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Siege of Orgrimmar (5.4)
Updated:01-12-14 10:58 AM
Created:02-03-11 10:34 AM
Downloads:33,880
Favorites:194
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Categories:Unit Mods, Combat Mods
5.4
KuiNameplates  Popular! (More than 5000 hits)
Version: 228
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
228
* make auras significantly more reliable
* change tankmode uiname to "Threat", in anticipation of additions to its config page

* add options to change reaction colors
* split "don't fade units at low health" into two seperate options for hostile units and friendly units
* fix "fade all" doesn't work consistently when faded alpha is set to 0%
* fix castbar sometimes fading out on newly shown frames where it was inappropriate
* fix logic error in kui frame fading code which may have caused some problems with repeated frame fading
* add upper limit to name width (using default layout) to prevent ridiculous overflows
* remove kui_nameplates_absorbs because that was nowhere near ready and shouldn't have been pushed anyway, whoops
* bump kui minior

* fix lua error when cast time display is enabled but name is disabled
* reduce name text jiterry-ness using centred layout
* add option to only use frame glow as threat glow (hide it when there's no threat)
* add option to show auras on trivial units

* reposition castwarnings to fit with new layout
* add option to use left-aligned layout, similar to the pre-223 layout (in /knp > general)

* add spark to castbars.
* make castbars fade out rather than instantly disappearing.
* cast time display is now disabled by default.
* change layout of healthbar text; names are no longer truncated.
* change layout of castbar text; spell name is no longer truncated.
* change default font to Expressway Rg Bold. Works better at smaller sizes in WoW.
* change level text for bosses to "Boss".
* remove option to colour unit names. This can be achieved with a small custom.lua modification.
* remove maximum cast time from castbar text (only current time is shown now)
* remove Accidental Presidency from Kui_Media.

Change log for previous versions available on CurseForge.
Archived Files (3)
File Name
Version
Size
Author
Date
221
262kB
Kesava
11-14-13 07:28 AM
217
261kB
Kesava
09-10-13 07:20 AM
216
261kB
Kesava
08-15-13 10:35 AM


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Old 09-12-12, 08:15 PM  
Kesava
A Defias Bandit
 
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It uses my own colours, which are on line ~16 of layout.lua, looks like ths:
Lua Code:
  1. -- Custom reaction colours
  2. ns.r = {
  3.     { .7, .2, .1 }, -- hated
  4.     { 1, .8, 0 },   -- neutral
  5.     { .2, .6, .1 }, -- friendly
  6. }
Guess I'll add an option to use the default, though. Hadn't really thought about that.
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Old 09-12-12, 02:29 AM  
eiszeit
A Flamescale Wyrmkin
 
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I am not sure, couldn't test it. But does this nameplates support FACTION_BAR_COLORS for friendly nameplates? Or could you point me in the direction (just the line where to look) where to put it in myself?
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Old 09-07-12, 10:47 AM  
Kardoxxx
A Kobold Labourer

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Great addon! I love the looks of the bars...

There are several problems when I use it with the Russian version.

1. All the names are displayed as ??? (I guess it's a problem with fonts... I had it with other addons like Titan Panel and had to install some additional fonts and after that they started displaying everything properly).

2. There is no cast bar. The icon of an ability appears but there is no actual cast bar. Though on one of your screenshots there is a castbar. Can it be again related to the fonts?

Any chance you could look into these issues and fix them please? I really would love to use your addon
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Old 09-06-12, 04:00 AM  
Rammoth
A Cliff Giant
 
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It's fantastic! I definitely want to use a UI like that. I could make my own using your frames and nameplates, but I am still learning LUA and I would like to code my own things from the ground up. I could use other addons and inappropriate them into the UI I suppose, without having them as separate addons installed.

But to do that, I'd need permission from every author, and I haven't even decided to go that route yet.

However, when I'm finished, it will include a version of Picomenu from nMainBar addon here on the site. I was already given permission to make it stand alone.

Originally Posted by Kesava
Ha. Thanks. I don't know if I will, really. I make most of the visible elements of my UI myself and, well, I just tolerate the bugs and ineptitudes I don't bother to fix with a sort of author-y love. And particularly with my action bar add on, there are a lot of bugs. I could clean it up and post it under suites some day, but it needs a lot of cleaning up. I also can't provide for things I don't take part in or otherwise have no way to test, like arenas. How people test those without just losing a lot, I will never know.

