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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, 02:10 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 02:15 PM.
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Old 02-04-2014, 08:07 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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Old 08-12-2014, 11:18 AM   #104
riani
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Default Updated Listing

Here you go Drakah:

Labels EQType / ScreenID

1 = Name
2 = Level
3 = Class
4 = Deity
5 = Strength
6 = Stamina
7 = Dexterity
8 = Agility
9 = Wisdom
10 = Intelligence
11 = Charisma
12 = Save vs. Poison
13 = Save vs. Disease
14 = Save vs. Fire
15 = Save vs. Cold
16 = Save vs. Magic
17 = Current Hit Points
18 = Maximum Hit Points
19/“HPLabel0” = Hit Point Percentage
“HPPercLabel0” = Hit Point Percentage (%) Label – Only ScreenID
20/“ManaLabel0” = Mana Percentage
“ManaPercLabel0” = Mana Percentage (%) Label – Only ScreenID
21/“STALabel0” = Stamina/Endurance Percentage
“STAPercLabel0” = Stamina/Endurance Percentage (%) Label – Only ScreenID
22 = Armor Class
23 = Attack
24 = Weight
25 = Maximum Weight
26 = Experience Percentage
27 = Alternate Experience Percentage
28 = Target Name
29 = Target Hit Point Percentage
30 = Group Member 1 Name
31 = Group Member 2 Name
32 = Group Member 3 Name
33 = Group Member 4 Name
34 = Group Member 5 Name
35 = Group Member 1 Health Percentage
36 = Group Member 2 Health Percentage
37 = Group Member 3 Health Percentage
38 = Group Member 4 Health Percentage
39 = Group Member 5 Health Percentage
40 = Group Pet 1 Health Percentage
41 = Group Pet 2 Health Percentage
42 = Group Pet 3 Health Percentage
43 = Group Pet 4 Health Percentage
44 = Group Pet 5 Health Percentage
45 = Buff 0 (Not Active But Still Used)
46 = Buff 1 (Not Active But Still Used)
47 = Buff 2 (Not Active But Still Used)
48 = Buff 3 (Not Active But Still Used)
49 = Buff 4 (Not Active But Still Used)
50 = Buff 5 (Not Active But Still Used)
51 = Buff 6 (Not Active But Still Used)
52 = Buff 7 (Not Active But Still Used)
53 = Buff 8 (Not Active But Still Used)
54 = Buff 9 (Not Active But Still Used)
55 = Buff 10 (Not Active But Still Used)
56 = Buff 11 (Not Active But Still Used)
57 = Buff 12 (Not Active But Still Used)
58 = Buff 13 (Not Active But Still Used)
59 = Buff 14 (Not Active But Still Used)
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)
68 = Player's Pet Name
69 = Players Pet HP Percent
70 = Players Current HP / Players Max HP (Note: Color Indicates Condition)
71 = Current Alternate Advancement Points Available to Spend
72 = Current Experience Percentage Assigned to Alternate Advancement
73 = Character Last Name
74 = Character Title
75 = Current MP3 Song Name
76 = Current MP3 Song Duration Minutes Value
77 = Current MP3 Song Duration Seconds Value (2 Digits Always)
78 = Current MP3 Song Position Minutes Value
79 = Current MP3 Song Position Seconds Value (2 Digits Always)
80 = Song 1 (Not Active But Still Used)
81 = Song 2 (Not Active But Still Used)
82 = Song 3 (Not Active But Still Used)
83 = Song 4 (Not Active But Still Used)
84 = Song 5 (Not Active But Still Used )
85 = Song 6 (Not Active But Still Used)
86 = Pet Buff 1
87 = Pet Buff 2
88 = Pet Buff 3
89 = Pet Buff 4
90 = Pet Buff 5
91 = Pet Buff 6
92 = Pet Buff 7
93 = Pet Buff 8
94 = Pet Buff 9
95 = Pet Buff 10
96 = Pet Buff 11
97 = Pet Buff 12
98 = Pet Buff 13
99 = Pet Buff 14
100 = Pet Buff 15
101 = Pet Buff 16
102 = Pet Buff 17
103 = Pet Buff 18
104 = Pet Buff 19
105 = Pet Buff 20
106 = Pet Buff 21
107 = Pet Buff 22
108 = Pet Buff 23
109 = Pet Buff 24
110 = Pet Buff 25
111 = Pet Buff 26
