Updating a UI. Today: Hotbutton!
I'm trying to update Soes piece by piece. Right now I'm working on the hotbutton bar, but I'm getting some issues I can't nail down. If I use it as it exists originally, it loads Default, and I get an error in the UIError log
Quote:
I did a search for the Schema error portion, and got a thread from this site. I tried changing the InvSlot30 and above to HB_InvSlot30 (and so forth), only to result in CtD. Likewise, commenting the lines out, or deleting them entirely also results in CtD. I'm missing something, but I haven't a clue what. Code:
Halp? |
okay what i can see is wrong and would fit the error message, is something you mentioned and tried yourself
put HB_invslot30 instead of invslot30 in these tags Code:
and in these Code:
for all the slots that has anything with invslot to do, so you got a little bit of scripting to do. |
Yea, I tried that, and instead it resulted in CtD. Likewise I tried commenting those lines out with <!-- --> and just deleting them entirely. But I can't figure out why that's causing a CtD.
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Doing some more research, EQTYPE...the 30-39 are bag slots according to this post. Which is what this Hotbar interface piece is supposed to do.
Just wondering if the HB_InvSlot1 and such are supposed to be using EQTYPE -1, as that one doesn't show up in the list. I noticed the EQTYPE for bags has changed, 22 is no longer first bag. Changed those, leaving InvType30 and such as it was. Errored on load with the same as before. Changed it to HB_InvSlot, and CtD again. It has to be something with InvSlot30 or something below that line, but I can't figure it out for the life of me. It wouldn't be the ScreenID, right? Could I rename them to something simpler, like HB_Bag1? Edit: And I presume the spacing in the XML doesn't matter.... like using 6 spaces instead of a tab, and having blank lines between sections..... Edit 2: Hey now....I just noticed all the hotbuttons are coded with "<Button", but I see in the Default it's coded as "<HotButton" now. Changing that and loading..... Error. Code:
More study required, it seems. |
Hrm. By removing
Code:
it actually loads...but I have spell gems where my hotbuttons should be. Empty spell gems, at that, rather than my actual spell gems. |
hmm the problem here is that the hotbutton bar has changed alot since this one was operational.
we now have 12 slots, and its defined differently i would use the default one as base, and then edit the sizes and what else to fit. then figure add the bag slots and other invslot you would like, i personally see no reason to do that as i would just stack another hotbutton bar now that we can drag allmost anything to that. the invslot eqtype for bag one would be : inventory/Equip 23 |
Already did that. Starting out by simply defining the original 10 buttons, though, using the code that's already laid out in the piece. Once I get it functional, then I'll get to resizing things.
As I said, though, right now it's doing a CtD when it tries to load, and I think it's because the hotkeys themselves are being defined with <button item, while default and every other Hotbutton file I've looked at use <Hotbutton item. But when I changed them to <Hotbutton item, it errored to default saying the hotbuttons were referenced, but not declared. Removing them from Pieces at the bottom caused a successful load....but no hotbuttons. |
Just an image to show the inventory slots working, but not hotbuttons.
Those gem sockets are useless, can't drop a spell into them. Furthers my belief it's there as the image to use if a spell gets dropped into a hotbutton slot. This is the result of changing <button item="HB_Button1> to <Hotbutton item="HB_Button1> and removing <pieces>HB_Button1</pieces> from the bottom. Had to remove from pieces because it resulted in referenced but not declared, revert to default. Leaving them referenced AND <button item="HB_Button1"> results in Crash to Desktop with no reason in UIError.log |
this is a hotbutton grabbed out of the default folder, then edited to fit the soes look and size.
Code:
and this is the pieces reference Code:
futhermore the hotbutton itself references a spell gem and invslot, this so you can stick spells and items and what not on the thing. Code:
i would try and use this for your hotbuttons. |
Needed to put the Location coordinates back in for each hotbutton, but now it's being weird in another way. Only the edges of the hotbuttons are working, and they're bigger than they should be. They're overlapping. Even though they have the same Size settings as the bag slots below them.
Edit: On a completely random idea, I decided to take the default Hotbar and do some modifications. I added another TileLayoutBox for my Inventory items, changed the Top Anchor Offset to 53, then added my new TileLayoutBox to HotButtonWnd. And it works....but....and this is the weird part..... The animations for the hotbuttons are <CX>40</CX> and <CY>40</CY>. The buttons themselves are 37x34, with decal size 33x30 and decal offset of 2x2. My bagbar is 40x40...and my bags are smaller than the hotbuttons. I had to go 46x46 to match up. How does 40x40 or 37x34 = 46x46? Also, I noticed Agnarr doesn't have the two extra bag slots....Trying to figure out if there's some way to display them if they exist, or to push my weapons over if they don't. Would kind of suck to have a different directory for the live server when it's using the same UI....heh. Edit 2: I have something acceptable, now, I spose. The graphics are grainy, but I don't think there's anything I can do about that. But it works. Now....I wonder if there's a way to make settings for multiple chat windows the same way you can with Hotbars.... |
i have tested that, and found no way for me to get it to work.
but yeha it would be neat if it was possible but there was one dude that made this chat window, where the chatoutput fills the entire window, he would make several windows tthat seemed they had no chat input, then make another window where he resized it to only shoow the chatinput area and right clicked and had it set to allways chat here |
That was one of the nice things about the Soes UI. The compass bar that went across the center, I just put the Input box under that for two additional windows I wanted.
Was looking today, though, and I could've sworn there was a Click Through option before, so you'd never actually click on the window itself and pull it to the foreground. |
yes think i stumbled across that in a drakah ui i was going thorugh let me think
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