Also available at github
This started as a UI themed after the PDA in Doom 3 and evolved from there. At some point before I stopped playing I stopped updating it, simply didn't have the time to work on a UI, play EQ, and work the job I had at the time. I'm back now and not likely to go away anytime soon. Especially since FTP is now a viable option and I still enjoy playing some of my lower level alts.
The UI Includes:
* An almost complete re-skin of the default templates.
* Player window with an integrate stat sub-window.
* Group window with default key labels and gauges that reflow when mana or endurance are enabled/disabled.
* Spell Casting window with tintent spell slots, spell names, integrated casting gauge, and self adjust based on how many spell gems your character has unlocked.
* Target and Target's Target window with a target's buffs sub-window and hate displayed as a thin gauge over target's HP.
* Extended target window with slim gauges to allow more targets to be viewable in a smaller vertical footprint.
* Task overlay window that fits the theme of the UI.
* Task window with more horizontal adjustment. Only real change to it, expect more changes at a later date.
* Combat ability (a.k.a. discipline) window that is a mirror of the spell casting window.
* Advanced loot window with some adjustments to border utilization and removal of item backgrounds. Subject to change significantly at a later date.
* EQ button window with smaller buttons that reflow based on resizing. Subject to change as the drag handles stopped working, can still move it via resize for the time being.
* Containers with significantly smaller icons.
* Modified chat window to solve template issues and slightly slim down the tab heights. Subject to change more at a later date.
* An overseer window.
Assets included from other UIs:
* Gem icons are from the old IWD2 buff and spell icon set. If you don't like them feel free to drop in any that you do like or just delete the gemicon and spells 'tga' files. Deletion would cause the default icons to load in their place.
* Myxiplx's map window. Will replace with my own at some point in the future.
About the file structure:
* The usual EQUI_WindowName.xml files are being utilized as compositors to assemble the window from much more granular files. Think of them as per-window EQUI.xml files with how I'm treating them. You will also sometimes find notes in them like in EQUI_TaskOverlayWnd.xml where I used an emulator to map out what it was doing in memory.
* Folders are present for any windows that are composited, these folders as expected contain the files that make up their given window. The exception to this are the animations, assets, generator, and templates folders which have more specific purposes implied by their names.
* Inside each window's folder is a file by the name of _scene.xml, this file serves as a scene graph for the respective window and should be your starting point if you look through a window's XML code.
* The generator is used to generate duplicate items that have different names and EQ types. It just performs a bunch of string replacements with a little bit of regex to isolate more complex things. This is a C# program that will regenerate the contents of the ext_target_window, player_window, group_window, spell_window, and status_window folders. This will be extended to other windows and elements as layout details are modified.
* The source for generating those files is found in the generators/templates folder, it will use those files as a template for similar files.
* Not a universal drop-in file solution. It's all coded to recognize the terms used in my files which may or may not match others, mostly this is for adjusting layout and mirroring changes to all related elements. There is no reason to use it as an ordinary user and it is safe to delete the 'generator' folder if you want.
* Your are free to modify and distribute the source as you see fit. I do not recommend it as it is very quick and dirty, the type of code I would normally never share with another soul.