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Updated: 09-27-19 11:39 AM
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Compatibility:
Rise of Azshara (8.2.0)
Zandalari and Kul Tiran (8.1.5)
Tides of Vengeance (8.1.0)
Battle for Azeroth (8.0.1)
Updated:09-27-19 11:39 AM
Created:05-18-16 08:25 PM
Downloads:103,592
Favorites:44
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Categories:Unit Mods, Battle for Azeroth Beta

Plater Nameplates  Popular! (More than 5000 hits)

Version: v8.2.5.278
by: Tercioo [More]

Plater is a handsome and light addon for nameplates!

Plater and Details! are made by the same author!


Features:
- New nameplates for friendly characters.
- Unlock configs to modify the new personal health bar/power bar in the middle of the screen.
- Allows to change the size of the resource indicators such as the runes for Death Knights.
- Indicates when a npc is an objetive of a quest.
- Highlight detector npcs inside Suramar city.
- Color change by aggro and by player role (tank or dps).
- Dynamic sizing allowing to have two sets of size, one for combat and other out of combat.
- Allows full modification of textures.
- Allows to modify the clickable area of the plate.
- Unlock separate config for each type of unit: Friendly Player, Enemy Player, Friendly Npc, Enemy Npc.
- Show your buffs and debuffs, allowing to black list some of them.

Important: by default the health bar of enemy nameplates has a height 2 pixel when out of combat, but do not be fooled by that, each nameplate has by default 45 pixels of clickable area (vertical) and both the health bar and the clickable area can be modified.

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Unread 07-17-18, 01:42 AM  
causese
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Thanks for replies

Let me donate some bfa dungeon strings:

you have to import the raw data for it to work

Scripting

Spellstealable Buffs (Magic) - Glow
https://pastebin.com/hVhNf3sy

Interruptible priority casts: - Castbar flash
https://pastebin.com/xn6u3e9a


Buff Tracking (manual)

If you want that only spellstealable (magic) stuff shows on nameplate:
https://pastebin.com/pgTVzn8d
Last edited by causese : 07-17-18 at 02:22 AM.
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Unread 07-18-18, 02:42 AM  
causese
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How do I exclude enemy npc nameplate debuffs that were applied by other players?
I'm using manual buff tracking and the spell that appears is a debuff I specified under Buff Tracking - Manual - Debuffs.

Using v19 on live.

https://gyazo.com/7c12bd25e25448f94f6abf1f2c37b5be
https://gyazo.com/5480e694a25cfa4a4d463d17bbd3867f

The unit the debuffs appear on is a target dummy in mage class hall.
Last edited by causese : 07-18-18 at 03:50 AM.
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Unread 07-18-18, 01:45 PM  
Tercioo
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Originally Posted by causese
How do I exclude enemy npc nameplate debuffs that were applied by other players?
I'm using manual buff tracking and the spell that appears is a debuff I specified under Buff Tracking - Manual - Debuffs.

Using v19 on live.

https://gyazo.com/7c12bd25e25448f94f6abf1f2c37b5be
https://gyazo.com/5480e694a25cfa4a4d463d17bbd3867f

The unit the debuffs appear on is a target dummy in mage class hall.
It's a bug that I introduced by mistake two days ago, It will get a fix very soon, won't last longer.
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Unread 07-23-18, 03:34 AM  
causese
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thanks a lot for adding the grow-feature! it's a real Pog
https://gyazo.com/42fd71d3944d22bfb02f9aebd0d58ab9

the addon is almost perfect now for me.

there's just something little that still bothers me, so take this as a feature request:

It would be nice if it was possible to configure nameplates for "small adds" separately as it's quite difficult to make both work with certain settings
https://gyazo.com/70f4733f850f97affb4178fab48bd718
https://gyazo.com/1779dc467d8d3677f9045359aff784a3
Last edited by causese : 07-23-18 at 03:46 AM.
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Unread 07-24-18, 11:44 AM  
Tercioo
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Originally Posted by causese
thanks a lot for adding the grow-feature! it's a real Pog
https://gyazo.com/42fd71d3944d22bfb02f9aebd0d58ab9

the addon is almost perfect now for me.

there's just something little that still bothers me, so take this as a feature request:

It would be nice if it was possible to configure nameplates for "small adds" separately as it's quite difficult to make both work with certain settings
https://gyazo.com/70f4733f850f97affb4178fab48bd718
https://gyazo.com/1779dc467d8d3677f9045359aff784a3
An entire panel for those small minion probably won't happen, which settings do you thing must have to be able to adjust the small minions.
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Unread 08-03-18, 11:43 AM  
whynayemnay
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Hello I have a question,

I am trying to make a filter to change color of the specific NPCs with a script. It works but I want to make an if statement for different colors in and out of combat.

