Category: Unit Mods
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Version:
r20091124
Date:
11-24-2009 11:09 AM
Size:
491.66 Kb
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Another example of targeting a boss
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Raid frames WITH ShadowedUF_Grid
Shadowed Unit Frames   Updated less than 3 days ago!   Popular! (More than 5000 hits)
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.

Currently released modules are:
Arena frames by myself
CC Timers on portraits by Proditor.
Five second rule by Kemayo
Power bar colored by class by moniker
Aura indicators for raid frames by myself
Smooth bar updates by Antiarc
Bar growth/empty bars by myself
  Change Log - Shadowed Unit Frames
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
  Optional Files - Shadowed Unit Frames
File Name
Version
Size
Author
Date
Type
r20091020
13kB
10-20-2009 01:50 PM
1.0.1
1kB
09-15-2009 10:57 PM
Addon
r20090913
5kB
09-13-2009 11:09 PM
Addon
r20090806
4kB
08-06-2009 04:37 AM
Addon
  Archived Versions - Shadowed Unit Frames
File Name
Version
Size
Author
Date
r20091123
492kB
Shadowed
11-24-2009 02:05 AM
r20091103
484kB
Shadowed
11-04-2009 02:13 AM
r20091020
482kB
Shadowed
10-20-2009 10:49 PM
r20091013
473kB
Shadowed
10-13-2009 11:12 AM
r20091004
472kB
Shadowed
10-04-2009 12:31 PM
r20090930
471kB
Shadowed
10-01-2009 01:08 AM
r20090927
468kB
Shadowed
09-27-2009 05:25 AM
r20090915
460kB
Shadowed
09-16-2009 12:43 AM
r20090914
460kB
Shadowed
09-14-2009 09:58 PM
r20090913
459kB
Shadowed
09-13-2009 11:00 PM
r20090813
431kB
Shadowed
08-13-2009 01:37 PM
  Comments - Shadowed Unit Frames
Post A Reply Comment Options
Old 05-23-2009, 12:06 AM  
Alumno
A Murloc Raider
 
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Forum posts: 5
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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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Old 05-22-2009, 04:56 PM  
Shadowed
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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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Old 05-22-2009, 03:49 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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Old 05-22-2009, 03:39 PM  
Shadowed
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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 : 05-22-2009 at 04:07 PM.
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Old 05-22-2009, 03:11 PM  
kentarre
A Kobold Labourer

Forum posts: 1
File comments: 5
Uploads: 0
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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Old 05-22-2009, 02:15 PM  
Shadowed
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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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Old 05-22-2009, 01:49 PM  
Thedek
A Kobold Labourer

Forum posts: 0
File comments: 3
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Quote:
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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Old 05-22-2009, 01:34 PM  
Shadowed
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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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Old 05-22-2009, 01:14 PM  
Thedek
A Kobold Labourer

Forum posts: 0
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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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Old 05-21-2009, 09:51 PM  
echobravo
A Kobold Labourer

Forum posts: 1
File comments: 98
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Quote:
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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Old 05-21-2009, 04:31 PM  
Shadowed
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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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Old 05-21-2009, 11:59 AM  
fraz0815
A Kobold Labourer
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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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Old 05-21-2009, 11:09 AM  
Shadowed
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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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Old 05-21-2009, 06:41 AM  
sivid13
A Kobold Labourer

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vehicle

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.
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Old 05-21-2009, 02:36 AM  
Jexx
A Deviate Faerie Dragon

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Quote:
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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