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Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:02-27-13 11:19 AM
Created:08-19-10 03:33 AM
Downloads:16,463
Favorites:151
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Categories:Buff, Debuff, Spell, Combat Mods
nibPointDisplay  Popular! (More than 5000 hits)
Version: 7.8
by: Nibelheim [More]
An AddOn from RealUI


What is it

nibPointDisplay is a customizable graphical display of class points and aura stacks. There's a lot of options, so be prepared to get your hands dirty and your interface looking good


Textures

nibPointDisplay supports SharedMedia, so you can add any custom textures you'd like. By default it comes with Triangle, Circle, Plain, Soul Shard and Holy Power textures. Please see the bottom of this page for a small SharedMedia guide.


Point Displays
  • General
    • Combo Points
  • Death Knight
    • Bone Shield
    • Shadow Infusion
  • Druid
    • Astral Alignment
    • Lacerate
    • Lunar Shower
    • Wild Mushroom
  • Hunter
    • Frenzy Effect
    • Ready, Set, Aim...
  • Mage
    • Arcane Blast
    • Fingers of Frost
  • Monk
    • Chi
    • Serpents Zeal
    • Vital Mists
  • Paladin
    • Holy Power
  • Priest
    • Evangelism
    • Dark Evangelism
    • Mind Spike
    • Serendipity
    • Shadow Orb
  • Rogue
    • Anticipation
    • Bandit's Guile
  • Shaman
    • Lightning Shield (Fulmination)
    • Maelstrom Weapon
    • Tidal Waves
    • Water Shield
  • Warlock
    • Burning Embers
    • Molten Core
    • Soul Shards
  • Warrior
    • Meat Cleaver
    • Sunder Armor
    • Taste for Blood
    • Thunderstruck


Options
  • General Settings
    • Hide Default UI point display
    • Show at 0 points/stacks
    • Hide unused points/stacks
    • Hide in..
      • Vehicle
      • Primary or Secondary Spec
    • Direction
      • Switch between Horizontal and Vertical
      • Reverse orientation
  • Position
    • X and Y offsets
    • Anchor To and From
    • Parent it to any panel
    • Set Frame Strata and Level
  • Point Bars - Each individual point can be customized
    • Position/Size
      • Set the width/height of the point bars
      • Adjust the gap between each point bar
    • Background
      • Set the Background texture of both the Empty and Full point bars separately
      • Set the color of the Empty point bars
      • Set the color of the Full point bars
      • Set the color of each point differently for when you reach max points
    • Border
      • Set the Border texture of both the Empty and Full point bars separately
      • Adjust Border insets/edge size/color of Empty and Full point bars separately
    • Spark
      • Allows you to add a "spark" texture to the point bars
  • Background Panel
    • The Background Panel adds a background to the point display
      • Size - Adjust it's Width and Height
      • Background - Change the background texture and color
      • Border - Fully customize the border. Texture, insets, edge size and color.
  • Combat Fader
    • Change the Point Display opacity based on player status
      • In Combat
      • Hurt
      • Target selected
      • Out of combat
  • Profiles (Ace)



_____________________________________________________________________________________



Shared Media Guide

If you wish to use your own custom textures, then the best way to do this is with SharedMedia.


Step 1: Install SharedMedia
  1. Download SharedMedia
  2. Copy the SharedMedia folder from the download to your Interface\AddOns\ folder
  3. Inside the Interface\AddOns\SharedMedia\ folder, rename MyMedia.bat.txt to MyMedia.bat
  4. Double-click MyMedia.bat

Step 2: Install your custom textures
  • You can either grab textures from other downloads (such as Power Auras Classic) or create your own. Custom textures will have either a .blp or .tga file extension.
  • Move any custom texture files you want to use into the SharedMedia_MyMedia\background\ folder.
  • Run the MyMedia.bat file once again to register your new textures.
7.7 Changes
  • Warlock tracking fixed


7.7 Changes
  • TOC bump.
  • Updated Libraries.
  • Removed Trinkets section
  • Class tracking updated for MoP
  • Added an 'Always Visible' anchor (_avAnchor), to anchor frames to Point Displays regardless of whether or not the Point Display is visible.


0.7.6 Changes
  • New Trinkets section
    • Select from a range of epic trinkets that provide stacking buffs.
    • Trinkets that stack any greater than 5 not included.


