Hi there, having a bit of an issue with SUF, but it is specific to the 64-bit client (the problem actually doesn't exist with the 32-bit client).
When targeting an enemy (either through the target, target of target, focus target, focus target target or pet target frames), an enemy with no power will have an "extended" power bar. Targeting an enemy or friendly target through any of the above will work correctly and the bar is correct.
Here's an image to describe what I mean:
My power bar works fine (as does anything with a power bar, regardless of power type). Anything without power does not work correctly. There isn't an option to disable the power bar that I can find without disabling ALL power bars for the units in question, though it would be nice if I could disable it for units that have no power - if I'm missing this option, can you tell me where to find it? Otherwise, I can't seem to find any options to fix this issue without screwing up how power bars are displayed when targets DO have power bars.
For comparison, this is what it looks like with the 32-bit client running:
Ok... I hope the dev is still working on this.. cause it seems that it's been alrdy more than 2 months since he last posted a reply on this wall..
This UF is really great I'm loving it, very user friendly.
But I dunno why but sometimes debuffs are not shown correctly.
Some debuffs are shown after the debuff has been worn off such as "fading Light" that Ultraxion casts does not show until i'm done. Now i'm only off with dbm, cautiously listening for any countdowns after fading light has been casted on me. Is there anyway to fix this?
I'm really urgent please help....
Does anyone know where is the option for placing the words, like "left side", "right side", "central" etc?
It was correctly set at the old 3.x version before I afk, but just somehow cannot be found now.
I want it precisely placed but not by adjusting the X axis which various in different length cases.
Hope someone could help me.
Is there a way to display the "percent hp" as a simple numerical value, sans the percent sign? For example, simply have it display as "100" instead of "100%" etc?
Also, would it be possible to see a feature added to SUF like this one http://www.curse.com/addons/wow/pitbull4_gcdbar for Pitbull? It is a simply bar that shows your GCD. Thanks for maintaining this great addon.
After breezing through the 41 pages of posts for this forum, I did not see a simple issue to which I had a question.
Looking through the addon options, I did not see a way to reverse the direction of the health, cast, resource bars. I would like for my health to deplete from left to right, opposite of the default. Is there a way?
I recently came back to the game and was curious to try and recreate a setup I had on SUF a long time ago.
On my Druid I had custom text tags set up to show the remaining duration on my HoTs (WG, Rejuv, Regrowth) in different colors for each HoT, along with Lifebloom duration and stacks (stacks were shown by a different color for each stack...red, yellow, green).
I found the code for these tags buried in some forum long ago and for the life of me can't find it anymore. Would anyone knowledgeable on the subject be gracious enough to attempt to recreate them for me?
I know the Aura Indicators module can do something similar, but I'm left with colored boxes with an annoying cooldown wheel in addition to duration text, overlapping text already on the frame and very difficult to line up. The original solution I used worked much smoother and was much more intuitive to use.
Not really a bug what I found but worth mentioning: when copying from one profile to another everything works, but copied aura filters do not show up in the interface until the first ui reload.
Great addon - love it! With the aura filters I was even able to eliminate satrina buff frames from my addon list :P
Is there anyway to remove the gap between buff icons in raidframes?
I have seen you say it might not ever be a default option, but is there anyway for me to do it manually in the lua files?
It annoys me alot that it has to take up so much space.
Besides that I LOVE the addon, just switched from Pitbull :)
I recently came back to the game and was curious to try and recreate a setup I had on SUF a long time ago.
On my Druid I had custom text tags set up to show the remaining duration on my HoTs (WG, Rejuv, Regrowth) in different colors for each HoT, along with Lifebloom duration and stacks (stacks were shown by a different color for each stack...red, yellow, green).
I found the code for these tags buried in some forum long ago and for the life of me can't find it anymore. Would anyone knowledgeable on the subject be gracious enough to attempt to recreate them for me?
I know the Aura Indicators module can do something similar, but I'm left with colored boxes with an annoying cooldown wheel in addition to duration text, overlapping text already on the frame and very difficult to line up. The original solution I used worked much smoother and was much more intuitive to use.
