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Categories:Unit Mods, Combat Mods

KuiNameplates  Popular! (More than 5000 hits)

Version: 2.26.3e
by: Kesava [More]

Prettier nameplates.
Configurable through interface options (/knp or /kuinameplates).
I have a problem/question!
The classic release, previous versions and change logs can be found on Curse: https://www.curseforge.com/wow/addons/kuinameplates/files

Also see the FAQ in the Curse description: https://www.curseforge.com/wow/addons/kuinameplates

Thanks!

** See releases on GitHub or Curse for detailed change notes. Thanks! **
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Unread 04-06-13, 05:00 PM  
Tonyleila
A Molten Giant
 
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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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Unread 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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Unread 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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Unread 04-06-13, 10:03 AM  
Pekti
A Kobold Labourer

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Combat toggle

Anyone else having issues with the combat toggle? Mine appears to be unresponsive, both checked and unchecked. Updated the addon this morning to the latest version - and really digging the new options/config settings
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Unread 04-06-13, 09:28 AM  
Tonyleila
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Yes sorry I just want to say I was impressed about you work with the auras must have took a long time
Anyway I'll go and test it with all classes I have now to give you more missing spells and add them in the post below. I'll write if I tested all classes I have
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Last edited by Tonyleila : 04-06-13 at 09:28 AM.
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Unread 04-06-13, 09:18 AM  
Kesava
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Originally Posted by Tonyleila
...
Yep yep yep. Just wanted to get auras out, I've been sitting on them for too long. I'll look into all of that, particularly want to check the spell list again to make sure it's all non-passive, etc. Proper customisation for auras will be in the next (or the next-next) version. For now though, search for this line in Kui_Nameplates_Auras/auras.lua:
Code:
addon:RegisterSize('frame', 'aurasOffset', 20)
Changing that number will change the vertical position of the auras frame.

And thanks for the spells, it's difficult to make sure I've made good choices sometimes, so I can always use advice for those.
Last edited by Kesava : 04-06-13 at 09:19 AM.
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Unread 04-06-13, 07:38 AM  
Tonyleila
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1.
Love the new Aura option!
But you forgot the Raid icons a good position for me (not yet tested with combo points) was this:
Code:
frame.icon:SetSize(21, 21)
frame.icon:SetPoint('BOTTOM', parent, 'TOPRIGHT', -1, -36)
2.
Also I have some corrections for the priest list:
remove "mind vision" and "dominate mind" (you will never see this buffs since its there are no nameplates when you use it ) But please add this:

Remove path of frost, horn of winter, soul reaper from DK spells

Code:
Silence/stuns for all classes (:
[50613] = true, -- Arcane Torrent
[20549] = true, -- War Stomp
[107079] = true, -- Quaking Palm

PRIEST
-- talents:
[114404] = true, -- Void Tendrils
[113792] = true, -- Psychic Terror

ROGUE
[88611] = true, -- Smoke Bomb

DK
[115001] = true, -- Remorseless Winter Stunned
[115000] = true, -- Remorseless Winter Slowed
[108194] = true, -- Asphyxiate
[50435] = true, -- Chilblains
[43265] = true, -- Death and Decay
[51399] = true, -- Death Grip
[96294] = true, -- Chains of Ice Rooted
[45524] = true, -- Chains of Ice Slowed

HUNTER
[131894] = true, -- Birds
[20736] = true, -- Distracting Shot
[135299] = true, -- Ice Trap
[25810] = true, -- Mind-numbing Poison (trap)
[34655] = true, -- Deadly Poison (trap)

WARRIOR
[115767] = true, -- Deep Wounds
[7922] = true, -- Charge Stun
[115798] = true, -- Weakened Blows

DRUID
[16914] = true, -- Hurricane
[113746] = true, -- Weakened Armor
[81261] = true, -- Solar Beam

SHAMAN
[118905] = true, -- Static Charge
[8056] = true, -- Frost Shock
[63685] = true, -- Freeze
[116947] = true, -- Earthbind
[64695] = true, -- Earthgrab

PALADIN
[31803] = true, -- Censure
[81326] = true, -- Physical Vulnerability
3.
The combo points display is not working - tested with my rogue.

