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Updated: 06-25-15 08:52 PM
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 Compatibility: Fury of Hellfire (6.2)The Adventure Continues (6.1)Warlords of Draenor (6.0.3)Warlords of Draenor Pre-Patch (6.0.2) Updated: 06-25-15 08:52 PM Created: 02-03-11 11:34 AM Downloads: 43,358 Favorites: 233 MD5: Categories: Unit Mods, Combat Mods
6.2

KuiNameplates

Version: 254-1
by: Kesava [More]

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

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

Features:
• Pixel perfect!
• Auras!
• Combo points!
• Tank mode!
• Pretty fading in/out of frames (disable by unchecking "Smoothly fade" in options)
• Cast & incoming healing warnings, useful for PVP (disabled by default, check "Show cast warnings" in options)
• Other things!
Health display patterns:
The text to display for health on different frames is determined by two simple patterns: one for friendly frames and one for neutral and hostile frames. These patterns can be changed in the options dialog (/knp). They must make use of specific conditions and results, in the following format:
condition1:result1;condition2:result2;condition3:result3;
There must be at least one condition (and one result). Any other conditions are optional.

Possible conditions are:
"=" When the unit is at maximum health...
"<" When the unit's health is less than maximum...
"=<" When the unit's health is either less than maximum or at maximum...
Possible results are:
"m" ... Display their maximum health (i.e. 123.4k).
"d" ... Display their health deficit (i.e. -46.5k).
"p" ... Display their health percentage.
"c" ... Display their current health (i.e. 76.9k).
"b" ... Display nothing.
The patterns used by default are:
Friendly units: =:m;<:d;
Which means:
When the unit is at maximum health:Display their maximum health;
When they're below maximum health:Display their health deficit;
Hostile units: <:p;
Which means:
When the unit is below maximum health:Display their health percentage;

254-1
* bump TOC
* fix auras are shown on trivial secondary targets when showing on trivial frames is disabled

Change log for previous versions available on CurseForge.
Archived Files (1)
 File Name Version Size Author Date 248 281kB Kesava 03-08-15 09:57 PM

Comment Options
 12-25-12, 03:23 PM Kesava A Defias Bandit   Forum posts: 3 File comments: 138 Uploads: 3 Yeah. Certain things you modify need to be put in PostShow because they're changed in layout.lua when a trivial nameplate is shown. So, name text, level text, things like that. Things that you make can usually be put in PostCreate, as they won't be modified anywhere in layout.lua. This should work, but I haven't tested it. Just as an example for what needs to be moved into PostShow. Code: local function PostCreate(frame) frame.bg.fill:SetSize(169, 30) frame.bg:SetTexture(nil) frame.boss:SetTexture('Interface\\TargetingFrame\\UI-TargetingFrame-Skull') frame.boss:SetSize(10, 10) end ------------------------------------------------------------------------ Show -- local function PostShow(frame) if frame.boss:IsVisible() then frame.level:SetText(' ') end frame.health:SetSize(frame.health:GetWidth(), 7) frame.level:SetFont("Fonts\\ARIALN.ttf", 13, nil) frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 4, 4) frame.name:SetFont("Fonts\\ARIALN.ttf", 13, nil) frame.name:SetPoint('LEFT', frame.level, 'RIGHT', 2, 0) end
 12-25-12, 10:28 AM Anja A Fallenroot Satyr   Forum posts: 27 File comments: 37 Uploads: 3 didnt work well, when you saw a minion the design from my custom.lua will overwrite the style from the minion plate :/ http://www.wowhead.com/npc=56401 in the greenstone cave in jadeforest i test this everytime. this is my code so far: Code: local function PostCreate(frame) frame.health:SetSize(frame.health:GetWidth(), 7) frame.bg.fill:SetSize(169, 30) frame.bg:SetTexture(nil) frame.level:SetFont("Fonts\\ARIALN.ttf", 13, nil) frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 4, 4) frame.name:SetFont("Fonts\\ARIALN.ttf", 13, nil) frame.name:SetPoint('LEFT', frame.level, 'RIGHT', 2, 0) frame.boss:SetTexture('Interface\\TargetingFrame\\UI-TargetingFrame-Skull') frame.boss:SetSize(10, 10) end ------------------------------------------------------------------------ Show -- local function PostShow(frame) if frame.boss:IsVisible() then frame.level:SetText(' ') end end how can i change the style from the minions? Last edited by Anja : 12-25-12 at 10:29 AM.
12-24-12, 11:04 AM
Kesava
A Defias Bandit

