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Updated: 09-03-17 07:19 AM
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Compatibility:
Shadows of Argus (7.3.0)
Tomb of Sargeras (7.2.0)
Return to Karazhan (7.1.5)
Legion (7.0.3)
Updated:09-03-17 07:19 AM
Created:05-09-11 05:32 PM
Downloads:8,522
Favorites:32
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Categories:Plug-Ins & Patches, Data Mods

cData  Popular! (More than 5000 hits)

Version: 7.3.2
by: cokedrivers [More]

This is a stand alone data text bar that goes with Default Blizzard UI.

There are 12 Stats included with cData but only 9 positions so you can choose which stats you want to see:

  1. Bags = This stat shows Empty Bag space, the number text turns red when you have less then 10 empty slots, the tooltip shows your current realms total gold per player and what items you have checked to show in bags.
  2. Call-To-Arms = This stat shows what type of person is wanted for the Call To Arms Bonus (Tank, Healer or DPS). Clicking on this stat will open the LFG window.
  3. Coordinates = This stat shows the player's current coordinates.
  4. Durability = This stat shows the player's current armor durability, if you mouse over the stat it will show you the % rate of each piece.
  5. Friends = This stat shows you how many friends you have online. The tooltip shows you what Blizzard game they are playing WoW, D3, StarCraft, or just logged into the App. Left click opens the player's Friends Frame, you can also invite, whisper and set your Battle.net with a right click of the stat.
  6. Guild = This stat shows you how many guild members are currently online. Left click will open the Guild Frame, right click will allow the player to invite or whisper guild members.
  7. Professions = When moussed over this stat will show all the players current level of the 2 main professions and also show the players secondary professions like cooking, first aid, archeology, fishing. Left click of the stat opens the player's first main profession, middle click opens the professions tab int he spell book, and right click opens the player's second main profession.
  8. Recount = This stat simply shows you your current DPS using Recount. In order for this to work you MUST have Recount installed.
  9. Spec = This stat shows you your current spec. When the stat is clicked it will open your Specialization window.
  10. Statatistics = This stat is class specific.
    • Tanks it shows your current Armor.
    • Melee it shows your current Attack Power.
    • Caster/Healer it shows your current Spell Power.
    • Tooltip also changes per class.
  11. System = This stat show your current FPS and MS.

In-Game Options make changing the stats you want to show as easy as clicking the dropdown selecting the position and then clicking the "ReloadUI" button.

Any feed back would be great.

Special thanks goes to:
Thank you all for your help and understanding that one mans dream can become a reality.
Cokedrivers

7.3.1
Fixed LUA Errors with Recount.

7.3.0
Updated TOC to 7.3

7.2.5
Change the BG Panel to match the colors of the orginal Panel.
Fix the Math with Recount show it now shows as 1K, 2M, 3B, 4T and so on.

7.2.0
Updated TOC to 7.2

7.1.0
Change the name tocChat to go with my UI
Update to TOC to 7.1

7.0.0
TOC Update
Some recodeing for Legion

6.0.2
Removed Stat1 and Stat2
Combined Stat1 and Stat2 into one stat named Statistics.


6.0.1
WoD Update
Removed Guild Level

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
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Unread 08-30-12, 06:36 AM  
Rammoth
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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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Unread 04-12-12, 06:40 PM  
cokedrivers
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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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Unread 04-11-12, 08:41 PM  
EKE
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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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Unread 04-11-12, 05:13 PM  
cokedrivers
A Rage Talon Dragon Guard
 
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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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Unread 04-11-12, 04:23 PM  
EKE
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seems when use top bar the actionbar will go top together?
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Unread 04-01-12, 07:58 PM  
Chrome67
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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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Unread 03-29-12, 05:59 PM  
cokedrivers
A Rage Talon Dragon Guard
 
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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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Unread 03-28-12, 11:10 PM  
Chrome67
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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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Unread 03-28-12, 06:35 PM  
cokedrivers
A Rage Talon Dragon Guard
 
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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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Unread 03-28-12, 06:29 PM  
Chrome67
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why was the 'gold' display item removed?

just wondering...kinda liked it as part of my heads-up info...
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Unread 03-28-12, 05:19 PM  
cokedrivers
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Originally Posted by Ratso Steamwheedle
Hi, I like your addon. It's a nice change of pace to have something that actually matches the default art style.

