khanat-opennel-code/code/ryzom/client/data/gamedev/interfaces_v3/outgame_select.xml

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<interface_config>
<root id="outgame" x="0" y="0" w="800" h="600" active="false" />
<!-- ***************** -->
<!-- * PROCEDURES * -->
<!-- ***************** -->
<variable entry="UI:TEMP:CHARSELCLICK" type="sint64" value="-1"/>
<variable entry="UI:TEMP:CHARSELOPT1" type="sint64" value="0"/>
<variable entry="UI:TEMP:CHARSELOPT2" type="sint64" value="0"/>
<variable entry="UI:TEMP:CHARSELDELCHAR" type="sint64" value="0"/>
<variable entry="UI:TEMP:HAIRCUT" type="sint64" value="1" />
<variable entry="UI:TEMP:RAND" type="sint64" value="1" />
<variable entry="UI:TEMP:CHAR3DFYROS:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHAR3DMATIS:PEOPLE" type="sint64" value="1" />
<variable entry="UI:TEMP:CHAR3DTRYKER:PEOPLE" type="sint64" value="2" />
<variable entry="UI:TEMP:CHAR3DZORAI:PEOPLE" type="sint64" value="3" />
<!-- ********************** -->
<!-- * RESET APPEARANCE * -->
<!-- ********************** -->
<proc id="proc_backup_species">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:TATTOO|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:HAIRCUT|value=2" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:CHARACTERHEIGHT|value=7" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:TORSOWIDTH|value=7" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:ARMSWIDTH|value=7" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:LEGSWIDTH|value=7" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:WEAPONLEFTHAND|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:JACKETCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:ARMCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:HANDSCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:TROUSERCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:FEETCOLOR|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET1|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET2|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET3|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET4|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET5|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET6|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET7|value=0" />
<action handler="proc" params="init_backup_fyros" />
<action handler="proc" params="init_backup_matis" />
<action handler="proc" params="init_backup_tryker" />
<action handler="proc" params="init_backup_zorai" />
</proc>
<proc id="init_backup_fyros">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:PEOPLE|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium01.sitem','HEAD')" />
<action handler="copy" params="dbdst=UI:TEMP:CHAR3DFYROS|dbsrc=UI:TEMP:CHAR3D" />
</proc>
<proc id="init_backup_matis">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:PEOPLE|value=1" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_medium01.sitem','HEAD')" />
<action handler="copy" params="dbdst=UI:TEMP:CHAR3DMATIS|dbsrc=UI:TEMP:CHAR3D" />
</proc>
<proc id="init_backup_tryker">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:PEOPLE|value=2" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_medium01.sitem','HEAD')" />
<action handler="copy" params="dbdst=UI:TEMP:CHAR3DTRYKER|dbsrc=UI:TEMP:CHAR3D" />
</proc>
<proc id="init_backup_zorai">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:PEOPLE|value=3" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium01.sitem','HEAD')" />
<action handler="copy" params="dbdst=UI:TEMP:CHAR3DZORAI|dbsrc=UI:TEMP:CHAR3D" />
</proc>
<!-- called when we click on a slot -->
<proc id="proc_click_slot">
<action handler="play_sound" params="name=charsel_slot_click" />
<action handler="reset_pushed" params="dblink=ui:outgame:character_selection:option1" />
<action handler="reset_pushed" params="dblink=ui:outgame:character_selection:option2" />
<action handler="set" params="dblink=UI:TEMP:CHARSELOPT1|value=0"/>
<action handler="set" params="dblink=UI:TEMP:CHARSELOPT2|value=0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:option1:play:pushed|value=1"/>
<action handler="set" params="target_property=ui:outgame:character_selection:option2:manualy:pushed|value=1"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:anim|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:option1:active|value=1" />
<action handler="set" params="target_property=ui:outgame:character_selection:option2:active|value=1" />
<action handler="set" params="target_property=ui:outgame:character_selection:next:active|value=1" />
<action handler="copy" params="dbdst=UI:TEMP:CHARSELCLICK|dbsrc=UI:NEW_SELECTED_SLOT" />
<action handler="set" params="dblink=UI:NEW_SELECTED_SLOT|@0" />
<action handler="proc" cond="eq(@UI:TEMP:CHARSELCLICK,-1)" params="proc_click_slot_init|@0" />
<action handler="proc" cond="ne(@UI:TEMP:CHARSELCLICK,-1)" params="proc_click_slot_normal|@0" />
<action handler="set" params="dblink=UI:SELECTED_SLOT|@0" />
</proc>
<proc id="proc_select_init_right_screen" >
<action handler="get_slot" params="prop=title |target=ui:outgame:character_selection:titles:title_txt:uc_hardtext|slot=@UI:NEW_SELECTED_SLOT" />
<!-- <action handler="get_slot" params="prop=job |target=ui:outgame:character_selection:titles:job_txt:uc_hardtext|slot=@UI:NEW_SELECTED_SLOT" />
<action handler="get_slot" params="prop=level |target=ui:outgame:character_selection:titles:level_txt:uc_hardtext|slot=@UI:NEW_SELECTED_SLOT" />-->
<action handler="get_slot" params="prop=pos |target=ui:outgame:character_selection:titles:pos_txt:textid|slot=@UI:NEW_SELECTED_SLOT" />
<action handler="get_slot" params="prop=name |target=ui:outgame:character_selection:titles:name_txt:uc_hardtext|slot=@UI:NEW_SELECTED_SLOT" />
<action handler="reset_camera" params="target=ui:outgame:character_selection:char3d:cam" />
<action handler="set_db_from_slot" params="dblink=UI:TEMP:CHAR3D|slot=@UI:NEW_SELECTED_SLOT" />
<action handler="proc" params="proc_charsel_init3d" />
</proc>
<!-- called when we click on a slot for the first time -->
<proc id="proc_click_slot_init">
<action handler="reset_pushed" params="dblink=ui:outgame:character_selection:option1" />
<action handler="reset_pushed" params="dblink=ui:outgame:character_selection:option2" />
<action handler="set" params="dblink=UI:TEMP:CHARSELOPT1|value=0"/>
<action handler="set" params="dblink=UI:TEMP:CHARSELOPT2|value=0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:option1:play:pushed|value=1"/>
<action handler="set" params="target_property=ui:outgame:character_selection:option2:manualy:pushed|value=1"/>
<action handler="anim_start" cond="isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT)" params="anim=anim_init_empty" />
<action handler="proc" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))"
params="proc_select_init_right_screen" />
<action handler="anim_start" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="anim=anim_init_full" />
</proc>
<!-- called when we click on a slot and we are already initialized
if the last slot is empty and the new one too do nothing
if the last slot is full and the new one is empty call anim full to empty
if the last slot is empty and the new one is full initialize the 3D view then call the anim empty to full
