08-03-2002, 05:18 PM
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#1
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A Ghoul
Join Date: Aug 2002
Posts: 10
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Moving the auto-attack indicator?
Is there a way to move the auto attack indicator (flashing red border) away from the player window and put it on the target window? I can't seem to find the indicator for it.
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08-03-2002, 05:22 PM
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#2
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Keeper of the Hampster
Join Date: Jul 2002
Server: Mithaniel Marr
Posts: 598
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Hard coded mate. Sorry..
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08-05-2002, 04:43 AM
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#3
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A Ghoul
Join Date: Aug 2002
Server: The Nameless
Posts: 19
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Could'nt you move the info in PlayerWnd to the TargetWnd and the otherway around to move the blinking target?
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08-05-2002, 04:57 AM
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#4
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Keeper of the Hampster
Join Date: Jul 2002
Server: Mithaniel Marr
Posts: 598
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That you can do.
Flip the Player Info and Target window information. Just the elements. It will confuse EQ a bit ( Cntl-P = Target and Cntl-T = Player ), but that's about it.
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08-06-2002, 05:15 AM
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#5
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A Ghoul
Join Date: Aug 2002
Server: The Nameless
Posts: 19
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I tried to downright swap name on the files.... but didnt help.
Some element in the playerwindow must trigger the blinkonattack event... or?
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08-06-2002, 05:21 AM
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#6
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A Shissar Disciple
Join Date: Jul 2002
Server: Brell Serilis
Posts: 147
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You can't just swap the filenames, nor can you simply swap the contents of the files. You'll have to add the information from each window so that they both have all the same stuff, then alter the parts you don't want so they don't display.
__________________
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08-06-2002, 06:36 AM
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#7
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Keeper of the Hampster
Join Date: Jul 2002
Server: Mithaniel Marr
Posts: 598
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I believe you can get away with just swapping out the Screen Element <Pieces>.
Don't quote me 100% on that. I've never done that before, but there isn't any "defining" elements in both of them windows.
As far as EQ cares, you can completely remove all the Piece elements from both windows and be fine ( unlike some other windows ).
Oh, and make sure you get the Size and Location information from the two Screen elements switched, too.
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08-06-2002, 08:14 AM
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#8
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A Ghoul
Join Date: Aug 2002
Server: The Nameless
Posts: 19
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ahh... stupid me, now i understand how you ment.
gonna try and see how it works out.
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08-08-2002, 07:38 AM
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#9
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A Ghoul
Join Date: Aug 2002
Server: The Nameless
Posts: 19
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This still eludes me a great deal.
I tried today to swap the names of the windows....
<Screen item = "PlayerWindow">
to...
<Screen item = "TargetWindow">
...and viceverca.
So far so good, so i reload the skin knowing of course that i will
get an error of some kind. So this is what comes up...
UIErrorLog created at Thu Aug 08 14:11:06 2002
[Thu Aug 08 14:11:08 2002] Error: Could not find child PetHP in window PlayerWindow
Ok, fair enough i think... and edit the both files swaping out some
of the defintions in the windows... now calling target for HP_Player
and just a simple _ for HP_Pet. Then i label the Target_HP to
where HP_Player used to be and define a new label for the
Pet_HP.
Still i get above message...
One thing i thought about...
To hide the Pet_HP _ i used CY&CX of 1. This should meen it dont
display the label item.... but do it also meens that it wont
regognize it as an label and therfor it is still complaining about
the Pet_HP. ??
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08-08-2002, 07:49 AM
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#10
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Keeper of the Hampster
Join Date: Jul 2002
Server: Mithaniel Marr
Posts: 598
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Okay, I just did this mod today. You can see the beta pic in the beta forum.
Pet_HP is tied to the PlayerWindow. It *must* exist in the <Pieces> in the Player Window.
What *must* exist is just this: <ScreenID>Pet_HP</ScreenID>
Copy the Pet HP gauge and move it to you other window. Change the original to size 0,0.
Item= can be anything you want, but it must contain <ScreenID>Pet_HP</ScreenID> inthere some place.
Add it to the pieces and work on the rest until your heart's content.
FYI - <ScreenID> is VI's original form of EQType. Apperently it was converted to EQType, makes since, but VI didn't remove all the ScreenID requirements from the game, suckage.
So, your custom additions can have any ScreenID, or none, but any current one it's preffered you leave them intact.
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08-08-2002, 07:56 AM
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#11
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A Ghoul
Join Date: Aug 2002
Server: The Nameless
Posts: 19
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Pet_HP the only thing that i have to move?
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08-09-2002, 01:50 AM
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#12
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Keeper of the Hampster
Join Date: Jul 2002
Server: Mithaniel Marr
Posts: 598
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No, Pet_HP is the only one you can't move out of the PlayerWindow.
Rest is fine. Just create a new Pet_HP Gauge, name? PetHP? in the "new PlayerWindow" for your pet's HP. One bug is that it will never vanish ( /bonk VI ) and set Pet_HP, in your original Player Window, to size 0x0.
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08-09-2002, 10:47 AM
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#13
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A Snow Cougar
Join Date: Jul 2002
Posts: 42
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I've successfully moved Geddines larget target bar to the player window, hidden the default player window info. I use Zeremus's group window which includes stats and normal player window info.
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08-10-2002, 03:25 AM
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#14
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A Ghoul
Join Date: Aug 2002
Server: The Nameless
Posts: 19
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Ok, well.... i get it to wrok now...
Thanks for your help.... blinking target insteed of personal owns.
--
Uahaa <Remedy>
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08-10-2002, 09:01 PM
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#15
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A Wooly Rhino
Join Date: Jul 2002
Server: Morell-Thule
Posts: 77
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I was annoyed when the original new UI came out and they forgot the red flashing line. After putting some feedback in, it was added next patch made me happy. But it is still hard to see be only 1 pixel wide and playing in 1600x1200. Wish they did have more modifying ability to it. I never thought to move it to another window, thanks for the idea.
__________________
Geddine
"Of all the things I've lost, I miss my mind the most"
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