I need help with changing few things in player UI.
I’m trying to modify format of description text in examine window. I’ve noticed that while examining items their weight and properties are separated from description text however when examining NPC or creature the description text is not separated from current effects on this creature. You can see it on picture below. I would like to make it look like in the picture on the right. File responsible for examine window is called examine.xml and from what I’ve seen there is no way to modify it from there because text format is an reference to some other file(???) The only thing I can modify from that file when it comes to text itself is text align - center, left or right but it is not what I need here.
Second thing I’m trying to do is to move clock from player menu into minimap. This is the code responsible for displaying clock:
<UIIcon name="CLOCK_BUTTON" x=0 y=0 width=60 height=60 img="b_pm_normal.tga" OnToolTip=UIObject_Tooltip_DisplayToolTipString(local:1,OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2)
However no matter where I put it into the file which genereates minimap it is not showing up. Any idea how can this be done?
I am unable to be more specific at the moment, but maybe my tutorial will help give some advice:-
What I can add for now though is that (for simplicity) try simply adding some blank line texts at the end of the creature description to force the gap.
As for moving the clock, I don’t think that will be possible, as the calls to the different GUIs are hard-coded. So, even if you did manage to add the clock image (which is possible), the game engine would not know to update the clock within the map GUI where you have moved it to. So, to get around that problem, you would need to add your own GUI call-backs to an edited minimap that works with your own scripted time system. This is possible, as I scripted my own time system and use my own GUI for the clock design I use, and have switched off the game version, as it differs.
Working with GUIs can be quite difficult, and the work involved here may not be worth the effort involved unless you intend to use it quite extensively as a games mechanic in the same way I have. i.e. If it is purely cosmetic, then do not worry about it.