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Compatibility: | Eternity's End patch (9.2.5) |
Updated: | 08-05-22 10:23 AM |
Created: | unknown |
Downloads: | 208,155 |
Favorites: | 791 |
MD5: |
Simple Light Data Text v9.0.2
SLDataText is a lightweight addon based on text based modules, which can be moved & customized independently or globally. It includes LibSharedMedia support for expanded font selection, and various degrees of mouse click interaction on various module frames. It also supports user-created plug-ins to expand on the module selection beyond what is included in this package. Plug-ins can be as vast or as tiny as desired. Included is are custom libraries (LibSL-1.0 and LibSLTip-1.0) that are used for module configuration menu management and interactive tooltips.
Each module can be positioned independently via dragging and placement can be fined tuned via the configuration menu. Fine tuning includes manual frame anchoring, text justification, X/Y value tweaking, and frame strata value.
Each module has an independent configuration menu, and the AddOn has a global menu to handle unified font types & sizes. The following modules are contained in this package:
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04-11-11, 04:12 AM | |
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Is there a way to make, say, zone text width, have a 'max' width? So that after it goes past 150px, it shortens? (150px is the w/h of my minimap)
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Lily.Petal |
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03-23-11, 02:10 AM | |
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is there a way to change the class colors for this or is there a way to make the class colors addon work with this.
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Oraknathal |
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03-14-11, 07:11 AM | |
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My personal update of SLDataText (module format):
Changes -
SLDT_Statline: Changes -
Last edited by suicidalkatt : 03-14-11 at 07:12 AM.
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suicidalkatt |
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Na'Kal |
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03-08-11, 12:54 AM | ||
A Kobold Labourer
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Re: Latency Changes
C:\Program Files\World of Warcraft\Interface\AddOns\SLDataText\Elements 2. In the Elements folder, open the file named "Latency.lua" in notepad. 3. Scroll down to the bottom, and 8 lines up from the bottom, you'll find this: Code:
local _, _, lag = GetNetStats() Code:
local _, _, _, lag = GetNetStats() NOTE: this applies to the current Simple Light Data Text v4.0.6, and not the SLDT beta they're working on. |
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sixthepaladin |
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03-07-11, 10:22 PM | |
A Kobold Labourer
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Bug grabber gets this error;
1x SLDataText-4.0.5\Elements\Clock.lua:394: attempt to call global 'GetWintergraspWaitTime' (a nil value) SLDataText-4.0.5\Elements\Clock.lua:236: in function <SLDataText\Elements\Clock.lua:233> Locals: self = <unnamed> { 0 = <userdata> } elapsed = 0.010000000707805 int = -127.01800868986 Clock = <table> { Frame rate nosedives when it happens. I diable clock in SLDataText and all is well |
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dicemanrick |
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03-07-11, 03:45 AM | |
A Murloc Raider
Forum posts: 8
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Is this better than the other butchered attempt at SLDT without the gui? In other words, this has the gui right? lol
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kaialani |
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02-21-11, 09:01 AM | ||
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Any ETA for the fix?
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SidheKnight |
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02-17-11, 11:13 AM | |
A Kobold Labourer
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Latency Changes
With the addition of both Home and World latency displays with patch 4.0.6, would it be possible to track the World Latency instead of the Home?
The difference is Home shows your connection that sends data for chat, AH, and other "background" information while World is all the data related to players, combat, casting, etc. I would rather see my World latency since it deals with the combat and casting information. Here's the post from a blue on the wow forums that explains what both are and everything each one transmits. Home/World latency (updated) - 4.0.6 Thanks |
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Na'Kal |
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02-15-11, 01:18 AM | |
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Mail state
Mail state will change to "mail: 0/x" after player checked mail box, but the state recover to "new mail!" after player downloading map everytime, could it be checked state until character re-login or new mail arrive?
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chenyuli |
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02-11-11, 03:55 AM | ||
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Taffu |
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02-11-11, 03:27 AM | ||
A Defias Bandit
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Dalamar1991 |
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02-11-11, 03:01 AM | |
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I have the same issue as Dalamar1991.
Created a bugreport on the issue here.
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karmamuscle |
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02-11-11, 02:40 AM | |
A Defias Bandit
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I have had an issue with the clock for the past few versions.
Essentially it fails to create the frame when I first load up a character. I believe this is because I've set the clock frame to anchor itself to the memory frame, but perhaps the clock frame is being created first, so at load time, it can't find the memory frame to anchor itself to and thus fails to be created. I get an error: Interface\\AddOns\\SLDataText\\Core.lua:257: SLDT_Clock:SetPoint(): Couldn't find region named 'SLDT_Memory' If I go into the SLDT options, select the anchor field (where I've written SLDT_Memory) and simply press enter, the clock magically appears, now that the memory frame has been created. Since 4.0.6, this error has been supplanted by the wintergrasp error (which I assume happens before it attempts to place the clock frame), though I suspect with your latest build fixing the wintergrasp error, the original error I was getting will have returned. Anyways, the addon works without any issues, and I can get the clock to display, it's just a bit of an annoyance that I have to go into the options each time and refresh the clock module to get it to display.
Last edited by Dalamar1991 : 02-11-11 at 02:40 AM.
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Dalamar1991 |
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02-09-11, 06:12 PM | ||
A Kobold Labourer
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It's the drop shadow. Maybe I just have to check on it's lua config or something, it might have to do with the offset of the shadow. You can clearly notice a "second text" behind the actual text all black, doing the shadow. The font is Arial Narrow btw. EDIT: found the "problem", I had to edit Core.lua, and change the offset on the line: module.string:SetShadowOffset(1.5, -1.5). I changed 1.5 to 0.5 and -1.5 to -0.5, I always liked it better this way btw great addon!
Last edited by Sparroww : 02-09-11 at 06:30 PM.
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Sparroww |
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