GUI mods

Place to talk about the new game. Love it or hate it, its here and its different.
Locked
Lokey
-2 Penalty in Daylight
Posts: 3094
Joined: Mon Dec 16, 2002 6:49 pm
Contact:

GUI mods

Post by Lokey »

Brightened up my smaller party bar and inventory character shots. Also redid the spellbook menus, clerics still have too many spells at level 3 to fit on one page ;) Screen at 1024x768:
Image

Inventory based off clubok's at http://nwvault.ign.com/View.php?view=NW ... tail&id=13, started with smaller image spellbook by...

Save this as inventoryscreen.xml

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>

<UIScene name="SCREEN_INVENTORY" OnAdd=UIScene_Misc_RequestInventoryUpdates("true") x=520 y=ALIGN_CENTER width=367 height=563 draggable="true" backoutkey="true"
   OnRemove=UIScene_Misc_RequestInventoryUpdates("false") fadeout="0.3" fadein="0.3" priority="SCENE_INGAME"/>

   <!-- Close Button -->
   <UIButton name="CloseButton" x=330 y=7 style="STYLE_CLOSE_BUTTON"
      OnLeftClick=UIButton_Input_ScreenClose()>
   </UIButton>

   <UIIcon name="CHAR_ICON" img="inventory_icon.tga" x=0 y=0 width=78 height=71 />
   <UIText name="TITLE" x=80 y=8 width=250 height=27 align=left valign=middle fontfamily="Title_Font" style="2"
   update=true OnUpdate=UIObject_OnUpdate_GetCharacterData("PARTY","FULLNAME") />


   <!-- Rotate and Update Buttons -->
   <UIButton name="ROTATE_LEFT" x="177" y="262" width=24 height=24 repeatcallback="true" update="true"
   OnLeftClick=UIButton_Input_Rotate3DCameraInventory("PAPER_DOLL","PLAYER_CREATURE","LEFT") >
      <UIFrame state="up"         fill="b_rotl_normal.tga" />
      <UIFrame state="down"      fill="b_rotl_hover_pressed.tga" />
      <UIFrame state="focused"   fill="b_rotl_hover.tga" />
      <UIFrame state="hilited"   fill="b_rotl_hover.tga" />
      <UIFrame state="hifocus"   fill="b_rotl_hover_pressed.tga" />
      <UIFrame state="disabled"   fill="b_rotl_disabled.tga" />
   </UIButton>

   <UIButton name="ROTATE_RIGHT" x="281" y="262" width=24 height=24 repeatcallback="true" update="true"
      OnLeftClick=UIButton_Input_Rotate3DCameraInventory("PAPER_DOLL","PLAYER_CREATURE","RIGHT") >
      <UIFrame state="up"         fill="b_rotr_normal.tga" />
      <UIFrame state="down"      fill="b_rotr_hover_pressed.tga" />
      <UIFrame state="focused"   fill="b_rotr_hover.tga" />
      <UIFrame state="hilited"   fill="b_rotr_hover.tga" />
      <UIFrame state="hifocus"   fill="b_rotr_hover_pressed.tga" />
      <UIFrame state="disabled"   fill="b_rotr_disabled.tga" />
   </UIButton>

   <UI3DScene name="PAPER_DOLL" x=174 y=43 width=136 height=248 texture="inv_3d_bg.tga"
      cameralook_x="0.0" cameralook_y="0.0" cameralook_z="1.50"
      camerapos_x="0.25" camerapos_y="0.60" camerapos_z="1.00"
        ambground_intens=".6" ambgroundcolor_r=".7" ambgroundcolor_g=".55" ambgroundcolor_b=".4"           
        ambsky_intens=".9" ambskycolor_r=".3" ambskycolor_g=".4" ambskycolor_b=".78"         
        light_intens="0" lightdir_x="1.0" lightdir_y="1.0" lightdir_z="2.15" diffusecolor_r="1.10" diffusecolor_g="1.0" diffusecolor_b="1.0"   
      OnMouseDropReceived=UI3DScene_OnDropReceived_EquipItem()
      OnRender=UI3DScene_OnRender_DisplaySceneCreature() handleactiontarget="false" >
        <!-- FILL LIGHT -->
        <UIPointLight active="true" pos_x="0" pos_y="1" pos_z="1.5" radius="6" intensity="1.2"
         color_r=".6" color_g=".6" color_b=".6"
         speccolor_r=".5" speccolor_g=".3" speccolor_b=".3" />

        <!-- LEFT SIDE -->
        <UIPointLight active="true" pos_x="1" pos_y="1" pos_z="2.4" radius="4" intensity="1.4"
         color_r=".51" color_g=".42" color_b=".58"
         speccolor_r=".31" speccolor_g=".42" speccolor_b=".58" />

        <!-- RIGHT SIDE -->
        <UIPointLight active="true" pos_x="-2" pos_y="1" pos_z="2.5" radius="4" intensity="1.4"
         color_r=".6" color_g=".55" color_b=".5"
         speccolor_r=".6" speccolor_g=".55" speccolor_b=".5" />
   </UI3DScene>

