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Author SHA1 Message Date
pleb be040c06d6 pleb: use ir_black textcolors 2026-07-30 10:20:09 -07:00
pleb 398b7dfa81 Polish readme 2026-07-22 12:01:50 -07:00
pleb 70920f2167 Reorganize docs 2026-07-22 11:39:41 -07:00
18 changed files with 1414 additions and 722 deletions
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@@ -1,80 +1,3 @@
# AGENTS.md # AGENTS.md
EverQuest client config and a **minimal classic UI skin** (`UISkin=isuldor`) maintained as unified diffs against `uifiles/default/`. * [EverQuest Legends spell data](/docs/eql-spell-data.md)
## Docs
* Install paths and INI layout: [docs/steam-linux-paths.md](docs/steam-linux-paths.md)
* 2026 theme refresh (what broke, what we changed): [docs/ui-theme-2026-refresh.md](docs/ui-theme-2026-refresh.md)
## Patch-set model (advice)
We patch **six** `EQUI_*.xml` files plus two `dark_tile_*.tga` textures — not a full skin fork. That is intentional.
| Do | Avoid |
|----|--------|
| Keep the patch set small (persistent on-screen windows only) | Copying all of `uifiles/default/` into git |
| Patch `uifiles/default/` → install to `uifiles/isuldor/` | Patching `uiresources/` / `AtlasSkin` (HTML/Cohtml panels) |
| Run `bash ui/verify.sh` before every commit and after every game patch | Relying on `patch --fuzz 3` without a dry-run |
| Regenerate diffs with `bash ui/install.sh --update` (CRLF-aware) | Hand-editing diffs or `diff -u` from LF-only XML |
| Budget **manual re-merge** for `EQUI_PlayerWindow` after major client updates | Expecting every patch to apply for years unchanged |
**Highest-churn files:** `EQUI_PlayerWindow.xml` (roles, aggro, meters), then `EQUI_HotButtonWnd.xml` (many slot animations). Everything else has been stable across years.
**Pin the client you verified against:** `ui/.verified-build` (eqgame mtime, patch list). Refresh with `bash ui/verify.sh --record` after a successful in-game check.
## Non-obvious details
* **Two UI trees:** `UISkin``uifiles/<name>/` (XML we patch). `AtlasSkin``uiresources/<name>/` (modern panels; **out of scope** — stay stock Default).
* **Stock XML is CRLF.** `uifiles/default/*.xml` use Windows line endings. LF-only merged files produce giant whole-file diffs; `install.sh --update` normalizes to CRLF when the default file is CRLF.
* **`patch --fuzz 3`** helps when line numbers drift (e.g. `EQUI_Animations`) but can apply the wrong hunk if context is ambiguous. Verify always uses dry-run; treat any future `FAILED` on PlayerWindow as a hand-merge, not a fuzz tweak.
* **Textures:** Register new `.tga` only in `EQUI_Animations.diff`; reference by filename elsewhere. `install.sh` copies `ui/*.tga` into `uifiles/isuldor/`.
* **Theme vs layout:** XML = chrome/templates. Window positions and fade % live in `UI_<Char>_<Server>_<Class>.ini` (`UISkin`, fades). Chat colors in `eqclient.ini` `[TextColors]`. Client updates can stomp INIs — keep canonical copies in this repo.
* **`EQType` on labels:** The player-window theme uses shadow labels and specific EQTypes (e.g. HP `17`, mana `124`) so text overlays gauges; stock uses different types — do not “fix” to match default without checking in-game.
* **Required stub labels:** `HPPerLabel` / `ManPercLabel` / `FatiguePercLabel` must exist as minimal `<Label>` pieces (ScreenID only) or the client breaks.
* **Install script:** Use `bash ui/install.sh` (shebang can fail on some mounts). `EQ_GAME_PATH` overrides auto-detect (Steam Linux path is tried first).
* **Game path detection:** Looks for `eqgame.exe` in install root (including Proton/Steam Linux `.exe` name).
## Lint / verify (run before commit)
From repo root:
```bash
# 1. Patches apply cleanly against live uifiles/default/
bash ui/verify.sh
# 2. Optional: fail if eqgame.exe changed since ui/.verified-build
bash ui/verify.sh --strict
# 3. After game patch + in-game smoke test — update pin file
bash ui/verify.sh --record
```
**Install + verify together:**
```bash
bash ui/install.sh && bash ui/verify.sh
```
**After editing `uifiles/isuldor/` in-game or by hand:**
```bash
bash ui/install.sh --update # regenerate *.diff (CRLF-safe)
bash ui/verify.sh --record
```
**Manual checks** (no automated linter for EQ UI XML):
* No duplicate `<Pieces>` entries in `EQUI_PlayerWindow` (easy to introduce when merging).
