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Siege of Orgrimmar (5.4)
Updated:07-18-14 02:07 PM
Created:02-03-11 10:34 AM
Downloads:35,266
Favorites:199
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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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Old 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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Old 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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Old 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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Old 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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Old 06-07-11, 08:59 PM  
soulmoon
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Originally posted by akgis
How to call the sharemedia textures? Using Sharemedia.Minimalist but not working
Interface\Addons\Kui\media\f - in this folder are living fonts
Interface\Addons\Kui\media\t - in this folder there are textures
bar.tga - health bar
barSmall.tga - cast bar
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Old 06-07-11, 08:50 PM  
columnFive
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Combat hiding/showing of nameplates

Let me start off by saying that I absolutely love the design of the nameplates, and am eager to convert from my old copy of Headline - except for the fact that enemy nameplates don't appear/disappear depending on combat.

On looking at the code, I at first thought this was because the mod wasn't registered for the PLAYER_REGEN_ENABLED and PLAYER_REGEN_DISABLED events - the respective handler methods are there, but there's no call to your np.kui:addEvent function for either event. So I added them in as below:

Code:
np.kui:addEvent('PLAYER_REGEN_DISABLED')
np.kui:addEvent('PLAYER_REGEN_ENABLED')
...following the same syntax as for UNIT_COMBO_POINTS. But nameplate showing/hiding still doesn't work, and now I'm kind of at loss as to how to fix this. Combo points clearly work, so that method of invoking your addEvent function shouldn't have any problems. I can't help but think that this would be a lot easier to figure out if your Kui function library didn't complicate the event registry process. I'm assuming this is meant to prevent redundant event-catching frames across a number of plugins that make up your UI - which is definitely an admirable goal, but it does obfuscate your code somewhat for a layman like me. But what do I know? There's probably a reason for that.

Anyway, dynamic showing/hiding of frames for entering/exiting combat doesn't work. Any chance for a fix?
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Old 06-07-11, 05:31 PM  
akgis
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How to call the sharemedia textures? Using Sharemedia.Minimalist but not working
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Old 06-07-11, 01:59 PM  
soulmoon
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Originally posted by akgis
How do u make it look like this? I cant find options anywhere. I find the text to be to small for my resolution
open the file layout.lua and make changes in the blocks "background", "health bar", "health text" and "level / name texts" as presented in the text below

Code:
        -- background --------------------------------------------------------------
	frame.bg = CreateFrame("Frame", nil, frame)
	frame.bg:SetBackdrop({
		bgFile = kui.m.t.solid, edgeFile = kui.m.t.shadow,
		edgeSize = 5, insets = {
			top = 5, left = 5, bottom = 5, right = 5
		}
	})
	
	frame.bg:SetBackdropColor(0, 0, 0, .95)
	frame:SetGlowColour()
	
	frame.bg:SetWidth(112)
	frame.bg:SetHeight(22)
	
	frame.bg:SetPoint("CENTER")	
        -- health bar --------------------------------------------------------------
	frame.health = CreateFrame("StatusBar", nil, frame.bg)
	frame.health:SetStatusBarTexture(kui.m.t.bar)
	
	frame.health:SetWidth(100)
	frame.health:SetHeight(10)
	
	frame.health:SetPoint("CENTER")
	
        -- health text -------------------------------------------------------------
	frame.health.p = kui.CreateFontString(frame.health, {
		font = kui.m.f.yanone, size = 12, outline = "OUTLINE" })
	frame.health.p:SetParent(frame.health)
	frame.health.p:SetJustifyH('RIGHT')
	
	frame.health.p:SetPoint('CENTER', frame.health, 'CENTER', 0, 0)
	
	if np:GetSavedValue('hp', 'showAlt') then
		frame.health.mo = kui.CreateFontString(frame.health, {
			font = kui.m.f.yanone, size = 8, outline = "OUTLINE" })
		frame.health.mo:SetParent(frame.health)
		frame.health.mo:SetJustifyH('RIGHT')
	
		frame.health.mo:SetPoint('BOTTOMRIGHT', frame.health, -2, -2)
		frame.health.mo:SetAlpha(.5)
	end
	
