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<pre> HTML-Tags ========= -<basefont color=#FFFFFF> </basefont> <BASEFONT COLOR=#FFFFFF> </BASEFONT> -<br> <BR> -<center> </center> <CENTER> </CENTER> -? -<DIV> </DIV> or <div> </div> -<DIV ALIGN=RIGHT> or <div align=right> -<U> </U> or <u> -<I> </I> or <i> </i> -<STRONG> </STRONG> or <strong> </strong -<B> </B> or <b> </b> </pre> <BODY><BASEFONT COLOR=#DFDFC0><CENTER>Welcome to the Ultima Online Tutorial! This and the following windows will explain how to play Ultima Online. You can use the scrollbar on the right to scroll this text up and down. Press the <B>NEXT</B> button when you are ready to begin!</CENTER></BASEFONT></BODY> When a plant reaches its maximum growth level, it will no longer grow in size, but will instead produce <a href="?50">seeds</a> any time a <a href="?51">growth check</a> is performed.<BR><BR>The type of seed that a plant produces is determined by whether it pollinated itself, or if pollen from another plant was applied to it during the <a href="?66">cross-pollination</a> process.<BR><BR>A plant will produce one seed per day, up to a maximum of eight seeds. A plant will only produce a seed if it is <a href="?52">healthy</a>.<BR><BR>You may gather seeds from a plant by using the Gather Seeds button on the Resources menu. You will pick all available seeds from the plant and place them in your backpack, if there is room.<BR><BR>The number of seeds available is displayed next to the Seed # indicator (seed image in an empty box).<BR><BR>A red X symbol indicates that the plant has been set to <a href="?70">decorative mode</a>, or has produced its maximum amount. <pre> Gump (basic) ============ private static byte[] m_BeginLayout = StringToBuffer( "{ " ); private static byte[] m_EndLayout = StringToBuffer( " }" ); private static byte[] m_NoMove = StringToBuffer( "{ nomove }" ); private static byte[] m_NoClose = StringToBuffer( "{ noclose }" ); private static byte[] m_NoDispose = StringToBuffer( "{ nodispose }" ); private static byte[] m_NoResize = StringToBuffer( "{ noresize }" ); Alpha return String.Format( "{{ checkertrans {0} {1} {2} {3} }}", m_X, m_Y, m_Width, m_Height ); Background return String.Format( "{{ resizepic {0} {1} {2} {3} {4} }}", m_X, m_Y, m_GumpID, m_Width, m_Height ); Button return String.Format( "{{ button {0} {1} {2} {3} {4} {5} {6} }}", m_X, m_Y, m_ID1, m_ID2, (int)m_Type, m_Param, m_ButtonID ); Checkbox return String.Format( "{{ checkbox {0} {1} {2} {3} {4} {5} }}", m_X, m_Y, m_ID1, m_ID2, m_InitialState ? 1 : 0, m_SwitchID ); Group return String.Format( "{{ group {0} }}", m_Group ); HTML-Gump return String.Format( "{{ htmlgump {0} {1} {2} {3} {4} {5} {6} }}", m_X, m_Y, m_Width, m_Height, Parent.Intern( m_Text ), m_Background ? 1 : 0, m_Scrollbar ? 1 : 0 ); HTML-Gump Localized =================== case GumpHtmlLocalizedType.Plain: return String.Format( "{{ xmfhtmlgump {0} {1} {2} {3} {4} {5} {6} }}", m_X, m_Y, m_Width, m_Height, m_Number, m_Background ? 1 : 0, m_Scrollbar ? 1 : 0 ); case GumpHtmlLocalizedType.Color: return String.Format( "{{ xmfhtmlgumpcolor {0} {1} {2} {3} {4} {5} {6} {7} }}", m_X, m_Y, m_Width, m_Height, m_Number, m_Background ? 1 : 0, m_Scrollbar ? 1 : 0, m_Color ); default: // GumpHtmlLocalizedType.Args return String.Format( "{{ xmfhtmltok {0} {1} {2} {3} {4} {5} {6} {7} @{8}@ }}", m_X, m_Y, m_Width, m_Height, m_Background ? 1 : 0, m_Scrollbar ? 1 : 0, m_Color, m_Number, m_Args ); private static byte[] m_LayoutNamePlain = Gump.StringToBuffer( "xmfhtmlgump" ); private static byte[] m_LayoutNameColor = Gump.StringToBuffer( "xmfhtmlgumpcolor" ); private static byte[] m_LayoutNameArgs = Gump.StringToBuffer( "xmfhtmltok" ); Image ========== if ( m_Hue == 0 ) return String.Format( "{{ gumppic {0} {1} {2} }}", m_X, m_Y, m_GumpID ); else return String.Format( "{{ gumppic {0} {1} {2} hue={3} }}", m_X, m_Y, m_GumpID, m_Hue ); } private static byte[] m_LayoutName = Gump.StringToBuffer( "gumppic" ); private static byte[] m_HueEquals = Gump.StringToBuffer( " hue=" ); Tiled-Button ============ if( m_LocalizedTooltip > 0 ) return String.Format( "{{ buttontileart {0} {1} {2} {3} {4} {5} {6} {7} {8} {9} {10} }}{{ tooltip {11} }}", m_X, m_Y, m_ID1, m_ID2, (int)m_Type, m_Param, m_ButtonID, m_ItemID, m_Hue, m_Width, m_Height, m_LocalizedTooltip ); else return String.Format( "{{ buttontileart {0} {1} {2} {3} {4} {5} {6} {7} {8} {9} {10} }}", m_X, m_Y, m_ID1, m_ID2, (int)m_Type, m_Param, m_ButtonID, m_ItemID, m_Hue, m_Width, m_Height ); private static byte[] m_LayoutName = Gump.StringToBuffer( "buttontileart" ); private static byte[] m_LayoutTooltip = Gump.StringToBuffer( " }{ tooltip" ); Tiled ===== return String.Format( "{{ gumppictiled {0} {1} {2} {3} {4} }}", m_X, m_Y, m_Width, m_Height, m_GumpID ); private static byte[] m_LayoutName = Gump.StringToBuffer( "gumppictiled" ); Item ========= if ( m_Hue == 0 ) return String.Format( "{{ tilepic {0} {1} {2} }}", m_X, m_Y, m_ItemID ); else return String.Format( "{{ tilepichue {0} {1} {2} {3} }}", m_X, m_Y, m_ItemID, m_Hue ); private static byte[] m_LayoutName = Gump.StringToBuffer( "tilepic" ); private static byte[] m_LayoutNameHue = Gump.StringToBuffer( "tilepichue" ); Label ========== return String.Format( "{{ text {0} {1} {2} {3} }}", m_X, m_Y, m_Hue, Parent.Intern( m_Text ) ); Label-Cropped ================== return String.Format( "{{ croppedtext {0} {1} {2} {3} {4} {5} }}", m_X, m_Y, m_Width, m_Height, m_Hue, Parent.Intern( m_Text ) ); Page ==== return String.Format( "{{ page {0} }}", m_Page ); Radio ===== return String.Format( "{{ radio {0} {1} {2} {3} {4} {5} }}", m_X, m_Y, m_ID1, m_ID2, m_InitialState ? 1 : 0, m_SwitchID ); Text-Entry ========== return String.Format( "{{ textentry {0} {1} {2} {3} {4} {5} {6} }}", m_X, m_Y, m_Width, m_Height, m_Hue, m_EntryID, Parent.Intern( m_InitialText ) ); Tooltip ======= return String.Format( "{{ tooltip {0} }}", m_Number ); </pre>
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