Files
Jedi-Academy/base/ui/demo_ingameMissionSelect.menu
2013-04-04 14:32:05 -07:00

848 lines
18 KiB
Plaintext

//----------------------------------------------------------------------------------------------
// Mission Select Menu
//
//
//----------------------------------------------------------------------------------------------
{
menuDef
{
name "ingameMissionSelect"
fullScreen 1
rect 0 0 640 480
visible 1
focusColor 1 1 1 1
descX 320
descY 426
descScale 1
descColor 1 .682 0 .8
descAlignment ITEM_ALIGN_CENTER
disablecolor .5 .5 .5 1
fadeClamp 1.0 // sets the fadeup alpha
fadeCycle 20 // how often fade happens in milliseconds
fadeAmount 0.1 // amount to adjust alpha per cycle
//----------------------------------------------------------------------------------------------
// 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
}
itemDef
{
name eyecandy1
group none
style WINDOW_STYLE_SHADER
rect 17 309 357 153
background "gfx/menus/mission_bottomleft_grid"
forecolor 1 1 1 1
visible 1
decoration
}
itemDef
{
name botlf
group none
style WINDOW_STYLE_SHADER
rect 0 300 80 180
background "gfx/menus/mission_bottom_left"
forecolor 1 1 1 1
visible 1
decoration
}
itemDef
{
name complete
type ITEM_TYPE_TEXT
rect 170 16 300 32
text @MENUS_MISSION_COMPLETE
font 2
forecolor .549 .854 1 1
textscale 1
textalign ITEM_ALIGN_CENTER
textalignx 150
textaligny -1
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// Killed, Secrets
//----------------------------------------------------------------------------------------------
itemDef
{
name killed
group stats
rect 0 52 320 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_ENEMIESKILLED
cvar "ui_stats_enemieskilled"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_CENTER
textalignx 160
textaligny -1
visible 1
decoration
}
itemDef
{
name secretsfound
group stats
rect 320 52 320 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_SECRETAREAS
cvar "ui_stats_secretsfound"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_CENTER
textalignx 160
textaligny -1
visible 1
decoration
cvartest "ui_stats_secretsfound"
hidecvar
{
"0"
}
}
// Lines above and below lightsaber info
itemDef
{
name border
group none
type ITEM_TYPE_TEXT
rect 70 80 500 2
forecolor 1 1 1 1
border 1
bordercolor .403 .584 .741 1
visible 1
decoration
}
itemDef
{
name border
group none
type ITEM_TYPE_TEXT
rect 70 165 500 2
forecolor 1 1 1 1
border 1
bordercolor .403 .584 .741 1
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// Saber use data
//----------------------------------------------------------------------------------------------
itemDef
{
name saberuse
type ITEM_TYPE_TEXT
rect 0 87 640 32
text @SP_INGAME_LIGHTSABERUSE
font 2
forecolor .549 .854 1 1
textscale 1
textalign ITEM_ALIGN_CENTER
textalignx 320
textaligny -1
visible 1
decoration
}
itemDef
{
name saber_thrown
rect 20 115 200 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_THROWN
cvar "ui_stats_thrown"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 100
textaligny -1
visible 1
decoration
}
itemDef
{
name saber_blocks
rect 20 140 200 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_BLOCKS
cvar "ui_stats_blocks"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 100
textaligny -1
visible 1
decoration
}
itemDef
{
name leg_attacks
rect 220 115 200 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_LEGATTACKS
cvar "ui_stats_legattacks"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 100
textaligny -1
visible 1
decoration
}
itemDef
{
name arm_attacks
rect 220 140 200 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_ARMATTACKS
cvar "ui_stats_armattacks"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 100
textaligny -1
visible 1
decoration
}
itemDef
{
name body_attacks
rect 420 115 300 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_BODYATTACKS
cvar "ui_stats_bodyattacks"
font 2
forecolor .549 .854 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 100
textaligny -1
visible 1
decoration
}
itemDef
{
name forceuse
type ITEM_TYPE_TEXT
rect 250 173 150 32
text @SP_INGAME_FORCEUSE
font 2
forecolor .549 .854 1 1
textscale 1
textalign ITEM_ALIGN_CENTER
textalignx 75
textaligny -1
