ingameForceStatus.menu 14 KB

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  1. //----------------------------------------------------------------------------------------------
  2. // Force Status Menu
  3. //
  4. // The screen where after calculating the amount of light side force powers you allocated,
  5. // Luke or Kyle will congratulate or warn you, depending on which way you're going.
  6. //
  7. // 90 % - 100 : very light
  8. // 60 % - 89 : semi-light
  9. // 41 % - 59 : neutral
  10. // 11 % - 40 : semi-dark
  11. // 0% - 10 : very dark
  12. //
  13. //----------------------------------------------------------------------------------------------
  14. {
  15. menuDef
  16. {
  17. name "ingameForceStatus"
  18. fullScreen 1
  19. rect 0 0 640 480
  20. visible 1
  21. focusColor 1 1 1 1
  22. descX 320
  23. descY 424
  24. descScale 1
  25. descColor 1 .682 0 .8
  26. descAlignment ITEM_ALIGN_CENTER
  27. disablecolor .5 .5 .5 1
  28. fadeClamp 1.0 // sets the fadeup alpha
  29. fadeCycle 25 // how often fade happens in milliseconds
  30. fadeAmount 0.05 // amount to adjust alpha per cycle
  31. onOpen
  32. {
  33. // Compare light/dark force powers allocated
  34. uiScript "calcforcestatus"
  35. uiScript "initallocforcepower" "absorb"
  36. uiScript "initallocforcepower" "heal"
  37. uiScript "initallocforcepower" "mindtrick"
  38. uiScript "initallocforcepower" "protect"
  39. uiScript "initallocforcepower" "drain"
  40. uiScript "initallocforcepower" "grip"
  41. uiScript "initallocforcepower" "lightning"
  42. uiScript "initallocforcepower" "rage"
  43. }
  44. onESC
  45. {
  46. }
  47. //----------------------------------------------------------------------------------------------
  48. // MENU BACKGROUND
  49. //----------------------------------------------------------------------------------------------
  50. itemDef
  51. {
  52. name background
  53. group none
  54. style WINDOW_STYLE_SHADER
  55. rect 0 0 640 480
  56. background "gfx/menus/mission_back"
  57. forecolor 1 1 1 1
  58. visible 1
  59. decoration
  60. }
  61. // Allocate force point
  62. itemDef
  63. {
  64. name allocate_text
  65. type ITEM_TYPE_TEXT
  66. rect 0 30 640 18
  67. text @MENUS_CUR_FORCE_ALLOC
  68. font 2
  69. forecolor .549 .854 1 1
  70. textscale 1
  71. textalign ITEM_ALIGN_CENTER
  72. textalignx 320
  73. visible 1
  74. decoration
  75. }
  76. //----------------------------------------------------------------------------------------------
  77. // Light Force Icons
  78. //----------------------------------------------------------------------------------------------
  79. //----------------------------------
  80. // Absorb Icon
  81. //----------------------------------
  82. // The hex powerlevel graphic (this has to print first because it's additive)
  83. itemDef
  84. {
  85. name absorb_hexpic
  86. group lighthexes
  87. style WINDOW_STYLE_SHADER
  88. rect 96 91 70 49
  89. background "gfx/menus/hex_pattern_0"
  90. forecolor 1 1 1 1
  91. visible 1
  92. decoration
  93. }
  94. itemDef
  95. {
  96. name absorb_iconpic
  97. style WINDOW_STYLE_SHADER
  98. rect 53 80 64 64
  99. background "gfx/mp/NEW_f_icon_lt_absorb"
  100. forecolor 1 1 1 1
  101. visible 1
  102. decoration
  103. }
  104. //----------------------------------
  105. // Heal Icon
  106. //----------------------------------
  107. itemDef
  108. {
  109. name heal_hexpic
  110. group lighthexes
  111. style WINDOW_STYLE_SHADER
  112. rect 236 91 70 49
  113. background "gfx/menus/hex_pattern_0"
  114. forecolor 1 1 1 1
  115. visible 1
  116. decoration
  117. }
  118. itemDef
  119. {
  120. name heal_iconpic
  121. style WINDOW_STYLE_SHADER
  122. rect 193 80 64 64
  123. background "gfx/mp/NEW_f_icon_lt_heal"