112 = Pet Buff 27
113 = Pet Buff 28
114 = Pet Buff 29
115 = Pet Buff 30
116 = Personal Tribute Timer
117 = Current Amount of Tribute Points
118 = Total Career Tribute
119 = Tribute Cost Per 10 Mins
120 = Target of Target Percentage
121 = Guild Tribute Timer
122 = Guild Tribute Pool
123 = Guild Tribute Payment
124 = Mana Number
125 = Mana Number Max
126 = Endurance Number
127 = Endurance Number Max
128 = Mana / Max Mana
129 = Endurance / Max Endurance
130 = N/A (Formerly Leadership EXP % - Group)
131 = N/A (Formerly Leadership EXP % - Raid)
132 = Task System Duration Timer (00:00)
133 = Spell 9 (XML Name 8)
134 = Casting Spell Name
135 = Target of Target Name
136 = Corruption Resist
137 = Player Combat Timer Label (00:00)
138 = Spell 10 (XML Name 9)
139 = Group Member 1 Mana Percentage
140 = Group Member 2 Mana Percentage
141 = Group Member 3 Mana Percentage
142 = Group Member 4 Mana Percentage
143 = Group Member 5 Mana Percentage
144 = Group Member 1 Endurance Percentage
145 = Group Member 2 Endurance Percentage
146 = Group Member 3 Endurance Percentage
147 = Group Member 4 Endurance Percentage
148 = Group Member 5 Endurance Percentage
149 = Spell 11 (XML Name 10)
150 = Spell 12 (XML Name 11)
151 = HP Percentage Extended Target Window 0
152 = HP Percentage Extended Target Window 1
153 = HP Percentage Extended Target Window 2
154 = HP Percentage Extended Target Window 3
155 = HP Percentage Extended Target Window 4
156 = HP Percentage Extended Target Window 5
157 = HP Percentage Extended Target Window 6
158 = HP Percentage Extended Target Window 7
159 = HP Percentage Extended Target Window 8
160 = HP Percentage Extended Target Window 9
161 = HP Percentage Extended Target Window 10
162 = HP Percentage Extended Target Window 11
163 = HP Percentage Extended Target Window 12
164 = HP Percentage Extended Target Window 13
165 = HP Percentage Extended Target Window 14
166 = HP Percentage Extended Target Window 15
167 = HP Percentage Extended Target Window 16
168 = HP Percentage Extended Target Window 17
169 = HP Percentage Extended Target Window 18
170 = HP Percentage Extended Target Window 19
171 = Mana Percentage Extended Target Window 0
172 = Mana Percentage Extended Target Window 1
173 = Mana Percentage Extended Target Window 2
174 = Mana Percentage Extended Target Window 3
175 = Mana Percentage Extended Target Window 4
176 = Mana Percentage Extended Target Window 5
177 = Mana Percentage Extended Target Window 6
178 = Mana Percentage Extended Target Window 7
179 = Mana Percentage Extended Target Window 8
180 = Mana Percentage Extended Target Window 9
181 = Mana Percentage Extended Target Window 10
182 = Mana Percentage Extended Target Window 11
183 = Mana Percentage Extended Target Window 12
184 = Mana Percentage Extended Target Window 13
185 = Mana Percentage Extended Target Window 14
186 = Mana Percentage Extended Target Window 15
187 = Mana Percentage Extended Target Window 16
188 = Mana Percentage Extended Target Window 17
189 = Mana Percentage Extended Target Window 18
190 = Mana Percentage Extended Target Window 19
191 = Endurance Percentage Extended Target Window 0
192 = Endurance Percentage Extended Target Window 1
193 = Endurance Percentage Extended Target Window 2
194 = Endurance Percentage Extended Target Window 3
195 = Endurance Percentage Extended Target Window 4
196 = Endurance Percentage Extended Target Window 5
197 = Endurance Percentage Extended Target Window 6
198 = Endurance Percentage Extended Target Window 7
199 = Endurance Percentage Extended Target Window 8
200 = Endurance Percentage Extended Target Window 9
201 = Endurance Percentage Extended Target Window 10
202 = Endurance Percentage Extended Target Window 11
