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Thunder Isle (5.2)
Updated:04-27-13 12:28 PM
Created:02-03-11 10:34 AM
Downloads:26,531
Favorites:145
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Categories:Unit Mods, Combat Mods
5.2
KuiNameplates  Popular! (More than 5000 hits)
Version: 178
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.

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
178
* added target-glow.tga which i forgot about because git. i blame git. yes.
* added AOE immolate aura to whitelist for warlocks

177
* fix castbars can't be disabled
* fix auras doesn't support auras which last until canceled
* fix auras max time threshold doesn't hide auras which last until canceled
* add target glow effect
* don't floor texture sizes
* fix fixaa doesn't work correctly with viewports
* add options to disable target glow
* add option to change target glow colour
* vastly decrease impact on FPS when not using fixaa (up to around the same level as when fixaa is enabled)

167
* don't use default nameplate overlay for background
* add new combopoint media files
* fix castbar spell name overlapping with max cast time
* make combo points immediately display on the target once it has been hidden and re-shown
* reposition raid icon slightly
* update KuiSpellList; most classes altered slightly
* add glow to combopoints when player has 5
* use round combopoint icons
* make combopoints always display above frame overlay
* adjust position of text on auras
* floor auras time remaining
* fix not recognising the currently targeted nameplate when it is hidden and re-shown
* fixaa tooltip text

164
* remove rogue :Hide call triggering ADDON_ACTION_BLOCKED errors
* really, really fix issue where frames could become stuck on the screen when "Fix aliasing" is disabled

Known issues:
* spell icons incorrectly fade out when a frame is deselected
* changing profiles/most options requires a UI reload
Archived Files (3)
File Name
Version
Size
Author
Date
167
261kB
Kesava
04-11-13 02:53 PM
162
260kB
Kesava
04-07-13 10:33 AM
157
263kB
Kesava
04-05-13 12:24 PM


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Old 04-13-13, 02:52 PM  
akgis
A Fallenroot Satyr
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How do I move the Name text a few pixels up

And remove the alpha from the HP text.

I knew how to do it on old versions cant find how in the new version
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Old 04-12-13, 09:21 PM  
Nibelheim
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Would it be possible to offset the FontStrings by x 0.5 and y 0.5 in future updates? This stops the text from bouncing around

Ohh, or better yet, custom Text Offset settings

Thanks! Love the AddOn
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Last edited by Nibelheim : 04-12-13 at 09:34 PM.
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Old 04-11-13, 04:52 PM  
luigee91
A Kobold Labourer
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Best nameplate addon ever.
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Old 04-11-13, 03:03 PM  
Kesava
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Originally Posted by Massiveunit
...
Thank you!

Originally Posted by Tonyleila
1...
I'll have config for size/position soonish. Forcing myself to do a rewrite of the main layout code first, though.

Originally Posted by Tonyleila
2...
I'll look for a solution, yes.

Originally Posted by Tonyleila
3...
That'll probably be an option, since it's simple to add.
Last edited by Kesava : 04-11-13 at 03:03 PM.
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Old 04-10-13, 08:32 PM  
Massiveunit
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Hey,
Wanted to give u a shout out. Great addon, use it with real UI. Looks great and works well with it!
Thxs,
Massive
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Old 04-10-13, 03:57 PM  
Kesava
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It doesn't have any pixel fonts by default. It's just aligned so that the individual elements of frames aren't blurred - something that's tricky to do with the default UI's nameplates without just disabling AA.
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Old 04-10-13, 01:07 PM  
duhwhat
An Aku'mai Servant

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any chance of a version without pixel fonts? i find them very unreadable.
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Old 04-10-13, 02:39 AM  
Tonyleila
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1.Have not testet latest version but looks like you move the debuffs/stacks on the screen.
I always use stack nameplates it works fine if you make the debuffs a bit smaller and put it more close to the nameplates Only the casting text is in the way but thats OK.

2. Can you please add an option to change the seturation or color of the nameplates you are not targeting/not targeting? Or maybe you have a better solution for this problem: If the fade option is enabled its hard to find a fade alpha where you can still read the "nameplates you don't target" but can still differ them from the one you target. Tidyplates solves this problem by a targeting frame texture but I can't think of a good way to add one here.

3. I had problems with the yellow/red cooldown text on the icons because shadow icons are yellow and its unreadable. But switched to cyan and white as only colors and I haven't had any problems with any class. DK blue buffs are not cyan and mage has no cyan dots so I think thats the best cooldown color since most dots seam to have red or yellow icons.
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Last edited by Tonyleila : 04-10-13 at 04:41 AM.
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Old 04-09-13, 05:25 PM  
Kesava
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Having my own aura module gives me the opportunity to try to make it look decent, you see. I'll definitely look at making it and of course it'll be easy to disable.

