Refining character selection screen with new textures Fix#14

This commit is contained in:
yannk 2016-10-09 21:03:53 +02:00
parent a2dced68c5
commit e85b805ccd
4 changed files with 491 additions and 608 deletions

View file

@ -1,9 +1,9 @@
////////////////////////// //////////////////////////
//////////////////////////
/// CLIENT CONFIG FILE /// /// CLIENT CONFIG FILE ///
////////////////////////// //////////////////////////
////////////////////////// //////////////////////////
//////////////////////////
// If you set this variable to 1, your client.cfg will be overwritten when you quit the client. // If you set this variable to 1, your client.cfg will be overwritten when you quit the client.
// You will loose all the comments and identation in this file. // You will loose all the comments and identation in this file.
@ -15,24 +15,24 @@ SaveConfig = 1;
Driver3D="Auto"; // Valid values are "Auto" or "0", "OpengGL" or "1" & "Direct3D" or "2" Driver3D="Auto"; // Valid values are "Auto" or "0", "OpengGL" or "1" & "Direct3D" or "2"
// "Auto" will choose the best suited driver depending on hardware // "Auto" will choose the best suited driver depending on hardware
FullScreen = 1; FullScreen = 0;
Width = 1024; Width = 0;
Height = 768; Height = 0;
PositionX = 0; PositionX = 0;
PositionY = 0; PositionY = 0;
Frequency = 60; Frequency = 0;
Depth = 32; Depth = 32;
Sleep = -1; Sleep = -1;
ProcessPriority = 0; // -2 = idle, -1 = below normal, 0 = normal, 1 = above normal, 2 = high, 3 = real time ProcessPriority = 0; // -2 = idle, -1 = below normal, 0 = normal, 1 = above normal, 2 = high, 3 = real time
Contrast = 0.0; // -1.0 ~ 1.0 Contrast = 0.0; // -1.0 ~ 1.0
Luminosity = 0.0; // -1.0 ~ 1.0 Luminosity = 0.0; // -1.0 ~ 1.0
Gamma = 0.0; // -1.0 ~ 1.0 Gamma = 0.0; // -1.0 ~ 1.0
Contrast_min = -1.0; Contrast_min = -1.0;
Luminosity_min = -1.0; Luminosity_min = -1.0;
Gamma_min = -1.0; Gamma_min = -1.0;
Contrast_max = 1.0; Contrast_max = 1.0;
Luminosity_max = 1.0; Luminosity_max = 1.0;
Gamma_max = 1.0; Gamma_max = 1.0;
///////////// /////////////
@ -42,7 +42,7 @@ Gamma_max = 1.0;
Application = { "Lirria", "./client_ryzom_r.exe", "./" }; Application = { "Lirria", "./client_ryzom_r.exe", "./" };
BackgroundDownloader = 0; BackgroundDownloader = 0;
PatchWanted = 1; PatchWanted = 1;
PatchUrl = "http://lirria.khaganat.net:43435"; PatchUrl = "http://lirria.khaganat.net:43435";
RingReleaseNotePath = "http://lirria.khaganat.net/patch/index.php"; RingReleaseNotePath = "http://lirria.khaganat.net/patch/index.php";
StartupHost = "lirria.khaganat.net:40916"; StartupHost = "lirria.khaganat.net:40916";
StartupPage = "/login/r2_login.php"; StartupPage = "/login/r2_login.php";
@ -62,33 +62,39 @@ ConditionsTermsURL = "khaganat.net/wikhan/fr:charte";
//////////////// ////////////////
// the language to use as in ISO 639-2 // the language to use as in ISO 639-2
LanguageCode = "en"; // english LanguageCode = "fr"; // english
XMLInputFile = "input_config_v3.xml"; XMLInputFile = "input_config_v3.xml";
