comments: 6
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Originally Posted by Anja


my raidframes are sometimes sorting like stairs, dont know why
I get that too, usually when changing specs/profiles and zoning into a raid/instance. I used to have to restart the game until I realised simply changing profiles within the addon reset it but its still clearly something broken somewhere.
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Unread 11-20-13, 02:40 PM  
reehay
A Murloc Raider

Forum posts: 9
File comments: 11
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Love the design of these frames... my only wish would be to swap the portrait picture with a Class Icon picture. Possible?
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Unread 11-16-13, 02:18 PM  
Chronic276
A Fallenroot Satyr
 
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AddOn Compiler - Click to view compilations

Forum posts: 20
File comments: 14
Uploads: 3
Hey,

Just started using these Unit Frames again and just wondering why the mana isn't depleting? I've just been spamming Arcane Blast and it's not goign down. Could it be something I've set-up incorrectly?

Cheers
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Unread 10-02-13, 02:50 PM  
sikwidit
A Fallenroot Satyr
 
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Forum posts: 28
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hello, im currently using your latest suf uploaded on 9/10/13. i dont know much about coding so can you please explain why am i getting this lua error and can it be fixed?

Message: Interface\FrameXML\UnitFrame.lua:232: attempt to index field 'otherHealPrediction' (a nil value)
Time: 10/02/13 16:41:40
Count: 1
Stack: Interface\FrameXML\UnitFrame.lua:232: in function `UnitFrameHealPredictionBars_Update'
Interface\FrameXML\UnitFrame.lua:563: in function `UnitFrameHealthBar_Update'
Interface\FrameXML\UnitFrame.lua:158: in function <Interface\FrameXML\UnitFrame.lua:148>
[C]: in function `securecall'
Interface\FrameXML\UnitFrame.lua:145: in function `UnitFrame_SetUnit'
Interface\FrameXML\PlayerFrame.lua:380: in function `PlayerFrame_ToPlayerArt'
Interface\FrameXML\PlayerFrame.lua:145: in function `OnEvent'
Interface\FrameXML\UnitFrame.lua:679: in function <Interface\FrameXML\UnitFrame.lua:677>

Locals: frame = PlayerFrame {
0 = <userdata>
portrait = PlayerPortrait {
}
healAbsorbBar = PlayerFrameHealAbsorbBar {
}
statusSign = -1
unit = "player"
healAbsorbBarRightShadow = PlayerFrameHealAbsorbBarRightShadow {
}
healAbsorbBarLeftShadow = PlayerFrameHealAbsorbBarLeftShadow {
}
feedbackText = PlayerHitIndicator {
}
totalAbsorbBar = PlayerFrameTotalAbsorbBar {
}
totalAbsorbBarOverlay = PlayerFrameTotalAbsorbBarOverlay {
}
statusCounter = 0
healthbar = PlayerFrameHealthBar {
}
overAbsorbGlow = PlayerFrameOverAbsorbGlow {
}
manabar = PlayerFrameManaBar {
}
inSequence = false
threatIndicator = PlayerFrameFlash {
}
state = "player"
myHealPredictionBar = PlayerFrameMyHealPredictionBar {
}
name = PlayerName {
}
menu = <function> defined @Interface\FrameXML\PlayerFrame.lua:51
feedbackFontHeight = 30
OnEvent = <function> defined @Interface\FrameXML\PlayerFrame.lua:127
otherHealPredictionBar = PlayerFrameOtherHealPredictionBar {
}
overHealAbsorbGlow = PlayerFrameOverHealAbsorbGlow {
}
}
_ = 0
maxHealth = 567509
health = 567509
(*temporary) = nil
(*temporary) = nil
(*temporary) = <userdata>
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field 'otherHealPrediction' (a nil value)"
MAX_INCOMING_HEAL_OVERFLOW = 1
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Unread 09-15-13, 09:23 AM  
Kaleesh
A Deviate Faerie Dragon
 
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Forum posts: 12
File comments: 18
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Hey, so... All of a sudden, my unitframes disappeared! All indications within the addon itself say they aren't hidden, so it's not that... /fstack indicates nothing where they used to be, and switching profiles or reloading the UI doesn't help.