if the last slot is full and the new one is full call anim full to empty then proc empty to full (proc_click_slot2)
-->
<proc id="proc_click_slot_normal">
<action handler="anim_start" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))"
params="anim=anim_char_sel_full_to_empty" />
<action handler="proc" cond="and(isCharSelSlotEmpty(@UI:SELECTED_SLOT),not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT)))"
params="proc_select_init_right_screen" />
<action handler="anim_start" cond="and(isCharSelSlotEmpty(@UI:SELECTED_SLOT),not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT)))"
params="anim=anim_char_sel_empty_to_full" />
<action handler="anim_start" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT)))"
params="anim=anim_char_sel_full_to_full_1" />
</proc>
<!-- called at the end of the first animation part of the full_to_full anim
used to change at the end of full_to_full_1 anim the 3D view of the character and launch the second part
-->
<proc id="proc_click_slot2">
<action handler="get_slot" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="prop=title |target=ui:outgame:character_selection:titles:title_txt:uc_hardtext|dbslot=UI:NEW_SELECTED_SLOT" />
<!-- <action handler="get_slot" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="prop=job |target=ui:outgame:character_selection:titles:job_txt:uc_hardtext|dbslot=UI:NEW_SELECTED_SLOT" />
<action handler="get_slot" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="prop=level |target=ui:outgame:character_selection:titles:level_txt:uc_hardtext|dbslot=UI:NEW_SELECTED_SLOT" />-->
<action handler="get_slot" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="prop=pos |target=ui:outgame:character_selection:titles:pos_txt:textid|dbslot=UI:NEW_SELECTED_SLOT" />
<action handler="get_slot" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="prop=name |target=ui:outgame:character_selection:titles:name_txt:uc_hardtext|dbslot=UI:NEW_SELECTED_SLOT" />
<action handler="reset_camera" cond="not(isCharSelSlotEmpty(@UI:NEW_SELECTED_SLOT))" params="target=ui:outgame:character_selection:char3d:cam" />
<action handler="set_db_from_slot" params="dblink=UI:TEMP:CHAR3D|slot=@UI:SELECTED_SLOT" />
<action handler="proc" params="proc_charsel_init3d" />
<action handler="anim_start" params="anim=anim_char_sel_full_to_full_2" />
</proc>
<!-- called when we click on the next button (just call the outro anim and after call proc_choice_next_screen_when_outro_finished -->
<proc id="proc_choice_next_screen">
<action handler="play_sound" params="name=generic_next_click" />
<!--<action handler="proc" params="proc_select_close_help2" />-->
<action handler="anim_start" params="anim=anim_char_sel_outro" />
</proc>
<!-- choose if we have to launch the game or go to character creation -->
<proc id="proc_choice_next_screen_when_outro_finished">
<action handler="anim_start" cond="and(isCharSelSlotEmpty(@UI:SELECTED_SLOT),eq(@UI:TEMP:CHARSELOPT2,0))" params="anim=anim_char_sel_outro2" />
<action handler="anim_start" cond="and(isCharSelSlotEmpty(@UI:SELECTED_SLOT),eq(@UI:TEMP:CHARSELOPT2,1))" params="anim=anim_char_sel_outro2" />
<action handler="anim_start" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),eq(@UI:TEMP:CHARSELOPT1,0))" params="anim=anim_char_sel_outro_char" />
<action handler="anim_start" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),eq(@UI:TEMP:CHARSELOPT1,2))" params="anim=anim_char_sel_outro_char" />
<action handler="anim_start" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),eq(@UI:TEMP:CHARSELOPT1,1))" params="anim=anim_char_sel_delete_title" />
</proc>
<proc id="proc_choice_next_screen_when_outro_finished2">
<action handler="set" cond="and(isCharSelSlotEmpty(@UI:SELECTED_SLOT),eq(@UI:TEMP:CHARSELOPT2,0))" params="dblink=UI:CURRENT_SCREEN|value=%screen_specie" />
<action handler="proc" cond="and(isCharSelSlotEmpty(@UI:SELECTED_SLOT),eq(@UI:TEMP:CHARSELOPT2,1))" params="proc_charsel_randomcreate" />
<action handler="stop_music" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),eq(@UI:TEMP:CHARSELOPT1,0))" params="name=music_intro" />
<action handler="launch_game" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),eq(@UI:TEMP:CHARSELOPT1,0))" params="slot=@UI:SELECTED_SLOT" />
<!--<action handler="proc" cond="and(not(isCharSelSlotEmpty(@UI:SELECTED_SLOT)),eq(@UI:TEMP:CHARSELOPT1,2))" params="proc_charsel_renamechar" />-->
</proc>
<proc id="proc_choice_back_screen" >
<action handler="set" params="dblink=UI:TEMP:SKIP_INTRO|value=0" />
<action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_intro" />
</proc>
<proc id="proc_charsel_randomcreate">
<!-- INI TS -->
<action handler="set" params="dblink=UI:TEMP:RAND|value=1" />
<action handler="set" params="dblink=UI:TEMP:HAIRCUT|value=rand(0,6)" />
<!-- SPECIE AND SEX -->
<action handler="proc" params="proc_rand_specie" />
<!-- BODY -->
<action handler="proc" params="proc_rand_appear" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:JACKETMODEL|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:ARMMODEL|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:HANDSMODEL|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:TROUSERMODEL|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:FEETMODEL|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:WEAPONLEFTHAND|value=0" />
<!-- RANDOM CAREER -->
<action handler="proc" params="export_fyros" />
<action handler="proc" params="export_matis" />
<action handler="proc" params="export_tryker" />
<action handler="proc" params="export_zorai" />
<action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_summary" />
</proc>
<proc id="convert_careerclickjob_to_char3dcareer">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:CAREER|value=getRoleId('Refugee')" />
</proc>
<proc id="proc_rand_career2">
<action handler="set" params="dblink=UI:TEMP:CAREERCLICKJOB|value=rand(1,3)" />
<action handler="proc" params="convert_careerclickjob_to_char3dcareer" />
</proc>
<proc id="proc_rand_career">
<action handler="repeatuntil" params="proc=proc_rand_career2|cond=isCareerActive(@UI:TEMP:CHAR3D:CAREER)" />
<action handler="disp_info" params="str='isCareerActive(@UI:TEMP:CHAR3D:CAREER) = '|val=isCareerActive(@UI:TEMP:CHAR3D:CAREER)" />
<action handler="disp_info" params="str='@UI:TEMP:CHAR3D:CAREER = '|val=@UI:TEMP:CHAR3D:CAREER" />
<action handler="proc" params="proc_update_career" />
</proc>
<proc id="proc_update_career">
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="proc_set_base_caracs_fy" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="proc_set_base_caracs_ma" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="proc_set_base_caracs_tr" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="proc_set_base_caracs_zo" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="proc_set_add_caracs_fy" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="proc_set_add_caracs_ma" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="proc_set_add_caracs_tr" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="proc_set_add_caracs_zo" />
<action handler="copy" params="dbdst=UI:TEMP:CHAR3D:CARACS|dbsrc=UI:TEMP:CARACS" />
<action handler="proc" params="convert_careerclickjob_to_char3dcareer" />
</proc>
<proc id="proc_rand_specie2">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:PEOPLE|value=rand(0,3)" />
</proc>
<proc id="proc_rand_specie">
