Unit Frames Settings

The Unit Frames tab configures QUI’s custom unit frames for Player, Target, Target-of-Target, Pet, Focus, and Boss units. All settings are stored under QUI.db.profile.quiUnitFrames with separate sub-tables for general settings and each unit type.


General Unit Frame Settings

Shared settings that apply across all unit frames. Stored at quiUnitFrames.general.

Setting Type Default Description
general.darkMode boolean false Enable dark mode for all unit frame health bars
general.darkModeHealthColor color {0.15, 0.15, 0.15, 1} Dark mode health bar color
general.darkModeBgColor color {0.25, 0.25, 0.25, 1} Dark mode background color
general.darkModeOpacity number 1.0 Dark mode frame opacity (0.1-1.0)
general.darkModeHealthOpacity number 1.0 Dark mode health bar opacity
general.darkModeBgOpacity number 1.0 Dark mode background opacity
general.defaultUseClassColor boolean true Use class color for health bars
general.defaultHealthColor color {0.2, 0.2, 0.2, 1} Default health bar color (when class color off)
general.defaultBgColor color {0, 0, 0, 1} Default background color
general.defaultOpacity number 1.0 Default bar opacity
general.defaultHealthOpacity number 1.0 Default health bar opacity
general.defaultBgOpacity number 1.0 Default background opacity
general.masterColorNameText boolean false Apply class/reaction color to all name text
general.masterColorHealthText boolean false Apply class/reaction color to all health text
general.masterColorPowerText boolean false Apply class/reaction color to all power text
general.masterColorCastbarText boolean false Apply class/reaction color to all castbar text
general.masterColorToTText boolean false Apply class/reaction color to all ToT text
general.font string "Quazii" Font face for all unit frames
general.fontSize number 12 Base font size
general.fontOutline string "OUTLINE" Font outline: "NONE", "OUTLINE", "THICKOUTLINE"
general.showTooltips boolean true Show tooltips on unit frame mouseover
general.smootherAnimation boolean false Uncap 60 FPS throttle for smoother castbar animation
general.hostilityColorHostile color {0.8, 0.2, 0.2, 1} Hostile NPC color (red)
general.hostilityColorNeutral color {1, 1, 0.2, 1} Neutral NPC color (yellow)
general.hostilityColorFriendly color {0.2, 0.8, 0.2, 1} Friendly NPC color (green)

Player Frame

Settings at quiUnitFrames.player. The Player frame is the most feature-rich unit frame with portrait, indicators, castbar, auras, absorbs, heal prediction, and power bar support.

Frame Layout

Setting Type Default Description
player.enabled boolean true Enable the Player unit frame
player.borderSize number 1 Frame border thickness (0-5)
player.width number 240 Frame width in pixels
player.height number 40 Frame height in pixels
player.offsetX number -290 Horizontal offset from screen center
player.offsetY number -219 Vertical offset from screen center
player.anchorTo string "disabled" Anchor to: "disabled", "essential", "utility", "primary", "secondary"
player.anchorGap number 10 Gap when anchored to another frame
player.anchorYOffset number 0 Vertical offset when anchored
player.texture string "Quazii v5" Health bar texture
player.useClassColor boolean true Use class color for health bar
player.customHealthColor color {0.2, 0.6, 0.2, 1} Custom health color (when class color off)

Portrait

Setting Type Default Description
player.showPortrait boolean false Show unit portrait
player.portraitSide string "LEFT" Portrait position: "LEFT" or "RIGHT"
player.portraitSize number 40 Portrait size in pixels
player.portraitBorderSize number 1 Portrait border thickness
player.portraitBorderUseClassColor boolean false Use class color for portrait border
player.portraitBorderColor color {0, 0, 0, 1} Portrait border color
player.portraitGap number 0 Gap between portrait and health bar

Name Text

Setting Type Default Description
player.showName boolean true Show unit name
player.nameTextUseClassColor boolean false Use class color for name text
player.nameTextColor color {1, 1, 1, 1} Name text color (white)
player.nameFontSize number 16 Name font size
player.nameAnchor string "LEFT" Name text anchor point
player.nameOffsetX number 12 Name horizontal offset
player.nameOffsetY number 0 Name vertical offset
player.maxNameLength number 0 Max name characters (0 = no limit)

