Re: Gemstones. They are split into 2 parts, the gemstone holder and the gem itself. In my case, the Gembackground is in the spellbar background image and the gem itself comes from another file. As such if you were to increase their size, you have to first upscale the GemBackground, the Gem itself and of course change the xml files.
Correct. The UI is composed of the image files and the XML files.
The XML files (there are a LOT) normally point each one to a very specific window piece. Like there's EQUI_PlayerWindow.xml which contains the information of just the player window. The name, surname and player gauges.
You basically specify the location of each component and size and some other parameters.
The player name in the PlayerWindow is this:
Code:
<Label item ="PW_Name">
<ScreenID>PW_Name</ScreenID>
<EQType>1</EQType>
<Font>5</Font>
<RelativePosition>true</RelativePosition>
<Location>
<X>32</X>
<Y>26</Y>
</Location>
<Size>
<CX>120</CX>
<CY>16</CY>
</Size>
<Text></Text>
<TextColor>
<R>198</R>
<G>198</G>
<B>198</B>
</TextColor>
<NoWrap>true</NoWrap>
<AlignCenter>false</AlignCenter>
<AlignRight>false</AlignRight>
</Label>
As you can see it specifies the location (relative to the window itself with the top left corner being position X0 Y0) of the box (because all elements are contained in a box), the size of it and some other stuff like Text alignment and if it wraps the text and the font size it has.
For the images it's a little bit different. You have to load the file itself, create Ui2DAnimations which create single images from inside the image file and then use a StaticAnimation to actually set it into an element.
It sounds complicated but after a bit of digging, it's pretty easy