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  #1  
Old 05-24-2010, 04:45 PM
erfg12 erfg12 is offline
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Default Classic UI 1999

If you want to go back before velious UI, I got a classic one, or at least something close. It's Fabbe's UI, but one that actually works for project1999 lol. I edited the hell out of it.

Please do follow the Readme.txt instructions and remember to make it fullscreen so the UI borders and windows fit into place!

DOWNLOAD: http://www.filefactory.com/file/b1d4...UI_classic.zip

SCREENSHOT: Inventory
SCREENSHOT: Spellbook
Last edited by erfg12; 05-24-2010 at 04:53 PM..
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  #2  
Old 05-25-2010, 09:40 PM
kai4785 kai4785 is offline
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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?
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  #3  
Old 05-26-2010, 01:55 AM
Savok Savok is offline
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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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  #4  
Old 05-25-2010, 11:01 PM
Thrymm Thrymm is offline
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Hah that brings back some memories!
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  #5  
Old 05-26-2010, 12:17 AM
Darian Darian is offline
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When I tried to fullscreen it my client crashed-- any ideas?
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  #6  
Old 05-26-2010, 01:10 AM
JayDee JayDee is offline
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That is awesome but the single chat box would drive me crazy.
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  #7  
Old 06-03-2010, 11:17 AM
km2783 km2783 is offline
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Quote:
Originally Posted by JayDee [You must be logged in to view images. Log in or Register.]
That is awesome but the single chat box would drive me crazy.
Being driven crazy is classic!
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  #8  
Old 06-07-2010, 12:57 PM
hyrus57 hyrus57 is offline
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You can right click and unlock the windows, then make the second chat box and align it to fit. In fact, you need to do this if you want the UI at different resolutions.

Like Utenan, I used the zipped file and it still doesn't update the class icon.

P.S. - Oh yeah; this UI is amazing :^p
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  #9  
Old 06-12-2010, 04:08 AM
Thalassinus Thalassinus is offline
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Default Changing Animations

Excellent UI.

This worked for me to change the Necro animation using the animation numbers given earlier in this thread: change the "A_ClassAnim11" to "A_ClassAnimXX" (XX = new number) in the files EQUI_Inventory.xml and EQUI_SelectorWnd.xml (both in the uifiles\classic directory). The string is found only once in each file, and I used the EQUI_Inventory from the original post (main UI files).
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  #10  
Old 07-05-2010, 12:05 PM
utenan utenan is offline
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Quote:
Originally Posted by Thalassinus [You must be logged in to view images. Log in or Register.]
Excellent UI.

This worked for me to change the Necro animation using the animation numbers given earlier in this thread: change the "A_ClassAnim11" to "A_ClassAnimXX" (XX = new number) in the files EQUI_Inventory.xml and EQUI_SelectorWnd.xml (both in the uifiles\classic directory). The string is found only once in each file, and I used the EQUI_Inventory from the original post (main UI files).
I got it to work doing this, finally no more necromancer icon! thanks for the info Thal

Really wish there was a spot for the pet window : /
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Last edited by utenan; 07-05-2010 at 12:08 PM..
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