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Updated: 04-20-14 09:31 AM
Addon for:
Neav UI.
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Compatibility:
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:04-20-14 09:31 AM
Created:05-09-11 05:32 PM
Downloads:3,596
Favorites:23
MD5:
Categories:Plug-Ins & Patches, Data Mods, Data Broker
5.4
nData  Updated this week!
Version: 5.4.7
by: cokedrivers [More]
This is a stand alone data text bar that goes with Neav UI or Default Blizzard UI.

Any feed back would be great.

The config is in the nData.lua file at the top of the file.
Recommended editor : Notepad ++

You can use !Beautycase to get the Neav UI Border if you like.

Please visit GitHub for latest patches & fixes.

Special thanks goes to:
Neal for !Beautycase
Tukz from Tukui.org, without Tukui this addon would not exist.
And others for there code help.
v5.4.7
Added Chrome67 fix.
Complete Rewrite of Addon
Added In-Game Options

v5.4.1
Updated TOC
Fixed Role so now Stat1 and Stat2 work correctly
Fixed Player realm issue

v5.4
Not to many changes.
Removed the threatbar (was causeing lag)
Removed the flashing of the Bag text, still turns red just don't flash (was causeing lag)

v5.3
TOC Bump

v5.2.1
Fixed issue with TogglePVPFrame
Cleaned up the code.

v5.2.0
Changed the Guild and Friend datatext co that libs where not needed( made it more simple)
Updated TOC to 5.2

v5.1.1
fixed my error on rplaceing border and background for when panel is moved to top.

v5.1.0
Fixed the Neav Border to work now.
Updated TOC for 5.1
Miner fixes to other modules.

v5.0.6
Change Guild and Friends Data text to not be Lib dependant.
Minor Updates to Code

v5.0.5
Added back: System, Friends, & Guild
New are:Armor, Avoidance, & Haste

v5.0.4
Moved Battle Pet bar above nData.

v5.0.3
Added the Option for a Default Border beings Neav switch the default to his style.
Moved Battle Pet bar above nData.

v5.0.2
Added nMainbar Shortbar support.

v5.0.1
Added some click options to Call To Arms
Ready for MoP Patch 5.0.4
Archived Files (5)
File Name
Version
Size
Author
Date
5.4.1
88kB
cokedrivers
11-17-13 06:20 AM
5.4
88kB
cokedrivers
09-10-13 07:12 PM
5.3
89kB
cokedrivers
05-27-13 07:55 AM
5.2.1
89kB
cokedrivers
03-09-13 08:55 AM
5.2.0
107kB
cokedrivers
03-05-13 09:40 AM


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Old 03-28-12, 06:35 PM  
cokedrivers
A Chromatic Dragonspawn
 
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Forum posts: 172
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Re: why was the 'gold' display item removed?

Originally Posted by Chrome67
just wondering...kinda liked it as part of my heads-up info...
It is accually still there just moved to a mouse over for the bags.

The bags will remind you (flash at you) when you et below 10 slots open and flash even faster when only 5 slot left so i prefure for myself to have the bags shown, i can add the gold back if you like just didnt see much need in it any more.
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Old 03-28-12, 11:10 PM  
Chrome67
A Murloc Raider
 
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Re: Re: why was the 'gold' display item removed?

Originally Posted by cokedrivers
Originally Posted by Chrome67
just wondering...kinda liked it as part of my heads-up info...
It is accually still there just moved to a mouse over for the bags.

The bags will remind you (flash at you) when you et below 10 slots open and flash even faster when only 5 slot left so i prefure for myself to have the bags shown, i can add the gold back if you like just didnt see much need in it any more.
that's interesting...then I might have found a bug (haven't tested it by itself yet so don't quote me on that) but my bags were at 0 and no flashing...also, nothing happened on mouseover, and when I clicked on it, which I did think odd right off the bat, nothing happened. I'll test it some more and let you know...but now that I know how it's expected to work I'll dig more deeply...



EDIT: nope, no bug...I must have "fat fingered" your code by adding "B." before setting up the anim string (had to add my personal touch of the screenwidth when set to display on top to 1200, I just think it looks better than spread across the whole width of the screen). No idea how I did that but it threw a nice error which when corrected worked just as you mentioned...
Last edited by Chrome67 : 03-28-12 at 11:25 PM.
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Old 03-29-12, 05:59 PM  
cokedrivers
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Re: Re: Re: why was the 'gold' display item removed?

Originally Posted by Chrome67
Originally Posted by cokedrivers
Originally Posted by Chrome67
just wondering...kinda liked it as part of my heads-up info...
It is accually still there just moved to a mouse over for the bags.

