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Installation Guide

UI XML Syntax Documentation

Sorn
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UI XML Syntax Documentation

Postby Sorn » Sat Apr 02, 2016 2:33 pm

I started making this while trying to recreate the old classic UI on p99, just because I would take long breaks out of frustration and forget what half the things did. I'm going to post what I have here, but will edit based on feedback and what I learn of the mac client's limitations. Keep in mind that this is currently based on the Titanium client.

EQ UI XML is a unique form of XML. The basic principles apply (Nodes, nesting, values, etc), but the terms used are different and many capabilities are client-side and cannot be modified with the XML files.

The documentation is incomplete and I need help filling everything out.

------ Basic document structure ------

UI XML files follow the same basic structure as a standard XML document. If a file cannot be validated, you will get an error when you load the UI.

General notes about moving elements: Anything with an EQType can be moved to another window. Anything without an EQType cannot.

Layering: Depends on the order of the Pieces nodes. Lower down on the list is closer to the top, therefore on top of the window pieces above the node.
<Pieces>Background</Pieces>
<Pieces>Midground</Pieces>
<Pieces>Foreground</Pieces>


All UI elements should be contained within the following:

Code: Select all

<?xml version = "1.0"?>
<XML ID = "EQInterfaceDefinitionLanguage">
   <Schema xmlns = "EverQuestData" xmlns:dt = "EverQuestDataTypes"/>

-- content --

</XML>


To define settings of any given node*, the subnodes should be nested inside the node flags.

* a node is anything defined by flags - ex: <node>Node Information</node>, where 'node' is the name of the node and 'Node Information' is the node content.

**------**


-- Window --
Screen
- Pieces
To see all the sections you just created in the window, you need to use the Screen designation to create the window itself to hold everything, then 'place' the pieces in the window.

Screen should have an item value identifying the name of the element. A location, size, and at least one Pieces should go into a window.
Syntax:

Code: Select all

<Screen item = "ItemDisplayWindow">
      <!--<ScreenID/>-->
      <!--<Font/>-->
      <RelativePosition>false</RelativePosition>
      <Location>
         <!-- original values: x = 0, y = 80 -->
         <X>0</X>
         <Y>0</Y>
      </Location>
      <Size>
         <!-- original values: x = 200, y = 150 -->
         <CX>200</CX>
         <CY>150</CY>
      </Size>
      <Style_VScroll>false</Style_VScroll>
      <Style_HScroll>false</Style_HScroll>
      <Style_Transparent>false</Style_Transparent>
      <TooltipReference>This is an Item Display window</TooltipReference>
      <DrawTemplate>WDT_Def</DrawTemplate>
      <Style_Titlebar>true</Style_Titlebar>
      <Style_Closebox>true</Style_Closebox>
      <Style_Minimizebox>false</Style_Minimizebox>
      <Style_Border>true</Style_Border>
      <Style_Sizable>false</Style_Sizable>
      <Pieces>IDW_ItemDescription</Pieces>
      <Pieces>IDW_IconButton</Pieces>
   </Screen>


-- Positioning and Sizing --

Size (X, Y)
Defines the width and length of a node. Units are in pixels. Size will only contain X and Y nodes. This node may be placed anywhere within another node unless otherwise indicated by the parent node.
Syntax:

Code: Select all

<Size>
   <X>0</X>
   <Y>0</Y>
</Size>


Location (CX, CY)
Defines the upper left corner position of a node. Units are in pixels. Location will only contain CX and CY nodes. This node may be placed anywhere within another node unless otherwise indicated by the parent node.
Syntax:

Code: Select all

<Location>
   <CX>120</CX>
   <CY>60</CY>
</Location>


RelativePosition (boolean)
Defines whether or not a node's position is based on a node it is nested in or if it's based on its absolute position based on the screen. Units are in pixels. Values may be either TRUE or FALSE. This node may be placed anywhere within another node unless otherwise indicated by the parent node.
Syntax:

Code: Select all

<RelativePosition>true</RelativePosition>


-- Texture/Graphics --

TextureInfo (item, Size (CX, CY))

This defines an image source to be used as a texture. Commonly, composite images with several elements are used with this node. The node value is defined by item (ex: <TextureInfo item = “foobar.tga”>) and should be an image file (commonly TGA format). TextureInfo must have a node value and will contain a Size node with CX and CY nodes. It is not nested in any other nodes. Most often used in the EQUI_Animations xml file, but can be used in other xml files.