   <!-- Character Armor Class -->
   <UIText name="ARMOR_CLASS"   x=40 y=78 width=85 height=29 valign=middle align=left multiline=false fontfamily="Body_Font" style=1
      update=true OnUpdate=UIObject_OnUpdate_GetCharacterData("PARTY","ARMOR_CLASS") />
   <UIIcon name="AC_ICON" img="icon_ac.tga" x=11 y=78 width=29 height=29
      OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(7099,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2") />

   <!-- Character Hit Points -->
   <UIText name="HP_RATIO"      x=40 y=108 width=85 height=29 valign=middle align=left multiline=false fontfamily="Body_Font" style=1
      update=true OnUpdate=UIObject_OnUpdate_GetCharacterData("PARTY","HP_RATIO") />
   <UIIcon name="HP_ICON" img="icon_health.tga" x=11 y=108 width=29 height=29
      OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(2296,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2") />

   <!-- Character Gold -->
   <UIText name="PLAYER_GOLD"   x=40 y=138 width=85 height=29 valign=middle align=left multiline=false fontfamily="Body_Font" style=1
      update="true" OnUpdate=UIObject_OnUpdate_GetCharacterData("PARTY","PLAYER_GOLD") />
   <UIIcon name="GOLD_ICON" img="icon_gold.tga" x=11 y=138 width=29 height=29
      OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(65759,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2") />

   <!-- Character Encumberance -->
   <UIText name="ENCUMBERANCE"   x=40 y=168 width=85 height=29 valign=middle align=left multiline=false fontfamily="Body_Font" style=1
      update="true" OnUpdate=UIObject_OnUpdate_GetCharacterData("PARTY","ENCUMBERANCE") />
   <UIIcon name="ENC_ICON" img="icon_weight.tga" x=7 y=168 width=36 height=29
      OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(183695,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2") />


   <!-- ***LEFT EQUIPMENT SLOTS*** -->
   <UIButton name="SLOT_HEAD" x=134 y=46 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_HEAD")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_HEAD")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_HEAD")
      DefaultToolTip=110826 >
   </UIButton>
   <UIButton name="SLOT_CHEST" x=134 y=88 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_CHEST")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_CHEST")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_CHEST")
      DefaultToolTip=110829 >
   </UIButton>
   <UIButton name="SLOT_WRIST" x=134 y=131 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_WRIST")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_WRIST")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_WRIST")
      DefaultToolTip=110831 >
   </UIButton>
   <UIButton name="SLOT_WAIST" x=134 y=172 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_WAIST")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_WAIST")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_WAIST")
      DefaultToolTip=110833 >
   </UIButton>

   <!-- ***RIGHT EQUIPMENT SLOTS*** -->
   <UIButton name="SLOT_NECK" x=315 y=46 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_NECK")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_NECK")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_NECK")
      DefaultToolTip=110827 >
   </UIButton>
   <UIButton name="SLOT_BACK" x=315 y=88 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_BACK")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_BACK")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_BACK")
      DefaultToolTip=110830 >
   </UIButton>
   <UIButton name="SLOT_RING_1" x=315 y=131 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_RING_1")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_RING_1")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_RING_1")
      DefaultToolTip=110834 >
   </UIButton>
   <UIButton name="SLOT_RING_2" x=316 y=175 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_RING_2")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_RING_2")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_RING_2")
      DefaultToolTip=110834 >
   </UIButton>
   <UIButton name="SLOT_FEET" x=316 y=218 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_FEET")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_FEET")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_FEET")
      DefaultToolTip=110835 >
   </UIButton>

   <!-- ***WEAPON EQUIPMENT SLOTS*** -->
   <UIButton name="SLOT_RIGHT_HAND" x=33 y=204 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_RIGHT_HAND")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_RIGHT_HAND")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_RIGHT_HAND")
      DefaultToolTip=110836 >
   </UIButton>
   <UIButton name="SLOT_LEFT_HAND" x=74 y=204 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_LEFT_HAND")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_LEFT_HAND")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_LEFT_HAND")
      DefaultToolTip=110837 >
   </UIButton>
   <UIButton name="SLOT_ARROW_AMMO" x=32 y=248 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_ARROW_AMMO")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_ARROW_AMMO")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_ARROW_AMMO")
      DefaultToolTip=110840 >
      <UIText align=right valign=bottom fontfamily="Special_Font" style="1"/>
   </UIButton>
   <UIButton name="SLOT_BULLET_AMMO" x=75 y=248 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_BULLET_AMMO")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_BULLET_AMMO")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_BULLET_AMMO")
      DefaultToolTip=110841 >
      <UIText align=right valign=bottom fontfamily="Special_Font" style="1"/>
   </UIButton>
   <UIButton name="SLOT_BOLT_AMMO" x=118 y=248 style="STYLE_EQUIP_BUTTON" hotbartype="HOTBAR_ITEM"
      OnLeftDoubleClick=UIButton_Input_UnequipSlot("SLOT_BOLT_AMMO")
      OnMouseDropReceived=UIButton_OnDropReceived_SetEquipmentSlot("SLOT_BOLT_AMMO")
      OnRightClick=UIObject_OnRadial_DisplayInventoryRadial()
      OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
      update=true OnUpdate=UIButton_OnUpdate_UpdateEquipmentSlot("SLOT_BOLT_AMMO")
      DefaultToolTip=110842 >
      <UIText align=right valign=bottom fontfamily="Special_Font" style="1"/>
   </UIButton>