4.
Cast Time and Spell name sometimes overlaps if the spell name of cast time is to long - I know I said this before for the small nameplates (haven't tested if you hide the castbar text for them now?)
-->
You can test a very long cast time in Mogushan @ Elegon: the Energy Conduits have a 168 min castbar (shown in seconds) and that looks not realy nice

5.
is there a way to move the Auras down a little bit inside the lua file? My name texts are small and so it coud be closer to the plates (since I use stack nameplates)
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Last edited by Tonyleila : 04-06-13 at 12:26 PM.
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Unread 04-05-13, 11:33 AM  
Kesava
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Not a simple way, no. I'll look into adding it, probably along with blacklisting.
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Unread 04-04-13, 09:04 PM  
JStrese
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Is there a simple way to make certain mob nameplates larger than others (based on their name)? If not, is there another addon that would work with KNP that does?
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Unread 03-31-13, 02:33 PM  
Kesava
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Originally Posted by Stanzilla
...
Replied on Curse.
Last edited by Kesava : 03-31-13 at 02:34 PM.
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Unread 03-31-13, 01:16 PM  
Stanzilla
An Aku'mai Servant
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latest version from curse:

1x Kui_Nameplates\layout.lua:760: attempt to call method "CreateBackground" (a nil value)
Kui_Nameplates\layout.lua:760: in function "InitFrame"
Kui_Nameplates\layout.lua:861: in function <Kui_Nameplates\layout.lua:847>

Locals:
self = <unnamed> {
0 = <userdata>
OnUpdate = <func> @Kui_Nameplates\layout.lua:847
}
elapsed = 0.017000000923872
frames = 3
i = nil
f = NamePlate39 {
0 = <userdata>
glow = <unnamed> {}
parent = <unnamed> {}
UpdateFrameCritical = <func> @Kui_Nameplates\layout.lua:544
SetHealthColour = <func> @Kui_Nameplates\layout.lua:105
boss = <unnamed> {}
oldHealth = <unnamed> {}
level = <unnamed> {}
bg = <unnamed> {}
fontObjects = <table> {}
spell = <unnamed> {}
y = 22
init = true
oldHighlight = <unnamed> {}
SetNameColour = <func> @Kui_Nameplates\layout.lua:149
CreateFontString = <func> @Kui_Nameplates\layout.lua:69
oldName = <unnamed> {}
state = <unnamed> {}
x = 24
StoreGUID = <func> @Kui_Nameplates\layout.lua:170
SetGlowColour = <func> @Kui_Nameplates\layout.lua:157
carrier = <unnamed> {}
UpdateFrame = <func> @Kui_Nameplates\layout.lua:525
icon = <unnamed> {}
firstChild = <unnamed> {}
}
(for index) = 3
(for limit) = 3
(for step) = 1
i = 3
lastUpdate = 0
select = <func> =[C]:-1
WorldFrame = WorldFrame {
0 = <userdata>
}
kn = <table> {
SetDefaultModuleLibraries = <func> @Ace3\..\AceAddon-3.0.lua:383
OnInitialize = <func> @Kui_Nameplates\core.lua:68
UnregisterAllEvents = <func> @Ace3\..\CallbackHandler-1.0.lua:202
EnableModule = <func> @Ace3\..\AceAddon-3.0.lua:348
modules = <table> {}
GetModule = <func> @Ace3\..\AceAddon-3.0.lua:231
IterateEmbeds = <func> @Ace3\..\AceAddon-3.0.lua:458
SetValueSmooth = <func> @Kui_Nameplates\layout.lua:1010
defaultModuleLibraries = <table> {}
InitFrame = <func> @Kui_Nameplates\layout.lua:668
defaultSizes = <table> {}
baseName = "Kui_Nameplates"
OnEnable = <func> @Kui_Nameplates\layout.lua:991
RegisterSize = <func> @Kui_Nameplates\layout.lua:979
r = <table> {}
ScaleFontSizes = <func> @Kui_Nameplates\layout.lua:970
ConfigChanged = <func> @Kui_Nameplates\config.lua:294
SetDefaultModulePrototype = <func> @Ace3\..\AceAddon-3.0.lua:425
ProfileChanged = <func> @Kui_Nameplates\layout.lua:883
configChangedFuncs = <table> {}
font = "Kui_Media\f\yanone.ttf"
name = "KuiNameplates"
ToggleCombatEvents = <func> @Kui_Nameplates\layout.lua:872
IsEnabled = <func> @Ace3\..\AceAddon-3.0.lua:467
orderedModules = <table> {}
numFrames = 2
DisableModule = <func> @Ace3\..\AceAddon-3.0.lua:366
PLAYER_REGEN_DISABLED = <func> @Kui_Nameplates\layout.lua:836
PLAYER_REGEN_ENABLED = <func> @Kui_Nameplates\layout.lua:833
SetDefaultModuleState = <func> @Ace3\..\AceAddon-3.0.lua:403
IsNameplate = <func> @Kui_Nameplates\layout.lua:658
RegisterMessage = <func> @Ace3\..\CallbackHandler-1.0.lua:118
UnregisterMessage = <func> @Ace3\..\CallbackHandler-1.0.lua:181
ScaleFrameSizes = <func> @Kui_Nameplates\layout.lua:962
CreateConfigChangedListener = <func> @Kui_Nameplates\config.lua:292
GetNameplate = <func> @Kui_Nameplates\layout.lua:646
InitModuleOptions = <func> @Kui_Nameplates\config.
Last edited by Stanzilla : 03-31-13 at 01:36 PM.
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Unread 03-30-13, 06:23 PM  
Moshne
A Kobold Labourer