Level Text

Setting Type Default Description
player.showLevel boolean false Show unit level text
player.levelFont string "" Level font override (empty = frame font)
player.levelFontSize number 16 Level font size
player.levelTextColor color {1, 1, 1, 1} Level text color
player.levelAnchor string "RIGHT" Level text anchor point
player.levelOffsetX number -12 Level horizontal offset
player.levelOffsetY number 0 Level vertical offset

Health Text

Setting Type Default Description
player.showHealth boolean true Show health text
player.showHealthPercent boolean true Show health percentage
player.showHealthAbsolute boolean true Show absolute health value
player.healthDisplayStyle string "both" Display style: "percent", "absolute", "both", "both_reverse"
player.healthDivider string " \| " Divider between percent and absolute: " \| ", " - ", " / "
player.healthFontSize number 16 Health text font size
player.healthAnchor string "RIGHT" Health text anchor point
player.healthOffsetX number -12 Health text horizontal offset
player.healthOffsetY number 0 Health text vertical offset
player.healthTextUseClassColor boolean false Use class color for health text
player.healthTextColor color {1, 1, 1, 1} Custom health text color

Power Text

Setting Type Default Description
player.showPowerText boolean false Show power resource text
player.powerTextFormat string "percent" Format: "percent", "current", "both"
player.powerTextUsePowerColor boolean true Use power type color (mana blue, rage red, etc.)
player.powerTextUseClassColor boolean false Use class color for power text
player.powerTextColor color {1, 1, 1, 1} Custom power text color
player.powerTextFontSize number 12 Power text font size
player.powerTextAnchor string "BOTTOMRIGHT" Power text anchor point
player.powerTextOffsetX number -9 Power text horizontal offset
player.powerTextOffsetY number 4 Power text vertical offset

Power Bar

Setting Type Default Description
player.showPowerBar boolean false Show inline power bar below health
player.powerBarHeight number 4 Power bar height
player.powerBarBorder boolean true Show power bar border
player.powerBarUsePowerColor boolean true Use power type color
player.powerBarColor color {0, 0.5, 1, 1} Custom power bar color

Absorbs & Heal Prediction

Setting Type Default Description
player.absorbs.enabled boolean false Show absorb shields overlay
player.absorbs.color color {1, 1, 1, 1} Absorb overlay color
player.absorbs.opacity number 0.3 Absorb overlay opacity
player.absorbs.texture string "QUI Stripes" Absorb overlay texture
player.healPrediction.enabled boolean false Show incoming heal prediction
player.healPrediction.color color {0.2, 1, 0.2} Heal prediction color (green)
player.healPrediction.opacity number 0.5 Heal prediction opacity

Castbar

Setting Type Default Description
player.castbar.enabled boolean true Enable castbar
player.castbar.showIcon boolean true Show spell icon
player.castbar.width number 333 Castbar width
player.castbar.height number 25 Castbar height
player.castbar.offsetX number 0 Horizontal offset
player.castbar.offsetY number -35 Vertical offset
player.castbar.widthAdjustment number 0 Width adjustment
player.castbar.fontSize number 14 Castbar text font size
player.castbar.color color {0.404, 1, 0.984, 1} Castbar color (cyan)
player.castbar.anchor string "none" Anchor mode: "none", "unitframe"
player.castbar.texture string "Quazii v5" Castbar texture
player.castbar.bgColor color {0.149, 0.149, 0.149, 1} Background color
player.castbar.borderSize number 1 Border thickness
player.castbar.useClassColor boolean false Use class color for castbar
player.castbar.highlightInterruptible boolean false Highlight interruptible casts
player.castbar.interruptibleColor color {0.2, 0.8, 0.2, 1} Interruptible highlight color
player.castbar.maxLength number 0 Max spell name length (0 = no limit)

Auras (Buffs/Debuffs)

