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Siege of Orgrimmar (5.4)
Updated:07-18-14 02:07 PM
Created:02-03-11 11:34 AM
Downloads:36,069
Favorites:202
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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 11-06-13, 05:29 AM  
Nephrenka
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Can you add an option to change the strata of the nameplates?
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Unread 11-02-13, 09:08 AM  
Solvexx
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I can't find any mention of it being a different spell ID.
Even losecontrol uses the same spell ID that you do for the warrior disarm.

So.. Not sure.
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Unread 11-02-13, 07:39 AM  
Kesava
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It probably just has a different spell ID on players. I'll try to find it and add it to the whitelist for the next release.

Thanks.

Originally Posted by Solvexx
...
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Unread 11-01-13, 09:01 PM  
Solvexx
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Hello! Great addon!

One problem though, the disarm debuff for warriors works for PvE encounters but when I disarm other players it doesn't show up. Is there a function I've missed?

Cheers.
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Unread 10-12-13, 04:06 AM  
Shnuggle
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Would you please consider making non-targeted mobs alpha jump up 100% when they are below 20%, a lot of classes have execute abilities and spells (or at least give a simple activation for it in the GUI). I have done this manually (changed lua) but, this feature as a default would be a lot easier for people.
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Unread 09-29-13, 05:28 PM  
madmatt91
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Re: Re: Re: Re: couple .lua stuffs i'd like to know

Originally Posted by Kesava
Originally Posted by madmatt91
...
Ah, sorry, you'll also need to add:
Code:
local kui = LibStub('Kui-1.0')
To the top of custom.lua.
yayyyy thanks it works looks amazing now!
Last edited by madmatt91 : 09-29-13 at 06:01 PM.
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Unread 09-29-13, 02:16 PM  
Kesava
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Re: Re: Re: couple .lua stuffs i'd like to know

Originally Posted by madmatt91
...
Ah, sorry, you'll also need to add:
Code:
local kui = LibStub('Kui-1.0')
To the top of custom.lua.
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Unread 09-29-13, 12:26 PM  
madmatt91
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Re: Re: couple .lua stuffs i'd like to know

[/quote]
I got that code wrong, sorry! It needs to be frame.bg.fill:SetVertexColor([your colour]), and it should be under mod:PostShow rather than mod:PostCreate.

And you're correct, changing this will also change the colour of the 1 pixel border around the health bar. To overcome that, add the following code under PostCreate (definitely under PostCreate this time):
Code:
    local b = CreateFrame('Frame',nil,frame.health)
    b:SetBackdrop({ edgeFile = kui.m.t.solid, edgeSize = 1 })
    b:SetBackdropBorderColor(0,0,0,1)
    b:SetAllPoints(frame.bg.fill)
That will create an extra border frame around the health bar, which should work fine.
[/quote]

thanks for the response! ok the decimal percent health display works fine, got that one and the name to be where i want, also the health bar background now works as i want although yeah still shows the grey border, probably the border code you posted needs something like background level? dunno this is how it looks
Code:
function mod:PostCreate(msg, frame)
local b = CreateFrame('Frame',nil,frame.health)
    b:SetBackdrop({ edgeFile = kui.m.t.solid, edgeSize = 1 })
    b:SetBackdropBorderColor(0,0,0,1)
    b:SetAllPoints(frame.bg.fill)
	-- Place code to be performed after a frame is created here.
end

------------------------------------------------------------------------ Show --
function mod:PostShow(msg, frame)
    frame.bg.fill:SetVertexColor(.4, .4, .4, 1)
	-- Place code to be performed after a frame is shown here.
end
adding a screenshot so you see how it looks in game and you can see the lua error i get aswell, line 21 is this one:
Code:
    b:SetBackdrop({ edgeFile = kui.m.t.solid, edgeSize = 1 })
http://img32.imageshack.us/img32/3672/6xgj.jpg
yeah basically it just needs the black pixel border and it's fine!

thanks again!
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Unread 09-29-13, 07:56 AM  
Kesava
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Re: couple .lua stuffs i'd like to know

Originally Posted by madmatt91
although it doesn't really work infact nothing changes, still got the kinda faded out black bar as background, with the .5,.5,.5,1 values instead i should have a solid grey / light grey background, how can i fix this?
I got that code wrong, sorry! It needs to be frame.bg.fill:SetVertexColor([your colour]), and it should be under mod:PostShow rather than mod:PostCreate.

