//---------------------------------------------------------------------------------------------- // // Force Select Menu // // The player is allowed to allocate one point to any of the given force powers // // // Be sure not to change the names of the fields that end with // _hexpic // _fbutton // _level1desc // _level2desc // _level3desc // // Also don't change // allocate_text // allocated_text // // // The uiScript initallocforcepower sets the rank background for a force power // // The uiScript showforceleveldesc show the appropriate level description for that force power. // // The uiScript affectforcepowerlevel upgrades a force power rank. It // also greys out or ungreys the icons. // //---------------------------------------------------------------------------------------------- { menuDef { name "ingameForceSelect" fullScreen 1 rect 0 0 640 480 visible 1 focusColor 1 1 1 1 descX 320 descY 424 descScale 1 descColor 1 .682 0 .8 descAlignment ITEM_ALIGN_CENTER descTextStyle 2 fadeClamp 1.0 // sets the fadeup alpha fadeCycle 25 // how often fade happens in milliseconds fadeAmount 0.05 // amount to adjust alpha per cycle onOpen { stopVoice // Update force power pics to current force power levels // Light powers uiScript "initallocforcepower" "absorb" uiScript "initallocforcepower" "heal" uiScript "initallocforcepower" "mindtrick" uiScript "initallocforcepower" "protect" // Core powers uiScript "initallocforcepower" "jump" uiScript "initallocforcepower" "pull" uiScript "initallocforcepower" "push" uiScript "initallocforcepower" "sense" uiScript "initallocforcepower" "speed" uiScript "initallocforcepower" "sabdef" uiScript "initallocforcepower" "saboff" uiScript "initallocforcepower" "sabthrow" // Dark powers uiScript "initallocforcepower" "drain" uiScript "initallocforcepower" "grip" uiScript "initallocforcepower" "lightning" uiScript "initallocforcepower" "rage" uiScript "forcehelpactive" } onESC { play "sound/interface/menuroam.wav" } //---------------------------------------------------------------------------------------------- // MENU BACKGROUND //---------------------------------------------------------------------------------------------- itemDef { name background group none style WINDOW_STYLE_SHADER rect 0 0 640 480 background "gfx/menus/forcemenu_back" forecolor 1 1 1 1 visible 1 decoration } itemDef { name button_glow group none style WINDOW_STYLE_SHADER rect 0 0 0 0 background "gfx/menus/menu_buttonback" forecolor 1 1 1 1 visible 0 decoration } //---------------------------------------------------------------------------------------------- // TEXT - Allocate Force power point //---------------------------------------------------------------------------------------------- // Allocate force point itemDef { name allocate_text type ITEM_TYPE_TEXT rect 0 5 640 18 text @MENUS_ALLOCATE_FP font 2 forecolor 1 1 1 1 textscale .80 textalign ITEM_ALIGN_CENTER textalignx 320 visible 1 decoration } // Force point allocated itemDef { name allocated_text type ITEM_TYPE_TEXT rect 0 5 640 18 text @MENUS_ALLOCATED_FP font 2 forecolor 1 1 1 1 textscale .80 textalign ITEM_ALIGN_CENTER textalignx 320 visible 0 decoration } // Core Power message itemDef { name allocated_text_core type ITEM_TYPE_TEXT rect 0 5 640 18 text @MENUS_COREPOWER_DESC font 2 forecolor 1 1 1 1 textscale .80 textalign ITEM_ALIGN_CENTER textalignx 320 visible 0 decoration } //---------------------------------------------------------------------------------------------- // So these will precache //---------------------------------------------------------------------------------------------- itemDef { name precache group none style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_1" forecolor .65 .65 .65 1 visible 0 decoration } itemDef { name precache group none style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_2" forecolor .65 .65 .65 1 visible 0 decoration } itemDef { name precache group none style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_3" forecolor .65 .65 .65 1 visible 0 decoration } itemDef { name precache group none style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_1_gold" forecolor .65 .65 .65 1 visible 0 decoration } itemDef { name precache group none style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_2_gold" forecolor .65 .65 .65 1 visible 0 decoration } itemDef { name precache group none style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_3_gold" forecolor .65 .65 .65 1 visible 0 decoration } //---------------------------------------------------------------------------------------------- // DEALLOCATION BUTTON - this button is hidden until a power is chosen then this // becomes active so the power can be deallocated //---------------------------------------------------------------------------------------------- itemDef { name deallocate_fbutton group none type ITEM_TYPE_BUTTON rect 0 0 0 0 forecolor 1 1 1 1 visible 0 // Decrement force power action { // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "decrementcurrentforcepower" hide deallocate_fbutton show force_button show force_icon show force_desc // setfocus absorb_fbutton } } //---------------------------------------------------------------------------------------------- // ABSORB BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name absorb_hexpic group hexpic style WINDOW_STYLE_SHADER rect 76 41 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name absorb_iconpic group iconpic style WINDOW_STYLE_SHADER rect 33 30 64 64 background "gfx/mp/NEW_f_icon_lt_absorb" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name absorb_fbutton group force_button type ITEM_TYPE_BUTTON rect 33 41 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { setitemcolor absorb_iconpic forecolor 1 1 1 1 setitemcolor absorb_hexpic forecolor 1 1 1 1 show force_icon show force_desc } mouseExit { setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 } // Because this gets focus when the menu first opens. onFocus { setitemcolor absorb_iconpic forecolor 1 1 1 1 setitemcolor absorb_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "absorb" setitembackground force_icon "gfx/mp/NEW_f_icon_lt_absorb" setitemtext force_desc @SP_INGAME_FORCE_ABSORB_DESC } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "absorb" hide force_button setitemrect deallocate_fbutton 33 41 115 46 show deallocate_fbutton setitemcolor absorb_iconpic forecolor 1 1 1 1 setitemcolor absorb_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // HEAL BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name heal_hexpic group hexpic style WINDOW_STYLE_SHADER rect 76 95 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name heal_iconpic group iconpic style WINDOW_STYLE_SHADER rect 33 85 64 64 background "gfx/mp/NEW_f_icon_lt_heal" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name heal_fbutton group force_button type ITEM_TYPE_BUTTON rect 33 95 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor heal_iconpic forecolor 1 1 1 1 setitemcolor heal_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "heal" setitembackground force_icon "gfx/mp/NEW_f_icon_lt_heal" setitemtext force_desc @SP_INGAME_FORCE_HEAL_DESC show force_icon show force_desc } mouseExit { setitemcolor heal_iconpic forecolor .65 .65 .65 1 setitemcolor heal_hexpic forecolor .65 .65 .65 1 } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "heal" hide force_button setitemrect deallocate_fbutton 33 95 115 46 show deallocate_fbutton setitemcolor heal_iconpic forecolor 1 1 1 1 setitemcolor heal_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // MINDTRICK BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name mindtrick_hexpic group hexpic style WINDOW_STYLE_SHADER rect 76 149 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name mindtrick_iconpic group iconpic style WINDOW_STYLE_SHADER rect 33 141 64 64 background "gfx/mp/NEW_f_icon_lt_mind_trick" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name mindtrick_fbutton group force_button type ITEM_TYPE_BUTTON rect 33 149 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor mindtrick_iconpic forecolor 1 1 1 1 setitemcolor mindtrick_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "mindtrick" setitembackground force_icon "gfx/mp/NEW_f_icon_lt_mind_trick" setitemtext force_desc @SP_INGAME_FORCE_MIND_TRICK_DESC show force_icon show force_desc } mouseExit { setitemcolor mindtrick_iconpic forecolor .65 .65 .65 1 setitemcolor mindtrick_hexpic forecolor .65 .65 .65 1 } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "mindtrick" hide force_button setitemrect deallocate_fbutton 33 149 115 46 show deallocate_fbutton setitemcolor mindtrick_iconpic forecolor 1 1 1 1 setitemcolor mindtrick_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // PROTECT BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name protect_hexpic group hexpic style WINDOW_STYLE_SHADER rect 76 205 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name protect_iconpic group iconpic style WINDOW_STYLE_SHADER rect 33 196 64 64 background "gfx/mp/NEW_f_icon_lt_protect" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name protect_fbutton group force_button type ITEM_TYPE_BUTTON rect 33 205 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor protect_iconpic forecolor 1 1 1 1 setitemcolor protect_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "protect" setitembackground force_icon "gfx/mp/NEW_f_icon_lt_protect" setitemtext force_desc @SP_INGAME_FORCE_PROTECT_DESC show force_icon show force_desc } mouseExit { setitemcolor protect_iconpic forecolor .65 .65 .65 1 setitemcolor protect_hexpic forecolor .65 .65 .65 1 } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "protect" hide force_button setitemrect deallocate_fbutton 33 205 115 46 show deallocate_fbutton setitemcolor protect_iconpic forecolor 1 1 1 1 setitemcolor protect_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // JUMP BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name jump_hexpic group hexpic style WINDOW_STYLE_SHADER rect 225 41 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name jump_iconpic group iconpic style WINDOW_STYLE_SHADER rect 184 30 64 64 background "gfx/mp/NEW_f_icon_jump" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name jump_fbutton group force_button type ITEM_TYPE_BUTTON rect 184 41 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor jump_iconpic forecolor 1 1 1 1 setitemcolor jump_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "jump" setitembackground force_icon "gfx/mp/NEW_f_icon_jump" setitemtext force_desc @SP_INGAME_FORCE_JUMP_DESC show force_icon show force_desc } mouseExit { setitemcolor jump_iconpic forecolor .65 .65 .65 1 setitemcolor jump_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // PULL BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name pull_hexpic group hexpic style WINDOW_STYLE_SHADER rect 225 95 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name pull_iconpic group iconpic style WINDOW_STYLE_SHADER rect 184 85 64 64 background "gfx/mp/NEW_f_icon_pull" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name