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Minor patch (6.2.3)
Fury of Hellfire (6.2)
The Adventure Continues (6.1)
Warlords of Draenor (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Updated:02-18-16 02:04 PM
Created:02-03-11 11:34 AM
Downloads:49,938
Favorites:238
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Categories:Unit Mods, Combat Mods

KuiNameplates  Popular! (More than 5000 hits)

Version: 260
by: Kesava [More]

Prettier nameplates with auras.
Configurable through interface options (/knp or /kuinameplates).

Notable features
  • Pixel perfect!
  • Auras!
  • Combo points!
  • Tank mode!
  • Pretty fading in/out of frames (disable by unchecking "Smoothly fade" in options)
  • Cast & incoming healing warnings, useful for PVP (disabled by default, check "Show cast warnings" in options)
  • Other things!

I have a problem/question!

More up to date versions can often be found on Curse. Please try using that version before reporting a bug.

If you have any issues, feel free to PM me, post it in the comments on this page or on Curse, or on GitHub (but check through that list to make sure it's not already there, first).

Change logs available @ CurseForge.
Archived Files (3)
File Name
Version
Size
Author
Date
257-transitiona
292kB
Kesava
09-07-15 11:48 AM
254-1
292kB
Kesava
06-25-15 08:52 PM
248
281kB
Kesava
03-08-15 09:57 PM


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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 12-21-12, 05:28 AM  
Velarayne
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Thanks for the help; that worked perfectly. :>
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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 12-24-12, 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 12-25-12, 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 12-25-12, 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 12-26-12, 04:24 AM  
Anja
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okay, and how can i change the values of the minions?
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Unread 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 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 01-08-13, 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 01-10-13, 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 01-12-13, 01:07 PM  
Kesava
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Noted, thanks for letting me know.
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Unread 01-29-13, 05:29 AM  
LiNK2088
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This would be unbelievably awesome if it had aura support.
cba using platebuffs
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Unread 01-29-13, 09:03 AM  
Kesava
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Certainly would! Working on it.
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Unread 01-30-13, 10:41 AM  
Anja
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i think you dont have to build the platebuffs, because it work very good with the platebuffs addon.... so why to build the wheel new? ^^ (hope it was the right translation *g*)

so if there is space for better minimalistic code, you have to improve your addon with that, but make it more bigger is the wrong way i think
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