This is my interface though, if you were curious: clean, unclean. Just to tease.
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Old 09-05-12, 09:25 PM  
Kesava
A Defias Bandit
 
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Ha. Thanks. I don't know if I will, really. I make most of the visible elements of my UI myself and, well, I just tolerate the bugs and ineptitudes I don't bother to fix with a sort of author-y love. And particularly with my action bar add on, there are a lot of bugs. I could clean it up and post it under suites some day, but it needs a lot of cleaning up. I also can't provide for things I don't take part in or otherwise have no way to test, like arenas. How people test those without just losing a lot, I will never know.

This is my interface though, if you were curious: clean, unclean. Just to tease.
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Old 09-05-12, 09:58 AM  
Rammoth
A Cliff Giant
 
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This and your oUF frames are still my favorite out of all available on this site AND curse.com.

However, I was wondering when you're going to release a UI with these included? Cause you're good at making this kind of stuff, and I'd like to see an entire UI package made by you, and use it!
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Old 09-03-12, 02:24 PM  
Kesava
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No. However you can use PlateBuffs. Check the comments for my patch (and fostic_popcorn's advice) to make it work on 5.0.4.
Last edited by Kesava : 09-05-12 at 09:28 PM.
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Old 08-30-12, 05:28 AM  
keltan
A Kobold Labourer

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there is no config to see dots on nameplates like tidyplates?
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Old 04-30-12, 09:40 PM  
linguini
A Deviate Faerie Dragon

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how can i get this addon to show class colors for enemy name plates?
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Old 04-29-12, 03:04 PM  
BadWarlock
A Kobold Labourer

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Tell me please how to disable the target level. and the percent нр?
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Old 04-20-12, 05:08 AM  
luigee91
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thank you!!!
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Old 04-13-12, 07:09 PM  
Pekti
A Kobold Labourer

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Re: Re: Updating the addon / saving changes

Originally Posted by Kesava
When you say you've customised it, have you actually edited the .lua files? If not, I don't see why you'd lose settings, it stores them in the same way every other add on does, so unless you're having the same problem with other add ons...
I'm leaning toward you've-modified-the-files, though. In which case you should flag the curse client to ignore the add on so that it doesn't try to replace it when you modify it. If you just copy a single file, the client would still recognise it as "modified" and try to replace it, afaik.

Otherwise, -very- recently I've been working on making configuration better (i.e. providing more options, making a GUI and supporting profiles), and I imagine that'd fix this. I'm not sure when I'll release it, but there's not much work left.
Ahh, okay, I see what you mean. Yeah, the actual .lua files have been modified to suit my needs. Another addon I customize is DBM. Whenever I update it (which with one like DBM, it's pretty often), there's a specific .lua file I backup in order to preserve the changes I've made (yet still update the addon so that it's the most recent version). It's a great idea to just ignore updating KuiNP. Sorry for the confusion, and thanks for the clarification
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Old 04-13-12, 01:12 PM  
Kesava
A Defias Bandit
 
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Re: Updating the addon / saving changes

Originally Posted by Pekti
... when I update the addon, my settings are lost...
When you say you've customised it, have you actually edited the .lua files? If not, I don't see why you'd lose settings, it stores them in the same way every other add on does, so unless you're having the same problem with other add ons...
I'm leaning toward you've-modified-the-files, though. In which case you should flag the curse client to ignore the add on so that it doesn't try to replace it when you modify it. If you just copy a single file, the client would still recognise it as "modified" and try to replace it, afaik.

Otherwise, -very- recently I've been working on making configuration better (i.e. providing more options, making a GUI and supporting profiles), and I imagine that'd fix this. I'm not sure when I'll release it, but there's not much work left.
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Old 04-13-12, 09:52 AM  
Pekti
A Kobold Labourer

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Updating the addon / saving changes

Hi! Thank you for all of your hard work on this addon. It really is a great one that I am so very happy to use

I have a question for you regarding updating the addon. I've customized the settings so that I could tweek the details and whatnot to appear as I want them to. But when I update the addon (via the curse client, etc), my settings are lost and I have to start over from scratch. So my question is this: is there a file in particular that I can save/backup and copy into the new, updated folder in order to maintain my settings? Hope that makes sense. Thanks so much!
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Old 02-11-12, 05:13 AM  
Deadlysnipez
A Murloc Raider

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found
Last edited by Deadlysnipez : 02-11-12 at 05:24 AM.
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