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renewedbullet
12-03-2009, 08:25 AM
<p>can you change arcane an nox they look like other potion already in game</p><p>arcane looks like claritys and nox looks like any buff potion</p>

feldon30
12-03-2009, 02:51 PM
<p>I appreciate the effort of changing these icons, but they really could be a LOT better.</p><p>Here's how they look on Test:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepots_gu54.png" width="305" height="658" /></p><p>I spent about an hour creating some new Cure Potion graphics:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepotion_mockup.png" /></p><p>I hereby donate them to SOE and the EQ2 Dev Team. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Wytie
12-03-2009, 03:50 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>I appreciate the effort of changing these icons, but they really could be a LOT better.</p><p>Here's how they look on Test:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepots_gu54.png" width="305" height="658" /></p><p>I spent about an hour creating some new Cure Potion graphics:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepotion_mockup.png" /></p><p>I hereby donate them to SOE and the EQ2 Dev Team. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>I like these much better.</p><p>If they are going to change the color, then they really need to change the colors to something unused or they arent really helping and just wasting time.</p>

Jonaroth
12-03-2009, 04:18 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>I appreciate the effort of changing these icons, but they really could be a LOT better.</p><p>Here's how they look on Test:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepots_gu54.png" width="305" height="658" /></p><p>I spent about an hour creating some new Cure Potion graphics:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepotion_mockup.png" /></p><p>I hereby donate them to SOE and the EQ2 Dev Team. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>a simple color change will be an upgrade sure, but man would I love to have Feldon's icons instead <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

TheSpin
12-03-2009, 04:43 PM
<p>I gotta vote for Feldon's icons as well.</p><p>I'd also love to add that poisons are much more important for me to get new icons than the cure potions.  Simply because I already had a macro made with different icons to use the cure potions, but I can't do the same thing for poisons because you have to be able to right click the poison and turn auto consume off/on etc... the macro thing doesn't work for all that.</p>

Xalmat
12-03-2009, 05:05 PM
<p>Feldon's icons are far superior.</p><p>Unfortunately a simple color code change isn't fixing the problem.</p>

Banditman
12-03-2009, 05:10 PM
<p>I would even be happy if they were simply assigned the corresponding icons from the UI.</p>

Ocello
12-03-2009, 05:10 PM
<p>I disagree...if you have these on your hotbar, you have them all together.  You can tell which each one cures by the color.  It doesn't take science.  There are a lot better ways to spend dev time then having them code in all new graphics for all the different potions (which of course people will ask for if they did this).</p><p>C'mon guys, it is a very good and needed change.  No need to complain about EVERYTHING.</p>

Xalmat
12-03-2009, 05:16 PM
<p><cite>Ocello wrote:</cite></p><blockquote><p>I disagree...if you have these on your hotbar, you have them all together.  You can tell which each one cures by the color.</p></blockquote><p>Except that these colors also correspond with <em>other</em> potions and even poisons. It doesn't fix the problem of knowing what they are at a glance.</p><p>Feldon's icons are a common sense change.</p>

Gninja
12-03-2009, 05:26 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Ocello wrote:</cite></p><blockquote><p>I disagree...if you have these on your hotbar, you have them all together.  You can tell which each one cures by the color.</p></blockquote><p>Except that these colors also correspond with <em>other</em> potions and even poisons. It doesn't fix the problem of knowing what they are at a glance.</p><p>Feldon's icons are a common sense change.</p></blockquote><p>And also require a complete art build to impliment instead of just changing the different cures to different colors. separate the poisons and other potions to a different area on your hotbar or even a different hotbar if you use them there and you will easily be able to tell at a glance that these are your cures sitting all 4 next to each other. I am sorry I can't change them to be perfect but I hope this change at least helps with some of the confusion.</p>

feldon30
12-03-2009, 05:34 PM
I think the change will help. Long term, I'd love to see the cure potions get a unique graphic though. I realize this means adding a DDS file.