  124. forecolor 1 1 1 1
  125. visible 1
  126. decoration
  127. }
  128. //----------------------------------
  129. // Mindtrick Icon
  130. //----------------------------------
  131. itemDef
  132. {
  133. name mindtrick_hexpic
  134. group lighthexes
  135. style WINDOW_STYLE_SHADER
  136. rect 376 91 70 49
  137. background "gfx/menus/hex_pattern_0"
  138. forecolor 1 1 1 1
  139. visible 1
  140. decoration
  141. }
  142. itemDef
  143. {
  144. name mindtrick_iconpic
  145. style WINDOW_STYLE_SHADER
  146. rect 333 80 64 64
  147. background "gfx/mp/NEW_f_icon_lt_mind_trick"
  148. forecolor 1 1 1 1
  149. visible 1
  150. decoration
  151. }
  152. //----------------------------------
  153. // Protect Icon
  154. //----------------------------------
  155. itemDef
  156. {
  157. name protect_hexpic
  158. group lighthexes
  159. style WINDOW_STYLE_SHADER
  160. rect 516 91 70 49
  161. background "gfx/menus/hex_pattern_0"
  162. forecolor 1 1 1 1
  163. visible 1
  164. decoration
  165. }
  166. itemDef
  167. {
  168. name protect_iconpic
  169. style WINDOW_STYLE_SHADER
  170. rect 473 80 64 64
  171. background "gfx/mp/NEW_f_icon_lt_protect"
  172. forecolor 1 1 1 1
  173. visible 1
  174. decoration
  175. }
  176. //----------------------------------------------------------------------------------------------
  177. // Dark Force Icons
  178. //----------------------------------------------------------------------------------------------
  179. //----------------------------------
  180. // Drain Icon
  181. //----------------------------------
  182. // The hex powerlevel graphic (this has to print first because it's additive
  183. itemDef
  184. {
  185. name drain_hexpic
  186. group darkhexes
  187. style WINDOW_STYLE_SHADER
  188. rect 96 191 70 49
  189. background "gfx/menus/hex_pattern_0"
  190. forecolor 1 .7 .7 1
  191. visible 1
  192. decoration
  193. }
  194. itemDef
  195. {
  196. name drain_iconpic
  197. style WINDOW_STYLE_SHADER
  198. rect 53 182 64 64
  199. background "gfx/mp/NEW_f_icon_dk_drain"
  200. forecolor 1 1 1 1
  201. visible 1
  202. decoration
  203. }
  204. //----------------------------------
  205. // Grip Icon
  206. //----------------------------------
  207. itemDef
  208. {
  209. name grip_hexpic
  210. group darkhexes
  211. style WINDOW_STYLE_SHADER
  212. rect 236 191 70 49
  213. background "gfx/menus/hex_pattern_0"
  214. forecolor 1 .7 .7 1
  215. visible 1
  216. decoration
  217. }
  218. itemDef
  219. {
  220. name grip_iconpic
  221. style WINDOW_STYLE_SHADER
  222. rect 193 182 64 64
  223. background "gfx/mp/NEW_f_icon_dk_grip"
  224. forecolor 1 1 1 1
  225. visible 1
  226. decoration
  227. }
  228. //----------------------------------
  229. // Lighting Icon
  230. //----------------------------------
  231. itemDef
  232. {
  233. name lightning_hexpic
  234. group darkhexes
  235. style WINDOW_STYLE_SHADER
  236. rect 376 191 70 49
  237. background "gfx/menus/hex_pattern_0"
  238. forecolor 1 .7 .7 1
  239. visible 1
  240. decoration
  241. }
  242. itemDef
  243. {
  244. name lightning_iconpic
  245. style WINDOW_STYLE_SHADER
  246. rect 333 182 64 64
  247. background "gfx/mp/NEW_f_icon_dk_l1"
  248. forecolor 1 1 1 1
  249. visible 1
  250. decoration
  251. }
  252. //----------------------------------
  253. // Rage Icon
  254. //----------------------------------
  255. itemDef
  256. {
  257. name rage_hexpic
  258. group darkhexes
  259. style WINDOW_STYLE_SHADER
  260. rect 516 191 70 49
  261. background "gfx/menus/hex_pattern_0"
  262. forecolor 1 .7 .7 1
  263. visible 1
  264. decoration
  265. }
  266. itemDef
  267. {
  268. name rage_iconpic
  269. style WINDOW_STYLE_SHADER
  270. rect 473 182 64 64
  271. background "gfx/mp/NEW_f_icon_dk_rage"
