How the new Vitality UI system works by element:
Gem, GemGlow (image): use /GameData.Self.Vitality to determine Visible
OverflowMarker (image): uses /GameData.Self.VitalityOverflowMarker to determine Visible
(Upper/Lower)Marker (Sliderbar): uses /GameData.Self.Vitality(Upper/Lower)Marker to determine Visible and FloatValue. FloatValue ranges from 3.000 all the way on the left to 1.000 all the way on the right. When modding, keep in mind it that it does that by outer edge of the arrow graphic used, so unless you use a customized graphic, you'll have to set the FloatValue to 3 and 1 to test the alignment of the left and right edge when resizing. Or just make it 14 pixels wider and positioned 7 pixels to the left.
/GameData.Self.Vitality still works for ProgressBars to show the % amount of Vitality you have.
NOTE TO FRONT-LINE MODDERS:
If you started working on this between the 01/27 and 01/29 patch, please note that
/GameData.Self.TradeskillVitality has been changed to
/GameData.Self.TSVitality. If you don't change this, any gauge you use will show the main Adventure Exp tooltip instead of the correct one.
NOTE TO BOBBLE IF YOU'RE READING THIS:
If you can, please take all of the new Styles and Effectors added to the Experience and Persona windows, and move them to the root Namespaces before this goes Live. It's currently a bit... messy.
(Also: The second line of the exp bar tooltip shows a
\ in front of it.)
Taco-man: Hey, was that you on Test as Hullabaloo a few minutes ago talking to Racheal about the Vitality not showing up? I thought I recognized the name from a sig somewhere.