Eveningsong
12-03-2009, 05:54 PM
<p>Hmm, somehow I was expecting to see the actual detrimental effect icon on each of the cure pots, not just a different coloured vial.  It really doesn't require a little picture of a vial on the icon to know that its a cure potion, but if you had the detrimental effect icon it would be explicitly clear which it would cure and wouldn't be confused with other potions.  Plus the artwork already exists in game <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.  And even though the cure spells use the same icon, folks who have cure spells available probably either won't have cure potions hotkeyed at all, or they would be in a different spot/hotbar and not easily confused with the spell(s).</p>

Transen
12-03-2009, 06:16 PM
<p>Personally after asking for just this change a while that has finally been implemented, I'm glad of it.  As it currently stood, I had to make macros to manually make those very changes and of course, you don't get the bonus of having a item count on the icon when it's a macro.</p><p>As for those icons Feldon made, they look great but I would make a few changes to the mini-icons on them.  Replace the plus-sign on the trauma potion with cross-swords (because to me, a plus sign says that it's adding health) and change the elemental one to have a small flame behind and slightly off-center of the ice flake (because the ice and blue all by itself gives the impression of it only curing cold effects).  Just my 2-copper.</p>

Wytie
12-03-2009, 06:24 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Ocello wrote:</cite></p><blockquote><p>I disagree...if you have these on your hotbar, you have them all together.  You can tell which each one cures by the color.</p></blockquote><p>Except that these colors also correspond with <em>other</em> potions and even poisons. It doesn't fix the problem of knowing what they are at a glance.</p><p>Feldon's icons are a common sense change.</p></blockquote><p>And also require a complete art build to impliment instead of just changing the different cures to different colors. separate the poisons and other potions to a different area on your hotbar or even a different hotbar if you use them there and you will easily be able to tell at a glance that these are your cures sitting all 4 next to each other. I am sorry I can't change them to be perfect but I hope this change at least helps with some of the confusion.</p></blockquote><p>I cant wait till I blow a 15min immunity potion thinking its a cure now.</p><p>Personally if you arent going to give them atleast a simi unique color Id rather you just have left them alone since for the past few years Iv grown to get use to it.</p><p>The only confusion this will help is after I seperate my immunity potions from my cure potions now since they will all blend together.</p><p>I liked my hotbar setup, now it will have to change, so much for helping to me thats rather frustrating.</p><p>While I understand your limitations, my feedback would rather you not half way do something.</p>

Mynervia
12-03-2009, 06:25 PM
<p>For my cure potion hotkeys, I wound up using the icons from the old 'blood' vials - a vial of dryad blood, a vial of drake blood, canine saliva, a vial of darkness, etc.  They're all in vials of the same style, with different colored "liquids" inside, and are distinct from the potion vial graphics (while they still point to the upper right, they are differently style and have no cork and are not completely filled).</p><p>While switching to these graphics would just cause *other* conflicts, at least it would no longer be conflicts with other potions.  Maybe that could be an idea?   Admittedly, it would make it less-obvious that they were potions at all, since they'd be breaking the usual potion-graphic-styling, which might make them unacceptable, but did want to mention it.</p><p>(I used green for noxious, red for trauma, purple for elemental, but there's no good 'white'-esque one for arcane)</p>

tkia
12-03-2009, 06:26 PM
<p>This solution isn't perfect but it's certainly a good compromise that I can live with until there's an opportunity to refine it further with new artwork. Poisons shouldn't be an issue here as they already have a different graphic icon to the cure portions. The ones that match are the buff potions and I would have thought people are less likely to have those hotkeyed anyway as they don't need to be grabbed with quite the same urgency as cures.</p><p>Oh, and thanks very much for taking the time to do this for us, Gninja <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Jonaroth
12-03-2009, 06:41 PM
<p>I think a better solution is just have Click-To-Cure built into the default UI, and have have 1 potion that cures all instead of 4. Hotbars are kind of bloated ya know, it'd be nice if we didn't need 6-10 hotbars to play a game.</p><p>Why over complicate things?</p>

JenarieII
12-03-2009, 07:05 PM
<p>Wonderful change!  Thank you so much!</p><p>Funny timing for me because I used the wrong cure on a raid the other day which caused my death (and me feeling incredibly stupid) and sent a feedback.  Obviously this was already in the works and probably already done before they got my feedback but still... talk about almost instant gratification! </p><p>This will be a major help for me and I really appreciate it.</p>

