View Full Version : Stormfront XML...
Deathravin
06-03-2007, 09:09 PM
That SF xp watch is pretty nifty and got me thinking... I generally dislike Stormfront, although I'm getting more and more used to it. There are a few things I dislike more than others...
One is the fact that Wizard takes up like 3% of the screen area to display all the data I need about my status where SF tries to make it look pretty but takes up 10x the amount of room - room that I could use for story window room...
Is there any way to edit one or some of the windows to show all the data I need without having multiple windows open?
Ex - change the "Experience" window to show my XP total, XP Remainig, Mind, Encumberance, Target, Aim target, Injries, Scars, Health, MP, Stamina, Spirit, Active Spells, Right hand, left hand... etc?
I guess my real question is: Is there any way to edit the UI drastically so it's not wasting so much room?
Celephais
06-03-2007, 09:18 PM
Yeah, I'm pretty sure that's all black lightning does (even though it has potential to do a lot more). Essentially you would just have a RegEx or a string parser take all the "openDialog" XML strings and have it use the same id for each of them, instead of having each dialog have its own ID.
It'll take a bit of elbow grease though, and a program that lets you manipulate the xml stream (I know black lightning does, Lich... not sure but I think it does).
Deathravin
06-06-2007, 05:50 PM
Last I used black lightning, all it did was change the background for everything to black...
XML means the UI is completely editable, just nobody has come out with a good UI for it yet. I don't know how people can survive on such a small story window! I'm running on 1680x1050 and a good 40% of my story window in SF is take up with useless crap - and all my settings are funky because I MUST do certain things (have the important things on the left pane so it doesn't scroll down to the bottom every time I look in my backpack - can't move the typing window under my story window etc)
I just hate 'cant' - it means the developers screwed something up... If you're going to put so much time and effort into a whole new FE, do it right - ya know? Make it be completely editable and changable so everybody will like it.
Celephais
06-06-2007, 06:27 PM
The stream of data to your client says "Open a new window, I've got some data for it" and then that's what the UI does... the SF skins are just the look of those windows. I think the best suggestion I can give you is to take all your windows out of the side panes, the side panes are useless, you can then re-arrange everything to fit nicely on the screen. Try changing font sizes for certain windows you don't really use (personally I just made all my fonts really small).
Gammit
06-07-2007, 09:59 AM
Ditto here, every window but my story window is in 9 pt font. I run in 1600x1200, so my story window is bigger than I need.
Celephais
06-07-2007, 10:39 AM
Ex - change the "Experience" window to show my XP total, XP Remainig, Mind, Encumberance, Target, Aim target, Injries, Scars, Health, MP, Stamina, Spirit, Active Spells, Right hand, left hand... etc?
I guess my real question is: Is there any way to edit the UI drastically so it's not wasting so much room?
Another thought would be to place your windows ontop of each other to mimic a one window feel, you Health/MP/Sta/Spirit/hands/active spell you can't move, but they don't really intrude anyway, this leaves your exp window, encumberance, combat window, injury window, if they were "in the same window" it would only reduce the space a little (the window titles and a little buffer space). Personally i overlapped my windows in such a way as to get rid of that crap I don't care about (Like I don't care about my target, so I have my combat window blocked by my encumberance window so just stance shows... although i think there is just a "stance" window now...)
Shaelun
06-09-2007, 09:49 PM
From Lich's log-dump:
<dialogData id='combat'><dropDownBox id='dDBTarget' value="none" cmd="target %dDBTarget%" tooltip='Select Target' content_text="none,silver grey mouse" content_value="target help,#12235271" anchor_left='cmdTarget' anchor_right='cmdAttack' height='20' width='80' top='93' left='0' align='n'/></dialogData>^M
<streamWindow id="main" title="Story" location="center" target="drop" resident="true"/><streamWindow id='main' title='Story' subtitle=" - Moonglae Inn, Atrium" location='center' target='drop'/><streamWindow id='room' title='Room' subtitle=" - Moonglae Inn, Atrium" location='center' target='drop' ifClosed='' resident='true'/><clearStream id='room'/><pushStream id='room'/><compDef id='room desc'>A skylight two stories above allows natural light to flood this room, giving it the feel of an outdoor cafe. Set into the grey marble pillars surrounding the atrium are metal planters filled with a variety of flowers, plants, and hanging vines. A <a exist="-44192" noun="fountain">burbling fountain</a> in the center of the room makes the illusion complete. Overhead, a row of black granite pillars surrounds the upper cloister, with a gallery of stained glass windows hanging between them.</compDef><compDef id='room objs'> You also see<b> <pushBold/>a <a exist="12235271" noun="mouse">tiny silver grey mouse</a><popBold/></b> and a variety of <a exist="96219" noun="tables">tables</a> spaced throughout the room.</compDef>^M
