There appears to be a lot more XML than this -- specifically, stuff that defines windows like <openDialog> and <dialogData>. <openDialog> opens a window and gives it things like a type, ID, title, location, height, width, and resident. Location, I assume, opens the window in either the left or right panes. I have no idea what the Resident tag is. ID is a unique ID that allows the window to be easily identified -- for example, the experience window has the ID, 'expr', which is different from its title, 'Experience'. I've only seen one type of dialog window: dynamic. I assume dynamic refers to the fact that the window defines each object (or "widget") within the window both absolutely and relatively and can be changed at any time from the server.
I know widgets can be defined between the <dialogData> tags, using tags like, <progressBar>, <link>, and <label>. The Combat window has buttons (<cmdButton> and dropdown (<dropDownBox>, duh) boxes. It is clear that you can also create images in these dynamic boxes (<image> tag).
The injuries window is also a dynamic window, but it seems to be defined entirely by images, thigh it also has <radio> tags and a <skin> tag with an ID. I assume the skin tag defines the background image (the mannequin) and the radio tags are for displaying scars, injuries, or both.
The... map window is also a dynamic window. I'm not even going to try to understand that one. Oh, and for some odd reason, the encumbrance window is a dynamic window.
- Resident windows show up in the Windows panel and have their settings saved between sessions. Oliver Talk 19:37, 9 June 2007 (EDT)