Starting to rough in a status effect display container. Adding some more colours to UIStyle globals
Adding a containing element.
Mocking display elements up to check for sizing/interactions.
Rebuilding the right bar, building container classes for potentially common shit to live in.
Added core stat block, added some comments to BigStatBlock.
Added an advancement block, starting to look at the status block
wat do? Status effect display cobbled into the right bar.
Fiddled some more spacing/padding in the right bar, removed all of the setup stuff that was in GUI.as; it now lives as part of the RightSideBar class itself. Added getters for all of the bars.
Renamed the actual status effect rendering element.
Placeholder icon elements. Need to figure out a better system.
Fucked around witha  bunch of shit in creature relating to status effects. Probably needs to be gutted and rebuilt to ensure it's working as actually intended (I don't think its been massively tested; it works, but there are probably loads of edge cases)
Fixed some setup fuckups with stat bars from my GUI refactor
Added some controls in a debug room to help test UI elements
Added support for icon class passing into the individual status effect elements, added support for properly resizing and locating them on the display element.
WIP code to handle the status effect display from the player
Added some test SVG files for swf embedding.
Status Effect display mostly working.
Hacked in some checking when creating a new effect to stop duplicates from being created.
Effects named with a number are probably going to sort weirdly; it will sort SomeEffect100 before SomeEffect2 (probably, I think it will at least)
Effects properly drop off based on duration.
Reorganised some of the existing UI element classes to... not be fucking stupid I guess?
Roughing in a tooltip element to play with sizing/positioning
Workin on tooltip resizing
Things.
Futzing with embedding more images.
Futzing, jumping to master to mess with inventory
Fixed the new icon in inkscape to position it correctly. Added a shared, static "library" for embedded assets; removes the need for shitload of getDefinitionByName/getQualifiedClass shite. Tooltips scale, icons are used when available, otherwise falls back to "Icon_Missing" as described in EmbeddedAssets.as
Documented the status effect classes some. Changed click activation to mouseover/out activation for effect elements. Cleaning up some resizing code in the grid element displays. Added some stuff to push through duration values into the tooltip, as well as do "live" updates of the duration status to the tooltip element itself.
Also, Samuel L. Ipsum.