Forum posts: 3
 Originally Posted by Anja some news about the theme seperation?!
Well, there's custom-rename-me.lua in the Kui_Nameplates folder now. If you rename that to custom.lua you can put whatever code you want in the hook-functions to modify the layout at specific points, rather than changing things in layout.lua.

So, to demonstrate, if you wanted nameplates to have a.. pure.. black background.. You'd do this. Find this line in custom-rename-me.lua:
Code:
local function PostCreate(frame)
And put this code after it:
Code:
	frame.parent:SetBackdrop({ bgFile = 'Interface\\AddOns\\Kui_Media\\t\\solid' })
frame.parent:SetBackdropColor(0, 0, 0)
Then rename custom-rename-me.lua to custom.lua, completely restart wow (if you had it open) so it detects the new file, and then nameplates should be really ugly, and they'll still be really ugly even after you update the addon. Unless I rename a variable, or change the way custom code is hooked. You'll never need to absolutely recode everything like you did before though.

If you have trouble getting something to work with this, PM me. It doesn't support absolutely everything, but it's enough for me to get castbars, cast warnings, etc. working, so it should be enough for you to make basic layout changes.
Last edited by Kesava : 12-24-12 at 11:22 AM.

 12-23-12, 07:37 AM Anja A Fallenroot Satyr   Forum posts: 27 File comments: 37 Uploads: 3 some news about the theme seperation?!
 12-21-12, 05:28 AM Velarayne An Aku'mai Servant   Forum posts: 35 File comments: 57 Uploads: 1 Thanks for the help; that worked perfectly. :>
12-20-12, 12:37 PM
Kesava
A Defias Bandit

Forum posts: 3
 Originally Posted by Velarayne Say I added a bar texture to to the texture folder in Kui_Media; How would I go about editing the LUA to use that bar texture on my nameplates? I skimmed through the LUA a bit and wasn't sure what I would need to change. Thanks in advance! :>
Edit Kui_Nameplates/lib/kui/main.lua, line ~23 should be:
Code:
bar = media .. 't\\bar',
Change "bar" at the end to the name of the texture file you added to the Kui_Media\t folder, minus the .tga file extension. That should change everything. At the moment you'll have to edit that every time there's an update. At some point though, I think I'll move textures over to libSharedMedia to make it easier to configure.

 Originally Posted by McBloed Options sometimes dont be saved after relog in version 3.5.2 (reload works, just relog dont)
Edit: in fact, I've just pushed the update to fix this (133), so there's no need to do anything below.

That should be fixed in the next version, however it should, maybe work properly if you do this:
Code:
/run KuiNameplatesDB=nil;ReloadUI()
That'll reset your configuration, but I'll need to do that anyway. Also I guess since it's not saving settings anyway it doesn't really matter too much.
Last edited by Kesava : 12-20-12 at 01:09 PM.

 12-20-12, 09:27 AM Velarayne An Aku'mai Servant   Forum posts: 35 File comments: 57 Uploads: 1 I have another question, if you don't mind. ^^ Say I added a bar texture to to the texture folder in Kui_Media; How would I go about editing the LUA to use that bar texture on my nameplates? I skimmed through the LUA a bit and wasn't sure what I would need to change. Thanks in advance! :>
 12-17-12, 09:43 AM McBloed A Kobold Labourer Forum posts: 1 File comments: 32 Uploads: 2 Options sometimes dont be saved after relog in version 3.5.2 (reload works, just relog dont) __________________ www.extinction-dethecus.de Last edited by McBloed : 12-18-12 at 09:13 AM.
12-15-12, 10:10 PM
Velarayne
An Aku'mai Servant