<action handler="repeatuntil" params="proc=proc_rand_specie2|cond=isPeopleActive(@UI:TEMP:CHAR3D:PEOPLE)" />
<action handler="proc" params="proc_change_haircut" />
</proc>
<proc id="proc_change_haircut">
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,0))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_shave01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,1))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_short01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,2))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_short02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,3))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,4))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,5))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium03.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,0),eq(@UI:TEMP:HAIRCUT,6))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_long01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,0))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_shave01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,1))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_short01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,2))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_short02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,3))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_medium01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,4))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_medium02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,5))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_long01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,1),eq(@UI:TEMP:HAIRCUT,6))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_long02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,0))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_shave01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,1))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_short01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,2))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_short02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,3))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_short03.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,4))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_medium01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,5))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_medium02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,2),eq(@UI:TEMP:HAIRCUT,6))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_long01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,0))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_shave01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,1))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_short01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,2))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,3))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium02.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,4))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium03.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,5))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_long01.sitem','HEAD')" />
<action handler="set" cond="and(eq(@UI:TEMP:CHAR3D:PEOPLE,3),eq(@UI:TEMP:HAIRCUT,6))" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_long02.sitem','HEAD')" />
</proc>
<proc id="proc_rand_appear">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:SEX|value=not(@UI:TEMP:CHAR3D:VPA:SEX)" />
<!--
<action handler="proc" params="proc_rand_body" />
<action handler="proc" params="proc_rand_face" />
<action handler="proc" params="proc_rand_colors" />
-->
</proc>
<proc id="proc_rand_body">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:CHARACTERHEIGHT|value=rand(0,14)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:TORSOWIDTH|value=rand(0,14)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:ARMSWIDTH|value=rand(0,14)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:LEGSWIDTH|value=rand(0,14)" />
</proc>
<proc id="proc_rand_face">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET1|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET2|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET3|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET4|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET5|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET6|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:MORPHTARGET7|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:HAIRCUT|value=rand(0,6)" />
<action handler="proc" params="proc_change_haircut" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:TATTOO|value=rand(0,31)" />
</proc>
<proc id="proc_rand_colors">
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=rand(0,6)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=rand(0,5)" />
<!--
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:JACKETCOLOR|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:ARMCOLOR|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:HANDSCOLOR|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:TROUSERCOLOR|value=rand(0,7)" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:FEETCOLOR|value=rand(0,7)" />
-->
</proc>
<!-- Delete character -->
<proc id="proc_charsel_deletechar">
<action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=1"/>
<action handler="enter_modal" params="group=ui:outgame:charsel_delchar_confirm" />
</proc>
<proc id="proc_charsel_delchar_confirm_ok">
<action handler="play_sound" params="name=charsel_delok_click" />
<action handler="leave_modal" params="" />
<action handler="ask_delete_char" params="slot=@UI:SELECTED_SLOT" />
</proc>
<proc id="proc_charsel_delchar_confirm_ok2">
<action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=0"/>
<action handler="anim_start" params="anim=anim_char_sel_delete" />
</proc>
<proc id="proc_charsel_test">
<action handler="proc" params="proc_charsel_delchar_confirm_ok2"
cond="and(eq(@UI:TEMP:CHARSELDELCHAR,1),eq(@UI:CURRENT_SCREEN, %screen_select),eq(@UI:SERVER_RECEIVED_CHARS,1))" />
</proc>
<!-- When we got the answer from server terminate delchar -->
<link expr="depends(@UI:CURRENT_SCREEN,@UI:SERVER_RECEIVED_CHARS)" action="proc" params="proc_charsel_test" />
<proc id="proc_charsel_delchar_confirm_cancel">
<action handler="play_sound" params="name=charsel_delno_click" />
<action handler="leave_modal" params="" />
<action handler="anim_start" params="anim=anim_char_sel_delete" />
</proc>
<!-- Rename character -->
<!--
<proc id="proc_charsel_renamechar">
<action handler="get_slot" params="prop=name |target=ui:outgame:charsel_renchar_confirm:ebname:eb:input_string|dbslot=UI:SELECTED_SLOT" />
<action handler="get_slot" params="prop=surname |target=ui:outgame:charsel_renchar_confirm:ebsurname:eb:input_string|dbslot=UI:SELECTED_SLOT" />
<action handler="enter_modal" params="group=ui:outgame:charsel_renchar_confirm" />
</proc>
<proc id="proc_charsel_renchar_confirm_ok">
<action handler="leave_modal" params="" />
<action handler="ask_rename_char" params="dbslot=UI:SELECTED_SLOT|name=ui:outgame:charsel_renchar_confirm:ebname:eb:input_string|surname=ui:outgame:charsel_renchar_confirm:ebsurname:eb:input_string" />
