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Unread 11-09-2007, 10:45 PM
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Default [Beta] 11.09.07 (Rise of Kunark) - Interface Changes

UI Notes:
Many missing notes but should give you some idea
  • The Persona window has received a facelift and now includes more statistics on the Stats tab.
  • Fixed a bug that caused you to sometimes get drag the wrong icon if you clicked close to the border between two icons in hotbars or bags.
  • There is now a ‘Make Default' button on the Group Options window. This will allow you to change your default options without having to open the options window.
  • New dynamic data contains the name of your current locale within the zone (Self.ZoneLocaleName)
  • The Compass Tooltip will now show you your current locale within the zone.
  • Spell/combat art scrolls will now show in the tooltip and examine window if you have already scribed it or if you already have a better version.
  • UI Modders, we’ve added a new custom module, eq2gui_custom.xml. You can now add your custom windows to this module instead of MainHUD, etc.
  • UI Builder now has the option to save a single file in addition to saving the entire workspace.
  • UI Builder will now encode/decode whitespace.
  • UI Objects now have Left, Top, Width and Height properties
  • New Map Zoom Feature with GU40 - Video

Here are the following XML Changes found on the beta server 11.09.07. The left side is what is on Live server and the right side is what is on the Beta (Rise of Kunark) server. Changes are shown in red and some xml above and below the changes are left in for context.

Keep in mind this is a compare from the beta server and things may change by the time it hits live.

Changed:
eq2ui.xml
eq2ui_ButtonStyles.xml
eq2ui_examine.xml
eq2ui_fonts.xml
eq2ui_gamedata.xml
eq2ui_hud_zoning.xml
eq2ui_inventory_guildbanksettings.xml
eq2ui_inventory_merchant.xml
eq2ui_loginscene.xml
eq2ui_mainhud.xml
eq2ui_mainhud_achievements.xml
eq2ui_mainhud_advancementchoice.xml
eq2ui_mainhud_casting.xml
eq2ui_mainhud_editmacro.xml
eq2ui_mainhud_guildcreation.xml
eq2ui_mainhud_mail.xml
eq2ui_mainhud_map.xml
eq2ui_mainhud_onscreenmessage.xml
eq2ui_mainhud_openedmail.xml
eq2ui_mainhud_persona.xml
eq2ui_mainhud_startmenu.xml
eq2ui_mainhud_tcgdialog.xml
eq2ui_newcharscene2.xml
eq2ui_playerhousing.xml
eq2ui_popup_groupoptions.xml
eq2ui_specialelements.xml
eq2ui_textstyles.xml
eq2ui_tradeskills.xml
eq2ui_windowelements.xml
images\frontend\splash_logos.dds
images\icons\icon_ss22.dds
images\cities_buttons.dds
images\map_starting_city.dds
images\map_starting_city_de.dds
images\map_starting_city_fr.dds
images\map_starting_city_jp.dds
images\map_starting_city_ru.dds
images\mugshots_female.dds
images\mugshots_male.dds
images\splashbkg.dds