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// Lower 1st column of force stats (light side powers)
//----------------------------------------------------------------------------------------------
itemDef
{
name absorb
rect -20 195 150 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_ABSORB
cvar "ui_stats_absorb"
font 2
forecolor 0 0 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name heal
rect -20 215 160 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_HEAL
cvar "ui_stats_heal"
font 2
forecolor 0 0 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name mindtrick
rect -20 235 160 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_MINDTRICK
cvar "ui_stats_mindtrick"
font 2
forecolor 0 0 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name protection
rect -20 255 160 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_PROTECTION
cvar "ui_stats_protect"
font 2
forecolor 0 0 1 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// Lower 2nd column of force stats (neutral powers)
//----------------------------------------------------------------------------------------------
itemDef
{
name jump
rect 130 195 160 32
type ITEM_TYPE_EDITFIELD
text @MENUS_FORCE_JUMP
cvar "ui_stats_jump"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name pull
rect 130 215 160 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_PULL
cvar "ui_stats_pull"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name push
rect 130 235 160 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_PUSH
cvar "ui_stats_push"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name sense
rect 130 255 160 32
type ITEM_TYPE_EDITFIELD
text @MENUS_FORCE_SENSE
cvar "ui_stats_sense"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// Lower 3rd column of force stats (neutral powers)
//----------------------------------------------------------------------------------------------
itemDef
{
name speed
rect 280 195 150 32
type ITEM_TYPE_EDITFIELD
text @SP_INGAME_SPEED
cvar "ui_stats_speed"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name defense
rect 280 215 300 32
type ITEM_TYPE_EDITFIELD
text @MENUS_DEFENSE
cvar "ui_stats_defense"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny -1
visible 1
decoration
}
itemDef
{
name offense
rect 280 235 300 32
type ITEM_TYPE_EDITFIELD
text @MENUS_OFFENSE
cvar "ui_stats_offense"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny -1
visible 1
decoration
}
itemDef
{
name throw
rect 280 255 300 32
type ITEM_TYPE_EDITFIELD
text @MENUS_THROW
cvar "ui_stats_throw"
font 2
forecolor .631 .631 .815 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny -1
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// Lower 4th column of force stats (dark powers)
//----------------------------------------------------------------------------------------------
itemDef
{
name grip
rect 430 195 150 32
type ITEM_TYPE_EDITFIELD
text @MENUS_FORCE_DRAIN
cvar "ui_stats_drain"
font 2
forecolor 1 0 0 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name grip
rect 430 215 150 32
type ITEM_TYPE_EDITFIELD
text @MENUS_FORCE_GRIP
cvar "ui_stats_grip"
font 2
forecolor 1 0 0 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name lightning
rect 430 235 150 32
type ITEM_TYPE_EDITFIELD
text @MENUS_FORCE_LIGHTNING
cvar "ui_stats_lightning"
font 2
forecolor 1 0 0 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
itemDef
{
name rage
rect 430 255 150 32
type ITEM_TYPE_EDITFIELD
text @MENUS_RAGE
cvar "ui_stats_rage"
font 2
forecolor 1 0 0 1
textscale .8
textalign ITEM_ALIGN_RIGHT
textalignx 150
textaligny 0
visible 1
decoration
}
//----------------------------------------------------------------------------------------------
// MODELS FOR V-O
//----------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------
//
// THESE HEADS APPEAR WHEN YOU SUCCESSFULLY COMPLETE A TIER LEVEL.
//
// THE SOUNDS ARE IN sounds/tiervictory AND ARE THE NAME OF THE LEVEL.
// IT IS HARDCODED TO LOOK FOR AND PLAY A SOUND MATCHING THE MAP NAME IN THIS DIR.
//
//----------------------------------------------------------------------------------------------
itemDef
{
name luke
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
//mins maxs format is apparently z x y (hmmm... y x z?)