Thanks!
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Old 04-09-13, 06:01 AM  
Tonyleila
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Originally Posted by devilArt
one more thing, about CC spell, is that possible make their icon bigger like platebuffs, it's important in arena
Bah I hate that option of plate buffes I play arena too but i think it looks awfull. Use Gladius. Only good looking way woud be to just show the ccs in front of the other icons. Had to remove every cc spell manually sin platebuffs since the not show option won't work. If you realy implement this than please add an option to disable it compleatly
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Old 04-09-13, 02:41 AM  
devilArt
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aura system is awesome, finally i can get rid of platebuffs, thanks man

by the way, maybe aura time and count need a separate option to select font, i must edit lua file to done this


one more thing, about CC spell, is that possible make their icon bigger like platebuffs, it's important in arena
Last edited by devilArt : 04-09-13 at 04:54 AM.
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Old 04-06-13, 08:29 PM  
Kesava
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Hm. Fair enough. I haven't tanked for a while (and never as a paladin) so I didn't think about that. Both good points. I'll have another look once I've solved addon incompatibilities.
Last edited by Kesava : 04-06-13 at 08:37 PM.
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Old 04-06-13, 05:00 PM  
Tonyleila
A Flamescale Wyrmkin
 
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Re: Re: spells

Originally Posted by Kesava
Tonyleila:
Some of the things you've listed are 100%/very-high chance passives. I don't really like putting passives there because generally you can just assume they'll always be up (like censure for paladins), or you know they'll be up when you use a certain ability. Also if I were listing passives I may as well just list every single debuff that a class can do, and if I were doing that, then there'd be no need for the whitelist at all.
yes paladin things may be passive they will be on the mob as soon as you attack them but isen't it possible and important to "multidot" especially if you tank? if there are to many you can't see what already has your dot.

Problem is for me if I disable whitelist: Short channeled spells like Mind Flay are shown on the auras. If you now enable only spells longer than 3 seconds then important spells with short duration are not shown e.g. Silence are not shown any more... so I think all in all a Black list + only show players debuffs woud be shorter than a whitelist?

Originally Posted by Kesava
With AOE effects, particularly if you're looking at the character's nameplate, you can already see whether or not they're in the AOE, right?
Just added aoe effects that are on the ground I think its important to see if a mob runs out of the aoe especially if the aoe slows the mob. The ground effects often look biger than they realy are so its only possible to see it from the debuff.
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Last edited by Tonyleila : 04-06-13 at 05:08 PM.
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Old 04-06-13, 01:58 PM  
Kesava
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Re: spells

Pekti:
That was indeed bugged. I'll have it fixed in the next version, thanks for letting me know.

Tonyleila:
Some of the things you've listed are 100%/very-high chance passives. I don't really like putting passives there because generally you can just assume they'll always be up (like censure for paladins), or you know they'll be up when you use a certain ability. Also if I were listing passives I may as well just list every single debuff that a class can do, and if I were doing that, then there'd be no need for the whitelist at all. But that's why I have an option to turn the whitelist on and off - and the time thresholds. You may like that.
With AOE effects, particularly if you're looking at the character's nameplate, you can already see whether or not they're in the AOE, right? Other things are good though. Stuns, roots and slows should be included and I need to work on hunter traps and global auras like CC, CTF flags, etc.

-At some point- I also want to have an interface for the whitelist so you can customise it from within WoW without having to redo it whenever there's an update.

Thanks again.
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Old 04-06-13, 11:36 AM  
Tonyleila
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spells

Ok I'm finished with my spell list but I think there are still some missing.
I'm shure I have all CCs possible by players in my raven filter addon:

CCs by player:
Code:
6770, 64044, "#20066", 33786, 2637, 6358, 3355, 51514, 853, 408, 1776, 82691, 5246, 5211, 8122, "#5782",
2094, 100, 9005, 91800, 50519, 96201, 56626, 1833, 31661, "#44572", "#58534", 30283, 45334, 108194,
105593, 710, 113792, 111397, 5484, 113724, 99, 24394, 19503, 19386, 117405, 107079, 117418, 115073,
115078, "#118905", 9005, "#22570", 105771, 20549, 132168, 118895, "#115001", 105421, "#7922", 115268,
132169, "#605", "#89766", 126246, 126355, 126423, 131556,
Silenced/Disarmed by Player/Pet
Code:
55021, 81261, 15487, 26090, 50318, 47476, 76577, "#31935", 1330, 19647, 34490, 47779, 50613, 102051, 116705, 117368, "#31117", 118093, 676, 18498, 91644,
preventing movement/rooted
Code:
54706, 4167, 50245, 96201, 33395, 114404, 339, 122, 102359, 128405, 107566, "#116706", 19975, "#96294", 63685
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Last edited by Tonyleila : 04-06-13 at 11:39 AM.
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