The main focus of SUF is having a simplistic configuration, while maintaining flexibility that the vast majority of users care about, this prevents unnecessary bloat that sacrifices performance. While you aren't going to be able to set that you want the health bar to be exactly 3.14 pixels outside of the health bar, you can change options that you actually care about such as bar height, ordering, frame height and so on. All configuration can be done on multiple units at the same time through the global configuration, meaning if you want to set the height of Player and Target frames to 50, but then you want to set the height of Target's Target and Target's Target of Target to 30 you can easily do that with changing only two options, instead of having to do it four times for each unit.
Should you be one of those people who needs a little bit of extra configuration then do not despair! An advanced configuration option is included that will enable more unit and general settings giving you better control over everything
Slash commands: /shadoweduf (/suf)
Anchoring
For those who are driven crazy because their frames look to be half a pixel off center of your player frames, you can simply anchor the frame to the player frames and solve the hassle of aligning everything. For example, the target frames are anchored to the right of the player frame, and the Target of Target frames are anchored to the top of the player frames (In the screenshots).
If you tried to drag player, all the other frames will follow it in the same anchoring. Each frame can still be manually positioned and put wherever you want, but this gives you a way of easily anchoring everything and keeping frames nice and aligned without having to use a ruler.
Visibility
Entire units and modules can be enabled or disabled based on zone type; for example, say you want to enable party targets while in arenas but not in a raid instance, or maybe you want to see your targets cast bar in arenas but not in raid instances you can easily change the module to only be enabled in arena zone types. You don't have to swap any profiles or do anything manually.
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 Raid: Raid, Main tank, Main tank target, Main assist, Main assist target Arenas: With the arena frame module you can add Arena, Arena target, Arena pet units
Features
Tags: Includes a simple tagging system that can be customized in virtually any way using Lua, so even if something isn't included by default odds are you can make the tags
Incoming heals: Supports LibHealComm-4.0 for incoming heal data which gives you more accurate information including heal over times and channels like Tranquility and Penance
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
Fader: Fades frames when out of combat and inactive (100% mana/no target)
Druid power/rune/totem bars: Supports simple rune and totem bars as well as Druid mana bars for the player frame
Highlighting: Can highlight frames off of mouseover, debuffs you can cure, aggro, target and focus
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.
Author: Shadowed <shadowed.wow@gmail.com>
Date: Tue Nov 24 08:08:18 2009 -0800
- Fixed an error in indicators.lua:267 when zoning
Date: Mon Nov 23 23:03:23 2009 -0800
- Added support for no border on auras
- Changed frame list to a hash table, should fix frames not appearing in the frame list and breaking party pets/targets on rare occassions
- Fixed typo in title
- Added "None" option to Aura border style
- Added Bar Spacing (Advanced only) option, lets you adjust spacing between each bar
- Localization update
Date: Wed Nov 18 21:46:13 2009 -0800
- Trying a fix for party pets disappearing, they are flagged as a vehicle if [target=%s, nohelp, noharm] is true, otherwise they are flagged as a pet
- Added [unit:situation], [unit:color:sit] and [unit:scaled:threat], works the same as the [situation], [color:sit], [scaled:threat] tags, but are for the unit it's attached to rather than the player themselves. Cannot be used on Target of Target/Target of Target of Target/Focus Target/Pet target
- Added [incheal:name] shows the units name if there is no healing incoming on the unit, otherwise shows the absolute incoming health
- [pvp:time] can no longer be set for any unit besides the player
- Split the player threat tags into a new tag category called "Player threat" the new threat tags are in the old "Threat" category
- 3.3 detection is now based off of TOC rather than build as Blizzard updated TOc on PTR
- Fixed a bug causing "Highlight target/focus" to only work if "Highlight mouseover" was enabled for at least one unit
- Fixed coloring tables being created every single time for each unit using mouseover or target/focus highlighting
- Localization update
- Tag configuration now supports hiding tags that cannot be used for certain units
- Fixed typo in [smart:curmaxhp] and [smart:curmaxpp] referring to the wrong tag name
- Fixed [smart:curmaxhp] and [smart:curmaxpp] description typo, should format numbers above 1 million, but not anything below
Date: Thu Nov 12 20:30:08 2009 -0800
- Fixed highlight using red color instead of aggro color for threat highlighting
- Fixed range checker defaulting to 100% alpha instead of in range alpha if it failed to check range
- TOC update
Date: Tue Nov 10 13:45:34 2009 -0800
- Cooldown wheel will go above the aura border again
Date: Mon Nov 9 10:34:54 2009 -0800
- Library update
- Localization update
- Added "Show cast rank" (Advanced option) to Cast Bar settings, let's you turn the cast rank off in the cast bar
- Changed afk:time, afk, status:time, pvp:time to update every 1 second rather than every 5
Date: Tue Nov 3 23:11:29 2009 -0800
- Combat fader will now fade back in when the player is casting a spell
- Localization update
- Updated LibHealcomm to 1.5.3
- Added [hp:color] tag, returns a color code of the units health left, works the same as color bar by health, but in color code form
- Changed [abs:incheal] to be rounded, no more decimal incoming heal values
- Always registering for threat updates now, too annoying to try and figure out what's going wrong with the other version
- Moved code around to support the new [hp:color] tag
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.
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.
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]
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. =)
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.
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.
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)
Haven't got into a eoe raid yet, but when I'm on an Argent Tournament mount, my mount's hp doesn't show up properly, looks like it collided with something from Player frame.
Aura-enabled borders would be nice, yes, but not a necessity imo.
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
Not meaning to go against you or anything, but one of the things I like about these unit frames is the fact they do everything I need, while staying lightweight on resources. IMO the less "bells & whistles" features the better
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