203 = Endurance Percentage Extended Target Window 12
204 = Endurance Percentage Extended Target Window 13
205 = Endurance Percentage Extended Target Window 14
206 = Endurance Percentage Extended Target Window 15
207 = Endurance Percentage Extended Target Window 16
208 = Endurance Percentage Extended Target Window 17
209 = Endurance Percentage Extended Target Window 18
210 = Endurance Percentage Extended Target Window 19
211 = Haste
212 = Hit Point Regeneration
213 = Mana Regeneration
214 = Endurance Regeneration
215 = Spell Shield
216 = Combat Effects
217 = Shielding
218 = Damage Shielding
219 = Damage Over Time Shielding
220 = Damage Shield Mitigation
221 = Avoidance
222 = Accuracy
223 = Stun Resist
224 = Strike Through
225 = Heal Amount
226 = Spell Damage
227 = Clairvoyance
228 = Skill Damage Bash
229 = Skill Damage Backstab
230 = Skill Damage Dragonpunch
231 = Skill Damage Eaglestrike
232 = Skill Damage Flyingkick
233 = Skill Damage Kick
234 = Skill Damage Roundkick
235 = Skill Damage Tigerclaw
236 = Skill Damage Frenzy
237 = Weight / Max Weight
238 = Base Strength
239 = Base Stamina
240 = Base Dexterity
241 = Base Agility
242 = Base Wisdom
243 = Base Intelligence
244 = Base Charisma
245 = Base Save vs. Poison
246 = Base Save vs. Disease
247 = Base Save vs. Fire
248 = Base Save vs. Cold
249 = Base Save vs. Magic
250 = Base Save vs. Corruption
251 = Heroic Strength
252 = Heroic Stamina
253 = Heroic Dexterity
254 = Heroic Agility
255 = Heroic Wisdom
256 = Heroic Intelligence
257 = Heroic Charisma
258 = Heroic Save vs. Poison
259 = Heroic Save vs. Disease
260 = Heroic Save vs. Fire
261 = Heroic Save vs. Cold
262 = Heroic Save vs. Magic
263 = Heroic Save vs. Corruption
264 = Cap Strength
265 = Cap Stamina
266 = Cap Dexterity
267 = Cap Agility
268 = Cap Wisdom
269 = Cap Intelligence
270 = Cap Charisma
271 = Cap Save vs. Poison
272 = Cap Save vs. Disease
273 = Cap Save vs. Fire
274 = Cap Save vs. Cold
275 = Cap Save vs. Magic
276 = Cap Save vs. Corruption
277 = Cap Spell Shield
278 = Cap Combat Effects
279 = Cap Shielding
280 = Cap Damage Shielding
281 = Cap Damage Over Time Shielding
282 = Cap Damage Shield Mitigation
283 = Cap Avoidance
284 = Cap Accuracy
285 = Cap Stun Resist
286 = Cap Strike Through
287 = Cap Skill Damage Bash
288 = Cap Skill Damage Backstab
289 = Cap Skill Damage Dragonpunch
290 = Cap Skill Damage Eaglestrike
291 = Cap Skill Damage Flyingkick
292 = Cap Skill Damage Kick
293 = Cap Skill Damage Roundkick
294 = Cap Skill Damage Tigerclaw
295 = Cap Skill Damage Frenzy
296 = Loyalty Token Count
297 = Tribute Trophy Timer
298 = Tribute Trophy Cost
299 = Guild Tribute Trophy Timer
300 = Guild Tribute Trophy Cost
301 = Target of Pet HP
302 = Aggro Target Name
303 = Aggro Most Hated Name
304 = Aggro Most Hated Name No Lock
305 = Aggro My Hate Percent
306 = Aggro My Hate Percent No Lock
307 = Aggro Most Hated Hate Percent
308 = Aggro Most Hated Hate Percent No Lock
309 = Aggro Group 1 Hate Percent
310 = Aggro Group 2 Hate Percent
311 = Aggro Group 3 Hate Percent
312 = Aggro Group 4 Hate Percent
313 = Aggro Group 5 Hate Percent
314 = Aggro Extended Target 1 Hate Percent
315 = Aggro Extended Target 2 Hate Percent
316 = Aggro Extended Target 3 Hate Percent
317 = Aggro Extended Target 4 Hate Percent
318 = Aggro Extended Target 5 Hate Percent
319 = Aggro Extended Target 6 Hate Percent
320 = Aggro Extended Target 7 Hate Percent
321 = Aggro Extended Target 8 Hate Percent
322 = Aggro Extended Target 9 Hate Percent
323 = Aggro Extended Target 10 Hate Percent
324 = Aggro Extended Target 11 Hate Percent
325 = Aggro Extended Target 12 Hate Percent
326 = Aggro Extended Target 13 Hate Percent
