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Compatibility: | Eternity's End patch (9.2.5) |
Updated: | 08-05-22 10:23 AM |
Created: | unknown |
Downloads: | 208,150 |
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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Shiadra |
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10-15-10, 11:18 AM | |
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Tracking module back.
Please! Please! Please! Thank you. |
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Sir Punky |
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10-15-10, 10:18 AM | ||
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Shiadra |
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10-15-10, 09:51 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 17
Uploads: 0
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any chance for justice points text?
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didah |
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10-15-10, 05:25 AM | |
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I'm gonna update the addon asap now. So most likely any error u get is due to the addon being outdated
Edit: Should work with 4.0 now
Last edited by Shiadra : 10-15-10 at 07:16 AM.
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Shiadra |
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10-14-10, 02:55 AM | ||
A Kobold Labourer
Forum posts: 0
File comments: 18
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BugSack caught this one:
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PakkaZul |
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10-14-10, 01:46 AM | |
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I can't seem to get the clock module to move for the life of me, no idea why, no LUA error.
If I unlock the frames, I can drag it around, as soon as I lock them it goes back to the same spot, changing the anchor/offsets has no effect. Halp! Edit: Got it fixed, had some lingering garbage in my saved variables from when I was setting up my 4.0.1 ui on PTR, think I got it ironed out.
Last edited by werkkrew : 10-14-10 at 01:53 AM.
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werkkrew |
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10-03-10, 11:29 AM | ||
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Re: PTR 4.0.1 13131 Errors
SLDataText (Cataclysm) - Fan Update! The tracking one in particular will need to be updated to add support for multiple items to be tracked. The module is "outdated" now that you can track multiple things now so... it may not even be needed. Shiadra please feel free to edit it to your liking, I've given you and the original author access to it. The honor and arena modules need updating still however, the blizzard UI hadn't updated when I had posted this I'll be making an update soon with the friends module changes here as well as properly fix the arena / honor modules.
Last edited by suicidalkatt : 10-03-10 at 11:45 AM.
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suicidalkatt |
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10-03-10, 10:54 AM | |
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Didn't download the PTR. But the problem seems to be that they changed the function to retrieve the amount of honor / arena points so I probably just have to exchange the old function name with the new one. But obviously the addon would stop working on live
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Shiadra |
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10-03-10, 07:28 AM | |
A Murloc Raider
Forum posts: 9
File comments: 5
Uploads: 0
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PTR 4.0.1 13131 Errors
Here are the errors I'm getting from the latest PTR..... Obviously not enabling them stops the error but just in case you do use them....
Code:
1x SLDataText-3.3.21\Elements\Tracking.lua:302: attempt to call global 'GetTrackingTexture' (a nil value) SLDataText-3.3.21\Core.lua:233: in function `RefreshModule' SLDataText-3.3.21\Elements\Tracking.lua:231: in function `?' CallbackHandler-1.0-6:147: in function <...ack\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147> <string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4> <in C code>: ? <string>:"safecall Dispatcher[1]":13: in function `?' CallbackHandler-1.0-6:92: in function `Fire' AceEvent-3.0-3 (Dominos):120: in function <...ce\AddOns\Dominos\libs\AceEvent-3.0\AceEvent-3.0.lua:119> Code:
1x SLDataText-3.3.21\Elements\Arena.lua:270: attempt to call global 'GetArenaCurrency' (a nil value) SLDataText-3.3.21\Core.lua:233: in function `RefreshModule' SLDataText-3.3.21\Elements\Arena.lua:199: in function `?' CallbackHandler-1.0-6:147: in function <...ack\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147> <string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4> <in C code>: ? <string>:"safecall Dispatcher[1]":13: in function `?' CallbackHandler-1.0-6:92: in function `Fire' AceEvent-3.0-3 (Dominos):120: in function <...ce\AddOns\Dominos\libs\AceEvent-3.0\AceEvent-3.0.lua:119> --- Code:
1x SLDataText-3.3.21\Elements\Honor.lua:273: attempt to call global 'GetHonorCurrency' (a nil value) SLDataText-3.3.21\Core.lua:233: in function `RefreshModule' SLDataText-3.3.21\Elements\Honor.lua:191: in function `?' CallbackHandler-1.0-6:147: in function <...ack\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147> <string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4> <in C code>: ? <string>:"safecall Dispatcher[1]":13: in function `?' CallbackHandler-1.0-6:92: in function `Fire' AceEvent-3.0-3 (Dominos):120: in function <...ce\AddOns\Dominos\libs\AceEvent-3.0\AceEvent-3.0.lua:119> ---
Last edited by Hawkblade : 10-03-10 at 07:30 AM.
