# File: ui_entry.txt # Configure user interface elements to combine one or more object or player # properties and display them. Currently only used for parts of the second # character screen and the equippable comparison. # Descriptions can be edited without bad effects. # The name is used to link the element from bindui fields in # player_property.txt and object_property.txt and the template fields in this # file. Changing it will mean having to adjust those files to keep things # linked. # The parameter field, if set, means that this is a generic entry that will # be repeated for each known value of the parameter. The only currently # understood parameters are "element" (which will generate one entry for each # element in list-elements.h) and "stat" (which will generate one entry for # each stat in list-stats.h). The name of each entry will be the name # set followed by the name of the element or stat (for instance or # ). The label, if not set, of each entry will be the name of the # element or stat (for instance ACID or STR). The entries created from a # generic one can be specialized later to override fields. Note that when a # parameter is set, the undecorated name is not entered into the list of user # interface elements and can not be successfully referenced from bindui in # other files or template fields in this one. # The template field specifies that the entry with that name be used as the # default values for the fields in this entry. The template field is optional. # The renderer must be one of those set in ui_entry_renderer.txt. # The label defines a label to be shown for the element. Changing its value # can impact usability. Optionally, shortened versions with # label followed by the number of characters as the field name can be # provided to override the default of using the next longest abbreviated label # that's available or the first n characters of label when an abbreviated # version is needed. The second character screen currently uses 5 character # labels and the equipment comparison uses 2 (or 3 though only for filter # selection) character labels, so only label, label5, label3, and label2 are # relevant. # combine controls how the values of the properties linked to the element are # combined before display. Possible values are limited by the code and must # be one of ADD, BITWISE_OR, FIRST, LOGICAL_OR, LOGICAL_OR_WITH_CANCEL, # LARGEST, LAST, RESIST_0, or SMALLEST. LOGICAL_OR_WITH_CANCEL works with # values in three states (zero, positive, or negative) and the result is # zero if all the inputs were zero, one if none of the inputs was negative and # at least one was positive, or negative one if at least one of the inputs was # negative. RESIST_0 uses Vanilla's resist logic: an immunity trumps # all other settings, a positive number of resistances with a positive number # of vulnerabilities will be no resistance, a positive number of resistances # with no vulnerablities equals resistance, a positive number of vulnerabilities # with no resistances equal vulnerable. All the combiners treat the auxiliary # values (usually for timed effects) separately. # The category and priority fields can be set multiple times. The # categories are used to select if an entry appears in a screen. If you want # an entry to be included in the second character screen, one of the categories # given must be CHAR_SCREEN1. If you want an entry to be included in the # equipment comparison screen, one of the categories must be EQUIPCMP_SCREEN. # The value given for a priority must be a decimal integer or, for a generic # entry, of the special values "index" or "negative_index". Otherwise, the # priority will be ignored. The priority hints at what element to display # first (higher priority means shown first) and which elements to omit or # move to a different page if space is tight (lower priority means # omitted/moved first). If a priority is set before any category, that is # used as the default priority for all categories. Otherwise, the priority # is applied to the last category set. # The flags field is optional and sets one or more flags, separated by spaces # or |, to modify the interface element's behavior. Only one flag is # currently used, TIMED_AS_AUX, which will map timed effects for the properties # bound to the element to the auxiliary values passed to the renderer. When # that flag is used, any properties bound to the element as auxiliary values # will be ignored. name:stat_mod_ui_compact_0 parameter:stat renderer:char_screen1_stat_mod_renderer combine:ADD priority:negative_index category:stat_modifiers category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN desc:Generic UI entry for compact display of modifier and sustain information desc: for one of the core statistics. Given that this is linked to other desc: entries that are hardcoded, the priority should be negative_index and desc: this should be the only thing with stat_modifiers and CHAR_SCREEN1 as desc: categories. name:resist_ui_compact_0 parameter:element renderer:char_screen1_resist_renderer combine:RESIST_0 