327 = Aggro Extended Target 14 Hate Percent
328 = Aggro Extended Target 15 Hate Percent
329 = Aggro Extended Target 16 Hate Percent
330 = Aggro Extended Target 17 Hate Percent
331 = Aggro Extended Target 18 Hate Percent
332 = Aggro Extended Target 19 Hate Percent
333 = Aggro Extended Target 20 Hate Percent
334 = N/A
335 = Mercenary AA Experience Percent Label
336 = Mercenary AA Experience Points Label
337 = Mercenary AA Experience Points Spent Label
338 = Mercenary HP
339 = Mercenary Max HP
340 = Mercenary Mana
341 = Mercenary Max Mana
342 = Mercenary Endurance
343 = Mercenary Max Endurance
344 = Mercenary Armor Class
345 = Mercenary Attack
346 = Mercenary Haste Percent
347 = Mercenary Strength
348 = Mercenary Stamina
349 = Mercenary Intelligence
350 = Mercenary Wisdom
351 = Mercenary Agility
352 = Mercenary Dexterity
353 = Mercenary Charisma
354 = Mercenary Combat HP Regeneration
355 = Mercenary Combat Mana Regeneration
356 = Mercenary Combat Endurance Regeneration
357 = Mercenary Heal Amount
358 = Mercenary Spell Damage
359 = N/A
360 = Power Source Percentage Remaining
361-499 = N/A
500 = Buff 0
501 = Buff 1
502 = Buff 2
503 = Buff 3
504 = Buff 4
505 = Buff 5
506 = Buff 6
507 = Buff 7
508 = Buff 8
509 = Buff 9
510 = Buff 10
511 = Buff 11
512 = Buff 12
513 = Buff 13
514 = Buff 14
515 = Buff 15
516 = Buff 16
517 = Buff 17
518 = Buff 18
519 = Buff 19
520 = Buff 20
521 = Buff 21
522 = Buff 22
523 = Buff 23
524 = Buff 24
525 = Buff 25
526 = Buff 26
527 = Buff 27
528 = Buff 28
529 = Buff 29
530 = Buff 30
531 = Buff 31
532 = Buff 32
533 = Buff 33
534 = Buff 34
535 = Buff 35
536 = Buff 36
537 = Buff 37
538 = Buff 38
539 = Buff 39
540 = Buff 40
541 = Buff 41
542-549 = N/A
550 = Blocked Buff 0
551 = Blocked Buff 1
552 = Blocked Buff 2
553 = Blocked Buff 3
554 = Blocked Buff 4
555 = Blocked Buff 5
556 = Blocked Buff 6
557 = Blocked Buff 7
558 = Blocked Buff 8
559 = Blocked Buff 9
560 = Blocked Buff 10
561 = Blocked Buff 11
562 = Blocked Buff 12
563 = Blocked Buff 13
564 = Blocked Buff 14
565 = Blocked Buff 15
566 = Blocked Buff 16
567 = Blocked Buff 17
568 = Blocked Buff 18
569 = Blocked Buff 19
570 = Blocked Buff 20
571 = Blocked Buff 21
572 = Blocked Buff 22
573 = Blocked Buff 23
574 = Blocked Buff 24
575 = Blocked Buff 25
576 = Blocked Buff 26
577 = Blocked Buff 27
578 = Blocked Buff 28
579 = Blocked Buff 29
580-599 = N/A
600 = Song Buff 0
601 = Song Buff 1
602 = Song Buff 2
603 = Song Buff 3
604 = Song Buff 4
605 = Song Buff 5
606 = Song Buff 6
607 = Song Buff 7
608 = Song Buff 8
609 = Song Buff 9
610 = Song Buff 10
611 = Song Buff 11
612 = Song Buff 12
613 = Song Buff 13
614 = Song Buff 14
615 = Song Buff 15
616 = Song Buff 16
617 = Song Buff 17
618 = Song Buff 18
619 = Song Buff 19
620 = Song Buff 20
621 = Song Buff 21
622 = Song Buff 22
623 = Song Buff 23
624 = Song Buff 24
625 = Song Buff 25
626 = Song Buff 26
627 = Song Buff 27
628 = Song Buff 28
629 = Song Buff 29
630-649 = N/A
650 = Pet Blocked Buff 0
651 = Pet Blocked Buff 1
652 = Pet Blocked Buff 2
653 = Pet Blocked Buff 3
654 = Pet Blocked Buff 4
655 = Pet Blocked Buff 5
656 = Pet Blocked Buff 6
657 = Pet Blocked Buff 7
658 = Pet Blocked Buff 8
659 = Pet Blocked Buff 9
660 = Pet Blocked Buff 10
661 = Pet Blocked Buff 11
662 = Pet Blocked Buff 12
663 = Pet Blocked Buff 13
664 = Pet Blocked Buff 14
665 = Pet Blocked Buff 15
666 = Pet Blocked Buff 16
667 = Pet Blocked Buff 17
668 = Pet Blocked Buff 18
669 = Pet Blocked Buff 19
670 = Pet Blocked Buff 20
671 = Pet Blocked Buff 21
672 = Pet Blocked Buff 22
673 = Pet Blocked Buff 23
674 = Pet Blocked Buff 24
675 = Pet Blocked Buff 25
676 = Pet Blocked Buff 26
677 = Pet Blocked Buff 27
678 = Pet Blocked Buff 28
679 = Pet Blocked Buff 29