XMLLoginInterfaceFiles = { XMLLoginInterfaceFiles = {
"login_config.xml", "login_config.xml",
"login_widgets.xml", "login_widgets.xml",
"login_main.xml", "login_main.xml",
"login_keys.xml", "login_keys.xml",
}; };
XMLOutGameInterfaceFiles = { XMLOutGameInterfaceFiles = {
"out_v2_config.xml", "out_v2_config.xml",
"out_v2_widgets.xml", "out_v2_widgets.xml",
"out_v2_connect.xml", "out_v2_connect.xml",
"out_v2_intro.xml", "out_v2_intro.xml",
"out_v2_select.xml", "out_v2_select.xml",
"out_v2_appear.xml", "out_v2_appear.xml",
"out_v2_location.xml", "out_v2_location.xml",
"out_v2_crash.xml", "out_v2_crash.xml",
"out_v2_hierarchy.xml", "out_v2_hierarchy.xml",
"out_v2_keys.xml", "out_v2_keys.xml",
}; };
TexturesInterface = "texture_interfaces_v3"; TexturesInterface = {
TexturesInterfaceDXTC = "texture_interfaces_dxtc"; "interface_game_khaganat"
};
TexturesLoginInterface = {
"interface_login_khaganat"
};
TexturesOutGameInterface = {
"interface_outgame_khaganat"
};
// The ligo primitive class file // The ligo primitive class file
LigoPrimitiveClass = "world_editor_classes.xml"; LigoPrimitiveClass = "world_editor_classes.xml";
@ -98,28 +104,28 @@ VerboseLog = 1;
/////////// ///////////
// MOUSE // // MOUSE //
/////////// ///////////
HardwareCursor = 1; HardwareCursor = 1;
CursorSpeed = 1.0; // In pixels per mickey CursorSpeed = 1.0; // In pixels per mickey
CursorSpeed_min = 0.5; CursorSpeed_min = 0.5;
CursorSpeed_max = 2.0; CursorSpeed_max = 2.0;
CursorAcceleration = 40; // Threshold in mickey CursorAcceleration = 40; // Threshold in mickey
CursorAcceleration_min = 20; CursorAcceleration_min = 20;
CursorAcceleration_max = 80; CursorAcceleration_max = 80;
FreeLookSpeed = 0.004; // In radian per mickey FreeLookSpeed = 0.004; // In radian per mickey
FreeLookSpeed_min = 0.0001; FreeLookSpeed_min = 0.0001;
FreeLookSpeed_max = 0.01; FreeLookSpeed_max = 0.01;
FreeLookAcceleration = 40; // Threshold in mickey FreeLookAcceleration = 40; // Threshold in mickey
FreeLookAcceleration_min = 20; FreeLookAcceleration_min = 20;
FreeLookAcceleration_max = 80; FreeLookAcceleration_max = 80;
FreeLookInverted = 0; FreeLookInverted = 0;
AutomaticCamera = 0; AutomaticCamera = 0;
DblClickMode = 1; DblClickMode = 1;
AutoEquipTool = 1; AutoEquipTool = 1;
/////////////////// ///////////////////
// RENDER CONFIG // // RENDER CONFIG //
@ -151,172 +157,172 @@ LandscapeThreshold_ps1 = 500.0;
LandscapeThreshold_ps2 = 1000.0; LandscapeThreshold_ps2 = 1000.0;
LandscapeThreshold_ps3 = 2000.0; LandscapeThreshold_ps3 = 2000.0;
Vision = 500.000000; Vision = 500.000000;
Vision_min = 200.000000; Vision_min = 200.000000;
Vision_max = 800.000000; Vision_max = 800.000000;
Vision_step = 100.000000; Vision_step = 100.000000;
Vision_ps0 = 200.0; Vision_ps0 = 200.0;
Vision_ps1 = 400.0; Vision_ps1 = 400.0;
Vision_ps2 = 500.0; Vision_ps2 = 500.0;
Vision_ps3 = 800.0; Vision_ps3 = 800.0;
MicroVeget = 1; // Enable/Disable MicroVeget. MicroVeget = 1; // Enable/Disable MicroVeget.
