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Old 09-06-2007, 03:20 PM   #1
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Default Custom UI Sticky. Please read my starting message before posting in this thread.

This thread is for Custom UIs created by players. You may only post screen shots of your UI and a link to download that UI if available. If you have questions, complaints, or suggestions for a certain UI Please PM the person that posted the link or screen shot. Do not post here publicly. We are going to try to keep this thread nice and clean as a list of UIs and not random discussions. Please post all new messages as a reply to this one that way if folks decide to not follow this rule I can remove the offending post without taking others with it. Remember that if you download a UI from someone's link here you are doing so at your own risk and you can not hold Stratics responsible for any loss or damages that may incur.
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Old 09-06-2007, 03:20 PM   #1
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Default Custom UI Sticky. Please read my starting message before posting in this thread.

Old 09-06-2007, 10:36 PM   #2
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*edit* now moved to http://www.uoskins.com

My first skin, a nautical theme for pirates, sailors & fishers. I'm keen to get feedback, so comments & criticisms are most welcome:
http://www.uoskins.com/skins/Finks_Nautical_Skin.zip


By request, my ship's helm icons as a seperate installer for those of you who don't want the entire nautical theme:
http://www.uoskins.com/skins/Finks_Ship_Helm.zip
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Old 09-07-2007, 07:57 AM   #3
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Join Date: Apr 2004
Location: Rochester, NY
Posts: 10,958

Last Update: 2/24/08

<u>Classic Containers</u> Last Update: 9/07/07
Fink and I worked on a "Classic Containers" skin. Currently, it has backpacks only, but the plan is to add other classic container styles as options. It is setup to nicely be put as an add-on for other skins, for skin developers who would like something similar in their skin.

Version 1: Skin Zip, Skin Preview
Version 3: Skin Zip


<u>Classic Books</u> Last Update: 9/07/07
I put together the start of a Classic Books skin. This version is buggy, and incomplete, but should be a good start for people to modify it into something similar for their own skin. The skin also shows a way to make a UI element have a "right-click-to-close" style.

Alpha Version: Skin Zip, Skin Preview


<u>Classic Paperdoll</u> Last Update: 9/10/07
I am in the process of writing a walkthrough for a Classic Paperdoll skin. This is still very much a work-in-progress, but for those who just need a kick start into skinning, what I've done so far might help.

Unfinished Version: Walkthrough (pdf), Texture, Preview
Working Skin: Skin, Preview

<u>Skill Flags</u> Last Update: 9/07/07
I am working on a "Skill Flags" skin. Currently, I've only made textures for a handful of skills. I'm using the flags that UO.com uses for the skills.

Preview


<u>Runic Alphabet</u> Last Update: 11/24/07 (Also on UOSkins.com)
A very simple UO:KR interface add-on - a Runic Alphabet window. Open the window through your main menu (the option is located underneath your Actions option).
There is a known bug in this version where the window starts off being crammed in the upper-left corner of the screen, and hardly visible. Just move it and it will show fine.

Beta Version: Skin Zip, Skin Preview

<u>Damage Number Resizing</u> Last Update: 12/15/07
Very very simple skin - simply makes the damage numbers larger. DamageNumbers2 is slightly larger than DamageNumbers1.

Download it: Skin Zip (contains both DamageNumbers1 and DamageNumbers2)


<u>Book Recoding Mod</u>
Very, very basic mod, but could be very, very useful to some people.
http://illandril.net/old/BookRecorder.zip

Hit the right arrow on the top-right corner of the book gump to save it to a log file.
Use the included python script to convert the log file into an HTML file (the log files come with some extra garbage).
You'll need Python 2.5 to run the script: http://www.python.org/download/releases/2.5.2/

The log file will get overwritten if you change characters, restart UO, or reload the UI, so you'll want to quit out of UO, run the script (needs to be put in the logs directory of your UOKR folder), copy the books.html file that gets generated somewhere else, and then go back to playing.
If you turn on the logs (in the debug window that should pop up), you'll see messages when the saving is complete.
An alternate script that preserves some more of the formatting of the books: http://illandril.net/old/BookRecorderAltScript.zip
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Use the Enhanced Client? Go here to find some Custom User Interfaces.
Want to make Custom UIs for the Enhanced Client? Then check out the UO Modders Exchange.
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Old 09-13-2007, 08:45 PM   #4
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Carved Wood Theme:
This is basically just a skin, made to look like carved wood. I am also using the Classic Container skin that Gildar and Fink worked on. As I learn how to do more with customization, I will update this theme to look and work how I really want it to.
Last Update: 2007-09-03