The bags will remind you (flash at you) when you et below 10 slots open and flash even faster when only 5 slot left so i prefure for myself to have the bags shown, i can add the gold back if you like just didnt see much need in it any more.
that's interesting...then I might have found a bug (haven't tested it by itself yet so don't quote me on that) but my bags were at 0 and no flashing...also, nothing happened on mouseover, and when I clicked on it, which I did think odd right off the bat, nothing happened. I'll test it some more and let you know...but now that I know how it's expected to work I'll dig more deeply...



EDIT: nope, no bug...I must have "fat fingered" your code by adding "B." before setting up the anim string (had to add my personal touch of the screenwidth when set to display on top to 1200, I just think it looks better than spread across the whole width of the screen). No idea how I did that but it threw a nice error which when corrected worked just as you mentioned...
Accually it wasnt your fat fingers it was my coding i found it last night. nData is part of my complete ui BasicUI and in BasicUI I use a engine and B. is the main form for common stuff. So like i would use B.level instead of UnitLevel("player").

So was nothing to do with you but was my bad.

I'm happy you got it all up and going.

Coke
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Old 04-01-12, 07:58 PM  
Chrome67
A Murloc Raider
 
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Re: Re: Re: Re: why was the 'gold' display item removed?

Originally Posted by cokedrivers
Accually it wasnt your fat fingers it was my coding i found it last night. nData is part of my complete ui BasicUI and in BasicUI I use a engine and B. is the main form for common stuff. So like i would use B.level instead of UnitLevel("player").

So was nothing to do with you but was my bad.

I'm happy you got it all up and going.

Coke
Glad to be of assistance....I love your toolbar, and it's a core part of my interface. Even when I strip down my UI I ensure to keep it in since it's fairly low on resources comparatively and takes care of a bunch of stuff for me.

Funny that in my most stripped down UI it looks almost identical to your BasicUI. Guess great minds think alike...

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Old 04-11-12, 04:23 PM  
EKE
A Defias Bandit

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seems when use top bar the actionbar will go top together?
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Old 04-11-12, 05:13 PM  
cokedrivers
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Originally Posted by EKE
seems when use top bar the actionbar will go top together?
Please list other addons you are running.

From what i can gather from what you typed i'm guessing you are saying that when you switch nData to the top your actionbar on the bottom follows?
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Old 04-11-12, 08:41 PM  
EKE
A Defias Bandit

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sorry for my English.....

http://imgur.com/aDBQh

like this, just use nData, didnt use any other addons.

seems the actionbar's anchor is datapanel.

line 154: Move some stuff for the panel on bottom.

Code:
		local bottom = function() end
		if (IsAddOnLoaded('!Beautycase')) then
			MainMenuBar:ClearAllPoints() MainMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, 0) MainMenuBar.ClearAllPoints = bottom MainMenuBar.SetPoint = bottom
			VehicleMenuBar:ClearAllPoints() VehicleMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, 4) VehicleMenuBar.ClearAllPoints = bottom VehicleMenuBar.SetPoint = bottom
			PetActionBarFrame:ClearAllPoints() PetActionBarFrame:SetPoint("BOTTOM", MainMenuBar, "TOP", 40, 47) PetActionBarFrame.ClearAllPoints = bottom PetActionBarFrame.SetPoint = bottom			
		else
			--MainMenuBar:ClearAllPoints() MainMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, -3) MainMenuBar.ClearAllPoints = bottom MainMenuBar.SetPoint = bottom
			--VehicleMenuBar:ClearAllPoints() VehicleMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, 4) VehicleMenuBar.ClearAllPoints = bottom VehicleMenuBar.SetPoint = bottom
			--PetActionBarFrame:ClearAllPoints() PetActionBarFrame:SetPoint("BOTTOM", MainMenuBar, "TOP", 40, 47) PetActionBarFrame.ClearAllPoints = bottom PetActionBarFrame.SetPoint = bottom	
		end
Last edited by EKE : 04-11-12 at 08:43 PM.
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Old 04-12-12, 06:40 PM  
cokedrivers
A Chromatic Dragonspawn
 
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Originally Posted by EKE
sorry for my English.....

http://imgur.com/aDBQh

like this, just use nData, didnt use any other addons.

seems the actionbar's anchor is datapanel.

line 154: Move some stuff for the panel on bottom.

