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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-14-14 04:13 PM
Created:02-03-11 11:34 AM
Downloads:37,359
Favorites:208
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Categories:Unit Mods, Combat Mods
KuiNameplates  Popular! (More than 5000 hits)
Version: 243
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
243
* fix issue where auras were not updated on mouseover frames
* fix an issue where auras and other such things would sometimes appear on the wrong frame
* add support for combo points' anticipation stacks
* change colouration of the addons' titles, so that they don't break alphabetic sorting on the addon list
* bump TOC

Change log for previous versions available on CurseForge.
Archived Files (1)
File Name
Version
Size
Author
Date
240
278kB
Kesava
07-18-14 02:07 PM


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Unread 06-12-13, 11:34 AM  
Kesava
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Put it under PostShow, not PostCreate.
Originally Posted by Rusken
...
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Unread 06-12-13, 08:50 AM  
Rusken
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Originally Posted by Kesava
The text is always supposed to have been half-over and half-off the health bar, like in the default screenshot, but it depends what font you use, so I'll probably add an option for text offset at some point.
For now, the code you needed is in create.lua. However I'd suggest you use custom.lua so that you don't have to change it every time there's an update. Rename "custom-rename-me.lua" to "custom.lua" and under this line:
Code:
function mod:PostShow(msg, frame)
Paste this code, replacing the first instance of -2.5 with whatever Y offset you want:
Code:
local offset = -2.5
frame.health.p:SetPoint('BOTTOMRIGHT', frame.health, 'TOPRIGHT', -2.5, offset)

if trivial then
    frame.name:SetPoint('BOTTOM', frame.health, 'TOP', 0, offset)
elseif frame.level then
    frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2.5, offset)
else
    frame.name:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2.5, offset)
end
Originally Posted by Rusken
With the latest release the unitnames got placed inside of the bar instead of outside on the top as in the earlier version.
Is there any way to change this? I have looked in bot core, config and layout without success.
Thanks! But i must have done something wrong, i pasted the code under the "function mod:PostCreate(msg, frame)" but when i change the local offset the only text that changes position is the hp percent.
The name is still in the same position, i played around with the other offsets aswell but that didn't change anything.
This is how it looks ->

Code:
function mod:PostCreate(msg, frame)
local offset = -5
frame.health.p:SetPoint('BOTTOMRIGHT', frame.health, 'TOPRIGHT', -2.5, offset)

if trivial then
    frame.name:SetPoint('BOTTOM', frame.health, 'TOP', 0, offset)
elseif frame.level then
    frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2.5, offset)
else
    frame.name:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2.5, offset)
end	-- Place code to be performed after a frame is created here.
end
Last edited by Rusken : 06-12-13 at 08:50 AM.
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Unread 06-12-13, 08:31 AM  
Kesava
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The text is always supposed to have been half-over and half-off the health bar, like in the default screenshot, but it depends what font you use, so I'll probably add an option for text offset at some point.
For now, the code you needed is in create.lua. However I'd suggest you use custom.lua so that you don't have to change it every time there's an update. Rename "custom-rename-me.lua" to "custom.lua" and under this line:
Code:
function mod:PostShow(msg, frame)
Paste this code, replacing the first instance of -2.5 with whatever Y offset you want:
Code:
local offset = -2.5
frame.health.p:SetPoint('BOTTOMRIGHT', frame.health, 'TOPRIGHT', -2.5, offset)

