_:n40770d0fee75413c816613b63a1eb28fxb18
<http://schema.org/text>
"\n\t\n\nYou'd need to modify the ObXPUILevelUpMouseoverFn script:\n\n\n\n\n\t\tIn addition to getting the _actorVal and _smallPicture traits, also store the _descript trait in a string variable. (In the else branch that sets the actorVal variable to -1, set the string variable to a blank string.)\n\t \n\t\n\t\tWhen setting the OXP_skill_picture\\filename trait and OXP_attribute_picture\\filename traits in the existing script, add code to set the OXP_skill_descr\\string and OXP_attribute_descr\\string traits to that new string variable.\n\t\t\n\n\t\t\t\tIf you're super worried about compatibility with your code for other UIs, then you can set a trait other than string on those two tiles, e.g. user10. Other UIs shouldn't be using that, so we can use it freely.\n\t\t\t \n\t\t\n \n\t\n\t\tThis isn't super important, but if you want the menu to be able to display whether we're hovering over a skill or attribute (\"Attributes\" or \"Skills\" next to the stat icon), then your code also needs to set the user6 trait (or any other user## trait after user5) on the menu's root tile to the actorVal variable. This needs to be a \"set float\" call, not a \"set string\" call (check the MenuQue docs); I can't do integer comparisons (e.g. AV less than 12 = attribute) on the string \"5\" as opposed to the number 5, for example.\n\t \n\n\n\tAgain, I should be able to accomplish the same goals by editing my DLL (but not tonight; maybe tomorrow) if you don't want to bother. If you don't run into any trouble with it, then it'll be faster for you to write the script for it; if you do run into trouble with it, then I can still do it in the DLL.\n\n\n\n\tI basically rely on the email notifications from this thread as my to-do list, so reply to me with how you want to play this, and I'll see to it probably tomorrow.\n\n"
<http://www.theassimilationlab.com/forums/topic/16625-northern-ui-compatibility/?page=3>