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Siege of Orgrimmar (5.4)
Updated:07-18-14 02:07 PM
Created:02-03-11 11:34 AM
Downloads:35,826
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
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Author
Date
238
278kB
Kesava
05-18-14 07:19 PM


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Unread 08-21-13, 10:09 AM  
Kesava
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Re: hi

Is possible to add the feature to enable / disable healthbars on friendly units unless you are in combat?
If you mean like the option there current is to automatically hide enemy's nameplates (but not friendlies), then yes, that's something I plan to add.

For now, if you -don't- want enemy nameplates to hide when you leave combat, you can open layout.lua and find/replace this:
Code:
nameplateShowEnemies
With:
Code:
nameplateShowFriends
And then check the "Auto toggle in combat" option. After making that change, it'll work on friendlies rather than enemies.

Thanks!

Originally Posted by Sassyxo
I was wondering if there was any way of making the black bar (as the mob is dying and the health is going down, behind it the bar is jjust black) more transparent/see-through ...
Yes, using custom.lua. Rename custom-rename-me.lua to custom.lua, open it, and add this line:
Code:
frame.bg:SetVertexColor(0,0,0,.5)
Immediately under the line:
Code:
function mod:PostCreate(msg, frame)
That will make the background 50% transparent. Change the ".5" to whatever value you want to customise that.
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Unread 08-20-13, 12:00 AM  
samvx
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Hello Kesava.... let me thank you for this awesome work.

Is possible to add the feature to enable / disable healthbars on friendly units unless you are in combat?

ty in advance... or any suggestion from anyone who knows LUA I appreciate it
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Unread 08-15-13, 05:09 PM  
Sassyxo
An Aku'mai Servant

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hi

I was wondering if there was any way of making the black bar (as the mob is dying and the health is going down, behind it the bar is jjust black) more transparent/see-through ...
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Unread 08-15-13, 10:06 AM  
Kesava
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Originally Posted by Duskmoon
Have one question, is there any way to make the nameplate glow if health drops below a certain percent, not a big issue, just wondering.
Not right now. I've seen a few comments about highlighting lower health units so I might look at doing that at some point, probably in an optional addon.

Thanks!
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Unread 08-11-13, 06:00 AM  
Duskmoon
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Hello,

I would like to thank you for making this and keeping it updated, it's literally the best nameplate addon I've ever used, simply love it.

Have one question, is there any way to make the nameplate glow if health drops below a certain percent, not a big issue, just wondering. Best nameplates ever!
Last edited by Duskmoon : 08-11-13 at 09:20 AM.
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Unread 08-11-13, 01:58 AM  
Anja
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Lua Code:
  1. -- classifications
  2.     if f.level.enabled then
  3.         if f.boss:IsVisible() then
  4.             f.level:SetText('??b')
  5.             f.level:SetTextColor(1, 0, 0)
  6.             f.level:Show()
  7.         elseif f.state:IsVisible() then
  8.             if f.state:GetTexture() == "Interface\\Tooltips\\EliteNameplateIcon" then
  9.                 f.level:SetText(f.level:GetText()..'+')
  10.             else
  11.                 f.level:SetText(f.level:GetText()..'r')
  12.             end
  13.         end
  14.     else
  15.         f.level:Hide()
  16.     end

so i think its because the plates dont have this elitenameplateicon, the "silver dragon" is not there
Last edited by Anja : 08-11-13 at 01:59 AM.
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Unread 08-10-13, 06:06 PM  
Kesava
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Rares should have an r after the level, that's how you're supposed to be able to tell. But I think there might be something wrong with the way I'm detecting it. I haven't looked at that code for a while. Will do asap.
Originally Posted by Anja
there is no "r" in the frame.level:GetText() so i think your strmatch is wrong
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Unread 08-10-13, 06:00 AM  
Anja
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there is no "r" in the frame.level:GetText() so i think your strmatch is wrong



so "lon der bulle" are rare (so you see in my tooltip) but this "rare" status is not in the plate and i dont know how to get this information from the unit (because of no hovering i think)
Last edited by Anja : 08-10-13 at 06:03 AM.
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Unread 08-07-13, 09:44 AM  
Kesava
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Changing the health bar colour might not work consistently. But you could try this in PostShow:
Code:
if frame.level and strmatch(frame.level, 'r.?$') then
    frame.health:SetStatusBarColor(1,0,1)
end
Replace "frame" with "self" if you're not using custom.lua. However it won't work at all if you have level display disabled.

.. Actually, not being able to see if something is rare or elite when the level isn't displayed is something I should fix.

Originally Posted by Anja
is there a way to detect a "rare" and show it on the plate? like to show purple barcolor or something?!
the way with the guid and UnitClassification ? but i dont know to code it in the function OnFrameShow(self) ?
Last edited by Kesava : 08-07-13 at 09:45 AM.
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Unread 08-06-13, 03:27 PM  
Anja
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is there a way to detect a "rare" and show it on the plate? like to show purple barcolor or something?!
the way with the guid and UnitClassification ? but i dont know to code it in the function OnFrameShow(self) ?
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Unread 07-30-13, 07:52 PM  
Kesava
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Originally Posted by Kkthnxbye™
Any reason why my Monochrome is not sticking? everytime I /rl it reverts back to just outline for my pixel font, and it even shows I have mono enabled.. Very weird. I am on the latest.
Yes! A very minor code problem that I totally hadn't noticed.

Thanks for letting me know!

Edit: fixed in the latest release on Curse
Last edited by Kesava : 07-31-13 at 12:55 PM.
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Unread 07-30-13, 12:08 PM  
Kkthnx
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Any reason why my Monochrome is not sticking? everytime I /rl it reverts back to just outline for my pixel font, and it even shows I have mono enabled.. Very weird. I am on the latest.
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Unread 07-27-13, 01:22 PM  
Kesava
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You can find a lot of the previous versions and their changes on the project page, here.
Originally Posted by UnoDe
Hi Kesava!
Is it possible to add (not replace) new versions changes in changelogs? It is a bit confusing now when trying to find the past changes..
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Unread 07-26-13, 11:02 AM  
UnoDe
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Hi Kesava!
Is it possible to add (not replace) new versions changes in changelogs? It is a bit confusing now when trying to find the past changes..
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Unread 07-12-13, 04:59 AM  
Kesava
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Re: Re: Re: Re: Re: Tank mode

The bar changes colour when you have aggro, not when you lose it. And the smart option doesn't see hunters as tanks, so there'll be no change there either way unless you just set it to "enabled". In which case the bar will change colour when YOU (not your pet) have threat.

Some mobs have smaller nameplates in the default UI, they tend to have lower maximum health and not really be a problem - I call these units "trivial". The height of trivial frames can be changed with the "trivial health bar height" option in the general section of /knp config. I assume you changed that at some point; the default value is 7.
Originally Posted by glupikreten
...
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