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Custom User Interfaces

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"** Still needs a LOT of formatting to make this readable! **" "** This is a combination of posts from [1] // [2] // [3] // [4] // [5] and the AboutSIDL file inside the EQ directory. **"

There are multiple ways to enhance the user interface of the EverQuest Titanium Client. Find a tutorial here [6]

Contents

Targeting

See Targeting to understand Project 1999's (more limited) targeting options.

Overview

The new EverQuest UI uses the XML format for all of its data files. It is a standard practice with using XML to create one file that serves as the definition (or schema) for how all the remaining XML files can be written (http://www.w3.org/TR/NOTE-xml-schema-req). In this case, our definition file is, indeed, SIDL.xml.

SIDL stands for SUITE Interface Definition Language. The acronym, SUITE, refers to the name of our UI engine, while "Interface Definition Language" hammers in that this file is the master schema file.

This document lays out the contents of SIDL and explains what each property definition is for. Don't worry if you can't get a full-grasp of everything the first read through -- you will probably use this more as reference material rather than reading material, and SIDL's role will just start to make more and more sense as you continue to make changes to the UI.

Feel free to open up SIDL.xml to see how the file and this document correspond. But always remember, you cannot edit it!

Tags! <tags>, </tags>, <tags/>!

When it comes down to it, the most basic thing a schema does is specify which tags all of the other XML files can use.

For example, the line in SIDL.xml: <element name="Text" type="string" />

can translate to the following line (taken from EQUI_CharacterCreate.xml): <Text>Welcome to EverQuest</Text>

This also lets us specify default values for our UI objects, so when you have in SIDL.xml:

<element name="TextOffsetX" type="int"> <default>0</default> </element>

this means that if you do not specify the tag for this item, it will automatically be included with the value of 0.

UI Hierarchy

Our schema also lets us specify a hierarchy of UI objects. For example, SIDL.xml indicates that a Label is a ScreenPiece. This means that the Label, along with having all of its text info, has all the data of a ScreenPiece as well -- this specifies how and where the object actually appears on the screen.

SIDL accomplishes this by employing three tags of its own:

• ElementType • element • superType

At this time, you may want to browse SIDL.xml to see these tags and where they are used.

ElementType - This defines a UI piece. Some examples would be an EditBox, a Slider, a Texture item, and an RGB item. ElementTypes are always a collection of elements, so in essence an ElementType tag is just a top-level name that ties data elements together.

element - This defines a UI property. Height, widths, positions, text values, etc.

superType - This defines that a piece is a specific type of some more generic category. For example, ScreenPieces are anything that can be put on the screen. Controls are anything that can accept user input. A combobox is a specific type of a control that provides a pulldown list.

Any ElementType that has a superType also contains all of its superType's elements.

Types

Every SIDL element also specifies an associated type. An item's type defines what value its tag can accept. Some examples at the end of this section will help clear this up.

To start with, there are three basic types: • integer • string • boolean

Integers specify that the property is a number. Strings specify that the property is a text value. Booleans specify that the property can be set to true or false (useful for toggling a feature on or off).

Aside from basic types, any ElementType can also be set here. For example, the FrameTemplate (an ElementType) has a bunch of 2DAnimations (another ElementType) for its border elements. This way, you can create windows with frames that animate.

The final note here is that some types are attached with the text, ":item". For example, you will see "Ui2DAnimation:item" as opposed to just "Ui2DAnimation". This indicates that you create the element type first and then refer to it later by its item name. Otherwise, you would just define the child element type within the parent ElementType (see examples below).

The following examples serve as tutorial purposes only and do not necessarily exist anywhere in the UI files provided:

integer in SIDL : <element name="Width" type="int" />

can translate to : <Width>100</Width>

string in SIDL : <element name="Text" type="string" />

can translate to : <Text>Hello</Text>

boolean in SIDL : <element name="AlignCenter" type="boolean" />

can translate to : <AlignCenter>true</AlignCenter>

ElementType in SIDL : "<ElementType name="Point"> <element name="X" type="int" /> <element name="Y" type="int" /> </ElementType> <element name="Location" type="Point" />"

can translate to : "<Location> <X>50</X> <Y>100</Y> </Location>"

ElementType: item in SIDL : "<ElementType name="RGB"> <superType type="Class" /> <element name="Alpha" type="int" /> <element name="R" type="int" /> <element name="G" type="int" /> <element name="B" type="int" /> </ElementType> <element name="TextColor" type="RGB:item"> <RGB item="ColorWhite"> <Alpha>255</Alpha> <R>255</R> <G>255</G> 255 </RGB>"

can translate to : "<TextColor>ColorWhite</TextColor>"


MinOccurs, MaxOccurs

In a few items, you will see that the element tag contains minOccurs/maxOccurs values. This indicates that the particular element can occur more than once, so in effect you can have a list of them.

Let us look at (a shortened) definition for a pulldown list:

<ElementType name="Combobox"> <element name = "Choices" type = "string" minOccurs = "0" maxOccurs = "*" /> </ElementType>

With this, a fair implementation would be:

<Combobox> <Choices>This tutorial is working for me</Choices> <Choices>This tutorial is NOT working for me</Choices> <Choices>Please leave me alone</Choices> </Combobox>

minOccurs specifies the minimum times you have to declare this element, and maxOccurs specifies the maximum number of times. The "*" here means there is no maximum.

In the EverQuest UI, you will notice that we always declare these two values as 0 and *, respectively, for maximum flexibility.


The List of ElementTypes

The following items are defined in SIDL and can be used in all EverQuest UI XML files.

Point

Size

Class

├ RGB

├ TextureInfo

├ Frame

├ Ui2DAnimation

├ ButtonDrawTemplate

├ GaugeDrawTemplate

├ SpellGemDrawTemplate

├ FrameTemplate

├ ScrollbarDrawTemplate

├ WindowDrawTemplate

├ SliderDrawTemplate

├ ScreenPiece

│ ├ StaticScreenPiece

│ ├ StaticAnimation

│ ├ StaticText

│ ├ StaticFrame

│ ├ StaticHeader

│ └ Control

│ │ ├ ListboxColumn

│ ├ Listbox

│ ├ Button

│ ├ Gauge

│ ├ SpellGem

│ ├ InvSlot

│ ├ Editbox

│ ├ Slider

│ ├ Label

│ ├ STMLbox

│ ├ Combobox

│ ├ Page

│ ├ TabBox

| └ Screen

└ SuiteDefaults

ElementType Description

Button A button or a checkbox

ButtonDrawTemplate The art for a Button

Class The most basic SUITE piece, contains an unique item name that the UI system can then refer to

ComboBox A pulldown list

Control Any UI piece on the screen that accepts user interaction (via keypresses and mouse clicks)

Editbox An area you can type in

Frame Data for a single frame within an animation

FrameTemplate The border art of a window

GaugeDrawTemplate Art for an EverQuest gauge

Gauge An EverQuest gauge - the bar for showing health, Mana, experience points, etc.

InvSlot An item slot for an EverQuest inventory screen

Label A read-only text area

Listbox A table, much like this list of descriptions you're looking at now

ListboxColumn One column in the Listbox

Page A UI screen that is contained within a tab box and is associated with one of the tabs

Point An X, Y coordinate

RGB R,G,B, and alpha information

Screen A top-level window, which contains a whole bunch of UI pieces within it

ScreenPiece Any SUITE piece that is meant to be drawn on the screen

ScrollbarDrawTemplate The art for a scrollbar within a window

Size Width and height information

Slider A horizontal bar with a draggable piece used to set some value within a range

SliderDrawTemplate The art for a slider

SpellGem An EverQuest spellgem (the tiny icons you click on to cast a spell)

SpellGemDrawTemplate The art for an EverQuest spellgem's background

StaticAnimation An animation that you just plaster up on the screen -- it doesn't accept user input

StaticFrame A window frame that you just plaster up on the screen -- it doesn't accept user input

StaticHeader Some header text with art that you just plaster up on the screen -- it doesn't accept user input

StaticScreenPiece Any piece that is drawn on the screen but doesn't accept user input

StaticText Some text that you just plaster up on the screen -- it doesn't accept user input

STMLbox A read-only text area that displays STML (a subset of HTML). This allows for color, font size variations, etc.

