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Siege of Orgrimmar (5.4)
Updated:07-18-14 02:07 PM
Created:02-03-11 11:34 AM
Downloads:35,720
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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Size
Author
Date
238
278kB
Kesava
05-18-14 07:19 PM


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Unread 01-10-13, 04:49 PM  
devilArt
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Strange situation, sometimes level number still show, i disable it in the config







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Unread 01-08-13, 11:37 PM  
Kesava
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That's a feature in the default UI since 5.1. More on it from an older comment here.
Originally Posted by Kesava
Not unless Blizzard implement [an option to disable them] in the default options. I could make them -look- the same, but they'd stack over each other, and the click-box would still be smaller. Addons can't change the size of interactive things in combat, so it would sometimes work, and sometimes not, which isn't great.
The other way I could "fix" it would be very clunky and I don't have any plans to. I kind of expect Blizzard to at least implement a hidden CVar to disable them at some point (like they do for threat-enlargement), so I feel it'd be wasted development time.
Last edited by Kesava : 01-08-13 at 11:37 PM.
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Unread 01-08-13, 06:20 PM  
devilArt
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since 5.1, some mob's nameplate become small, is there a way to fix it?
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Unread 01-04-13, 12:44 PM  
Kesava
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Originally Posted by Anja
okay, and how can i change the values of the minions?
To change things in trivial nameplates you need to put whatever code you want in PostShow, and surround it with this:

Code:
if frame.trivial then
    [your code here]
end
frame.trivial is always false in PostCreate, so everything needs to be in PostShow, Hide or Target. So for example if you want to show levels on trivial nameplates you could do this:

Code:
if frame.trivial then
    frame.level:Show()
    [then you should also set the point of .level so it looks better or whatever else you like]
end
Last edited by Kesava : 01-04-13 at 12:45 PM.
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Unread 12-26-12, 04:24 AM  
Anja
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okay, and how can i change the values of the minions?
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Unread 12-25-12, 03:23 PM  
Kesava
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Yeah. Certain things you modify need to be put in PostShow because they're changed in layout.lua when a trivial nameplate is shown. So, name text, level text, things like that. Things that you make can usually be put in PostCreate, as they won't be modified anywhere in layout.lua.

This should work, but I haven't tested it. Just as an example for what needs to be moved into PostShow.
Code:
local function PostCreate(frame)
	frame.bg.fill:SetSize(169, 30)
	frame.bg:SetTexture(nil)
	frame.boss:SetTexture('Interface\\TargetingFrame\\UI-TargetingFrame-Skull')
	frame.boss:SetSize(10, 10)
end

------------------------------------------------------------------------ Show --
local function PostShow(frame)
	if frame.boss:IsVisible() then
		frame.level:SetText('    ')
	end

	frame.health:SetSize(frame.health:GetWidth(), 7)
	frame.level:SetFont("Fonts\\ARIALN.ttf", 13, nil)
	frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 4, 4)
	frame.name:SetFont("Fonts\\ARIALN.ttf", 13, nil)
	frame.name:SetPoint('LEFT', frame.level, 'RIGHT', 2, 0)
end
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Unread 12-25-12, 10:28 AM  
Anja
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didnt work well, when you saw a minion the design from my custom.lua will overwrite the style from the minion plate :/

http://www.wowhead.com/npc=56401 in the greenstone cave in jadeforest i test this everytime.

this is my code so far:

Code:
local function PostCreate(frame)
	frame.health:SetSize(frame.health:GetWidth(), 7)
	frame.bg.fill:SetSize(169, 30)
	frame.bg:SetTexture(nil)
	frame.level:SetFont("Fonts\\ARIALN.ttf", 13, nil)
	frame.level:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 4, 4)
	frame.name:SetFont("Fonts\\ARIALN.ttf", 13, nil)
	frame.name:SetPoint('LEFT', frame.level, 'RIGHT', 2, 0)
	frame.boss:SetTexture('Interface\\TargetingFrame\\UI-TargetingFrame-Skull')
	frame.boss:SetSize(10, 10)
end

------------------------------------------------------------------------ Show --
local function PostShow(frame)
	if frame.boss:IsVisible() then
		frame.level:SetText('    ')
	end
end
how can i change the style from the minions?
Last edited by Anja : 12-25-12 at 10:29 AM.
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Unread 12-24-12, 11:04 AM  
Kesava
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Originally Posted by Anja
some news about the theme seperation?!
Well, there's custom-rename-me.lua in the Kui_Nameplates folder now. If you rename that to custom.lua you can put whatever code you want in the hook-functions to modify the layout at specific points, rather than changing things in layout.lua.