Unit-frame auras use the unified aura element model (store version 50+). The old flat keys (showBuffs, buffFilterMode, buffClassifications, …) no longer exist — profiles that carried them are migrated into player.auras.elements automatically and the flat keys are pruned.

player.auras.elements holds one bucket keyed "*" (unit frames do not use per-spec buckets) containing an ordered array of element tables. A fresh profile seeds two filter strips, both disabled: a debuffs strip (HARMFUL base filter, anchored TOPLEFT) and a buffs strip (HELPFUL base filter, anchored BOTTOMLEFT). Elements are edited in Options via the shared aura element editor (Unit Frames → the unit’s Icons tab).

Fields on each element:

Field Type Default Description
enabled boolean false Render this element
id string "debuffs" / "buffs" Stable element identity
mode string "filterStrip" Element kind (unit frames render filter strips)
filterMode / filterFlags string / table base filter only Filter refinement: engine tokens (e.g. RAID, CANCELABLE) combined onto the HARMFUL/HELPFUL base. RAID_IN_COMBAT is HELPFUL-only — HARMFUL\|RAID_IN_COMBAT is rejected by the C API and never emitted
anchor string "TOPLEFT" (debuffs) / "BOTTOMLEFT" (buffs) Strip anchor point
growDirection string "RIGHT" Growth direction
iconSize number 22 Icon size
maxIcons number 4 Max icons shown
iconsPerRow number 0 Icons per row (0 = single row)
spacing number 2 Spacing between icons
offsetX / offsetY number 0 Strip offset
rightClickCancel boolean false Right-click cancels the aura (player buffs)
hideSwipe / reverseSwipe boolean false Cooldown swipe display
duration table debuffs hidden / buffs fontSize 12 { show, fontSize, anchor, offsetX, offsetY, color }
stack table shown, fontSize 10, BOTTOMRIGHT { show, fontSize, anchor, offsetX, offsetY, color }

Indicators (Player Only)

Setting Type Default Description
player.indicators.rested.enabled boolean false Show rested XP indicator
player.indicators.rested.size number 16 Rested indicator size
player.indicators.rested.anchor string "TOPLEFT" Rested indicator anchor
player.indicators.combat.enabled boolean false Show combat indicator
player.indicators.combat.size number 16 Combat indicator size
player.indicators.combat.anchor string "TOPRIGHT" Combat indicator anchor
player.indicators.stance.enabled boolean false Show stance/form text indicator
player.indicators.stance.fontSize number 12 Stance text font size
player.indicators.stance.anchor string "BOTTOM" Stance text anchor
player.indicators.stance.useClassColor boolean true Use class color for stance text
player.indicators.stance.showIcon boolean false Show stance icon instead of text
player.indicators.stance.iconSize number 14 Stance icon size

Target Marker & Leader Icon

Setting Type Default Description
player.targetMarker.enabled boolean false Show raid target marker (skull, cross, etc.)
player.targetMarker.size number 20 Marker icon size
player.targetMarker.anchor string "TOP" Marker anchor point
player.leaderIcon.enabled boolean false Show leader/assistant crown icon
player.leaderIcon.size number 16 Leader icon size
player.leaderIcon.anchor string "TOPLEFT" Leader icon anchor

Target Frame

Settings at quiUnitFrames.target. The Target frame shares most settings with the Player frame but adds hostility coloring and inline Target-of-Target display.

Key Differences from Player

Setting Type Default Description
target.enabled boolean true Enable the Target unit frame
target.width number 240 Frame width
target.height number 40 Frame height
target.offsetX number 290 Horizontal offset (right side of screen)
target.offsetY number -219 Vertical offset
target.texture string "Quazii v5 Inverse" Health bar texture (inverse fill direction)
target.invertHealthDirection boolean false Invert health depletion direction
target.useHostilityColor boolean true Use red/yellow/green based on unit hostility
target.nameAnchor string "RIGHT" Name text anchor (right-aligned)
target.nameOffsetX number -9 Name horizontal offset
target.maxNameLength number 10 Truncate name to 10 characters
target.healthAnchor string "LEFT" Health text anchor (left-aligned)
target.healthOffsetX number 9 Health horizontal offset

Inline Target-of-Target

The Target frame can display the target’s target name inline after the unit name (e.g., “Bossname » YourName”).

