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rNamePlates (Diablo)  Popular! (More than 5000 hits)

Version: 60200.02
by: zork [More]

Update, October 2016

We can now spawn nameplates with oUF. There is no need anymore for a seperate nameplate framework. They can be integrated into your oUF layout. http://www.wowinterface.com/forums/s...ad.php?t=54584
INTRO
rNamePlates replaces the default name plates with a Diablo themed high FPS counterpart.
Based up on this: Nameplate FPS drop research
AURAS
rNamePlates supports auras. Auras are tracked for "player" and "pet" and saved in a spell-database per character. To administrate the spell-database check the slash commands.
SLASH COMMANDS
lua Code:
  1. /rnp -- shows all commands
  2. /rnp list -- shows all entries of spelldb for this character
  3. /rnp blacklist SPELLID -- blacklists a certain SPELLID in spelldb for this character
  4. /rnp whitelist SPELLID -- whitelists a certain SPELLID in spelldb for this character
  5. /rnp remove SPELLID -- removes a certain SPELLID from spelldb for this character
  6. /rnp disable -- disable the spelldb for this character
  7. /rnp enable -- enable the spelldb for this character
  8. /rnp resetspelldb -- reset the spelldb for this character

CONFIG
Small config on top of the rNamePlates.lua. Not much. Most of the stuff is hardcoded.
GIT
https://github.com/zorker/rothui/tre....0/rNamePlates

60200.01
- added absorbbar reference
- added fix for patch 6.2

60000.09
- healthbar colors now match faction colors
- color onupdate function throttled

60000.08
- hide default healthbar
- hide default castbar
- hide threat glow
- create new healthbar
- create new castbar
- added TANKMODE healthbar coloring

60000.07
- Added new command "disable" to disable the spellDB per character
- Added new command "enable" to enable the spellDB per character
- Remove obsolete checks for ScanAura
- Code cleanup

60000.06
- fixed the poor GUID handling

60000.05
- changed loading event to ADDON_LOADED
- fixed rNP_SPELL_DB = nil error

60000.04
- Loading SavedVariables with VARIABLES_LOADED event instead of ADDON_LOADED
- Added more spellDB checks
- Removed spellDB wipe on new WoW build
- Added new command "remove" to remove a spell from spellDB
- Renamed command "spelldb" to "list"

60000.03
- added auras to rNamePlates
- added slash commands to manage tracked auras

60000.02
- code cleanup

60000.01
- new nameplates for wod 6.0.2

50400.01
- added healthbar faction coloring
- updated toc to 50400

50300.04
- Added the threat bloat fix

50300.03
- changed the threat glow to a threat border around the healthbar

50300.02
- code cleanup/overhaul
- added 2 new statusbar textures to pick from

50300.01
- initial release
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Unread 01-18-15, 10:22 AM  
zork
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Nameplates are threat or faction colored. Additionally the color is multiplied with your texture color. Maybe your textures differ. Or you have threat on the nameplate but not on the target frame.

Or what may make the color look wierd is the highlight frame. That is a highlight texture on top of the nameplate. You can try to disable it and check for the outcome.
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Last edited by zork : 01-19-15 at 03:08 AM.
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Unread 01-17-15, 10:57 AM  
illum1n4ti
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Originally Posted by zork
@kabuto
Hmm. Yeah that sounds like a good idea. I'll add it.

@casthro
If you check the code you will see skin functions. If you do not like the skin just edit it to your liking.
There is only rNamePlates. Make of that whatever you want.
Hi Zork

I checked the new rNameplate and it is nice but i was wondering why the red color is soo diffrent ..

i hope u understand what i mean see the screenshot

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Unread 01-17-15, 04:05 AM  
illum1n4ti
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Hello Mr Zork

Could u please tell me how to fix this i see the dragon symbol?

Code:
 
  -- ------------------------------------
  -- Hide Textures
  -- ------------------------------------
    plate.border:SetTexture(nil)
    plate.highlight:SetTexture(nil)
    plate.boss:SetTexture(nil)
    plate.dragon:SetTexture(nil)
    plate.castbar.border:SetTexture(nil)
    plate.highlight:SetTexture(nil)
    plate.threat:SetTexture(nil)
Last edited by illum1n4ti : 01-17-15 at 04:16 AM.
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Unread 01-15-15, 03:29 AM  
Kabuto-eu
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Yeah I have mine edited in a similar way. Mine turns bars purple at execute range (warrior).
Last edited by Kabuto-eu : 01-15-15 at 03:39 AM.
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Unread 01-14-15, 01:50 AM  
zork
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No your solution sounds like the correct one.