Brook
12-03-2009, 07:11 PM
<p><cite>Jonaroth wrote:</cite></p><blockquote><p>I think a better solution is just have Click-To-Cure built into the default UI, and have have 1 potion that cures all instead of 4. Hotbars are kind of bloated ya know, it'd be nice if we didn't need 6-10 hotbars to play a game.</p><p>Why over complicate things?</p></blockquote><p>Why not have 1 button that cast your spells heals you or cast whatever combat art you happen to be thinking about? Hell that would make it even better, a game with no more than 6 buttons to do everything. Wish you were designing games for us. lol</p><p>Honestly, I like to have a CHOICE of what to cast and when, I don't need the game dumbed down even more to play it.</p><p>Personally I feel that if they are just going to do a halfa**** job at it they should just leave it as it is. Its not really doing anything but changing something else without purpose in its current state.</p>

Jonaroth
12-03-2009, 08:11 PM
<p><cite>Brook wrote:</cite></p><blockquote><p><cite>Jonaroth wrote:</cite></p><blockquote><p>I think a better solution is just have Click-To-Cure built into the default UI, and have have 1 potion that cures all instead of 4. Hotbars are kind of bloated ya know, it'd be nice if we didn't need 6-10 hotbars to play a game.</p><p>Why over complicate things?</p></blockquote><p>Why not have 1 button that cast your spells heals you or cast whatever combat art you happen to be thinking about? Hell that would make it even better, a game with no more than 6 buttons to do everything. Wish you were designing games for us. lol</p><p>Honestly, I like to have a CHOICE of what to cast and when, I don't need the game dumbed down even more to play it.</p><p>Personally I feel that if they are just going to do a halfa**** job at it they should just leave it as it is. Its not really doing anything but changing something else without purpose in its current state.</p></blockquote><p>Well atleast the feeling is mutual, I'm also very glad you're not designing the game for us. Otherwise we'd all have to use 25 hotbars just to play the game and any time we'd need to heal or cure we'd have to choose between 50 spells instead of just a few. lol</p><p>Honestly, I like to have a CHOICE of what to cast and when, but as the game is, it requires atleast 6+ hotbars to have everything you need ready for you, it'd be nice if it was 5 or less.</p><p>I would hardly call making a "cure-all" potion "dumbing down" of the game, If you're smart enough to find the proper potions on the broker, drag them on a hotbar, recognize the detriments that pop up and press the icon in time before you die, It doesn't make much a difference if there is 1 icon for it or 4, or even 50... Except for screen and hotbar real estate <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Rijacki
12-03-2009, 08:29 PM
<blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Ocello wrote:</cite></p><blockquote><p>I disagree...if you have these on your hotbar, you have them all together.  You can tell which each one cures by the color.</p></blockquote><p>Except that these colors also correspond with <em>other</em> potions and even poisons. It doesn't fix the problem of knowing what they are at a glance.</p><p>Feldon's icons are a common sense change.</p></blockquote><p>And also require a complete art build to impliment instead of just changing the different cures to different colors. separate the poisons and other potions to a different area on your hotbar or even a different hotbar if you use them there and you will easily be able to tell at a glance that these are your cures sitting all 4 next to each other. I am sorry I can't change them to be perfect but I hope this change at least helps with some of the confusion.</p></blockquote><p>However, this change only creates confusion. </p><p>Currently on Live,  the colour coding for the potions red (cures), blue (heals/wards/power heals), and green (buffs) not only denotes the type but also indicates which potions share a recast timer.</p><p>Look at the colours you've changed the cures to..</p><p><cite>feldon30 wrote:</cite></p><blockquote><p>I appreciate the effort of changing these icons, but they really could be a LOT better.</p><p>Here's how they look on Test:</p><p><img src="http://eq2wire.feldoncentral.com/files/curepots_gu54.png" width="305" height="658" /></p></blockquote><p>So...</p><p>Will the Arcane cure now share a recast timer with Regeneration, Health, Clarity, Power, or the Reprieves (wards)? It looks exactly like them. If I use a Clarity potion, will I be prevented from using an Arcane cure for more than 5 minutes? Why not? That's the way the purples have worked for the last couple years. I have clarity potions on my hotbar for some of my characters, how is the clarity potion visually different from this arcane potion? If I use a clarity potion instead of the arcane, I won't be able to use another for several minutes and I might well have died from the arcane dot I meant to cure.</p><p>Will Noxious now share a recast timer with +stat, +crit, +pool, potions? I have Second Sight potions on my hot bar. They're green, exactly as your proposed change for the Nox potion. If I use a Second Sight potion, I can't cast another green potion for more than 15 minutes. </p><p>Plus... mastercrafted heal potions (purple) and mastercrafted buff potions (green) require a [tier] dust to make. The dusts are a by product of making and Expert CA or Spell. Smoldering dust, isn't cheap and most alchemists on AB are charging 5g+ per potion for the mastercrafted heals and buffs (could be higher or lower on other servers). If I accidentally use a mastercrafted heal or buff potion instead of a cure, not only am I dead from the dot, I will have wasted a chunk of money.</p><p>The purple and the green should NOT be used for cure potions. Yellow is fine, a teal blue would be fine (as long as it isn't one of the current poison icons), white would even be okay.</p><p>Heck, even giving them sparklies or a very distinctively and obviously different background would most likely be fine.</p>