<action handler="proc" params="active_char_sel" />
</proc>
<proc id="proc_charsel_renchar_confirm_cancel">
<action handler="leave_modal" params="" />
<action handler="proc" params="active_char_sel" />
</proc>
-->
<!-- Initialize the 3d view from the database -->
<proc id="proc_charsel_init3d">
<action handler="set" params="target_property=ui:outgame:character_selection:logo_fy:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_ma:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_tr:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_zo:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:titles:active|value=1" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND|value=0" />
<action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:WEAPONLEFTHAND|value=0" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="proc_charsel_init3d_fy" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="proc_charsel_init3d_ma" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="proc_charsel_init3d_tr" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="proc_charsel_init3d_zo" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:character_selection:char3d:back:near|value=2.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:character_selection:char3d:back:far|value=3.5" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:character_selection:char3d:back:posz|value=2.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:character_selection:char3d:back:near|value=1.5" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:character_selection:char3d:back:far|value=3.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:character_selection:char3d:back:posz|value=2.2" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:character_selection:char3d:back:near|value=2.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:character_selection:char3d:back:far|value=3.5" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:character_selection:char3d:back:posz|value=2.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:character_selection:char3d:back:near|value=3.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:character_selection:char3d:back:far|value=4.0" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:character_selection:char3d:back:posz|value=2.4" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:posx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:posy|value=26.5"/>
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:SEX,0)" params="target_property=ui:outgame:character_selection:char3d:char:posz|value=0.0"/>
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:SEX,1)" params="target_property=ui:outgame:character_selection:char3d:char:posz|value=0.04"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:rotx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:roty|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:rotz|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:posx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:posy|value=23.5"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:tgtx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:tgty|value=26.5"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:shadow:posx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:shadow:posy|value=26.5"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:shadow:posz|value=0.85"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:posx|value=-0.4" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:posy|value=28.5" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:lgt:posx|value=0.4" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:lgt:posy|value=25.3" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:lgt:posz|value=2.48" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:lgt:colr|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:lgt:colg|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:lgt:colb|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:char:anim|value=0" />
</proc>
<!-- fyros -->
<proc id="proc_charsel_init3d_fy">
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:name|value='outgame_fyros.ig'"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:posz|value=-1.03"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:posz|value=2.3"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:tgtz|value=1.7"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:fov|value=50.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colr|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colg|value=128" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colb|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_fy:active|value=1" />
</proc>
<!-- matis -->
<proc id="proc_charsel_init3d_ma">
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:name|value='outgame_matis.ig'"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:posz|value=0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:posz|value=2.3"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:tgtz|value=1.7"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:fov|value=50.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colr|value=192" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colg|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colb|value=64" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_ma:active|value=1" />
</proc>
<!-- tryker -->
<proc id="proc_charsel_init3d_tr">
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:name|value='outgame_tryker.ig'"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:posz|value=0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:posz|value=2.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:tgtz|value=1.6"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:fov|value=45.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colr|value=64" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colg|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colb|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_tr:active|value=1" />
</proc>
<!-- zorai -->
<proc id="proc_charsel_init3d_zo">
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:name|value='outgame_zorai.ig'"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:env:posz|value=0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:posz|value=2.4"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:tgtz|value=1.9"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:cam:fov|value=60.0"/>
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colr|value=255" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colg|value=128" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:back:colb|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:logo_zo:active|value=1" />
</proc>
<!-- activate character selection init from network and launch intro
we have to setup alpha here if the init (click on a slot) is not done because alpha is not parsed but reflected
-->
<proc id="active_char_sel">
<action handler="proc" params="proc_backup_species" />
<action handler="set" params="dblink=UI:NEW_SELECTED_SLOT|value=-1" />
<action handler="set" params="dblink=UI:SELECTED_SLOT|value=-1" />
<action handler="set" params="dblink=UI:TEMP:RAND|value=0" />
<action handler="reset_pushed" params="dblink=ui:outgame:character_selection:slots" />