Texture

This node calls on the textures created with TextureInfo and crops a section of the image source to display within the UI. It must be nested within the Frames node (and the Frames node should be within the Ui2DAnimation node, preceded by the Cycle node) and have Location and Size nodes following after. Optional nodes to include are Hotspot and Duration.

The Location node as related to the Texture node defines the top left corner of the cropped area. The Size node defines the bottom right corner of the cropped area. If you have a composite TGA file with three button graphics in it and you wish to use the middle button, use the Location node to indicate where the top left corner of the button is and use the Size node to indicate the bottom right corner of the button. When it appears in the UI, it will display only the non-transparent graphics within the defined area indicated by these two nodes.

StaticAnimation
- Animation
Appears to declare the texture/image file to use.
Ui2DAnimation
- Cycle (boolean)
Cycle is most commonly true save for instances of buff icons and spell gems, drag items (what are those?). (What do non-cycled animations have in common? - They are static animations until a triggered event (you click them, they fade, etc))

- Grid (boolean)
This is for spellgems, which commonly are arranged in 10x10 grids. The UI will divide the tga file into a grid with squares the size of the cellheight/width and pick up each one in sequence to generate the spell gems.
- Vertical (boolean)
not sure what this is
- CellHeight
If Grid is set to TRUE, use this to define the height of the grid squares.
- CellWidth
If Grid is set to TRUE, use this to define the width of the grid squares.
- Frames
-- Hotspot
--- X
--- Y
Hotspot defines where on a graphic a mouse can interact with it to drag it. On most windows this is the title bar.

-- Duration
Most common value I saw was 1000, which seemed to mean 'indefinite'

** Declaring A Texture/Graphic **

Code: Select all

<TextureInfo item = "foobar.tga">
   <Size> <!-- size of entire tga file -->
      <CX>##</CX>
      <CY>##</CY>
   </Size>
</TextureInfo>

<Ui2DAnimation item = "FooBar">
   <Cycle>true</Cycle>
   <Frames>
      <Texture>foobar.tga</Texture>
      <Location> <!-- location within the tga/image file - the top left corner -->
         <X>##</X>
         <Y>##</Y>
      </Location>
      <Size> <!-- size within the tga/image file - to calculate the lower right corner -->
         <CX>##</CX>
         <CY>##</CY>
      </Size>
      <Hotspot>
         <X>##</X>
         <Y>##</Y>
      </Hotspot>
   </Frames>
</Ui2DAnimation>


-- Styling --

Style_VScroll (boolean)
Establishes whether or not there is a functional vertical scroll bar or scroll capability in an element.
Syntax:

Code: Select all

<Style_VScroll>true</Style_VScroll>


Style_HScroll (boolean)
Establishes whether or not there is a functional horizontal scroll bar or scroll capability in an element.
Syntax:

Code: Select all

<Style_HScroll>true</Style_HScroll>


Autostretch (boolean)
TopAnchorToTop (boolean)
BottomAnchorToTop (boolean)
LeftAnchorToLeft (boolean)
RightAnchorToLeft (boolean)
TopAnchorOffset
BottomAnchorOffset
LeftAnchorOffset
RightAnchorOffset
Style_Transparent (boolean)
Style_Checkbox (boolean)
RadioGroup

Style_Titlebar (boolean)
Indicates whether or not a window has a title bar. (EX: Chat windows have a title bar, whereas the Player window containing health/mana/stamina bars does not.)
Syntax:

Code: Select all

<Style_Titlebar>false</Style_Titlebar>


Style_Closebox (boolean)
Indicates whether or not a window has a button to close the window out.
Syntax:

Code: Select all

<Style_Closebox>true</Style_Closebox>


Style_Minimizebox (boolean)
Indicates whether or not a window has a button to minimize the window.
Syntax:

Code: Select all

<Style_Minimizebox>true</Style_Minimizebox>


Style_Border (boolean)
Style_Sizable (boolean)

StaticText
- NoWrap (boolean)
- AlignCenter (boolean)
- AlignRight (boolean)


-- Text --

Font
Indicates font size. Default value is 3. (I think it can be 0-6.)
Syntax:

Code: Select all

<Font>3</Font>


Text
Supplies text to place in a window.
Syntax:

Code: Select all

<Text>Test text</Text>


TextColor (R, G, B)
Indicates text color. Follows the Text node (but is not nested).
Syntax:

Code: Select all

<TextColor>
   <R>255</R>
   <G>255</G>
   <B>255</B>
</TextColor>


ToolTipReference (boolean...sort of)
Declares whether or not an element will get the hover text associated with it. Rather than be declared true or false like other booleans, simply the presence of this node indicates its status. If it is not present or commented out, it is assumed false. If present, it is true.
Syntax (for true):

Code: Select all

<TooltipReference />


-- Gauges --

The HP bars and the like in EverQuest are called gauges in the UI.