It happened right after I activated Kong, but I don't know how to fix it. This isn't how Kong is supposed to work- even when I go into the Kong editor, it cannot find SUF's frames listed to even change them in the first place. All I know is that the problem started when I set Kong to load, and uninstalling Kong is not fixing the problem.

I did get this error message, though-

7x ShadowedUnitFrames\ShadowedUnitFrames-v3.7.4.lua:270: attempt to index field "?" (a nil value)
ShadowedUnitFrames\ShadowedUnitFrames-v3.7.4.lua:270: in function "LoadUnits"
ShadowedUnitFrames\ShadowedUnitFrames-v3.7.4.lua:83: in function "OnInitialize"
ShadowedUnitFrames\ShadowedUnitFrames-v3.7.4.lua:759: in function <ShadowedUnitFrames\ShadowedUnitFrames.lua:757>

Locals:
self = <table> {
defaults = <table> {}
OnInitialize = <func> @..\ShadowedUnitFrames.lua:29
fakeUnits = <table> {}
modules = <table> {}
HideBlizzardFrames = <func> @..\ShadowedUnitFrames.lua:573
ComboPoints = <table> {}
CheckUpgrade = <func> @..\ShadowedUnitFrames.lua:87
raidpetUnits = <table> {}
partyUnits = <table> {}
Units = <table> {}
unitList = <table> {}
noop = <func> @..\ShadowedUnitFrames.lua:550
dbRevision = 29
LoadDefaultLayout = <func> @..\modules\defaultlayout.lua:83
tagFunc = <table> {}
db = <table> {}
Druid = <table> {}
raidUnits = <table> {}
SmartFormatNumber = <func> @..\modules\tags.lua:346
playerUnit = "player"
maintankUnits = <table> {}
mainassistUnits = <table> {}
arenaUnits = <table> {}
enabledUnits = <table> {}
L = <table> {}
FireModuleEvent = <func> @..\ShadowedUnitFrames.lua:502
GetClassColor = <func> @..\modules\tags.lua:356
Hex = <func> @..\modules\tags.lua:322
battlegroundUnits = <table> {}
FormatShortTime = <func> @..\modules\tags.lua:365
FormatLargeNumber = <func> @..\modules\tags.lua:334
moduleOrder = <table> {}
Layout = <table> {}
Tags = <table> {}
RegisterModule = <func> @..\ShadowedUnitFrames.lua:473
LoadUnitDefaults = <func> @..\ShadowedUnitFrames.lua:287
LoadUnits = <func> @..\ShadowedUnitFrames.lua:256
raidPetUnits = <table> {}
Print = <func> @..\ShadowedUnitFrames.lua:708
ProfilesChanged = <func> @..\ShadowedUnitFrames.lua:529
unitTarget = <table> {}
bossUnits = <table> {}
ProfileReset = <func> @..\ShadowedUnitFrames.lua:517
}
Last edited by Kaleesh : 09-15-13 at 09:24 AM.
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Unread 09-14-13, 10:08 AM  
Tonyleila
A Molten Giant
 
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Forum posts: 758
File comments: 2021
Uploads: 37
Mana display bug

Using Version: v3.8.10 the mana on the playerframe sometimes shows 0 on my shadow Priest after I got rezzed on the graveyard on Timeless isle. When I target myself I can see my mana is 100%.


