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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 12-01-14, 11:37 AM  
Aborted Man
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Is there a way to completely disable the function of showing auras on top of nameplates? I'm doing some testing with other addons and wondering if "/rnp disable" is completely eliminating any possible interference with similar nameplate/buff mods.
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Unread 11-28-14, 03:09 AM  
zork
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Re: Round auras

@Faremir
Wow. Nice to hear that. Inspiring others is basically why I decided to upload my stuff in first place. Thanks.
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Unread 11-27-14, 12:29 AM  
Faremir
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Thumbs up Round auras

Hi Zork,
I'm your big fan last few years and just because of you I'm just studying Informatics.
During the few years I've watched your work, I learned a lot. I made for myself a few adjustments in your UI.
But to the point. I noticed that you were here a year ago gave an example of how to make a round buttons. So I tried it and I think you would like it.
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Unread 11-11-14, 02:25 PM  
zork
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That second part is gone. Sorry. You would need to hack that in yourself.
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Unread 11-11-14, 02:00 PM  
Dhaern
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Originally Posted by Dhaern
Ok, finally my config is finished. This code works for show/hide enemies nameplates during combat (friendly nameplates always hide):

Code:
 
--Show hostile nameplates during combat only
  local show, hide = 1, 0
	local f = CreateFrame("Frame")
	f:RegisterEvent("PLAYER_REGEN_ENABLED")
	f:RegisterEvent("PLAYER_REGEN_DISABLED")
	f:SetScript("OnEvent", function(self, event, ...)
		self[event]()
	end)

	function f:PLAYER_REGEN_ENABLED()
		SetCVar("nameplateShowEnemies", hide)
		SetCVar("nameplateShowFriends", hide)
	end

	function f:PLAYER_REGEN_DISABLED()
		SetCVar("nameplateShowEnemies", show)
		SetCVar("nameplateShowFriends", hide)
  end
percentage health code, fixed decimals with math.floor:

Code:
    
--update health func, add to the top where the other functions are.
    local function UpdateHealth(self)
      local hcur, hmin, hmax = self:GetValue(), self:GetMinMaxValues()
      local hper = 0
      if hmax > 0 then hper = hcur/hmax*100 end
      self.value:SetText(math.floor(hper + 0.5).."%")
    end
     
--new value string, add to NamePlateInit function.
    plate.healthbar.value = plate.healthbar:CreateFontString(nil,"BORDER")
    plate.healthbar.value:SetPoint("RIGHT", 0, 0)
    plate.healthbar.value:SetFont(STANDARD_TEXT_FONT,11,"THINOUTLINE")
    plate.healthbar:HookScript("OnValueChanged", UpdateHealth)
    UpdateHealth(plate.healthbar)
and highlight on target/mouseover:
DIFF:
http://code.google.com/p/rothui/sour...e.lua&old=1173
Hi zork, i had these modifications with rnameplates2 but now only works the first one (--Show hostile nameplates during combat only) in new rnameplates. Can you help me with highlight on target/mouseover code to work again? Thx
Last edited by Dhaern : 11-11-14 at 02:02 PM.
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Unread 11-09-14, 02:31 PM  
zork
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@kabuto
Hmm. Yeah that sounds like a good idea. I'll add it.

@casthro
If you check the code you will see skin functions. If you do not like the skin just edit it to your liking.
There is only rNamePlates. Make of that whatever you want.
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Last edited by zork : 11-09-14 at 03:07 PM.
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Unread 11-09-14, 12:42 PM  
illum1n4ti
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Mr Zork!

Thanks for the update but i hope someday you could update rNamePlates2 instead of rNamePlates ..

I hope to hear from you soon

Regards
CaShtro
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Unread 11-09-14, 12:34 PM  
Kabuto-eu
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Since you are now saving variables, is there a chance you could allow people to turn off the aura module and save the setting per player? I imagine there are many people who prefer the plain look.
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Unread 11-08-14, 08:04 AM  
zork
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@MoonWitch
Yes you can do such a thing.
@Kabuto-eu
Thanks. The problem was that I removed a line that would set the saved variable to the spell db. The next update will fix it.
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Last edited by zork : 11-08-14 at 09:38 AM.
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Unread 11-08-14, 05:08 AM  
MoonWitch
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Wanted to ask if it is ok to use yours as base - your code is far more optimised then what I came up with when I tried. If not, I'll continue to try on my own of course. (This would mainly be for me changing textures, adding a few things here and there like HP)
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Unread 11-08-14, 03:05 AM  
Kabuto-eu
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Code:
  function AuraModule:ADDON_LOADED(addon)
   if addon ~= "rNamePlates" then return end

    print(an,"AuraModule","loading spell db")

    if not rnpDB then
        rnpDB = {}
    end

    self.spellDB = rnpDB
    spellDB = rnpDB

    self:UnregisterEvent("ADDON_LOADED")
    self.ADDON_LOADED = nil
  end
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Unread 11-08-14, 01:38 AM  
zork
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@Kabuto
I will look into it. Please do not upload zipped versions somewhere. Share code snippets.
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Unread 11-06-14, 09:57 PM  
Kabuto-eu
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The spell db does not get saved. Well not strictly true. rNP_SPELL_DB = nil is all that is saved in the saved variables lua.
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Unread 11-05-14, 11:45 AM  
zork
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60000.04 available.

- 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"
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Unread 11-05-14, 11:45 AM  
zork
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There is no such config. You would need to hack the Lua code to do it.

There are other nameplates that can do this for you and may suit you better in terms of ingame config.
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Last edited by zork : 11-05-14 at 11:46 AM.
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