Thread: Classic UI 1999
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Old 05-26-2010, 01:55 AM
Savok Savok is offline
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Posts: 971
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Quote:
Originally Posted by kai4785 [You must be logged in to view images. Log in or Register.]
Looks great. I have some info to add, and a question to ask.

Here's the value for each Inventory animation.

01 = Warrior
02 = Cleric
03 = Paladin
04 = Ranger
05 = ShadowKnight
06 = Druid
07 = Monk
08 = Bard
09 = Rogue
10 = Shaman
11 = Necromancer
12 = Wizard
13 = Magician
14 = Enchanter
15 = Beastlord

Then I wonder if you know how to change the size of the display area, so it fits inside the "frame" of the UI elements?
/em tries not to get to technical

In the EQUI_Animations.xml file there are the UIDAnimation settings for each class, listed as:

Code:
	<Ui2DAnimation item = "A_ClassAnim01">
		<Cycle>true</Cycle>
		<Frames>
			<Texture>Warrior01.tga</Texture>
			<Location>
				<X>0</X>
				<Y>0</Y>
			</Location>
			<Size>
				<CX>64</CX>
				<CY>128</CY>
			</Size>
			<Hotspot>
				<X>0</X>
				<Y>0</Y>
			</Hotspot>
			<Duration>125</Duration>
		</Frames>
These basically tell the screen what to draw for each class. In the EQUI_Inventory.xml you should have:
Code:
	<StaticAnimation item= "ClassAnim">
		<ScreenID>ClassAnim</ScreenID>
		<Location>
			<X>0</X>
			<Y>0</Y>
		</Location>
		<Size>
			<CX>64</CX>
			<CY>128</CY>
		</Size>
		<!-- Do NOT include an animation here since it messes with other UIs.	Instead an animation instance is dynamically created and used. -->
	</StaticAnimation>

	<Screen item ="IW_CharacterView">
		<ScreenID>IW_CharacterView</ScreenID>
		<RelativePosition>true</RelativePosition>
		<Location>
			<X>5</X>
			<Y>176</Y>
		</Location>
		<Size>
			<CX>64</CX>
			<CY>128</CY>
		</Size>
		<Style_VScroll>false</Style_VScroll>
		<Style_HScroll>false</Style_HScroll>
		<Style_Transparent>false</Style_Transparent>
		<TooltipReference>Drop Item Here to Auto Equip</TooltipReference>
		<DrawTemplate>WDT_Inner</DrawTemplate>
		<Style_Titlebar>false</Style_Titlebar>
		<Style_Closebox>false</Style_Closebox>
		<Style_Minimizebox>false</Style_Minimizebox>
		<Style_Border>true</Style_Border>
		<Style_Sizable>false</Style_Sizable>
		<Pieces>ClassAnim</Pieces>
	</Screen>
The IW_CharacterView draws a box (the bottom red text size) on the screen in the location given (from the green text) within your inventory window. The ClassAnim part draws the EUI_Animations.xml class animation within the alotted IW_CharacterView box to the size stated (the top red text - the ClassAnimation should only equal or be smaller than the IW_CharacterView). The blue text denotes where the animation is placed within the IW_Characterview not the inventory window.

For example you could make the IW_Characterview box 64 x 128 and make the Classanim half the size at 32x64, but to center it you would have to change the blue text to say X=16 and Y=32.

The main thing to notice is the purple text. The old way of doing this was to list the warrior01.tga here and the game would see what class you were, but its now done differently. Its also important that you have your 'pieces' correctly noted, it should be under the IW_Characterview and not the Playerwindow at the bottom of the screen. You should have:

Code:
		<Pieces>Screen:IW_CharacterView</Pieces>
there instead.
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