SuiteDefaults A collection of UI components that are global to the whole application (mostly mouse cursors)

TabBox A frame that has tabs along the top -- when you click on a tab, it will display an associated Page

TextureInfo A UI pieces that has a filename for it's item name, plus the size of the file, used for loading in art from files

Ui2DAnimation A collection of Frames that make up an animation

WindowDrawTemplate The art for a window

The Extensive List of Elements

The following section looks at all ElementTypes in full detail. These items are alphabetized so you can use this as a quick reference.


Button
Parameter Type Default Description
Style_Checkbox bool This button acts as a checkbox (does not pop back up on mouse release)
RadioGroup string This button is part of a radio group.
Text string Text
ButtonDrawTemplate ButtonDrawTemplate Template that defines this button's art
SoundPressed string Sound to play on button press (currently not implemented)
SoundUp string Sound to play on button release (currently not implemented)
SoundFlyby string Sound to play on button hover (currently not implemented)
DecalOffset Point Offset for this button's decal, if it exists (see ButtonDrawTemplate)
DecalSize Size Size to fit this button's decal in, if it exists (see ButtonDrawTemplate)
ButtonDrawTemplate
Parameter Type Default Description
Normal Ui2DAnimation:item Image for a button just sitting around
Pressed Ui2DAnimation:item Image for a button under the oppression of the mouse click
Flyby Ui2DAnimation:item Image for a button with the mouse hovering over it
Disabled Ui2DAnimation:item Image for a button that has been disabled
PressedFlyby Ui2DAnimation:item Image for a depressed button with the mouse hovering over it (used by Checkbox buttons)
NormalDecal Ui2DAnimation:item Image that appears on top of a button
PressedDecal Ui2DAnimation:item Image that appears on top of a pressed button (defaults to NormalDecal if not set)
FlybyDecal Ui2DAnimation:item Image that appears on top of a highlighted button (defaults to NormalDecal if not set)
DisabledDecal Ui2DAnimation:item Image that appears on top of a disabled button (defaults to NormalDecal if not set)
PressedFlybyDecal Ui2DAnimation:item Image that appears on top of a disabled and highlighted button (defaults to NormalDecal if not set)
Class
Parameter Type Default Description
item string Name that can be used to refer to this SUITE piece
ComboBox
Parameter Type Default Description
Button ButtonDrawTemplate:item Pull-down list button
ListHeight int Max height of this window when it is being pulled down
Choices string[] String choices to go into this combobox's pulldown list
Control
Parameter Type Default Description
Style_VScroll boolean false  This control is vertically scrollable
Style_HScroll boolean false This control is horizontally scrollable
Style_Transparent boolean false You can see through this control
Style_Border boolean This widget is surrounded by a border
TooltipReference string Help text for this control if the user holds the cursor over the item
DrawTemplate WindowDrawTemplate:item Template that defines this window's art
Editbox
Parameter Type Default Description
Style_Multiline boolean This editbox can contain multiple lines of text
Frame
Parameter Type Default Description
Texture string Image texture this frame's image is contained in
Location Point Location of this frame's image in the texture
Size Size Size of this frame's image
Hotspot Point An important refrence point. For example, it is used to keep an animation centered if every frame in it is a variable size. This value is also used in cursors.
Duration int 1000 Milliseconds of life for this frame in an animation cycle
Shading RGB[] A layer of shade to apply to the texture
Specular RGB[] A layer of specular gloss to apply to the texture
FrameTemplate
Parameter Type Default Description
TopLeft Ui2DAnimation:item Image for this frame's top-left corner
Top Ui2DAnimation:item Image for this frame's top border
TopRight Ui2DAnimation:item Image for this frame's top-right corner
RightTop Ui2DAnimation:item Image for this frame's right-top border
Right Ui2DAnimation:item Image for this frame's right border
RightBottom Ui2DAnimation:item Image for this frame's right-bottom border
BottomRight Ui2DAnimation:item Image for this frame's bottom-right corner
Bottom Ui2DAnimation:item Image for this frame's bottom border
BottomLeft Ui2DAnimation:item Image for this frame's bottom-left corner
LeftTop Ui2DAnimation:item Image for this frame's left-top border
Left Ui2DAnimation:item Image for this frame's left border
LeftBottom Ui2DAnimation:item Image for this frame's left-bottom border
Middle Ui2DAnimation:item Image for this frame's center area
OverlapLeft int 0 Pixels to let the middle overlap over the left frame
OverlapTop int 0 Pixels to let the middle overlap over the top frame
OverlapRight int 0 Pixels to let the middle overlap over the right frame
OverlapBottom int 0 Pixels to let the middle overlap over the bottom frame
Gauge
Parameter Type Default Description
GaugeDrawTemplate GaugeDrawTemplate Template that defines the art for this gauge
EQType int Defines what EQ value the gauge displays (HP, Mana, etc.)
FillTint RGB Color of the bar that fills in.
DrawLinesFill boolean Whether or not to draw the lines filling in
LinesFillTint RGB Color of the lines when filling in
TextOffsetX int 0 X-offset for the text associated with this gauge
TextOffsetY int 0 Y-offset for the text associated with this gauge
GaugeOffsetX int 0 X-offset for the gauge itself
GaugeOffsetY int 16 Y-offset for the gauge itself
GaugeDrawTemplate
Parameter Type Default Description
Background Ui2DAnimation:item Background image for the gauge
Fill Ui2DAnimation:item The bar that fills in on the gauge
Lines Ui2DAnimation:item The hash marks and hi-lites
LinesFill Ui2DAnimation:item The filled in version of the lines
EndCapRight Ui2DAnimation:item Right end cap piece
EndCapLeft Ui2DAnimation:item Left end cap piece
InvSlot
Parameter Type Default Description
EQType int Inventory slot type (user, trading, merchant, bank, etc.)
Background Ui2DAnimation:item Background image for this inventory slot, when empty
ItemOffsetX int 0 X-offset to apply to a contained item
ItemOffsetY boolean 0 Y-offset to apply to a contained item
Label
Parameter Type Default Description
NoWrap boolean false Don't allow this label's text to wrap
AlignCenter boolean false Center the text. By default, the text is left-justified
AlignRight boolean false Right-justify the text. If AlignCenter is true, this value is ignored.
Listbox
Parameter Type Default Description
Columns ListboxColumn[] Columns that make up this listbox
OwnerDraw boolean This object draws its columns itself
ListboxColumn
Parameter Type Default Description
Header FrameTemplate:item A special frame for the heading of this list's column
Heading string The text for the heading of the list's column
Width int Width of this column
Sortable boolean Specifies if this list be sortable
DataType string Not used
Page
Parameter Type Default Description
TabText string Text to attach to the tab that opens this page
TabIcon Ui2DAnimation:item Icon to attach to the tab that opens this page. The icon is always drawn left-justified. If any text also exists, it will be drawn to the right of the icon.
Pieces ScreenPiece:item[] Children items
Point
Parameter Type Default Description
X int 0 X-coordinate
Y int 0 Y-coordinate
RGB
Parameter Type Default Description
Alpha int 255 Transparency value, 0 - 255
R int 0 Red value, 0 - 255
G int 0 Green value, 0 - 255
B int 0 Blue value, 0 - 255
Screen
Parameter Type Default Description
Style_Titlebar boolean True if this window has a titlebar
Style_Closebox boolean True if this window has a close button
Style_Minimizebox boolean True if this window has a minimize button
Style_Sizeable boolean True if this window can be resized
Pieces ScreenPiece:item[] Children items
ScreenPiece
Parameter Type Default Description
ScreenID string An identifier that is unique on the scope of all items being created within a parent control. All parent controls can access any of their children by this ID.
Font int 3 Font style from 0 - 6 (0 being small, 6 being large)
RelativePosition boolean true Draw this @ (x, y) relative from its parent window's topleft corner
Location Point (x, y) coordinates of top-left corner. Ignored if RelativePosition AND Autostretch is true.
Size Size (w, h) of item. Ignored if RelativePosition AND Autostretch is true.
AutoStretch boolean false Stretch this window to the borders of its parent. If true, this window will be resized when his parent is resized. If not, all anchor variables (below) are ignored.
TopAnchorToTop boolean true If true, keep the top side of this window a fixed offset away from its parent's top. Else, keep it a fixed offset away from its parent's bottom.
BottomAnchorToTop boolean true If true, keep the bottom side of this window a fixed offset away from its parent's top. Else, keep it a fixed offset away from its parent's bottom.
LeftAnchorToLeft boolean true If true, keep the left side of this window a fixed offset away from its parent's left. Else, keep it a fixed offset away from its parent's right.
RightAnchorToLeft boolean true If true, keep the right side of this window a fixed offset away from its parent's left. Else, keep it a fixed offset away from its parent's right.
TopAnchorOffset int 0 Used by TopAnchorToTop
BottomAnchorOffset int 0 Used by BottomAnchorToTop
LeftAnchorOffset int 0 Used by LeftAnchorToLeft
RightAnchorOffset int 0 Used by RightAnchorToLeft
Text string Main text for this item.
TextColor RGB Color of the main text
ScrollbarDrawTemplate
Parameter Type Default Description
UpButton ButtonDrawTemplate Template that defines the art for this scrollbar's up button
DownButton ButtonDrawTemplate Template that defines the art for this scrollbar's down button
Thumb FrameTemplate Template that defines the art for this scrollbar's scroll box
MiddleTextureInfo string Filename for an image file whose entirety is the pattern for for the scroll area of the scrollbar
MiddleTint RGB Tint to apply to the scroll area texture
Size
Parameter Type Default Description
CX int Width value
CY int Height value
Slider
Parameter Type Default Description
SliderArt SliderDrawTemplate:item Template that defines the art for this slider
SliderDrawTemplate
Parameter Type Default Description
Thumb ButtonDrawTemplate Template that defines the art for this slider's thumb (the piece that is scrolled to change the slider's value)
Background Ui2DAnimation:item Background image for the slider (that the thumb scrolls along)
EndCapRight Ui2DAnimation:item Right end cap piece
EndCapLeft Ui2DAnimation:item Left end cap piece
SpellGem
Parameter Type Default Description
SpellGemDrawTemplate SpellGemDrawTemplate Template that defines the art for this spellgem
SpellIconOffsetX int 0 Offset of the icon onto this spellgem's background
SpellIconOffsetY int 0 Offset of the icon onto this spellgem's background
SpellGemDrawTemplate
Parameter Type Default Description
Holder Ui2DAnimation:item The image for the spell gem container (when empty)
Background Ui2DAnimation:item The background for a spell gem icon
Highlight Ui2DAnimation:item A shine to put on the spellgem on mouseover
StaticAnimation
Parameter Type Default Description
Animation Ui2DAnimation:item An animation to draw
StaticFrame
Parameter Type Default Description
FrameTemplate FrameTemplate:item A frame to draw
StaticHeader
Parameter Type Default Description
FrameTemplate FrameTemplate:item A header frame to draw that has some text in it (useful for a menu)
TextReference string The text to draw
TextColor RGB The text color to draw with
StaticScreenPiece
Parameter Type Default Description
AutoDraw boolean true Have this piece automatically appear (as opposed to having the code programmatically choose to draw it)
StaticText
Parameter Type Default Description
NoWrap boolean false Don't allow this text to wrap if squished
AlignCenter boolean false Center this text
AlignRight boolean false Right justify this text
STMLbox
Parameter Type Default Description
SuiteDefaults
Parameter Type Default Description
DefaultWindowDrawTemplate WindowDrawTemplate:item Store the game's standard window
CursorDefault Ui2DAnimation:item Default cursor
CursorResizeNS Ui2DAnimation:item Default  cursor
CursorResizeEW Ui2DAnimation:item Default  cursor
CursorResizeNESW Ui2DAnimation:item Default  cursor
CursorResizeNWSE Ui2DAnimation:item Default  cursor
CursorDrag Ui2DAnimation:item Default cursor when dragging an item
TabBox
Parameter Type Default Description
TabBorderTemplate FrameTemplate:item The template that defines the art for a tab
PageBorderTemplate FrameTemplate:item The template that defines the art for the main window frame where each tab page goes.
Pages Page:item[] A collection of pages (each page gets an associated tab).
TextureInfo
Parameter Type Default Description
Size Size The size of this image file
Ui2DAnimation
Parameter Type Default Description
Cycle boolean Cycle the animation
Grid boolean Set this animation to be a “grid” (used for drag items, etc.)
Vertical boolean Grid is Vertical instead of horizontal (only used when Grid = true)
CellHeight boolean 0 Height of each cell in the grid (only used when Grid = true)
CellWidth boolean 0 Width of each cell in the grid (only used when Grid = true)
Frames Frame[] Animation frames
WindowDrawTemplate
Parameter Type Default Description
Background TextureInfo:item Background image for this window
VSBTemplate ScrollbarDrawTemplate Template that defines this window's vertical scrollbar art
HSBTemplate ScrollbarDrawTemplate Template that defines this window's vertical scrollbar art
CloseBox ButtonDrawTemplate Template that defines this window's close button art
MinimizeBox ButtonDrawTemplate Template that defines this window's minimize button art
TileBox ButtonDrawTemplate Template that defines art to tile all along this window's background
Border FrameTemplate Template that defines this window's border art
Titlebar FrameTemplate Template that defines this window's title art