MicroVeget_ps0 = 0; MicroVeget_ps0 = 0;
MicroVeget_ps1 = 1; MicroVeget_ps1 = 1;
MicroVeget_ps2 = 1; MicroVeget_ps2 = 1;
MicroVeget_ps3 = 1; MicroVeget_ps3 = 1;
MicroVegetDensity = 80.0; MicroVegetDensity = 80.0;
MicroVegetDensity_min = 10.0; MicroVegetDensity_min = 10.0;
MicroVegetDensity_max = 100.0; MicroVegetDensity_max = 100.0;
MicroVegetDensity_step = 10.0; MicroVegetDensity_step = 10.0;
MicroVegetDensity_ps0 = 10.0; // not used since disabled! MicroVegetDensity_ps0 = 10.0; // not used since disabled!
MicroVegetDensity_ps1 = 30.0; MicroVegetDensity_ps1 = 30.0;
MicroVegetDensity_ps2 = 80.0; MicroVegetDensity_ps2 = 80.0;
MicroVegetDensity_ps3 = 100.0; MicroVegetDensity_ps3 = 100.0;
// *** FX // *** FX
FxNbMaxPoly = 20000; FxNbMaxPoly = 20000;
FxNbMaxPoly_min = 2000; FxNbMaxPoly_min = 2000;
FxNbMaxPoly_max = 50000; FxNbMaxPoly_max = 50000;
FxNbMaxPoly_step= 2000; FxNbMaxPoly_step= 2000;
FxNbMaxPoly_ps0 = 2000; FxNbMaxPoly_ps0 = 2000;
FxNbMaxPoly_ps1 = 10000; FxNbMaxPoly_ps1 = 10000;
FxNbMaxPoly_ps2 = 20000; FxNbMaxPoly_ps2 = 20000;
FxNbMaxPoly_ps3 = 50000; FxNbMaxPoly_ps3 = 50000;
Cloud = 1; Cloud = 1;
Cloud_ps0 = 0 ; Cloud_ps0 = 0 ;
Cloud_ps1 = 1 ; Cloud_ps1 = 1 ;
Cloud_ps2 = 1 ; Cloud_ps2 = 1 ;
Cloud_ps3 = 1 ; Cloud_ps3 = 1 ;
CloudQuality = 160.0; CloudQuality = 160.0;
CloudQuality_min = 80.0; CloudQuality_min = 80.0;
CloudQuality_max = 320.0; CloudQuality_max = 320.0;
CloudQuality_step = 20.0; CloudQuality_step = 20.0;
CloudQuality_ps0 = 80.0; // not used since disabled! CloudQuality_ps0 = 80.0; // not used since disabled!
CloudQuality_ps1 = 80.0; CloudQuality_ps1 = 80.0;
CloudQuality_ps2 = 160.0; CloudQuality_ps2 = 160.0;
CloudQuality_ps3 = 320.0; CloudQuality_ps3 = 320.0;
CloudUpdate = 1; CloudUpdate = 1;
CloudUpdate_min = 1; CloudUpdate_min = 1;
CloudUpdate_max = 8; CloudUpdate_max = 8;
CloudUpdate_step= 1; CloudUpdate_step= 1;
CloudUpdate_ps0 = 1; // not used since disabled! CloudUpdate_ps0 = 1; // not used since disabled!