Any help would be greatly appreciated.
I have the exact same problem. I did find the code for Pitbull, but unfortunately it doesn't work with SUF.
if not rejuvenation_expire then
rejuvenation_expire = {}
end
if event ~= "_timer" then
local i=1
local found = false
while true do
local n,_,_,c,_,_,e,u=UnitAura(unit,i,"HELPFUL")
if not n then
break
elseif u=="player" then
if n=="Rejuvenation" then
found = true
rejuvenation_expire[font_string] = e
end
end
i = i + 1
end
if not found then
rejuvenation_expire[font_string] = nil
end
end
local e = rejuvenation_expire[font_string] or 0
local d=ceil(e-GetTime(),1)
if d > 0 then
UpdateIn(0.2)
return '|cFFFF0099%s|r',d
end
If I wrap this in the
function(unit, unitOwner)
...
end
function, SUF accepts it, but once I activate the tag, I get the following error:
[string "return function(unit, unitOwner)..."] line 21:
table index is nil
Additionally, if I cast Rejuvenation, I get the error:
[string "return function(unit, unitOwner)..."] line 15:
table index is nil
Hi! Been using this wonderful addon for years now!
I'm just wondering, is it possible to blacklist debuffs on my target? So that I can blacklist all the player debuffs and only have boss/world specific debuffs showing?
I have a problem with the "Player" frame, on some of my characters this box is solid black, and i cant seem to fix it, all other frames and fine, its just the "player" one.
I have a problem with the "Player" frame, on some of my characters this box is solid black, and i cant seem to fix it, all other frames and fine, its just the "player" one.
Probably one of these kinds of problems involving bar textures or corrupted savedvariables. You haven't given enough information to say more than a rough guess, sorry.
As addons are being enabled on beta soon, existing tickets are being cleared and stuff will be transitional into mostly solving 5.0 issues or features.
If you have feature requests for MoP, now is the time. Keep in mind, odds are I'm going to say no to most feature requests, but that's nothing new, just fair warning.
General updates for MoP will go out once addons are actually enabled and I have time to shift through everything.
If you have feature requests for MoP, now is the time. Keep in mind, odds are I'm going to say no to most feature requests, but that's nothing new, just fair warning.
What fortuitous timing! What about feature requests accompanied by battle-tested code diffs? :-)
I am in the middle of implementing a feature that I've been threatening for some time to port over from sRaidFrames; it's actually the only reason I'm still using sRF for raids (and sUF for everything else). Once I finish it and test it, I had planned to just maintain it as a separate patch, of the "drop in replacement files for sUF version x.y.z" distribution style. If you decide to include it for MoP, great, if not, that's fine too.
sUF 3.4.4 gives, essentially, three choices for raid frame arrangement: One large block of bars by group number, one large block of bars by class (in a hardcoded order), or "split" frames arranged by group number. The "split" frames cannot be moved separately, but there are options controlling their relative layouts and spacing.
sRaidFrames offered user-programmable "filter/grouping sets". It came with simple default sets for "a block of frames by class" and "a block of frames by group number"
. But then you could also define your own combinations; essentially building up the "groupFilter" and "strictFiltering" attributes of FrameXML/SecureGroupHeaders on a framegroup-by-framegroup basis.
Anyhow, I'm adding that. It'll be an extension of the existing "split frames" option, so that the framegroups are still moveable as a block, but each header will be based on user filters instead of always using the 8 fixed group numbers.
The configuration so far is strictly an extension, so that if users toggle off the "use this feature" option, or if they revert to an unpatched sUF with a SavedVariables file from a patched one, their previous raid arrangements will Just Work. I'm currently testing that by using live code when taking my alts to LFR raids.
The latest files I see at this link are the 3.4.4 release. If you have any more recent alphas someplace, I'd love to get an idea of what changes you're making to the relevant parts of modules/units.lua and sUFOptions/config.lua.
And one for "frames by raid role as determined by talent spec" if you had some optional libraries installed. If I mess with that at all, it'll be using the Blizzard defined raid role tags rather than talent scanning, especially in light of MoP's reworked talents.