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Hawkblade |
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09-26-10, 10:20 PM | |
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Fix
Ok ive been tinkering around with it and it seems you can actually move the elements if they wont highlight to drag and drop by clicking enable off then on again.
Also i did a /reload while i had SLDataText open and "Lock" ticked off and when i logged in again i could move ALL the elements w/o having to go through each one to reset. Also if you happen to move the element off your screen and are wondering on how to get it back just put in the position of that element in the options menu of that particular element. For e.g. Show at LEFT side and it will pop up there for you. Hope this helps some ppl |
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ProfilerX |
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09-26-10, 07:02 PM | |
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problem with moving elements
I have a problem with moving certain elements such as: GUILD/FPS/MS/MAIL/MEMORY/CURRENCY and FRIENDS. I can move only ARMOR and BAG. This is a real issue now i cant do what i want with it thus i have to uninstall or it not use it.. its sad ;S cause i like it alot.
Any possibility of getting some help to try and fix it? thanks in advance. Sean- |
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ProfilerX |
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09-26-10, 07:21 AM | ||
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Code:
local function outCombat() for key, val in SLDataText:IterateModules() do if ( val:IsEnabled() and db.hideInCombat and not val.db.profile.noCombatHide ) then val.frame:SetAlpha(1) end end end local function inCombat() for key, val in SLDataText:IterateModules() do if ( val:IsEnabled() and db.hideInCombat and not val.db.profile.noCombatHide ) then val.frame:SetAlpha(0.5) end end end Edit: If you'd like to keep the fade effect u could probably also just change this (without the changes above): Code:
local function fadeOut(frame) if ( frame:GetAlpha() > 0 ) then local step = 0.05 frame:SetScript("OnUpdate", function(self, elapsed) if ( frame:GetAlpha() <= 1.0 and frame:GetAlpha() > 0.5 ) then frame:SetAlpha(frame:GetAlpha()-step) elseif ( frame:GetAlpha() <= 0.5 ) then frame:SetScript("OnUpdate", nil) end end) end end Code:
local function fadeIn(frame) frame:Show() if ( frame:GetAlpha() <= 0.5 ) then local step = 0.05 frame:SetScript("OnUpdate", function(self, elapsed) if ( frame:GetAlpha() < 1.0 ) then frame:SetAlpha(frame:GetAlpha()+step) elseif ( frame:GetAlpha() == 1.0 ) then frame:SetScript("OnUpdate", nil) end end) end end
Last edited by Shiadra : 09-26-10 at 07:52 AM.
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Shiadra |
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09-25-10, 04:10 PM | |
A Kobold Labourer
Forum posts: 0
File comments: 2
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I've been trying to get SLData text to change its alpha when entering combat to 0.5 and returning to 1 once out of combat. I'm not expert at LUA, but I've been picking bit ups while fiddling around with addons for the past couple of days. I found this block of text in Core.lua:
Code:
local function outCombat() for key, val in SLDataText:IterateModules() do if ( val:IsEnabled() and db.hideInCombat and not val.db.profile.noCombatHide ) then fadeIn(val.frame) end end end local function inCombat() for key, val in SLDataText:IterateModules() do if ( val:IsEnabled() and db.hideInCombat and not val.db.profile.noCombatHide ) then fadeOut(val.frame) end end end |
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AJMac |
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09-23-10, 04:27 AM | ||
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Re: Occasional Error
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Shiadra |
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