And you're correct, changing this will also change the colour of the 1 pixel border around the health bar. To overcome that, add the following code under PostCreate (definitely under PostCreate this time):
Code:
    local b = CreateFrame('Frame',nil,frame.health)
    b:SetBackdrop({ edgeFile = kui.m.t.solid, edgeSize = 1 })
    b:SetBackdropBorderColor(0,0,0,1)
    b:SetAllPoints(frame.bg.fill)
That will create an extra border frame around the health bar, which should work fine.

Originally Posted by madmatt91
second thing, I'd like to have the health percentage display changed to decimal at all times
That's currently only possible by directly editing layout.lua.
Find this line:
Code:
                big = floor(curr / max * 100)
And change it to:
Code:
                big = string.format("%.1f", curr / max * 100)
You can change the "1" in that to indicate how many decimal places should be shown. Then make sure that both of your health display patterns in /knp > Health display are set to:
Code:
<=:p;
Originally Posted by madmatt91
third thing, i would like the health percentage to be on the same vertical offset as the nameplate's unit name
It should be, can you post a screenshot? Unless you worked out what was wrong.

Originally Posted by madmatt91
last thing, i would like to be able to change the vertical offset of both the name and the health percentage, the build it options only allow untill just a bit over the center of the frame, i'd like to be able to go lower
As you probably worked out, you can type lower and higher values than the slider exposes in the text box under the slider manually.

Thanks.
Last edited by Kesava : 09-29-13 at 07:58 AM.
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Unread 09-28-13, 04:03 PM  
madmatt91
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couple .lua stuffs i'd like to know

Hi, first of all thanks for the addon it's a beauty! couple things i'd like to change for myself, i saw you said that to change the health bar background (not the frame background just the bit that appears as the health bar goes down like someone else asked) you would have to change the custom lua, i tried and this is how it looks:
Code:
function mod:PostCreate(msg, frame)
    frame.bg:SetVertexColor(.5,.5,.5,1)
although it doesn't really work infact nothing changes, still got the kinda faded out black bar as background, with the .5,.5,.5,1 values instead i should have a solid grey / light grey background, how can i fix this?

second thing, I'd like to have the health percentage display changed to decimal at all times

third thing, i would like the health percentage to be on the same vertical offset as the nameplate's unit name

last thing, i would like to be able to change the vertical offset of both the name and the health percentage, the build it options only allow untill just a bit over the center of the frame, i'd like to be able to go lower

thanks in advance i know it's a lot of question but probably someone else is looking for this too big ups for the great addon again!

EDIT: managed to get third and last thing to be as i wanted! about the first one i managed to change that specific color the problem is that the texture that changes that part is called solid right? in the ''t'' folder, and it's the same texture that also makes the border of the health bar appear, so you can't say put the background of the health bar at (.3, .3, .3, 1) and make the border remain totally black with ( 0, 0, 0, 1), or am i wrong?
would still need the decimals for the %health display, got no clue how to do that
Last edited by madmatt91 : 09-29-13 at 04:46 AM.
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Unread 09-28-13, 01:44 PM  
ak_wow
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Re: Re: CUSTOM_CLASS_COLORS

Originally Posted by Kesava
... To cut to the chase, to do this you'd have to do a sort of reverse-lookup to find the class given the colour of the nameplate. But that's.. more than a few lines of code. I'll look into it, though.

Thanks!
wawww i didn' t think that was so difficult...
I understard why i failed

Thanks for your anwser!
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Unread 09-28-13, 01:20 PM  
Kesava
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Re: CUSTOM_CLASS_COLORS

Originally Posted by ak_wow
I tried to make the addon works with !classcolor but i know nothing about lua so i failed...
The default nameplates don't provide their owner's class as a variable, they just recolour the health bar. So what I'm doing in that code you modified is reading the colour of the default nameplates' health bar and putting it on to my addon's nameplates' health bar - not reading the class, which means it isn't available as a key in CUSTOM_CLASS_COLORS.

