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Updated: 08-30-17 11:02 AM
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Shadows of Argus (7.3.0)
Updated:08-30-17 11:02 AM
Created:02-03-11 11:34 AM
Downloads:61,698
Favorites:259
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Categories:Unit Mods, Combat Mods
7.3.0

KuiNameplates  Popular! (More than 5000 hits)

Version: 2.15.1
by: Kesava [More]

Prettier nameplates with auras.
Configurable through interface options (/knp or /kuinameplates).

Notable features
  • Pixel perfect!
  • Auras!
  • Combo points and other class powers!
  • Tank mode!
  • Other things!

I have a problem/question!

More up to date versions can often be found on Curse. Please try using that version before reporting a bug.

If you have any issues, feel free to PM me, post it in the comments here or on Curse, or on GitHub (but check through that list to make sure it's not already there, first).

Thanks!

Change logs available @ CurseForge.
Archived Files (6)
File Name
Version
Size
Author
Date
2.14.5.3
458kB
Kesava
02-03-17 09:41 AM
2-14-3
457kB
Kesava
12-10-16 09:18 PM
2-7
196kB
Kesava
07-27-16 09:48 AM
2-4
193kB
Kesava
07-21-16 01:01 PM
2-1
192kB
Kesava
07-19-16 10:32 AM
260
303kB
Kesava
02-18-16 02:04 PM


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Unread 08-11-13, 06:00 AM  
Duskmoon
A Kobold Labourer

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Hello,

I would like to thank you for making this and keeping it updated, it's literally the best nameplate addon I've ever used, simply love it.

Have one question, is there any way to make the nameplate glow if health drops below a certain percent, not a big issue, just wondering. Best nameplates ever!
Last edited by Duskmoon : 08-11-13 at 09:20 AM.
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Unread 08-11-13, 01:58 AM  
Anja
A Fallenroot Satyr
 
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Lua Code:
  1. -- classifications
  2.     if f.level.enabled then
  3.         if f.boss:IsVisible() then
  4.             f.level:SetText('??b')
  5.             f.level:SetTextColor(1, 0, 0)
  6.             f.level:Show()
  7.         elseif f.state:IsVisible() then
  8.             if f.state:GetTexture() == "Interface\\Tooltips\\EliteNameplateIcon" then
  9.                 f.level:SetText(f.level:GetText()..'+')
  10.             else
  11.                 f.level:SetText(f.level:GetText()..'r')
  12.             end
  13.         end
  14.     else
  15.         f.level:Hide()
  16.     end

so i think its because the plates dont have this elitenameplateicon, the "silver dragon" is not there
Last edited by Anja : 08-11-13 at 01:59 AM.
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Unread 08-10-13, 06:06 PM  
Kesava
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Rares should have an r after the level, that's how you're supposed to be able to tell. But I think there might be something wrong with the way I'm detecting it. I haven't looked at that code for a while. Will do asap.
Originally Posted by Anja
there is no "r" in the frame.level:GetText() so i think your strmatch is wrong
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Unread 08-10-13, 06:00 AM  
Anja
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there is no "r" in the frame.level:GetText() so i think your strmatch is wrong



so "lon der bulle" are rare (so you see in my tooltip) but this "rare" status is not in the plate and i dont know how to get this information from the unit (because of no hovering i think)
Last edited by Anja : 08-10-13 at 06:03 AM.
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Unread 08-07-13, 09:44 AM  
Kesava
A Murloc Raider
 
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Changing the health bar colour might not work consistently. But you could try this in PostShow:
Code:
if frame.level and strmatch(frame.level, 'r.?$') then
    frame.health:SetStatusBarColor(1,0,1)
end
Replace "frame" with "self" if you're not using custom.lua. However it won't work at all if you have level display disabled.

.. Actually, not being able to see if something is rare or elite when the level isn't displayed is something I should fix.

