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TazUO.XML Gumps
We've added the ability for you to create your own custom gumps via XML
ℹ️ v3.15.0 and up required.
This feature will expand over time, it is not finished.
Your xml files will go under /TazUO/Data/XmlGumps/
and must be named ----.xml
For auto opening specific gumps, ctrl + click
them in the Xml Gump Menu that will appear in your top menu bar when you have gump files in the above directory.
<?xml version="1.0"?>
<gump x="100" y="100">
<colorbox hue="1" width="400" height="200" alpha="0.65"/>
<colorbox hue="32" width="400" height="20" alpha="0.65"/>
<text x="15" y="2" hue="0">XML Gump</text>
<text x="15" y="22" hue="32">With some more text for an example</text>
<text x="15" y="35" hue="35" updates="true">{charname} has /c[green]{hp}/cd hits!</text>
<image id="9819" hue="0" x="20" y="120"/>
<image_progress_bar background_image="40" foreground_image="41" value="{hp}" max_value="{maxhp}" x="15" y="57" updates="true"/>
<color_progress_bar background_hue="32" foreground_hue="60" width="100" height="20" value="{hp}" max_value="{maxhp}" x="15" y="77" updates="true"/>
</gump>
x
y
locked
true/false if the gump can be moved/closed. (There will be no way to close it if this is true other than logging out)
saveposition
true/false if the x/y should be updated when you move the gump in game automatically
ℹ️ Text element is the only exception here, it does not have all of these applied
x
Left position
y
Top position
width
Width of the element
height
Height of the element
acceptmouseinput
true/false (false will act like mouse pass through to whatever is behind it)
canmove
true/false (If false, dragging on this element will not move the gump as a whole)
x
Left position
y
Top position
width
Width of the element
size
Font size
font
Name of the font(Must be installed in your fonts folder of TazUO)
hue
Hue for the font
updates
true/false weather or not this needs to be updated, only use this when necessary to keep resource usage down.
align
left/center/right
The following can be used inside your text, for example: Hits {hp}/{maxhp}
{charname}
{hp}
{maxhp}
{mana}
{maxmana}
{stam}
{maxstam}
{weight}
{maxweight}
{str}
{dex}
{int}
{damagemin}
{damagemax}
{hci}
{di}
{ssi}
{defchance}
{defchancemax}
{sdi}
{fc}
{fcr}
{lmc}
{lrc}
{phyres}
{phyresmax}
{fireres}
{fireresmax}
{coldres}
{coldresmax}
{poisonres}
{poisonresmax}
{energyres}
{energyresmax}
{maxstats}
{luck}
{gold}
{pets}
{petsmax}
hue
Hue for the color
alpha
Transparency from 0-1 (0.5 is 50% transparency)
id
The graphic id, you can get this from UOFiddler or similar programs
hue
The hue for the image(0 is original hue)
rect
To only use a rectangle area of a graphic rect="x;y;width;height"
For example:
<image id="40251" hue="0" x="70" y="120" rect="0;0;25;25"/>
<image id="9819" hue="0" x="20" y="120"/>
image_background
The background image of the progress bar
image_foreground
The foreground image of the progress bar
background_hue
foreground_hue
value
The current value of the progress bar, can use any of the Text Options or a plain number
max_value
The max value of the progress bar, can use any of the Text Options or a plain number
updates
true/false If you want the progress bar to update if you expect the value to change
direction
up/right the direction the bar should progress in
An example:
<image_progress_bar background_image="40" foreground_image="41" value="{hp}" max_value="{maxhp}" x="15" y="57" updates="true"/>
background_hue
foreground_hue
value
The current value of the progress bar, can use any of the Text Options or a plain number
max_value
The max value of the progress bar, can use any of the Text Options or a plain number
updates
true/false If you want the progress bar to update if you expect the value to change
direction
up/right the direction the bar should progress in
An example:
<color_progress_bar background_hue="32" foreground_hue="60" width="100" height="20" value="{hp}" max_value="{maxhp}" x="15" y="77" updates="true"/>
The control tag can be used with child tags, the child tag positions will be relative to the control's position.
<control x="300" y="50">
<colorbox hue="99" width="10" height="10" alpha="0.65"/>
<text y="11" hue="981" width="100">This is an example of items positioning being relative to the control it is inside of</text>
</control>
hue
-> The color of the border
<control x="300" y="50">
<simple_border x="-1" y="-1" width="100" height="150" hue="981"/>
<colorbox hue="99" width="10" height="10" alpha="0.65"/>
<text y="11" hue="981" width="100">This is an example of items positioning being relative to the control it is inside of</text>
</control>
hue
-> Normal button hue
hue_hover
-> Hue when mouse over
alpha
-> Opacity, 0-1
macro
-> The name of the macro to run
An example to run a macro named f12:
<control x="200" y="50">
<macro_button_color macro="f12" width="100" height="20" hue="60" hue_hover="32"/>
<text hue="60">Macro button</text>
</control>
id
&& id_hover
-> Graphic id numbers
hue
&& hue_hover
alpha
Opacity, 0-1
macro
The name of the macro to run
<macro_button_graphic y="30" macro="f12" hue="0" hue_hover="32" id="251" id_hover="252"/>
hue_normal
hue_background
hue_poisoned
direction
Up or Right(Weather the bar moves to the right or up based on hp percentage)
<hp_bar_color width="20" height="500" hue_normal="60" hue_poisoned="1" hue_background="700" direction="up" />
hue_normal
hue_background
hue_poisoned
direction
Up or Right(Weather the bar moves to the right or up based on hp percentage)
image_background
image_foreground
image_foreground_poisoned
<hp_bar_image x="100" width="20" height="500" hue_normal="60" hue_poisoned="1" hue_background="700" direction="up" image_background="31" image_foreground="31" />