rnxmUI

Unit Frame and light UI replacement addon looking to visually improve blizzard-esque visuals

File Details

rnxmUI2.0.1.zip

  • R
  • Apr 18, 2026
  • 2.35 MB
  • 166
  • 12.0.5+1
  • Retail

File Name

rnxmUI2.0.1.zip

Supported Versions

  • 12.0.5
  • 12.0.1

 

v2.0 

Visual Editor

  • Unified editor interface with tabbed canvas system: Player, Target, Focus, TargetTarget, FocusTarget, Cast Bars, Class Power, Action Bars
  • Live preview widgets — changes update both preview and live frames in real-time
  • Drag-to-position for all movable widgets with arrow key nudge support
  • Resize grips for resizable widgets
  • Add/Delete Element system 
  • Move Frames mode — reposition entire unit frame containers(pseudo editmode)
  • Split settings panels — left for layout/behavior, right for appearance/colors

Unit Frames

  • Supported units: player, target, focus, targettarget, focustarget, pet
  • HealthBar: class colors, reverse fill,  borders, background color, border highlight
  • PowerBar: texture customization,
  • Glass overlay: health-curve coloring (low/mid/high gradient)
  • Portrait: overlay textures, masks, flip, elite/boss scale modifier(future build as widget)
  • AggroFlash: texture-sliced widget, flip support, custom textures
  • NameText: class/reaction/basic color modes, custom shadow, outline modes, max width truncation
  • HealthText/PowerText: tag-based formatting
  • LevelText: difficulty coloring
  • Auras: filter flags (PLAYER, RAID, CANCELABLE, etc.), grow direction, per-row count, icon size
  • LeaderIcon/RoleIcon: customizable textures per role
  • CombatIndicator: toggleable with texture selection

Cast Bars

  • Per-unit cast bars: player, target, focus (independently configurable)
  • Per-state visuals: Casting, Channeling, Interrupted, Completed, Uninterruptible — each with own textures/colors
  • Draggable sub-elements: Icon, Spell Name, Timer, Channel Text, Interrupt Text
  • Per-state spark textures and colors
  • Spell Target text for target/focus units

Class Power

  • ComboPoints (Rogue/Druid): dynamic max (up to 7), Echoing Reprimand highlight
  • Chi (Monk): 4-6 pips based on talents
  • HolyPower (Paladin): 3-state coloring (low/fill/max), 3-state textures
  • SoulShards (Warlock): per-spec colors and textures
  • Runes (Death Knight): per-spec colors/textures, recharging state, timer text with spark anchoring
  • MaelstromWeapon (Shaman): 2-pass coloring (1-5, 6-10), stack text
  • ArcaneCharges (Mage)
  • EvokerEssence (Evoker): dynamic pip count
  • Stagger (Brewmaster): 3-tier coloring (light/moderate/heavy), stagger text

pip features: gain/spend/max flash animations, spend anim, pip spark, glass overlay, borders with scale/inset, shake on gain, per-pip or row border mode, pip mask selection, fill/background texture dropdowns

Action Bars

  • Custom spell activation glow: configurable texture, color, blend mode, scale
  • Dual  animations (pulse + swirl) with independent colors/blend modes
  • Text styling: keybind, macro name, count — position, font size, colors, shadow
  • Editor canvas with mock button for previewing effects

Assets

  • LibSharedMedia integration for some textures, fonts, status bars
  • Custom asset registry: bar_border, pip_border, pip_fill, pip_mask, flash, spark, overlay, mask, aggro_flash, role icons, combat_indicator
  • Texture previews in dropdown menus
  • Texture-sliced borders throughout