crumpledmonkey
12-03-2009, 09:48 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Ocello wrote:</cite></p><blockquote><p>I disagree...if you have these on your hotbar, you have them all together.  You can tell which each one cures by the color.</p></blockquote><p>Except that these colors also correspond with <em>other</em> potions and even poisons. It doesn't fix the problem of knowing what they are at a glance.</p><p>Feldon's icons are a common sense change.</p></blockquote><p>And also require a complete art build to impliment instead of just changing the different cures to different colors. separate the poisons and other potions to a different area on your hotbar or even a different hotbar if you use them there and you will easily be able to tell at a glance that these are your cures sitting all 4 next to each other. I am sorry I can't change them to be perfect but I hope this change at least helps with some of the confusion.</p></blockquote><p>maybe try using the icons from the old crafting  W.O.R.T s, man that shows my age in eq2.</p><p>anybody remember what they stand for washes, resins and tempers is all i can remember.</p>

Purr
12-03-2009, 10:09 PM
<p>I don't know if that would require Art Team involvement, too. But we have asked for the ability to create macro icons by simply typing something in that small icon field. Pretty much like what Vanguard had right from the start.</p><p>And being able to combine in game icons with an overlay of text we could create would be simply splendid.</p><p>Maybe? Somewhen[TM] ?</p><p>Purr~</p>

feldon30
12-03-2009, 10:54 PM
<p>You can expect a posting on EQ2Interface.com and EQ2Wire tomorrow with a little drop-in hack that will give you cure potion icons like the ones I posted above using the macro icon replacement trick. Xalmat was instrumental in helping me understand the file format and how to do this. This will be, of course, completely unsupported and I'll have to release an update to work with Sentinel's Fate. Note that EQ2 Forums are not really the place to discuss UI mods of EQ2. Rijacki, Gninja's change was purely graphical. He didn't lump any cure potions in with other potions to use their timers. It would be pretty hard to raid with cure potions on a 9 minute timer. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Trellium
12-03-2009, 11:30 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>Rijacki, Gninja's change was purely graphical. He didn't lump any cure potions in with other potions to use their timers. It would be pretty hard to raid with cure potions on a 9 minute timer. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Maybe I misunderstood Rijacki's post but what I came away with is that the purely graphical changes don't make it at all clear that the potions are not lumped together and in fact might make it even more confusing. The similarity of icons should indicate similar functionality, but that is becoming less obvious.</p><p>I am adding this part from Rijacki's post:</p><p><cite>Rijacki wrote:</cite></p><blockquote><p><span>If I use a Clarity potion, will I be prevented from using an Arcane cure for more than 5 minutes? <em><strong>Why not?</strong></em></span></p></blockquote><p>It's the last part that makes me think she isn't at all saying that she thought he lumped the potions to their timers; she wants to know why you wouldn't make that assumption. She knows the potion timers aren't the same, but the icons make them look so similar you <em><strong>should</strong></em> expect that they do share a timer.</p><p>Overall, I think she is on your side. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

