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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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Old 02-04-2014, 01:10 PM   #100
Dreamrider
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Default New EQTypes since this list last updated

I noticed that the EQTypes information was last updated November 17, 2011. Have you stopped updating this?

If not, I took the time to check the Game Update Notes (Live) on the current and archived forums and found the following information that should be included.


Game Update Notes: Rain of Fear (November 27, 2012)

- Created new label EQTypes for the primary aggro rating, secondary aggro name, and secondary aggro rating. They are:

AGGRO_TARGET_NAME302
AGGRO_MOST_HATED_NAME303
AGGRO_MOST_HATED_NAME_NO_LOCK304
AGGRO_MY_HATE_PCT305
AGGRO_MY_HATE_PCT_NO_LOCK306
AGGRO_MOST_HATED_HATE_PCT307
AGGRO_MOST_HATED_HATE_PCT_NO_LOCK308
AGGRO_GROUP1_HATE_PCT309
AGGRO_GROUP2_HATE_PCT310
AGGRO_GROUP3_HATE_PCT311
AGGRO_GROUP4_HATE_PCT312
AGGRO_GROUP5_HATE_PCT313
AGGRO_EXT_TARGET1_HATE_PCT314
AGGRO_EXT_TARGET2_HATE_PCT315
AGGRO_EXT_TARGET3_HATE_PCT316
AGGRO_EXT_TARGET4_HATE_PCT317
AGGRO_EXT_TARGET5_HATE_PCT318
AGGRO_EXT_TARGET6_HATE_PCT319
AGGRO_EXT_TARGET7_HATE_PCT320
AGGRO_EXT_TARGET8_HATE_PCT321
AGGRO_EXT_TARGET9_HATE_PCT322
AGGRO_EXT_TARGET10_HATE_PCT323
AGGRO_EXT_TARGET11_HATE_PCT324
AGGRO_EXT_TARGET12_HATE_PCT325
AGGRO_EXT_TARGET13_HATE_PCT326
AGGRO_EXT_TARGET14_HATE_PCT327
AGGRO_EXT_TARGET15_HATE_PCT328
AGGRO_EXT_TARGET16_HATE_PCT329
AGGRO_EXT_TARGET17_HATE_PCT330
AGGRO_EXT_TARGET18_HATE_PCT331
AGGRO_EXT_TARGET19_HATE_PCT332
AGGRO_EXT_TARGET20_HATE_PCT333

- Created a new gauge EQType(149) for the aggro gauge.


Game Update Notes: October 8, 2013

- Added new EQTypes for the Mercenary AA Experience gauge (150), experience percent label (335), AA points label (336), AA points spent label (337).

- Added the following EQTypes for mercenary stat labels:

MERCENARY_HP = 338
MERCENARY_MAX_HP = 339
MERCENARY_MANA = 340
MERCENARY_MAX_MANA = 341
MERCENARY_ENDURANCE = 342
MERCENARY_MAX_ENDURANCE = 343
MERCENARY_ARMOR_CLASS = 344
MERCENARY_ATTACK = 345
MERCENARY_HASTE_PERCENT = 346
MERCENARY_STRENGTH = 347
MERCENARY_STAMINA = 348
MERCENARY_INTELLIGENCE = 349
MERCENARY_WISDOM = 350
MERCENARY_AGILITY = 351
MERCENARY_DEXTERITY = 352
MERCENARY_CHARISMA = 353
MERCENARY_COMBAT_HP_REGEN = 354
MERCENARY_COMBAT_MANA_REGEN = 355
MERCENARY_COMBAT_ENDURANCE_REGEN = 356
MERCENARY_HEAL_AMOUNT = 357
MERCENARY_SPELL_DAMAGE = 358

Last edited by Dreamrider : 02-04-2014 at 01:15 PM.
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Old 02-04-2014, 07:07 PM   #101
goldbishop
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GJ Dreamrider.


I am going to port as much of this information into ZAM, so it can be updated on a page instead of post
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Old 04-02-2014, 01:06 PM   #102
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EQTypes 620 - 629: Short Duration Buff Slots 21 - 30 per 4/2/2014 Patch. 620 - 624 are confirmed working. I assume the last 5 are as well; however, I ran out of songs and auras to activate.

Confirmed via Dev post #7 .
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Last edited by firescue17 : 04-12-2014 at 07:38 AM.
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Old 05-23-2014, 10:35 PM   #103
Drakah
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Another label type, 360, has been added for power source percent.

If someone wants to post or message me a full updated eqtypes listing, cleaned up from the 1st post, would be welcomed to keep it current.
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