0.7.4 Changes
  • New Global Settings section
    • Update Speed moved into here
    • Class Color Override setting added


0.7.3 r2 Changes
  • TOC bump.
  • Updated Libraries.


0.7.3 Changes
  • Combo Points will now be hidden if you're a class that can't generate Combo Points and you're not in a vehicle.


0.7.2 r5 Changes
  • Fixed AceBucket error
  • New Point Displays:
    • Druid
      • Astral Alignment (T11 bonus)


0.7.2 r4 Changes
  • New Point Displays:
    • Druid
      • Wild Mushroom


0.7.2 r3 Changes
  • Bone Shield stacks back to 4


0.7.2 r2 Changes
  • Minor bug fix in the Combat Fader module


0.7.2 Changes
  • Major code rewrite resulting in a huge reduction in CPU usage. Hopefully all FPS issues are now resolved.


0.7.1 r3 Changes
  • Libraries updated


0.7.1 r2 Changes
  • Bone Shield now has 4 stacks (WoW 4.0.6 patch)


0.7.1 Changes
  • Code optimizations to lighten CPU usage


0.7.0 r2 Changes
  • New Point Displays:
    • Shaman
      • Water Shield


0.7.0 Changes
  • Copy settings from dropdown boxes have been added to Point Displays and Point Bars.


0.6

0.6.9 Changes
  • Added Copy Settings and Paste Settings buttons to the Point Bar options. This should make it easier to set up Point Bars how you like them. Just press Copy Settings on the bar you've set up (ie. Bar 1) and Paste Settings on another bar (ie. Bar 2).
  • New Point Displays:
    • Priest
      • Mind Melt


0.6.8 r3 Changes
  • Minor code optimizations

0.6.8 r2 Changes
  • New Point Displays:
    • Mage
      • Fingers of Frost

0.6.8 Changes
  • Memory footprint reduced by ~2mb

0.6.7 Changes
  • Soul Shard and Holy Power textures have been added
  • New Point Displays:
    • Death Knight
      • Bone Shield
    • Shaman
      • Tidal Waves

0.6.6 Changes
  • New Point Displays:
    • Priest
      • Dark Evangelism

0.6.5 Changes
  • Added Libs\AceConsole-3.0

0.6.4 Changes
  • Removed Libs\AceConsole-3.0

0.6.3
  • Fixed Arcane Blast

0.6.2
  • Included an Arrow texture

0.6.1
  • Frames have been given names. They were having individuality crises :P

0.6.0
  • Added
    • Lacerate
    • Serendipity
    • Sunder Armor
  • Point Bars - Each Bar can now be individually configured. This allows a lot more freedom in customization, but will take a bit longer for you to initially set it up. Hopefully it's worth the trade off.
  • Point Bars now have an extra color setting for when a Display hits max stacks.
  • New options for hiding Displays when in a vehicle or a certain spec.


0.5

0.5.7
  • Fixed the Combat Fader not registering Power reaching full for Hurt status
  • Fixed Soul Shards not displaying at log-in

0.5.6
  • Fixed a major bug in 0.5.5
  • Added: Deadly Poison

0.5.5
  • Fixed Points appearing when the Combat Fader is enabled
  • Updated Libraries

0.5.4
  • Fix parenting to dynamic frames
  • Added a Combat Fader

0.5.3
  • Fixed a bug when retrieving Shadow Orb procs.

0.5.1
  • Fixed a bug where some settings weren't being saved between sessions.

0.5.1
  • Added:
    • Frenzy Effect
    • Shadow Orb

0.5.0
  • Major code rewrite
  • Added:
    • Shadow Infusion
    • Lunar Shower
    • Ready, Set, Aim...
    • Arcane Blast
    • Evangelism
    • Bandit's Guile
    • Thunderstruck
    • Meat Cleaver


0.4

0.4.4
  • Options window is now larger
  • Added Lightning Shield stacks (shows stacks above 3) for tracking the Fulmination talent

0.4.3
  • Added option to hide the default UI display for class points (Combo Points, Holy Power, Soul Shards)

0.4.2
  • Added a Soul Shard display
  • Minor bug fixes

0.4.0
  • Added a Holy Power display
  • Updated to work with Cataclysm


0.3

0.3.0
  • Each point display (Combo Points, Maelstrom Weapon) is now it's own individual display which can be configured separately