<action handler="net_init_char_sel" params="slottexts=ui:outgame:character_selection:slots" />
<action handler="set" params="target_property=ui:outgame:character_selection:titles:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:bg_empty:alpha|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:options:alpha|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:option1:alpha|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:option2:alpha|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:next:alpha|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:option1:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:option2:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:option1:x|value=-176" />
<action handler="set" params="target_property=ui:outgame:character_selection:option2:x|value=-176" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:x|value=sub(getprop('ui:outgame:character_selection:w'),224)" />
<action handler="set" params="target_property=ui:outgame:character_selection:next:active|value=0" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:shadow:posx|value=0.0" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:shadow:posy|value=26.5" />
<action handler="set" params="target_property=ui:outgame:character_selection:char3d:shadow:posz|value=1.0" />
<action handler="anim_start" params="anim=anim_char_sel_intro" />
</proc>
<!-- OPTIONS -->
<proc id="proc_option1" >
<action handler="play_sound" params="name=charsel_option_click" />
<action handler="set" params="dblink=UI:TEMP:CHARSELOPT1|@0"/>
</proc>
<proc id="proc_option2" >
<action handler="play_sound" params="name=charsel_option_click" />
<action handler="set" params="dblink=UI:TEMP:CHARSELOPT2|@0"/>
</proc>
<!--
<proc id="proc_charsel_help" >
<action handler="play_sound" params="name=generic_help_click" />
<action handler="set" params="target_property=ui:outgame:character_selection:help_box:active|value=1"/>
</proc>
<proc id="proc_select_close_help" >
<action handler="play_sound" params="name=generic_help_close_click" />
<action handler="set" params="target_property=ui:outgame:character_selection:help_box:active|value=0"/>
</proc>
<proc id="proc_select_close_help2" >
<action handler="set" params="target_property=ui:outgame:character_selection:help_box:active|value=0"/>
</proc>
-->
<proc id="proc_quit" >
<action handler="play_sound" params="name=charsel_quit_click" />
<action handler="stop_music" params="name=music_intro" />
<action handler="quit_ryzom" />
</proc>
<!-- ***************** -->
<!-- * TEMPLATES * -->
<!-- ***************** -->
<!-- a slot text is setup by net_init_char_sel action handler -->
<template name="select_slot" posparent="parent" posref="TL TL" x="16" y="0" w="128" h="20" id="" >
<ctrl type="button" button_type="radio_button" id="slot#id" posparent="#posparent" posref="#posref" x="#x" y="#y" w="#w" h="#h"
color="98 121 55 255" col_over="255 255 255 255" col_pushed="98 121 55 255"
tx_normal="button_default.tga" tx_over="button_default.tga" tx_pushed="button_default_pushed.tga"
onover="play_sound" params_over="name=charsel_slot_over"
onclick_l="proc" params_l="proc_click_slot|value=#id" render_layer="3"/>
<view type="text" id="text#id" posparent="slot#id" posref="ML ML" x="30" hardtext="uiEmptySlot" fontsize="14" />
</template>
<!-- Window Border -->
<template name="window_border" posparent="parent">
<view type="bitmap" id="t" texture="border_hor.tga" posref="TM TM" posparent="#posparent" scale="true" sizeref="w" w="-2" h="1"/>
<view type="bitmap" id="b" texture="border_hor.tga" posref="BM BM" posparent="#posparent" scale="true" sizeref="w" w="-2" h="1"/>
<view type="bitmap" id="l" texture="border_ver.tga" posref="TL TL" posparent="#posparent" scale="true" sizeref="h" w="1" h="0" />
<view type="bitmap" id="r" texture="border_ver.tga" posref="TR TR" posparent="#posparent" scale="true" sizeref="h" w="1" h="0" />
</template>
<!-- ***************** -->
<!-- * MODALS WINDOW * -->
<!-- ***************** -->
<!-- delete character -->
<group type="modal" id="charsel_delchar_confirm" mouse_pos="false" escapable="false" exit_click_out="false" posref="MM ML" x="-394" w="224" h="64" y="24">
<view type="text" id="text" posref="TM TM" x="0" y="0" color="255 255 255 255" global_color="false" fontsize="16" shadow="true" hardtext="uiDelChar" />
<ctrl type="button" id="ok" button_type="push_button" posref="BM BL" x="2" y="6"
tx_normal="answer_valid.tga" tx_pushed="answer_valid.tga" tx_over="answer_over.tga"
onover="play_sound" params_over="name=charsel_delok_over"
onclick_l="proc" params_l="proc_charsel_delchar_confirm_ok" global_color_normal="false" global_color_pushed="false" />
<ctrl type="button" id="cancel" button_type="push_button" posref="BM BR" x="-2" y="6"
tx_normal="answer_cancel.tga" tx_pushed="answer_cancel.tga" tx_over="answer_over.tga"
onover="play_sound" params_over="name=charsel_delno_over"
onclick_l="proc" params_l="proc_charsel_delchar_confirm_cancel" global_color_normal="false" global_color_pushed="false" />
</group>
<!-- rename character -->
<!--
<group type="modal" id="charsel_renchar_confirm" mouse_pos="false" escapable="false" exit_click_out="false" posref="MM MM" w="320" h="148">
<view type="bitmap" id="bg" sizeref="wh" posref="TL TL" x="0" y="0" texture="blank.tga" scale="true" color="0 0 0 192" global_color="false" />
<instance template="window_border" id="bord" posref="MM MM" />
<view type="text" id="title" posref="TL TL" x="4" y="-4" color="255 255 255 255" global_color="false" fontsize="12" shadow="true" hardtext="uiRenChar" />
<instance template="edit_box_widget" id="ebname" posparent="title" posref="BL TL" x="64" y="-48" w="128" onenter="" reset_focus_on_hide="false" prompt=" " max_num_chars="16" />
<view type="text" id="titname" posparent="ebname" posref="TL BL" x="0" y="8" hardtext="uiName" color="255 255 255 255" fontsize="12"/>
<instance template="edit_box_widget" id="ebsurname" posparent="ebname" posref="BL TL" x="0" y="-16" w="128" onenter="" reset_focus_on_hide="false" prompt=" " max_num_chars="16" />
<view type="text" id="titsurname" posparent="ebsurname" posref="TL BL" x="0" y="8" hardtext="uiSurName" color="255 255 255 255" fontsize="12"/>
<ctrl type="button" id="ok" button_type="push_button" posparent="ebsurname" posref="BR TR" y="-4"
tx_normal="w_answer_16_valid.tga" tx_pushed="w_answer_16_valid.tga" tx_over="W_button_16_over.tga"
onclick_l="proc" params_l="proc_charsel_renchar_confirm_ok" global_color_normal="false" global_color_pushed="false" />
<ctrl type="button" id="cancel" button_type="push_button" posparent="ok" posref="TL TR" x="-4"
tx_normal="w_answer_16_cancel.tga" tx_pushed="w_answer_16_cancel.tga" tx_over="W_button_16_over.tga"
onclick_l="proc" params_l="proc_charsel_renchar_confirm_cancel" global_color_normal="false" global_color_pushed="false" />
</group>
-->
<!-- ***************** -->
<!-- * MAIN WINDOW * -->
<!-- ***************** -->
<group id="character_selection" w="800" h="600" posref="MM MM"
on_active="proc" on_active_params="active_char_sel" >
<!-- BLACK BACK -->
<!--
<view type="bitmap" id="bg" posref="TL TL" x="0" y="-32" sizeref="w" w="0" h="0" texture="blank.tga" color="0 0 0 255" scale="true" global_color="false" />
-->
<view type="bitmap" id="bg" txtoffsetx="0" txtoffsety="0" txtwidth="800" txtheight="488"