* `grep -c Player_HPLabelShadow` in built XML — should appear twice (element + one Pieces line), not three.
* Diff size sanity: `EQUI_PlayerWindow.diff` should be hundreds of lines, not 1500+ (signals CRLF/LF mismatch).
**In-game smoke test** (after client update): player window (HP/mana/XP/AA, group roles, aggro), hotbars, chat, spell window; inventory/AA should still look like **Default**.
## Workflow summary
```
game patch → bash ui/install.sh → bash ui/verify.sh
→ fix failed hunks (usually EQUI_PlayerWindow) → install.sh --update → verify.sh --record
→ set UISkin=isuldor in UI INI → login smoke test
```
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@@ -1,11 +1,5 @@
[HotButtons] [HotButtons]
Page1Button3=H0,@-1,0000000000000000,0,, Page1Button12=M-1,A633,wGy000u0000I0000,177708,,Boots of the Long Road
Page1Button4=H1,@-1,0000000000000000,0,,
Page1Button5=H2,@-1,0000000000000000,0,,
Page1Button6=G10,@-1,0000000000000000,0,,
Page1Button9=G4,@-1,0000000000000000,0,,
Page1Button10=G12,@-1,0000000000000000,0,,
Page1Button12=M-1,A633,P3m000u0000D0000,177708,,Boots of the Long Road
Page1Button1=I2,@-1,0000000000000000,0,Pet attack, Page1Button1=I2,@-1,0000000000000000,0,Pet attack,
[Defaults] [Defaults]
AutoConsentGroup=1 AutoConsentGroup=1
@@ -23,6 +17,7 @@ UseImpliedHealing=0
AutoAttackRangeAutoSwitch=1 AutoAttackRangeAutoSwitch=1
SuppressOutOfRangeWarnings=0 SuppressOutOfRangeWarnings=0
SuppressAttackWarnings=0 SuppressAttackWarnings=0
AutoSkillsLO0=30,0,0,0,0,0,0,0
[Friends] [Friends]
SendToUChat=0 SendToUChat=0
[BlockedSpells] [BlockedSpells]
@@ -62,4 +57,3 @@ Page1Button4Line1=/corpse Tanto
Page1Button2Line1=/assist main Page1Button2Line1=/assist main
Page1Button2Line2=/pause 6 Page1Button2Line2=/pause 6
Page1Button2Line3=/pet attack Page1Button2Line3=/pet attack
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -21,9 +21,16 @@ player_configs=(
"${source_dir}"/[!_]*_*.ini "${source_dir}"/[!_]*_*.ini
) )
# The client creates Backup_N copies while saving layouts. They are transient
# snapshots, not the current configuration we track.
configs=("${source_dir}/eqclient.ini")
for config in "${player_configs[@]}"; do
[[ "$(basename -- "${config}")" == *Backup* ]] && continue
configs+=("${config}")
done
# Player settings use Character_Server.ini, Character_Server_Class.ini, and # Player settings use Character_Server.ini, Character_Server_Class.ini, and
# UI_Character_Server_Class.ini names. Launcher INIs do not match this shape. # UI_Character_Server_Class.ini names. Launcher INIs do not match this shape.
configs=("${source_dir}/eqclient.ini" "${player_configs[@]}")
for config in "${configs[@]}"; do for config in "${configs[@]}"; do
destination="${script_dir}/$(basename -- "${config}")" destination="${script_dir}/$(basename -- "${config}")"
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#!/usr/bin/env bash
set -euo pipefail
destination_dir="${EQL_GAME_PATH:-${HOME}/Games/EverQuestLegends}"
script_dir=$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)
configs=(
"eqclient.ini"
"Pleb_oggok_LO1.ini"
"UI_Pleb_oggok_LO1.ini"
)
if [[ ! -d "${destination_dir}" ]]; then
echo "Error: EverQuest Legends directory not found: ${destination_dir}" >&2
echo "Set EQL_GAME_PATH to the game install directory." >&2
exit 1
fi
for config in "${configs[@]}"; do
source="${script_dir}/${config}"
if [[ ! -f "${source}" ]]; then
echo "Error: tracked configuration not found: ${source}" >&2
exit 1
fi
done
for config in "${configs[@]}"; do
source="${script_dir}/${config}"
destination="${destination_dir}/${config}"
cp -- "${source}" "${destination}"
echo "Updated eql/${config}"
done
echo "Pushed ${#configs[@]} config file(s) to ${destination_dir}"
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# AGENTS.md
EverQuest client config and a **minimal classic UI skin** (`UISkin=isuldor`) maintained as unified diffs against `uifiles/default/`.