That is definitely not something I plan on adding, SUF raid frames are only supposed to be basic and not an extensive replacement actual raid frame addons.
You really shouldn't be redistributing modified SUF files either though. It should either be a plugin or not something that's done. I don't really want to be dealing with people complaining that something broke because they're using a modified SUF version.
That is definitely not something I plan on adding, SUF raid frames are only supposed to be basic and not an extensive replacement actual raid frame addons.
I think sUF in general has long since left the land of "basic" behind, but I'll respect your decision.
You really shouldn't be redistributing modified SUF files either though. It should either be a plugin or not something that's done.
It's not my preference either, but the exposed functions haven't been enough to implement what I need to change. There are too many assumptions made about things like frame ID numbers == group numbers, relations between frame ID numbers and unit IDs, etc, and they're deep in the guts of current split-frames code.
A plugin wouldn't be doing the traditional "sUF module" approach so much as replacing and hooking functions entirely -- assuming enough functions are exposed in the first place, and so far there haven't been. I'm not finished yet though. Maybe the MoP code is different? Is it in git someplace public? I'd rather do it with a plugin, if the deep code can be reached.
I don't really want to be dealing with people complaining that something broke because they're using a modified SUF version.
Don't worry, there were going to be plenty of disclaimers. (I are teh sociallee responsible coder!!1!) A plugin wouldn't be any different.
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When targeting an enemy (either through the target, target of target, focus target, focus target target or pet target frames), an enemy with no power will have an "extended" power bar. Targeting an enemy or friendly target through any of the above will work correctly and the bar is correct.
Here's an image to describe what I mean:
My power bar works fine (as does anything with a power bar, regardless of power type). Anything without power does not work correctly. There isn't an option to disable the power bar that I can find without disabling ALL power bars for the units in question, though it would be nice if I could disable it for units that have no power - if I'm missing this option, can you tell me where to find it? Otherwise, I can't seem to find any options to fix this issue without screwing up how power bars are displayed when targets DO have power bars.
For comparison, this is what it looks like with the 32-bit client running:
This UF is really great I'm loving it, very user friendly.
But I dunno why but sometimes debuffs are not shown correctly.
Some debuffs are shown after the debuff has been worn off such as "fading Light" that Ultraxion casts does not show until i'm done. Now i'm only off with dbm, cautiously listening for any countdowns after fading light has been casted on me. Is there anyway to fix this?
I'm really urgent please help....
thanks
It was correctly set at the old 3.x version before I afk, but just somehow cannot be found now.
I want it precisely placed but not by adjusting the X axis which various in different length cases.
Hope someone could help me.
Also, would it be possible to see a feature added to SUF like this one http://www.curse.com/addons/wow/pitbull4_gcdbar for Pitbull? It is a simply bar that shows your GCD. Thanks for maintaining this great addon.
Looking through the addon options, I did not see a way to reverse the direction of the health, cast, resource bars. I would like for my health to deplete from left to right, opposite of the default. Is there a way?
Thanks!
On my Druid I had custom text tags set up to show the remaining duration on my HoTs (WG, Rejuv, Regrowth) in different colors for each HoT, along with Lifebloom duration and stacks (stacks were shown by a different color for each stack...red, yellow, green).
I found the code for these tags buried in some forum long ago and for the life of me can't find it anymore. Would anyone knowledgeable on the subject be gracious enough to attempt to recreate them for me?
I know the Aura Indicators module can do something similar, but I'm left with colored boxes with an annoying cooldown wheel in addition to duration text, overlapping text already on the frame and very difficult to line up. The original solution I used worked much smoother and was much more intuitive to use.
Any help would be greatly appreciated.
Great addon - love it! With the aura filters I was even able to eliminate satrina buff frames from my addon list :P
I have seen you say it might not ever be a default option, but is there anyway for me to do it manually in the lua files?
It annoys me alot that it has to take up so much space.
Besides that I LOVE the addon, just switched from Pitbull :)
I have the exact same problem. I did find the code for Pitbull, but unfortunately it doesn't work with SUF.
