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+ Llama EKG Player Window Readme +
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I   - Player Window Layout
II  - Player Cure Options window
III - Installation (existing UI mod)
IV  - Installation (new UI mod)
V   - Changelog
VI  - Credits

I) The Player window is arranged as follows:
============================================
** Player Name is displayed at the top of the window
** Mentor Level is displayed to the right of the Player Name (when mentored)
** Heart Beat animation below the player name.
** At full HP, it takes approximately 3 seconds for the heart beat line to run the full length of the display.
   The heart beat line will shrink (horizontally, right to left) and change color in accordance with your current HP
** Current HP/Max HP numeric value above the animation.
** Current Power/Max Power numeric value below the animation.
** "In Combat" icon appears to the left of the Current/Max Power numbers.
** PVP icon appears to the right of the Current/Max Power numbers.
** Battleground Icon appears to the right of the Current/Max Power numbers (same location as the PVP icon)
** Current Player HP Percentage is shown to the right of the heart beat animation.  The heart icon will change color in
   relation to your current HP (Green/Yellow/Red).
** Current Power Percentage is displayed to the right of the heart beat animation, just below the Current HP Percentage.
   (The power icon does not do anything)
** Current Concentration is indicated by a vertical column of blocks that appear on the far right of the window, from top to bottom.
   Hover over them to see the details - i.e. what it is and who it is applied to.  Right click to access context menu (to cancel).
** Current Effects are displayed in the area below the heart beat display.
** Effects icons are click-to-cure buttons (that do not change your target).
** Hover over the Effects icon area to show the Cure Options button (to open the Cure Options window)


II) Player Cure Options window:
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** Cancel current spell casting before curing
   - Will clear your casting queue and cancel the spell/combat art currently being cast
** Attempt to use class ability cures before potions
   - Will try to use your class specific cure ability before using a potion (see note about currently supported classes)
   - Does not apply to Priest class Cure spell.  The Priest Cure spell will always be tried first if you are a priest.
   - Does not apply to Mage class Cure Arcane spell.  The Mage Cure Arcane spell will always be tried first if you are a mage
     and the detriment is Arcane.
** Cure Ability Level
   - Select the level of your class cure ability to use (only applies to those abilities which have multiple levels - e.g. Indomitable Will)
** Cure Potion Level
   - Choose which quality level of Cure Potions you wish to use (some potions such as lvl 1 potions are not included)
** Cure Options are saved per character and will persist between sessions

NOTE:
Currently the Class Ability cure feature only supports Bruisers (Indomitable Will) as this is the class I play.
If you would like to see support for other classes and/or abilities, feel free to leave a comment noting the class and ability name (and
indicate if the ability has multiple levels i.e. II, III, IV, etc.).


III) Installation (into an existing UI mod)
===========================================

1) Extract the files to your custom UI directory (if this is your first UI mod install, see section IV below).
   The only files you need from the ZIP archive are:
   /images/llama/ folder
   eq2ui_mainhud_Player.xml
   llama_player_cure_options.xml
   llama_player_cure_settings.xml
   llama_player_win_functions.xml

2) Add the following lines to your "eq2ui_custom.xml" file:

<include>llama_player_cure_settings.xml</include>
<include>llama_player_cure_options.xml</include>


IV) Installing Your First UI Mod
================================
1) Open the "UI" folder in the EQ2 install directory (by default this is "C:\Program Files\Sony\Everquest2\UI\").
2) Create a new folder, name it as you wish (the name cannot include spaces and must be only letters/numbers).
3) Extract your selected UI mod(s) into this folder (make sure that you put them directly into the folder you created in step 2).
   Right:  everquest2/UI/myUI/blah.xml
   Wrong:  everquest2/UI/myUI/blah/blah.xml
4) In the EQ2 install directory, open the file "eq2.ini" (Notepad works fine for this).
5) Change the "cl_ui_skinname default" line and replace "default" with the folder name you created in step 2.


V) Changelog
============
V1.3:
* Added Cure Potion support to the click-to-cure buttons
* Added a detriment check to the click-to-cure buttons (will not cast cure/use potion unless a detrimental effect is active)
* Added support for Priest classes - Will attempt to use the "Cure" spell before using a potion (for all detriments)
* Added support for Mage classes - Will attempt to use the "Cure Arcane" spell before using a potion (for Arcane only of course)
* Added support for class based cure spells/abilities:
  Bruiser - Wil attempt to use Indomitable Will for Arcane or Trauma before using a potion (can be disabled in settings)
  (More classes may be supported in the future.)
* Added a Settings window to enable/disable features and select potion quality level to use (saves between sessions and per character)
* Added Mentor Level indicator
* Added Battlegrounds indicator


V1.2:
* Added "Curse" effect icon/button
* Changed click to cure buttons to stop switching targets on use
* Updated "Cure" command(s) to reflect the unified cure button change
* Minor tweaks to the element positioning and code.

V1.1:
* Moved Current/Max HP numeric value above the animation - was previously below the animation.
* Added Current/Max Power numeric value - below the animation.
* Added "Click to Cure" to player effects icons.

V1.0: Release


VI) Credits
===========
This mod was directly inspired by the Forry Target Heart Beat EQ1 UI Mod made by Forry
(http://www.eqinterface.com/downloads/fileinfo.php?s=&id=2570).
All credit for the original concept and design of the heartbeat animation goes to Forry.
I just adapted the animation code to EQ2, updated the graphics (to DDS format and added the icons), and put it all in a player window.

Credit is also due to the many other UI authors from whose work I have learned (and borrowed) many of the concepts and techniques
employed in this UI mod.