Gauges EQType / ScreenID:
1/Gauge0 = HP
2/ManaGauge0 = Mana
3/STAGauge0 = Stamina/Endurance
4 = Experience
5 = Alternate Advancement Experience
6 = Target
7 = Casting
8 = Breath
9 = Memorize
10 = Scribe
11 = Group 1 HP
12 = Group 2 HP
13 = Group 3 HP
14 = Group 4 HP
15 = Group 5 HP
16/PetGauge0 = Pet HP
17 = Group 1 Pet HP
18 = Group 2 Pet HP
19 = Group 3 Pet HP
20 = Group 4 Pet HP
21 = Group 5 Pet HP
22 = Current MP3 Song Progress
23 = N/A (Formerly Leadership EXP – Group)
24 = N/A (Formerly Leadership EXP – Raid)
25 = N/A

26 = Combat Ability Window Time Remaining
27 = Target of Target HP
28 = Re-Spawn Timer
29 = In Combat Timer
30 = Web Browser Loading
31 = Group 1 Mana
32 = Group 2 Mana
33 = Group 3 Mana
34 = Group 4 Mana
35 = Group 5 Mana
36 = Group 1 Endurance
37 = Group 2 Endurance
38 = Group 3 Endurance
39 = Group 4 Endurance
40 = Group 5 Endurance
41 = Pet's Target
42 = HP Extended Target Window 0
43 = HP Extended Target Window 1
44 = HP Extended Target Window 2
45 = HP Extended Target Window 3
46 = HP Extended Target Window 4
47 = HP Extended Target Window 5
48 = HP Extended Target Window 6
49 = HP Extended Target Window 7
50 = HP Extended Target Window 8
51 = HP Extended Target Window 9
52 = HP Extended Target Window 10
53 = HP Extended Target Window 11
54 = HP Extended Target Window 12
55 = HP Extended Target Window 13
56 = HP Extended Target Window 14
57 = HP Extended Target Window 15
58 = HP Extended Target Window 16
59 = HP Extended Target Window 17
60 = HP Extended Target Window 18
61 = HP Extended Target Window 19
62 = Mana Extended Target Window 0
63 = Mana Extended Target Window 1
64 = Mana Extended Target Window 2
65 = Mana Extended Target Window 3
66 = Mana Extended Target Window 4
67 = Mana Extended Target Window 5
68 = Mana Extended Target Window 6
69 = Mana Extended Target Window 7
70 = Mana Extended Target Window 8
71 = Mana Extended Target Window 9
72 = Mana Extended Target Window 10
73 = Mana Extended Target Window 11
74 = Mana Extended Target Window 12
75 = Mana Extended Target Window 13
76 = Mana Extended Target Window 14
77 = Mana Extended Target Window 15
78 = Mana Extended Target Window 16
79 = Mana Extended Target Window 17
80 = Mana Extended Target Window 18
81 = Mana Extended Target Window 19
82 = Endurance Extended Target Window 0
83 = Endurance Extended Target Window 1
84 = Endurance Extended Target Window 2
85 = Endurance Extended Target Window 3
86 = Endurance Extended Target Window 4
87 = Endurance Extended Target Window 5
88 = Endurance Extended Target Window 6
89 = Endurance Extended Target Window 7
90 = Endurance Extended Target Window 8
91 = Endurance Extended Target Window 9
92 = Endurance Extended Target Window 10
93 = Endurance Extended Target Window 11
94 = Endurance Extended Target Window 12
95 = Endurance Extended Target Window 13
96 = Endurance Extended Target Window 14
97 = Endurance Extended Target Window 15
98 = Endurance Extended Target Window 16
99 = Endurance Extended Target Window 17
100 = Endurance Extended Target Window 18
101 = Endurance Extended Target Window 19
102-145 = N/A
146 = Loyalty Velocity
147 = Vitality
148 = AA Vitality
149 = Aggro Gauge
150 = Mercenary AA Experience Gauge