	-- level/name texts --------------------------------------------------------
	frame.level = kui.CreateFontString(frame.level, { reset = true,
		font = kui.m.f.yanone, size = 9, outline = 'OUTLINE' })
	frame.level:SetParent(frame.health)
	
	frame.level:ClearAllPoints()
	frame.level:SetPoint('LEFT', frame.health, 'LEFT', -14, 0)

	frame.name = kui.CreateFontString(frame.name, { reset = true,
		font = kui.m.f.yanone, size = 12, outline = 'OUTLINE' })
	frame.name:SetParent(frame.health)
	frame.name:SetJustifyH('CENTER')

	frame.name:SetWidth(100)
	frame.name:SetHeight(8)

	frame.name:ClearAllPoints()
	frame.name:SetPoint('TOP', frame.health, 'TOP', 0, 10)
also find the text "self.name: SetWidth" and set value to 200 - it is does not give a long name to shrink
Code:
string must look like "self.name: SetWidth (200 - self.health.p: GetStringWidth ()) "
I will not love to confess how to change the texture and font, I think you know yourself

p.s.
we do not have enough opportunities, to change in the game position preferences texts and textures
p.s.s.
sorry for my english
Last edited by soulmoon : 06-07-11 at 02:03 PM.
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Old 06-06-11, 06:58 AM  
akgis
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Originally posted by soulmoon

I meant it
How do u make it look like this? I cant find options anywhere. I find the text to be to small for my resolution
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Old 06-05-11, 12:07 PM  
Kesava
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002.1 does all of that except the name text colour. I'll work on that more for the next release.

Thanks.
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Old 06-03-11, 10:22 AM  
Raeli
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This addon is perfect for me - for Years I've been looking for ages for a replacement to Aloft that I could easily edit to look how I had set it up. I have but two problems:

The Name text reacts just like the default nameplate text - units in combat it turns red, and if you hover it turns yellow.

The default nameplates bar glows when hovered over, but these don't.

My question is: Can you change it so that the name text ALWAYS stays white, and can you allow the StatusBar to change colour when highlighted?

One other minor thing, is it possible to set the frame alpha, by default to 0.5? At the moment it is 1, and then when you have a target, the target is 1, and the rest are faded. I would like the target to continue being 1,and non-targets at 0.5, but then also, without a target all plates at 0.5.


I don't mind editing parts of the code, and already have done so to adjust a few simple things such as border size, and text position, but I can't figure out how to stop the text turning red or make the statusbar change colour on highlight.


Any help would be great, thanks!

Thanks again for an awesome addon
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Old 06-01-11, 09:06 PM  
soulmoon
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Originally posted by Kesava
That's not what it's supposed to look like at all. It looks like you're running another nameplate addon at same time.
This is your addon, I just changed it's position name, level, and health texts
ok, will remove the boarder cast bar
Last edited by soulmoon : 06-01-11 at 09:08 PM.
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Old 06-01-11, 02:27 PM  
Kesava
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Originally posted by soulmoon
image
That's not what it's supposed to look like at all. It looks like you're running another nameplate addon at same time.
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Old 06-01-11, 01:42 PM  
soulmoon
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Originally posted by Kesava
It should be already, unless you mean the threat glow? I'm remaking the cast bar in the next version so it might be fixed then. For one thing, the cast bar isn't behind the glow of the health bar anymore.

I meant it
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Old 05-31-11, 09:31 AM  
Kesava
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Originally posted by soulmoon
How to make a border the health bar identical to of the cast bar?
It should be already, unless you mean the threat glow? I'm remaking the cast bar in the next version so it might be fixed then. For one thing, the cast bar isn't behind the glow of the health bar anymore.

Is it possible to make the nameplate of your current target more visible?
Yeah, I can put in options for transparency, and I was going to make a highlight for the next version.

Thanks for the feedback.
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