   <!-- ***INVENTORY TABS*** -->
   <UIPane name="TAB_CONTAINER" x=14 y=303 width=68 height=248 >
      <UIButton name="ShowPage1" x=2 y=0 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=1
         OnSelected=UIButton_Input_SetRepositoryIndex("0") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(0,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage2" x=2 y=31 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=2
         OnSelected=UIButton_Input_SetRepositoryIndex("16") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(16,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage3" x=2 y=62 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=3
         OnSelected=UIButton_Input_SetRepositoryIndex("32") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(32,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage4" x=2 y=93 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=4
         OnSelected=UIButton_Input_SetRepositoryIndex("48") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(48,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage5" x=2 y=124 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=5
         OnSelected=UIButton_Input_SetRepositoryIndex("64") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(64,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage6" x=2 y=155 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=6
         OnSelected=UIButton_Input_SetRepositoryIndex("80") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(80,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage7" x=2 y=186 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=7
         OnSelected=UIButton_Input_SetRepositoryIndex("96") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(96,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>
      <UIButton name="ShowPage8" x=2 y=217 width=66 height=28 buttontype="radio" groupid=1 groupmemberid=8
         OnSelected=UIButton_Input_SetRepositoryIndex("112") MouseDownSFX="gui_bagopen"
         OnMouseDropReceived=UIButton_OnDropReceived_AddToRepository(112,"IG") >
         <UIFrame state="up"         fill="b_bag_normal.tga" />
         <UIFrame state="down"      fill="b_bag_pressed.tga" />
         <UIFrame state="focused"   fill="b_bag_hover.tga" />
         <UIFrame state="hilited"   fill="b_bag_hover.tga" />
         <UIFrame state="hifocus"   fill="b_bag_pressed.tga" />
         <UIFrame state="disabled"   fill="b_bag_normal.tga" />
      </UIButton>   </UIPane>

   <!-- ***INVENTORY GRID*** -->
   <UIGrid name="IG" rows=4 columns=4 x=95 y=303 xPadding=2 yPadding=2
   update=true OnUpdate=UIGrid_OnUpdate_UpdateInventoryGrid()>
      <UIButton name="InvPrototypeButton" height=60 width=60 draggable=true prototype=true update=true handleactiontarget=true
         hotbartype="HOTBAR_ITEM"
         MouseDragSFX="gui_drag" MouseDropSFX="gui_drop"
         OnLeftDoubleClick=UIButton_Input_InventoryButtonActivate()
         OnLeftClick=UIButton_Input_InventoryButtonMaybeExamine()
         OnMouseDropReceived=UIButton_OnDropReceived_SetInventorySlot()
         OnMouseDropFailed=UIButton_OnDropFailed_DropInventoryItem()
         OnUpdate=UIButton_OnUpdate_UpdateInventorySlot()
         OnToolTip=UIObject_Tooltip_DisplayObject(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)
         OnRightClick=UIObject_OnRadial_DisplayInventoryRadial() >
         <UIText align=right valign=bottom fontfamily="Body_Font" style="1"/>
         <UIFrame state=base      fill="inv_slot.tga" />
         <UIFrame state=up      fill="b_empty.tga" />
         <UIFrame state=down      fill="b_overlay.tga" />
         <UIFrame state=focused   fill="b_empty.tga" />
         <UIFrame state=hilited   fill="b_overlay.tga" />
         <UIFrame state=hifocus   fill="b_overlay.tga" />
         <UIFrame state=disabled fill="b_empty.tga" />
      </UIButton>
   </UIGrid>

   <UIFrame width=PARENT_WIDTH height=PARENT_HEIGHT topleft="frame1_tl.tga" topright="frame1_tr.tga" bottomleft="frame1_bl.tga"
      bottomright="frame1_BR.tga" top="frame1_t.tga" bottom="frame1_b.tga"
      left="frame1_l.tga" right="frame1_r.tga" border=32 />   
   <UIIcon name="DETAIL_TOP" img="inv_top_bg.tga" x=10 y=7 width=350 height=299 ignoreevents="true" />
   <UIFrame x=10 y=288 width=347 height=268 fillstyle="tile" fill="bg_60_alpha.tga"/>
   <UIFrame x=10 y=288 width=347 height=268 fillstyle="tile" fill="dark_rock_tile.tga"/>


Save as partybar.xml

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>

<UIScene name="SCREEN_PARTY_BAR" x=ALIGN_RIGHT y=ALIGN_TOP width=246 height=512 capturemouseclicks=false capturemouseevents=false priority="SCENE_INGAME"/>
   
   <UIListBox name="PARTY_LIST" x=0 y=0 width=244 height=PARENT_HEIGHT xPadding=0 yPadding=0
      showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=60 hidescrollbarwhennotneeded=true capturemouseclicks=false
      update=true OnUpdate=UIListBox_OnUpdate_UpdatePartyBar()    >