Inventory EQType:
inventory/Equip 0 = Charm
inventory/Equip 1 = L-Ear
inventory/Equip 2 = Head
inventory/Equip 3 = Face
inventory/Equip 4 = R-Ear
inventory/Equip 5 = Neck
inventory/Equip 6 = Shoulder
inventory/Equip 7 = Arms
inventory/Equip 8 = Back
inventory/Equip 9 = L-Wrist
inventory/Equip 10 = R-Wrist
inventory/Equip 11 = Range
inventory/Equip 12 = Hands
inventory/Equip 13 = Primary Slot
inventory/Equip 14 = Secondary Slot
inventory/Equip 15 = L-Finger
inventory/Equip 16 = R-Finger
inventory/Equip 17 = Chest
inventory/Equip 18 = Legs
inventory/Equip 19 = Feet
inventory/Equip 20 = Belt
inventory/Equip 21 = Power Source
inventory/Equip 22 = Ammo
inventory/Equip 23 = Bag 1
inventory/Equip 24 = Bag 2
inventory/Equip 25 = Bag 3
inventory/Equip 26 = Bag 4
inventory/Equip 27 = Bag 5
inventory/Equip 28 = Bag 6
inventory/Equip 29 = Bag 7
inventory/Equip 30 = Bag 8
inventory/Equip 31 = Bag 9
inventory/Equip 32 = Bag 10

Bag Container Slots:
inventory/Equip 23/0 = Bag 1 Slot 1
inventory/Equip 23/1 = Bag 1 Slot 2 ...etc
inventory/Bank 0 = Bank Bag 1
inventory/Bank 1 = Bank Bag 2
inventory/Bank 2 = Bank Bag 3
inventory/Bank 3 = Bank Bag 4
inventory/Bank 4 = Bank Bag 5
inventory/Bank 5 = Bank Bag 6
inventory/Bank 6 = Bank Bag 7
inventory/Bank 7 = Bank Bag 8
inventory/Bank 8 = Bank Bag 9
inventory/Bank 9 = Bank Bag 10
inventory/Bank 10 = Bank Bag 11
inventory/Bank 11 = Bank Bag 12
inventory/Bank 12 = Bank Bag 13
inventory/Bank 13 = Bank Bag 14
inventory/Bank 14 = Bank Bag 15
inventory/Bank 15 = Bank Bag 16
inventory/Bank 16 = Bank Bag 17
inventory/Bank 17 = Bank Bag 18
inventory/Bank 18 = Bank Bag 19
inventory/Bank 19 = Bank Bag 20
inventory/Bank 20 = Bank Bag 21
inventory/Bank 21 = Bank Bag 22
inventory/Bank 22 = Bank Bag 23
inventory/Bank 23 = Bank Bag 24

inventory/Bank 0/0 = Bank Bag 1 Slot 1
inventory/Bank 0/1 = Bank Bag 1 Slot 2 ...etc

inventory/SharedBank 0 = Shared Bank Bag 1
inventory/SharedBank 1 = Shared Bank Bag 2
inventory/SharedBank 2 = Shared Bank Bag 3
inventory/SharedBank 3 = Shared Bank Bag 4

inventory/SharedBank 0/0 = Shared Bank Bag 1 Slot 1
inventory/SharedBank 0/1 = Shared Bank Bag 1 Slot 2 ...etc

Same format for these types as well:

inventory/Trade [0-*]
inventory/Trade [0-*]/[0-*]
inventory/World [0-*]
inventory/Loot [0-*]
inventory/Bazaar [0-*]
inventory/Inspect [0-*]
* = up to as many slots available in the bag/container

Removed Inventory Window - InvSlot EQTYPE’s:
30 = Container Slot 1
31 = Container Slot 2
32 = Container Slot 3
33 = Container Slot 4 (see NEW section)
34 = Container Slot 5
35 = Container Slot 6
36 = Container Slot 7
37 = Container Slot 8
38 = Container Slot 9
39 = Container Slot 10

Note: Old EQType’s will still work except for those noted above. Other elements will still work, such as the Container Title names, Container names within the window, Container Icon and the Done Button. If you are updating a UI, always use the most current EQType’s to keep future code from breaking.