Setting Type Default Description
target.showInlineToT boolean false Show inline Target-of-Target name
target.totSeparator string " >> " Separator between target name and ToT name
target.totUseClassColor boolean true Color ToT name by class/reaction
target.totDividerUseClassColor boolean false Color divider by class/reaction
target.totDividerColor color {1, 1, 1, 1} Custom divider color
target.totNameCharLimit number 0 Max ToT name length (0 = no limit)

Target Castbar

Setting Type Default Description
target.castbar.enabled boolean true Enable target castbar
target.castbar.width number 245 Castbar width
target.castbar.height number 25 Castbar height
target.castbar.color color {0.2, 0.6, 1, 1} Castbar color (blue)
target.castbar.notInterruptibleColor color {0.7, 0.2, 0.2, 1} Not-interruptible cast color
target.castbar.anchor string "unitframe" Anchor to the unit frame
target.castbar.highlightInterruptible boolean true Highlight interruptible casts
target.castbar.interruptibleColor color {0.2, 0.8, 0.2, 1} Interruptible highlight color (green)
target.castbar.maxLength number 12 Max spell name length

Target Absorbs

Setting Type Default Description
target.absorbs.enabled boolean true Show absorb shields (enabled by default on Target)

All other Target settings (portrait, power text/bar, auras, target marker, leader icon) follow the same structure as the Player frame with appropriate default differences. Target auras also support target.auras.buffFilterMode, target.auras.debuffFilterMode, target.auras.buffFilterOnlyMine, target.auras.buffClassifications, and target.auras.debuffClassifications.


Target-of-Target Frame

Settings at quiUnitFrames.targettarget. A compact frame showing your target’s target.

Setting Type Default Description
targettarget.enabled boolean false Enable ToT frame (disabled by default)
targettarget.width number 160 Frame width (compact)
targettarget.height number 30 Frame height (compact)
targettarget.offsetX number 496 Horizontal offset
targettarget.offsetY number -214 Vertical offset
targettarget.texture string "Quazii" Health bar texture
targettarget.useHostilityColor boolean true Use hostility coloring
targettarget.healthDisplayStyle string "percent" Health display (percent only)
targettarget.showHealthAbsolute boolean false Absolute health hidden
targettarget.castbar.enabled boolean false Castbar disabled by default
targettarget.absorbs.opacity number 0.7 Higher absorb opacity than Player

Pet Frame

Settings at quiUnitFrames.pet. A small frame for the player’s pet.

Setting Type Default Description
pet.enabled boolean true Enable Pet frame
pet.width number 140 Frame width (small)
pet.height number 25 Frame height (small)
pet.offsetX number -340 Horizontal offset
pet.offsetY number -254 Vertical offset
pet.texture string "Quazii" Health bar texture
pet.nameFontSize number 10 Name font size (smaller)
pet.healthFontSize number 10 Health font size (smaller)
pet.healthDisplayStyle string "percent" Health display (percent only)
pet.showPowerBar boolean true Power bar enabled by default
pet.powerBarHeight number 3 Thin power bar
pet.castbar.enabled boolean false Castbar disabled by default

Focus Frame

Settings at quiUnitFrames.focus. Disabled by default; used for tracking a secondary target.

Setting Type Default Description
focus.enabled boolean false Enable Focus frame (disabled by default)
focus.width number 160 Frame width
focus.height number 30 Frame height
focus.offsetX number -496 Horizontal offset (left side)
focus.offsetY number -214 Vertical offset
focus.texture string "Quazii v5" Health bar texture
focus.useHostilityColor boolean true Use hostility coloring
focus.showPowerBar boolean true Power bar enabled
focus.castbar.enabled boolean true Castbar enabled
focus.castbar.showIcon boolean false Castbar icon hidden
focus.castbar.anchor string "unitframe" Castbar anchored to frame
focus.auras.debuffMaxIcons number 16 More debuff slots for focus tracking
focus.auras.buffMaxIcons number 16 More buff slots for focus tracking

Focus also supports portrait settings (same structure as Player/Target).