Maybe something about this error?
Lua Code:
  1. 691x FrameXML\UnitFrame.lua:232: attempt to index field "otherHealPrediction" (a nil value)
  2. FrameXML\UnitFrame.lua:232: in function "UnitFrameHealPredictionBars_Update"
  3. FrameXML\UnitFrame.lua:563: in function "UnitFrameHealthBar_Update"
  4. FrameXML\UnitFrame.lua:158: in function <FrameXML\UnitFrame.lua:148>
  5. <in C code>
  6. FrameXML\UnitFrame.lua:145: in function "UnitFrame_SetUnit"
  7. FrameXML\PlayerFrame.lua:380: in function "PlayerFrame_ToPlayerArt"
  8. FrameXML\PlayerFrame.lua:145: in function "OnEvent"
  9. FrameXML\UnitFrame.lua:679: in function <FrameXML\UnitFrame.lua:677>
  10.  
  11. Locals:
  12. statusbar = PlayerFrameHealthBar {
  13.  0 = <userdata>
  14.  currValue = 572577
  15.  frequentUpdates = true
  16.  textLockable = 1
  17.  cvarLabel = "STATUS_TEXT_PLAYER"
  18.  prefix = "Gesundheit"
  19.  forceHideText = false
  20.  disconnected = false
  21.  capNumericDisplay = true
  22.  tooltipText = "Die derzeitige Gesundheit des Charakters. Wenn die Gesundheit bei Null angekommen ist, stirbt der Charakter. Die Gesundheit regeneriert sich automatisch, sobald ein Spieler sich nicht mehr im Kampf befindet."
  23.  unit = "player"
  24.  TextString = PlayerFrameHealthBarText {}
  25.  cvar = "playerStatusText"
  26.  lockShow = 0
  27.  tooltipTitle = "Gesundheit"
  28. }
  29. unit = "player"
__________________
Author of: LeilaUI and Aurora: Missing Textures
__________________
Last edited by Tonyleila : 09-18-13 at 09:53 PM.
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Unread 06-24-13, 09:23 AM  
mikar
A Kobold Labourer

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File comments: 4
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PTR Feedback

Hey,

the current versions of Shadowed Unit Frames (release and alpha) are throwing errors for me on PTR.
Version used: v3.8.9-3-g352b352

PTR Client v5.0.4 (Build 17093, Text x86).

Error messages:
Code:
24x ShadowedUnitFrames-v3.8.9-3-g352b352\modules\layout.lua:420: <unnamed>:SetText(): Font not set
<in C code>
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\layout.lua:420: in function "SetupText"
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\layout.lua:132: in function "Load"
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\units.lua:307: in function "SetVisibility"
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\units.lua:584: in function <ShadowedUnitFrames\modules\units.lua:434>
<in C code>
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\units.lua:908: in function "LoadUnit"
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\units.lua:1197: in function "InitializeFrame"
ShadowedUnitFrames\ShadowedUnitFrames-v3.8.9-3-g352b352.lua:352: in function "LoadUnits"
ShadowedUnitFrames\ShadowedUnitFrames-v3.8.9-3-g352b352.lua:84: in function "OnInitialize"
ShadowedUnitFrames\ShadowedUnitFrames-v3.8.9-3-g352b352.lua:832: in function <ShadowedUnitFrames\ShadowedUnitFrames.lua:830>

