Sorry, but I don't see that setting anywhere. Where do I find it?if you enable the auto-hide will fade
Create a macro with two Command Scripts:...
I play EC, and when I used your old UI to load my vendors I would click on the Settings tab at the bottom and enable legacy bags. My own bag would remain in the non legacy format and my vendors bags would then be legacy which is wonderful!!! But now with the latest UI when I click settings and choose to enable legacy containers it then shuts my bag and reopens it in the legacy format which is a complete mess. lol
So I have to actually hit escape and go into user settings to enable legacy containers for it to work the way it used to.
...
Oh thank you so much for this info...but now I'm a bit embarrassed, how to I do a macro like that?Create a macro with two Command Scripts:
script SystemData.Settings.Interface.LegacyContainers = not SystemData.Settings.Interface.LegacyContainers
script UserSettingsChanged()
Then set that macro to a hot key.
When I stock my vendors, I first open my backpack in Grid View, then toggle my hotkey and open the vendor backpack, which will open in Legacy View. When I am done, I use the macro a second time to toggle back to Grid View of the backpack. Very fast to switch.
When you create a new macro, in the actions gump window at the bottom is an icon for Commands - drag that into your macro and add each "script" line into the command line that pops up. You will need two commands for this macro.Oh thank you so much for this info...but now I'm a bit embarrassed, how to I do a macro like that?
YES, I did it!!! Thank you so much for your help!!! This is awesomeWhen you create a new macro, in the actions gump window at the bottom is an icon for Commands - drag that into your macro and add each "script" line into the command line that pops up. You will need two commands for this macro.
There is a thread stickied at the top of this forum with a description of how to create a Command Script, with several examples that you may find useful. See if that answers your question, if not then post and we can go into more detail.
http://vboards.stratics.com/uo-enhanced-client-beta-discussion/149410-command-scripts.html
3.3f
- Removed the "Lock: ???" label from quick details window
- Fixed the "pike" weapon bug, now you will not see "Shore Fish" anymore.
- Now you'll see the fish type for stacks greater than 1000.
- Fixed the message of orange petal, now is in the right color.
- Now the fish monger crates will show the kind of fish required.
- Fixed a bug that allow the game to show empty properties box.
- Added the Server Line map. This map can be scaled in scale mode.
- Added the toggle for grid on containers.
- Added the "Sad Mode": when active, all overhead text will be at the same color (as default) and the spell names will be automatically disabled.
- Added a toggle for overhead spells: when active, you'll not see the spell words or name.
- Added a new script command: EnhancePack.ToggleLegacyContainers()
- Now the wod button still invisible if you have the healthbar of a dead bonded pet.
- The toggle radar now will be red even if you have the atlas open.
Yes, that is insane, but it'll be amazing if you can get it to work properly.next version could take some days if not more than a week due to my new insane idea:
If you have any request about this, just ask now because I have to load all beasts data
I think that's a great idea!next version could take some days if not more than a week due to my new insane idea:
If you have any request about this, just ask now because I have to load all beasts data
I would think it wouldn't. It shouldn't require much processor time. What will require a lot of time is entering the data for all the mobs in the game...I just wonder if it will slow down the UI with that much data, causing lag? Of course, adding a switch to turn it on/off would help.
Wow, and yes, I was wondering how you would handle named mobs like daemons and pets. They really need to give access to lore gumps...Update: the creature DB is loaded, now I have to recognize the creature like daemons
3.4
- The server line map will switch between trammel and felucca.
- In the server line map, now you can see your position with a dark red dot.
- TEST FEATURE:
* Added the target details on target window:
+ The creature data is obtained by parsing the name so it won't work on renamed creatures.
+ This will shows the data (slayer, opposite slayer and resistances) of the current target.
+ You can show/hide it with the arrow on the bottom of the target window.
+ This will not show player's data and do not work with animal lore (sorry!)
Agreed. Many times my allies don't want to party so we get more/better loot chances. However this makes keeping their bars difficult since every time they die their bars poof...Ah, but that's the beauty of the scalable elements! You can make things fit! But yes, I know, I was thinking about where I'd be able to fit it as well. But it would be worth it, and it would make large battles easier to manage.
That would be awesome. And Malagaste, I found I had to limit the window to only show 8 bars, which limits it's usefulness in situations with large numbers of mobiles. So anything that would allow more mobiles in the window would be a very good thing.When I do the group boxes I will re-do the system by trying to avoid some lag.
3.4a
- Added the missing serpent pillar to the server line maps.
- Fixed the slayer on Minotaur General.
- Now if you try to mine while riding you'll being dismounted automatically.
- Fixed a bug with the backpack lock button, now should stay always in the right position.
- Fixed a bug on the hotbars which was showing a tooltip for disabled items.
- Fixed the quick details window, now it will be updated correctly.
- On the quick details window you will see the weight in red if you are overweigth or almost full (10 stone less than max)
- Added the overweight warning on the danger bar.