I was checking it out on my rogue and noticed that there is a problem with the paging of the action bar.

By default it looks like this:


When going into stealth, the action bar pages, and instead of drawing on top of the now elevated action bar, it draws where it expects the location to be previously, and this happens:


Is there a quick fix for this?

Thanks
Sorry for it taking me so long to reply, Im on the west coast and normally aint on the computer till the afternoon time.

Quick easy fix would be to move the bar to the top for now, just go into the Config.lua and change the top=false to top=true save it then do a /reload in-game.

Also did you have any other addons running with nData? If so please disable them and try again. If it still happens let me know. I only have a low level rogue but he does have stealth so i will check it out.

Ill report back with any finding I get.

Coke
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Unread 03-27-12, 10:22 PM  
Ratso Steamwheedle
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Hi, I like your addon. It's a nice change of pace to have something that actually matches the default art style.

I was checking it out on my rogue and noticed that there is a problem with the paging of the action bar.

By default it looks like this:


When going into stealth, the action bar pages, and instead of drawing on top of the now elevated action bar, it draws where it expects the location to be previously, and this happens:


Is there a quick fix for this?

Thanks
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Unread 09-27-11, 09:50 AM  
cokedrivers
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nData taking a back burner.

This addon will be a low priority for me now.

I have been working on a whole UI (you can find it Here).

I will do my best to keep nData updated.

Thanks

Coke

Edit: Has been updated for 4.3
Last edited by cokedrivers : 03-27-12 at 09:17 PM.
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Unread 09-27-11, 09:48 AM  
cokedrivers
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Re: C table declaration invalid - Error

Originally posted by Chrome67
I'm posting this here since I noticed that the version on Github is not the most current, therefore assuming this is the primary site for this version.
Code:
C["datatext"].top -- Line 15 in nData.lua
C["datatext"].top -- Line 98 in nData.lua
C["tooltip"].enable -- Line 122 in nData.lua
references were throwing an errors and kept the entire frame from being created. I noticed the "top" variable was not declared in the config file, so added that but still didn't fix it. Since the table ref only occurs 3 times in the lua (at lines shown above) I replaced the references with
Code:
 
"datatext.top" -- Lines 15 & 98
"tooltip.enable" -- Line 122
to remove the reliance on it, and bingo, it shows up. This was with the default UI and only Addon Control Panel and Reflux loading along side it.

EDIT: seems this breaks the "B" references if you set top == true, also noticed the built-in DPS module errors on computation of a string variable giving my 2nd Lvl Pally 20000+ DPS (which is very nice, but...)

EDIT 2: works if you set the "B" references to 1200 (for some reason doesn't seem to compute screen width correctly)
Fixed the issues and added a clickable option to the professions datatext.
Github is up to date also.
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Unread 09-25-11, 09:11 AM  
Chrome67
A Murloc Raider
 
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C table declaration invalid - Error

I'm posting this here since I noticed that the version on Github is not the most current, therefore assuming this is the primary site for this version.
Code:
C["datatext"].top -- Line 15 in nData.lua
C["datatext"].top -- Line 98 in nData.lua
C["tooltip"].enable -- Line 122 in nData.lua
references were throwing an errors and kept the entire frame from being created. I noticed the "top" variable was not declared in the config file, so added that but still didn't fix it. Since the table ref only occurs 3 times in the lua (at lines shown above) I replaced the references with
Code:
 
"datatext.top" -- Lines 15 & 98
"tooltip.enable" -- Line 122
to remove the reliance on it, and bingo, it shows up. This was with the default UI and only Addon Control Panel and Reflux loading along side it.

EDIT: seems this breaks the "B" references if you set top == true, also noticed the built-in DPS module errors on computation of a string variable giving my 2nd Lvl Pally 20000+ DPS (which is very nice, but...)

EDIT 2: works if you set the "B" references to 1200 (for some reason doesn't seem to compute screen width correctly)
Last edited by Chrome67 : 09-25-11 at 11:24 AM.
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