Boss Frames

Settings at quiUnitFrames.boss. Displays up to 5 boss unit frames grown from the first frame in a configurable direction.

Setting Type Default Description
boss.enabled boolean true Enable Boss frames
boss.width number 162 Frame width
boss.height number 36 Frame height
boss.offsetX number 974 Horizontal offset (far right)
boss.offsetY number 106 Vertical offset
boss.growDirection string "DOWN" Group growth direction: UP, DOWN, LEFT, or RIGHT
boss.xSpacing number 35 Horizontal spacing between boss frames (used when growing Left/Right)
boss.ySpacing number 35 Vertical spacing between boss frames (used when growing Up/Down)
boss.spacing number 35 Legacy spacing; used as a fallback when xSpacing/ySpacing are unset
boss.texture string "Quazii v5" Health bar texture
boss.useHostilityColor boolean true Use hostility coloring
boss.customHealthColor color {0.6, 0.2, 0.2, 1} Custom health color (red tint)
boss.nameFontSize number 11 Name font size (compact)
boss.healthFontSize number 11 Health font size (compact)
boss.healthDisplayStyle string "both" Show both percent and absolute
boss.showPowerBar boolean true Power bar enabled
boss.castbar.enabled boolean true Castbar enabled
boss.castbar.height number 16 Compact castbar height
boss.castbar.fontSize number 11 Compact castbar text
boss.castbar.color color {1, 0.7, 0, 1} Castbar color (orange)
boss.castbar.anchor string "unitframe" Castbar anchored to frame

Unit Frames Visibility

Controls when unit frames are shown or hidden. Stored at QUI.db.profile.unitframesVisibility.

Setting Type Default Description
unitframesVisibility.showAlways boolean true Always show unit frames
unitframesVisibility.showWhenTargetExists boolean false Show when you have a target
unitframesVisibility.showInCombat boolean false Show when in combat
unitframesVisibility.showInGroup boolean false Show when in a group
unitframesVisibility.showInInstance boolean false Show when in an instance
unitframesVisibility.showOnMouseover boolean false Show on mouseover
unitframesVisibility.fadeDuration number 0.2 Fade animation duration (seconds)
unitframesVisibility.fadeOutAlpha number 0 Alpha when faded out
unitframesVisibility.alwaysShowCastbars boolean false Keep castbars visible even when UF hidden
unitframesVisibility.hideWhenMounted boolean false Hide when mounted
unitframesVisibility.hideWhenFlying boolean false Hide when flying
unitframesVisibility.hideWhenSkyriding boolean false Hide when skyriding
unitframesVisibility.dontHideInDungeonsRaids boolean false Override hide rules in dungeons and raids

Power Bar (Standalone)

A standalone power bar that attaches to CDM frames. Stored at QUI.db.profile.powerBar.

Setting Type Default Description
powerBar.enabled boolean true Enable standalone power bar
powerBar.attachTo string "EssentialCooldownViewer" Frame to attach to
powerBar.height number 8 Bar height in pixels
powerBar.width number 326 Bar width in pixels
powerBar.borderSize number 1 Border thickness
powerBar.offsetX number 0 Horizontal offset
powerBar.offsetY number -204 Vertical offset
powerBar.texture string "Quazii v5" Bar texture
powerBar.colorMode string "power" Color mode: "power" (type color) or "class"
powerBar.usePowerColor boolean true Use power type color
powerBar.useClassColor boolean false Use class color
powerBar.customColor color {0.2, 0.6, 1, 1} Custom power bar color
powerBar.showPercent boolean true Show percentage text
powerBar.showText boolean true Show power text
powerBar.textSize number 16 Text font size
powerBar.bgColor color {0.078, 0.078, 0.078, 1} Background color
powerBar.showTicks boolean false Show tick marks for segmented resources
powerBar.tickThickness number 2 Tick mark thickness
powerBar.tickColor color {0, 0, 0, 1} Tick mark color
powerBar.indicators.enabled boolean false Enable custom breakpoint indicator lines
powerBar.indicators.thickness number 2 Breakpoint indicator thickness
powerBar.indicators.color color {1, 1, 1, 0.9} Breakpoint indicator color
powerBar.indicators.perSpec table {} Per-spec breakpoint values ([specID] = {v1, v2, v3})
powerBar.orientation string "HORIZONTAL" Bar orientation
powerBar.visibility string "always" Visibility: "always", "combat", "hostile"
powerBar.lockedToEssential boolean false Auto-resize width to match Essential CDM
powerBar.lockedToUtility boolean false Auto-resize width to match Utility CDM
powerBar.snapGap number 5 Gap when snapped to CDM bar