Classic Spell and Weapon Specials Icons Pack:
This is an icon pack for those of you who like the look of the 2d spell and weapon special icons.
Last Update: 2007-09-03

You can download these here: Rivendell, Atlantic - Downloads
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Old 12-07-2007, 07:52 AM   #5
 
Join Date: Dec 2005
Posts: 5,834

Custom Animal Lore Gump Beta .9 Version
http://www.uoskins.com/skins/AnimalLore.zip

Known bugs:
* Gump always pops up at the same location
* Single-Gump flag isn't working. I just wrote this routine quickly over lunch, but if you re-write the function AnimalLore.KillOldGumps(), the bug appears to be fixed. I don't have time left in my lunch to test this much, but try this routine.
* Ooops... this .9 beta version fo the gump steps on the character sheet gump. I fixed this in the current version I haven't deployed yet.

function AnimalLore.KillOldGumps()
local id = WindowGetId(WindowUtils.GetActiveDialog())
local intMin = id - 10
local strDeleteThisWindow = nil
local i = nil

if intMin &lt;= 0 then
intMin = 1
end

for i = intMin, id-1 do
strDeleteThisWindow = "AnimalLore-"..i
WindowSetShowing(strDeleteThisWindow, false )
end
end

Read the comments in the header comments of the .lua file for more instruction.

Update:
I have since fixed all the known bugs listed here, but I'm holding off on releasing the next version until I have squashed a few other bugs I found. The only known bug at this point involves the code to clean up the previous gump sometimes executing out of sequence resulting in it getting an error about the window it's trying to kill not existing. This is not the first bug I've had that was caused by stuff executing out of sequence. lua event handling is prone to this kind of issue. The more simultaneous events you're handling, the more likely you will encounter this issue.

I haven't really been working on this gump much lately. I'll probably pick it up again around new years and wrap up the remaining bugs in the gump and then release a "finished" version.
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Old 12-08-2007, 05:28 AM   #6
 
Join Date: Jul 2005
Posts: 145

Advenced Item Properties v. 1.5

All informations and download in the follow link:

http://uoutility.ipbfree.com/index.p...p;st=0#entry31


---------------

Damage Fix v. 1.0

This allow you to see the damage numbers like 2D and not all red and blue Click the image to open in full size.

All extra informations in the follow link:

http://uoutility.ipbfree.com/index.p...p;f=8&amp;t=21


---------------


Sarphus Animal Lore Gump mod v.1.2:
All credits go to Sarphus, I just moved all in 1 page and fixed 2-3 things :P

NEW VERSION: fixed a critical bug that not allow you to use correctly the character sheet.

http://uoutility.ipbfree.com/index.p...p;f=8&amp;t=22


---------------


Arcanist Target Window v.1.4

This allow you to see the target name color and life percentage (usefull for word of death spells). The hp percentage color will change between white and pure red. More is near the 0 more become red Click the image to open in full size.

NEW VERSION:
v.1.2: added the same function to the standard mobile healt bar Click the image to open in full size.
v.1.2.5: increased the refresh rates.
v.1.3: fixed the mobile healt bar bug
v.1.4: auto-open health bar on targeting
v.1.4.5: now the healt bar will never follow the mouse cursor
v.1.5: it will never move the healtbar if is already open
v.1.5.5: now will never appears the -1.#IND value if the percentage is not available

http://uoutility.ipbfree.com/index.p...p;f=8&amp;t=25
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Old 12-09-2007, 02:35 PM   #7
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All of the files are corrupt. After DLing I am unable to open them up.. Can you try and zip them up?
Or copy the code into a post?
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Old 12-09-2007, 04:45 PM   #8
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Install a new version of WinRAR... I had problems of the same type until I did that.
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Old 12-13-2007, 07:46 PM   #9
 
Join Date: Dec 2005
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This is a couple of things you can change in the Names gump to make names appear more readable and to filter out some names based on the notoriety of the target.

This mod is so easy that you'll probably laugh when you do it.

Just open "NameWindow.xml" and change the font of the label "$parentText"

By default the font will be "UO_NeueText"
I changed mine to "UO_GoldButtonText" and later to "UO_Title"

I was amazed at how much easier it was for me to read names after this 5 min mod

Round 2, This one is a slightly more enhanced mod to add a name filter based on notoriety. There may be a better way to do this, but I kinda did it quickly...

