//---------------------------------------------------------------------------------------------- // Force Status Menu // // The screen where after calculating the amount of light side force powers you allocated, // Luke or Kyle will congratulate or warn you, depending on which way you're going. // // 90 % - 100 : very light // 60 % - 89 : semi-light // 41 % - 59 : neutral // 11 % - 40 : semi-dark // 0% - 10 : very dark // //---------------------------------------------------------------------------------------------- { menuDef { name "ingameForceStatus" 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 disablecolor .5 .5 .5 1 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 { // Compare light/dark force powers allocated uiScript "calcforcestatus" uiScript "initallocforcepower" "absorb" uiScript "initallocforcepower" "heal" uiScript "initallocforcepower" "mindtrick" uiScript "initallocforcepower" "protect" uiScript "initallocforcepower" "drain" uiScript "initallocforcepower" "grip" uiScript "initallocforcepower" "lightning" uiScript "initallocforcepower" "rage" } onESC { } //---------------------------------------------------------------------------------------------- // MENU BACKGROUND //---------------------------------------------------------------------------------------------- itemDef { name background group none style WINDOW_STYLE_SHADER rect 0 0 640 480 background "gfx/menus/mission_back" forecolor 1 1 1 1 visible 1 decoration } // Allocate force point itemDef { name allocate_text type ITEM_TYPE_TEXT rect 0 30 640 18 text @MENUS_CUR_FORCE_ALLOC font 2 forecolor .549 .854 1 1 textscale 1 textalign ITEM_ALIGN_CENTER textalignx 320 visible 1 decoration } //---------------------------------------------------------------------------------------------- // Light Force Icons //---------------------------------------------------------------------------------------------- //---------------------------------- // Absorb Icon //---------------------------------- // The hex powerlevel graphic (this has to print first because it's additive) itemDef { name absorb_hexpic group lighthexes style WINDOW_STYLE_SHADER rect 96 91 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 1 1 1 visible 1 decoration } itemDef { name absorb_iconpic style WINDOW_STYLE_SHADER rect 53 80 64 64 background "gfx/mp/NEW_f_icon_lt_absorb" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------- // Heal Icon //---------------------------------- itemDef { name heal_hexpic group lighthexes style WINDOW_STYLE_SHADER rect 236 91 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 1 1 1 visible 1 decoration } itemDef { name heal_iconpic style WINDOW_STYLE_SHADER rect 193 80 64 64 background "gfx/mp/NEW_f_icon_lt_heal" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------- // Mindtrick Icon //---------------------------------- itemDef { name mindtrick_hexpic group lighthexes style WINDOW_STYLE_SHADER rect 376 91 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 1 1 1 visible 1 decoration } itemDef { name mindtrick_iconpic style WINDOW_STYLE_SHADER rect 333 80 64 64 background "gfx/mp/NEW_f_icon_lt_mind_trick" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------- // Protect Icon //---------------------------------- itemDef { name protect_hexpic group lighthexes style WINDOW_STYLE_SHADER rect 516 91 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 1 1 1 visible 1 decoration } itemDef { name protect_iconpic style WINDOW_STYLE_SHADER rect 473 80 64 64 background "gfx/mp/NEW_f_icon_lt_protect" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------------------------------------------------------------------- // Dark Force Icons //---------------------------------------------------------------------------------------------- //---------------------------------- // Drain Icon //---------------------------------- // The hex powerlevel graphic (this has to print first because it's additive itemDef { name drain_hexpic group darkhexes style WINDOW_STYLE_SHADER rect 96 191 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 .7 .7 1 visible 1 decoration } itemDef { name drain_iconpic style WINDOW_STYLE_SHADER rect 53 182 64 64 background "gfx/mp/NEW_f_icon_dk_drain" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------- // Grip Icon //---------------------------------- itemDef { name grip_hexpic group darkhexes style WINDOW_STYLE_SHADER rect 236 191 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 .7 .7 1 visible 1 decoration } itemDef { name grip_iconpic style WINDOW_STYLE_SHADER rect 193 182 64 64 background "gfx/mp/NEW_f_icon_dk_grip" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------- // Lighting Icon //---------------------------------- itemDef { name lightning_hexpic group darkhexes style WINDOW_STYLE_SHADER rect 376 191 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 .7 .7 1 visible 1 decoration } itemDef { name