  272. forecolor .75 .75 .75 1
  273. visible 1
  274. decoration
  275. }
  276. //----------------------------------------------------------------------------------------------
  277. // MODELS FOR V-O
  278. //----------------------------------------------------------------------------------------------
  279. itemDef
  280. {
  281. name luke_face
  282. group models
  283. type ITEM_TYPE_MODEL
  284. rect 415 285 149 149
  285. model_g2anim "BOTH_STAND1_TALK2"
  286. model_g2skin "models/players/luke/model_menu.skin"
  287. asset_model "models/players/luke/model.glm"
  288. model_angle 180
  289. model_g2mins 15 -20 18
  290. model_g2maxs 60 20 55
  291. model_rotation 0
  292. model_fovx 10
  293. model_fovy 10
  294. isCharacter 1
  295. visible 1
  296. decoration
  297. cvarTest ui_forcestatus
  298. showCvar { "vll"; "sll"; "ntl"; "sdl"; "vdl" }
  299. }
  300. itemDef
  301. {
  302. name kyle_face
  303. group models
  304. type ITEM_TYPE_MODEL
  305. rect 415 288 145 145
  306. model_g2anim "BOTH_STAND1_TALK2"
  307. model_g2skin "models/players/kyle/model_menu.skin"
  308. asset_model "models/players/kyle/model.glm"
  309. model_angle 180
  310. model_g2mins 15 -20 18
  311. model_g2maxs 60 20 55
  312. model_rotation 0
  313. model_fovx 10
  314. model_fovy 10
  315. isCharacter 1
  316. visible 1
  317. cvarTest ui_forcestatus
  318. showCvar { "vlk"; "slk"; "ntk"; "sdk"; "vdk" }
  319. decoration
  320. }
  321. //----------------------------------------------------
  322. // LUKE SUBTITLES
  323. //----------------------------------------------------
  324. itemDef
  325. {
  326. name luke_very_light
  327. type ITEM_TYPE_TEXT
  328. rect 52 316 288 124
  329. text @MISC_MLUK_03
  330. font 2
  331. forecolor 1 1 1 1
  332. textscale .8
  333. textalign ITEM_ALIGN_LEFT
  334. textalignx 8
  335. textaligny -1
  336. visible 1
  337. autowrapped
  338. cvarTest ui_forcestatus
  339. showCvar { "vll" }
  340. }
  341. itemDef
  342. {
  343. name luke_semi_light
  344. type ITEM_TYPE_TEXT
  345. rect 52 316 288 124
  346. text @MISC_MLUK_04
  347. font 2
  348. forecolor 1 1 1 1
  349. textscale .8
  350. textalign ITEM_ALIGN_LEFT
  351. textalignx 8
  352. textaligny -1
  353. visible 1
  354. autowrapped
  355. cvarTest ui_forcestatus
  356. showCvar { "sll" }
  357. }
  358. itemDef
  359. {
  360. name luke_neutral
  361. type ITEM_TYPE_TEXT
  362. rect 52 316 288 124
  363. text @MISC_MLUK_05
  364. font 2
  365. forecolor 1 1 1 1
  366. textscale .8
  367. textalign ITEM_ALIGN_LEFT
  368. textalignx 8
  369. textaligny -1
  370. visible 1
  371. autowrapped
  372. cvarTest ui_forcestatus
  373. showCvar { "ntl" }
  374. }
  375. itemDef
  376. {
  377. name luke_semi_dark
  378. type ITEM_TYPE_TEXT
  379. rect 52 316 288 124
  380. text @MISC_MLUK_01
  381. font 2
  382. forecolor 1 1 1 1
  383. textscale .8
  384. textalign ITEM_ALIGN_LEFT
  385. textalignx 8
  386. textaligny -1
  387. visible 1
  388. autowrapped
  389. cvarTest ui_forcestatus
  390. showCvar { "sdl" }
  391. }
  392. itemDef
  393. {
  394. name luke_very_dark
  395. type ITEM_TYPE_TEXT
  396. rect 52 316 288 124
  397. text @MISC_MLUK_02
  398. font 2
  399. forecolor 1 1 1 1
  400. textscale .8
  401. textalign ITEM_ALIGN_LEFT
  402. textalignx 8
  403. textaligny -1
  404. visible 1
  405. autowrapped
  406. cvarTest ui_forcestatus
  407. showCvar { "vdl" }
  408. }
  409. //----------------------------------------------------
  410. // KYLE SUBTITLES
  411. //----------------------------------------------------
  412. itemDef
  413. {
  414. name kyle_very_light
  415. type ITEM_TYPE_TEXT
  416. rect 52 316 288 124
  417. text @MISC_MKYK_05
  418. font 2
  419. forecolor 1 1 1 1
  420. textscale .8
  421. textalign ITEM_ALIGN_LEFT