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 "storyhead"
showcvar
{
"luke"
"t1_surprise"
"t1_sour"
"t3_hevil"
"t1_test"
"t1_rail"
}
}
//t1_rail has conversation; luke, kyle, luke, kyle, luke.
itemDef
{
name kyle
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
//mins maxs format is apparently z x y (hmmm... y x z?)
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 "storyhead"
showcvar
{
"t1_fatal"
"t1_danger"
"t2_rogue"
"t2_dpred"
"t2_rancor"
"t2_trip"
"t3_rift"
"t3_byss"
"t3_stamp"
"t3_bounty"
"kyle"
}
}
//----------------------------------------------------------------------------------------------
// SUBTITLES FOR TIER VICTORY MESSAGES.
//----------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------
// 1ST TIER
//----------------------------------------------------------------------------------------------
itemDef
{
name vic_text_t1_sour
group victorytext
type ITEM_TYPE_TEXT
rect 44 313 304 145
text @TIERVICTORY_T1_SOUR
font 2
forecolor 1 1 1 1
textscale .8
textalign ITEM_ALIGN_LEFT
textalignx 2
textaligny -1
visible 1
autowrapped
decoration
cvartest "storyhead"
showcvar
{
"t1_sour"
}
}
//----------------------------------------------------------------------------------------------
// 3RD TIER
//----------------------------------------------------------------------------------------------
itemDef
{
name vic_text_t2_rift
group victorytext
type ITEM_TYPE_TEXT
rect 44 313 304 145
text @TIERVICTORY_T2_TRIP
font 2
forecolor 1 1 1 1
textscale .8
textalign ITEM_ALIGN_LEFT
textalignx 2
textaligny -1
visible 1
autowrapped
decoration
cvartest "storyhead"
showcvar
{
"t3_rift"
}
}
//----------------------------------------------------------------------------------------------
// BUTTONS
//
// AFTER THE VICTORY MESSAGE ABOVE, YOU GET A STORY MESSAGE BEFORE CHOOSING NEXT MISSION.
//----------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------
//TIER ONE - INITIATE TIER
//----------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------
//THIS IS THE DEMO!!!!
//SO THERE IS NO STORY INFO.
//----------------------------------------------------------------------------------------------
itemDef
{
name victory2
type ITEM_TYPE_BUTTON
rect 394 440 200 24
text @MENUS_CONTINUE
font 2
forecolor 1 1 1 1
textscale .7
textalign ITEM_ALIGN_RIGHT
textalignx 200
textaligny -1
visible 1
cvartest "tier_storyinfo"
showcvar
{
"0" "1"
}
mouseEnter
{
}
mouseExit
{
}
action
{
hide victory2
hide victorytext
hide models
close all
open demo_MissionSelect
}
}
itemDef
{
name victory2
type ITEM_TYPE_BUTTON
rect 394 440 200 24
text @MENUS_CONTINUE
font 2
forecolor 1 1 1 1
textscale .7
textalign ITEM_ALIGN_RIGHT
textalignx 200
textaligny -1
visible 1
cvartest "tier_storyinfo"
showcvar
{
"2"
}
mouseEnter
{
}
mouseExit
{
}
action
{
hide victory2
hide victorytext
stopVoice
hide models
close all
open demo_sellscreen1
}
}
itemDef
{
name kyle2
group models2
type ITEM_TYPE_MODEL
rect 415 285 149 149
model_g2anim "BOTH_STAND1_TALK2"
model_g2skin "models/players/kyle/model_menu.skin"
asset_model "models/players/kyle/model.glm"
model_angle 180
//mins maxs format is apparently z x y (hmmm... y x z?)
model_g2mins 15 -20 18
model_g2maxs 60 20 55
model_rotation 0
model_fovx 10
model_fovy 10
isCharacter 1
visible 0
decoration
}
//----------------------------------------------------------------------------------------------
//
// SCANLINES OVER WHOLE MENU
//
//----------------------------------------------------------------------------------------------
itemDef
{
name static
group none
style WINDOW_STYLE_SHADER
rect 396 314 175 120
background "gfx/menus/static"
backcolor 1 0 0 .2
forecolor 1 0 0 .2
visible 0
decoration
cvartest "storyhead"
showcvar
{
"t2_trip"
}
}
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
}
}
}