List of all the EQUI files

An aproximation of where they go in the download section with a few ideas of some new catagories. I'll be trying to update this as it becomes necessary. If you have any ideas or comments please speak up. (04-26-06 just a quick update just got back )

· Downloads [-] · Featured! · Complete Sets · Mac Interfaces


  • 3D Targeting Ring - Modifications made to the 3D target ring.
    • graphic files for the target ground window
  • AA window - Modifications to the Alternate Advancement window
    • EQUI_AAWindow
  • Actions window - Modifications made to the actions xml.
    • EQUI_ActionsWindow
    • EQUI_SkillsSelectWindow
    • EQUI_SocialEditWnd
    • EQUI_SkillsWindow.xml(?)
  • Bank window - Changes to the bank window xml and graphics.
    • EQUI_BankWnd
    • EQUI_BigBankWnd
  • Bazaar window - Modifications to the Bazaar window
    • EQUI_BazaarSearchWnd
    • EQUI_BazaarWnd
  • Buffs & Effects - Modifications to the Buffs & Effects window
    • EQUI_BuffWindow
    • EQUI_ShortDurationBuffWindow
    • EQUI_SpellEffectsWnd (lost?)
    • EQUI_BlockedBuffWnd.xml
    • EQUI_BlockedPetBuffWnd.xml
  • Combat Abilities - Modifications to the Melee Combat Abilities window
    • EQUI_CombatAbilityWnd
    • EQUI_CombatSkillsSelectWindow
    • Compass - Modifications to the Compass window
    • EQUI_CompassWnd
  • Containers - Modifications to bags and other types of containers
    • EQUI_Container
    • EQUI_GiveWnd
    • EQUI_ItemDisplay
    • EQUI_LootWnd
    • EQUI_MerchantWnd
    • EQUI_TradeskillWnd
    • EQUI_TradeWnd
  • Friends window - Modifications made to the Friends window
    • EQUI_FriendsWnd
  • Gauges - Modifications made to the gauges in EQ like casting and breath guages.
    • EQUI_BreathWindow
    • EQUI_CastingWindow
  • Group window - Modifications to the Group window
    • EQUI_GroupSearchWnd
    • EQUI_GroupWindow
    • EQUI_RaidOptionsWindow (my idea)
    • EQUI_RaidWindow (my idea)
  • Guild window - Modifications to the guild window xml and graphics.
    • EQUI_GuildManagementWnd
    • EQUI_GuildBankWnd.xml
    • EQUI_GuildTributeMasterWnd.xml(here or in tribute window list)
    • EQUI_LFGuildWnd.xml
  • Hot Keys - Modifications to the Hot Keys
    • EQUI_HotButtonWnd
  • InventoryModifications to the Inventory window
    • sub-catagory -- Portraits - Various pictures to put in your inventory portrait slot.
    • EQUI_Inventory
    • EQUI_SkillsWindow
  • Leadership window - Modifications to the Leadership window
    • EQUI_LeadershipWnd
  • Map window - Modifications to the map window xml and graphics. *Do not upload maps*
    • EQUI_MapToolbarWnd
    • EQUI_MapViewWnd
  • Mouse pointers - graphics for your mouse pointer.
    • mostly consist of graphic files usually
  • Mp3 player - Modifications to the EQ mp3 player.
    • EQUI_MusicPlayerWnd
  • Patcher & Login - Modifications made to the patch/login window(s).
    • mostly consist of graphic files usually for the entry window screens
  • Pet window - Modifications for the Pet window
    • EQUI_PetInfoWindow
  • Player Info - Modifications to the Player Info window
    • EQUI_PlayerWindow (covering the Info part of the window only not guages)
  • Selector window - Modifications to the Selector window
    • EQUI_SelectorWnd
  • Spell Bar - Modifications to the Spell Bars
    • EQUI_CastSpellWnd
  • Spell Books - Modifications to the Spell Book
    • EQUI_SpellBookWnd
  • Spell Gems - Modifications to the Spell Gems
    • mostly consist of graphic files usually for both buff and spell windows
  • Story content - Helpful guides and information that can be viewed in the story window.
    • usually text files for the story window
  • Story window - Modifications to the story window xml and graphics.
    • EQUI_StoryWnd
    • EQUI_NoteWindow (my idea)
    • EQUI_BookWindow (my idea)
  • Target window - Modifications to the Target window
    • EQUI_TargetOfTargetWindow
    • EQUI_TargetWindow
    • EQUI_PlayerWindow (covering the guages part of the window only not info)
  • Tracking window - Modifications to the tracking window
    • EQUI_TrackingWnd
  • Tribute window - Modifications to the Tribute window
    • EQUI_TributeBenefitWnd
    • EQUI_TributeMasterWnd
    • EQUI_GuildTributeMasterWnd.xml (here or in guild windows)