pull_fbutton group force_button type ITEM_TYPE_BUTTON rect 184 95 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor pull_iconpic forecolor 1 1 1 1 setitemcolor pull_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "pull" setitembackground force_icon "gfx/mp/NEW_f_icon_pull" setitemtext force_desc @SP_INGAME_FORCE_PULL_DESC show force_icon show force_desc } mouseExit { setitemcolor pull_iconpic forecolor .65 .65 .65 1 setitemcolor pull_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // PUSH BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name push_hexpic group hexpic style WINDOW_STYLE_SHADER rect 225 149 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name push_iconpic group iconpic style WINDOW_STYLE_SHADER rect 184 141 64 64 background "gfx/mp/NEW_f_icon_push" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name push_fbutton group force_button type ITEM_TYPE_BUTTON rect 184 149 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor push_iconpic forecolor 1 1 1 1 setitemcolor push_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "push" setitembackground force_icon "gfx/mp/NEW_f_icon_push" setitemtext force_desc @SP_INGAME_FORCE_PUSH_DESC show force_icon show force_desc } mouseExit { setitemcolor push_iconpic forecolor .65 .65 .65 1 setitemcolor push_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // SENSE BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name sense_hexpic group hexpic style WINDOW_STYLE_SHADER rect 225 205 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name sense_iconpic group iconpic style WINDOW_STYLE_SHADER rect 184 196 64 64 background "gfx/mp/NEW_f_icon_sight" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name sense_fbutton group force_button type ITEM_TYPE_BUTTON rect 184 205 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor sense_iconpic forecolor 1 1 1 1 setitemcolor sense_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "sense" setitembackground force_icon "gfx/mp/NEW_f_icon_sight" setitemtext force_desc @SP_INGAME_FORCE_SENSE_DESC show force_icon show force_desc } mouseExit { setitemcolor sense_iconpic forecolor .65 .65 .65 1 setitemcolor sense_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // SPEED BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name speed_hexpic group hexpic style WINDOW_STYLE_SHADER rect 380 41 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name speed_iconpic group iconpic style WINDOW_STYLE_SHADER rect 336 30 64 64 background "gfx/mp/NEW_f_icon_speed" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name speed_fbutton group force_button type ITEM_TYPE_BUTTON rect 336 41 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor speed_iconpic forecolor 1 1 1 1 setitemcolor speed_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "speed" setitembackground force_icon "gfx/mp/NEW_f_icon_speed" setitemtext force_desc @SP_INGAME_FORCE_SPEED_DESC show force_icon show force_desc } mouseExit { setitemcolor speed_iconpic forecolor .65 .65 .65 1 setitemcolor speed_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // SABER DEFENSIVE BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name sabdef_hexpic group hexpic style WINDOW_STYLE_SHADER rect 380 95 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name sabdef_iconpic group iconpic style WINDOW_STYLE_SHADER rect 336 85 64 64 background "gfx/mp/NEW_f_icon_saber_defend" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name sabdef_fbutton group force_button type ITEM_TYPE_BUTTON rect 336 95 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor sabdef_iconpic forecolor 1 1 1 1 setitemcolor sabdef_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "sabdef" setitembackground force_icon "gfx/mp/NEW_f_icon_saber_defend" setitemtext force_desc @SP_INGAME_FORCE_SABER_DEFENSE_DESC show force_icon show force_desc } mouseExit { setitemcolor sabdef_iconpic forecolor .65 .65 .65 1 setitemcolor sabdef_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // SABER OFFENSIVE BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name saboff_hexpic group hexpic style WINDOW_STYLE_SHADER rect 380 149 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name saboff_iconpic group iconpic style WINDOW_STYLE_SHADER rect 336 141 64 64 background "gfx/mp/NEW_f_icon_saber_attack" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name saboff_fbutton group force_button type ITEM_TYPE_BUTTON rect 336 149 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor saboff_iconpic forecolor 1 1 1 1 setitemcolor saboff_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "saboff" setitembackground force_icon "gfx/mp/NEW_f_icon_saber_attack" setitemtext force_desc @SP_INGAME_FORCE_SABER_OFFENSE_DESC show force_icon show force_desc } mouseExit { setitemcolor saboff_iconpic forecolor .65 .65 .65 1 setitemcolor saboff_hexpic forecolor .65 .65 .65 1 } } //---------------------------------------------------------------------------------------------- // SABER THROW BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name sabthrow_hexpic group hexpic style WINDOW_STYLE_SHADER rect 380 205 70 49 background "gfx/menus/hex_pattern_0" forecolor .5 .5 .5 1 visible 1 decoration } itemDef { name sabthrow_iconpic group iconpic style WINDOW_STYLE_SHADER rect 336 196 64 64 background "gfx/mp/NEW_f_icon_saber_throw" forecolor .5 .5 .5 1 visible 1 decoration } itemDef { name sabthrow_fbutton group force_button type ITEM_TYPE_BUTTON rect 336 205 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_COREPOWER_DESC // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor sabthrow_iconpic forecolor 1 1 1 1 setitemcolor sabthrow_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "sabthrow" setitembackground force_icon "gfx/mp/NEW_f_icon_saber_throw" setitemtext force_desc @SP_INGAME_FORCE_SABER_THROW_DESC show force_icon show force_desc } mouseExit { setitemcolor sabthrow_iconpic forecolor .5 .5 .5 1 setitemcolor sabthrow_hexpic forecolor .5 .5 .5 1 } } //---------------------------------------------------------------------------------------------- // DRAIN BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name drain_hexpic group hexpic style WINDOW_STYLE_SHADER rect 527 41 70 49 background "gfx/menus/hex_pattern_0" forecolor .5 .5 .5 1 visible 1 decoration } itemDef { name drain_iconpic group iconpic style WINDOW_STYLE_SHADER rect 484 30 64 64 background "gfx/mp/NEW_f_icon_dk_drain" forecolor .5 .5 .5 1 visible 1 decoration } itemDef { name drain_fbutton group force_button type ITEM_TYPE_BUTTON rect 484 41 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor drain_iconpic forecolor 1 1 1 1 setitemcolor drain_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "drain" setitembackground force_icon "gfx/mp/NEW_f_icon_dk_drain" setitemtext force_desc @SP_INGAME_FORCE_DRAIN_DESC show force_icon show force_desc } mouseExit { setitemcolor drain_iconpic forecolor .5 .5 .5 1 setitemcolor drain_hexpic forecolor .5 .5 .5 1 } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "drain" hide force_button setitemrect deallocate_fbutton 484 41 115 46 show deallocate_fbutton setitemcolor drain_iconpic forecolor 1 1 1 1 setitemcolor drain_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // GRIP BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name grip_hexpic group hexpic style WINDOW_STYLE_SHADER rect 527 95 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name grip_iconpic group iconpic style WINDOW_STYLE_SHADER rect 484 85 64 64 background "gfx/mp/NEW_f_icon_dk_grip" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name grip_fbutton group force_button type ITEM_TYPE_BUTTON rect 484 95 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor grip_iconpic forecolor 1 1 1 1 setitemcolor grip_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "grip" setitembackground force_icon "gfx/mp/NEW_f_icon_dk_grip" setitemtext force_desc @SP_INGAME_FORCE_GRIP_DESC show force_icon show force_desc } mouseExit { setitemcolor grip_iconpic forecolor .65 .65 .65 1 setitemcolor grip_hexpic forecolor .65 .65 .65 1 } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "grip" hide force_button setitemrect deallocate_fbutton 484 95 115 46 show deallocate_fbutton setitemcolor grip_iconpic forecolor 1 1 1 1 setitemcolor grip_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // LIGHTNING BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name lightning_hexpic group hexpic style WINDOW_STYLE_SHADER rect 527 149 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name lightning_iconpic group iconpic style WINDOW_STYLE_SHADER rect 484 141 64 64 background "gfx/mp/NEW_f_icon_dk_l1" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name lightning_fbutton group force_button type ITEM_TYPE_BUTTON rect 484 149 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor lightning_iconpic forecolor 1 1 1 1 setitemcolor lightning_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "lightning" setitembackground force_icon "gfx/mp/NEW_f_icon_dk_l1" setitemtext force_desc @SP_INGAME_FORCE_LIGHTNING_DESC show force_icon show force_desc } mouseExit { setitemcolor lightning_iconpic forecolor .65 .65 .65 1 setitemcolor lightning_hexpic forecolor .65 .65 .65 1 } // Increment force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "lightning" hide force_button setitemrect deallocate_fbutton 484 149 115 46 show deallocate_fbutton setitemcolor lightning_iconpic forecolor 1 1 1 1 setitemcolor lightning_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // RAGE BUTTONS AND BUTTON GRAPHICS //---------------------------------------------------------------------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name rage_hexpic group hexpic style WINDOW_STYLE_SHADER rect 527 205 70 49 background "gfx/menus/hex_pattern_0" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name rage_iconpic group iconpic style WINDOW_STYLE_SHADER rect 484 196 64 64 background "gfx/mp/NEW_f_icon_dk_rage" forecolor .65 .65 .65 1 visible 1 decoration } itemDef { name rage_fbutton group force_button type ITEM_TYPE_BUTTON rect 484 205 115 46 forecolor 1 1 1 1 visible 1 desctext @MENUS_ADDFP // Show force power description mouseEnter { // Because on opening, absorb is given focus setitemcolor absorb_iconpic forecolor .65 .65 .65 1 setitemcolor absorb_hexpic forecolor .65 .65 .65 1 setitemcolor rage_iconpic forecolor 1 1 1 1 setitemcolor rage_hexpic forecolor 1 1 1 1 // Hide all force level descrptions and have script determine the level of this one hide leveltext uiScript "showforceleveldesc" "rage" setitembackground force_icon "gfx/mp/NEW_f_icon_dk_rage" setitemtext force_desc @SP_INGAME_FORCE_RAGE_DESC show force_icon show force_desc } mouseExit { setitemcolor rage_iconpic forecolor .65 .65 .65 1 setitemcolor rage_hexpic forecolor .65 .65 .65 1 } // Increment/decrement force power action { // hide descriptions and let affectforcepowerlevel determine the corect one hide leveltext uiScript "affectforcepowerlevel" "rage" hide force_button setitemrect deallocate_fbutton 484 205 115 46 show deallocate_fbutton setitemcolor rage_iconpic