Quote:
Originally Posted by Leigo
Code:
<Label item="BW_Buff0">
<ScreenID>Buff0Label</ScreenID>
<EQType>500</EQType>
<Font>2</Font>
<RelativePosition>true</RelativePosition>
<Style_Tooltip>false</Style_Tooltip>
<Location>
<X>19</X>
<Y>-2</Y>
</Location>
<Size>
<CX>150</CX>
<CY>12</CY>
</Size>
<Template>BDT_BlueBuff</Template>
<Text />
<TextColor>
<R>255</R>
<G>255</G>
<B>255</B>
</TextColor>
<NoWrap>true</NoWrap>
<AlignCenter>false</AlignCenter>
<AlignRight>false</AlignRight>
</Label>
<Label item="BW_Buff0Number">
<ScreenID>Buff0No</ScreenID>
<Font>1</Font>
<RelativePosition>true</RelativePosition>
<Style_Tooltip>false</Style_Tooltip>
<Location>
<X>147</X>
<Y>1</Y>
</Location>
<Size>
<CX>23</CX>
<CY>12</CY>
</Size>
<Text>1</Text>
<TextColor>
<R>175</R>
<G>175</G>
<B>175</B>
</TextColor>
<NoWrap>true</NoWrap>
<AlignCenter>false</AlignCenter>
<AlignRight>true</AlignRight>
</Label>
|
That looks like what I have in my current UI on live.
The only problem is that it does nothing on Test
The issue is since we cannot access the individual buffs there is no way to get the spell names (or show slot number, or position the buffs).
Code:
<Label item="BW_Buff0_Label">
<ScreenID>Buff0Label</ScreenID>
<EQType>500</EQType>
<Font>1</Font>
<RelativePosition>true</RelativePosition>
<Location>
<X>0</X>
<Y>11</Y>
</Location>
<Size>
<CX>202</CX>
<CY>12</CY>
</Size>
<Text/>
<TextColor>
<R>240</R>
<G>240</G>
<B>0</B>
</TextColor>
<NoWrap>true</NoWrap>
<AlignCenter>false</AlignCenter>
<AlignRight>true</AlignRight>
</Label>