It is possible to change most aspects of the windows displayed by this application. The skin system uses a mechanism similar to the EQ interface system:
. You can create one or more directories in the UIFiles directory. Select the directory you want to use in the Miscellaneous page of the Settings window.
. Every missing file in that directory is taken from the Default directory, so all you need to do is to copy one or more files from the default directory to that new directory, and edit them as you see fit.

The file format used in this application is XAML (see the corresponding entry in Wikipedia). You don't need to understand all details of that format to work with xaml files, fortunately. But it's still a rather complicated format that deserves a tutorial. For now, all I can do is explain a few specific issues with working with the parse files.

1. Properties
Every name that begins with 'Prop' is a property, usually but not always, a number. For instance, it can be the total damage done to a target. Property names are specific to this application, you can only use those that are already in the default file, and cannot create your own.

2. Converters
If a property is not a list, a number, a string or a boolean value, it must be converted. All converters have a name starting with 'conv' and must be listed in the resources in the same file. Just look at examples in the default files to figure it out. You can only use already existing converters, unless you're an experienced programmer (and then you don't need to read more of this).

3; Translated text
All translated strings are referred to by a resource key, starting with 'Res_'. If you want to add new text, you need to add the corresponding resource in ALL translation files, located in the UIFiles directory. However, there is no need to translate the text, you can simply copy-paste it, but it should be in all language files.