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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 12-28-14, 05:47 AM  
zork
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@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?
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Last edited by zork : 12-28-14 at 05:49 AM.
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Unread 12-28-14, 12:04 AM  
Kabuto-eu
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I'll try and recreate my glitch with this new version.
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Unread 12-27-14, 07:26 PM  
furbolgi
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Originally Posted by zork
I need time till the weekend until I can spend some time on coding. Want to test my nameplate changes.

*edit*
Nameplate changes are active. See changelog.
Thanks, they seem to be working fine now, one thing I noticed is that the new version takes about 60% more cpu than the older version I modified.

Not sure if part of it is work that now is done by the addon and no longer done by blizzard and I can't profile blizzard's addons so no clue about the net effect.
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Unread 12-25-14, 05:45 PM  
zork
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I need time till the weekend until I can spend some time on coding. Want to test my nameplate changes.

*edit*
Nameplate changes are active. See changelog.
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Last edited by zork : 12-27-14 at 11:20 AM.
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Unread 12-23-14, 12:24 PM  
furbolgi
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Originally Posted by zork
The default behaviour of nameplates is to fade all nameplates but the one you are targeting. The lua file has an option to change the opacity value of those frames.
https://code.google.com/p/rothui/sou...ePlates.lua#20

But you reminded me of a bug with the default nameplates that is visible on target dummies. Target dummies and other stationary objects reduce the opacity of the nameplate healthbar in conjunction with the nameplate itself. Thus when targeting a dummy it can happen that the current target dummy nameplate will not turn fully visible.

I'm currently thinking about not re-using the Blizzard nameplate healthbar, threat-glow and castbar any more. That way I could get rid of some other issues aswell.
I knew about the opacity configuration, but the target dummies explain it, I was testing some things on the dummies and noticed the fading, though perhaps surprisingly when I checked the default nameplates I haven't noticed the opacity change for all frames.

Another small issue is that I'm checking both the threat glow for the agro and the name on the plate to know if the unit is in combat but since you're recoloring it I needed to use something else. Would using blizzPlate.nameString work, and I mean does it still get updated by blizzard and is safe for me to check?
Last edited by furbolgi : 12-23-14 at 12:25 PM.
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Unread 12-23-14, 03:13 AM  
zork
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The default behaviour of nameplates is to fade all nameplates but the one you are targeting. The lua file has an option to change the opacity value of those frames.
https://code.google.com/p/rothui/sou...ePlates.lua#20

But you reminded me of a bug with the default nameplates that is visible on target dummies. Target dummies and other stationary objects reduce the opacity of the nameplate healthbar in conjunction with the nameplate itself. Thus when targeting a dummy it can happen that the current target dummy nameplate will not turn fully visible.

I'm currently thinking about not re-using the Blizzard nameplate healthbar, threat-glow and castbar any more. That way I could get rid of some other issues aswell.
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Last edited by zork : 12-23-14 at 03:28 AM.
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Unread 12-23-14, 12:04 AM  
furbolgi
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Re: Re: Re: Threat

One other thing, I managed to color the health bar, however I noticed that whenever you go into combat all the name plates become faded, your main target less so. This also happens with the unmodified file. Any ideas?
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Unread 12-18-14, 12:00 PM  
furbolgi
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Re: Re: Threat

Originally Posted by zork
Well. You need to hide the default nameplate healthbar (which I'm using) and create a new one.
I'm assuming it's within SkinHealthBar, but it looks like the texture you're using is transparent, can't I just color it? ie. blizzPlate.healthBar.SetStatusBarColor(...)

Originally Posted by zork
OnUpdate you check for each nameplate if the texture glow is shown and what color it has. If it is red you color your new nameplate healthbar in whatever color you want.
Where would be the best place to do it, within NamePlatePosition(...) (I looked at a previous message you posted a long time ago about changing the nameplate text based on threat and although it referenced the old code it seemed to fit the NamePlatePosition() function) or the actual OnUpdate handler?

Thanks.
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Unread 12-18-14, 07:37 AM  
zork
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Re: Threat

Well. You need to hide the default nameplate healthbar (which I'm using) and create a new one. OnUpdate you check for each nameplate if the texture glow is shown and what color it has. If it is red you color your new nameplate healthbar in whatever color you want.
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Unread 12-17-14, 01:42 PM  
furbolgi
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Threat

Hey, thanks for the addon.

I've been using it on my tank and would like to have nameplates colored differently depending on if I'm tanking the mobs or not. I'm ok at making minor modifications to lua, what would be the best way to go about it.

Thanks.
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Unread 12-12-14, 06:13 AM  
zork
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@Bizerk
Sure. If you hack the two skin functions for the health and castbar.
https://code.google.com/p/rothui/sou...Plates.lua#231
https://code.google.com/p/rothui/sou...Plates.lua#281
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Last edited by zork : 12-12-14 at 06:14 AM.
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Unread 12-11-14, 09:13 PM  
Bizerk
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Is it possible to use these nameplates without the diablo ui texture?
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Unread 12-11-14, 03:13 AM  
zork
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@Kabuto
I will look into it. A screenshot would be helpful.
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Unread 12-10-14, 09:46 PM  
Kabuto-eu
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I think there is a small timing bug with the aura updates/frame position.

What I have noticed is enemies who are
- casting a channelled spell
- while I have a debuff on them

causes the cast bar to periodically glitch out for a few frames, possibly when you check for aura updates? The whole nameplate seems to be getting drawn in a different position for a very short period.

This doesn't seem to occur to nameplates I am not targeting at the time.

I tested it on the red goren spewing mobs in Magnarok, Frostfire Ridge.

Turning off auras (/rnp disable) seemed to fix this glitching. I have also noticed it in dungeons, the bug is not specific to these mobs.
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Unread 12-01-14, 03:34 PM  
zork
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/rnp disable

Will do exactly what you are asking for.
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