It'd work extremely easily except for the one thing I mentioned about moving the player's info.
Unless I'm crazy, there is still some hardcoding going on with the icon cure effects. I suppose I could be doing it wrong... but if you create an icon with /GameData.Group.Group_0.Effect1 and put it in a random window. When you get a trauma effect the icon's visibility will be updated but nothing else. It'll look like a grey box and won't tell you if the effect is non-curable or if there is more than one trauma effect.
If you put that same element in the correct XML tree structure, some hardcoding takes place and makes the icons work correctly.
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