Locals:
self = <table> {
 SetupBars = <func> @ShadowedUnitFrames\modules\layout.lua:347
 CheckMedia = <func> @ShadowedUnitFrames\modules\layout.lua:48
 SetupFrame = <func> @ShadowedUnitFrames\modules\layout.lua:303
 LoadSML = <func> @ShadowedUnitFrames\modules\layout.lua:154
 ReverseDirection = <func> @ShadowedUnitFrames\modules\layout.lua:210
 ToggleVisibility = <func> @ShadowedUnitFrames\modules\layout.lua:68
 GetRelative = <func> @ShadowedUnitFrames\modules\layout.lua:198
 mediaPath = <table> {}
 PositionWidgets = <func> @ShadowedUnitFrames\modules\layout.lua:461
 SetupText = <func> @ShadowedUnitFrames\modules\layout.lua:402
 MediaRegistered = <func> @ShadowedUnitFrames\modules\layout.lua:58
 GetRelativeAnchor = <func> @ShadowedUnitFrames\modules\layout.lua:215
 SetupFontString = <func> @ShadowedUnitFrames\modules\layout.lua:386
 GetAuraGrowth = <func> @ShadowedUnitFrames\modules\layout.lua:206
 Reload = <func> @ShadowedUnitFrames\modules\layout.lua:97
 SetBarVisibility = <func> @ShadowedUnitFrames\modules\layout.lua:76
 GetJustify = <func> @ShadowedUnitFrames\modules\layout.lua:181
 GetPoint = <func> @ShadowedUnitFrames\modules\layout.lua:194
 MediaForced = <func> @ShadowedUnitFrames\modules\layout.lua:10
 GetColumnGrowth = <func> @ShadowedUnitFrames\modules\layout.lua:202
 GetSplitRelativeAnchor = <func> @ShadowedUnitFrames\modules\layout.lua:237
 Load = <func> @ShadowedUnitFrames\modules\layout.lua:122
 AnchorFrame = <func> @ShadowedUnitFrames\modules\layout.lua:253
}
frame = SUFUnitplayer {
 vehicleUnit = "vehicle"
 OnEnter = <func> @ShadowedUnitFrames\modules\units.lua:641
 UnregisterAll = <func> @ShadowedUnitFrames\modules\units.lua:134
 auras = <table> {}
 registeredEvents = <table> {}
 powerBar = <unnamed> {}
 RegisterNormalEvent = <func> @ShadowedUnitFrames\modules\units.lua:60
 SetVisibility = <func> @ShadowedUnitFrames\modules\units.lua:245
 topFrameLevel = 5
 RegisterUpdateFunc = <func> @ShadowedUnitFrames\modules\units.lua:107
 SetBlockColor = <func> @ShadowedUnitFrames\modules\units.lua:182
 unitType = "player"
 SetRangeAlpha = <func> @ShadowedUnitFrames\modules\units.lua:170
 visibility = <table> {}
 indicators = <unnamed> {}
 unitInitialized = true
 unitRealType = "player"
 unit = "player"
 ReregisterUnitEvents = <func> @ShadowedUnitFrames\modules\units.lua:39
 RegisterUnitEvent = <func> @ShadowedUnitFrames\modules\units.lua:101
 fontStrings = <table> {}
 altPowerBar = <unnamed> {}
 highFrame = <unnamed> {}
 UnregisterSingleEvent = <func> @ShadowedUnitFrames\modules\units.lua:84
 DisableRangeAlpha = <func> @ShadowedUnitFrames\modules\units.lua:162
 OnLeave = <func> @FrameXML\UnitFrame.lua:288
 fullUpdates = <table> {}
 UnregisterUpdateFunc = <func> @ShadowedUnitFrames\modules\units.lua:124
 0 = <userdata>
 BlizzRegisterUnitEvent = <func> =[C]:-1
 SetBarColor = <func> @ShadowedUnitFrames\modules\units.lua:178
 FullUpdate = <func> @ShadowedUnitFrames\modules\units.lua:31
 healthBar = <unnamed> {}
 unitOwner = "player"
}
config = <ta
Code:
18x ShadowedUnitFrames-v3.8.9-3-g352b352\modules\auras-Auras.lua:623: attempt to index field "debuffs" (a nil value)
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\auras-Auras.lua:623: in function "?"
ShadowedUnitFrames-v3.8.9-3-g352b352\modules\units.lua:205: in function <ShadowedUnitFrames\modules\units.lua:202>

