Results: 141Comments by: Kesava
File: KuiNameplates05-30-13
Where in the lua file can I change...
Posted By: Kesava
Where in the lua file can I change fiendly and pet nameplate color? Friendly pets aren't differentiated from other friendly NPCs in any way as far as I'm aware so I can't reliably detect that. But near the top of layout.lua is this table: kn.r = { { .7, .2, .1 }, -- hated { 1, .8, 0 }, -- neutral { .2, .6, .1 }, -- frie...
File: KuiNameplates05-28-13
The same would happen with my imple...
Posted By: Kesava
The same would happen with my implementation if I added something similar. The problem is we (addon authors) can't reliably work out which event in the combat log belongs to which nameplate in the physical world -unless- you've moused over or targeted it. Until then we have to rely on the names. Now that we have castbars being displa...
File: KuiNameplates05-26-13
Nope, just a TOC version bump becau...
Posted By: Kesava
Nope, just a TOC version bump because I forgot to do that with 187.
File: KuiNameplates05-18-13
Quick note, beta version for the 5....
Posted By: Kesava
Quick note, beta version for the 5.3 PTR is up on Curse if anyone's interested in that. Should also work on 5.3 release day if I don't manage to post it on time. f.targetGlow:SetTexture('Interface\\AddOns\\Kui_Nameplates\\media\\target-glow')showing green texture O.o i used frame.targetGlow:SetTexture(nil)in my custom.lua I suspec...
File: KuiNameplates05-06-13
Is this error poped up somewhere at...
Posted By: Kesava
Is this error poped up somewhere at questing can't tell you when. Is it important? 1x Kui_Nameplates\castbar.lua:257: attempt to perform arithmetic on field "progress" (a nil value) Kui_Nameplates\castbar.lua:257: in function "UNIT_SPELLCAST_DELAYED" Kui_Nameplates\castbar.lua:265: in function "?" Kui_Nameplates\castbar.lua:191: in f...
File: KuiNameplates04-29-13
... You mean you'd like the health...
Posted By: Kesava
... You mean you'd like the health bar to change to those colours too? The glow around the frames should already be doing that, but that should be possible. The code handling health bar colour is a bit messy at the moment but it should be easier once I've done this rewrite (probably soon after 5.3). It'd be a pretty big change to pas...
File: KuiNameplates04-26-13
No, it isn't. Bleh. I'll have a fix...
Posted By: Kesava
No, it isn't. Bleh. I'll have a fix uploaded there soon. Once it's verified I'll put it up here.
File: KuiNameplates04-22-13
The VialCooldowns problem is as a r...
Posted By: Kesava
The VialCooldowns problem is as a result of a bug/discrepancy in its code. The developer posted a temporary lua file to fix the issue in the comments on Curse, here. I gather they'll put a proper update on Curse soon enough. Thanks!
File: KuiNameplates04-20-13
I have the same problem. I get "gho...
Posted By: Kesava
I have the same problem. I get "ghost plates" if i use kui with vialcooldowns. Today 03:38 PMit works with VialCooldowns in PVP http://wow.curseforge.com/addons/via...ldowns-v1-4-1/,but when the other players dead,Their nameplates like this http://img6.nga.178.com/attachments/mon_201304/18/200_51700b7b1c971.jpg,please help meht...
File: KuiNameplates04-14-13
Excuse my ignorance, but what if I...
Posted By: Kesava
Excuse my ignorance, but what if I don't have levels enabled? I tried half an hour's worth of things and just managed to break it more and more hilariously as I went. Use this line instead: frame.name:SetPoint('BOTTOMLEFT', frame.health, 'TOPLEFT', 2, ) For reference, the function which creates the name text is at the bottom of creat...
File: KuiNameplates04-14-13
How can I move the y coordinate of...
Posted By: Kesava
How can I move the y coordinate of the name text up or down slightly? It seems like I can change it for the trivial nameplates easily, but no matter what I do I can't modify the regular ones. 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...
File: Tidy Plates04-11-13
The "Fix AA" feature is also compel...
Posted By: Kesava
The "Fix AA" feature is also compelling, though I gotta admit that I didn't dig deep into how it works; I'm guessing that you're parenting your nameplate frame to the worldframe (or elsewhere, just NOT to the Blizz plate) and moving it using the OnUpdate handler to a round-number x/y position? I didn't get that clever with min...
File: KuiNameplates04-11-13
... Thank you! 1... I'll have conf...
Posted By: Kesava
... Thank you! 1... I'll have config for size/position soonish. Forcing myself to do a rewrite of the main layout code first, though. 2... I'll look for a solution, yes. 3... That'll probably be an option, since it's simple to add.
File: KuiNameplates04-10-13
It doesn't have any pixel fonts by...
Posted By: Kesava
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.
File: Tidy Plates04-09-13
I'd expect a single queueing system...
Posted By: Kesava
I'd expect a single queueing system would be more efficient - I'd probably do that if I were to entirely recode my plates now. But really I made mine with one purpose, entirely for myself. Then I decided to post it here.. and now I want to improve it all the time. The usual. So I'm sure dan nailed the reasoning for it. FPS is mostly...
File: KuiNameplates04-09-13
Having my own aura module gives me...
Posted By: Kesava
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!
File: KuiNameplates04-06-13
Hm. Fair enough. I haven't tanked f...
Posted By: Kesava
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.
File: KuiNameplates04-06-13
Re: spells
Posted By: Kesava
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 u...
File: KuiNameplates04-06-13
... Yep yep yep. Just wanted to get...
Posted By: Kesava
... 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_Nameplate...
File: KuiNameplates04-05-13
Not a simple way, no. I'll look int...
Posted By: Kesava
Not a simple way, no. I'll look into adding it, probably along with blacklisting.
File: KuiNameplates03-31-13
... Replied on Curse.
Posted By: Kesava
... Replied on Curse.
File: KuiNameplates03-30-13
The nameplates are not targetable w...
Posted By: Kesava
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...
File: KuiNameplates03-24-13
Thanks, added that to the known iss...
Posted By: Kesava
Thanks, added that to the known issues.
File: KuiNameplates03-22-13
Hey mate, is there any way to chang...
Posted By: Kesava
Hey mate, is there any way to change the the border? I would love a 1px black border without the shadow. Thanks! Yup, find (as in, CTRL+F) this line in layout.lua: frame.bg:SetTexture('Interface\\AddOns\\Kui_Nameplates\\FrameGlow')And change it to: frame.bg:SetTexture(nil) Those patterns don't work because the patterns only apply to...
File: KuiNameplates02-23-13
Re: Placement issue
Posted By: Kesava
Have you tried unchecking "Fix aliasing" in the /knp options frame, then reloading the UI? I think that -should- fix it. --