forecolor 1 1 1 1 setitemcolor rage_hexpic forecolor 1 1 1 1 } } //---------------------------------------------------------------------------------------------- // BIG FORCE ICON AND FORCE DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name force_icon group bigicons style WINDOW_STYLE_SHADER rect 30 265 128 128 forecolor 1 1 1 1 visible 0 decoration } itemDef { name force_desc rect 157 264 460 100 font 4 type ITEM_TYPE_TEXTSCROLL text "This is the text" forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped lineHeight 14 decoration } //---------------------------------------------------------------------------------------------- // ABSORB LEVEL DESCRIPTION //---------------------------------------------------------------------------------------------- // Level 1 description itemDef { name absorb_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_ABSORB_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } // Level 2 description itemDef { name absorb_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_ABSORB_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } // Level 3 description itemDef { name absorb_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_ABSORB_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // HEAL DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name heal_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_HEAL_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name heal_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_HEAL_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name heal_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_HEAL_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // MIND TRICK DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name mindtrick_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_MIND_TRICK_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name mindtrick_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_MIND_TRICK_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name mindtrick_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_MIND_TRICK_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // PROTECT DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name protect_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PROTECT_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name protect_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PROTECT_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name protect_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PROTECT_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // // JUMP DESCRIPTION // //---------------------------------------------------------------------------------------------- itemDef { name jump_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_JUMP_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name jump_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_JUMP_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name jump_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_JUMP_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // PULL DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name pull_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PULL_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name pull_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PULL_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name pull_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PULL_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // PUSH DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name push_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PUSH_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name push_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PUSH_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name push_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_PUSH_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // SENSE DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name big_sense group bigicons style WINDOW_STYLE_SHADER rect 30 265 128 128 background "gfx/mp/NEW_f_icon_sight" forecolor 1 1 1 1 visible 0 decoration } itemDef { name sense_text group mainpowertext rect 157 264 460 120 text @SP_INGAME_FORCE_SENSE_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped decoration } itemDef { name sense_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SENSE_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name sense_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SENSE_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name sense_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SENSE_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // SPEED DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name speed_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SPEED_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name speed_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SPEED_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name speed_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SPEED_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // SABER DEFENSE DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name sabdef_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_DEFENSE_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name sabdef_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_DEFENSE_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name sabdef_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_DEFENSE_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // SABER