  422. textalignx 8
  423. textaligny -1
  424. visible 1
  425. autowrapped
  426. cvarTest ui_forcestatus
  427. showCvar { "vlk" }
  428. }
  429. itemDef
  430. {
  431. name kyle_semi_light
  432. type ITEM_TYPE_TEXT
  433. rect 52 316 288 124
  434. text @MISC_MKYK_04
  435. font 2
  436. forecolor 1 1 1 1
  437. textscale .8
  438. textalign ITEM_ALIGN_LEFT
  439. textalignx 8
  440. textaligny -1
  441. visible 1
  442. autowrapped
  443. cvarTest ui_forcestatus
  444. showCvar { "slk" }
  445. }
  446. itemDef
  447. {
  448. name kyle_neutral
  449. type ITEM_TYPE_TEXT
  450. rect 52 316 288 124
  451. text @MISC_MKYK_03
  452. font 2
  453. forecolor 1 1 1 1
  454. textscale .8
  455. textalign ITEM_ALIGN_LEFT
  456. textalignx 8
  457. textaligny -1
  458. visible 1
  459. autowrapped
  460. cvarTest ui_forcestatus
  461. showCvar { "ntk" }
  462. }
  463. itemDef
  464. {
  465. name kyle_semi_dark
  466. type ITEM_TYPE_TEXT
  467. rect 52 316 288 124
  468. text @MISC_MKYK_01
  469. font 2
  470. forecolor 1 1 1 1
  471. textscale .8
  472. textalign ITEM_ALIGN_LEFT
  473. textalignx 8
  474. textaligny -1
  475. visible 1
  476. autowrapped
  477. cvarTest ui_forcestatus
  478. showCvar { "sdk" }
  479. }
  480. itemDef
  481. {
  482. name kyle_very_dark
  483. type ITEM_TYPE_TEXT
  484. rect 52 316 288 124
  485. text @MISC_MKYK_02
  486. font 2
  487. forecolor 1 1 1 1
  488. textscale .8
  489. textalign ITEM_ALIGN_LEFT
  490. textalignx 8
  491. textaligny -1
  492. visible 1
  493. autowrapped
  494. cvarTest ui_forcestatus
  495. showCvar { "vdk" }
  496. }
  497. //-----------------------------------------
  498. // Go to Academy (taken from ingameMissionSelect)
  499. //----------------------------------------
  500. itemDef
  501. {
  502. name story5_continue
  503. type ITEM_TYPE_BUTTON
  504. rect 430 440 100 24
  505. text @MENUS_CONTINUE
  506. font 2
  507. forecolor 1 1 1 1
  508. textscale .7
  509. textalign ITEM_ALIGN_RIGHT
  510. textalignx 100
  511. textaligny -1
  512. visible 1
  513. cvartest "tier_storyinfo"
  514. showCvar { "5"; "6" }
  515. mouseEnter
  516. {
  517. }
  518. mouseExit
  519. {
  520. }
  521. action
  522. {
  523. close all
  524. uiScript startmap academy2
  525. }
  526. }
  527. itemDef
  528. {
  529. name story11_continue
  530. type ITEM_TYPE_BUTTON
  531. rect 430 440 100 24
  532. text @MENUS_CONTINUE
  533. font 2
  534. forecolor 1 1 1 1
  535. textscale .7
  536. textalign ITEM_ALIGN_RIGHT
  537. textalignx 100
  538. textaligny -1
  539. visible 1
  540. cvartest "tier_storyinfo"
  541. showCvar { "11"; "12" }
  542. mouseEnter
  543. {
  544. }
  545. mouseExit
  546. {
  547. }
  548. action
  549. {
  550. close all
  551. uiScript startmap academy4
  552. }
  553. }
  554. itemDef
  555. {
  556. name story17_continue
  557. type ITEM_TYPE_BUTTON
  558. rect 430 440 100 24
  559. text @MENUS_CONTINUE
  560. font 2
  561. forecolor 1 1 1 1
  562. textscale .7
  563. textalign ITEM_ALIGN_RIGHT
  564. textalignx 100
  565. textaligny -1
  566. visible 1
  567. cvartest "tier_storyinfo"
  568. showCvar { "17"; "18" }
  569. mouseEnter
  570. {
  571. }
  572. mouseExit
  573. {
  574. }
  575. action
  576. {
  577. close all
  578. uiScript startmap academy6
  579. }
  580. }
  581. //----------------------------------------------------------------------------------------------
  582. // SCANLINES OVER WHOLE MENU
  583. //----------------------------------------------------------------------------------------------
  584. itemDef
  585. {
  586. name scan
  587. group none
  588. style WINDOW_STYLE_SHADER
  589. rect 0 0 640 640
  590. background "gfx/menus/scanlines"
  591. forecolor 1 1 1 1
  592. visible 1
  593. decoration
  594. }
  595. }
  596. }