0.2

0.2.3
  • Added the option to allow the Combo Point display to remain visible even at 0 Combo Points

0.2.2
  • Minor code fixes

0.2.1
  • Added support for Maelstrom Weapon
  • Included a Solid border texture for those who lack one already via another addon
  • Fixed a bug where the primary frame was being referenced before it was created

0.2.0
  • Enhanced options
    • Configuration mode now allows you to temporarily display a set number of Combo Points to aid in configuring nibComboPoints
    • New "Position" panel to allow you to set the position of the Combo Point display without having to enable the Background Panel
  • New Combo Points options
    • Hide unused CPs - Allows you to only show as many Combo Point bars as you have Combo Points
    • Reverse Orientation - Reverse the growth of the Combo Points
    • Vertical - Display the Combo Points vertically


0.1

0.1.3
  • Added a "Configuration Mode" tick box to the nibComboPoints options window. This will allow you to easily configure nibComboPoints

0.1.2
  • Removed "Hide at 0 Combo Points" option. It will now hide by default when you have no Combo Points. This was done to ensure compatibility across all classes and vehicles
Post A Reply Comment Options
Old 10-15-10, 05:28 AM  
Stanzilla
A Deviate Faerie Dragon
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Forum posts: 14
File comments: 114
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Got an error here:

Code:
3x nibPointDisplay-0.52\Core.lua:703: Usage: UnitAura("unit", [index] or ["name", "rank"][, "filter"])
nibPointDisplay-0.52\Core.lua:703: in function <nibPointDisplay\Core.lua:701>
nibPointDisplay-0.52\Core.lua:773: in function <nibPointDisplay\Core.lua:708>
nibPointDisplay-0.52\Core.lua:847: in function `?'
CallbackHandler-1.0-6 (Ace3):147: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[2]":13: in function `?'
CallbackHandler-1.0-6 (Ace3):92: in function `Fire'
AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>

  ---
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Old 10-15-10, 05:19 AM  
sfxsfx
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Shadow Orbs work, well done
__________________
The Raid Leader. When you stand in the flames, he dies a little bit inside
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Old 10-15-10, 01:42 AM  
Nibelheim
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Just noticed a bug where the Green color of the Point Bar's background texture isn't saving. It's got me stumped atm, but will hopefully have a fix soon.
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Old 10-15-10, 01:31 AM  
fivers
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Originally posted by Nibelheim
Alright, got Shadow Orb and Frenzy added. Let us know if they work or not
Frenzy works

Thanks!
Last edited by fivers : 10-15-10 at 01:32 AM.
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Old 10-15-10, 01:22 AM  
Nibelheim
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Alright, got Shadow Orb and Frenzy added. Let us know if they work or not
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Old 10-14-10, 09:58 PM  
Nibelheim
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Originally posted by Bubuline
Hello

It's 77487 Shadow Orb. Wow, that would be great

bu
Added to my super to-do list
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Old 10-14-10, 09:13 PM  
Bubuline
A Murloc Raider
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Originally posted by Nibelheim
Enter this script into your chat window and let us know what number it spits out when Shadow Orb procs

Code:
/script local f = CreateFrame("FRAME"); f:RegisterEvent("UNIT_AURA"); f:SetScript("OnEvent", function(self, event, ...)	if ... == "player" then local spellid = select(11, UnitAura("player", "Shadow Orb")); print(spellid); end end)
Hello

It's 77487 Shadow Orb. Wow, that would be great

bu
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Old 10-14-10, 07:58 PM  
Nibelheim
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Originally posted by Bubuline
Yep
Would be lovely.

bu
Enter this script into your chat window and let us know what number it spits out when Shadow Orb procs

Code:
/script local f = CreateFrame("FRAME"); f:RegisterEvent("UNIT_AURA"); f:SetScript("OnEvent", function(self, event, ...)	if ... == "player" then local spellid = select(11, UnitAura("player", "Shadow Orb")); print(spellid); end end)
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Old 10-14-10, 07:55 PM  
Bubuline
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Originally posted by Stanzilla
Yeah, Shadow Orbs would be cool
Yep
Would be lovely.

bu
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Old 10-14-10, 06:48 PM  
Nibelheim
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Originally posted by fivers
My mistake there, while the talent is named Frenzy, the buff is called Frenzy Effect. SpellID is 19615.
Thanks
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Old 10-14-10, 06:45 PM  
fivers
A Kobold Labourer