WoW was first developed with 1024x768 pixels in mind.

Check
http://www.wowinterface.com/forums/s...ad.php?t=31813
and http://www.wowinterface.com/download...-UIScaler.html

Pixel perfection is kind of an complicated topic if you want to add it afterwards since you need to re-iterate all your values.

Additionally the nameplates live on the "WorldFrame" that frame may not factor in UIScale like "UIParent" does.

Basically I think you could use an inset of 1 if you you set your nameplate scale to 768/1050. I would not fiddle with the WorldFrame scale!

Btw my newPlate is just a simple square. I use as a base-frame that will center itself on the Blizzard nameplate.

Here is where I set the newPlate size:
https://code.google.com/p/rothui/sou...Plates.lua#450

Here is where the blizzPlate movement is triggered. There is a hidden frame that will change its size and trigger the event.
https://code.google.com/p/rothui/sou...Plates.lua#341

Best of luck.
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Last edited by zork : 01-14-15 at 01:59 AM.
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Unread 01-13-15, 10:28 PM  
sirann
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I ended up just saying fuck it and did this:

I figured it was due to worldframe being 1366x768 and my monitor being 1920x1080. 768/1080 = 32/45, so I just set all the insets on the backdrop to 32/45 instead of 1. Shitty solution, but effective.
Last edited by sirann : 01-14-15 at 07:04 AM.
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Unread 01-13-15, 07:17 PM  
sirann
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I've tried math.floor(x) and math.floor(y) on blizzPlate.newPlate:SetPoint('CENTER', WorldFrame, 'BOTTOMLEFT', math.floor(x), math.floor(y))

uiscale in my escape > system > option is OFF, as none of my others addons have this issue (although none of my other addons are parented to WorldFrame lol. The addon's scale is set to 1. I have the size set to 130, 10, so I can't see any way why the issue is still, well, an issue. Any insight would be appreciated. I've looked at kuinameplates code for its pixel perfection, and it's got:
Lua Code:
  1. local w,h = f:GetSize()
  2. if f.trivial then
  3.     f.x = floor((w / 2) - (addon.sizes.frame.twidth / 2))
  4.     f.y = floor((h / 2) - (addon.sizes.frame.theight / 2))

when I attempted to put
Lua Code:
  1. local w, h = blizzPlate.newPlate:GetSize()
  2. print(w, h)

it would print out like 37 and 42 regardless of how ridiculously tall or wide I made the frame.

I'm quite unsure what's going on at this point, but the nameplate still doesn't fit in the backdrop with a 1 pixel border at all times. Any ideas or help would be cool.
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Unread 01-13-15, 10:55 AM  
sirann
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You sir, are a gentleman and a scholar. I'll try this out when I get home. Will post back when I get them functioning. If I can get this functioning, I'll probably attempt to implement some threat/target/mouseover coloring with the backdrop, red for threat (revert the name color change), white for target, and blue for mouseover. We'll see!
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Unread 01-13-15, 01:44 AM  
zork
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No that's awesome. I want people to write their own additions and get into making their own stuff.

Regarding the backdrop. If a gradient would be ok you could use the backdrop I use here:
http://www.wowinterface.com/download...UF_Simple.html

For pixel perfect frames you need to first make sure your UIScale supports pixel perfection. Thus your nameplates need to use the same scale as your other frames. Next you need to make sure to never use non-floored setpoints for your nameplate. This https://code.google.com/p/rothui/sou...Plates.lua#348 has to become
Lua Code:
  1. blizzPlate.newPlate:SetPoint("CENTER", WorldFrame, "BOTTOMLEFT", math.floor(x), math.floor(y)) -- Immediately reposition frame

Pixel perfection has to be done in first place. You probably need to change the scale and all sizes of your nameplate to achieve it.
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Last edited by zork : 01-13-15 at 01:52 AM.
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Unread 01-12-15, 10:42 PM  
sirann
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You're probably going to hate me, I've done some modifications to the code. I play a rogue, so I DO need to know when I have aggro on things, but I didn't really like the healthbarcolor change you have.

