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From the patch notes: The definitions can then be used for Labels, Buttons, and EditBoxes
Seems pretty straightforward, but there's a secret. Labels, Buttons, and EditBoxes are XML definitions... and those definitions cover just about EVERY text output in the UI.
This means we'll soon be able to have a custom font for just about ANY UI element that uses text (that we can edit in the XML/LUA anyway) up to and including overhead names and overhead chat.
I've done some work on this tonight and have those two items "hardcoded" to a custom font... now all we need is a font selector mod to add various UI elements to the list of customizeable fonts.
And as luck would have it, all of the fonts we had in BB_Enhanced in KR will be available including the Magic the Gathering font as well as the classic UO (OltimaUnline) font.
From the patch notes: The definitions can then be used for Labels, Buttons, and EditBoxes
Seems pretty straightforward, but there's a secret. Labels, Buttons, and EditBoxes are XML definitions... and those definitions cover just about EVERY text output in the UI.
This means we'll soon be able to have a custom font for just about ANY UI element that uses text (that we can edit in the XML/LUA anyway) up to and including overhead names and overhead chat.
I've done some work on this tonight and have those two items "hardcoded" to a custom font... now all we need is a font selector mod to add various UI elements to the list of customizeable fonts.
And as luck would have it, all of the fonts we had in BB_Enhanced in KR will be available including the Magic the Gathering font as well as the classic UO (OltimaUnline) font.