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Originally posted by Nibelheim

Code:
/script local f = CreateFrame("FRAME"); f:RegisterEvent("UNIT_AURA"); f:SetScript("OnEvent", function(self, event, ...)	if ... == "pet" then local spellid = select(11, UnitAura("pet", "Frenzy")); print(spellid); end end)
My mistake there, while the talent is named Frenzy, the buff is called Frenzy Effect. SpellID is 19615.
Last edited by fivers : 10-14-10 at 06:45 PM.
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Old 10-14-10, 05:32 PM  
Nibelheim
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Originally posted by fivers
Hey hi, I love the addon, and I'd like to submit a suggestion. I've read how you want to keep away from special class system tracking, but hey, it's worth a shot

You implemented Ready, Set, Aim... for marksman hunters, but I'd also like to track how many Frenzy my pet has for the BM spec. The talent Focus Fire uses the stacks to buff the hunter's ranged haste and to restore focus to the pet, and of course, the effect is augmented by the number of stacks.

Tracking how close my pet is to 5 stacks of Frenzy the same way I can track Ready, Set, Aim... would be great, UI design wise!

Now, that's stretching it, but as far as "similar" mechanics go, the only thing in the Survival tree that could need tracking in a similar way to Ready, Set, Aim... and Frenzy is Lock and Load. It's a proc that starts at 2 stacks, then depletes to zero as the survival hunter uses the stacks for his main shot. A bit like Soul Shards I guess. I'm not holding my breath for this one, but hey, it would complete all 3 hunter specs.

I've yet to try the Bandit Guile's tracking on my rogue, but thanks for it already!
Will see what I can do.

If you'd like to help out, I could use the SpellID for Frenzy. You can get this by entering the script below into your chat window, and reporting the number it displays in your chat window when Frenzy begins to stack.

Code:
/script local f = CreateFrame("FRAME"); f:RegisterEvent("UNIT_AURA"); f:SetScript("OnEvent", function(self, event, ...)	if ... == "pet" then local spellid = select(11, UnitAura("pet", "Frenzy")); print(spellid); end end)
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Old 10-14-10, 05:23 PM  
fivers
A Kobold Labourer

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Hey hi, I love the addon, and I'd like to submit a suggestion. I've read how you want to keep away from special class system tracking, but hey, it's worth a shot

You implemented Ready, Set, Aim... for marksman hunters, but I'd also like to track how many Frenzy my pet has for the BM spec. The talent Focus Fire uses the stacks to buff the hunter's ranged haste and to restore focus to the pet, and of course, the effect is augmented by the number of stacks.

Tracking how close my pet is to 5 stacks of Frenzy the same way I can track Ready, Set, Aim... would be great, UI design wise!

Now, that's stretching it, but as far as "similar" mechanics go, the only thing in the Survival tree that could need tracking in a similar way to Ready, Set, Aim... and Frenzy is Lock and Load. It's a proc that starts at 2 stacks, then depletes to zero as the survival hunter uses the stacks for his main shot. A bit like Soul Shards I guess. I'm not holding my breath for this one, but hey, it would complete all 3 hunter specs.

I've yet to try the Bandit Guile's tracking on my rogue, but thanks for it already!
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Old 10-14-10, 02:24 PM  
Beliablue
A Kobold Labourer
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Re: Re: Strange border behavior

Originally posted by Nibelheim
Ahh, currently you can only add borders that work off of a solid texture. Mainly due to a lack of ability on my part. I'll try and figure out how to use proper borders soon and implement it.
Ah, that makes more sense then. If think that all of the textures that I tried were similar to that one, so I never noticed that solid textures would work. I was convinced that it was something I was doing (like not specifying a background) that was making it act up, so I guess on a certain level I was right. I don't really mind it without a border, so it isn't a huge deal, just another graphical thing to play with
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Old 10-14-10, 02:10 PM  
Nibelheim
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Re: Strange border behavior

Originally posted by Beliablue
I'm getting some strange behavior when trying to add a background panel border in the latest release.
~Belia
Ahh, currently you can only add borders that work off of a solid texture. Mainly due to a lack of ability on my part. I'll try and figure out how to use proper borders soon and implement it.
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