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Updated: 03-08-15 09:57 PM
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The Adventure Continues (6.1)
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Updated:03-08-15 09:57 PM
Created:02-03-11 11:34 AM
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Categories:Unit Mods, Combat Mods
6.1

KuiNameplates  Popular! (More than 5000 hits)

Version: 248
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;

248
* bump toc

Change log for previous versions available on CurseForge.
Archived Files (3)
File Name
Version
Size
Author
Date
247
281kB
Kesava
01-30-15 01:16 PM
243
279kB
Kesava
10-14-14 04:13 PM
240
278kB
Kesava
07-18-14 02:07 PM


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Unread 04-12-13, 09:21 PM  
Nibelheim
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Would it be possible to offset the FontStrings by x 0.5 and y 0.5 in future updates? This stops the text from bouncing around

Ohh, or better yet, custom Text Offset settings

Thanks! Love the AddOn
Last edited by Nibelheim : 04-12-13 at 09:34 PM.
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Unread 04-11-13, 04:52 PM  
luigee91
A Kobold Labourer
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Best nameplate addon ever.
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Unread 04-11-13, 03:03 PM  
Kesava
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Originally Posted by Massiveunit
...
Thank you!

Originally Posted by Tonyleila
1...
I'll have config for size/position soonish. Forcing myself to do a rewrite of the main layout code first, though.

Originally Posted by Tonyleila
2...
I'll look for a solution, yes.

Originally Posted by Tonyleila
3...
That'll probably be an option, since it's simple to add.
Last edited by Kesava : 04-11-13 at 03:03 PM.
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Unread 04-10-13, 08:32 PM  
Massiveunit
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Hey,
Wanted to give u a shout out. Great addon, use it with real UI. Looks great and works well with it!
Thxs,
Massive
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Unread 04-10-13, 03:57 PM  
Kesava
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It doesn't have any pixel fonts by default. It's just aligned so that the individual elements of frames aren't blurred - something that's tricky to do with the default UI's nameplates without just disabling AA.
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Unread 04-10-13, 01:07 PM  
duhwhat
A Wyrmkin Dreamwalker

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any chance of a version without pixel fonts? i find them very unreadable.
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Unread 04-10-13, 02:39 AM  
Tonyleila
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1.Have not testet latest version but looks like you move the debuffs/stacks on the screen.
I always use stack nameplates it works fine if you make the debuffs a bit smaller and put it more close to the nameplates Only the casting text is in the way but thats OK.

2. Can you please add an option to change the seturation or color of the nameplates you are not targeting/not targeting? Or maybe you have a better solution for this problem: If the fade option is enabled its hard to find a fade alpha where you can still read the "nameplates you don't target" but can still differ them from the one you target. Tidyplates solves this problem by a targeting frame texture but I can't think of a good way to add one here.

3. I had problems with the yellow/red cooldown text on the icons because shadow icons are yellow and its unreadable. But switched to cyan and white as only colors and I haven't had any problems with any class. DK blue buffs are not cyan and mage has no cyan dots so I think thats the best cooldown color since most dots seam to have red or yellow icons.
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Last edited by Tonyleila : 04-10-13 at 04:41 AM.
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Unread 04-09-13, 05:25 PM  
Kesava
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Having my own aura module gives me the opportunity to try to make it look decent, you see. I'll definitely look at making it and of course it'll be easy to disable.

Thanks!
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Unread 04-09-13, 06:01 AM  
Tonyleila
A Molten Giant
 
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Originally Posted by devilArt
one more thing, about CC spell, is that possible make their icon bigger like platebuffs, it's important in arena
Bah I hate that option of plate buffes I play arena too but i think it looks awfull. Use Gladius. Only good looking way woud be to just show the ccs in front of the other icons. Had to remove every cc spell manually sin platebuffs since the not show option won't work. If you realy implement this than please add an option to disable it compleatly
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Unread 04-09-13, 02:41 AM  
devilArt
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aura system is awesome, finally i can get rid of platebuffs, thanks man

by the way, maybe aura time and count need a separate option to select font, i must edit lua file to done this


one more thing, about CC spell, is that possible make their icon bigger like platebuffs, it's important in arena
Last edited by devilArt : 04-09-13 at 04:54 AM.
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Unread 04-06-13, 08:29 PM  
Kesava
A Defias Bandit
 