if trivial then
    frame.name:SetPoint('BOTTOM', frame.health, 'TOP', 0, offset)
elseif frame.level then
    frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2.5, offset)
else
    frame.name:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2.5, offset)
end
Originally Posted by Rusken
With the latest release the unitnames got placed inside of the bar instead of outside on the top as in the earlier version.
Is there any way to change this? I have looked in bot core, config and layout without success.
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Unread 06-11-13, 03:42 AM  
Rusken
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With the latest release the unitnames got placed inside of the bar instead of outside on the top as in the earlier version.
Is there any way to change this? I have looked in bot core, config and layout without success.
Last edited by Rusken : 06-11-13 at 03:43 AM.
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Unread 06-08-13, 10:52 AM  
Kesava
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Originally Posted by Tonyleila
Why do we need bigger nameplates? I think adding an option to make some nameplates like the DK Bloodworms to Trival nameplates woud be enough. Blacklist woud be better for that so that we don't have to whitelist every mob
the "etc etc" included that.
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Unread 06-08-13, 10:03 AM  
Tonyleila
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Why do we need bigger nameplates? I think adding an option to make some nameplates like the DK Bloodworms to Trival nameplates woud be enough. Blacklist woud be better for that so that we don't have to whitelist every mob
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Last edited by Tonyleila : 06-08-13 at 10:06 AM.
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Unread 06-08-13, 09:09 AM  
Kesava
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Originally Posted by devilArt
hi kesava, is there any progress about change nameplate for specific mob, like disable nameplate or make it bigger
Not in terms of making a whitelist, but now that I've got the option to change height (and i'll be testing one for width), I know that works without any apparent problems. Once I've got width in I just have to make a whitelist and that can be for a bunch of things. Like don't display for, display larger for, don't show auras on, etc etc.
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Unread 06-07-13, 05:08 PM  
devilArt
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hi kesava, is there any progress about change nameplate for specific mob, like disable nameplate or make it bigger
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Unread 06-07-13, 12:00 PM  
Kesava
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I uploaded 208 here and on Curse at the same time because I'm pretty sure it's stable now. It's still pending verification here, but Curse have verfied it, so you can see the differences between 201 and 208 here.

Kui_Media is for generic things that I use in other (unreleased) addons, so bar textures or fonts. The media file in Kui_Nameplates is -just- for Kui_Nameplates.
Originally Posted by Tonyleila
Kesava I'm realy confuse about your version names
Now is there any difference between 208 and 201 @ curse? Sorry

And I have one question, why are there 2 media folders? one outside the addon folder and one inside?
Edit: actually there's a bug with 208 where enemy priests with class colour enabled will use the new tapped unit colour. Won't take much to fix though.
Last edited by Kesava : 06-07-13 at 12:39 PM.
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Unread 06-07-13, 10:21 AM  
Tonyleila
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Kesava I'm realy confuse about your version names
Now is there any difference between 208 and 201 @ curse? Sorry

And I have one question, why are there 2 media folders? one outside the addon folder and one inside?
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Last edited by Tonyleila : 06-07-13 at 10:24 AM.
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Unread 06-07-13, 10:08 AM  
Kesava
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Might be fixed in 208 which I just uploaded here and on Curse?
I'm not sure what would cause that besides another addon, and I've never seen it so it's difficult to diagnose.

Originally Posted by Ross
I am having the same issue as the person on curse who was using vialcooldowns, But I am not using that addon. Seems to happen when I zone from a scenario to old world or could just be random. The only addon I am using that is like Vialcooldown is the one that comes with ur kuinameplates that puts my aura's above the name plate.
Last edited by Kesava : 06-07-13 at 10:13 AM.
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Unread 06-05-13, 03:02 PM  
Ross
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I am having the same issue as the person on curse who was using vialcooldowns, But I am not using that addon. Seems to happen when I zone from a scenario to old world or could just be random. The only addon I am using that is like Vialcooldown is the one that comes with ur kuinameplates that puts my aura's above the name plate.
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Unread 06-02-13, 09:45 AM  
Kesava
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Yeah, I noticed friendly players weren't there after I posted that. That's fixed in the next version-ish. The logic for tapped colours looks broken, too.

Thanks!
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Unread 05-31-13, 01:57 PM  
Tonyleila
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Originally Posted by Kesava
Code:
kn.r = {
    { .7, .2, .1 }, -- hated
    { 1, .8, 0 },   -- neutral
    { .2, .6, .1 }, -- friendly
    { .5, .5, .5 }, -- tapped
}
Those are all the colours which can be changed at the moment.
I see - Pet nameplates can be canged here by changing friendly color.
But can't figure out how to change color of fiendly players. Currently they have blue nameplate.
Also changing tapped color dosen't change anything.

EDIT: I ok for friendly player its this one:
Code:
			-- friendly player
			self.friend = true
			self.player = true
			r, g, b = 3, .3, .6
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Last edited by Tonyleila : 05-31-13 at 02:20 PM.
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Unread 05-30-13, 02:33 PM  
Kesava
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Originally Posted by Tonyleila
Where in the lua file can I change fiendly and pet nameplate color?
Friendly pets aren't differentiated from other friendly NPCs in any way as far as I'm aware so I can't reliably detect that. But near the top of layout.lua is this table:
Code:
kn.r = {
    { .7, .2, .1 }, -- hated
    { 1, .8, 0 },   -- neutral
    { .2, .6, .1 }, -- friendly
    { .5, .5, .5 }, -- tapped
}
Those are all the colours which can be changed at the moment.
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