<compDef id='room players'></compDef>^M
<compDef id='room exits'>Obvious exits: <d>north</d>, <d>northeast</d>, <d>east</d>, <d>southeast</d>, <d>south</d>, <d>southwest</d>, <d>west</d>, <d>northwest</d></compDef>^M
<compDef id='sprite'></compDef><popStream id='room'/>^M
<streamWindow id='inv' title='My Inventory' target='wear' ifClosed='' resident='true'/><clearStream id='inv' ifClosed=''/><pushStream id='inv'/>Your worn items are:^M
a <a exist="12235199" noun="pouch">rune-stitched black silk gem pouch</a>^M
a <a exist="12235198" noun="ring">narrow gold ring</a>^M
a <a exist="12235197" noun="tattoo">cracked black heart tattoo</a>^M
a <a exist="12235185" noun="cloak">jet black spidersilk cloak edged with silver silk trim</a>^M
a <a exist="12235184" noun="wristchain">simple silver wristchain</a>^M
a <a exist="12235181" noun="shirt">black silk shirt with silver-buttoned cuffs</a>^M
<a exist="12235180" noun="gloves">some soft black leather gloves</a>^M
a <a exist="12235168" noun="chain">blackened mithglin chain</a>^M
a <a exist="12235155" noun="sash">black silk sash</a>^M
a <a exist="12235154" noun="trousers">pair of black silk trousers</a>^M
<a exist="12235153" noun="boots">some cuffed black leather boots</a>^M
a <a exist="12235111" noun="jacket">pitch black jacket</a>^M
a <a exist="12235110" noun="barrier">swirling sonic barrier</a>^M
<popStream/>^M
<exposeContainer id='stow'/><container id='stow' title="My Cloak" target='#12235185' location='right' save='' resident='true'/><clearContainer id="stow"/><inv id='stow'>In the <a exist="12235185" noun="cloak">cloak</a>:</inv><inv id='stow'> a <a exist="12235196" noun="opal">black opal</a></inv><inv id='stow'> a <a exist="12235195" noun="statue">small statue</a></inv><inv id='stow'> a <a exist="12235194" noun="potion">rose-marrow potion</a></inv><inv id='stow'> a <a exist="12235193" noun="crystal">blue crystal</a></inv><inv id='stow'> a <a exist="12235191" noun="orb">heavy quartz orb</a></inv><inv id='stow'> a <a exist="12235190" noun="falchion">feras falchion</a></inv><inv id='stow'> a <a exist="12235189" noun="scroll">smeared scroll</a></inv><inv id='stow'> a <a exist="12235188" noun="naginata">naginata</a></inv><inv id='stow'> a <a exist="12235187" noun="statue">small statue</a></inv><inv id='stow'> a <a exist="12235186" noun="statue">small statue</a></inv><openDialog type='dynamic' id='combat' title='Combat' location='right' target='combat' height='213' resident='true'><dialogData id='combat' clear='t'><image id='unsheathe' name='SwordBtn' cmd='_ready weapon' tooltip='Unsheathe Weapon' echo='ready weapon' align='n' top='3' left='-50' height='29' width='29'/><image id='readyshield' name='ShieldBtn' cmd='_ready shield' tooltip='Ready Shield' echo='ready shield' anchor_left='unsheathe' left='3' height='29' width='29'/><image id='sheathe' name='NoSwordBtn' cmd='_store weapon' tooltip='Sheathe Weapon' left='8' echo='store weapon' anchor_left='readyshield' height='29' width='29'/><image id='storeshield' name='NoShieldBtn' cmd='_store shield' tooltip='Store Shield' echo='store shield' anchor_left='sheathe' left='3' height='29' width='29'/><link id='lnConfigure' value='configure' cmd="_cmbtpl configure dialog" top='30' align='n' left='0' echo='configure'/></dialogData></openDialog>^M
<dialogData id='combat'><progressBar id='pbarStance' value='100' text='defensive (100%)' top='51' width='130' height='16' left='0' align='n' tooltip='Percent of stance contributing to defense'/></dialogData>
Lich will let you do whatever you want to the XML stream. As will Black Lightning, to my knowledge. I believe that BL plug-ins have to be written in C# and have to be in whatever Microsoft's version of "bytecode" is (pseudo-compiled), but don't quote me on it. Because of that, a BL plug-in would be faster than Lich interpreting a script from text (though it doesn't really matter unless you're doing substantial text scanning/substitution; chances are you won't even be able to see a difference).
Now, how you accomplish what you want is another matter altogether. But any of the fields you see defined in that snippet, you could technically re-define as you please. Or, if you're really industrious, yes -- you could make up your own windows with their own gauges.
Oh yeah, ignore the "^M" at the end of the lines... that's just a carriage-return (long story).
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.