Here is my function
Code:
function (event, unitFrame)
    if event == "PLAYER_REGEN_ENABLED" then
        Plater.SetNameplateColor (unitFrame, "blue")
    elseif event == "PLAYER_REGEN_DISABLED" then
        Plater.SetNameplateColor (unitFrame, "purple")
    end
end
Is there a sollution ?

And if it's not hard to implement as a simple option instead of a script it would be nice. As far as i know ElvUI and Kui nameplates use such filters to completely change nameplates style of whitelisted NPCs
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Unread 08-03-18, 02:08 PM  
Tercioo
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Originally Posted by whynayemnay
Hello I have a question,

I am trying to make a filter to change color of the specific NPCs with a script. It works but I want to make an if statement for different colors in and out of combat.

Here is my function
Code:
function (event, unitFrame)
    if event == "PLAYER_REGEN_ENABLED" then
        Plater.SetNameplateColor (unitFrame, "blue")
    elseif event == "PLAYER_REGEN_DISABLED" then
        Plater.SetNameplateColor (unitFrame, "purple")
    end
end
Is there a sollution ?

And if it's not hard to implement as a simple option instead of a script it would be nice. As far as i know ElvUI and Kui nameplates use such filters to completely change nameplates style of whitelisted NPCs
Next version of Plater will come with the npc name inside the envTable, so this code will work there, now you may ignore the envTable._UnitName which is always nil.

function (self, unitId, unitFrame, envTable)

--check if is in combat
if (InCombatLockdown()) then
if (envTable._UnitName == "Name of the Npc") then
Plater.SetNameplateColor (unitFrame, "blue")
elseif (envTable._UnitName == "Name of the Npc") then
Plater.SetNameplateColor (unitFrame, "red")
end

else
--not in combat
if (envTable._UnitName == "Name of the Npc") then
Plater.SetNameplateColor (unitFrame, "blue")
elseif (envTable._UnitName == "Name of the Npc") then
Plater.SetNameplateColor (unitFrame, "red")
end

end
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Unread 08-05-18, 02:15 PM  
masterkaran
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The scripting API for overlayglow doesnt seem to be working for the healthbar(it doesnt size itself to the healthbar frame i tried passing in self,unitframe, unitframe.healthBar) - it works on the auras though. Basically trying to make the healthbar of nameplates glow while they are casting some important spells. Also is it possible to add the target of nameplates on the spell name when they are casting certain spells that go on random group members through the scripting feature?
Last edited by masterkaran : 08-05-18 at 02:54 PM.
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Unread 08-06-18, 12:08 PM  
Tercioo
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Originally Posted by masterkaran
The scripting API for overlayglow doesnt seem to be working for the healthbar(it doesnt size itself to the healthbar frame i tried passing in self,unitframe, unitframe.healthBar) - it works on the auras though. Basically trying to make the healthbar of nameplates glow while they are casting some important spells. Also is it possible to add the target of nameplates on the spell name when they are casting certain spells that go on random group members through the scripting feature?
Still doing adjustments to the glow.
The target for casting is a good idea, I'll take a look into it, thanks.
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Unread 08-08-18, 01:16 AM  
masterkaran
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Originally Posted by Tercioo
Originally Posted by masterkaran
The scripting API for overlayglow doesnt seem to be working for the healthbar(it doesnt size itself to the healthbar frame i tried passing in self,unitframe, unitframe.healthBar) - it works on the auras though. Basically trying to make the healthbar of nameplates glow while they are casting some important spells. Also is it possible to add the target of nameplates on the spell name when they are casting certain spells that go on random group members through the scripting feature?
Still doing adjustments to the glow.
The target for casting is a good idea, I'll take a look into it, thanks.
Just made a script for castbar target in the alpha version which seems to work - putting this in the On Update
Code:
function (self, unitId, unitFrame, envTable)
    
    local target = UnitName(unitId.."-target")
    if target then
        local _, class = UnitClass(target)
        local colour = select(4, GetClassColor(class))
        