If I wrap this in the
function, SUF accepts it, but once I activate the tag, I get the following error:
Additionally, if I cast Rejuvenation, I get the error:
What am I doing wrong?
Thank you for a great addon!
There are two features I didn't find in the config options:
1. I would like to add spec text to the bars. For example fire/frost/arcane for mages etc. Couldn't find "spec" in the text/tags section.
2. I would like to sort party/raid according to role. For example tanks first, then healers, then DPS.
Thanks!
I'm just wondering, is it possible to blacklist debuffs on my target? So that I can blacklist all the player debuffs and only have boss/world specific debuffs showing?
I have a problem with the "Player" frame, on some of my characters this box is solid black, and i cant seem to fix it, all other frames and fine, its just the "player" one.
Probably one of these kinds of problems involving bar textures or corrupted savedvariables. You haven't given enough information to say more than a rough guess, sorry.
Its on the bottom middle of the screen
If you have feature requests for MoP, now is the time. Keep in mind, odds are I'm going to say no to most feature requests, but that's nothing new, just fair warning.
General updates for MoP will go out once addons are actually enabled and I have time to shift through everything.
http://www.wowace.com/addons/shadowed-unit-frames/tickets/
What fortuitous timing! What about feature requests accompanied by battle-tested code diffs? :-)
I am in the middle of implementing a feature that I've been threatening for some time to port over from sRaidFrames; it's actually the only reason I'm still using sRF for raids (and sUF for everything else). Once I finish it and test it, I had planned to just maintain it as a separate patch, of the "drop in replacement files for sUF version x.y.z" distribution style. If you decide to include it for MoP, great, if not, that's fine too.
sUF 3.4.4 gives, essentially, three choices for raid frame arrangement: One large block of bars by group number, one large block of bars by class (in a hardcoded order), or "split" frames arranged by group number. The "split" frames cannot be moved separately, but there are options controlling their relative layouts and spacing.
sRaidFrames offered user-programmable "filter/grouping sets". It came with simple default sets for "a block of frames by class" and "a block of frames by group number"
. But then you could also define your own combinations; essentially building up the "groupFilter" and "strictFiltering" attributes of FrameXML/SecureGroupHeaders on a framegroup-by-framegroup basis.
Anyhow, I'm adding that. It'll be an extension of the existing "split frames" option, so that the framegroups are still moveable as a block, but each header will be based on user filters instead of always using the 8 fixed group numbers.
The configuration so far is strictly an extension, so that if users toggle off the "use this feature" option, or if they revert to an unpatched sUF with a SavedVariables file from a patched one, their previous raid arrangements will Just Work. I'm currently testing that by using live code when taking my alts to LFR raids.
The latest files I see at this link are the 3.4.4 release. If you have any more recent alphas someplace, I'd love to get an idea of what changes you're making to the relevant parts of modules/units.lua and sUFOptions/config.lua.
And one for "frames by raid role as determined by talent spec" if you had some optional libraries installed. If I mess with that at all, it'll be using the Blizzard defined raid role tags rather than talent scanning, especially in light of MoP's reworked talents.
You really shouldn't be redistributing modified SUF files either though. It should either be a plugin or not something that's done. I don't really want to be dealing with people complaining that something broke because they're using a modified SUF version.
I think sUF in general has long since left the land of "basic" behind, but I'll respect your decision.
It's not my preference either, but the exposed functions haven't been enough to implement what I need to change. There are too many assumptions made about things like frame ID numbers == group numbers, relations between frame ID numbers and unit IDs, etc, and they're deep in the guts of current split-frames code.
A plugin wouldn't be doing the traditional "sUF module" approach so much as replacing and hooking functions entirely -- assuming enough functions are exposed in the first place, and so far there haven't been. I'm not finished yet though. Maybe the MoP code is different? Is it in git someplace public? I'd rather do it with a plugin, if the deep code can be reached.
Don't worry, there were going to be plenty of disclaimers. (I are teh sociallee responsible coder!!1!) A plugin wouldn't be any different.