Gauge
- DrawLinesFill (boolean)
Defines whether or not a gauge has a line going through the middle (used for Exp bars).
Syntax:

Code: Select all

<DrawLinesFill>true</DrawLinesFill>


- LinesFillTint (R, G, B)
Indicates color of the line through the middle of the gauge (used for Exp bars).
Syntax:

Code: Select all

<LinesFillTint>
      <R>##</R>
      <G>##</G>
      <B>##</B>
   </LinesFillTint>


- FillTint (R, G, B)
Indicates color of the gauge when filled.
Syntax:

Code: Select all

<FillTint>
      <R>##</R>
      <G>##</G>
      <B>##</B>
   </FillTint>


- GaugeDrawTemplate
-- Background
Call a declared texture to fill the background.
-- Fill
Call a declared texture to fill the ??
-- Lines
Call a declared texture to create lines??
-- LinesFill
Call a declared texture to fill lines??
-- EndCapLeft
Call a declared texture to create the left end cap of a gauge.
-- EndCapRight
Call a declared texture to create the right end cap of a gauge.
- GaugeOffsetY
- GaugeOffsetX?


-- Labels and Declarations --

ScreenID
Names an element. Not necessarily the same name given in the item value for a node (EX: <Gauge item=“IW_ExpGauge”><ScreenID>ExpGauge</ScreenID>)
Syntax:

Code: Select all

<ScreenID>A_ElementOne</ScreenID>


Note: When calling an element with <Pieces>, use the item value and not the ScreenID.

DrawTemplate
- WDT_Def
- WDT_Inner
- WDT_RoundedNoTitle
(There are more to these and it changes how it looks/functions! I need more draw template options!)
Label
- NoWrap (boolean)
- AlignCenter (boolean)
- AlightRight (boolean)


-- buttons --
Button
- DecalOffset
-- X
-- Y
- DecalSize
-- CX
-- CY
ButtonDrawTemplate
- Normal
- Pressed
- Flyby
- Disabled
- PressedFlyby
- Normal
- NormalDecal
SoundPressed
SoundUp
SoundFlyby


-- tabs and pages --

Page
TabIcon
TabIconActive
TabBox
TabBorderTemplate
PageBorderTemplate
Pages


-- Inventory --

InvSlot
- Background
- EQType


-- Other --

STMLbox
Comments
SpellGem
Label
Last edited by Sorn on Sat Apr 02, 2016 9:54 pm, edited 5 times in total.

fryguy503
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Posts: 269
Joined: Sun Aug 16, 2015 9:34 pm

Re: UI XML Syntax Documentation

Postby fryguy503 » Sat Apr 02, 2016 6:49 pm

I should compile a list of all working <EQTypes> for this codebase.
- Mythsong
UI Guru
Bard Sub-Par

Former GM Trust

Sorn
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Joined: Fri Nov 06, 2015 11:15 pm

Re: UI XML Syntax Documentation

Postby Sorn » Sat Apr 02, 2016 9:07 pm

I have a list of EQTypes but I don't know which ones work for sure. If you compile a list for this client, I will add it to my documentation.

Sorn
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Posts: 10
Joined: Fri Nov 06, 2015 11:15 pm

Re: UI XML Syntax Documentation

Postby Sorn » Mon Apr 04, 2016 12:25 pm

Here is my list of EQTypes from EQInterface. I'm fairly certain the first few hundred will work on this project. I don't know about things like pet blocked buff and so on. I doubt the extended target numbers and aggro hate numbers are in the client. Those are part of EQLive with the extended target window, which lets you know how many mobs are after you and where you are on the aggro scale. (The aggro numbers are also part of the regular target window.)

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 = Armor Class
23 = Attack
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
361-499 = 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


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