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
Originally posted by Shadowed Neither really, it's just that Blizzard does not consider Devour Magic to be something a Warlock has, so when using the RAID aura filter you don't see any results for magic spells like you would Priest or Paladin.
Is there a way to color-code names displayed in Raid or Party frames? I've seen some set-ups color-code the bars, but I haven't found a way to apply it to the names.
Originally posted by Eidolarr When enabling debuff highlighting, warlocks don't see highlighting on frames debuffed by magical effects like polymorph, despite being able to dispel them with Devour Magic. Is this a design decision, or an oversight? If the former, why?
Neither really, it's just that Blizzard does not consider Devour Magic to be something a Warlock has, so when using the RAID aura filter you don't see any results for magic spells like you would Priest or Paladin.
When enabling debuff highlighting, warlocks don't see highlighting on frames debuffed by magical effects like polymorph, despite being able to dispel them with Devour Magic. Is this a design decision, or an oversight? If the former, why?
They are displaying, dark green by default indicates a vehicle, you'll notice your stats change when you enter a vehicle as well. You can disable it through the player -> general configuration thought.
Well I mean the frames for vehicles. A while ago I did a quest where I had to summon a gryphon and save villagers. I got a special frame for it, displaying the gryphon's health. A while ago I did a quest where I had to ride a wyvern and kill drakes, but while on that wyvern, no health bar frame thing popped up like the gryphon.
They are displaying, dark green by default indicates a vehicle, you'll notice your stats change when you enter a vehicle as well. You can disable it through the player -> general configuration thought.
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