Usually only in complete sets

  • EQUI_Animations
  • EQUI_Templates
  • EQUI_TemplateAbilityActivationWnd.xml
  • EQUI_TemplateCharacterWnd.xml
  • EQUI_TemplateSelectWnd.xml

Possible new categories: Character Creation Windows

  • EQUI_CharacterCreate
  • EQUI_CharacterSelect
  • EQUI_FacePick

Adventure Windows

  • EQUI_AdventureLeaderboardWnd
  • EQUI_AdventureMerchantWnd (lost?)
  • EQUI_AdventureRequestWnd
  • EQUI_AdventureStatsWnd

These files control the Login pictures see "Patcher & Login" folder above EQLSUI EQLSUI_Animations EQLSUI_ChatOptionsDialog EQLSUI_ChatWnd EQLSUI_ColorPickerWnd EQLSUI_ConnectWnd EQLSUI_CreditsWnd EQLSUI_ESRBSplashWnd EQLSUI_EulaWnd EQLSUI_HelpWnd EQLSUI_MainWnd EQLSUI_NewsWnd EQLSUI_OKDialog EQLSUI_OrderExpansionWnd EQLSUI_PollWnd EQLSUI_ServerSelectWnd EQLSUI_SOESplashWnd EQLSUI_Templates EQLSUI_YesNoDialog EQLSUI_SplashExWnd.xml EQLSUI_WebOrderWnd.xml Miscellaneous files (those with no individual catagory) EQUI_AlarmWnd EQUI_BodyTintWnd These files are directed toward the GMs • EQUI_BugReportWnd • EQUI_GMAttentionTextWnd • EQUI_GUIDE (lost?) • EQUI_GUIDE_PetitionQWnd (lost?) • EQUI_FeedbackWnd EQUI_ChatWindow EQUI_ColorPickerWnd EQUI_ConfirmationDialog EQUI_CursorAttachment EQUI_DynamicZoneWnd EQUI_EditLabelWnd EQUI_EmitterDataWnd (lost?) EQUI_FileSelectionWnd EQUI_FindLocationWnd EQUI_GemsGameWnd EQUI_HelpWnd EQUI_InspectWnd These files are related to the Journal Window • EQUI_JournalCatWnd • EQUI_JournalNPCWnd • EQUI_JournalTextWnd (lost?) EQUI_LargeDialogWnd These files are related to the Options Window • EQUI_AVATAR (lost?) • EQUI_LoadskinWnd • EQUI_OptionsWindow • EQUI_VideoModesWnd EQUI_PlayerNotesWindow EQUI_QuantityWnd EQUI_Screens EQUI_SystemInfoWnd EQUI_TextEntryWnd EQUI_TextMessageWindow EQUI_TicketCommentWindow EQUI_TicketWindow EQUI_TipWnd EQUI_TrainWindow SIDL.doc

(06-24-06 new ones I have not had a chance to look up exactly were to put them so right now I have them as miscellaneous and possible categories EQUI_AdvancedDisplayOptionsWnd.xml EQUI_AltStorageWnd.xml EQUI_AudioTriggersWindow.xml EQUI_AuraWnd.xml EQUI_BandolierWnd.xml

Barter related: • EQUI_BarterMerchantWnd.xml • EQUI_BarterSearchWnd.xml • EQUI_BarterWnd.xml

EQUI_Beta.xml EQUI_ChooseZoneWnd.xml EQUI_EQMainWnd.xml EQUI_ItemExpTransferWnd.xml

Mail box related: • EQUI_MailAddressBookWindow.xml • EQUI_MailCompositionWindow.xml • EQUI_MailWindow.xml

EQUI_MeleeBuffWindow.xml EQUI_MIZoneSelectWnd.xml EQUI_NewUserWalkthroughWnd.xml EQUI_PointMerchantWnd.xml EQUI_PotionBeltWnd.xml EQUI_ProgressionSelectionWnd.xml

PvP related: • EQUI_PvPLeaderboardWnd.xml • EQUI_PvPStatsWnd.xml

EQUI_RespawnWnd.xml EQUI_ServerListWnd.xml

Task related: • EQUI_TaskSelectWnd.xml • EQUI_TaskTemplateSelectWnd.xml • EQUI_TaskWnd.xml

It's a long list and if your still here I thank you for reading it and hopefully it will help you find and place your UIs

not to be critical but Code:

EQLSUI EQLSUI_Animations EQLSUI_ChatOptionsDialog EQLSUI_ChatWnd EQLSUI_ColorPickerWnd EQLSUI_ConnectWnd EQLSUI_CreditsWnd EQLSUI_ESRBSplashWnd EQLSUI_EulaWnd EQLSUI_HelpWnd EQLSUI_MainWnd EQLSUI_NewsWnd EQLSUI_OKDialog EQLSUI_OrderExpansionWnd EQLSUI_PollWnd EQLSUI_ServerSelectWnd EQLSUI_SOESplashWnd EQLSUI_Templates EQLSUI_YesNoDialog

has nothing to do with the patcher.....