      <UIPane name="CHAR_BOX" x=ALIGN_LEFT y=ALIGN_TOP width=242 height=64 prototype=true capturemouseclicks=false capturemouseevents=false >

         <!-- status effect grid -->
         <UIGrid name="STATUSEFFECT_GRID" columns=6 rows=2 x=0 y=5 xPadding=1 yPadding=1 capturemouseclicks=false capturemouseevents=false >
            <UIButton name="EFFECT_BUTTON_1" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,11)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_2" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,9)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_3" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,7)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_4" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,5)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_5" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,3)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_6" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,1)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_7" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,10)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_8" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,8)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_9" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,6)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_10" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,4)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_11" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,2)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
            <UIButton name="EFFECT_BUTTON_12" style="STYLE_BUFF_BUTTON" capturemouseclicks=false capturemouseevents=false
               update=true OnUpdate=UIButton_OnUpdate_CheckStatusIcons("PARTY_BAR_SLOT",-1,0)
               OnToolTip=UIObject_Tooltip_DisplayStatusIcon(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
            </UIButton>
         </UIGrid>
      
         <!-- portrait -->
         <UIButton name="PM_PORTRAIT" x=166 y=0 width=64 height=64 handleactiontarget=true
            OnLeftClick=UIButton_Input_PossessCompanion("PARTY_BAR_SLOT",-1)
            OnRightClick=UIButton_Input_TargetCompanion("PARTY_BAR_SLOT",-1)
            OnLeftDoubleClick=UIButton_Input_CameraCompanion("PARTY_BAR_SLOT",-1)
            OnMouseDropReceived=UIButton_OnDropReceived_PartyItemTransfer()
            OnRadialRequest=UIObject_OnRadial_DisplayActionTargetRadial()
            OnToolTip=UIObject_Tooltip_DisplayPartyBarData("FULLNAME",OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)
            update=true OnUpdate=UIButton_OnUpdate_UpdatePlayerState(-1,"p_m_frame_selection","p_nc_frame") >
            <UIFrame state=base      fill="p_m_frame_noselect.tga" />
            <UIFrame state=up      fill="b_empty.tga" />
            <UIFrame state=down      fill="b_empty.tga" />
            <UIFrame state=focused   fill="b_empty.tga" />
            <UIFrame state=hilited   fill="b_empty.tga" />
            <UIFrame state=hifocus   fill="b_empty.tga" />
            <UIFrame state=disabled fill="b_empty.tga" />
         </UIButton>

         <!-- frame states -->
         <UIIcon name="PORTRAIT_FRAME_DEAD"      x=166 y=0 width=64 height=64 img="p_m_dead.tga"         hidden=true ignoreevents=true
            update=true OnUpdate=UIObject_OnUpdate_CheckCharacterHealth() draggable=false />
         <UIIcon name="PORTRAIT_FRAME_LEVELUP"   x=166 y=0 width=64 height=64 img="p_m_level_up.tga"      hidden=true ignoreevents=true
            update=true OnUpdate=UIObject_OnUpdate_CheckForLevelUp() draggable=false />
         <UIIcon name="PORTRAIT_FRAME_PARTYLEADER" x=166 y=0 width=64 height=64 img="p_mp_party_leader.tga"      hidden=true ignoreevents=true
            update=true OnUpdate=UIObject_OnUpdate_CheckForPartyLeader() draggable=false />

         <!-- hp bar -->
         <UIIcon name="HP_BAR_FRAME"            x=155 y=0 width=10 height=64 img="p_m_health_frame.tga"
            OnToolTip=UIObject_Tooltip_DisplayPartyBarData("HP_RATIO",OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) />
         <UIProgressBar name="HP_BAR"         x=156 y=6 width=8 height=49 vertical=true img="p_m_health_fill.tga"
            update=true OnUpdate=UIProgressBar_OnUpdate_DisplayPartyHPPercentage(-1) >
         </UIProgressBar>         
         <UIIcon name="HP_BAR_BG"            x=156 y=6 width=8 height=49 img="p_m_health_bg.tga" />

         <!-- character render -->
         <UIPortrait name="PORTRAIT_BG" x=168 y=9 width=52 height=48 hidden=true prototype=true texture="p_m_bg_dark.tga"
            update=true OnUpdate=UIPortrait_OnUpdate_UpdatePartyPortrait(-1)
                                OnRender=UIPortrait_OnRender_RenderPartyPortrait() draggable=false
                           ambground_intens=".2" ambgroundcolor_r=".7" ambgroundcolor_g=".55" ambgroundcolor_b=".4"
            ambsky_intens=".8" ambskycolor_r=".3" ambskycolor_g=".4" ambskycolor_b=".78"       
            diffusecolor_r=.9 diffusecolor_g=.8 diffusecolor_b=.6
            light_intens=0 >
      
                    <UIPointLight active="true" pos_x="0" pos_y="1" pos_z="1" radius="4" intensity="1.0"
                    color_r=".8" color_g=".6" color_b=".4"
                    speccolor_r=".5" speccolor_g=".2" speccolor_b="0" />

     
                    <UIPointLight active="true" pos_x="1" pos_y="1" pos_z="1" radius="3" intensity="2.0"
                    color_r=".31" color_g=".42" color_b=".58"
                    speccolor_r=".31" speccolor_g=".42" speccolor_b=".58" />

     
                    <UIPointLight active="true" pos_x="-2" pos_y="1" pos_z="1" radius="3" intensity="2.0"
                    color_r=".6" color_g=".55" color_b=".5"
                    speccolor_r=".6" speccolor_g=".55" speccolor_b=".5" />

         </UIPortrait>
            
                   
            <UIIcon name="default_icon" x=0 y=0 width=64 height=64 hidden=true />

      </UIPane>

      <UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>   
   </UIListBox>


You can throw those into override. I backed up these files from NWN2\UI\default (but don't keep them in that directory) then overrode with these.