CloudUpdate_ps1 = 1; CloudUpdate_ps1 = 1;
CloudUpdate_ps2 = 1; CloudUpdate_ps2 = 1;
CloudUpdate_ps3 = 3; CloudUpdate_ps3 = 3;
Shadows = 1; Shadows = 1;
Shadows_ps0 = 0; Shadows_ps0 = 0;
Shadows_ps1 = 1; Shadows_ps1 = 1;
Shadows_ps2 = 1; Shadows_ps2 = 1;
Shadows_ps3 = 1; Shadows_ps3 = 1;
FXAA = 1; FXAA = 1;
FXAA_ps0 = 0; FXAA_ps0 = 0;
FXAA_ps1 = 1; FXAA_ps1 = 1;
FXAA_ps2 = 1; FXAA_ps2 = 1;
FXAA_ps3 = 1; FXAA_ps3 = 1;
AnisotropicFilter = 0; AnisotropicFilter = 0;
Bloom = 0; Bloom = 1;
Bloom_ps0 = 0; Bloom_ps0 = 0;
Bloom_ps1 = 1; Bloom_ps1 = 1;
Bloom_ps2 = 1; Bloom_ps2 = 1;
Bloom_ps3 = 1; Bloom_ps3 = 1;
SquareBloom = 1; SquareBloom = 1;
SquareBloom_ps0 = 0; SquareBloom_ps0 = 0;
SquareBloom_ps1 = 1; SquareBloom_ps1 = 1;
SquareBloom_ps2 = 1; SquareBloom_ps2 = 1;
SquareBloom_ps3 = 1; SquareBloom_ps3 = 1;
DensityBloom = 255.0; DensityBloom = 255.0;
DensityBloom_min = 0.0; DensityBloom_min = 0.0;
DensityBloom_max = 255.0; DensityBloom_max = 255.0;
DensityBloom_step = 1.0; DensityBloom_step = 1.0;
DensityBloom_ps0 = 255.0; DensityBloom_ps0 = 255.0;
DensityBloom_ps1 = 255.0; DensityBloom_ps1 = 255.0;
DensityBloom_ps2 = 255.0; DensityBloom_ps2 = 255.0;
DensityBloom_ps3 = 255.0; DensityBloom_ps3 = 255.0;
// *** CHARACTERS // *** CHARACTERS
SkinNbMaxPoly = 100000; SkinNbMaxPoly = 100000;
SkinNbMaxPoly_min = 5000; SkinNbMaxPoly_min = 5000;
SkinNbMaxPoly_max = 250000; SkinNbMaxPoly_max = 250000;
SkinNbMaxPoly_step = 5000; SkinNbMaxPoly_step = 5000;
SkinNbMaxPoly_ps0 = 10000; SkinNbMaxPoly_ps0 = 10000;
SkinNbMaxPoly_ps1 = 70000; SkinNbMaxPoly_ps1 = 70000;
SkinNbMaxPoly_ps2 = 100000; SkinNbMaxPoly_ps2 = 100000;
SkinNbMaxPoly_ps3 = 200000; SkinNbMaxPoly_ps3 = 200000;
NbMaxSkeletonNotCLod = 125; NbMaxSkeletonNotCLod = 125;
NbMaxSkeletonNotCLod_min = 5; NbMaxSkeletonNotCLod_min = 5;
NbMaxSkeletonNotCLod_max = 255; NbMaxSkeletonNotCLod_max = 255;
NbMaxSkeletonNotCLod_step = 5; NbMaxSkeletonNotCLod_step = 5;
NbMaxSkeletonNotCLod_ps0 = 10; NbMaxSkeletonNotCLod_ps0 = 10;
NbMaxSkeletonNotCLod_ps1 = 50; NbMaxSkeletonNotCLod_ps1 = 50;
NbMaxSkeletonNotCLod_ps2 = 125; NbMaxSkeletonNotCLod_ps2 = 125;
NbMaxSkeletonNotCLod_ps3 = 255; NbMaxSkeletonNotCLod_ps3 = 255;
CharacterFarClip = 200.0; CharacterFarClip = 200.0;
CharacterFarClip_min = 50.0; CharacterFarClip_min = 50.0;
CharacterFarClip_max = 500.0; CharacterFarClip_max = 500.0;
CharacterFarClip_step = 10.0; CharacterFarClip_step = 10.0;
CharacterFarClip_ps0 = 50.0; CharacterFarClip_ps0 = 50.0;
CharacterFarClip_ps1 = 100.0; CharacterFarClip_ps1 = 100.0;
CharacterFarClip_ps2 = 200.0; CharacterFarClip_ps2 = 200.0;
CharacterFarClip_ps3 = 500.0; CharacterFarClip_ps3 = 500.0;
EnableRacialAnimation = 1; EnableRacialAnimation = 1;
// *** MISC // *** MISC
// This is the actual aspect ratio of your screen (no relation with the resolution!!). Set 1.7777 if you got a 16/9 screen for instance // This is the actual aspect ratio of your screen (no relation with the resolution!!). Set 1.7777 if you got a 16/9 screen for instance
ScreenAspectRatio = 0.0; ScreenAspectRatio = 0.0;
ForceDXTC = 1; // Enable/Disable DXTC. ForceDXTC = 1; // Enable/Disable DXTC.
