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

2572 lines
61 KiB
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//----------------------------------------------------------------------------------------------
//
// 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
}
}
}