global_color="false" color="255 255 255 255" posref="TL TL" x="0" y="-32" texture="bk_select.tga" w="800" h="488" scale="true" />
<view type="bitmap" id="bg_empty" txtoffsetx="0" txtoffsety="0" txtwidth="512" txtheight="512"
global_color="false" color="255 255 255 255" posref="MR MR" x="-32" y="24" texture="bk_empty.tga" w="512" h="512" />
<!-- Title -->
<view type="text" id="title" posref="TL TL" x="8" y="-6" hardtext="uiSelectTitle" fontsize="20"/>
<!-- Title Delete -->
<view type="text" id="del_title" posref="TL TL" x="8" y="20" hardtext="uiDeleteTitle" fontsize="20"/>
<!-- TIMELINE -->
<group id="timeline" sizeref="w" w="-16" h="32" posref="BL BL" x="8" y="16" >
<view type="bitmap" id="line" posref="ML ML" x="0" y="0" texture="time_line.tga" scale="true" sizeref="w" w="-64" h="4" global_color="false" />
<view type="bitmap" id="back_bg" posref="TL TL" x="0" y="0" texture="time_back.tga" global_color="false" />
<view type="bitmap" id="next_bg" posref="TR TR" x="0" y="0" texture="time_next.tga" global_color="false" />
</group>
<!-- Quit & Help -->
<ctrl type="button" id="quit" button_type="push_button" posref="TR MM" x="-24" y="-16"
tx_normal="button_quit.tga" tx_pushed="button_quit.tga" tx_over="button_quit_over.tga"
onover="play_sound" params_over="name=charsel_quit_over"
onclick_l="proc" params_l="proc_quit" tooltip="uiQuit" />
<!-- Removed for Beta 1
<ctrl type="button" id="help" button_type="push_button" posparent="quit" posref="TL TR" x="-8" y="0"
tx_normal="button_help.tga" tx_pushed="button_help.tga" tx_over="button_help_over.tga"
onover="play_sound" params_over="name=generic_help_over"
onclick_l="launch_help" params_l="url=help_outgame.html" tooltip="uiHelp" />
-->
<!-- Menu titles -->
<view type="text" id="select" posref="TL TL" x="24" y="-112" hardtext="uiSelCharTitle" fontsize="14"/>
<view type="text" id="options" posref="TL TL" x="24" y="-320" hardtext="uiOptTitle" fontsize="14" />
<!-- Buttons timeline -->
<ctrl type="button" id="back" button_type="push_button" posref="BL BL" x="8" y="16"
tx_normal="button_back.tga" tx_pushed="button_back_over.tga" tx_over="button_back_over.tga"
onover="play_sound" params_over="name=generic_prev_over"
onclick_l="proc" params_l="proc_choice_back_screen" tooltip="uiPrevStep" />
<ctrl type="button" id="next" button_type="push_button" posref="BR BR" x="-8" y="16"
tx_normal="button_next.tga" tx_pushed="button_next_over.tga" tx_over="button_next_over.tga"
onover="play_sound" params_over="name=generic_next_over"
onclick_l="proc" params_l="proc_choice_next_screen" tooltip="uiNextStep"/>
<!-- SLOTS -->
<group id="slots" w="272" h="256" posparent="select" posref="BL TL" x="0" y="-16" >
<instance template="select_slot" id="0" posref="TL TL" />
<instance template="select_slot" id="1" posparent="slot0" posref="TL TL" y="-32" />
<instance template="select_slot" id="2" posparent="slot1" posref="TL TL" y="-32" />
<instance template="select_slot" id="3" posparent="slot2" posref="TL TL" y="-32" />
<instance template="select_slot" id="4" posparent="slot3" posref="TL TL" y="-32" />
</group>
<!-- Options if the slot is full (play, delete, rename) -->
<group id="option1" w="160" h="84" posparent="options" posref="BL TL" x="-176" y="-16" >
<ctrl type="button" button_type="radio_button" id="play" posref="TL TL" pushed="true" render_layer="3"
color="203 190 112 255" col_over="255 255 255 255" col_pushed="203 190 112 255"
tx_normal="button_default.tga" tx_over="button_default.tga" tx_pushed="button_default_pushed.tga"
onover="play_sound" params_over="name=charsel_option_over"
onclick_l="proc" params_l="proc_option1|value=0"/>
<view type="text" id="pl" posparent="play" posref="ML ML" x="30" hardtext="uiPlay" fontsize="14" />
<ctrl type="button" button_type="radio_button" id="delete" posref="ML ML" render_layer="3"
color="203 190 112 255" col_over="255 255 255 255" col_pushed="203 190 112 255"
tx_normal="button_default.tga" tx_over="button_default.tga" tx_pushed="button_default_pushed.tga"
onover="play_sound" params_over="name=charsel_option_over"
onclick_l="proc" params_l="proc_option1|value=1"/>
<view type="text" id="del" posparent="delete" posref="ML ML" x="30" hardtext="uiDelete" fontsize="14" />
<!--
<ctrl type="button" button_type="radio_button" id="rename" posref="BL BL"
color="203 190 112 255" col_over="255 255 255 255" col_pushed="203 190 112 255"
tx_normal="button_default.tga" tx_over="button_default.tga" tx_pushed="button_default_pushed.tga"
onclick_l="set" params_l="dblink=UI:TEMP:CHARSELOPT1|value=2"/>
<view type="text" id="ren" posparent="rename" posref="ML ML" x="30" hardtext="uiRename" fontsize="14" />
-->
</group>
<!-- Options if the slot is empty (manual creation, random creation) -->
<group id="option2" w="160" h="52" posparent="options" posref="BL TL" x="-176" y="-16" >
<ctrl type="button" button_type="radio_button" id="manualy" posref="TL TL" pushed="true" render_layer="3"
color="203 190 112 255" col_over="255 255 255 255" col_pushed="203 190 112 255"
tx_normal="button_default.tga" tx_over="button_default.tga" tx_pushed="button_default_pushed.tga"
onover="play_sound" params_over="name=charsel_option_over"
onclick_l="proc" params_l="proc_option2|value=0"/>
<view type="text" id="man" posparent="manualy" posref="ML ML" x="30" hardtext="uiManCrea" fontsize="14" />
<ctrl type="button" button_type="radio_button" id="random" posref="BL BL" render_layer="3"
color="203 190 112 255" col_over="255 255 255 255" col_pushed="203 190 112 255"
tx_normal="button_default.tga" tx_over="button_default.tga" tx_pushed="button_default_pushed.tga"
onover="play_sound" params_over="name=charsel_option_over"
onclick_l="proc" params_l="proc_option2|value=1"/>
<view type="text" id="ran" posparent="random" posref="ML ML" x="30" hardtext="uiRanCrea" fontsize="14" />
</group>
<group type="scroll_text" id="sel_infos" posref="TM TL" x="-60" y="-112" w="340" h="120" min_height="120" max_height="400" >
<group id="black" posref="TL TL" sizeref="hw" w="0" h="0" />
<group type="list" id="text_list" hardtext="uiSelInfos" shadow="true" fontsize="12" justification="justified" color="255 255 255 255" space="0"
posref="TL TL" posparent="black" x="0" y="0" sizeref="hw" w="0" h="0" />
</group>
<!-- vue 3D du perso -->
<scene3d id="char3d" x="576" y="-32" sizeref="wh" w="-224" h="-112" posref="TR TR" curcam="cam" curcs="env"
user_interaction="true" rotz_factor="0.017"
roty_factor="0.005" roty_limit_min="-10" roty_limit_max="15"
dist_factor="0.005" dist_limit_min="3.0" dist_limit_max="4.0"
ambient="0 0 0" sun_ambient="20 20 20" sun_diffuse="80 64 32" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" >
<character3d id="char" dblink="UI:TEMP:CHAR3D" pos="0 26.5 0.0" rot="0.0 0.0 0.0" />
<camera id="cam" fov="80" pos="0.0 24.0 2.2" target="0.0 26.5 2.2" roll="0" />
<light id="back" pos="0.0 28.2 1.6" color="255 128 0" near="2.5" far="4.0" />
<light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="2.0" far="2.5" />
<ig id="env" name="matis.ig" pos="0 0 0" />
<shape id="shadow" name="shadow.shape" pos="0.0 26.5 0.85" rot="0.0 0.0 0.0" />
<auto_anim name="waterfall01_maserre.anim"/>
<auto_anim name="waterfall02_maserre.anim"/>
</scene3d>
<!-- TITLES -->
<group id="titles" x="0" y="0" posparent="char3d" posref="TL TL" w="576" h="488" >
