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Hi Cucumbers, thank you for managing this great UI. I made a couple of tweaks and thought I'd post a screenshot here.
After installing qqui I thought, "Hey, wouldn't it be great if the individual UI elements were the same height as the hotbutton windows so they could all be lined up like an autist's bookshelf?" So I set to mucking with Everquest XML with these results after several false starts and dead ends.
The Actions Window has been extended with EQTypes 70, 128, 24 and 5 added to the newly added real estate to show Player HP, Mana, Weight and Strength (EQType 25 reports MaxWeight but it doesn't receive buff/debuff color styling in the Actions Window like it would in Player Window while Strength does and is drawn from the same number).
The Player Window was resized and the aforementioned EQTypes were removed. I enabled the fatigue bar just because I had the space available. The autoattack animation was resized to fit--I still don't understand why the TGA dimensions needed to be 136x66y in a 144x67y window but it works.
The Group Window was tweaked slightly to stack up cleanly with the Player Window to add up to 228 pixels.
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I stumbled across a number of arbitrary rules by trial and error. I'm sure Cucumbers already knows all this but in case another noob like me decides to take a stab at messing around in EQ's XML, here's what I found:
https://docs.google.com/spreadsheets...ub?output=html
A Google doc that includes the known EQTypes sorted by type.
An EQType can only be called once. For example, if you tried to show Player HP in two different windows (or possibly the same window--didn't test this), the UI will error out and fall back to the Default skin.
The client will only allow a variable number of /load <skin> commands before it crashes. I think this was a bug but it makes testing a real PITA.
If you call an EQType that the server doesn't support (added post-Velious, perhaps), the client will chain-crash when loading the character.
As a general rule, certain functions work properly only in their intended window.
For example, if you place MaxWeight in the Player Window, the client automagically colorstyles the font depending on current Strength status. If you call MaxWeight in another window, the client doesn't colorstyle it.
Player Window is apparently the only window the client will allow the autoattack animation to work in. I found this out when I had the idea of placing the animation around the Target Window: the animation is ignored and nothing happens.
If you try to style Player Window to act as Target Window, the Target_HPPercLabel doesn't clear when Target is clear so you always have a "0" hanging in mid-air.
I also had some trouble trying to implement some of the Anchor elements from AboutSIDL.doc. The Top and Left anchors worked fine but setting RightAnchorToLeft to false and then setting a RightOffset should set the object the offset distance from the window's right side, according to AboutSIDL.doc ("If true, keep the right side of this window a fixed offset away from its parent's left. Else, keep it a fixed offset away from its parent's right."). This doesn't appear to work or I misunderstood it (quite likely).
Misc: UIErrors.txt reports that the Buff Window wants Buff_Background.tga. This is the file that duxaUI uses with the big black-in-blue buff numbers. I haven't bothered to see if I could safely pull out references to that particular TGA from the Buff Window code. It would be nice to have no numbers whatever.