--[[Add these to the begining of the lua file. These are just variables to flag which names to display ]]

NameWindow.ShowNone = true
NameWindow.ShowInnocent = true
NameWindow.ShowFriend = true
NameWindow.ShowCanAttack = true
NameWindow.ShowCriminal = true
NameWindow.ShowEnemy = true
NameWindow.ShowMurderer = true
NameWindow.ShowInvulnerable = false

--[[Next Add this code to the very bottom of the lua file]]
-- Pass in the Notoriety value
-- Returns true if you should display the name window and false if you should not
function NameWindow.ShowNamesByNotoriety(intNotoriety)
if NameWindow.ShowNone and intNotoriety == 0 then
return true
elseif NameWindow.ShowInnocent and intNotoriety == 1 then
return true
elseif NameWindow.ShowFriend and intNotoriety == 2 then
return true
elseif NameWindow.ShowCanAttack and intNotoriety == 3 then
return true
elseif NameWindow.ShowCriminal and intNotoriety == 4 then
return true
elseif NameWindow.ShowEnemy and intNotoriety == 5 then
return true
elseif NameWindow.ShowMurderer and intNotoriety == 6 then
return true
elseif NameWindow.ShowInvulnerable and intNotoriety == 7 then
return true
else
return false
end
end


--[[lastly you change the line that looks like this

if(data.MobName ~= nil) then

to read
]]

if(data.MobName ~= nil) and ( NameWindow.ShowNamesByNotoriety(data.Notoriety) ) then


I hope that was descriptive enough. It's really just a matter of copy/pasting into 3 different places in the gump.

To use it, just set any notoriety you don't want to see to the value of "false". In this example I have yellow names disabled.

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Old 01-17-2008, 07:03 AM   #10
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I've made a very simple mod that might be handy for people (like me) who want to keep their loot separated from the main backpack without giving up on the handy right-mouse-button-looting thingy.

First, you have to open ContainerWindow.lua and go to line 666. The line should read
<font class="small">Code:</font><hr /><pre>SystemData.ActiveObject.SourceId = playerBackpackId</pre><hr />
Replace it with the following:
<font class="small">Code:</font><hr /><pre>if (ContainerWindow.UseLootBag ~= nil) then
SystemData.ActiveObject.SourceId = UserActionGetId(1,108,0)
else
SystemData.ActiveObject.SourceId = playerBackpackId
end</pre><hr />
Then go to line 8, and add a new line after <font class="small">Code:</font><hr /><pre>ContainerWindow.ViewModes = {}</pre><hr />
The new line should be:
<font class="small">Code:</font><hr /><pre>ContainerWindow.UseLootBag = true</pre><hr />

Finally, log in with the character of choice, and drag your loot bag on the rightmost slot of hotbar 9 (the static one, I mean).

Voilą, now everything you loot with the right mouse button will drop in the bag you have selected!

If you don't want to use that slot for your bag, no worries: just change the parameters for <font class="small">Code:</font><hr /><pre>UserActionGetId(1,108,0)</pre><hr /> - in my example the 1 is the hotbar id, the 108 is the slot, while I have no idea what the 0 does but it seems to be useful so I just left it =). You can easily find out the ids you have to use by logging out after dragging the bag where you want it and looking at the generated XML for your character data.
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Old 03-03-2008, 09:41 PM   #11
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Ok, having added the Arcanist Target Window mod into Bitter Black, I didn't like the format that the Mobile Health Bar received.

Here's the "default" version when you load up ATW in Bitter Black.

Click the image to open in full size.

Issues that caught my eye were:

1. the X button is offset from the "pattern" that holds the button.
2. Hits Percentage is on top of the name.
3. The name is WELL below the entire health bar gump.

Here are the "offending" portions of code (brackets removed to show code) :

1. The X Button (Closes gump)
<font class="small">Code:</font><hr /><pre>Button name="$parentClose" inherits="LargeCloseButton" handleinput="true" layer="default" poppable="false"
Size
AbsPoint x="28" y="31" /&gt;
/Size
Anchors
Anchor point="topright" relativePoint="topright"
AbsPoint x="0" y="-2" /
/Anchor
/Anchors
EventHandlers
EventHandler event="OnLButtonDown" function="MobileHealthBarWindow.LeftClickClose" /
/EventHandlers
/Button</pre><hr />

The corrected version of this is:

<font class="small">Code:</font><hr /><pre>Button name="$parentClose" inherits="LargeCloseButton" handleinput="true" layer="default" poppable="false"
Size
AbsPoint x="28" y="31" /
/Size
Anchors
Anchor point="topright" relativePoint="topright"
AbsPoint x="-12" y="4" /
/Anchor
/Anchors
EventHandlers
EventHandler event="OnLButtonDown" function="MobileHealthBarWindow.LeftClickClose" /
/EventHandlers
/Button</pre><hr />

This places the X button DIRECTLY on the circle from which it was offset giving the gump a more streamlined appearance.

