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Old 03-26-2012, 08:13 AM   #91
valaury3169
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You won't be able to move anything in CastSpellWnd because they don't have an EQType. This means that their behaviour is hard coded into the window they live in. That generally holds true for any element in any window; no eqtype, it will only work in its original window.
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Old 03-26-2012, 10:29 AM   #92
goldbishop
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So what are these spell eqtypes?

60 = Spell 1 (XML Name 0)
61 = Spell 2 (XML Name 1)
62 = Spell 3 (XML Name 2)
63 = Spell 4 (XML Name 3)
64 = Spell 5 (XML Name 4)
65 = Spell 6 (XML Name 5)
66 = Spell 7 (XML Name 6)
67 = Spell 8 (XML Name 7)
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Old 03-26-2012, 11:26 AM   #93
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Those list the names of the spells as text.
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Old 03-26-2012, 05:05 PM   #94
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So, IN THEORY, could i add the EQType content that i want to represent to the CastSpellWnd file?

Basically, i want to take the Basic - PlayerWindow content and place it above the spell icons.

As well, can i use the Spell EQType's to load or unload spells or will i specifically need the Spell Window for that?
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Old 03-27-2012, 01:05 PM   #95
valaury3169
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When an item has an EQType, it usually means that it displays information to you, for example, player hip points (any gauge really), spell name, player name, etc. These are the types of things that can be moved, or even duplicated in other windows (you can have an element exist in multiple windows if you want, you have to rename it though). Elements that you click on to make an action happen, will only work in the window they originally exist in. These items typically don't have an EQType. Examples of these are suspend/revive/unsuspend merc, disc buttons.

That being said, there are exceptions. Group HP gauges have an eqtype, and can be shown in another window. However, the right click to set the group role will only function within the group window. Bag and worn items icons in the Inventory Window are buttons that make actions happen, however they have an EQType, and can be duplicated in other windows.

So, to answer your question, most (if not all) of the stuff in the player window can move. The spell eqtypes are just labels that display the text version of the spell assigned to a slot. However, activating the spell either by clicking or right clicking requires the button, which has no eqtype. It has to remain within the CastSpellWnd
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Old 03-27-2012, 02:59 PM   #96
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Quote:
Originally Posted by valaury3169
When an item has an EQType, it usually means that it displays information to you, for example, player hip points (any gauge really), spell name, player name, etc. These are the types of things that can be moved, or even duplicated in other windows (you can have an element exist in multiple windows if you want, you have to rename it though). Elements that you click on to make an action happen, will only work in the window they originally exist in. These items typically don't have an EQType. Examples of these are suspend/revive/unsuspend merc, disc buttons.

That being said, there are exceptions. Group HP gauges have an eqtype, and can be shown in another window. However, the right click to set the group role will only function within the group window. Bag and worn items icons in the Inventory Window are buttons that make actions happen, however they have an EQType, and can be duplicated in other windows.

So, to answer your question, most (if not all) of the stuff in the player window can move. The spell eqtypes are just labels that display the text version of the spell assigned to a slot. However, activating the spell either by clicking or right clicking requires the button, which has no eqtype. It has to remain within the CastSpellWnd


Just to let you know the EQType dosen't need to be a number, it just needs to have an EQType. The Merc suspend button does work in a different window (sort of), just check out my moddified selection window as an example.
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Old 03-27-2012, 03:35 PM   #97
goldbishop
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@valaury3169

So basically i would have to expand the CastSpellWnd file to include the Player window context information in order to pair them up. This will be a fun venture as im going to a prescribed size for the spell gems instead of the resizable version defaulted.
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Old 03-28-2012, 07:58 AM   #98
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Remember that the HotButton and CastSpellWnd xml files both use the same icon information pulled from the Animation xml file (ie if you want to change the size on one then the other will also change).
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Old 03-29-2012, 07:56 PM   #99
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Quote:
Originally Posted by goldbishop
So what are these spell eqtypes?

60 = Spell 1 (XML Name 0)
61 = Spell 2 (XML Name 1)
62 = Spell 3 (XML Name 2)
63 = Spell 4 (XML Name 3)
64 = Spell 5 (XML Name 4)
65 = Spell 6 (XML Name 5)
66 = Spell 7 (XML Name 6)
67 = Spell 8 (XML Name 7)


For example:

<SpellGem item="CSPW_Spell0">
<ScreenID>CSPW_Spell0</ScreenID>
<RelativePosition>true</RelativePosition>
<Location>
<X>22</X>
<Y>7</Y>
</Location>
<Size>
<CX>27</CX>
<CY>27</CY>
</Size>
<SpellGemDrawTemplate>
<Highlight>CastSpellGemHighlight</Highlight>
<Background>CastSpellGemBackground</Background>
</SpellGemDrawTemplate>
<SpellIconOffsetX>2</SpellIconOffsetX>
<SpellIconOffsetY>2</SpellIconOffsetY>
</SpellGem>


<Label item="CSPW_SpellName0">
<ScreenID/>
<Font>1</Font>
<RelativePosition>true</RelativePosition>
<Location>
<X>57</X>
<Y>7</Y>
</Location>
<Size>
<CX>80</CX>
<CY>34</CY>
</Size>
<EQType>60</EQType>
<TextColor>
<R>197</R>
<G>183</G>
<B>173</B>
</TextColor>
<NoWrap>false</NoWrap>
<AlignCenter>true</AlignCenter>
<AlignRight>false</AlignRight>
<Text>Elementalkin: Fire of Desctruction</Text>
</Label>
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