Forum posts: 35
 Originally Posted by Kesava It should be possible for you to get the font to look right on trivial frames. If you rename the custom-rename-me.lua to (predictably) custom.lua, look for this line: Code: -- Place code to be performed after a frame is shown here. And put this code after it: Code:  if frame.trivial then local name,_,style = frame.name:GetFont() frame.name:SetFont(name, KuiNameplates.fontSizes.name, style) end Then completely restart wow (if you had it open), the names on both types of frames -should- be the same size. As per keeping everything pixel-perfect those frames aren't scaled in any way - it's just because the names on trivial frames use a 1 point smaller font size. But concerning -frame- sizes, as you read in the other reply I can only make them look the same. The click boxes would still be the smaller size because Blizzard doesn't let us control that without it sometimes breaking, so it'd result in really bad UI feedback. Thanks!
Thank you so much, this worked perfectly. That was driving me crazy! :>

12-15-12, 07:44 AM
Kesava
A Defias Bandit

Forum posts: 3
Re: Monochrome

 Originally Posted by Monkooli a monochrome setting
It's possible to do that in this version - you need to search for "OUTLINE" in layout.lua, castbar.lua and castwarnings.lua and replace each of them with "OUTLINE, MONOCHROME". But it should much easier to do in the version I'm working on, and I'll be able to add an option for it.

 12-15-12, 05:56 AM Monkooli A Kobold Labourer Forum posts: 0 File comments: 8 Uploads: 0 Monochrome Hello, I really like this addon but one thing that I would need for it to fit in my UI is a monochrome setting. I can't really find the option for it in the LUA files so can you lend me a hand?
 12-14-12, 07:15 PM Kesava A Defias Bandit   Forum posts: 3 File comments: 138 Uploads: 3 It should be possible for you to get the font to look right on trivial frames. If you rename the custom-rename-me.lua to (predictably) custom.lua, look for this line: Code: -- Place code to be performed after a frame is shown here. And put this code after it: Code:  if frame.trivial then local name,_,style = frame.name:GetFont() frame.name:SetFont(name, KuiNameplates.fontSizes.name, style) end Then completely restart wow (if you had it open), the names on both types of frames -should- be the same size. As per keeping everything pixel-perfect those frames aren't scaled in any way - it's just because the names on trivial frames use a 1 point smaller font size. But concerning -frame- sizes, as you read in the other reply I can only make them look the same. The click boxes would still be the smaller size because Blizzard doesn't let us control that without it sometimes breaking, so it'd result in really bad UI feedback. Thanks! Last edited by Kesava : 12-14-12 at 07:18 PM.
 12-14-12, 09:33 AM Velarayne An Aku'mai Servant   Forum posts: 35 File comments: 57 Uploads: 1 Hiya, I have a quick question if you don't mind. :> I noticed in 5.1, Blizzard redesigned the nameplates so that low health-type mobs (like little mobs that have way less health than normal mobs of the same level) have really small nameplates compared to everything else. As you can see in my screenshot, I'm using a pixel font on my nameplates, so this new feature distorts the font size and it doesn't look very good. So I was wondering, is there anything I may have missed in the options (or even the LUA) that would allow me to disable this and have all my nameplates be the same size? If there isn't currently an option, is it something that would be easy to fix? Also, thanks for making an awesome addon. I was using dNameplates prior to 5.1, but 5.1 broke them and the author wasn't updating. Eventually stumbled across KuiNameplates and now I have no intention of switching to anything else. :> Edit: Gah sorry, I totally didn't realize someone asked the exact same thing already. ;_; Last edited by Velarayne : 12-14-12 at 09:35 AM.
 12-05-12, 12:06 PM Kesava A Defias Bandit   Forum posts: 3 File comments: 138 Uploads: 3 There's an option for that in the update I just uploaded (3.5.2). Should be up an hour or so from this posting. Thanks! Last edited by Kesava : 12-05-12 at 12:07 PM.
 12-03-12, 11:16 PM devilArt An Aku'mai Servant   Forum posts: 33 File comments: 131 Uploads: 1 hi kesava is there a easy way to remove level and health, i try use hide() to "frame.level" and "frame.health.p", but level still display maybe add a option to hide them would be a nice choice anyway, thanks for this awesome addon

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