Castbar (Standalone Player)

A standalone player castbar that attaches to CDM frames. Stored at QUI.db.profile.castBar.

Setting Type Default Description
castBar.enabled boolean true Enable standalone player castbar
castBar.attachTo string "EssentialCooldownViewer" Frame to attach to
castBar.height number 24 Bar height
castBar.offsetX number 0 Horizontal offset
castBar.offsetY number -108.5 Vertical offset
castBar.texture string "Quazii" Bar texture
castBar.color color {0.188, 1, 0.988, 1} Castbar color (cyan/mint)
castBar.useClassColor boolean false Use class color
castBar.textSize number 16 Text font size
castBar.width number 0 Width (0 = auto-match attach target)
castBar.bgColor color {0.078, 0.078, 0.067, 0.85} Background color
castBar.showTimeText boolean true Show cast time text
castBar.showIcon boolean true Show spell icon

Target Castbar (Standalone)

Stored at QUI.db.profile.targetCastBar.

Setting Type Default Description
targetCastBar.enabled boolean true Enable standalone target castbar
targetCastBar.attachTo string "QUICore_Target" Attach to Target unit frame
targetCastBar.height number 18 Bar height
targetCastBar.color color {1.0, 0.0, 0.0, 1.0} Castbar color (red)
targetCastBar.width number 241.2 Bar width

Focus Castbar (Standalone)

Stored at QUI.db.profile.focusCastBar.

Setting Type Default Description
focusCastBar.enabled boolean true Enable standalone focus castbar
focusCastBar.attachTo string "QUICore_Focus" Attach to Focus unit frame
focusCastBar.height number 18 Bar height
focusCastBar.color color {1.0, 0.0, 0.0, 1.0} Castbar color (red)
focusCastBar.width number 241.2 Bar width

Secondary Power Bar

A secondary resource bar (e.g., Holy Power, Soul Shards, Combo Points) that can position above or swap with the primary. Stored at QUI.db.profile.secondaryPowerBar.

Setting Type Default Description
secondaryPowerBar.enabled boolean true Enable secondary power bar
secondaryPowerBar.attachTo string "EssentialCooldownViewer" Frame to attach to
secondaryPowerBar.height number 8 Bar height
secondaryPowerBar.width number 326 Bar width
secondaryPowerBar.borderSize number 1 Border thickness
secondaryPowerBar.texture string "Quazii v5" Bar texture
secondaryPowerBar.colorMode string "power" Color mode: "power" or "class"
secondaryPowerBar.showPercent boolean false Show percentage text
secondaryPowerBar.showText boolean false Show power text
secondaryPowerBar.showTicks boolean true Show tick marks for segmented resources
secondaryPowerBar.tickThickness number 2 Tick mark thickness
secondaryPowerBar.tickColor color {0, 0, 0, 1} Tick mark color
secondaryPowerBar.indicators.enabled boolean false Enable custom breakpoint indicator lines
secondaryPowerBar.indicators.thickness number 2 Breakpoint indicator thickness
secondaryPowerBar.indicators.color color {1, 1, 1, 0.9} Breakpoint indicator color
secondaryPowerBar.indicators.perSpec table {} Per-spec breakpoint values ([specID] = {v1, v2, v3})
secondaryPowerBar.lockedToPrimary boolean true Position above primary power bar and match width
secondaryPowerBar.swapToPrimaryPosition boolean false Swap to primary bar position (supported specs)
secondaryPowerBar.hidePrimaryOnSwap boolean false Auto-hide primary bar when swapped
secondaryPowerBar.showFragmentedPowerBarText boolean false Show text on fragmented power bars
secondaryPowerBar.orientation string "AUTO" Bar orientation
secondaryPowerBar.visibility string "always" Visibility rule

Breakpoint indicators support up to 3 values per bar, and values are saved separately for each specialization.