New:
eq2ui_custom.xml
eq2ui_mainhud_display_case.xml
eq2ui_mainhud_windowmanager.xml
images\icons\icon_is100.dds
images\icons\icon_is101.dds
images\icons\icon_is102.dds
images\icons\icon_is103.dds
images\icons\icon_is104.dds
images\loadscreens\exp04\
images\loadscreens\exp04\exp04_dun_charasis_north.dds
images\loadscreens\exp04\exp04_dun_chardok.dds
images\loadscreens\exp04\exp04_dun_chelsith.dds
images\loadscreens\exp04\exp04_dun_karnors_castle.dds
images\loadscreens\exp04\exp04_dun_sebilis.dds
images\loadscreens\exp04\exp04_dun_veeshans_peak.dds
images\loadscreens\exp04\exp04_rgn_fens_field_of_bone.dds
images\loadscreens\exp04\exp04_rgn_jarsath_danak.dds
images\loadscreens\exp04\exp04_rgn_kunzar_jungle.dds
images\loadscreens\exp04\exp04_rgn_kylong_spires.dds
images\loadscreens\exp04\exp04_rgn_timorous_shore.dds
images\loadscreens\exp04_dun_charasis_north\
images\loadscreens\exp04_dun_charasis_north\exp04_dun_charasis_north.dds
images\loadscreens\exp04_dun_charasis_south\
images\loadscreens\exp04_dun_charasis_south\exp04_dun_charasis_south.dds
images\loadscreens\exp04_dun_chardok\
images\loadscreens\exp04_dun_chardok\exp04_dun_chardok.dds
images\loadscreens\exp04_dun_chelsith\
images\loadscreens\exp04_dun_chelsith\exp04_dun_chelsith.dds
images\loadscreens\exp04_dun_karnors_castle\
images\loadscreens\exp04_dun_karnors_castle\exp04_dun_karnors_castle.dds
images\loadscreens\exp04_dun_sebilis\
images\loadscreens\exp04_dun_sebilis\exp04_dun_sebilis.dds
images\loadscreens\exp04_dun_veeshans_peak\
images\loadscreens\exp04_dun_veeshans_peak\exp04_dun_veeshans_peak.dds
images\loadscreens\exp04_rgn_fens_of_nathsar\
images\loadscreens\exp04_rgn_fens_of_nathsar\exp04_rgn_fens_field_of_bone.dds
images\loadscreens\exp04_rgn_jarsath_wastes\
images\loadscreens\exp04_rgn_jarsath_wastes\exp04_rgn_jarsath_danak.dds
images\loadscreens\exp04_rgn_kunzar_jungle\
images\loadscreens\exp04_rgn_kunzar_jungle\exp04_rgn_kunzar_jungle.dds
images\loadscreens\exp04_rgn_kylong_plains\
images\loadscreens\exp04_rgn_kylong_plains\exp04_rgn_kylong_spires.dds
images\loadscreens\exp04_rgn_timorous_deep\
images\loadscreens\exp04_rgn_timorous_deep\exp04_rgn_timorous_shore.dds
images\maps\exp04_world_map.dds
images\maps\map_exp04_dgn_chardok_east.dds
images\maps\map_exp04_dgn_sebilis_lvl2.dds
images\maps\map_exp04_dun_chardok_west.dds
images\maps\map_exp04_dun_sebilis_lvl1.dds
images\maps\map_exp04_game_kunzar.dds
images\maps\map_exp04_game_kylong_plains1.dds
images\maps\map_exp04_game_kylong_plains2.dds
images\maps\map_exp04_game_kylong_plains3.dds
images\maps\map_exp04_rgn_fens.dds
images\maps\map_exp04_rgn_jarsath_east.dds
images\maps\map_exp04_rgn_jarsath_west.dds
images\maps\map_exp04_rgn_timorous_deep.dds
images\maps\map_exp04_rgn_timorous_island1.dds
images\maps\map_exp04_rgn_timorous_island2.dds
images\maps\map_exp04_rgn_timorous_island3.dds
images\cities3.dds
images\deity_symbol_burtox.dds
images\deity_symbol_karana.dds
images\deity_symbol_tribunal.dds
images\window_elements_tradeskill.dds

Last edited by Dolby : 11-09-2007 at 11:05 PM.
  #2  
Unread 11-10-2007, 12:56 AM
gm9 gm9 is offline
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Quote:
Originally Posted by Dolby View Post
UI Modders, we’ve added a new custom module, eq2gui_custom.xml. You can now add your custom windows to this module instead of MainHUD, etc.
Thanks Rothgar, that's much appreciated!

As a note to everybody modding ProfitUI windows: The next release of ProfitUI will have all custom ProfitUI windows moved into the eq2ui_custom.xml file. All other modules will be removed from the distribution (eq2ui.xml, eq2ui_mainhud.xml). That means that any references your mods may have to MainHUD.ProfitUI_??? windows will need to be updated to reference the new Custom.ProfitUI_??? location.

No changes are necessary for referencing the ProfitUI_Styles tree.
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Unread 11-10-2007, 01:24 PM
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Does this mean that someone using Profit or any other mod that supplies the custom xml file can just delete the mainhud file from their custom directory and just go with the default as opposed to removing each custom line? That's what it sounds like but confirmation would be nice for us layman types. Thanks.
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Unread 11-10-2007, 02:07 PM
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In the end that depends on the mod you are using, but you are right, I asked Rothgar to implement the custom file for exactly the reason that I wanted mods to be able to function without those files.

You know how for some new windows you always needed to edit eg the eq2ui_mainhud.xml to add an <include> line or two until an updated version of your mod was available. If mod authors now use the new eq2ui_custom.xml instead that means you will never have to manually add <includes> again when SOE updates the UI.
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Unread 11-10-2007, 03:09 PM
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Thank you. That's exactly what it sounded like but just wanted to be sure.

What a great idea and nice to see them implement this. Also nice to see the Custom Colors idea being implemented as well.

I love how SoE keeps listening to you guys. I know that it's not on everything as that would be impossible but it sure does seem like a lot of UI ideas have come from the mods over here.