EQTYPE Full Listing

Updated list as of: 1/22/2017

      • Some of these are POST P99 Time Lines and do not exist on P99 ***

Labels EQType / ScreenID

1 = Name 2 = Level 3 = Class 4 = Deity 5 = Strength 6 = Stamina 7 = Dexterity 8 = Agility 9 = Wisdom 10 = Intelligence 11 = Charisma 12 = Save vs. Poison 13 = Save vs. Disease 14 = Save vs. Fire 15 = Save vs. Cold 16 = Save vs. Magic 17 = Current Hit Points 18 = Maximum Hit Points 19/“HPLabel0” = Hit Point Percentage “HPPercLabel0” = Hit Point Percentage (%) Label – Only ScreenID 20/“ManaLabel0” = Mana Percentage “ManaPercLabel0” = Mana Percentage (%) Label – Only ScreenID 21/“STALabel0” = Stamina/Endurance Percentage “STAPercLabel0” = Stamina/Endurance Percentage (%) Label – Only ScreenID 22 = Current Mitigation 23 = Current Offense 24 = Weight 25 = Maximum Weight 26 = Experience Percentage 27 = Alternate Experience Percentage 28 = Target Name 29 = Target Hit Point Percentage 30 = Group Member 1 Name 31 = Group Member 2 Name 32 = Group Member 3 Name 33 = Group Member 4 Name 34 = Group Member 5 Name 35 = Group Member 1 Health Percentage 36 = Group Member 2 Health Percentage 37 = Group Member 3 Health Percentage 38 = Group Member 4 Health Percentage 39 = Group Member 5 Health Percentage 40 = Group Pet 1 Health Percentage 41 = Group Pet 2 Health Percentage 42 = Group Pet 3 Health Percentage 43 = Group Pet 4 Health Percentage 44 = Group Pet 5 Health Percentage 45 = Buff 0 (Not Active But Still Used) 46 = Buff 1 (Not Active But Still Used) 47 = Buff 2 (Not Active But Still Used) 48 = Buff 3 (Not Active But Still Used) 49 = Buff 4 (Not Active But Still Used) 50 = Buff 5 (Not Active But Still Used) 51 = Buff 6 (Not Active But Still Used) 52 = Buff 7 (Not Active But Still Used) 53 = Buff 8 (Not Active But Still Used) 54 = Buff 9 (Not Active But Still Used) 55 = Buff 10 (Not Active But Still Used) 56 = Buff 11 (Not Active But Still Used) 57 = Buff 12 (Not Active But Still Used) 58 = Buff 13 (Not Active But Still Used) 59 = Buff 14 (Not Active But Still Used) 60 = Spell 1 (XML Name 0) 61 = Spell 2 (XML Name 1) 62 = Spell 3 (XML Name 2) 63 = Spell 4 (XML Name 3) 64 = Spell 5 (XML Name 4) 65 = Spell 6 (XML Name 5) 66 = Spell 7 (XML Name 6) 67 = Spell 8 (XML Name 7) 68 = Player's Pet Name 69 = Players Pet HP Percent 70 = Players Current HP / Players Max HP (Note: Color Indicates Condition) 71 = Current Alternate Advancement Points Available to Spend 72 = Current Experience Percentage Assigned to Alternate Advancement 73 = Character Last Name 74 = Character Title 75 = Current MP3 Song Name 76 = Current MP3 Song Duration Minutes Value 77 = Current MP3 Song Duration Seconds Value (2 Digits Always) 78 = Current MP3 Song Position Minutes Value 79 = Current MP3 Song Position Seconds Value (2 Digits Always) 80 = Song 1 (Not Active But Still Used) 81 = Song 2 (Not Active But Still Used) 82 = Song 3 (Not Active But Still Used) 83 = Song 4 (Not Active But Still Used) 84 = Song 5 (Not Active But Still Used) 85 = Song 6 (Not Active But Still Used) 86 = Pet Buff 1 87 = Pet Buff 2 88 = Pet Buff 3 89 = Pet Buff 4 90 = Pet Buff 5 91 = Pet Buff 6 92 = Pet Buff 7 93 = Pet Buff 8 94 = Pet Buff 9 95 = Pet Buff 10 96 = Pet Buff 11 97 = Pet Buff 12 98 = Pet Buff 13 99 = Pet Buff 14 100 = Pet Buff 15 101 = Pet Buff 16 102 = Pet Buff 17 103 = Pet Buff 18 104 = Pet Buff 19 105 = Pet Buff 20 106 = Pet Buff 21 107 = Pet Buff 22 108 = Pet Buff 23 109 = Pet Buff 24 110 = Pet Buff 25 111 = Pet Buff 26 112 = Pet Buff 27 113 = Pet Buff 28 114 = Pet Buff 29 115 = Pet Buff 30 116 = Personal Tribute Timer 117 = Current Amount of Tribute Points 118 = Total Career Tribute 119 = Tribute Cost Per 10 Mins 120 = Target of Target Percentage 121 = Guild Tribute Timer 122 = Guild Tribute Pool 123 = Guild Tribute Payment 124 = Mana Number 125 = Mana Number Max 126 = Endurance Number 127 = Endurance Number Max 128 = Mana / Max Mana 129 = Endurance / Max Endurance 130 = N/A (Formerly Leadership EXP % - Group) 131 = N/A (Formerly Leadership EXP % - Raid) 132 = Task System Duration Timer (00:00) 133 = Spell 9 (XML Name 8) 134 = Casting Spell Name 135 = Target of Target Name 136 = Corruption Resist 137 = Player Combat Timer Label (00:00) 138 = Spell 10 (XML Name 9) 139 = Group Member 1 Mana Percentage 140 = Group Member 2 Mana Percentage 141 = Group Member 3 Mana Percentage 142 = Group Member 4 Mana Percentage 143 = Group Member 5 Mana Percentage 144 = Group Member 1 Endurance Percentage 145 = Group Member 2 Endurance Percentage 146 = Group Member 3 Endurance Percentage 147 = Group Member 4 Endurance Percentage 148 = Group Member 5 Endurance Percentage 149 = Spell 11 (XML Name 10) 150 = Spell 12 (XML Name 11) 151 = HP Percentage Extended Target Window 0 152 = HP Percentage Extended Target Window 1 153 = HP Percentage Extended Target Window 2 154 = HP Percentage Extended Target Window 3 155 = HP Percentage Extended Target Window 4 156 = HP Percentage Extended Target Window 5 157 = HP Percentage Extended Target Window 6 158 = HP Percentage Extended Target Window 7 159 = HP Percentage Extended Target Window 8 160 = HP Percentage Extended Target Window 9 161 = HP Percentage Extended Target Window 10 162 = HP Percentage Extended Target Window 11 163 = HP Percentage Extended Target Window 12 164 = HP Percentage Extended Target Window 13 165 = HP Percentage Extended Target Window 14 166 = HP Percentage Extended Target Window 15 167 = HP Percentage Extended Target Window 16 168 = HP Percentage Extended Target Window 17 169 = HP Percentage Extended Target Window 18 170 = HP Percentage Extended Target Window 19 171 = Mana Percentage Extended Target Window 0 172 = Mana Percentage Extended Target Window 1 173 = Mana Percentage Extended Target Window 2 174 = Mana Percentage Extended Target Window 3 175 = Mana Percentage Extended Target Window 4 176 = Mana Percentage Extended Target Window 5 177 = Mana Percentage Extended Target Window 6 178 = Mana Percentage Extended Target Window 7 179 = Mana Percentage Extended Target Window 8 180 = Mana Percentage Extended Target Window 9 181 = Mana Percentage Extended Target Window 10 182 = Mana Percentage Extended Target Window 11 183 = Mana Percentage Extended Target Window 12 184 = Mana Percentage Extended Target Window 13 185 = Mana Percentage Extended Target Window 14 186 = Mana Percentage Extended Target Window 15 187 = Mana Percentage Extended Target Window 16 188 = Mana Percentage Extended Target Window 17 189 = Mana Percentage Extended Target Window 18 190 = Mana Percentage Extended Target Window 19 191 = Endurance Percentage Extended Target Window 0 192 = Endurance Percentage Extended Target Window 1 193 = Endurance Percentage Extended Target Window 2 194 = Endurance Percentage Extended Target Window 3 195 = Endurance Percentage Extended Target Window 4 196 = Endurance Percentage Extended Target Window 5 197 = Endurance Percentage Extended Target Window 6 198 = Endurance Percentage Extended Target Window 7 199 = Endurance Percentage Extended Target Window 8 200 = Endurance Percentage Extended Target Window 9 201 = Endurance Percentage Extended Target Window 10 202 = Endurance Percentage Extended Target Window 11 203 = Endurance Percentage Extended Target Window 12 204 = Endurance Percentage Extended Target Window 13 205 = Endurance Percentage Extended Target Window 14 206 = Endurance Percentage Extended Target Window 15 207 = Endurance Percentage Extended Target Window 16 208 = Endurance Percentage Extended Target Window 17 209 = Endurance Percentage Extended Target Window 18 210 = Endurance Percentage Extended Target Window 19 211 = Haste 212 = Hit Point Regeneration 213 = Mana Regeneration 214 = Endurance Regeneration 215 = Spell Shield 216 = Combat Effects 217 = Shielding 218 = Damage Shielding 219 = Damage Over Time Shielding 220 = Damage Shield Mitigation 221 = Avoidance 222 = Accuracy 223 = Stun Resist 224 = Strike Through 225 = Heal Amount 226 = Spell Damage 227 = Clairvoyance 228 = Skill Damage Bash 229 = Skill Damage Backstab 230 = Skill Damage Dragonpunch 231 = Skill Damage Eaglestrike 232 = Skill Damage Flyingkick 233 = Skill Damage Kick 234 = Skill Damage Roundkick 235 = Skill Damage Tigerclaw 236 = Skill Damage Frenzy 237 = Weight / Max Weight 238 = Base Strength 239 = Base Stamina 240 = Base Dexterity 241 = Base Agility 242 = Base Wisdom 243 = Base Intelligence 244 = Base Charisma 245 = Base Save vs. Poison 246 = Base Save vs. Disease 247 = Base Save vs. Fire 248 = Base Save vs. Cold 249 = Base Save vs. Magic 250 = Base Save vs. Corruption 251 = Heroic Strength 252 = Heroic Stamina 253 = Heroic Dexterity 254 = Heroic Agility 255 = Heroic Wisdom 256 = Heroic Intelligence 257 = Heroic Charisma 258 = Heroic Save vs. Poison 259 = Heroic Save vs. Disease 260 = Heroic Save vs. Fire 261 = Heroic Save vs. Cold 262 = Heroic Save vs. Magic 263 = Heroic Save vs. Corruption 264 = Cap Strength 265 = Cap Stamina 266 = Cap Dexterity 267 = Cap Agility 268 = Cap Wisdom 269 = Cap Intelligence 270 = Cap Charisma 271 = Cap Save vs. Poison 272 = Cap Save vs. Disease 273 = Cap Save vs. Fire 274 = Cap Save vs. Cold 275 = Cap Save vs. Magic 276 = Cap Save vs. Corruption 277 = Cap Spell Shield 278 = Cap Combat Effects 279 = Cap Shielding 280 = Cap Damage Shielding 281 = Cap Damage Over Time Shielding 282 = Cap Damage Shield Mitigation 283 = Cap Avoidance 284 = Cap Accuracy 285 = Cap Stun Resist 286 = Cap Strike Through 287 = Cap Skill Damage Bash 288 = Cap Skill Damage Backstab 289 = Cap Skill Damage Dragonpunch 290 = Cap Skill Damage Eaglestrike 291 = Cap Skill Damage Flyingkick 292 = Cap Skill Damage Kick 293 = Cap Skill Damage Roundkick 294 = Cap Skill Damage Tigerclaw 295 = Cap Skill Damage Frenzy 296 = Loyalty Token Count 297 = Tribute Trophy Timer 298 = Tribute Trophy Cost 299 = Guild Tribute Trophy Timer 300 = Guild Tribute Trophy Cost 301 = Target of Pet HP 302 = Aggro Target Name 303 = Aggro Most Hated Name 304 = Aggro Most Hated Name No Lock 305 = Aggro My Hate Percent 306 = Aggro My Hate Percent No Lock 307 = Aggro Most Hated Hate Percent 308 = Aggro Most Hated Hate Percent No Lock 309 = Aggro Group 1 Hate Percent 310 = Aggro Group 2 Hate Percent 311 = Aggro Group 3 Hate Percent 312 = Aggro Group 4 Hate Percent 313 = Aggro Group 5 Hate Percent 314 = Aggro Extended Target 1 Hate Percent 315 = Aggro Extended Target 2 Hate Percent 316 = Aggro Extended Target 3 Hate Percent 317 = Aggro Extended Target 4 Hate Percent 318 = Aggro Extended Target 5 Hate Percent 319 = Aggro Extended Target 6 Hate Percent 320 = Aggro Extended Target 7 Hate Percent 321 = Aggro Extended Target 8 Hate Percent 322 = Aggro Extended Target 9 Hate Percent 323 = Aggro Extended Target 10 Hate Percent 324 = Aggro Extended Target 11 Hate Percent 325 = Aggro Extended Target 12 Hate Percent 326 = Aggro Extended Target 13 Hate Percent 327 = Aggro Extended Target 14 Hate Percent 328 = Aggro Extended Target 15 Hate Percent 329 = Aggro Extended Target 16 Hate Percent 330 = Aggro Extended Target 17 Hate Percent 331 = Aggro Extended Target 18 Hate Percent 332 = Aggro Extended Target 19 Hate Percent 333 = Aggro Extended Target 20 Hate Percent 334 = N/A 335 = Mercenary AA Experience Percent Label 336 = Mercenary AA Experience Points Label 337 = Mercenary AA Experience Points Spent Label 338 = Mercenary HP 339 = Mercenary Max HP 340 = Mercenary Mana 341 = Mercenary Max Mana 342 = Mercenary Endurance 343 = Mercenary Max Endurance 344 = Mercenary Armor Class 345 = Mercenary Attack 346 = Mercenary Haste Percent 347 = Mercenary Strength 348 = Mercenary Stamina 349 = Mercenary Intelligence 350 = Mercenary Wisdom 351 = Mercenary Agility 352 = Mercenary Dexterity 353 = Mercenary Charisma 354 = Mercenary Combat HP Regeneration 355 = Mercenary Combat Mana Regeneration 356 = Mercenary Combat Endurance Regeneration 357 = Mercenary Heal Amount 358 = Mercenary Spell Damage 359 = N/A 360 = Power Source Percentage Remaining 361-400 = N/A 401 = Velocity (Current movement speed, in real-time) 402 = Accuracy (Chance to hit, not item mod) 403 = Evasion 404-413 = N/A 414 = Spell 13 (XML Name 12) 415 = Spell 14 (XML Name 13) 416-499 = N/A 500 = Buff 0 501 = Buff 1 502 = Buff 2 503 = Buff 3 504 = Buff 4 505 = Buff 5 506 = Buff 6 507 = Buff 7 508 = Buff 8 509 = Buff 9 510 = Buff 10 511 = Buff 11 512 = Buff 12 513 = Buff 13 514 = Buff 14 515 = Buff 15 516 = Buff 16 517 = Buff 17 518 = Buff 18 519 = Buff 19 520 = Buff 20 521 = Buff 21 522 = Buff 22 523 = Buff 23 524 = Buff 24 525 = Buff 25 526 = Buff 26 527 = Buff 27 528 = Buff 28 529 = Buff 29 530 = Buff 30 531 = Buff 31 532 = Buff 32 533 = Buff 33 534 = Buff 34 535 = Buff 35 536 = Buff 36 537 = Buff 37 538 = Buff 38 539 = Buff 39 540 = Buff 40 541 = Buff 41 542-549 = N/A 550 = Blocked Buff 0 551 = Blocked Buff 1 552 = Blocked Buff 2 553 = Blocked Buff 3 554 = Blocked Buff 4 555 = Blocked Buff 5 556 = Blocked Buff 6 557 = Blocked Buff 7 558 = Blocked Buff 8 559 = Blocked Buff 9 560 = Blocked Buff 10 561 = Blocked Buff 11 562 = Blocked Buff 12 563 = Blocked Buff 13 564 = Blocked Buff 14 565 = Blocked Buff 15 566 = Blocked Buff 16 567 = Blocked Buff 17 568 = Blocked Buff 18 569 = Blocked Buff 19 570 = Blocked Buff 20 571 = Blocked Buff 21 572 = Blocked Buff 22 573 = Blocked Buff 23 574 = Blocked Buff 24 575 = Blocked Buff 25 576 = Blocked Buff 26 577 = Blocked Buff 27 578 = Blocked Buff 28 579 = Blocked Buff 29 580-599 = N/A 600 = Song Buff 0 601 = Song Buff 1 602 = Song Buff 2 603 = Song Buff 3 604 = Song Buff 4 605 = Song Buff 5 606 = Song Buff 6 607 = Song Buff 7 608 = Song Buff 8 609 = Song Buff 9 610 = Song Buff 10 611 = Song Buff 11 612 = Song Buff 12 613 = Song Buff 13 614 = Song Buff 14 615 = Song Buff 15 616 = Song Buff 16 617 = Song Buff 17 618 = Song Buff 18 619 = Song Buff 19 620 = Song Buff 20 621 = Song Buff 21 622 = Song Buff 22 623 = Song Buff 23 624 = Song Buff 24 625 = Song Buff 25 626 = Song Buff 26 627 = Song Buff 27 628 = Song Buff 28 629 = Song Buff 29 630-649 = N/A 650 = Pet Blocked Buff 0 651 = Pet Blocked Buff 1 652 = Pet Blocked Buff 2 653 = Pet Blocked Buff 3 654 = Pet Blocked Buff 4 655 = Pet Blocked Buff 5 656 = Pet Blocked Buff 6 657 = Pet Blocked Buff 7 658 = Pet Blocked Buff 8 659 = Pet Blocked Buff 9 660 = Pet Blocked Buff 10 661 = Pet Blocked Buff 11 662 = Pet Blocked Buff 12 663 = Pet Blocked Buff 13 664 = Pet Blocked Buff 14 665 = Pet Blocked Buff 15 666 = Pet Blocked Buff 16 667 = Pet Blocked Buff 17 668 = Pet Blocked Buff 18 669 = Pet Blocked Buff 19 670 = Pet Blocked Buff 20 671 = Pet Blocked Buff 21 672 = Pet Blocked Buff 22 673 = Pet Blocked Buff 23 674 = Pet Blocked Buff 24 675 = Pet Blocked Buff 25 676 = Pet Blocked Buff 26 677 = Pet Blocked Buff 27 678 = Pet Blocked Buff 28 679 = Pet Blocked Buff 29