<view type="text" id="name_txt" render_layer="0" posref="TL TL" x="20" y="-16" hardtext="uiEmptySlot" shadow="true" fontsize="28" color="255 255 255 255" />
<view type="text" id="title_txt" render_layer="0" posparent="name_txt" posref="BL TL" x="0" y="-12" hardtext="uiCaNaBoldMF" shadow="true" fontsize="24" color="255 192 64 255" />
<!--
<view type="text" id="job_txt" render_layer="0" posparent="career_txt" posref="BL TL" x="0" y="-12" hardtext="uiCaNaBoldMF" shadow="true" fontsize="20" color="255 192 64 255" />
<view type="text" id="level" render_layer="0" posparent="job_txt" posref="TR TL" x="0" y="0" hardtext="uiSelLevel" shadow="true" fontsize="20" color="255 192 64 255" />
<view type="text" id="level_txt" render_layer="0" posparent="level" posref="TR TL" x="4" y="0" hardtext="uiCaNaBoldMF" shadow="true" fontsize="20" color="255 192 64 255" />
-->
<view type="text_id" id="pos_txt" render_layer="0" posref="BL BL" x="20" y="16" shadow="true" fontsize="18" color="250 230 65 255" />
</group>
<!-- LOGOS -->
<view type="bitmap" id="logo_fy" render_layer="0" txtoffsetx="0" txtoffsety="0" txtwidth="200" txtheight="256"
global_color="false" color="255 255 255 255" posparent="char3d" posref="TR TR" x="0" y="-8" texture="logo_species.tga" active="false" />
<view type="bitmap" id="logo_ma" render_layer="0" txtoffsetx="200" txtoffsety="0" txtwidth="200" txtheight="256"
global_color="false" color="255 255 255 255" posparent="char3d" posref="TR TR" x="0" y="-8" texture="logo_species.tga" active="false" />
<view type="bitmap" id="logo_tr" render_layer="0" txtoffsetx="400" txtoffsety="0" txtwidth="200" txtheight="256"
global_color="false" color="255 255 255 255" posparent="char3d" posref="TR TR" x="0" y="-8" texture="logo_species.tga" active="false" />
<view type="bitmap" id="logo_zo" render_layer="0" txtoffsetx="600" txtoffsety="0" txtwidth="200" txtheight="256"
global_color="false" color="255 255 255 255" posparent="char3d" posref="TR TR" x="0" y="-8" texture="logo_species.tga" active="false" />
<!-- HELP -->
<!--
<group id="help_box" w="320" h="240" posref="MM MM" active="false" group_onclick_l="proc" group_params_l="proc_nothing" >
<view type="bitmap" id="bg" sizeref="wh" posref="TL TL" x="0" y="0" texture="blank.tga" scale="true" color="0 0 0 192" global_color="false" />
<instance template="window_border" id="bord" posref="MM MM" />
<view type="text" id="title_help" posref="TL TL" x="8" y="-8" hardtext="uiHelpTitle" fontsize="12" />
<ctrl type="button" id="close_help" button_type="push_button" posref="TR TR" x="-8" y="-8"
onover="play_sound" params_over="name=generic_help_close_over"
tx_normal="W_close.tga" tx_pushed="W_close.tga" tx_over="W_button_12_over.tga"
onclick_l="proc" params_l="proc_select_close_help" tooltip="uiClose" />
</group>
-->
<!-- BORDERS -->
<view type="bitmap" id="top_line" posref="TL TL" posparent="bg" x="0" y="1" texture="border_hor.tga" scale="true" sizeref="w" w="0" h="1" global_color="false" />
<view type="bitmap" id="bot_line" posref="BL BL" posparent="bg" x="0" y="-1" texture="border_hor.tga" scale="true" sizeref="w" w="0" h="1" global_color="false" />
<view type="bitmap" id="vertical_line" posparent="bg" posref="ML ML" x="224" y="0" texture="border_ver.tga" scale="true" w="1" sizeref="h" h="0" global_color="false" />
<!-- Confirm delete char -->
</group>
<!-- This link is used to display the right screen among the outgame screens -->
<link expr="eq(@UI:CURRENT_SCREEN, %screen_select)" target="character_selection:active" />
<!-- ***************** -->
<!-- * ANIMATIONS * -->
<!-- ***************** -->
<!-- Intro -->
<anim id="anim_char_sel_intro" duration="4.0" loop="false" reverse="false" >
<track type="linear" target="character_selection:bg:h" dynamic="true" >
<key time="0.1" value="0" />
<key time="0.35" value="sub(getprop('ui:outgame:character_selection:h'),112)" />
</track>
<track type="linear" target="character_selection:bg:y" dynamic="true" > <!-- 0-(32+(h-112)/2) -->
<key time="0.1" value="sub(0,add(div(sub(getprop('ui:outgame:character_selection:h'),112),2),32))" />
<key time="0.35" value="-32" />
</track>
<!--
<track type="linear" target="character_selection:help:alpha">
<key time="0.0" value="0" />
<key time="0.5" value="255" />
</track>
-->
<track type="linear" target="character_selection:quit:alpha">
<key time="0.0" value="0" />
<key time="0.5" value="255" />
</track>
<track type="linear" target="character_selection:title:y">
<key time="0.0" value="20" />
<key time="1.0" value="-6" />
</track>
<track type="linear" target="character_selection:timeline:alpha">
<key time="0.0" value="0" />
<key time="1.0" value="255" />
</track>
<track type="linear" target="character_selection:back:alpha">
<key time="0.0" value="0" />
<key time="1.0" value="255" />
</track>
<!--
<track type="linear" target="character_selection:vertical_line:x">
<key time="1.0" value="-1" />
<key time="1.5" value="224" />
</track>
-->
<track type="linear" target="character_selection:select:alpha">
<key time="2.0" value="0" />
<key time="3.0" value="255" />
</track>
<track type="linear" target="character_selection:slots:slot0:alpha,character_selection:slots:text0:alpha">
<key time="2.5" value="0" />
<key time="3.0" value="255" />
</track>
<track type="linear" target="character_selection:slots:slot1:alpha,character_selection:slots:text1:alpha">
<key time="2.75" value="0" />
<key time="3.25" value="255" />
</track>
<track type="linear" target="character_selection:slots:slot2:alpha,character_selection:slots:text2:alpha">
<key time="3.0" value="0" />
<key time="3.5" value="255" />
</track>
<track type="linear" target="character_selection:slots:slot3:alpha,character_selection:slots:text3:alpha">
<key time="3.25" value="0" />
<key time="3.75" value="255" />
</track>
<track type="linear" target="character_selection:slots:slot4:alpha,character_selection:slots:text4:alpha">
<key time="3.5" value="0" />
<key time="4.0" value="255" />
</track>
<track type="linear" target="character_selection:sel_infos:alpha">
<key time="2.0" value="0" />
<key time="3.0" value="255" />
</track>
<track type="linear" target="character_selection:slots:slot0:x">
<key time="2.5" value="0" />
<key time="2.9" value="16" />
</track>
<track type="linear" target="character_selection:slots:slot1:x">
<key time="2.75" value="-16" />
<key time="3.15" value="0" />
</track>
<track type="linear" target="character_selection:slots:slot2:x">
<key time="3.0" value="-16" />
<key time="3.4" value="0" />
</track>
<track type="linear" target="character_selection:slots:slot3:x">
<key time="3.25" value="-16" />
<key time="3.65" value="0" />
</track>
<track type="linear" target="character_selection:slots:slot4:x">
<key time="3.5" value="-16" />
<key time="3.9" value="0" />
</track>
</anim>
<!-- Outro -->
<anim id="anim_char_sel_outro" duration="2.30" on_finish="proc" on_finish_params="proc_choice_next_screen_when_outro_finished" loop="false" reverse="false" >
<track type="linear" target="character_selection:select:alpha">
<key time="0.0" value="255" />
<key time="1.0" value="0" />
</track>
<track type="linear" target="character_selection:options:alpha">
<key time="0.0" value="255" />
<key time="1.0" value="0" />
</track>
<!--
<track type="linear" target="character_selection:vertical_line:x">
<key time="1.0" value="224" />
<key time="1.5" value="-1" />
</track>
-->
