Here are the kind of conditionals in the game I've found during rebuilding this skin. mode="0" equals to === mode="1" equals to !== no mode attribute equals mode="0"
<attachment class="test_global_attachment" get_property="FS " value="true" mode="0" set_property="hidn" skip_if_null="false" skip_if_resetting="false"/>
<attachment class="test_global_attachment" get_property="FS " value="true" mode="1" set_property="hidn" skip_if_null="false" skip_if_resetting="false"/>
<attachment class="test_global_attachment" get_property="scid" value="2" mode="0" set_property="hidn" skip_if_null="false" skip_if_resetting="false" priority="1"/>
<attachment class="test_global_attachment" get_property="scid" value="2" mode="1" set_property="hidn" skip_if_null="false" skip_if_resetting="false" priority="1"/>
<attachment class="test_global_attachment" get_property="scid" set_property="hidn" skip_if_false="false">
<unsigned id="value" value="1"/>
</attachment>
<attachment class="test_global_attachment" get_property="disp" value="1" skip_if_null="false" set_property="hidn"/>
<attachment class="test_global_attachment" get_property="disn" value="1" skip_if_null="false" set_property="hidn"/>
<attachment class="test_global_attachment" get_property="scid" value="22" set_property="hidn" skip_if_null="false" />
<attachment class="test_global_attachment" get_property="scid" value="22" mode="1" set_property="hidn" skip_if_null="false" skip_if_resetting="false" priority="1"/>
<attachment class="test_global_attachment" get_property="mnpc" skip_if_null="false" set_property="hidn"/>
<attachment class="test_global_attachment" get_property="scpc" skip_if_null="false" set_property="hidn"/>
<attachment class="test_global_attachment" get_property="subt" skip_if_null="false" set_property="hidn"/>
<attachment class="test_global_attachment" get_property="mgru" mode="0" value="0" set_property="hidn"/>
<attachment class="test_global_attachment" get_property="mgru" mode="1" value="0" set_property="hidn"/>
Layouting FM elements is a tricky part of skinning. There are numerous of layout classes and some are more common than others. Here are the ones I've found and a little explanation of each.
<layout class="stick_to_sides_attachment" alignment="all" inset="0"/>
<layout class="fill_space_attachment"/>
Fills the element in parent. Good for elements that have responsive measure (eg. -1), and maybe has other elements on the side.
<layout kind="stick_to_object_attachment" priority="1" target="ibng" get_side="right" set_side="left" move_side="true"
offset="8"/>
Some layout classes have effect on the containers positioning. Other classes have effect on the children of the container.
stick_to_sides_attachment
arrange_vertical_attachment arrange_horizontal_attachment fill_space_attachment
- Setting group=1 ensures that widget isn't included in the widgets that the vertical fit_children_attachments operate on
Every screen has an ID that's used for disabling, enabling different components (see Conditionals above)
-
Intro/Start - 0
-
Intro/Start - 2
-
Team - 10
-
Match - 22
-
Preferences - 23
-
3 - ? (used in Shoot skin header.xml)
-
6 - ? (used in Shoot skin header.xml)
-
16 - ? (used in Shoot skin header.xml)
-
47 - ? (used in Shoot skin header.xml)
-
61 - ? (used in Shoot skin header.xml)
<attachment class="get_global_attachment" get_property="bkcl" set_property="colr"/>