Spellbook changes below.
Last edited by Lokey on Tue Nov 14, 2006 4:17 pm, edited 1 time in total.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.

Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

User avatar
DM Wraith
Dungeon Master
Posts: 95
Joined: Tue Dec 07, 2004 10:08 pm

Post by DM Wraith »

thankyou thankyou thankyou
DM Wraith (Retired)

Lokey
-2 Penalty in Daylight
Posts: 3094
Joined: Mon Dec 16, 2002 6:49 pm
Contact:

Post by Lokey »

Spells:

Save as spells_known.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<!--
   This xml file is used to display all of the KNOWN spells that
   the selected character currently has available.
-->

<UIScene name="SCREEN_SPELLS_KNOWN" x=50 y=20 width=378 height=730 draggable=true fadeout="0.3" fadein="0.3" priority="SCENE_INGAME" backoutkey=true
OnRemove=UIButton_Input_ScreenClose("SCREEN_SPELLS_MEMORIZED") idleexpiretime=0.5f  />

   <!-- Scene Title -->
   <UIText strref="181416" x=90 y=8 width=260 height=28 align=left valign=middle fontfamily="Title_Font" style="2" />
   <UIIcon name="SPELL_KNOWN_DETAIL" img="spellbook_icon.tga" x=0 y=0 width=78 height=71 ignoreevents=true />

   <!-- Close Button -->
   <UIButton name="CloseButton" x=340 y=8 style="STYLE_CLOSE_BUTTON"
      OnLeftClick=UIButton_Input_CloseSpellbook()>
   </UIButton>

   <UIGrid name="CLASS_GRID" rows=1 columns=4 x=163 y=50  xPadding=10 update=true OnUpdate=UIGrid_OnUpdate_GetSpellClasses() >
      <UIButton name="PrototypeButton" height=40 width=40 buttontype=radio groupid=1 prototype=true
         OnSelected=UIButton_Input_SetGlobalSpellClass("Global:1")
         OnToolTip=UIObject_Tooltip_SpellBookClass("OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2") >
         <UIFrame state=base      fill="b_empty.tga" />
         <UIFrame state=up      fill="b_empty.tga" />
         <UIFrame state=down      fill="b_overlay.tga" />
         <UIFrame state=focused   fill="b_empty.tga" />
         <UIFrame state=hilited   fill="b_overlay.tga" />
         <UIFrame state=hifocus   fill="b_overlay.tga" />
         <UIFrame state=disabled fill="b_empty.tga" />
      </UIButton>
   </UIGrid>
   <UIText name="CLASS_GRID_TEXT" x=28 y=68 width=140 height=24 align=left valign=middle fontfamily="Title_Font" style="1"
      update=true OnUpdate=UIObject_OnUpdate_GetGlobalSpellClass("Global:1") />