<track type="linear" target="character_selection:timeline:alpha">
<key time="0.0" value="255" />
<key time="1.5" value="0" />
</track>
<track type="linear" target="character_selection:back:alpha">
<key time="0.0" value="255" />
<key time="1.5" value="0" />
</track>
<track type="linear" target="character_selection:next:alpha">
<key time="0.0" value="255" />
<key time="1.5" value="0" />
</track>
<track type="linear" target="character_selection:slots:alpha">
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:option1:alpha">
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:option2:alpha">
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:title:y">
<key time="1.0" value="-6" />
<key time="2.0" value="20" />
</track>
<track type="linear" target="character_selection:bg_empty:alpha" dynamic="true" >
<key time="0.0" value="getprop('ui:outgame:character_selection:bg_empty:alpha')" />
<key time="0.5" value="0" />
</track>
</anim>
<anim id="anim_char_sel_outro2" duration="0.5" on_finish="proc" on_finish_params="proc_choice_next_screen_when_outro_finished2">
<track type="linear" target="character_selection:bg:h" dynamic="true" >
<key time="0.0" value="sub(getprop('ui:outgame:character_selection:h'),112)" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:bg:y" dynamic="true" >
<key time="0.0" value="-32" />
<key time="0.5" value="sub(0,add(div(sub(getprop('ui:outgame:character_selection:h'),112),2),32))" />
</track>
</anim>
<anim id="anim_char_sel_outro_char" duration="1.0" on_finish="anim_start" on_finish_params="anim=anim_char_sel_outro2" >
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="0" />
<key time="1.0" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
</anim>
<anim id="anim_char_sel_delete_title" duration="1.0" on_finish="proc" on_finish_params="proc_charsel_deletechar" >
<!--
<track type="linear" target="character_selection:help:alpha">
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
-->
<track type="linear" target="character_selection:quit:alpha">
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:del_title:y">
<key time="0.0" value="20" />
<key time="1.0" value="-6" />
</track>
</anim>
<anim id="anim_char_sel_delete" duration="1.0" on_finish="anim_start" on_finish_params="anim=anim_char_sel_delete2" >
<track type="linear" target="character_selection:del_title:y">
<key time="0.0" value="-6" />
<key time="1.0" value="20" />
</track>
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="0" />
<key time="1.0" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
</anim>
<anim id="anim_char_sel_delete2" duration="0.5" on_finish="proc" on_finish_params="active_char_sel">
<track type="linear" target="character_selection:bg:h" dynamic="true" >
<key time="0.0" value="sub(getprop('ui:outgame:character_selection:h'),112)" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:bg:y" dynamic="true" >
<key time="0.0" value="-32" />
<key time="0.5" value="sub(0,add(div(sub(getprop('ui:outgame:character_selection:h'),112),2),32))" />
</track>
</anim>
<!-- Anim called when we are on a full slot and we click on an empty slot -->
<anim id="anim_char_sel_full_to_empty" duration="0.75" >
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="0" />
<key time="0.75" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
</track>
<track type="linear" target="character_selection:bg_empty:alpha">
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="255" />
<key time="0.75" value="0" />
</track>
<track type="linear" target="character_selection:option1:x">
<key time="0.0" value="16" />
<key time="0.75" value="-176" />
</track>
<track type="linear" target="character_selection:option2:x">
<key time="0.0" value="-176" />
<key time="0.75" value="16" />
</track>
<track type="linear" target="character_selection:option1:alpha">
<key time="0.0" value="255" />
<key time="0.75" value="0" />
</track>
<track type="linear" target="character_selection:option2:alpha">
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
</anim>
<!-- Anim called when we are on a empty slot and we click on a full slot -->
<anim id="anim_char_sel_empty_to_full" duration="0.75" >
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
<key time="0.75" value="0" />
</track>
<track type="linear" target="character_selection:bg_empty:alpha">
<key time="0.0" value="255" />
<key time="0.75" value="0" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
<track type="linear" target="character_selection:option2:x">
<key time="0.0" value="16" />
<key time="0.75" value="-176" />
</track>
<track type="linear" target="character_selection:option1:x">
<key time="0.0" value="-176" />
<key time="0.75" value="16" />
</track>
<track type="linear" target="character_selection:option2:alpha">
<key time="0.0" value="255" />
<key time="0.75" value="0" />
</track>
<track type="linear" target="character_selection:option1:alpha">
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
</anim>
<!-- Anim called when we are on a full slot and we click on a full slot -->
<anim id="anim_char_sel_full_to_full_1" duration="0.5" on_finish="proc" on_finish_params="proc_click_slot2" >
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="0" />
<key time="0.5" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="255" />
<key time="0.5" value="0" />
</track>
</anim>
<anim id="anim_char_sel_full_to_full_2" duration="0.5" >
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
<key time="0.5" value="0" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="0" />
<key time="0.5" value="255" />
</track>
</anim>
<!-- anim called the first time we click on a slot and this one is empty -->
<anim id="anim_init_empty" duration="0.75" >
<track type="linear" target="character_selection:next:alpha,character_selection:option2:alpha,character_selection:options:alpha">
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
<track type="linear" target="character_selection:option2:x">
<key time="0.0" value="-176" />
<key time="0.75" value="16" />
</track>
<track type="linear" target="character_selection:bg_empty:alpha">
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
<track type="linear" target="character_selection:sel_infos:alpha">
<key time="0.0" value="255" />
<key time="0.75" value="0" />
</track>
</anim>
<!-- anim called the first time we click on a slot and this one is full -->
<anim id="anim_init_full" duration="0.75" >
<track type="linear" target="character_selection:next:alpha,character_selection:option1:alpha,character_selection:options:alpha">
<key time="0.0" value="0" />
<key time="0.75" value="255" />
</track>
<track type="linear" target="character_selection:option1:x">
<key time="0.0" value="-176" />
<key time="0.75" value="16" />
</track>
<track type="linear" target="character_selection:char3d:x" dynamic="true" >
<key time="0.0" value="sub(getprop('ui:outgame:character_selection:w'),224)" />
<key time="0.75" value="0" />
</track>
<track type="linear" target="character_selection:logo_fy:alpha,character_selection:logo_ma:alpha,character_selection:logo_tr:alpha,character_selection:logo_zo:alpha" >
<key time="0.0" value="0" />
<key time="0.5" value="255" />
</track>
<track type="linear" target="character_selection:sel_infos:alpha">
<key time="0.0" value="255" />
<key time="0.75" value="0" />
</track>
</anim>
<!-- ROTATION OF THE CHARACTER -->
</interface_config>