priority:negative_index category:resistances flags:TIMED_AS_AUX desc:Generic UI entry for compact display of a resistance flag with the desc: label colored by the combined resistance across several sources. desc: It is used for rows in the second character screen's display of desc: resistances. Specializations below set the label and categories for desc: particular screens. # Specializations for resist_ui_compact_0 to give labels and link to second # character screen. There's no specializations for WATER, ICE, GRAVITY, # INERTIA, FORCE, or TIME since they are not shown on that panel. name:resist_ui_compact_0 label:Acid category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Elec category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Fire category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Cold category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Poison label5:Pois category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Light category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Dark category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Sound category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Shard category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Nexus label2:Nx category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Nether label5:Nethr category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Chaos category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN name:resist_ui_compact_0 label:Disenchant category:CHAR_SCREEN1 category:EQUIPCMP_SCREEN # The following use good_flag_ui_compact_0 from ui_entry_base.txt. name:pfear_ui_compact_0 template:good_flag_ui_compact_0 label:Fear resistance label5:pFear priority:0 name:pblind_ui_compact_0 template:good_flag_ui_compact_0 label:Blindess resistance label5:pBlnd priority:-1 name:pconf_ui_compact_0 template:good_flag_ui_compact_0 label:Confusion resistance label5:pConf priority:-2 name:pstun_ui_compact_0 template:good_flag_ui_compact_0 label:Stun resistance label5:pStun priority:-3 name:holdlife_ui_compact_0 template:good_flag_ui_compact_0 label:Hold life label5:HLife priority:-4 name:regen_ui_compact_0 template:good_flag_ui_compact_0 label:Regeneration priority:-5 name:esp_ui_compact_0 template:good_flag_ui_compact_0 label:ESP priority:-6 name:see_invis_ui_compact_0 template:good_flag_ui_compact_0 label:See invisible label5:S.Inv label2:SI priority:-7 name:free_action_ui_compact_0 template:good_flag_ui_compact_0 label:Free action label5:FrAct label2:FA priority:-8 name:feather_falling_ui_compact_0 template:good_flag_ui_compact_0 label:Feather falling label5:Feath label2:Ft priority:-9 name:slow_digestion_ui_compact_0 template:good_flag_ui_compact_0 label:Slow digestion label5:S.Dig label2:SD priority:-10 name:trap_immunity_ui_compact_0 template:good_flag_ui_compact_0 label:Trap immunity label5:TrpIm label2:TI priority:-11 name:bless_ui_compact_0 template:good_flag_ui_compact_0 label:Bless priority:-12 # The following use other_flag_ui_compact_0 from ui_entry_base.txt. name:imphp_ui_compact_0 template:other_flag_ui_compact_0 label:Impaired HP recovery label5:ImpHP label2:IH priority:0 name:impsp_ui_compact_0 template:other_flag_ui_compact_0 label:Impaired mana recovery label5:ImpSP label2:IS priority:-1 name:fear_ui_compact_0 template:other_flag_ui_compact_0 label:Fear priority:-2 name:aggravate_ui_compact_0 template:other_flag_ui_compact_0 label:Aggravate label5:Aggrv priority:-3 name:noteleport_ui_compact_0 template:other_flag_ui_compact_0 label:No teleportation label5:NoTel label2:NT priority:-4 name:drainxp_ui_compact_0 template:other_flag_ui_compact_0 label:Drain experience label5:DrExp label2:DE priority:-5 name:sticky_ui_compact_0 template:other_flag_ui_compact_0 label:Sticky curse label5:Stick label2:Sy priority:-6 name:fragile_ui_compact_0 template:other_flag_ui_compact_0 label:Fragile label5:Fragl priority:-7 # The following use numeric_as_sign_ui_0 from ui_entry_base.txt. name:stealth_ui_compact_0 template:numeric_as_sign_ui_0 label:Stealth label5:Stea. priority:0 name:search_ui_compact_0 template:numeric_as_sign_ui_0 label:Search label5:Sear. priority:-1 name:infravision_ui_compact_0 template:numeric_as_sign_ui_0 label:Infravision priority:-2 name:tunneling_ui_compact_0 template:numeric_as_sign_ui_0 label:Tunneling label5:Tunn. priority:-3 name:speed_ui_compact_0 template:numeric_as_sign_ui_0 label:Speed priority:-4 name:blows_ui_compact_0 template:numeric_as_sign_ui_0 label:Attack speed label5:Blows priority:-5 name:shots_ui_compact_0 template:numeric_as_sign_ui_0 label:Shooting speed label5:Shots priority:-6 name:shooting_power_ui_compact_0 template:numeric_as_sign_ui_0 label:Shooting power label5:Might priority:-7 name:light_ui_compact_0 template:numeric_as_sign_ui_0 label:Light label2:Lt priority:-8 name:damage_reduction_ui_compact_0 template:numeric_as_sign_ui_0 label:Damage reduction label5:D.Red label2:DR priority:-9 name:movement_speed_ui_compact_0 template:numeric_as_sign_ui_0 label:Movement speed label5:Moves label2:MS priority:-10