Thanks to everyone for everything.
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Unread 11-11-2007, 11:18 AM
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Quote:
Originally Posted by gm9 View Post
In the end that depends on the mod you are using, but you are right, I asked Rothgar to implement the custom file for exactly the reason that I wanted mods to be able to function without those files.

You know how for some new windows you always needed to edit eg the eq2ui_mainhud.xml to add an <include> line or two until an updated version of your mod was available. If mod authors now use the new eq2ui_custom.xml instead that means you will never have to manually add <includes> again when SOE updates the UI.
My POI Finder was one of the culprits of this. I'll have to look into making that change. Does this only work starting with GU40 or is there an eq2ui_custom.xml file out there that can be used now? Also is there anywhere I can look for more detailed instructions on how to use that XML file?
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Unread 11-11-2007, 11:27 AM
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so..

after the new "eq2ui_custom.xml" system on the line. will it be difficult for people disabling a custom windows? Will it means if I want disabling a custom UI window then I have to doctoring the "EQ2UI_custom.xml"?

coz in current system, if I want to disable a window, I just need switch into the custom UI folder and delete that file, then default ui one will automaticallly comes out.

Last edited by Chrislau : 11-11-2007 at 11:29 AM. Reason: typo
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Unread 11-11-2007, 11:27 AM
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Chrislau, it changes nothing for the user, and also it just relates to files you add to the UI, not default files that you mod. Modded files must not go in the eq2ui_custom.xml file or you would have them in addition to the default UI's version.

Quote:
Originally Posted by TreeMos View Post
My POI Finder was one of the culprits of this. I'll have to look into making that change. Does this only work starting with GU40 or is there an eq2ui_custom.xml file out there that can be used now? Also is there anywhere I can look for more detailed instructions on how to use that XML file?
All the info you need is in the first post of this thread.

And this would be a GU40 change, currently you cannot use custom modules (that's why I requested this).
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Last edited by gm9 : 11-11-2007 at 11:29 AM. Reason: added response to Chrislau
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Unread 11-11-2007, 12:39 PM
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Quote:
Originally Posted by Chrislau View Post
so..

after the new "eq2ui_custom.xml" system on the line. will it be difficult for people disabling a custom windows? Will it means if I want disabling a custom UI window then I have to doctoring the "EQ2UI_custom.xml"?

coz in current system, if I want to disable a window, I just need switch into the custom UI folder and delete that file, then default ui one will automaticallly comes out.
You will not see the basic UI window in the eq2ui_custom.xml file, like mainhud_group, inventory_inventory and etc. eq2ui_custom.xml was made for modders to include "their" files in. Files that SOE does not use or include, such as notes.xml, placeholder.xml any window the modder dreams up that SOE does not provide will or should go into the custom container. So you will not really have to delete these files.

If the window you are not wanting to use is one that SOE provides then you will just delete it as normal.

Hope this clears things up for you.
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Unread 11-11-2007, 01:25 PM
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Quote:
Originally Posted by Chrislau View Post
so..

after the new "eq2ui_custom.xml" system on the line. will it be difficult for people disabling a custom windows? Will it means if I want disabling a custom UI window then I have to doctoring the "EQ2UI_custom.xml"?

coz in current system, if I want to disable a window, I just need switch into the custom UI folder and delete that file, then default ui one will automaticallly comes out.
As I understand it, mainhud.xml and custom.xml are exclusive-or: mainhud lists all the files SOE includes and no mod-custom ones, custom lists all the files modders have added and no SOE-default ones. If you're modding a window that has a default, you'd make no entry in custom.xml at all and mainhud.xml would read your modded version (and if you removed the modded file from the custom UI directory, mainhud.xml would go back to reading the default version). If you've got a window that was added by a mod (like the POIFinder window) that'd be listed in custom.xml, you'd need to edit custom.xml to remove the include for it and delete the window's .xml file from the custom UI directory (and since it's not part of SOE's default UI there'd be no default version of it).
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Unread 11-12-2007, 02:01 AM
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What's eq2ui_mainhud_windowmanager.xml, and what does it do?