ZexisStryfe
12-03-2009, 11:57 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>And also require a complete art build to impliment instead of just changing the different cures to different colors.</p></blockquote><p>Bwah? The icon_is106.dds file has 6 open slots on it. Perhaps my understanding is wacked, but couldn't you just patch a new version of this file to the client with the new art assets in it?</p><p>The only complication I could see here is that that file is filled internally with assets that haven't been patched out (expansion icons), in which case this could always be a stopgap solution and you could add new icons to the expansion icon files so we get totally new icons for the potions with the expansion... <img src="/eq2/images/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" /></p>

feldon30
12-04-2009, 12:49 PM
<p>Wow. I think this is a case of a little knowledge being dangerous. A few of us looked at this DDS file and said "ah hah... there are 6 slots available, why can't anyone at EQ2 just modify this file?" Well, if I were on the art team and someone started adding art without even notifying me (let alone asking me to create the art, since it is my job to create the art), we'd have a problem. You cannot have a situation where developers can add stuff willy-nilly after things have passed QA, bypass entire departments, or writing into files that other developers will expect to have spaces free. I can certainly understand that if you have folks NOT on the art team who start poking around with the DDS files, you will have chaos pretty quickly. All art added to the game does have a review process. I'm sorry if I created any grief for Gninja on this. He was able to squeeze in a quick update to reuse some existing graphics. To create totally new cure potion graphics and getting these into the game requires requesting the assets from the art department, scheduling, etc. It sounds small, but every change to this game has to go through the process. Otherwise, you get broken content.</p>

Banditman
12-04-2009, 01:01 PM
<p>I think this is simply a case of bang for the buck.  I honestly think the greatest bang for the buck is finding a way for us to access more of the existing assets as valid macro icon targets.  If I had the ability to simply slap the appropriate "click to cure" icon on a macro, with the potion underneath, none of this would even be worthy of discussion.</p>

Xalmat
12-04-2009, 01:45 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>I think this is simply a case of bang for the buck.  I honestly think the greatest bang for the buck is finding a way for us to access more of the existing assets as valid macro icon targets.  If I had the ability to simply slap the appropriate "click to cure" icon on a macro, with the potion underneath, none of this would even be worthy of discussion.</p></blockquote><p>You can actually do this by using /savehotkeys, manipulating the file to create a custom local macro (one that only exists on your hotbar and not in your macro window) and using /loadhotkeys to import it back into eq2.</p><p>Using that method and by editing one of the .dds files locally, I'm able to get cure potion macros that use Feldon's icons. But you can also replace macro icons with any other icon in the game, so long as they're a local macro. Sadly the ability to save your Macros in your Macro window to a text file and reimport them doesn't exist.</p>

ZexisStryfe
12-04-2009, 08:25 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>Wow. I think this is a case of a little knowledge being dangerous. A few of us looked at this DDS file and said "ah hah... there are 6 slots available, why can't anyone at EQ2 just modify this file?" Well, if I were on the art team and someone started adding art without even notifying me (let alone asking me to create the art, since it is my job to create the art), we'd have a problem. You cannot have a situation where developers can add stuff willy-nilly after things have passed QA, bypass entire departments, or writing into files that other developers will expect to have spaces free. I can certainly understand that if you have folks NOT on the art team who start poking around with the DDS files, you will have chaos pretty quickly. All art added to the game does have a review process. I'm sorry if I created any grief for Gninja on this. He was able to squeeze in a quick update to reuse some existing graphics. To create totally new cure potion graphics and getting these into the game requires requesting the assets from the art department, scheduling, etc. It sounds small, but every change to this game has to go through the process. Otherwise, you get broken content.</p></blockquote><p>I would never suggest a not-art Dev add the icons. Who ever is in charge of these particular files is the one who should add them.  I also never suggested bypassing protocol. I merely stated that the act of adding new icons is simple. Everything has an official process which must be followed or else you get shotty work. I didn't mean to imply Gninja should take your icons and plop them into the file and push it. When I ment to say was that they are already working on new icons for the expansion, why not create 4 new potion icons while at it.</p>

madha
12-07-2009, 11:46 AM
<p>I use the old healer icons for the potion cures, back when healers had like 4 diffrent cure spells, cant see how many you have at aglance, and you have to dig around with icon files, but works pretty good alond with /cancle_spellcast.</p>

Wilderbeast25
12-07-2009, 12:44 PM
<p><cite>madhatr wrote:</cite></p><blockquote><p>I use the old healer icons for the potion cures, back when healers had like 4 diffrent cure spells, cant see how many you have at aglance, and you have to dig around with icon files, but works pretty good alond with /cancle_spellcast.</p></blockquote><p>This is what I was basically wondering - why can't we use the old healer icons if we need to use existing images?  To me this would be a lot more helpful and honestly was what I was expecting in the first place to be used.</p><p>I really do appreciate the effort you are making to help but I'm afraid that it is still going to be confusing.</p><p>Thanks!</p>

