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 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
- Added option to disable cooldown rings completely, not exposing it yet
Date: Mon Oct 26 08:33:45 2009 -0700
- Updated LibHealComm-4.0
Date: Sun Oct 25 13:13:00 2009 -0700
- Removed duplicate check for creating child units
Date: Sat Oct 24 20:40:49 2009 -0700
- Fixed "Hide in 5-man raid option" now hides when there are 6 or more people in a raid rather than 5 or more
- Fixed typo in "Hide in 5-man raid" option for party frames, it's supposed to hide party frames in a raid with more than 5 people (as description indicates)
- Localization update
- Updated LibHealComm-4.0 to 1.5.2
Date: Thu Oct 22 11:51:15 2009 -0700
- Fixed UpdateThreat not resetting the hasPercent flag, might fix the delay in threat update
Date: Tue Oct 20 18:02:42 2009 -0700
- Updated LibHealComm-4.0 and LibWrapperHealComm-1.0
- Removed another incoming heal reference
- Library update
- Changed incoming heal bar to be hidden as soon as the heal changes instead of delaying it until next health update
Date: Mon Oct 19 07:18:51 2009 -0700
- Added UnregisterUpdateFunc
- Fixed aggro updates being registered for units that did not need it
Date: Fri Oct 16 22:26:31 2009 -0700
- Registered UpdateThreat to be called when the frame does a full update, should fix aggro warnings become stuck for targets sometimes
- Fixed temporary enchants not being updated when refreshed before they end
- Changed power API calls to check <= 0 rather then == 0 before displaying a number, should fix -longnumbehere when doing the Drak'Tharon Keep last boss
- Fixed a bug in [smart:curmaxpp] causing it to not update correctly
Merge: 2b67262 a5e537b
Date: Thu Oct 15 16:58:55 2009 -0700
Merge branch 'master' of git@github.com:Shadowed/ShadowedUnitFrames
Date: Tue Oct 13 18:45:15 2009 -0700
- Localizaiton update (Thanks wowui.cn!)
Once more with more feeling!
- Once more with feeling
Reverted before playing with wowace repo
Date: Mon Oct 12 20:34:38 2009 -0700
- Fixed indicators changing everytime an option was changed when using mover frames
- Fixed leader frame being recreated everytime OnEnable is called (Oops!)
- Moved aura examples to the auras file rather then the movers
Another question popped up, is it possible to use a wildcard in the aura filters? I'm trying to cut out all the mount buffs/auras from showing up, and hoping I can avoid typing in each individual one?
Originally posted by Shadowed Areli: You mean, you've tested again with Aces High daily and the combo points bar is not showing up? Or it's just not showing up in general and you didn't recheck with the daily.
Today I went to do the Aces High daily again, but the combo bar is not showing up when I was on the drake. I checked my settings and nothing is changed, did a reloadui, both didn't solve my problem.
speak: Enable advanced settings and go to /suf -> Units -> <unit> -> Text -> Power bar and change the Width weight for the right text to a higher number.
Zidomo: Do you have combat fader enabled? The settings are fine and refer to the correct variable, as does the code. Do you notice this on all units or maybe only enemies?
If you can, send me your SV with the character that it originally bugged out on and I'll see if I can track down what happened.
Areli: You mean, you've tested again with Aces High daily and the combo points bar is not showing up? Or it's just not showing up in general and you didn't recheck with the daily.
Thank you for the help in adding a 3rd row to the frames. I got it done and added Unit Name to each and it works awesome! /salute
I'm still running into a problem though, and I can't figure out what I'm doing wrong. Here is a pic of my Target frame:
The first row is the class-colored name. The 2nd row is the HP bar showing no left text, just two right-texts: smart hp & percent hp. The 3rd row is the power bar. Left text is level, right text is smart power & percent power. As you can see, the percent power is getting cut off, yet there is still plenty of room for the right-text to expand to the left, before running into the Level text.
I've already made every frame as large as I can fit into my UI. That target frame for instance is 130% scale, and like 155 wide or so.
So, how can I prevent the text from being cut off like that?
Im basically trying to replicate most of what's in my current frames like this:
Maybe I could move the Level text from the power bar up to the name bar, would that free up enough space to get the smartpower & percentpower to always show?
Large & odd problem with a newly created alt character with r20091103.
Like with other characters, have the Units, Target, General, Range indicator setting as follows: Enable Range indicator checkmarked, In range alpha set to 100%, Out of range alpha set to 75%.
On all other characters (that were present when SUF was first installed, saved variables reset a couple months ago, etc.), it performs fine. On the new character, big problem: the slider settings are "reversed".
When a target is within range on that character, the alpha of the target frame goes down. Out of range, it goes to 100%. Very odd. So changed the sliders so that "In range" is 75% and "Out of range"" is 100%. Then it behaves as expected...in-range targets have 100% alpha.
The problem with that (besides the behavior being opposite to expectations) is that going back to an old character, the Out of range & In range alpha sliders behave as you expect them to. Which means the "reverse" settings you put on new character to get the alpha to work properly is carried over...and doesn't alpha properly on the old characters.
So have to go back into options and change the range alpha sliders. And do it every time I switch between the new character & old ones.
Yesterday I redid my settings, and the combo points were showing correctly. (I had it shown as bars, set the order to 30, and height to 0.5.) I did some testing with the Aces High daily drake, so whenever I use an ability, the combo points show up under my power bar, and they disappear when the combo is used.
However, today when I log in again, the combo points feature is not working. The settings didn't change, but the bar is not showing up.
Zwerg: So was it an issue with you had the wrong settings, or was it an actual bug that you fixed by tweaking the settings? Not clear on that.
shkm: Hrm, that's really a bug that should be fixed but need to think of a way to handle that
Gregory: Border highlighting won't likely be added, but I plan on making the frame highlights more visible.
slammurai: When quick health is enabled it will update health as soon as the client is told health has changed, this is throttled by your FPS but typically it's anywhere from 0.10 - 0.50 seconds faster than the standard updating which is through events.
dusknoir: I don't have time at this moment to look into it, but I will over the weekend hopefully
hi, first: thanks for your great addon. in this case, the best unit frame mod i know.
but i've got little problems with the location of the auras. in the settings-preview, all looks great, positions of the auras are fine. aswell when i target myself. but infight, with enemies in my target, the auras positions changed and overlaps with the hp-bar.. looks strange, here's a screenshot.
addon details:
Version: r20091103
Date: 11-04-2009 02:13 AM
i can't find an error.... could anybody help me?
thx
zwerg
EDIT: ah ok, when i switch the buffs and debuffs and turn on the absolute position for the debuffs (top) and anchoring the buffs to them, it works ó.O ^^
I can't seem to reproduce that issue with aura placement either. I have a feeling it may have been something to do with unlocked frames.
Anyway, here's one more for you: would it be possible to have in-combat alpha override range-check alpha? Currently if I have a focus target, for example, and I'm out of combat, the focus target will take the range-check alpha rather than the inactive alpha.
Sorry if this has been asked, but exactly how big of a difference does the Enable Quick Health option make? I think only the player unit has it enabled by default, and I was wondering if the update is slower than default blizz health updates if left unchecked.
My apologies if this has been reported already. I've been experiencing a bug with auras. The settings and bug in question can be found here: http://i34.tinypic.com/656gt5.png
If you need any more information, I can provide it.
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