Also Note: Using open bag slot types in modifications which are not meant to show, without having the bag open first, may crash your game. This same crash may happen when trying to create a hotbutton shortcut from a modified window which contains inventory items for "clickies".


NEW:
33 = Item on Cursor (although does not seem to work)

Common Types Used for Group Window:

"voicechat/SpeakingIndicator" = Player Voice Icon - Only ScreenID
"GroupRoleTank0" = Player Tank Role - Only ScreenID
"GroupRoleAssist0" = Player Assist Role - Only ScreenID
"GroupRolePuller0" = Player Puller Role - Only ScreenID

As of Oct 26, 2008
** Currently, you can only have 1 "clickable" customized EQType that references a ScreenID, specific for the function.

(Example 1: Can only have 1 GW_Gauge0, using ScreenID: Gauge0 in the group window. Anymore would render the last Gauge Name listed in the (pieces) to be clickable, but no others.)

(Example 2: Can only have 1 GW_PlayerManaPercent, using ScreenID: ManaLabel0 in the group window. Anymore would render the percents not to disappear when opting to not show Mana via right-click submenu's over the player gauge.)

Other/String EQType:

Label EQType:
voicechat/PushToTalk=Currently bound push to talk shortcut.
voicechat/ActiveSpeaker=Current voice chat speaker and channel.
voicechat/IncomingCallWnd/Name=Name of person that sent incomming call. Formated as, "Accept voice call from [player]?"
mercenary/MerchantWnd/PurchaseCostPlatText=Purchase platinum cost of selected mercenary to hire.
mercenary/MerchantWnd/PurchaseCostGoldText=Purchase gold cost of selected mercenary to hire.
mercenary/MerchantWnd/UpkeepCostPlatText=Upkeep platinum cost of slected mercenary to hire.
mercenary/MerchantWnd/UpkeepCostGoldText=Upkeep gold cost of selected mercenary to hire.
mercenary/ManageWnd/TimeLeftText=Countdown until your mercenary charges upkeep, or until it can be unsuspended.
mercenary/InfoWnd/PurchaseCostPlatText=Current mercenary's platinum purchase cost.
mercenary/InfoWnd/PurchaseCostGoldText=Current mercenary's gold purchase cost.
mercenary/InfoWnd/UpkeepCostPlatText=Current mercenary's platinum upkeep cost.
mercenary/InfoWnd/UpkeepCostGoldText=Current mercenary's gold upkeep cost.
mercenary/ManageWnd/TimeLeftLabel=Appears to be static text?

STMLBox EQType:
mercenary/MerchantWnd/InfoText=Description of selected mercenary to hire.
mercenary/MerchantWnd/StanceInfoText=Description of selected mercenary to hire's selected stance. Stance is selected in mercenary/MerchantWnd/StanceListBox.
mercenary/InfoWnd/InfoText=Current mercenary's description.
mercenary/InfoWnd/StanceInfoText=Current mercenary's stance descriptions.

Button EQType:
hotbutton/Bar [0-9]/[0-11]
(example: "hotbutton/Bar 1/11" displays the second hot bar's 12th hot button slot)

