GUI mods
Posted: Sun Nov 12, 2006 2:45 am
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:
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
Save as partybar.xml
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.
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.