2. Hit Percentage.

Original code:
<font class="small">Code:</font><hr /><pre>Label name="$parentMhbWindowHits" font="UO_DefaultText" maxchars="60" textalign="center" handleinput="false" wordwrap="false" linespacing="18" poppable="false"
Size
AbsPoint x="228" y="32" /
/Size
Anchors
Anchor point="left" relativePoint="right" relativeTo="$parentClose"
AbsPoint x="15" y="8" /
/Anchor
/Anchors
Color r="255" g="255" b="255" a="255" /
/Label
</pre><hr />
At first I simply moved the name up, but decided I wanted the name on the left and the hits percentage on the right. However after a few tests, having the two on the same line causes the two to get jumbled when you bring up a long named player, NPC, or monster, so I decided to place it right justified on a lower line than the name and came up with the following correction:

<font class="small">Code:</font><hr /><pre>Label name="$parentMhbWindowHits" font="UO_DefaultText" maxchars="60" textalign="right" handleinput="false" wordwrap="true" linespacing="18" poppable="false"
Size
AbsPoint x="228" y="32" /
/Size
Anchors
Anchor point="left" relativePoint="right" relativeTo="$parentClose"
AbsPoint x="0" y="22" /
/Anchor
/Anchors
Color r="255" g="255" b="255" a="255" /
/Label
</pre><hr />
3. Name

This one really irked me because it was WELL lower than it should have been as you can see in the bolded portions:

<font class="small">Code:</font><hr /><pre>Label name="$parentName" font="UO_DefaultText" maxchars="60" textalign="center" handleinput="false" wordwrap="false" linespacing="18" poppable="false"
Size
AbsPoint x="228" y="32" /
/Size
Anchors
Anchor point="left" relativePoint="right" relativeTo="$parentClose"
AbsPoint x="15" y="45" /
/Anchor
/Anchors
Color r="255" g="255" b="255" a="255" /
/Label</pre><hr />

Y=45 sends it WAY down. So after tweaking it a bit, I put it as far left as it would go and stay inside the gump and just below the life bar within the gump and came up with this correction:

<font class="small">Code:</font><hr /><pre>Label name="$parentName" font="UO_DefaultText" maxchars="60" textalign="left" handleinput="false" wordwrap="true" linespacing="18" poppable="false"
Size
AbsPoint x="228" y="32" /
/Size
Anchors
Anchor point="left" relativePoint="right" relativeTo="$parentClose"
AbsPoint x="10" y="5" /
/Anchor
/Anchors
Color r="255" g="255" b="255" a="255" /
/Label
</pre><hr />
After these modifications, which took some time of testing different values, the same health bar looks like this:

Click the image to open in full size.

The best part is that a longer name in the field will be entirely above the Hits: XX% display so the two do not conflict in the least.

Final comparison:

Before: Click the image to open in full size. After: Click the image to open in full size.
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Old 07-18-2008, 06:58 PM   #12
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Join Date: May 2008
Posts: 2,684

...

BB Enhanced 1.5 Released on UOSkins.com

Changes in BB_Enhanced Version 1.5

1. Increased mobile health bars visible onscreen simultaneously to 25 (Diggity)

2. Fix for Leather and Special dye tub gump formatting (Lucitus)

3. Fix for hotbar hueing bug that causes hued items to take the hues of other items as they are moved around. (Lucitus)

4. Tweaked positioning of "Hits: XX%" on mobile health bars down a pixel or two (Dermott of LS)

5. Changed "Hits: XX%" to say "HP: XX%" (Dermott of LS)

6. Darkened Blue and Green colors for players in mobile health bars and name windows to be a more "true" green and blue. (Dermott of LS)

7. Fixed some color tweaks caused by adding in Lucis 1.1 (Artifact titles appear red right now in 1.2, I fixed that back to purple) in Item Properties (Dermott of LS)

Download: http://www.uoskins.com/skins/BB_Enhanced15.zip
Preview: http://www.uoskins.com/screen_shots/BB_Enhanced15.JPG
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Old 02-14-2009, 05:08 AM   #13
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Just an update (mine is the second post in this thread)..

I'm aware of an issue with the nautical skin I made, working on that now. I must admit I haven't looked at doing skins/mods for some time, I got sidetracked I guess. I'll see if I can get my skins 100% compatible again.

Keep up the good work.
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