Gauges EQType / ScreenID: 1/Gauge0 = HP 2/ManaGauge0 = Mana 3/STAGauge0 = Stamina/Endurance 4 = Experience 5 = Alternate Advancement Experience 6 = Target 7 = Casting 8 = Breath 9 = Memorize 10 = Scribe 11 = Group 1 HP 12 = Group 2 HP 13 = Group 3 HP 14 = Group 4 HP 15 = Group 5 HP 16/PetGauge0 = Pet HP 17 = Group 1 Pet HP 18 = Group 2 Pet HP 19 = Group 3 Pet HP 20 = Group 4 Pet HP 21 = Group 5 Pet HP 22 = Current MP3 Song Progress 23 = N/A (Formerly Leadership EXP – Group) 24 = N/A (Formerly Leadership EXP – Raid) 25 = N/A 26 = Combat Ability Window Time Remaining 27 = Target of Target HP 28 = Re-Spawn Timer 29 = In Combat Timer 30 = Web Browser Loading 31 = Group 1 Mana 32 = Group 2 Mana 33 = Group 3 Mana 34 = Group 4 Mana 35 = Group 5 Mana 36 = Group 1 Endurance 37 = Group 2 Endurance 38 = Group 3 Endurance 39 = Group 4 Endurance 40 = Group 5 Endurance 41 = Pet's Target 42 = HP Extended Target Window 0 43 = HP Extended Target Window 1 44 = HP Extended Target Window 2 45 = HP Extended Target Window 3 46 = HP Extended Target Window 4 47 = HP Extended Target Window 5 48 = HP Extended Target Window 6 49 = HP Extended Target Window 7 50 = HP Extended Target Window 8 51 = HP Extended Target Window 9 52 = HP Extended Target Window 10 53 = HP Extended Target Window 11 54 = HP Extended Target Window 12 55 = HP Extended Target Window 13 56 = HP Extended Target Window 14 57 = HP Extended Target Window 15 58 = HP Extended Target Window 16 59 = HP Extended Target Window 17 60 = HP Extended Target Window 18 61 = HP Extended Target Window 19 62 = Mana Extended Target Window 0 63 = Mana Extended Target Window 1 64 = Mana Extended Target Window 2 65 = Mana Extended Target Window 3 66 = Mana Extended Target Window 4 67 = Mana Extended Target Window 5 68 = Mana Extended Target Window 6 69 = Mana Extended Target Window 7 70 = Mana Extended Target Window 8 71 = Mana Extended Target Window 9 72 = Mana Extended Target Window 10 73 = Mana Extended Target Window 11 74 = Mana Extended Target Window 12 75 = Mana Extended Target Window 13 76 = Mana Extended Target Window 14 77 = Mana Extended Target Window 15 78 = Mana Extended Target Window 16 79 = Mana Extended Target Window 17 80 = Mana Extended Target Window 18 81 = Mana Extended Target Window 19 82 = Endurance Extended Target Window 0 83 = Endurance Extended Target Window 1 84 = Endurance Extended Target Window 2 85 = Endurance Extended Target Window 3 86 = Endurance Extended Target Window 4 87 = Endurance Extended Target Window 5 88 = Endurance Extended Target Window 6 89 = Endurance Extended Target Window 7 90 = Endurance Extended Target Window 8 91 = Endurance Extended Target Window 9 92 = Endurance Extended Target Window 10 93 = Endurance Extended Target Window 11 94 = Endurance Extended Target Window 12 95 = Endurance Extended Target Window 13 96 = Endurance Extended Target Window 14 97 = Endurance Extended Target Window 15 98 = Endurance Extended Target Window 16 99 = Endurance Extended Target Window 17 100 = Endurance Extended Target Window 18 101 = Endurance Extended Target Window 19 102-145 = N/A 146 = Loyalty Velocity 147 = Vitality 148 = AA Vitality 149 = Aggro Gauge 150 = Mercenary AA Experience Gauge