Code:
		local bottom = function() end
		if (IsAddOnLoaded('!Beautycase')) then
			MainMenuBar:ClearAllPoints() MainMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, 0) MainMenuBar.ClearAllPoints = bottom MainMenuBar.SetPoint = bottom
			VehicleMenuBar:ClearAllPoints() VehicleMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, 4) VehicleMenuBar.ClearAllPoints = bottom VehicleMenuBar.SetPoint = bottom
			PetActionBarFrame:ClearAllPoints() PetActionBarFrame:SetPoint("BOTTOM", MainMenuBar, "TOP", 40, 47) PetActionBarFrame.ClearAllPoints = bottom PetActionBarFrame.SetPoint = bottom			
		else
			--MainMenuBar:ClearAllPoints() MainMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, -3) MainMenuBar.ClearAllPoints = bottom MainMenuBar.SetPoint = bottom
			--VehicleMenuBar:ClearAllPoints() VehicleMenuBar:SetPoint("BOTTOM", DataPanel, "TOP", 0, 4) VehicleMenuBar.ClearAllPoints = bottom VehicleMenuBar.SetPoint = bottom
			--PetActionBarFrame:ClearAllPoints() PetActionBarFrame:SetPoint("BOTTOM", MainMenuBar, "TOP", 40, 47) PetActionBarFrame.ClearAllPoints = bottom PetActionBarFrame.SetPoint = bottom	
		end
First off the "--" makes the code turn red so it is not used. Second i found the issue i forgot to change some code when i added the support for !Beautycase. All should be good now.. GitHub is also updated.

Sorry for the Issue.
Coke
Last edited by cokedrivers : 04-12-12 at 06:41 PM.
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Old 08-30-12, 06:36 AM  
Rammoth
A Cliff Giant
 
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I am using nMainBar while I get use to the new interface parts, and I notice that nData does not take on the same width as the mini bar option for nMainBar. How do I make it take on the width of it? I use Notepad++ to edit LUA, I can't seem to find a line for that.

Also, what are the blizzard border types I can choose from? I use DugiGuides which puts a border on the quest tracker, and I want to mimic that same border, and it uses Blizzard Standard borders that are in the game.
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Old 09-26-12, 11:51 PM  
Chrome67
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variables missing in config file

you know I love this addon, so of course I'll be the one to find the problems...

Were the following variables intentionally removed from the config.lua file?:

- system
- guild
- zone

they aren't even commented out...they just plain don't exist in the config file anymore...which is strange since there are calls to them still in their respective module files.

Thought you should know...putting the vari's into the config file now manually and will test...

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Old 09-27-12, 09:12 AM  
cokedrivers
A Chromatic Dragonspawn
 
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Re: variables missing in config file

Originally Posted by Chrome67
you know I love this addon, so of course I'll be the one to find the problems...

Were the following variables intentionally removed from the config.lua file?:

- system
- guild
- zone

they aren't even commented out...they just plain don't exist in the config file anymore...which is strange since there are calls to them still in their respective module files.

Thought you should know...putting the vari's into the config file now manually and will test...

Fixed it, i keep forgetting others use this without Using NeavUI. neav has built into his the Friends, Guild, and System so now that I'm using NeavUi full time i thought it was over kill having double things. My Bad they are back with 3 new ones also.

Coke
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Old 10-22-12, 10:53 PM  
Chrome67
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"Top" bar kills main menu bar

Me again amigo...

when I put the nData bar to "top" I lose the actionbars on the bottom of the screen. I can't find a line in any of the code that seems to clear the points for the main action bar, nor move them, so I'm a bit at a loss as to where to begin in troubleshooting the problem. Just thought you should know...

tested as the only addon installed...
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Old 10-23-12, 07:49 PM  
cokedrivers
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Re:

Originally Posted by Chrome67
Me again amigo...

when I put the nData bar to "top" I lose the actionbars on the bottom of the screen. I can't find a line in any of the code that seems to clear the points for the main action bar, nor move them, so I'm a bit at a loss as to where to begin in troubleshooting the problem. Just thought you should know...

tested as the only addon installed...
You can either change it yourself or download the update.

To change it yourself in the Datapanel.lua in the Modules folder look for the line that looks like this:
Code:
if config.top == true then
Change it to this:
Code:
if config.panel == "top" then
This will put the MainMenuBar back on the bottom.

Sorry for not having caught this.

Coke
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Old 11-29-12, 03:15 PM  
Chrome67
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Top panel background and border not showing

...when config'ed for "top" no border or background. Otherwise, looks good so far...

Chrome67

edit:

was missing the following in the \Modules\Datapanel.lua file...@line #24
Code:
	DataPanel:SetBackdrop({
		bgFile = config.background,
		edgeFile = config.border,
		edgeSize = 25,
		insets = {left = 5, right = 5, top = 5, bottom = 5}
	})
	DataPanel:SetBackdropColor(0, 0, 0, 1)
Last edited by Chrome67 : 11-29-12 at 03:23 PM.
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Old 11-29-12, 05:38 PM  
cokedrivers
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Re: Top panel background and border not showing

Originally Posted by Chrome67
...when config'ed for "top" no border or background. Otherwise, looks good so far...

Chrome67

edit:

was missing the following in the \Modules\Datapanel.lua file...@line #24
Code:
	DataPanel:SetBackdrop({
		bgFile = config.background,
		edgeFile = config.border,
		edgeSize = 25,
		insets = {left = 5, right = 5, top = 5, bottom = 5}
	})
	DataPanel:SetBackdropColor(0, 0, 0, 1)
Thanks can always count on you to find the things i forgot to switch back
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