   <UIGrid name="SPELL_LEVEL_GRID" rows=1 columns=10 x=26 y=102 xPadding=8 yPadding=1 update=true OnUpdate=UIGrid_OnUpdate_GetSpellLevels("PARTY") >
      <UIButton name="PrototypeButton" height=24 width=24 buttontype=radio prototype=true>
      </UIButton>
      <UIButton name="SPELL_0" height=24 width=24 buttontype=radio groupid=2 groupmemberid=1
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_0")>
         <UIFrame state=up      fill="b_s0_normal.tga" />
         <UIFrame state=down      fill="b_s0_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s0_hover.tga" />
         <UIFrame state=hilited   fill="b_s0_hover.tga" />
         <UIFrame state=hifocus   fill="b_s0_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s0_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_1" height=24 width=24 buttontype=radio groupid=2 groupmemberid=2
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_1")>
         <UIFrame state=up      fill="b_s1_normal.tga" />
         <UIFrame state=down      fill="b_s1_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s1_hover.tga" />
         <UIFrame state=hilited   fill="b_s1_hover.tga" />
         <UIFrame state=hifocus   fill="b_s1_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s1_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_2" height=24 width=24 buttontype=radio groupid=2 groupmemberid=3
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_2")>
         <UIFrame state=up      fill="b_s2_normal.tga" />
         <UIFrame state=down      fill="b_s2_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s2_hover.tga" />
         <UIFrame state=hilited   fill="b_s2_hover.tga" />
         <UIFrame state=hifocus   fill="b_s2_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s2_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_3" height=24 width=24 buttontype=radio groupid=2 groupmemberid=4
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_3")>
         <UIFrame state=up      fill="b_s3_normal.tga" />
         <UIFrame state=down      fill="b_s3_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s3_hover.tga" />
         <UIFrame state=hilited   fill="b_s3_hover.tga" />
         <UIFrame state=hifocus   fill="b_s3_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s3_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_4" height=24 width=24 buttontype=radio groupid=2 groupmemberid=5
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_4")>
         <UIFrame state=up      fill="b_s4_normal.tga" />
         <UIFrame state=down      fill="b_s4_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s4_hover.tga" />
         <UIFrame state=hilited   fill="b_s4_hover.tga" />
         <UIFrame state=hifocus   fill="b_s4_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s4_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_5" height=24 width=24 buttontype=radio groupid=2 groupmemberid=6
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_5")>
         <UIFrame state=up      fill="b_s5_normal.tga" />
         <UIFrame state=down      fill="b_s5_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s5_hover.tga" />
         <UIFrame state=hilited   fill="b_s5_hover.tga" />
         <UIFrame state=hifocus   fill="b_s5_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s5_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_6" height=24 width=24 buttontype=radio groupid=2 groupmemberid=7
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_6")>
         <UIFrame state=up      fill="b_s6_normal.tga" />
         <UIFrame state=down      fill="b_s6_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s6_hover.tga" />
         <UIFrame state=hilited   fill="b_s6_hover.tga" />
         <UIFrame state=hifocus   fill="b_s6_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s6_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_7" height=24 width=24 buttontype=radio groupid=2 groupmemberid=8
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_7")>
         <UIFrame state=up      fill="b_s7_normal.tga" />
         <UIFrame state=down      fill="b_s7_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s7_hover.tga" />
         <UIFrame state=hilited   fill="b_s7_hover.tga" />
         <UIFrame state=hifocus   fill="b_s7_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s7_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_8" height=24 width=24 buttontype=radio groupid=2 groupmemberid=9
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_8")>
         <UIFrame state=up      fill="b_s8_normal.tga" />
         <UIFrame state=down      fill="b_s8_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s8_hover.tga" />
         <UIFrame state=hilited   fill="b_s8_hover.tga" />
         <UIFrame state=hifocus   fill="b_s8_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s8_disabled.tga" />
      </UIButton>
      <UIButton name="SPELL_9" height=24 width=24 buttontype=radio groupid=2 groupmemberid=10
      OnSelected=UIButton_Input_SetGlobalSpellLevel("PARTY","Global:2","SPELL_LEVEL_9")>
         <UIFrame state=up      fill="b_s9_normal.tga" />
         <UIFrame state=down      fill="b_s9_hover_pressed.tga" />
         <UIFrame state=focused   fill="b_s9_hover.tga" />
         <UIFrame state=hilited   fill="b_s9_hover.tga" />
         <UIFrame state=hifocus   fill="b_s9_hover_pressed.tga" />
         <UIFrame state=disabled   fill="b_s9_disabled.tga" />
      </UIButton>
   </UIGrid>

   <!-- Available Spells Collapsable Listbox -->
   <UIListbox name="AVAILABLE_SPELL_LIST" x=27 y=160 width=340 height=552 yPadding=1
   showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64
   update=true OnUpdate=UIListBox_OnUpdate_SpellList("PARTY","SPELL_TEXT","SPELL_IMAGE") >

      <UICollapsable name="PROTO_COL" x=0 y=0 width=325 height=PARENT_HEIGHT yPadding=1 xPadding=5 indent=10 isexpanded=true prototype=true >
         <UIButton name="PROTO_HEADER" x=0 y=0 width=325 height=22 header=true >
            <UIText strref="5632" indent=20 align=left valign=middle fontfamily="Title_Font" style=3 />
            <UIFrame state=up         fill="b_feat_hover_pressed.tga" />
            <UIFrame state=down         fill="b_feat_hover_pressed.tga" />
            <UIFrame state=hilited      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=focused      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=hifocus      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=disabled      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=header      fill="b_feat_normal.tga" />
            <UIFrame state=hiheader      fill="b_feat_normal.tga" />
            <UIFrame state=downheader   fill="b_feat_normal.tga" />
         </UIButton>
         <UIPane name="SPELLPANE_PROTO" x=0 y=0 width=300 height=25 prototype=true >
            <UIButton name="SPELL_IMAGE" x=0 y=0 draggable=true width=25 height=25 prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add"
               OnToolTip=UIObject_Tooltip_DisplaySpell(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)
               OnLeftClick=UIButton_Input_MemorizeSpell()
               hotbartype="HOTBAR_KNOWNSPELL" >
               <UIFrame state=base      fill="button_hotbar_normal.tga" />
               <UIFrame state=up      fill="b_empty.tga" />
               <UIFrame state=down      fill="b_overlay.tga" />
               <UIFrame state=focused   fill="b_empty.tga" />
               <UIFrame state=hilited   fill="b_overlay.tga" />
               <UIFrame state=hifocus   fill="b_overlay.tga" />
               <UIFrame state=disabled fill="b_empty.tga" />
            </UIButton>
            <UIButton name="SPELL_TEXT" x=42 y=1 width=256 height=25 prototype=true MouseUpSFX="gui_quick_add"
               OnLeftClick=UIButton_Input_MemorizeSpell()
               hotbartype="HOTBAR_KNOWNSPELL" >
               <UIText name="SPELL_TEXTFIELD" indent=5 align=left valign=middle strref="25105" fontfamily="Body_Font" style=3 prototype=true />
               <UIFrame state=up      fill="spellbook_spell_slot_bg.tga" />
               <UIFrame state=down      fill="spellbook_spell_slot_bg.tga" />
               <UIFrame state=focused   fill="spellbook_spell_slot_bg.tga" />
               <UIFrame state=hilited   fill="spellbook_spell_slot_bg.tga" />
               <UIFrame state=hifocus   fill="spellbook_spell_slot_bg.tga" />
               <UIFrame state=disabled   fill="spellbook_spell_slot_bg.tga" />
            </UIButton>
         </UIPane>
      </UICollapsable>