Inventory EQType: inventory/Equip 0 = Charm inventory/Equip 1 = L-Ear inventory/Equip 2 = Head inventory/Equip 3 = Face inventory/Equip 4 = R-Ear inventory/Equip 5 = Neck inventory/Equip 6 = Shoulder inventory/Equip 7 = Arms inventory/Equip 8 = Back inventory/Equip 9 = L-Wrist inventory/Equip 10 = R-Wrist inventory/Equip 11 = Range inventory/Equip 12 = Hands inventory/Equip 13 = Primary Slot inventory/Equip 14 = Secondary Slot inventory/Equip 15 = L-Finger inventory/Equip 16 = R-Finger inventory/Equip 17 = Chest inventory/Equip 18 = Legs inventory/Equip 19 = Feet inventory/Equip 20 = Belt inventory/Equip 21 = Power Source inventory/Equip 22 = Ammo inventory/Equip 23 = Bag 1 inventory/Equip 24 = Bag 2 inventory/Equip 25 = Bag 3 inventory/Equip 26 = Bag 4 inventory/Equip 27 = Bag 5 inventory/Equip 28 = Bag 6 inventory/Equip 29 = Bag 7 inventory/Equip 30 = Bag 8 inventory/Equip 31 = Bag 9 inventory/Equip 32 = Bag 10

Bag Container Slots: inventory/Equip 23/0 = Bag 1 Slot 1 inventory/Equip 23/1 = Bag 1 Slot 2 ...etc inventory/Bank 0 = Bank Bag 1 inventory/Bank 1 = Bank Bag 2 inventory/Bank 2 = Bank Bag 3 inventory/Bank 3 = Bank Bag 4 inventory/Bank 4 = Bank Bag 5 inventory/Bank 5 = Bank Bag 6 inventory/Bank 6 = Bank Bag 7 inventory/Bank 7 = Bank Bag 8 inventory/Bank 8 = Bank Bag 9 inventory/Bank 9 = Bank Bag 10 inventory/Bank 10 = Bank Bag 11 inventory/Bank 11 = Bank Bag 12 inventory/Bank 12 = Bank Bag 13 inventory/Bank 13 = Bank Bag 14 inventory/Bank 14 = Bank Bag 15 inventory/Bank 15 = Bank Bag 16 inventory/Bank 16 = Bank Bag 17 inventory/Bank 17 = Bank Bag 18 inventory/Bank 18 = Bank Bag 19 inventory/Bank 19 = Bank Bag 20 inventory/Bank 20 = Bank Bag 21 inventory/Bank 21 = Bank Bag 22 inventory/Bank 22 = Bank Bag 23 inventory/Bank 23 = Bank Bag 24

inventory/Bank 0/0 = Bank Bag 1 Slot 1 inventory/Bank 0/1 = Bank Bag 1 Slot 2 ...etc

inventory/SharedBank 0 = Shared Bank Bag 1 inventory/SharedBank 1 = Shared Bank Bag 2 inventory/SharedBank 2 = Shared Bank Bag 3 inventory/SharedBank 3 = Shared Bank Bag 4

inventory/SharedBank 0/0 = Shared Bank Bag 1 Slot 1 inventory/SharedBank 0/1 = Shared Bank Bag 1 Slot 2 ...etc

Same format for these types as well:

inventory/Trade [0-*] inventory/Trade [0-*]/[0-*] inventory/World [0-*] inventory/Loot [0-*] inventory/Bazaar [0-*] inventory/Inspect [0-*]

  • = up to as many slots available in the bag/container

Removed Inventory Window - InvSlot EQTYPE’s: 30 = Container Slot 1 31 = Container Slot 2 32 = Container Slot 3 33 = Container Slot 4 (see NEW section) 34 = Container Slot 5 35 = Container Slot 6 36 = Container Slot 7 37 = Container Slot 8 38 = Container Slot 9 39 = Container Slot 10

Note: Old EQType’s will still work except for those noted above. Other elements will still work, such as the Container Title names, Container names within the window, Container Icon and the Done Button. If you are updating a UI, always use the most current EQType’s to keep future code from breaking.

