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Siege of Orgrimmar (5.4)
Updated:07-18-14 02:07 PM
Created:02-03-11 11:34 AM
Downloads:36,119
Favorites:203
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Categories:Unit Mods, Combat Mods
5.4
KuiNameplates  Popular! (More than 5000 hits)
Version: 240
by: Kesava [More]
Prettier, pixel-perfect nameplates with auras. Configurable through interface options (open with /knp or /kuinameplates).

Class colours on hostile players can be enabled in the default interface options, under "Names" - check "Class Colors in Nameplates" at the bottom right.

If you're having issues with nameplates being in incorrect locations or being unclickable, first try unchecking the "Fix aliasing" option in configuration.

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

Current features:
  • All of the default nameplate features
  • Pixel perfect!
  • Auras!
  • Combo points
  • Tank mode - recolour health bars when you have threat (enable by checking "Enable tank mode" in options)
  • Customisable display of health for friendly or enemy units
  • Pretty fading in/out of frames (disable by unchecking "Smoothly fade" in options)
  • Automatic toggling of nameplates when you enter or exit combat (enable by checking "Auto toggle in combat" in options)
  • Cast & incoming healing warnings, useful for PVP (disabled by default, check "Show cast warnings" in options)
  • Configuration profiles
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;
Planned features:
  • Frame blacklisting
  • Stuff I can't remember
240
* fix issue where target glow would sometimes appear on all nameplates
* fix issue where castbar would sometimes fade out on newly shown frames
* fix castbar shield doesn't fade
* reduce default width and height of normal frames slightly
* add power word: solace to default whitelist

Change log for previous versions available on CurseForge.
Archived Files (1)
File Name
Version
Size
Author
Date
238
278kB
Kesava
05-18-14 07:19 PM


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Unread 06-28-11, 04:48 PM  
Mardread
A Deviate Faerie Dragon

Forum posts: 19
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Non-Interruptable Cast Shield

The shield graphic for the cast bar icon is being centered on my screen, all by its lonesome. This occurred right after the 4.2 patch. I am using the most up to date version you have.

Other than that, love the addon.
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Unread 06-26-11, 02:58 PM  
blitzseed
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hello, is there anyway to make the height of the cast bar any bigger?

great add-on keep up the good work
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Unread 06-26-11, 07:56 AM  
soulmoon
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I found a minor bug in the random mobs appear false combo points
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Unread 06-26-11, 05:14 AM  
Kesava
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That's something the default interface does. The health bars of frames which aren't targeting you while you're attacking something or in combat (or something like that) are faded out slightly. It seems the default interface spams an alpha value on it whenever the camera is moved, which makes it impossible to fix (as far as I'm aware) without making it flicker whenever you move.

So, based on further testing I've decided to revert a change from 002.2 to fix this and a few other issues I was having with the default health bar.
Last edited by Kesava : 06-26-11 at 07:05 AM.
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Unread 06-26-11, 02:37 AM  
soulmoon
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Neutral mobs health bar early in the fight to darken. This can be seen on the mannequin in the capital
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Unread 06-22-11, 06:11 AM  
Catok
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Good job on a very clean and nice looking nameplate addon. Do you have any plans to implement buff and debuff icons? I've tried using Platebuffs with Knp and it doesn't work all the time. It simply doesn't hook all nameplate frames. I suspected it was because you used SetScript instead of HookScript for the OnShow/OnHide/OnUpdate handlers, but changing that didn't help much.

Either way, your own implementation of whitelist buff/debuff icons to match the theme would be sweet
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Unread 06-19-11, 12:49 PM  
Kesava
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Totally missed that in the last update. I'm changing the height so frames stack closer but that's blocked while you're in combat. There's no way around it that I'm aware of so I'll have to revert that I suppose.
Last edited by Kesava : 06-19-11 at 12:49 PM.
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Unread 06-19-11, 12:17 PM  
Theojin
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2x <event>ADDON_ACTION_BLOCKED:AddOn 'Kui_Nameplates' hat versucht die geschützte Funktion 'NamePlate12:SetHeight()' aufzurufen.
<in C code>: in function `SetHeight'
Kui_Nameplates\layout.lua:214: in function <Interface\AddOns\Kui_Nameplates\layout.lua:213>
<in C code>: ?


buggrabber throttles the errors. It happens a lot of times.
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Unread 06-19-11, 11:47 AM  
Kesava
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Oh, right, it'll be showing when you target things while they're casting I expect. You also need to remove line 469:
Code:
np.UNIT_SPELLCAST_START(self, 'target', self.castbar, channel)
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Unread 06-16-11, 09:35 PM  
TheGeek
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Originally posted by Kesava
For now you'll have to edit layout.lua. Just delete lines 1013 through 1020. If you don't have line numbers:

Code:
np.kui:addEvent('UNIT_SPELLCAST_START', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_FAILED', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_STOP', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_INTERRUPTED', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_DELAYED', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_CHANNEL_START', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_CHANNEL_STOP', np.UnitCastEvent)
Didn't work -- still had castbars showing up at random times.
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Unread 06-14-11, 07:34 PM  
Kesava
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For now you'll have to edit layout.lua. Just delete lines 1013 through 1020. If you don't have line numbers:

Code:
np.kui:addEvent('UNIT_SPELLCAST_START', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_FAILED', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_STOP', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_INTERRUPTED', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_DELAYED', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_CHANNEL_START', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', np.UnitCastEvent)
np.kui:addEvent('UNIT_SPELLCAST_CHANNEL_STOP', np.UnitCastEvent)
Last edited by Kesava : 06-14-11 at 07:35 PM.
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Unread 06-14-11, 06:00 PM  
TheGeek
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Love the new changes; one thing, how can I disable cast bars?

Don't really have a need for them since I use Quartz.
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Unread 06-09-11, 11:00 PM  
Raeli
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Thanks for the updates that do the things I asked for, perfect addon for me now
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Unread 06-08-11, 03:43 PM  
columnFive
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Re: Re: Combat hiding/showing of nameplates

Originally posted by Kesava
You have to enable the option with /knp gen combat.

Adding the events like that would work, but they're registered & unregistered upon load depending on that setting by slash.lua.
Oh! Did not realize this - thank you!
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Unread 06-08-11, 04:31 AM  
Kesava
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Re: Combat hiding/showing of nameplates

Originally posted by columnFive
Anyway, dynamic showing/hiding of frames for entering/exiting combat doesn't work. Any chance for a fix?
You have to enable the option with /knp gen combat.

Adding the events like that would work, but they're registered & unregistered upon load depending on that setting by slash.lua.
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