      <UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>   
   </UIListbox>   
   
   <!-- Background Image -->
   <UIIcon name="SPELL_KNOWN_TOP" img="spellbook_top.tga" x=10 y=8 width=359 height=162 />
   <UIIcon name="SPELL_KNOWN_BOTTOM" img="spellbook_paper.tga" x=10 y=163 width=359 height=563 />
   <UIFrame x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT topleft="frame1_tl.tga" topright="frame1_tr.tga" bottomleft="frame1_bl.tga"
      bottomright="frame1_BR.tga" top="frame1_t.tga" bottom="frame1_b.tga"
      left="frame1_l.tga" right="frame1_r.tga" border=32 />


Save as spells_memorized.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<!--
   This xml file is used to display all of the MEMORIZED spells that
   the selected character currently has available.
-->

<UIScene name="SCREEN_SPELLS_MEMORIZED" x=425 y=20 width=354 height=730 draggable=true fadeout="0.3" fadein="0.3" priority="SCENE_INGAME" idleexpiretime=0.5f />

   <!-- Scene Title -->
   <UIText strref="181417" x=90 y=8 width=260 height=28 align=left valign=middle fontfamily="Title_Font" style="2" />
   <UIIcon name="SPELL_KNOWN_DETAIL" img="mem_icon.tga" x=0 y=0 width=78 height=71 ignoreevents=true />

   <!-- *** MEMORIZED SPELL LIST COLLAPSABLE *** -->
   <UIIcon name="HZ_BAR" img="grid_pixel.tga" x=10 y=67 width=330 height=1 />
   <UIListbox name="SpellList" x=14 y=68 width=330 height=578 yPadding=1 
   showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64
   update=true OnUpdate=UIListBox_OnUpdate_MemorizedSpellGrid("SPELL_GRID") >

      <UICollapsable name="PROTO_COL" x=0 y=0 height=PARENT_HEIGHT width=315 yPadding=1 xPadding=5 indent=10 isexpanded=true prototype=true >      
         <UIButton name="PROTO_HEADER" x=0 y=0 width=300 height=22 header=true >
            <UIText indent=20 align=left valign=middle fontfamily="Title_Font" style=1  />
            <UIFrame state=up         fill="b_feat_hover_pressed.tga" />
            <UIFrame state=down         fill="b_feat_hover_pressed.tga" />
            <UIFrame state=hilited      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=focused      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=hifocus      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=disabled      fill="b_feat_hover_pressed.tga" />
            <UIFrame state=header      fill="b_feat_normal.tga" />
            <UIFrame state=hiheader      fill="b_feat_normal.tga" />
            <UIFrame state=downheader   fill="b_feat_normal.tga" />
         </UIButton>
      
         <UIGrid name="SPELL_GRID" rows=2 columns=11 x=0 y=0 xPadding=1 yPadding=1 prototype=true >
            <UIButton name="PrototypeButton" height=25 width=25 draggable=true prototype=true update=true hotbartype="HOTBAR_SPELL"
            MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
            OnToolTip=UIObject_Tooltip_DisplaySpell(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT) >
               <UIFrame state=base      fill="mem_spell_slot.tga" />
               <UIFrame state=up      fill="b_empty.tga" />
               <UIFrame state=down      fill="b_overlay.tga" />
               <UIFrame state=focused   fill="b_empty.tga" />
               <UIFrame state=hilited   fill="b_overlay.tga" />
               <UIFrame state=hifocus   fill="b_overlay.tga" />
               <UIFrame state=disabled fill="b_empty.tga" />
            </UIButton>
         </UIGrid>
      </UICollapsable>
   
      <UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>   
   </UIListbox>
   
   <!-- Background Image -->
   <UIIcon name="SPELL_KNOWN_BG" img="mem_bg.tga" x=10 y=8 width=335 height=730 />
   <UIFrame x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT topleft="frame1_tl.tga" topright="frame1_tr.tga" bottomleft="frame1_bl.tga"
      bottomright="frame1_BR.tga" top="frame1_t.tga" bottom="frame1_b.tga"
      left="frame1_l.tga" right="frame1_r.tga" border=32 />
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.

Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

Lokey
-2 Penalty in Daylight
Posts: 3094
Joined: Mon Dec 16, 2002 6:49 pm
Contact:

Post by Lokey »

With some actual game play, I decided to monkey with the gui again. Mostly party bar and inventory again, here's the current:
Image

Problems I had with gui files posted above:
- Party bar pictures too small and close together for targeting or item passing...too many mis-clicks. Increased size a bit, little more space between them. (Same style with buff icons.)

- Inventory: 16 on a page wasn't enough ;) Now 5 bags (technically 4 and 1/2) with 28 items per page.

If anyone is interested I'll post code for these.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.

Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

Lokey
-2 Penalty in Daylight
Posts: 3094
Joined: Mon Dec 16, 2002 6:49 pm
Contact:

Post by Lokey »

Patch 1.04. Voice menu needed fixing right off. Great job on the speedtree textures though.

Image

Going to fiddle with the 2das to see if I can get something more useful going. For now,

voicemenu.xml (slightly improved, off by 2 pixels in height with last one):

Code: Select all

<?xml version="1.0" encoding="utf-8">

<UIScene name="SCREEN_VOICEMENU" x=20 y=ALIGN_CENTER width=200 height=234 fullscreen=false fadeout="0.2" fadein="0.2"
   capturemouseclicks=true capturemouseevents=true   modal=false backoutkey="true" priority="SCENE_INGAME"
   draggable=true dragregion_x=1 dragregion_y=1 dragregion_width=198 dragregion_height=20
   OnAdd=UIScene_OnAdd_SetRootVoiceMenu() OnRemove=UIScene_OnRemove_ClearKeyCapture />

   <!-- Close Button -->
   <UIButton name="CloseButton" x=178 y=1 width=20 height=20 style="STYLE_CLOSE_BUTTON"
      OnLeftClick=UIButton_Input_ScreenClose()>
   </UIButton>

   <UIListBox name="VM_LIST" x=4 y=22 yPadding=0 xPadding=0 showpartialchild=true width=192 height=212
      unequalcontrols=true scrollsegmentsize=40 hidescrollbarwhennotneeded=true scrollbaronright=true capturemouseclicks="false"
      update=true OnUpdate=UIListBox_OnUpdate_LoadVoiceMenu()
      OnRightClick=UIButton_Input_SetRootVoiceMenu() >
         
      <UIPane name="VM_PROTO" x=0 y=0 width=183 height=30 prototype=true >
         <UIButton name="VM_ICON" x=0 y=0 draggable=true width=30 height=30 prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add"            
            hotbartype="HOTBAR_VM_COMMAND"
            OnLeftClick=UIButton_Input_ProcessVoiceMenuCommand()
            OnRightClick=UIButton_Input_SetRootVoiceMenu() >
            <UIFrame state=base      fill="button_hotbar_normal.tga" />
            <UIFrame state=up      fill="b_empty.tga" />
            <UIFrame state=down      fill="b_overlay.tga" />
            <UIFrame state=focused   fill="b_empty.tga" />
            <UIFrame state=hilited   fill="b_overlay.tga" />
            <UIFrame state=hifocus   fill="b_overlay.tga" />
            <UIFrame state=disabled fill="b_empty.tga" />
         </UIButton>
         <UIButton name="VM_TEXT" x=35 y=0 width=153 height=30 prototype=true MouseUpSFX="gui_quick_add"
            OnLeftClick=UIButton_Input_ProcessVoiceMenuCommand()
            OnRightClick=UIButton_Input_SetRootVoiceMenu() >
            <UIText name="SPELL_TEXTFIELD" indent=5 align=left valign=middle strref="25105" fontfamily="Body_Font" style=3 prototype=true multiline=true maxlines=2 />
            <UIFrame state=up      fill="spellbook_spell_slot_bg.tga" />
            <UIFrame state=down      fill="spellbook_spell_slot_bg.tga" />
            <UIFrame state=focused   fill="spellbook_spell_slot_bg.tga" />
            <UIFrame state=hilited   fill="spellbook_spell_slot_bg.tga" />
            <UIFrame state=hifocus   fill="spellbook_spell_slot_bg.tga" />
            <UIFrame state=disabled   fill="spellbook_spell_slot_bg.tga" />
         </UIButton>
      </UIPane>

      <UIScrollBar name="SB" style="STYLE_SB_ULTRA_THIN"></UIScrollBar>   
   </UIListBox>
     
   <UIText name="TITLE" strref="10567" x=10 y=1 width="333" height="18" align=left valign="middle" fontfamily="Title_Font" style="1" />
   <UIIcon name="DETAIL_TOP" img="title_nwn_dialog.tga" x="1" y="1" width="198" height="20" ignoreevents="true" />

   <UIFrame x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT topleft="tp_frame_tl.tga" topright="tp_frame_tr.tga" bottomleft="tp_frame_bl.tga"
      bottomright="tp_frame_BR.tga" top="tp_frame_t.tga" bottom="tp_frame_b.tga"
      left="tp_frame_l.tga" right="tp_frame_r.tga" fillstyle="stretch" fill="tp_frame_bg.tga" border=5 />
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.

Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

Locked

Return to “NWN2 Rants and Raves”