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Hm. Fair enough. I haven't tanked for a while (and never as a paladin) so I didn't think about that. Both good points. I'll have another look once I've solved addon incompatibilities.
Last edited by Kesava : 04-06-13 at 08:37 PM.
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Unread 04-06-13, 05:00 PM  
Tonyleila
A Molten Giant
 
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Re: Re: spells

Originally Posted by Kesava
Tonyleila:
Some of the things you've listed are 100%/very-high chance passives. I don't really like putting passives there because generally you can just assume they'll always be up (like censure for paladins), or you know they'll be up when you use a certain ability. Also if I were listing passives I may as well just list every single debuff that a class can do, and if I were doing that, then there'd be no need for the whitelist at all.
yes paladin things may be passive they will be on the mob as soon as you attack them but isen't it possible and important to "multidot" especially if you tank? if there are to many you can't see what already has your dot.

Problem is for me if I disable whitelist: Short channeled spells like Mind Flay are shown on the auras. If you now enable only spells longer than 3 seconds then important spells with short duration are not shown e.g. Silence are not shown any more... so I think all in all a Black list + only show players debuffs woud be shorter than a whitelist?

Originally Posted by Kesava
With AOE effects, particularly if you're looking at the character's nameplate, you can already see whether or not they're in the AOE, right?
Just added aoe effects that are on the ground I think its important to see if a mob runs out of the aoe especially if the aoe slows the mob. The ground effects often look biger than they realy are so its only possible to see it from the debuff.
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Last edited by Tonyleila : 04-06-13 at 05:08 PM.
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Unread 04-06-13, 01:58 PM  
Kesava
A Defias Bandit
 
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Re: spells

Pekti:
That was indeed bugged. I'll have it fixed in the next version, thanks for letting me know.

Tonyleila:
Some of the things you've listed are 100%/very-high chance passives. I don't really like putting passives there because generally you can just assume they'll always be up (like censure for paladins), or you know they'll be up when you use a certain ability. Also if I were listing passives I may as well just list every single debuff that a class can do, and if I were doing that, then there'd be no need for the whitelist at all. But that's why I have an option to turn the whitelist on and off - and the time thresholds. You may like that.
With AOE effects, particularly if you're looking at the character's nameplate, you can already see whether or not they're in the AOE, right? Other things are good though. Stuns, roots and slows should be included and I need to work on hunter traps and global auras like CC, CTF flags, etc.

-At some point- I also want to have an interface for the whitelist so you can customise it from within WoW without having to redo it whenever there's an update.

Thanks again.
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Unread 04-06-13, 11:36 AM  
Tonyleila
A Molten Giant
 
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spells

Ok I'm finished with my spell list but I think there are still some missing.
I'm shure I have all CCs possible by players in my raven filter addon:

CCs by player:
Code:
6770, 64044, "#20066", 33786, 2637, 6358, 3355, 51514, 853, 408, 1776, 82691, 5246, 5211, 8122, "#5782",
2094, 100, 9005, 91800, 50519, 96201, 56626, 1833, 31661, "#44572", "#58534", 30283, 45334, 108194,
105593, 710, 113792, 111397, 5484, 113724, 99, 24394, 19503, 19386, 117405, 107079, 117418, 115073,
115078, "#118905", 9005, "#22570", 105771, 20549, 132168, 118895, "#115001", 105421, "#7922", 115268,
132169, "#605", "#89766", 126246, 126355, 126423, 131556,
Silenced/Disarmed by Player/Pet
Code:
55021, 81261, 15487, 26090, 50318, 47476, 76577, "#31935", 1330, 19647, 34490, 47779, 50613, 102051, 116705, 117368, "#31117", 118093, 676, 18498, 91644,
preventing movement/rooted
Code:
54706, 4167, 50245, 96201, 33395, 114404, 339, 122, 102359, 128405, 107566, "#116706", 19975, "#96294", 63685
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Last edited by Tonyleila : 04-06-13 at 11:39 AM.
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Unread 04-06-13, 10:03 AM  
Pekti
A Kobold Labourer

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Combat toggle

Anyone else having issues with the combat toggle? Mine appears to be unresponsive, both checked and unchecked. Updated the addon this morning to the latest version - and really digging the new options/config settings
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