Similarly nameplate owners aren't given a unit definition unless you happen to be targeting the owner, in which case you still have to find the right nameplate (programmatically speaking, you can do this by checking that it is the only nameplate at 100% opacity) in order to work out which nameplate actually belongs to your target... All this means functions which take units, like UnitClass, don't work for nameplates.

To cut to the chase, to do this you'd have to do a sort of reverse-lookup to find the class given the colour of the nameplate. But that's.. more than a few lines of code. I'll look into it, though.

Thanks!

I doesn't track in Demonology or Affliction, and I'm not running any glyphs that would change corruption. I think another person in the RealUI thread also asked about the same thing.
I'll look at it when I get the chance, thanks.
Last edited by Kesava : 09-28-13 at 01:21 PM.
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Unread 09-28-13, 12:57 PM  
ak_wow
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CUSTOM_CLASS_COLORS

Hello,

Great addon so far

I tried to make the addon works with !classcolor but i know nothing about lua so i failed...

Under "enemy player, use default UI colour", i tried :

r = CUSTOM_CLASS_COLORS[select(2, UnitClass ("self"))].r

or

r = CUSTOM_CLASS_COLORS[select(2, UnitClass ("self.class"))].r

and some other things ...


I could use some help if someone know how to fix that.

Thank you.
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Unread 09-24-13, 09:15 AM  
Midjet
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Re: Re: PvP

Originally Posted by Kesava
Originally Posted by Laméricain
I am using KNP through Real UI. Does anyone know if there is an option to have KNP debuffs over all nameplates in PvP? Right now it is only showing debuffs over pets and only occasionally over players.
Auras will only display over your current target, and they'll linger over past targets. When it comes to nameplates, the API doesn't provide a reliable way to track auras on any unit except your target. It should be displaying on any unit you target - there's no option to make it only track them on pets or otherwise.

Originally Posted by xeleven
is there a way i can make the name text bigger?
Not as an option at the moment. You can edit core.lua, find this line:
Code:
        name      = 9,
(It should be on line 32) And edit that number to whatever size you'd like. Note that it may also affect some other text.

Originally Posted by Midjet
Hey there, since 5.4 KNP isn't tracking corruption for me.
It's tracking for me, but I don't actively play a warlock. What spec are you? Do you have any glyphs that modify corruption?

Originally Posted by poohkie
the addon castbar isnt over-riding the default blizzard 1, so now my nameplates have the kui castbar, and these huge ugly ass blizzard cast bars.... how do i fix this?
Could you disable any other addons and see if it still happens?


Thanks.
I doesn't track in Demonology or Affliction, and I'm not running any glyphs that would change corruption. I think another person in the RealUI thread also asked about the same thing.
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Unread 09-24-13, 06:57 AM  
Kesava
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Re: PvP

Originally Posted by Laméricain
I am using KNP through Real UI. Does anyone know if there is an option to have KNP debuffs over all nameplates in PvP? Right now it is only showing debuffs over pets and only occasionally over players.
Auras will only display over your current target, and they'll linger over past targets. When it comes to nameplates, the API doesn't provide a reliable way to track auras on any unit except your target. It should be displaying on any unit you target - there's no option to make it only track them on pets or otherwise.

Originally Posted by xeleven
is there a way i can make the name text bigger?
Not as an option at the moment. You can edit core.lua, find this line:
Code:
        name      = 9,
(It should be on line 32) And edit that number to whatever size you'd like. Note that it may also affect some other text.

Originally Posted by Midjet
Hey there, since 5.4 KNP isn't tracking corruption for me.
It's tracking for me, but I don't actively play a warlock. What spec are you? Do you have any glyphs that modify corruption?

Originally Posted by poohkie
the addon castbar isnt over-riding the default blizzard 1, so now my nameplates have the kui castbar, and these huge ugly ass blizzard cast bars.... how do i fix this?
Could you disable any other addons and see if it still happens?


Thanks.
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