DivideTextureSizeBy2= 0; // Divide texture size DivideTextureSizeBy2= 0; // Divide texture size
DisableVtxProgram = 0; // Disable Hardware Vertex Program. DisableVtxProgram = 0; // Disable Hardware Vertex Program.
DisableVtxAGP = 0; // Disable Hardware Vertex AGP. DisableVtxAGP = 0; // Disable Hardware Vertex AGP.
DisableTextureShdr = 0; // Disable Hardware Texture Shader. DisableTextureShdr = 0; // Disable Hardware Texture Shader.
HDEntityTexture = 0; HDEntityTexture = 1;
HDTextureInstalled = 1; HDTextureInstalled = 1;
WaitVBL = 0; // 0 or 1 to wait Vertical Sync. WaitVBL = 0; // 0 or 1 to wait Vertical Sync.
////////////////// //////////////////
// GAME OPTIONS // // GAME OPTIONS //
////////////////// //////////////////
SelectWithRClick = 1; SelectWithRClick = 1;
DisplayWeapons = 1; DisplayWeapons = 1;
RotKeySpeedMax = 2.0; RotKeySpeedMax = 2.0;
RotKeySpeedMax_min = 1.0; RotKeySpeedMax_min = 1.0;
RotKeySpeedMax_max = 4.0; RotKeySpeedMax_max = 4.0;
RotKeySpeedMin = 1.0; RotKeySpeedMin = 1.0;
RotKeySpeedMin_min = 0.5; RotKeySpeedMin_min = 0.5;
RotKeySpeedMin_max = 2.0; RotKeySpeedMin_max = 2.0;
RotAccel = 3.0; RotAccel = 3.0;
FollowOnAtk = 0; FollowOnAtk = 0;
AtkOnSelect = 0; AtkOnSelect = 0;
ZCPacsPrim = "gen_bt_col_ext.pacs_prim"; ZCPacsPrim = "gen_bt_col_ext.pacs_prim";
///////////////// /////////////////
// PREFERENCES // // PREFERENCES //
///////////////// /////////////////
FPV = 0; // FPV(First Person View) : default is false (Third Person View). FPV = 0; // FPV(First Person View) : default is false (Third Person View).
CameraHeight = 2.2; // Camera Height (in meter) from the ground (for the Third Person View). CameraHeight = 2.2; // Camera Height (in meter) from the ground (for the Third Person View).
CameraDistance = 3.0; // Camera Distance(in meter) from the user (for the Third Person View). CameraDistance = 3.0; // Camera Distance(in meter) from the user (for the Third Person View).
