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Old 02-04-2003, 06:59 AM   #1
Tatiana
A Gray Wolf
 
Join Date: Oct 2002
Posts: 4
Default UI changes, 4 february

February 4, 2003 3:00 am
------------------------------

Note: Some folks have had trouble getting the elves' beard colors to work properly. In order to get them to show up, you may need to set DoProperTinting=TRUE in your Eqclient.ini file. You can do that by typing /dopropertinting in game.

ALSO NOTE: We have changed a lot of UI Files. Here's the list:

** UI File Changes **

EQUI.xml
EQUI_Animations.xml
EQUI_CharacterCreate.xml
EQUI_FacePick.xml
EQUI_NoteWindow.xml
EQUI_OptionsWindow.xml
window_pieces04.tga
EQUI_JournalCatWnd.xml - NEW FILE
EQUI_JournalTextWnd.xml - NEW FILE
EQUI_JournalNPCWnd.xml - NEW FILE
EQUI_BigBankWnd.xml - NEW FILE
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Old 02-04-2003, 07:30 AM   #2
MJB2k
A Snow Griffin
 
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Join Date: Aug 2002
Server: Terris-Thule, Sol Ro.
Posts: 50
Interface Author - Click to view interfaces
Default Changes.

here's some changes in detail..
EQUI.XML : The following was added, the four new files..
PHP Code:
 <Include>EQUI_BigBankWnd.xml</Include>
<Include>
EQUI_JournalNPCWnd.xml</Include>
<Include>
EQUI_JournalTextWnd.xml</Include>
<Include>
EQUI_JournalCatWnd.xml</Include> 

EQUI_Animations.XML : Following added at the start of the inventory section..
PHP Code:
 <Ui2DAnimation item "A_InvCharm">
        <
Frames>
            <
Texture>window_pieces04.tga</Texture>
            <
Location>
                <
X>180</X>
                <
Y>0</Y>
            </
Location>
            <
Size>
                <
CX>40</CX>
                <
CY>38</CY>
            </
Size>
            <
Hotspot>
                <
X>0</X>
                <
Y>0</Y>
            </
Hotspot>
        </
Frames>
    </
Ui2DAnimation

EQUI_CharacterCreate.XML : Following was added after Race13..
PHP Code:
 <Button item "CC0_Race14_Button">
        <
ScreenID>CC0_Race14_Button</ScreenID>
        <
RelativePosition>true</RelativePosition>
        <
Location>
            <
X>2</X>
            <
Y>381</Y>
        </
Location>
        <
Size>
            <
CX>96</CX>
            <
CY>24</CY>
        </
Size>
        <
Style_VScroll>false</Style_VScroll>
        <
Style_HScroll>false</Style_HScroll>
        <
Style_Transparent>false</Style_Transparent>
        <
TooltipReference/>
        <
Style_Checkbox>true</Style_Checkbox>
        <
RadioGroup>CC0_Race_Radios</RadioGroup>
        <
Text>Froglok</Text>
        <
TextColor>
                <
R>255</R>
                <
G>255</G>
                <
B>255</B>
        </
TextColor>
        <
ButtonDrawTemplate>
            <
Normal>A_BtnNormal</Normal>
            <
Pressed>A_BtnPressed</Pressed>
            <
Flyby>A_BtnFlyby</Flyby>
            <
Disabled>A_BtnDisabled</Disabled>
            <
PressedFlyby>A_BtnPressedFlyby</PressedFlyby>
        </
ButtonDrawTemplate>
    </
Button

Not sure how i missed this, it is quite obvious, also in the EQUI_CharacterCreate.xml file you need to find :
<Pieces>CC0_Race13_Button</Pieces>
and add after it :
<Pieces>CC0_Race14_Button</Pieces>

Last edited by MJB2k : 02-04-2003 at 08:22 AM.
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Old 02-04-2003, 08:02 AM   #3
Elerion
A Fire Beetle
 
Join Date: Jan 2003
Posts: 3
Default

Will simply adding the new lines to the old UI's files fix it? Or is there more to it?
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Old 02-04-2003, 04:02 PM   #4
Buffcake
A Bat
 
Join Date: Oct 2002
Server: The Rathe
Posts: 1
Thumbs up How to make a UI mod that will (almost) never break?

I have done something similar, but Statix Cinderblade (maker of the Quartz mod) has really spelled it out well... make your UI modular. Find out how:

CLICK ME


Hopefully some of the mod designers will see this & di the necessary changes to save themselves LOTS of patch-fixes in the future...
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