OFFENSE DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name saboff_text group mainpowertext rect 157 264 460 120 text @SP_INGAME_FORCE_SABER_OFFENSE_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped decoration } itemDef { name saboff_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_OFFENSE_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name saboff_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_OFFENSE_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name saboff_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_OFFENSE_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // SABER THROW DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name sabthrow_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_THROW_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name sabthrow_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_THROW_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name sabthrow_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_SABER_THROW_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // DRAIN DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name drain_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_DRAIN_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name drain_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_DRAIN_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name drain_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_DRAIN_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // GRIP DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name grip_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_GRIP_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name grip_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_GRIP_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name grip_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_GRIP_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // LIGHTNING DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name lightning_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_LIGHTNING_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name lightning_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_LIGHTNING_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name lightning_level3desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_LIGHTNING_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // RAGE DESCRIPTION //---------------------------------------------------------------------------------------------- itemDef { name rage_level1desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_RAGE_LVL1_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name rage_level2desc group leveltext rect 157 364 460 60 text @SP_INGAME_FORCE_RAGE_LVL2_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } itemDef { name rage_level3desc group leveltext rect 157 384 460 40 text @SP_INGAME_FORCE_RAGE_LVL3_DESC font 4 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 0 autowrapped type ITEM_TYPE_TEXTSCROLL lineHeight 13 } //---------------------------------------------------------------------------------------------- // BOTTOM ROW OF BUTTONS //---------------------------------------------------------------------------------------------- itemDef { name backbut type ITEM_TYPE_BUTTON rect 30 447 140 24 text @MENUS_HELP font 2 forecolor 1 .682 0 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 desctext @MENUS_HELP_DESC1 visible 1 mouseEnter { } mouseExit { } // If we're backing up then we have to reset levels to what they were action { play "sound/interface/menuroam.wav" open ingameForceHelp } } /* Commented out until I can get the screens all linked up itemDef { name backbut type ITEM_TYPE_BUTTON rect 30 447 140 24 text "BACK" font 2 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 desctext "Choose a different mission." visible 1 mouseEnter { } mouseExit { } // If we're backing up then we have to reset levels to what they were action { uiScript "resetforcelevels" play "sound/interface/menuroam.wav" close all open ingameMissionSelect1 } } */ /* Commented out until I can get the screens all linked up itemDef { name forcebut type ITEM_TYPE_BUTTON rect 183 447 0 0 text "Force Powers" font 2 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 visible 1 mouseEnter { } mouseExit { } action { play "sound/interface/menuroam.wav" close all } } */ // do not change the name of this because it's made active/inactive in code itemDef { name weaponbutton type ITEM_TYPE_BUTTON rect 336 447 140 24 text @MENUS_WEAPONS font 2 forecolor 1 .682 0 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 desctext @MENUS_CHOOSEWEAPONS visible 1 mouseEnter { } mouseExit { } action { play "sound/interface/menuroam.wav" close all open ingameWpnSelect } } /* Commented out until I can get the screens all linked up itemDef { name nextbut type ITEM_TYPE_BUTTON rect 489 447 120 24 text "Begin" font 2 forecolor 1 1 1 1 textscale 1 textalign ITEM_ALIGN_LEFT textalignx 0 textaligny -1 desctext "Start mission." visible 1 mouseEnter { } mouseExit { } action { play "sound/interface/menuroam.wav" close all open ingameWpnSelect } } */ //---------------------------------------------------------------------------------------------- // // SCANLINES // //---------------------------------------------------------------------------------------------- itemDef { name scan group none style WINDOW_STYLE_SHADER rect 0 0 640 640 background "gfx/menus/scanlines" forecolor 1 1 1 1 visible 1 decoration } } }