Reticle (GCD Cursor Ring)

A cursor-attached ring that displays the GCD cooldown. Stored at QUI.db.profile.reticle.

Setting Type Default Description
reticle.enabled boolean false Enable reticle
reticle.reticleStyle string "dot" Center style: "dot", "cross", "chevron", "diamond"
reticle.reticleSize number 10 Center marker size (4-20)
reticle.ringStyle string "standard" Ring style: "thin", "standard", "thick", "solid"
reticle.ringSize number 40 Ring diameter in pixels (20-80)
reticle.useClassColor boolean false Use class color vs custom
reticle.customColor color {1, 1, 1, 1} Custom ring color (white)
reticle.gcdEnabled boolean true Show GCD swipe on ring
reticle.gcdFadeRing number 0.35 Fade ring opacity during GCD (0-1)
reticle.gcdReverse boolean false Reverse GCD swipe direction
reticle.hideOutOfCombat boolean false Hide when not in combat
reticle.inCombatAlpha number 1.0 In-combat opacity
reticle.outCombatAlpha number 1.0 Out-of-combat opacity
reticle.offsetX number 0 Horizontal offset from cursor
reticle.offsetY number 0 Vertical offset from cursor
reticle.hideOnRightClick boolean false Hide when right mouse button held

Crosshair

A screen-center crosshair overlay. Stored at QUI.db.profile.crosshair.

Setting Type Default Description
crosshair.enabled boolean false Enable crosshair
crosshair.onlyInCombat boolean false Only show in combat
crosshair.size number 9 Line half-length from center
crosshair.thickness number 3 Line thickness in pixels
crosshair.borderSize number 3 Border thickness around lines
crosshair.lineColor color {0.796, 1, 0.780, 1} Crosshair line color
crosshair.borderColorTable color {0, 0, 0, 1} Border color
crosshair.strata string "LOW" Frame strata level
crosshair.offsetX number 0 Horizontal offset from screen center
crosshair.offsetY number 0 Vertical offset from screen center
crosshair.changeColorOnRange boolean false Change color based on target range
crosshair.enableMeleeRangeCheck boolean true Check melee range (5 yards)
crosshair.enableMidRangeCheck boolean false Check mid-range (25 yards) for Evokers
crosshair.outOfRangeColor color {1, 0.2, 0.2, 1} Out of range color (red)
crosshair.midRangeColor color {1, 0.6, 0.2, 1} Mid-range color (orange)
crosshair.rangeColorInCombatOnly boolean false Only change color in combat
crosshair.hideUntilOutOfRange boolean false Only show crosshair when out of range in combat

Range Check

A text display showing the distance bracket to your current target. Stored at QUI.db.profile.rangeCheck.

Setting Type Default Description
rangeCheck.enabled boolean false Enable range display
rangeCheck.combatOnly boolean false Only show in combat
rangeCheck.showOnlyWithTarget boolean true Only show when you have a target
rangeCheck.updateRate number 0.1 Update frequency in seconds
rangeCheck.shortenText boolean false Use abbreviated range text
rangeCheck.dynamicColor boolean false Change text color by distance
rangeCheck.font string "Quazii" Font face
rangeCheck.fontSize number 22 Font size
rangeCheck.useClassColor boolean false Use class color for text
rangeCheck.textColor color {0.2, 0.95, 0.55, 1} Text color (green)
rangeCheck.strata string "MEDIUM" Frame strata
rangeCheck.offsetX number 0 Horizontal offset
rangeCheck.offsetY number -190 Vertical offset

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