Additionally, since I am a rogue, assassination at that, I wanted the nameplates to change colors to orange when targets are below 35% health. I've altered the following function: NamePlateHealthBarColor to:
Lua Code:
  1. local _, healthmaxval, healthcurval
  2. local FACTION_BAR_COLORS = FACTION_BAR_COLORS
  3. local levelcolor = {}
  4. local function NamePlateHealthBarColor(blizzPlate)
  5.     if blizzPlate.threatTexture:IsShown() then
  6.         local r, g, b = blizzPlate.threatTexture:GetVertexColor()
  7.         local name = blizzPlate.nameString:GetText() or 'Unknown'
  8.         local level = blizzPlate.levelString:GetText() or '-1'
  9.         levelcolor = GetQuestDifficultyColor(level)
  10.         if g + b == 0 then
  11.             blizzPlate.newPlate.healthBar.name:SetFormattedText('|cff%02x%02x%02x%s '..'|cffb40000%s', levelcolor.r*255, levelcolor.g*255, levelcolor.b*255, level, name)--tank mode
  12.         else
  13.             blizzPlate.newPlate.healthBar:SetStatusBarColor(r, g, b)
  14.         end
  15.         return
  16.     end
  17.    
  18.     local r, g, b = blizzPlate.healthBar:GetStatusBarColor()
  19.     if g + b == 0 then -- hostile
  20.         healthcurval = blizzPlate.newPlate.healthBar:GetValue()
  21.         _, healthmaxval = blizzPlate.newPlate.healthBar:GetMinMaxValues()
  22.         if healthcurval / healthmaxval < 0.35 then
  23.             r, g, b = 1, 0.5, 0
  24.         else
  25.             r, g, b = 0.1, 0.1, 0.1
  26.         end
  27.     elseif r + b == 0 then -- friendly npc
  28.         r, g, b = FACTION_BAR_COLORS[6].r, FACTION_BAR_COLORS[6].g, FACTION_BAR_COLORS[6].b
  29.     elseif r + g > 1.95 then -- neutral
  30.         healthcurval = blizzPlate.newPlate.healthBar:GetValue()
  31.         healthmaxval, healthmaxval = blizzPlate.newPlate.healthBar:GetMinMaxValues()
  32.         if healthcurval / healthmaxval < 0.35 then
  33.             r, g, b = 1, 0.5, 0
  34.         else
  35.             r, g, b = FACTION_BAR_COLORS[4].r, FACTION_BAR_COLORS[4].g, FACTION_BAR_COLORS[4].b
  36.         end
  37.     elseif r + g == 0 then -- friendly player, we don't like 0,0,1 so we change it to a more likable color
  38.         r, g, b = 0/255, 100/255, 255/255
  39.     end
  40.    
  41.     blizzPlate.newPlate.healthBar:SetStatusBarColor(r, g, b)
  42. end

The code works exactly as intended, changes the color of the nameplates name text to red when I have aggro, and when mobs drop below 35% health, they get an orange healthbar. My question is, do you think this will impose some noticeable cpu performance impact, which this addon aims to tackle, and if so, could you suggest a better alternative?

Additionally, and unrelated to the aforementioned question(s), I am interested in applying a backdrop to these nameplates, however, my efforts to do so are currently in vain secondary to nameplates being parented to the WorldFrame, and therefore not pixelperfect. Is there a particular function I could edit to self enable pixel perfection?

Thanks for this fantastically written addon!
Last edited by sirann : 01-12-15 at 11:40 PM.
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Unread 01-09-15, 09:28 AM  
sirann
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I see. I'll mess with it more at home, thanks!

e: seems to be in functioning order after tweaking the placement. thanks!
Last edited by sirann : 01-12-15 at 10:43 PM.
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Unread 01-09-15, 09:06 AM  
zork
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If you haven't screwed up the nameplate position to much you can actually click the nameplate. By the new nameplate is exactly on top of the old one.
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Unread 01-08-15, 06:11 PM  
sirann
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With the default name plates, it's possible to click the name plate itself to target the associated unit, additionally, when mousing over said nameplate, the name text is changed from white to yellow.

Is it possible to one, be able to add code to this addon to allow for targeting via left mouse click on name plate or elements thereof, and two, show some sort of color change, alpha change, etc to let you know which unit you're mousing over?
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Unread 12-30-14, 09:00 PM  
Kabuto-eu
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Unable to recreate the castbar flickering glitch so far.
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Unread 12-28-14, 06:05 PM  
furbolgi
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Originally Posted by zork
@furbolgi
Yeah the nameplate healthbar color function was not throttled. A new version will do that. Decided to add faction based coloring aswell if no threat state is found on the nameplate.
https://code.google.com/p/rothui/source/detail?r=1361
But higher CPU usage is normal. I hook castbar and healthbar OnValueChanged functions and apply the given values to new health and castbars. What do you use for CPU profiling?
I use AddonProfiler http://wow.curseforge.com/addons/add...s/9-r20090903/ it's very dated but still works perfectly fine with some modifications (http://pastebin.com/cnJq1v3A).
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