        
        
        --local castText = unitFrame.castBar.Text:GetText().. WrapTextInColorCode(target)
        local targetText = WrapTextInColorCode(target,colour)
        
        local castText =envTable._SpellName .."[" ..targetText.."]"
        unitFrame.castBar.Text:SetText(castText)
    end
end
Tried out the new platerglow API on alpha version - the glow doesnt seem to hide sometimes(i put :Hide() in onHide) and is barely visible on plates and not visible at all on target plate since target glow covers it - is it possible to increase frame level of it and put it above the frame of nameplate?
Last edited by masterkaran : 08-08-18 at 02:16 AM.
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Unread 08-08-18, 06:19 PM  
Tercioo
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Originally Posted by masterkaran
Originally Posted by Tercioo
Originally Posted by masterkaran
The scripting API for overlayglow doesnt seem to be working for the healthbar(it doesnt size itself to the healthbar frame i tried passing in self,unitframe, unitframe.healthBar) - it works on the auras though. Basically trying to make the healthbar of nameplates glow while they are casting some important spells. Also is it possible to add the target of nameplates on the spell name when they are casting certain spells that go on random group members through the scripting feature?
Still doing adjustments to the glow.
The target for casting is a good idea, I'll take a look into it, thanks.
Just made a script for castbar target in the alpha version which seems to work - putting this in the On Update
Code:
function (self, unitId, unitFrame, envTable)
    
    local target = UnitName(unitId.."-target")
    if target then
        local _, class = UnitClass(target)
        local colour = select(4, GetClassColor(class))
        
        
        
        --local castText = unitFrame.castBar.Text:GetText().. WrapTextInColorCode(target)
        local targetText = WrapTextInColorCode(target,colour)
        
        local castText =envTable._SpellName .."[" ..targetText.."]"
        unitFrame.castBar.Text:SetText(castText)
    end
end
Tried out the new platerglow API on alpha version - the glow doesnt seem to hide sometimes(i put :Hide() in onHide) and is barely visible on plates and not visible at all on target plate since target glow covers it - is it possible to increase frame level of it and put it above the frame of nameplate?
thanks for reporting the issues
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Unread 08-10-18, 05:08 PM  
Schazey
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Headline view clich through

Heya!

When I check off the box "click through" on friendly players the addon set my player name text much lower than I want. Is it possible to just off check the clich through without anything changing? also when i /rl it happends

Doesn't work to manually change X and Y offset on friendly player for me
Last edited by Schazey : 08-10-18 at 05:17 PM.
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Unread 08-10-18, 07:01 PM  
Tercioo
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Re: Headline view clich through

Originally Posted by Schazey
Heya!

When I check off the box "click through" on friendly players the addon set my player name text much lower than I want. Is it possible to just off check the clich through without anything changing? also when i /rl it happends

Doesn't work to manually change X and Y offset on friendly player for me
"my player name" means the name of the players around you?
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Unread 08-10-18, 09:26 PM  
Schazey
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Yes
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Unread 08-10-18, 11:30 PM  
masterkaran
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Spell Casting API

1)I have been playing around with the spell casting API a bit - the On Hide and On Show dont seem to trigger always and also the On Hide triggers after the "interrupted[]" cast text hides - so when making things like nameplate glow/ nameplate target on cast it also continues to trigger during the interrupted event which is not desirable in my case - i fixed it by just triggering and untriggering on On Update
if (UnitCastingInfo(unitId) or UnitChannelInfo(unitId)) then
--Trigger
else
--Untrigger
end
i dont know how expensive the above code is since it is checking on every frame.

2) Also for the Details/plater integration i liked the ability to show total damage taken right on nameplate - is it possible to change this text color based on which class is highest on damage done to the mob or add damage breakdown of the mob in its tooltip real time. This makes it VERY usefull to see who pulled the mob because in dungeons stuff gets ninja pulled all the time and noone knows who pulled it
Last edited by masterkaran : 08-11-18 at 12:19 AM.
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