openwnd=This can be used to a open top level windows and position them next to the button. The correct syntax is <eqtype>openwnd [top level screen item name]</eqtype>. This EQType can also be used to open any top level window in the TopLevelWindowList. It will not open windows that require a context like the item display window or the trade window. It also will not open a window if you do not meet the requitements to open them. That means if you are a caster you cannot open the combat ability window, and if you do not have spells you cannot open the cast spell window.
voicechat/CallButton=Syntax and function is identical to openwnd. This EQType is intended to open the outgoing call window. Ex. <eqtype>voicechat/CallButton VAB_OutgoingCall
</eqtype>voicechat/MutedListRemove=Unmute player.
voicechat/SpeakingIndicator=Self voice chat indicator.
voicechat/GroupActivityButton 0=Group member 1 voice chat indicator.
voicechat/GroupActivityButton 1=Group member 2 voice chat indicator.
voicechat/GroupActivityButton 2=Group member 3 voice chat indicator.
voicechat/GroupActivityButton 3=Group member 4 voice chat indicator.
voicechat/GroupActivityButton 4=Group member 5 voice chat indicator.
voicechat/OnOffButton=Voice chat toggle.
voicechat/SpeakerMuteButton=Global voice chat mute.
voicechat/MicMuteButton=Self mute.
voicechat/EnablePushToTalk=Push to talk toggle.
voicechat/Echo Echo=Echo channel toggle.
voicechat/OptionsButton=Open voice chat options.
voicechat/Channel/Guild=Guild voice chat toggle.
voicechat/Channel/Raid=Raid voice chat toggle.
voicechat/Channel/Group=Group voice chat toggle.
voicechat/Channel/None=Leave voice chat channels.
voicechat/Channel/Lecture=It was just added for the 2008 fan faire community address. Unknown if it will be used again.
ChannelButton=Button that is duplicated at run time for additional voice chat channels. The a person to person call is one example of a channel added at run time. The Button element that has this EQType must be placed inside of a TemplateContainer as a TemplatePiece. The TemplatePiece's Name attribute must be equal to VoiceSession.
voicechat/Talk=Voice chat talk.
voicechat/ActiveSpeaker/Mute=Mute current speaker. (not available in default UI)
voicechat/CallScreen/Submit=Send outgoing call request.
voicechat/ActiveParticipantMicMute=Mute clicked speaker.
voicechat/ActiveParticipantModeratorMute=Moderator mute clicked speaker.
voicechat/ActiveParticipantModeratorKick=Moderator kick clicked speaker.
voicechat/ActiveParticipantModeratorBan=Moderator ban clicked speaker.
voicechat/IncomingCallWnd/Accept=Accept incomming call.
voicechat/IncomingCallWnd/Deny=Decline incomming call.
mercenary/MerchantWnd/HireButton=Hire selected mercenary.
mercenary/ManageWnd/SetActiveStanceButton=Set mercenary stance. Mercenary stance is selected in the mercenary/ManageWnd/StanceListBox listbox.
mercenary/ManageWnd/SetStanceHotkeyButton=Create hotkey for selected stance. Mercenary stance is selected in the mercenary/ManageWnd/StanceListBox listbox.
mercenary/ManageWnd/SetOwnerButton=Give mercenary to selected player.
mercenary/ManageWnd/DismissButton=Dismiss mercenary.
mercenary/ManageWnd/InfoButton=Open mercenary info window.
mercenary/ManageWnd/SuspendButton=Suspend mercenary.

Gauge EQType:
voicechat/MicVolumeStatusGauge=Mic volume.

Editbox EQType:
voicechat/CallScreen/Name=Name of player to call.

Listbox EQType:
voicechat/MutedList=List of muted players.
voicechat/SpeakersList=Voice chat users in your current channel.
mercenary/MerchantWnd/SubtypeListBox=Select mercenary subtype to hire.
mercenary/MerchantWnd/StanceListBox=Currently selected mercenary to hire's stances.
mercenary/ManageWnd/StanceListBox=Current mercenacy stance list.

Combobox EQType:
voicechat/InputDevice=Voice chat input devices.
voicechat/OutputDevice=Voice chat output devices.
mercenary/MerchantWnd/TypeComboBox=Select mercenary type to hire.

Slider EQType:
voicechat/SpeakerVolume=Global voice chat volume.
voicechat/MicVolume=Self mic volume.
voicechat/ActiveSpeaker/Volume=Volume of current speaker. (not available in default UI)
voicechat/ActiveParticipantMicVolume=Volume of clicked speaker.

Screen EQType:
Giving the Screen the appropriate EQType allows EQ to get information from an element's sibling. Its unknown if anything requires it right now. If it does affect anything the list is very small.

closenotclicked=Causes the screen to close if the user clicks outside of the screen.
voicechat/CallScreen=Outgoing call window.
voicechat/IncomingCallWnd=Incomming call window.
mercenary/MerchantWnd=Mercenary hire window.
mercenary/ManageWnd=Mercenary management window.
mercenary/InfoWnd=Mercenary info window.

TemplateContainer EQType:
Giving the TemplateContainer the appropriate EQType allows EQ to get information from an element's sibling. Its unknown if anything requires it right now. If it does affect anything the list is very small.

voicechat/ChannelContainer=Voice chat channels container.

There are other string type variables to be used and will be posted at a later time due to testing the functionality of customization.
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Old 08-12-2014, 11:30 AM   #105
Drakah
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Updated, thanks!
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