Also Note: Using open bag slot types in modifications which are not meant to show, without having the bag open first, may crash your game. This same crash may happen when trying to create a hotbutton shortcut from a modified window which contains inventory items for "clickies".

NEW: 33 = Item on Cursor (although does not seem to work)

Common Types Used for Group Window:

"voicechat/SpeakingIndicator" = Player Voice Icon - Only ScreenID "GroupRoleTank0" = Player Tank Role - Only ScreenID "GroupRoleAssist0" = Player Assist Role - Only ScreenID "GroupRolePuller0" = Player Puller Role - Only ScreenID

As of Oct 26, 2008

    • Currently, you can only have 1 "clickable" customized EQType that references a ScreenID, specific for the function.

(Example 1: Can only have 1 GW_Gauge0, using ScreenID: Gauge0 in the group window. Anymore would render the last Gauge Name listed in the (pieces) to be clickable, but no others.)

(Example 2: Can only have 1 GW_PlayerManaPercent, using ScreenID: ManaLabel0 in the group window. Anymore would render the percents not to disappear when opting to not show Mana via right-click submenu's over the player gauge.)

Other/String EQType:

Label EQType: voicechat/PushToTalk=Currently bound push to talk shortcut. voicechat/ActiveSpeaker=Current voice chat speaker and channel. voicechat/IncomingCallWnd/Name=Name of person that sent incomming call. Formated as, "Accept voice call from [player]?" mercenary/MerchantWnd/PurchaseCostPlatText=Purchase platinum cost of selected mercenary to hire. mercenary/MerchantWnd/PurchaseCostGoldText=Purchase gold cost of selected mercenary to hire. mercenary/MerchantWnd/UpkeepCostPlatText=Upkeep platinum cost of slected mercenary to hire. mercenary/MerchantWnd/UpkeepCostGoldText=Upkeep gold cost of selected mercenary to hire. mercenary/ManageWnd/TimeLeftText=Countdown until your mercenary charges upkeep, or until it can be unsuspended. mercenary/InfoWnd/PurchaseCostPlatText=Current mercenary's platinum purchase cost. mercenary/InfoWnd/PurchaseCostGoldText=Current mercenary's gold purchase cost. mercenary/InfoWnd/UpkeepCostPlatText=Current mercenary's platinum upkeep cost. mercenary/InfoWnd/UpkeepCostGoldText=Current mercenary's gold upkeep cost. mercenary/ManageWnd/TimeLeftLabel=Appears to be static text?

STMLBox EQType: mercenary/MerchantWnd/InfoText=Description of selected mercenary to hire. mercenary/MerchantWnd/StanceInfoText=Description of selected mercenary to hire's selected stance. Stance is selected in mercenary/MerchantWnd/StanceListBox. mercenary/InfoWnd/InfoText=Current mercenary's description. mercenary/InfoWnd/StanceInfoText=Current mercenary's stance descriptions.

Button EQType: hotbutton/Bar [0-9]/[0-11] (example: "hotbutton/Bar 1/11" displays the second hot bar's 12th hot button slot)

openwnd=This can be used to a open top level windows and position them next to the button. The correct syntax is <eqtype>openwnd [top level screen item name]</eqtype>. This EQType can also be used to open any top level window in the TopLevelWindowList. It will not open windows that require a context like the item display window or the trade window. It also will not open a window if you do not meet the requitements to open them. That means if you are a caster you cannot open the combat ability window, and if you do not have spells you cannot open the cast spell window. voicechat/CallButton=Syntax and function is identical to openwnd. This EQType is intended to open the outgoing call window. Ex. <eqtype>voicechat/CallButton VAB_OutgoingCall </eqtype>voicechat/MutedListRemove=Unmute player. voicechat/SpeakingIndicator=Self voice chat indicator. voicechat/GroupActivityButton 0=Group member 1 voice chat indicator. voicechat/GroupActivityButton 1=Group member 2 voice chat indicator. voicechat/GroupActivityButton 2=Group member 3 voice chat indicator. voicechat/GroupActivityButton 3=Group member 4 voice chat indicator. voicechat/GroupActivityButton 4=Group member 5 voice chat indicator. voicechat/OnOffButton=Voice chat toggle. voicechat/SpeakerMuteButton=Global voice chat mute. voicechat/MicMuteButton=Self mute. voicechat/EnablePushToTalk=Push to talk toggle. voicechat/Echo Echo=Echo channel toggle. voicechat/OptionsButton=Open voice chat options. voicechat/Channel/Guild=Guild voice chat toggle. voicechat/Channel/Raid=Raid voice chat toggle. voicechat/Channel/Group=Group voice chat toggle. voicechat/Channel/None=Leave voice chat channels. voicechat/Channel/Lecture=It was just added for the 2008 fan faire community address. Unknown if it will be used again. ChannelButton=Button that is duplicated at run time for additional voice chat channels. The a person to person call is one example of a channel added at run time. The Button element that has this EQType must be placed inside of a TemplateContainer as a TemplatePiece. The TemplatePiece's Name attribute must be equal to VoiceSession. voicechat/Talk=Voice chat talk. voicechat/ActiveSpeaker/Mute=Mute current speaker. (not available in default UI) voicechat/CallScreen/Submit=Send outgoing call request. voicechat/ActiveParticipantMicMute=Mute clicked speaker. voicechat/ActiveParticipantModeratorMute=Moderator mute clicked speaker. voicechat/ActiveParticipantModeratorKick=Moderator kick clicked speaker. voicechat/ActiveParticipantModeratorBan=Moderator ban clicked speaker. voicechat/IncomingCallWnd/Accept=Accept incomming call. voicechat/IncomingCallWnd/Deny=Decline incomming call. mercenary/MerchantWnd/HireButton=Hire selected mercenary. mercenary/ManageWnd/SetActiveStanceButton=Set mercenary stance. Mercenary stance is selected in the mercenary/ManageWnd/StanceListBox listbox. mercenary/ManageWnd/SetStanceHotkeyButton=Create hotkey for selected stance. Mercenary stance is selected in the mercenary/ManageWnd/StanceListBox listbox. mercenary/ManageWnd/SetOwnerButton=Give mercenary to selected player. mercenary/ManageWnd/DismissButton=Dismiss mercenary. mercenary/ManageWnd/InfoButton=Open mercenary info window. mercenary/ManageWnd/SuspendButton=Suspend mercenary.

Gauge EQType: voicechat/MicVolumeStatusGauge=Mic volume.

Editbox EQType:

voicechat/CallScreen/Name=Name of player to call.

Listbox EQType: voicechat/MutedList=List of muted players. voicechat/SpeakersList=Voice chat users in your current channel. mercenary/MerchantWnd/SubtypeListBox=Select mercenary subtype to hire. mercenary/MerchantWnd/StanceListBox=Currently selected mercenary to hire's stances. mercenary/ManageWnd/StanceListBox=Current mercenacy stance list.

Combobox EQType: voicechat/InputDevice=Voice chat input devices. voicechat/OutputDevice=Voice chat output devices. mercenary/MerchantWnd/TypeComboBox=Select mercenary type to hire.

Slider EQType: voicechat/SpeakerVolume=Global voice chat volume. voicechat/MicVolume=Self mic volume. voicechat/ActiveSpeaker/Volume=Volume of current speaker. (not available in default UI) voicechat/ActiveParticipantMicVolume=Volume of clicked speaker.

Screen EQType: Giving the Screen the appropriate EQType allows EQ to get information from an element's sibling. Its unknown if anything requires it right now. If it does affect anything the list is very small.

closenotclicked=Causes the screen to close if the user clicks outside of the screen. voicechat/CallScreen=Outgoing call window. voicechat/IncomingCallWnd=Incomming call window. mercenary/MerchantWnd=Mercenary hire window. mercenary/ManageWnd=Mercenary management window. mercenary/InfoWnd=Mercenary info window.

TemplateContainer EQType: Giving the TemplateContainer the appropriate EQType allows EQ to get information from an element's sibling. Its unknown if anything requires it right now. If it does affect anything the list is very small.

voicechat/ChannelContainer=Voice chat channels container.

There are other string type variables to be used and will be posted at a later time due to testing the functionality of customization.