Locals:
self = SUFUnitplayer {
 vehicleUnit = "vehicle"
 OnEnter = <func> @ShadowedUnitFrames\modules\units.lua:641
 UnregisterAll = <func> @ShadowedUnitFrames\modules\units.lua:134
 auras = <table> {}
 registeredEvents = <table> {}
 powerBar = <unnamed> {}
 RegisterNormalEvent = <func> @ShadowedUnitFrames\modules\units.lua:60
 SetVisibility = <func> @ShadowedUnitFrames\modules\units.lua:245
 topFrameLevel = 5
 RegisterUpdateFunc = <func> @ShadowedUnitFrames\modules\units.lua:107
 SetBlockColor = <func> @ShadowedUnitFrames\modules\units.lua:182
 unitType = "player"
 SetRangeAlpha = <func> @ShadowedUnitFrames\modules\units.lua:170
 visibility = <table> {}
 indicators = <unnamed> {}
 unitInitialized = true
 unitRealType = "player"
 unit = "player"
 ReregisterUnitEvents = <func> @ShadowedUnitFrames\modules\units.lua:39
 hasStateWatch = false
 RegisterUnitEvent = <func> @ShadowedUnitFrames\modules\units.lua:101
 fontStrings = <table> {}
 altPowerBar = <unnamed> {}
 highFrame = <unnamed> {}
 UnregisterSingleEvent = <func> @ShadowedUnitFrames\modules\units.lua:84
 DisableRangeAlpha = <func> @ShadowedUnitFrames\modules\units.lua:162
 OnLeave = <func> @FrameXML\UnitFrame.lua:288
 fullUpdates = <table> {}
 UnregisterUpdateFunc = <func> @ShadowedUnitFrames\modules\units.lua:124
 0 = <userdata>
 BlizzRegisterUnitEvent = <func> =[C]:-1
 SetBarColor = <func> @ShadowedUnitFrames\modules\units.lua:178
 FullUpdate = <func> @ShadowedUnitFrames\modules\units.lua:31
 healthBar = <unnamed> {}
 unitOwner = "player"
}
event = "PLAYER_ENTERING_WORLD"
unit = nil
(for generator) = <func> =[C]:-1
(for state) = <table> {
 (null) = "Update"
 (null) = "UpdateVisibility"
}
(for control) = <table> {
 OnDisable = <func> @ShadowedUnitFrames\modules\auras.lua:18
 updateButton = <func> @ShadowedUnitFrames\modules\auras.lua:217
 UpdateFilter = <func> @ShadowedUnitFrames\modules\auras.lua:482
 scan = <func> @ShadowedUnitFrames\modules\auras.lua:495
 OnEnable = <func> @ShadowedUnitFrames\modules\auras.lua:8
 OnLayoutApplied = <func> @ShadowedUnitFrames\modules\auras.lua:328
 moduleKey = "auras"
 moduleName = "Auras"
 Update = <func> @ShadowedUnitFrames\modules\auras.lua:609
 anchorGroupToGroup = <func> @ShadowedUnitFrames\modules\auras.lua:577
}
handler = <table> {
 OnDisable = <func> @ShadowedUnitFrames\modules\auras.lua:18
 updateButton = <func> @ShadowedUnitFrames\modules\auras.lua:217
 UpdateFilter = <func> @ShadowedUnitFrames\modules\auras.lua:482
 scan = <func> @ShadowedUnitFrames\modules\auras.lua:495
 OnEnable = <func> @ShadowedUnitFrames\modules\auras.lua:8
 OnLayoutApplied = <func> @ShadowedUnitFrames\modules\auras.lua:328
 moduleKey = "auras"
 moduleName = "Auras"
 Update = <func> @ShadowedUnitFrames\modules\auras.lua:609
 anchorGroupToGroup = <func> @ShadowedUnitFrames\modules\auras.lua:577
}
func = "Update"
unitEvents = <table> {
 UNIT_CONNECTION = true
 UNIT_DISPLAYPOWER = true
 UNIT_POWER_BAR_HIDE = true
 UNIT_POWER = true
 UNIT_POWER_BAR_SHOW = true
 UNIT_MAXPOWER = true
 UNIT_FACTION = true
 UNIT_THREAT_SITUATION_UPDATE = true
 UNIT_PHASE = true
 UNIT_HEALTH = true
 UNIT_CLASSIFICATION_CHANGED = true
 UNIT_TARGETABLE_CHANGED = tru
Thanks for maintaining this addon, i hope you can release a PTR fix.

P.S.: Visible symtoms of these errors are:
1) No auras at all, on any frame
2) Every frame info (health text, names) are blank at first login. a reloadui fixes that though
3) (after the reload) Target name and other stats are incorrect for friendly targets. for instance, if i target myself first, my name and %hp will appear in the target stats for any friendly target
Last edited by mikar : 06-24-13 at 01:59 PM.
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