Originally Posted by Anja
is there a way to detect a "rare" and show it on the plate? like to show purple barcolor or something?!
the way with the guid and UnitClassification ? but i dont know to code it in the function OnFrameShow(self) ?
Last edited by Kesava : 08-07-13 at 09:45 AM.
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Unread 08-06-13, 03:27 PM  
Anja
A Fallenroot Satyr
 
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is there a way to detect a "rare" and show it on the plate? like to show purple barcolor or something?!
the way with the guid and UnitClassification ? but i dont know to code it in the function OnFrameShow(self) ?
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Unread 07-30-13, 07:52 PM  
Kesava
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Originally Posted by Kkthnxbye™
Any reason why my Monochrome is not sticking? everytime I /rl it reverts back to just outline for my pixel font, and it even shows I have mono enabled.. Very weird. I am on the latest.
Yes! A very minor code problem that I totally hadn't noticed.

Thanks for letting me know!

Edit: fixed in the latest release on Curse
Last edited by Kesava : 07-31-13 at 12:55 PM.
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Unread 07-30-13, 12:08 PM  
Kkthnx
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Any reason why my Monochrome is not sticking? everytime I /rl it reverts back to just outline for my pixel font, and it even shows I have mono enabled.. Very weird. I am on the latest.
__________________
Success isn't what you've done compared to others. Success is what you've done compared to what you were made to do.
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Unread 07-27-13, 01:22 PM  
Kesava
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You can find a lot of the previous versions and their changes on the project page, here.
Originally Posted by UnoDe
Hi Kesava!
Is it possible to add (not replace) new versions changes in changelogs? It is a bit confusing now when trying to find the past changes..
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Unread 07-26-13, 11:02 AM  
UnoDe
A Kobold Labourer

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Hi Kesava!
Is it possible to add (not replace) new versions changes in changelogs? It is a bit confusing now when trying to find the past changes..
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Unread 07-12-13, 04:59 AM  
Kesava
A Murloc Raider
 
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Re: Re: Re: Re: Re: Tank mode

The bar changes colour when you have aggro, not when you lose it. And the smart option doesn't see hunters as tanks, so there'll be no change there either way unless you just set it to "enabled". In which case the bar will change colour when YOU (not your pet) have threat.

Some mobs have smaller nameplates in the default UI, they tend to have lower maximum health and not really be a problem - I call these units "trivial". The height of trivial frames can be changed with the "trivial health bar height" option in the general section of /knp config. I assume you changed that at some point; the default value is 7.
Originally Posted by glupikreten
...
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Unread 07-12-13, 01:19 AM  
glupikreten
A Murloc Raider

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Re: Re: Re: Re: Tank mode

Originally Posted by Kesava
Actually, just today I pushed the update with the smart option to Curse, here.
Originally Posted by glupikreten
...
thank you very much... testing....

Well... on my hunter if mob attacks me the bar is red and when i send my pet to taunt the bar remains red... Shouldn't it become green so i can tell i lost aggro? and if a mob is neutral it remains yellow.

And.. why some mobs have smaller but taller nameplate without lvl displayed like in screenshot?

http://i.imgur.com/dQuZTJU.jpg
Last edited by glupikreten : 07-12-13 at 01:57 AM.
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Unread 07-11-13, 10:46 PM  
Kesava
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Re: Re: Re: Tank mode

Actually, just today I pushed the update with the smart option to Curse, here.
Originally Posted by glupikreten
...
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Unread 07-11-13, 05:15 PM  
glupikreten
A Murloc Raider

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Re: Re: Tank mode

Originally Posted by Kesava
Originally Posted by glupikreten
...
You have to manually check/uncheck the option at the moment, however I'm looking at putting in a "smart" option for tank mode which would automatically enable it when you're in a tank spec.

Thanks!
Bummer

Would something like this maybe work in your layout.lua

local currentSpec = GetSpecialization()
local currentSpecName = currentSpec and select(2, GetSpecializationInfo(currentSpec)) or "None"
tankSpecs = {Blood, Protection, Guardian, Brewmaster}
isTank = tContains(tankSpecs,currentSpecName)

--if not self.friend and addon.db.profile.tank.enabled then
if not self.friend and isTank then ...

?
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Unread 07-11-13, 08:23 AM  
Kesava
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Re: Tank mode

Originally Posted by glupikreten
...
You have to manually check/uncheck the option at the moment, however I'm looking at putting in a "smart" option for tank mode which would automatically enable it when you're in a tank spec.

Thanks!
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