Ventisly
12-07-2009, 04:41 PM
<p>Just make a macro for each remedy that has /cancel_spellcast as the first line and then uses the remedy as the second line.  Then drag the icons into the macro for the adornment Xxxx Firey Polish (red trauma), Xxxx Artic Polish (blue arcane), Xxxx Septic Polish (green noxious) and Xxxx Holy Polish (yellow elemental) and you're done.</p>

bluefish
12-08-2009, 04:03 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>You can expect a posting on EQ2Interface.com and EQ2Wire tomorrow with a little drop-in hack that will give you cure potion icons like the ones I posted above using the macro icon replacement trick. Xalmat was instrumental in helping me understand the file format and how to do this. This will be, of course, completely unsupported and I'll have to release an update to work with Sentinel's Fate. Note that EQ2 Forums are not really the place to discuss UI mods of EQ2. Rijacki, Gninja's change was purely graphical. He didn't lump any cure potions in with other potions to use their timers. It would be pretty hard to raid with cure potions on a 9 minute timer. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p> If it's just graphicsl then why don't you make a macro for each potion the drag whatever icon you want as to identify it?</p><p>Personally I didnt have a problem with the way it was before as I use a custom player window only UI that whne the detrimental shows up .. I click the det icon and it uses the correct potion to cure .. no guess work /shrug</p>

feldon30
12-08-2009, 04:46 PM
Adding new icons to the game requires editing DDS files. Sorry I have not posted this hack yet.

Transen
12-12-2009, 10:44 AM
<p>No hack required to change a .dds file, <a href="http://www.eq2interface.com/" target="_blank">UI modders</a> do it all the time.</p>

Rijacki
12-12-2009, 12:37 PM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>Rijacki, Gninja's change was purely graphical. He didn't lump any cure potions in with other potions to use their timers. It would be pretty hard to raid with cure potions on a 9 minute timer. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Yes, it is a GREAPHICAL change, but making them look like existing potions when, for the last 2 years, potions that look alike share the same timer is adding a layer of confusion.</p><p>There are people who actually do use the other potions. If they had their GREEN second sight or tactics potion in the same bag with their, before the change, red cure potions, opening their bag after the change, at a glance which is the second sight or tactics and which is the poison cure? How about a freedom potion which is PURPLE, if that was in the same bag with the formerly red cures, now which, at a glance, is the freedom potion? Since the freedom potion has a much longer recast, even though it lasts a short while, you would blow your ability to use it or any clarity/health potion for a while if you accidently clicked on it (visually identical) instead of your cure potion and you wouldn't clear your dot either. Sure, you could then immediately use the cure potion because its timer wouldn't be blown, but would you notice right away? No, you'd see the potion cool down timer and figure either you got redotted or it didn't work for some reason.</p><p>My point what that using the same exact icon and 2 other existing potion line icons was not the best choice in the least. I agree that the old WORT icons could have been used instead. There is a blue, orange-yellow, and green which are now not in use or even the oil can one.</p><p>But... the change was done quickly and, in my opinion, with very little thought.</p>

Ahlana
12-12-2009, 12:39 PM
<p><cite>feldon30 wrote:</cite></p><blockquote>Adding new icons to the game requires editing DDS files. Sorry I have not posted this hack yet.</blockquote><p>OMG get to it, I am waiting eagerly :p</p>

feldon30
12-12-2009, 04:28 PM
<p>I'm working on it now. Due to how the <strong>/loadhotkeys</strong> command is implemented, it will require an excessively long set of instructions to install. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /> Currently, any time you use the <strong>/loadhotkeys</strong> command, it wipes out all your hotbars. This makes it very difficult for me to provide a file which simply adds these 4 icons to an existing setup. Hopefully in the future, we could see an alternate command like <strong>/loadhotkeysadd</strong> that would simply import hotkeys without nuking your existing hotbars first.</p>

feldon30
12-12-2009, 06:09 PM
<a href="http://eq2wire.feldoncentral.com/2009/12/12/eq2wire-cure-potions/" target="_blank" rel="nofollow">http://eq2wire.feldoncentral.com/20...e-cure-potions/</a> Sorry for the convoluted instructions. I know no easier way.