## Docs
* Install paths and INI layout: [docs/steam-linux-paths.md](docs/steam-linux-paths.md)
* 2026 theme refresh (what broke, what we changed): [docs/ui-theme-2026-refresh.md](docs/ui-theme-2026-refresh.md)
## Patch-set model (advice)
We patch **six** `EQUI_*.xml` files plus two `dark_tile_*.tga` textures — not a full skin fork. That is intentional.
| Do | Avoid |
|----|--------|
| Keep the patch set small (persistent on-screen windows only) | Copying all of `uifiles/default/` into git |
| Patch `uifiles/default/` → install to `uifiles/isuldor/` | Patching `uiresources/` / `AtlasSkin` (HTML/Cohtml panels) |
| Run `bash ui/verify.sh` before every commit and after every game patch | Relying on `patch --fuzz 3` without a dry-run |
| Regenerate diffs with `bash ui/install.sh --update` (CRLF-aware) | Hand-editing diffs or `diff -u` from LF-only XML |
| Budget **manual re-merge** for `EQUI_PlayerWindow` after major client updates | Expecting every patch to apply for years unchanged |
**Highest-churn files:** `EQUI_PlayerWindow.xml` (roles, aggro, meters), then `EQUI_HotButtonWnd.xml` (many slot animations). Everything else has been stable across years.
**Pin the client you verified against:** `ui/.verified-build` (eqgame mtime, patch list). Refresh with `bash ui/verify.sh --record` after a successful in-game check.
## Non-obvious details
* **Two UI trees:** `UISkin``uifiles/<name>/` (XML we patch). `AtlasSkin``uiresources/<name>/` (modern panels; **out of scope** — stay stock Default).
* **Stock XML is CRLF.** `uifiles/default/*.xml` use Windows line endings. LF-only merged files produce giant whole-file diffs; `install.sh --update` normalizes to CRLF when the default file is CRLF.
* **`patch --fuzz 3`** helps when line numbers drift (e.g. `EQUI_Animations`) but can apply the wrong hunk if context is ambiguous. Verify always uses dry-run; treat any future `FAILED` on PlayerWindow as a hand-merge, not a fuzz tweak.
* **Textures:** Register new `.tga` only in `EQUI_Animations.diff`; reference by filename elsewhere. `install.sh` copies `ui/*.tga` into `uifiles/isuldor/`.
* **Theme vs layout:** XML = chrome/templates. Window positions and fade % live in `UI_<Char>_<Server>_<Class>.ini` (`UISkin`, fades). Chat colors in `eqclient.ini` `[TextColors]`. Client updates can stomp INIs — keep canonical copies in this repo.
* **`EQType` on labels:** The player-window theme uses shadow labels and specific EQTypes (e.g. HP `17`, mana `124`) so text overlays gauges; stock uses different types — do not “fix” to match default without checking in-game.
* **Required stub labels:** `HPPerLabel` / `ManPercLabel` / `FatiguePercLabel` must exist as minimal `<Label>` pieces (ScreenID only) or the client breaks.
* **Install script:** Use `bash ui/install.sh` (shebang can fail on some mounts). `EQ_GAME_PATH` overrides auto-detect (Steam Linux path is tried first).
* **Game path detection:** Looks for `eqgame.exe` in install root (including Proton/Steam Linux `.exe` name).
## Lint / verify (run before commit)
From repo root:
```bash
# 1. Patches apply cleanly against live uifiles/default/
bash ui/verify.sh
# 2. Optional: fail if eqgame.exe changed since ui/.verified-build
bash ui/verify.sh --strict
# 3. After game patch + in-game smoke test — update pin file
bash ui/verify.sh --record
```
**Install + verify together:**
```bash
bash ui/install.sh && bash ui/verify.sh
```
**After editing `uifiles/isuldor/` in-game or by hand:**
```bash
bash ui/install.sh --update # regenerate *.diff (CRLF-safe)
bash ui/verify.sh --record
```
**Manual checks** (no automated linter for EQ UI XML):
* No duplicate `<Pieces>` entries in `EQUI_PlayerWindow` (easy to introduce when merging).
* `grep -c Player_HPLabelShadow` in built XML — should appear twice (element + one Pieces line), not three.
* Diff size sanity: `EQUI_PlayerWindow.diff` should be hundreds of lines, not 1500+ (signals CRLF/LF mismatch).
**In-game smoke test** (after client update): player window (HP/mana/XP/AA, group roles, aggro), hotbars, chat, spell window; inventory/AA should still look like **Default**.