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Originally Posted by Kesava
Originally Posted by Moshne
The nameplates are not targetable when using any sort of viewport mod. I tested using both Sunn and Leatrix and upon resize to viewport your name plates go below the target and are not interactable.
You mean when you resize the game world too? Just adding floating borders shouldn't have any effect. Resizing the world will break the positioning of the plates when you have "Fix aliasing" checked in the /knp options. Uncheck that and it should work fine. I'll look into supporting resized world frames. I didn't know that was something you could do.
I unchecked Fix Aliasing and it works now with a scaled viewport.
Last edited by Moshne : 03-30-13 at 06:28 PM.
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Unread 03-30-13, 03:42 PM  
Kesava
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Originally Posted by Moshne
The nameplates are not targetable when using any sort of viewport mod. I tested using both Sunn and Leatrix and upon resize to viewport your name plates go below the target and are not interactable.
You mean when you resize the game world too? Just adding floating borders shouldn't have any effect. Resizing the world will break the positioning of the plates when you have "Fix aliasing" checked in the /knp options. Uncheck that and it should work fine. I'll look into supporting resized world frames. I didn't know that was something you could do.
i wonder is there a way to hide some specific mob's nameplate in raid situation
I've been looking at adding blacklisting for a while. Haven't gotten around to it yet, mostly because blizzard usually does a good job of hiding annoying plates. I guess they didn't in that situation.
Can you please make the Deathknight bloodworm nameplates smaller or even disable them. Also shaman totems woud be cool to have special nameplates.
You can disable nameplates for bloodworms by going to interface options > names and unchecking the "Guardians" options under "Unit Nameplates". Guardians aren't really things you ever want nameplates for if you ask me, but like I said above, I'll have blacklisting in at some point. Totem nameplates would be good, I agree.
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Unread 03-30-13, 03:03 PM  
Moshne
A Kobold Labourer

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The nameplates are not targetable when using any sort of viewport mod. I tested using both Sunn and Leatrix and upon resize to viewport your name plates go below the target and are not interactable.
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Unread 03-27-13, 11:40 AM  
devilArt
A Wyrmkin Dreamwalker
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hey kesava
i wonder is there a way to hide some specific mob's nameplate in raid situation
for example, during the fight with 25heroic tortos, i'd like to hide those bat's nameplate, they can have up to hundreds of
is that possible?
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