How do I add my own custom windows for my mods to eq2ui_custom.xml?
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Unread 11-12-2007, 02:03 AM
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Quote:
Originally Posted by tknarr View Post
As I understand it, mainhud.xml and custom.xml are exclusive-or: mainhud lists all the files SOE includes and no mod-custom ones, custom lists all the files modders have added and no SOE-default ones. If you're modding a window that has a default, you'd make no entry in custom.xml at all and mainhud.xml would read your modded version (and if you removed the modded file from the custom UI directory, mainhud.xml would go back to reading the default version). If you've got a window that was added by a mod (like the POIFinder window) that'd be listed in custom.xml, you'd need to edit custom.xml to remove the include for it and delete the window's .xml file from the custom UI directory (and since it's not part of SOE's default UI there'd be no default version of it).
/sarcastic on
What you just said there pretty much summed it up....
/sarcastic off

That is the longest 3 sentences ive ever seen...i take it you didn't do well in English class?
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Unread 11-12-2007, 03:25 AM
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Quote:
Originally Posted by dragowulf View Post
How do I add my own custom windows for my mods to eq2ui_custom.xml?
If it helps, here's the eq2ui_custom.xml from upcoming ProfitUI 4.3:

<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_SubClassDetector.xml</include>
<include>_ProfitUI_QuickRaidButtons.txt</include>
<include>_ProfitUI_CuresCode.xml</include>
<include>_ProfitUI_StandardSearches.txt</include>
<include>_ProfitUI_InventoryColorSettings.txt</include>
<include>_ProfitUI_SoundControls.xml</include>
<include>_ProfitUI_VideoControls.xml</include>
<include>_ProfitUI_ControlCenter.xml</include>
<include>_ProfitUI_Timer.xml</include>
<include>_ProfitUI_BottomBar.xml</include>
<include>_ProfitUI_InfoCenter.xml</include>
<include>eq2ui_mainhud_poifinder.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>

Note the little hack with the two root nodes. It allows you to add more modules than just the eq2ui_custom.xml (don't "fix" this Rothgar ), in my case I add a second module which contains my styles. And the POIfinder include probably doesn't work, it's just copy'n'paste work for now.

Quote:
Originally Posted by dragowulf View Post
That is the longest 3 sentences ive ever seen...i take it you didn't do well in English class?


Take it easy drago, correcting Landiin's spelling seems to be taking it's toll on you...
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Last edited by gm9 : 11-12-2007 at 03:36 AM. Reason: added POIfinder caveat
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Unread 11-12-2007, 03:26 AM
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Quote:
Originally Posted by dragowulf View Post
How do I add my own custom windows for my mods to eq2ui_custom.xml?
Take a copy of eq2ui_custom.xml from the default UI and add the include elements to it like you would've added them to eq2ui_mainhud.xml. The only difference is your windows now fall under the Custom container rather than MainHUD, so references to them for things like a button opening a window have to change to match.
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Unread 11-12-2007, 03:52 AM
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I dunno if/why it would, but does this mean that custom windows will have any of their settings saved? (IE, tabs/size/ect)

I know it's just changing the way custom files are included, as to not mess with default UI stuff and all that jazz. Just curious if something along the lines of this was ever implemented.
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Unread 11-12-2007, 04:02 AM
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Quote:
Originally Posted by gm9 View Post
If it helps, here's the eq2ui_custom.xml from upcoming ProfitUI 4.3:

<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_SubClassDetector.xml</include>
<include>_ProfitUI_QuickRaidButtons.txt</include>
<include>_ProfitUI_CuresCode.xml</include>
<include>_ProfitUI_StandardSearches.txt</include>
<include>_ProfitUI_InventoryColorSettings.txt</include>
<include>_ProfitUI_SoundControls.xml</include>
<include>_ProfitUI_VideoControls.xml</include>
<include>_ProfitUI_ControlCenter.xml</include>
<include>_ProfitUI_Timer.xml</include>
<include>_ProfitUI_BottomBar.xml</include>
<include>_ProfitUI_InfoCenter.xml</include>
<include>eq2ui_mainhud_poifinder.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>

Note the little hack with the two root nodes. It allows you to add more modules than just the eq2ui_custom.xml (don't "fix" this Rothgar ), in my case I add a second module which contains my styles. And the POIfinder include probably doesn't work, it's just copy'n'paste work for now.
seems not bad... at least better than I thought before.

btw i'm very expecting profitui reborn v4.3 will it be released before the expansion?

Last edited by Chrislau : 11-12-2007 at 04:09 AM. Reason: typo
  #17  
Unread 11-12-2007, 04:57 AM
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Quote:
Originally Posted by Chrislau View Post
btw i'm very expecting profitui reborn v4.3 will it be released before the expansion?
Yes, I'll try to make the time tonight. Not much to be excited about though, it's basically a compatibility release for GU40/RoK. I don't think I'll manage to update the bottom bar with all the new stats, for example. I'm not even sure yet how I'll fit them all into it. I'll either have to double the height to add a second line (likely not) or maybe allow you to select the stat types you want to show on it via a custom configuration window. Will take me a moment to prepare the latter though so that'll come with v4.4 only.
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Unread 11-12-2007, 05:11 AM
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Quote:
Originally Posted by gm9 View Post
If it helps, here's the eq2ui_custom.xml from upcoming ProfitUI 4.3:

<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_SubClassDetector.xml</include>
<include>_ProfitUI_QuickRaidButtons.txt</include>
<include>_ProfitUI_CuresCode.xml</include>
<include>_ProfitUI_StandardSearches.txt</include>
<include>_ProfitUI_InventoryColorSettings.txt</include>
<include>_ProfitUI_SoundControls.xml</include>
<include>_ProfitUI_VideoControls.xml</include>
<include>_ProfitUI_ControlCenter.xml</include>
<include>_ProfitUI_Timer.xml</include>
<include>_ProfitUI_BottomBar.xml</include>
<include>_ProfitUI_InfoCenter.xml</include>
<include>eq2ui_mainhud_poifinder.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>

Note the little hack with the two root nodes. It allows you to add more modules than just the eq2ui_custom.xml (don't "fix" this Rothgar ), in my case I add a second module which contains my styles. And the POIfinder include probably doesn't work, it's just copy'n'paste work for now.



Take it easy drago, correcting Landiin's spelling seems to be taking it's toll on you...
Lol....Landiin...poor Landiin....

I thought that that's how it would be. So yours would look something like this in the eq2ui_custom.xml (w/o the "fix"):

<include>_ProfitUI_.xml</include>

and then under _ProfitUI_.xml module there will be the rest of the files?
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Unread 11-12-2007, 05:13 AM
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Yes, I'll try to make the time tonight. Not much to be excited about though, it's basically a compatibility release for GU40/RoK. I don't think I'll manage to update the bottom bar with all the new stats, for example. I'm not even sure yet how I'll fit them all into it. I'll either have to double the height to add a second line (likely not) or maybe allow you to select the stat types you want to show on it via a custom configuration window. Will take me a moment to prepare the latter though so that'll come with v4.4 only.
lol I figured out how to do it on my inventory easily. You're just a (as some would say in that other game) uber nubzorz
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Unread 11-12-2007, 05:19 AM
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lol I figured out how to do it on my inventory easily. You're just a (as some would say in that other game) uber nubzorz
I'm not saying that it's difficult, I'm just saying it will take a moment to do.

And what will take time is not modding it, but rather seeing what stats there are and arranging them in a meaningful way such that they can be easily toggled without changing the alignment of other sections. And since I'm a sucker for subclass detection I might just make it configurable by subclass and have melee classes show a melee bar, caster one with spell crits, healer healing crits, etc. Now go play that other game and leave the serious modding to me you nublet.
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Unread 11-12-2007, 05:24 AM
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I'm not saying that it's difficult, I'm just saying it will take a moment to do.

And what will take time is not modding it, but rather seeing what stats there are and arranging them in a meaningful way such that they can be easily toggled without changing the alignment of other sections. And since I'm a sucker for subclass detection I might just make it configurable by subclass and have melee classes show a melee bar, caster one with spell crits, healer healing crits, etc. Now go play that other game and leave the serious modding to me you nublet.
Yes, I know...i'm just giving poor old gm9 a hard time, but if he thinks he's cool and all...he's not because he knows how lame he is and how the magnificent dragowulf will pwwwwnnzorz him anyday!

(btw i don't play that other game like you)
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Unread 11-12-2007, 05:25 AM
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Yes, I know...i'm just giving poor old gm9 a hard time, but if he thinks he's cool and all...he's not because he knows how lame he is and how the magnificent dragowulf will pwwwwnnzorz him anyday!

(btw i don't play that other game like you)
Children these days...
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Unread 11-12-2007, 05:33 AM
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Children these days...
women these days...

don't make me get out my pimpstick

yeah, you're cool
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Unread 11-12-2007, 05:38 AM
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Ok, ok. Enough childsplay.

PLEASE OH PLEASE DO THAT SUBCLASS THING WITH THE BOTTOM BAR.

Isn't that what you want to hear ?

I'll say it the dragowulf way:
yo, you know, if you want to do that then go ahead and do it. Yeah, that'd be cool.

No but seriously, if you did do it, that would be cool!!!

hahaha!!!!
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Unread 11-12-2007, 10:07 AM
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That is the longest 3 sentences ive ever seen...i take it you didn't do well in English class?
Take it easy on him (or her, whatever the case may be), drago. Don't criticize people just because they may decide to take a few extra words to explain something. Have you ever thought that perhaps s/he may have a problem expressing themselves and over-explain something just to make sure they get their point across (even when English is their native language)?

BTW, drago.....no hard feelings, please. You just kinda hit a nerve, as I a) have the same problem s/he displayed and b) English was and still is my weakest subject in school.
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