## Workflow summary
```
game patch → bash ui/install.sh → bash ui/verify.sh
→ fix failed hunks (usually EQUI_PlayerWindow) → install.sh --update → verify.sh --record
→ set UISkin=isuldor in UI INI → login smoke test
```

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@@ -583,71 +583,90 @@ User_102_Blue=78
User_103_Red=204 User_103_Red=204
User_103_Green=204 User_103_Green=204
User_103_Blue=204 User_103_Blue=204
#EEEEEE white
User_104_Red=238
User_104_Green=238
User_104_Blue=238
#EEEEEE white
User_105_Red=238
User_105_Green=238
User_105_Blue=238
#FF6C60 red #FF6C60 red
User_104_Red=204
User_104_Green=204
User_104_Blue=204
#FF6C60 red
User_105_Red=204
User_105_Green=204
User_105_Blue=204
User_106_Red=255 User_106_Red=255
User_106_Green=106 User_106_Green=108
User_106_Blue=96 User_106_Blue=96
User_107_Red=204 #EEEEEE white
User_107_Green=204 User_107_Red=238
User_107_Blue=204 User_107_Green=238
User_108_Red=204 User_107_Blue=238
User_108_Green=204 #EEEEEE white
User_108_Blue=204 User_108_Red=238
User_109_Red=204 User_108_Green=238
User_109_Green=204 User_108_Blue=238
User_109_Blue=204 #EEEEEE white
User_109_Red=238
User_109_Green=238
User_109_Blue=238
#FFFFB6 yellow
User_110_Red=255 User_110_Red=255
User_110_Green=255 User_110_Green=255
User_110_Blue=182 User_110_Blue=182
#FFFFB6 yellow
User_111_Red=255 User_111_Red=255
User_111_Green=255 User_111_Green=255
User_111_Blue=182 User_111_Blue=182
#FFFFB6 yellow
User_112_Red=255 User_112_Red=255
User_112_Green=255 User_112_Green=255
User_112_Blue=182 User_112_Blue=182
User_113_Red=204 #EEEEEE white
User_113_Green=204 User_113_Red=238
User_113_Blue=204 User_113_Green=238
User_114_Red=204 User_113_Blue=238
User_114_Green=204 #EEEEEE white
User_114_Blue=204 User_114_Red=238
User_115_Red=204 User_114_Green=238
User_115_Green=204 User_114_Blue=238
User_115_Blue=204 #EEEEEE white
User_115_Red=238
User_115_Green=238
User_115_Blue=238
#FF6C60 red
User_116_Red=255 User_116_Red=255
User_116_Green=108 User_116_Green=108
User_116_Blue=96 User_116_Blue=96
#96CBFE blue
User_117_Red=150 User_117_Red=150
User_117_Green=203 User_117_Green=203
User_117_Blue=254 User_117_Blue=254
User_118_Red=204 #EEEEEE white
User_118_Green=204 User_118_Red=238
User_118_Blue=204 User_118_Green=238
User_118_Blue=238
#96CBFE blue
User_119_Red=150 User_119_Red=150
User_119_Green=203 User_119_Green=203
User_119_Blue=254 User_119_Blue=254
User_120_Red=204 #EEEEEE white
User_120_Green=204 User_120_Red=238
User_120_Blue=204 User_120_Green=238
User_120_Blue=238
#EEEEEE white
User_121_Red=238 User_121_Red=238
User_121_Green=238 User_121_Green=238
User_121_Blue=238 User_121_Blue=238
User_122_Red=204 #EEEEEE white
User_122_Green=204 User_122_Red=238
User_122_Blue=204 User_122_Green=238
User_123_Red=204 User_122_Blue=238
User_123_Green=204 #EEEEEE white
User_123_Blue=204 User_123_Red=238
User_124_Red=204 User_123_Green=238
User_124_Green=204 User_123_Blue=238
User_124_Blue=204 #EEEEEE white
User_124_Red=238
User_124_Green=238
User_124_Blue=238
[VideoMode] [VideoMode]
Width=1920 Width=1920
Height=1080 Height=1080
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# EQ Player Profile # EQ Configuration
My configuration notes for EverQuest. My configuration notes for EverQuest and some quick and dirty scripts.
## Scripts
* [Spell Data Explorer](/docs/eql-spell-data.md)
* `EverQuestLegends/pull.sh` — Pull Legends config files into the repo
* `EverQuestLegends/push.sh` — Push tracked Legends config files to the game
* `scripts/eql_spells.py` — Builds and queries a local spell-data index.
* `EverQuestLive/ui/install.sh` — Builds and installs the custom Isuldor UI.
* `EverQuestLive/ui/verify.sh` — Verifies UI patches against game defaults.
* `EverQuestLive/ui/eq-path.sh` — Finds the EverQuest installation directory.
## Characters ## Characters
Binary file not shown.