So, to demonstrate, if you wanted nameplates to have a.. pure.. black background.. You'd do this. Find this line in custom-rename-me.lua:
Code:
local function PostCreate(frame)
And put this code after it:
Code:
	frame.parent:SetBackdrop({ bgFile = 'Interface\\AddOns\\Kui_Media\\t\\solid' })
	frame.parent:SetBackdropColor(0, 0, 0)
Then rename custom-rename-me.lua to custom.lua, completely restart wow (if you had it open) so it detects the new file, and then nameplates should be really ugly, and they'll still be really ugly even after you update the addon. Unless I rename a variable, or change the way custom code is hooked. You'll never need to absolutely recode everything like you did before though.

If you have trouble getting something to work with this, PM me. It doesn't support absolutely everything, but it's enough for me to get castbars, cast warnings, etc. working, so it should be enough for you to make basic layout changes.
Last edited by Kesava : 12-24-12 at 11:22 AM.
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Unread 12-23-12, 07:37 AM  
Anja
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some news about the theme seperation?!
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Unread 12-21-12, 05:28 AM  
Velarayne
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Thanks for the help; that worked perfectly. :>
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Unread 12-20-12, 12:37 PM  
Kesava
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Originally Posted by Velarayne
Say I added a bar texture to to the texture folder in Kui_Media; How would I go about editing the LUA to use that bar texture on my nameplates? I skimmed through the LUA a bit and wasn't sure what I would need to change. Thanks in advance! :>
Edit Kui_Nameplates/lib/kui/main.lua, line ~23 should be:
Code:
bar = media .. 't\\bar',
Change "bar" at the end to the name of the texture file you added to the Kui_Media\t folder, minus the .tga file extension. That should change everything. At the moment you'll have to edit that every time there's an update. At some point though, I think I'll move textures over to libSharedMedia to make it easier to configure.

Originally Posted by McBloed
Options sometimes dont be saved after relog in version 3.5.2 (reload works, just relog dont)
Edit: in fact, I've just pushed the update to fix this (133), so there's no need to do anything below.

That should be fixed in the next version, however it should, maybe work properly if you do this:
Code:
/run KuiNameplatesDB=nil;ReloadUI()
That'll reset your configuration, but I'll need to do that anyway. Also I guess since it's not saving settings anyway it doesn't really matter too much.
Last edited by Kesava : 12-20-12 at 01:09 PM.
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Unread 12-20-12, 09:27 AM  
Velarayne
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I have another question, if you don't mind. ^^

Say I added a bar texture to to the texture folder in Kui_Media; How would I go about editing the LUA to use that bar texture on my nameplates? I skimmed through the LUA a bit and wasn't sure what I would need to change. Thanks in advance! :>
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Unread 12-17-12, 09:43 AM  
McBloed
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Options sometimes dont be saved after relog in version 3.5.2 (reload works, just relog dont)
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Last edited by McBloed : 12-18-12 at 09:13 AM.
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Unread 12-15-12, 10:10 PM  
Velarayne
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Originally Posted by Kesava
It should be possible for you to get the font to look right on trivial frames. If you rename the custom-rename-me.lua to (predictably) custom.lua, look for this line:
Code:
-- Place code to be performed after a frame is shown here.

And put this code after it:
Code:
    if frame.trivial then
        local name,_,style = frame.name:GetFont()
        frame.name:SetFont(name, KuiNameplates.fontSizes.name, style)
    end
Then completely restart wow (if you had it open), the names on both types of frames -should- be the same size. As per keeping everything pixel-perfect those frames aren't scaled in any way - it's just because the names on trivial frames use a 1 point smaller font size.

But concerning -frame- sizes, as you read in the other reply I can only make them look the same. The click boxes would still be the smaller size because Blizzard doesn't let us control that without it sometimes breaking, so it'd result in really bad UI feedback.


Thanks!
Thank you so much, this worked perfectly. That was driving me crazy! :>
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Unread 12-15-12, 07:44 AM  
Kesava
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Re: Monochrome

Originally Posted by Monkooli
a monochrome setting
It's possible to do that in this version - you need to search for "OUTLINE" in layout.lua, castbar.lua and castwarnings.lua and replace each of them with "OUTLINE, MONOCHROME". But it should much easier to do in the version I'm working on, and I'll be able to add an option for it.
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