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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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Taffu |
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10-16-08, 06:08 AM | |
A Defias Bandit
Forum posts: 3
File comments: 24
Uploads: 0
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Hi there.
Loaded up version 2.01 yday after patch and noticed what I think it's 2 bugs: 1 - the "class colored (global)" text feature is not working for me, I mean, all my text is always plain white no matter if I toggle the feature on or off. Anyway if you do not select that feature, what text color is supposed to be shown? I'm playing a Priest so that means the class color is white so since I don't want all the text to be white what shall I do? On pre-patch versions one could choose a color, is that feature removed now? 2 - If I disable the "Zone Text" module, it hides the text for the zone name alright but instead shows the original blizz minimap zone frame. I'm using Chincilla as a minimap addon and have the options for hiding the location frame&text selected in there too but still the location frame is being shown. Any thoughts? Thanks in advance for looking into this and once again thank you for such a great addon, I REALLY love your work |
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Sueisfine |
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10-15-08, 03:56 PM | |
A Defias Bandit
Forum posts: 0
File comments: 4
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First time I loaded this addon with a small handful of others* it worked flawlessly. After a relog however, the clock no longer appears and I get the following error:
Code:
..\AddOns\SLDataText\Elements\Clock.lua line 317: attempt to index global 'TimeManagerClockButton' (a nil value) *Other addons: Bartender4 eePanels2 Elkano's BuffBars (not working either) EquipCompare FuBar 3.0 MonkeyBuddy MonkeyQuest PitBull 3.0 Prat 3.0 Quartz simpleMinimap TinyTip TinyTipOptions All mods are the latest available versions. Any ideas? |
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Dalamar1991 |
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10-15-08, 05:44 AM | ||
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Taffu |
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10-15-08, 04:15 AM | |
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The "%l" (which I believe is a lowercase "L") doesn't seem to be showing the time in the 1-12 hour format. It actually makes Bugsack spit so many errors that it times out :P Prat timestamps produce a similar "format too long" issue when trying to use the %l as well, so it's probably something in Ace. I know you're proactive and might find a quick fix though
Error 1 (Qty 1) Code:
[2008/10/15 06:12:19-140-x1]: SLDataText-2.01\Elements\Clock.lua:11: 'date' format too long SLDataText-2.01\Elements\Clock.lua:11: in function `UpdateStats' SLDataText-2.01\SLDT_Core.lua:115: in function `SmallUpdate' SLDataText-2.01\Elements\Clock.lua:145: in function <Interface\AddOns\SLDataText\Elements\Clock.lua:145> (tail call): ?: <in C code>: ? <string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5> (tail call): ?: AceConfigDialog-3.0\AceConfigDialog-3.0.lua:781: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:600> (tail call): ?: <in C code>: ? <string>:"safecall Dispatcher[3]":9: in function <[string "safecall Dispatcher[3]"]:5> (tail call): ?: AceGUI-3.0\AceGUI-3.0.lua:264: in function `Fire' ...ist\libs\AceGUI-3.0\widgets\AceGUIWidget-EditBox.lua:54: in function <...ist\libs\AceGUI-3.0\widgets\AceGUIWidget-EditBox.lua:51>: ...ist\libs\AceGUI-3.0\widgets\AceGUIWidget-EditBox.lua:63: in function <...ist\libs\AceGUI-3.0\widgets\AceGUIWidget-EditBox.lua:60>: Error #2 (Qty 11ty billion) Code:
[2008/10/15 06:12:19-140-x59]: SLDataText-2.01\Elements\Clock.lua:11: 'date' format too long SLDataText-2.01\Elements\Clock.lua:11: in function `UpdateStats' SLDataText-2.01\SLDT_Core.lua:115: in function `SmallUpdate' SLDataText-2.01\Elements\Clock.lua:64: in function <Interface\AddOns\SLDataText\Elements\Clock.lua:61> |
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Arkive |
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10-14-08, 06:59 AM | |||
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For example, if you want to parent the clock to the gold module and have them align horizontally, you would go to the clock config and enter "SLDT_Gold" into the parent field, and adjust the text justification/anchor appropriately (Left to Right, or Right to Left) and leave the Y Offset at 0. It may seem complex, but once you do it once, it's very easy.
Last edited by Taffu : 10-14-08 at 07:01 AM.
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Taffu |
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10-14-08, 04:57 AM | ||
A Kobold Labourer
Forum posts: 0
File comments: 4
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xanthos |
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10-14-08, 01:10 AM | |
A Deviate Faerie Dragon
Forum posts: 13
File comments: 120
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wondering why i havent come across this before, its great ... better late than never
i have been looking for a way to align all modules. so many reletavily small modules just pixels out of alignment irritate the hack out of me. am i overlooking something obvious here? if not, could there be an option to auto-align the modules reletive to eachother? |
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lodewijk |
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10-13-08, 12:33 PM | ||
A Kobold Labourer
Forum posts: 0
File comments: 4
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Re: Re: Clock
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xanthos |
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10-13-08, 10:49 AM | |
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Does it have the possibility to show Officer notes now in the guild module ?
-Stongbow- |
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Strongbow |
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10-13-08, 10:35 AM | |||
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Re: Clock
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Taffu |
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10-13-08, 10:18 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 4
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Clock
With this new build, how do you show both Server Time and Local Time on the same line?
Also, I'm getting a weird bug where my disabled elements show up after I enter combat and then stay after I leave combat. I'm hoping this will correct itself tomorrow with the patch since I'm guessing you where building this on the PTR/BETA. Thanks!
Last edited by xanthos : 10-13-08 at 10:20 AM.
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xanthos |
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08-24-08, 06:11 PM | |
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Re: Re: Strata
Good to hear and thank you for that!
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Elloria |
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08-24-08, 06:05 PM | ||
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Re: Strata
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Taffu |
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08-24-08, 01:08 PM | |
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Strata
Is there anyway i can change the strata of the text? I want to use it with eepanels but the way i have it layed out is not workin so i have to change the strata of the text.
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Elloria |
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