Shadowed Unit Frames

Another example

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!

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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:

Feedback

Please focus all discussions, questions or general feedback to the forum thread:
http://forums.wowace.com/showthread.php?t=18744

For feature requests and bug reports, please continue to use the Ticket tracker. Feel free to ask on the thread first, if you're unsure what to do!

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  • Avatar of Get13 Get13 Oct 02, 2014 at 11:00 UTC - 0 likes

    Hi, just starting using the UI and it is super slick. I was just wondering if there was a way to have buff/debuff aura's expand from right to left instead of left to right. Gotta have dat symmetry.

  • Avatar of evergamer evergamer Sep 18, 2014 at 17:49 UTC - 0 likes

    Searching through the comments, but I haven't found an answer yet:

    Is there a way to mimic Blizzard's consolidated buffs? Everything else is perfect, I'd just really like to have that consolidated buff box with my SUF buffs. Thanks!

  • Avatar of TheCheat5 TheCheat5 Sep 15, 2014 at 15:44 UTC - 0 likes

    Hey, is there any way to fix the target frame cast bars to properly show when a spell is or isn't interruptible? Been looking and haven't found an option for it, and the cast bar seems to have no noticeable difference to me between the two states (interruptible versus not).

  • Avatar of fatjoem fatjoem Sep 03, 2014 at 00:58 UTC - 0 likes

    Is there a way to make the healthbar text change when mousing over the unitframe? I tried creating a custom tag for this by using UnitIsUnit(unit, "mouseover"). This part works, but I'm stuck with finding an appropriate mouseover event for triggering the text change. Can you add a custom event for unitframe mouseover?

    Last edited Sep 03, 2014 by fatjoem
  • Avatar of Hathawey Hathawey Aug 21, 2014 at 00:45 UTC - 0 likes

    Thanks for keeping this alive $25 incoming. :)

  • Avatar of XMushroom XMushroom Jul 02, 2014 at 23:08 UTC - 0 likes

    It wasnt that way in 3.0 SUF versions. Only current way to fix that is to put either earth shield or riptide on a different corner so it doesnt over write any other aura.

    There has to be a way to make it so the auras dont overwrite like how it was before?

    To not see Earth Shield or Riptide on a target is very important. Must be able to see both.

    "Not without multiple aura indicators, there isn't.

    thrackley: NEed to look into that issue still, haven't had time. Avatar of XMushroom

    XMushroom Jun 25, 2014 at 18:59 - 0 likes

    When you have Aura Indicators for bottom left, is there a way to make it so one doesnt override another aura?

    So for instance, if I have Earth Shield on frame, I cast riptide, the riptide with override the ES, and only the Riptide will be shown.

    Is there a way to make it so both are shown, there is no over writing?"

  • Avatar of thrackley thrackley Jun 29, 2014 at 23:06 UTC - 0 likes

    Sent you my LUA. Thanks again.

  • Avatar of Shadowed Shadowed Jun 28, 2014 at 17:35 UTC - 0 likes

    The latest alpha contains debug to fix the aura issues. If you want to help solve it, grab the latest alpha and run

    /script ShadowUF:StartMonitor()

    Get an aura to show up that is buggy and not showing, then type /script ShadowUF:StopMonitor() and do a UI reload. Send me your ShadowedUnitFrames.lua SavedVariables with the aura that didn't show, and that should give me enough to fix it.

  • Avatar of Shadowed Shadowed Jun 27, 2014 at 05:34 UTC - 0 likes

    Not without multiple aura indicators, there isn't.

    thrackley: NEed to look into that issue still, haven't had time.

  • Avatar of XMushroom XMushroom Jun 25, 2014 at 22:59 UTC - 0 likes

    When you have Aura Indicators for bottom left, is there a way to make it so one doesnt override another aura?

    So for instance, if I have Earth Shield on frame, I cast riptide, the riptide with override the ES, and only the Riptide will be shown.

    Is there a way to make it so both are shown, there is no over writing?

Facts

Date created
May 17, 2009
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Last update
Oct 22, 2014
Development stage
Release
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