lightning_iconpic style WINDOW_STYLE_SHADER rect 333 182 64 64 background "gfx/mp/NEW_f_icon_dk_l1" forecolor 1 1 1 1 visible 1 decoration } //---------------------------------- // Rage Icon //---------------------------------- itemDef { name rage_hexpic group darkhexes style WINDOW_STYLE_SHADER rect 516 191 70 49 background "gfx/menus/hex_pattern_0" forecolor 1 .7 .7 1 visible 1 decoration } itemDef { name rage_iconpic style WINDOW_STYLE_SHADER rect 473 182 64 64 background "gfx/mp/NEW_f_icon_dk_rage" forecolor .75 .75 .75 1 visible 1 decoration } //---------------------------------------------------------------------------------------------- // MODELS FOR V-O //---------------------------------------------------------------------------------------------- itemDef { name luke_face group models type ITEM_TYPE_MODEL rect 415 285 149 149 model_g2anim "BOTH_STAND1_TALK2" model_g2skin "models/players/luke/model_menu.skin" asset_model "models/players/luke/model.glm" model_angle 180 model_g2mins 15 -20 18 model_g2maxs 60 20 55 model_rotation 0 model_fovx 10 model_fovy 10 isCharacter 1 visible 1 decoration cvarTest ui_forcestatus showCvar { "vll"; "sll"; "ntl"; "sdl"; "vdl" } } itemDef { name kyle_face group models type ITEM_TYPE_MODEL rect 415 288 145 145 model_g2anim "BOTH_STAND1_TALK2" model_g2skin "models/players/kyle/model_menu.skin" asset_model "models/players/kyle/model.glm" model_angle 180 model_g2mins 15 -20 18 model_g2maxs 60 20 55 model_rotation 0 model_fovx 10 model_fovy 10 isCharacter 1 visible 1 cvarTest ui_forcestatus showCvar { "vlk"; "slk"; "ntk"; "sdk"; "vdk" } decoration } //---------------------------------------------------- // LUKE SUBTITLES //---------------------------------------------------- itemDef { name luke_very_light type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MLUK_03 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "vll" } } itemDef { name luke_semi_light type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MLUK_04 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "sll" } } itemDef { name luke_neutral type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MLUK_05 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "ntl" } } itemDef { name luke_semi_dark type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MLUK_01 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "sdl" } } itemDef { name luke_very_dark type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MLUK_02 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "vdl" } } //---------------------------------------------------- // KYLE SUBTITLES //---------------------------------------------------- itemDef { name kyle_very_light type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MKYK_05 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "vlk" } } itemDef { name kyle_semi_light type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MKYK_04 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "slk" } } itemDef { name kyle_neutral type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MKYK_03 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "ntk" } } itemDef { name kyle_semi_dark type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MKYK_01 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "sdk" } } itemDef { name kyle_very_dark type ITEM_TYPE_TEXT rect 52 316 288 124 text @MISC_MKYK_02 font 2 forecolor 1 1 1 1 textscale .8 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 1 autowrapped cvarTest ui_forcestatus showCvar { "vdk" } } //----------------------------------------- // Go to Academy (taken from ingameMissionSelect) //---------------------------------------- itemDef { name story5_continue type ITEM_TYPE_BUTTON rect 430 440 100 24 text @MENUS_CONTINUE font 2 forecolor 1 1 1 1 textscale .7 textalign ITEM_ALIGN_RIGHT textalignx 100 textaligny -1 visible 1 cvartest "tier_storyinfo" showCvar { "5"; "6" } mouseEnter { } mouseExit { } action { close all uiScript startmap academy2 } } itemDef { name story11_continue type ITEM_TYPE_BUTTON rect 430 440 100 24 text @MENUS_CONTINUE font 2 forecolor 1 1 1 1 textscale .7 textalign ITEM_ALIGN_RIGHT textalignx 100 textaligny -1 visible 1 cvartest "tier_storyinfo" showCvar { "11"; "12" } mouseEnter { } mouseExit { } action { close all uiScript startmap academy4 } } itemDef { name story17_continue type ITEM_TYPE_BUTTON rect 430 440 100 24 text @MENUS_CONTINUE font 2 forecolor 1 1 1 1 textscale .7 textalign ITEM_ALIGN_RIGHT textalignx 100 textaligny -1 visible 1 cvartest "tier_storyinfo" showCvar { "17"; "18" } mouseEnter { } mouseExit { } action { close all uiScript startmap academy6 } } //---------------------------------------------------------------------------------------------- // SCANLINES OVER WHOLE MENU //---------------------------------------------------------------------------------------------- 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 } } }