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GUI mods

Posted: Sun Nov 12, 2006 2:45 am
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.

Posted: Sun Nov 12, 2006 3:56 am
by DM Wraith
thankyou thankyou thankyou

Posted: Tue Nov 14, 2006 4:20 pm
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 />

Posted: Sun Nov 19, 2006 9:50 pm
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.

Posted: Tue Jan 30, 2007 10:14 pm
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 />