CameraDistStep = 1.0; CameraDistStep = 1.0;
CameraDistMin = 1.0; CameraDistMin = 1.0;
CameraDistMax = 25.0; CameraDistMax = 25.0;
CameraAccel = 5.0; CameraAccel = 5.0;
CameraSpeedMin = 2.0; CameraSpeedMin = 2.0;
CameraSpeedMax = 100.0; CameraSpeedMax = 100.0;
CameraResetSpeed = 10.0; // Speed in radian/s CameraResetSpeed = 10.0; // Speed in radian/s
////////////////// //////////////////
// SOUND CONFIG // // SOUND CONFIG //
@ -343,7 +349,8 @@ SoundGameMusicVolume_max = 1.0;
SoundGameMusicVolume_step = 0.001; SoundGameMusicVolume_step = 0.001;
// MISC // MISC
PreDataPath = { "user", "patch", "data", "examples" }; PreDataPath = { "user", "data", "patch", "examples", };
DataPath = { "data" };
NeedComputeVS = 0; NeedComputeVS = 0;
NegFiltersDebug = {"Update DB", "Reading:", "Read Value :", "impulseCallBack", "CLIMPD:", "LNET" }; NegFiltersDebug = {"Update DB", "Reading:", "Read Value :", "impulseCallBack", "CLIMPD:", "LNET" };
@ -351,15 +358,15 @@ NegFiltersInfo = { "CLIMPD:", "CPath::lookup" , "LNET" };
NegFiltersWarning = { "'basics.Equipment Slot'.", "_usercolor.tga", "PACS" }; NegFiltersWarning = { "'basics.Equipment Slot'.", "_usercolor.tga", "PACS" };
// Big screen shot // Big screen shot
ScreenShotWidth = 0; ScreenShotWidth = 0;
ScreenShotHeight = 0; ScreenShotHeight = 0;
ScreenShotFullDetail = 1; // 1 to switch full detail mode for characters (both standard & big screenshots) ScreenShotFullDetail = 1; // 1 to switch full detail mode for characters (both standard & big screenshots)
// Read : "ID", "R G B A MODE [FX]" // Read : "ID", "R G B A MODE [FX]"
SystemInfoColors = SystemInfoColors =
{ {
// OLD STUFF Here for compatibility // OLD STUFF Here for compatibility
"RG", "0 0 0 255 normal", // Black to see when there is an error "RG", "0 0 0 255 normal", // Black to see when there is an error
"BC", "0 0 0 255 normal", // Black to see when there is an error "BC", "0 0 0 255 normal", // Black to see when there is an error
"JA", "0 0 0 255 normal", // Black to see when there is an error "JA", "0 0 0 255 normal", // Black to see when there is an error
"BL", "0 0 0 255 normal", // Black to see when there is an error "BL", "0 0 0 255 normal", // Black to see when there is an error
@ -367,57 +374,57 @@ SystemInfoColors =
"VI", "0 0 0 255 normal", // Black to see when there is an error "VI", "0 0 0 255 normal", // Black to see when there is an error
// NEW System Info Categories // NEW System Info Categories
"SYS", "255 255 255 255 normal", // Default system messages "SYS", "255 255 255 255 normal", // Default system messages
"BC", "255 255 255 255 centeraround", // Broadcast messages "BC", "255 255 255 255 centeraround", // Broadcast messages
"TAGBC", "255 255 255 255 centeraround", // Taged broadcast messages : color should remain white as some word are tagged "TAGBC", "255 255 255 255 centeraround", // Taged broadcast messages : color should remain white as some word are tagged
"XP", "255 255 64 255 over", // XP Gain "XP", "255 255 64 255 over", // XP Gain
"SP", "255 255 64 255 over", // SP Gain "SP", "255 255 64 255 over", // SP Gain
"TTL", "255 255 64 255 over", // Title "TTL", "255 255 64 255 over", // Title
"TSK", "255 255 255 255 over", // Task "TSK", "255 255 255 255 over", // Task
"ZON", "255 255 255 255 center", // Zone "ZON", "255 255 255 255 center", // Zone
"DG", "255 0 0 255 normal", // Damage to me "DG", "255 0 0 255 normal", // Damage to me
"DMG", "255 0 0 255 normal", // Damage to me "DMG", "255 0 0 255 normal", // Damage to me
"DGP", "200 0 0 255 normal", // Damage to me from player "DGP", "200 0 0 255 normal", // Damage to me from player
"DGM", "255 128 64 255 normal", // Damage from me "DGM", "255 128 64 255 normal", // Damage from me
"MIS", "150 150 150 255 normal", // The opponent misses "MIS", "150 150 150 255 normal", // The opponent misses
"MISM", "255 255 255 255 normal", // I miss "MISM", "255 255 255 255 normal", // I miss
"ITM", "0 200 0 255 over", // Item "ITM", "0 200 0 255 over", // Item
"ITMO", "170 170 255 255 overonly", // Item other in group "ITMO", "170 170 255 255 overonly", // Item other in group
"ITMF", "220 0 220 255 over", // Item failed "ITMF", "220 0 220 255 over", // Item failed
"SPL", "50 50 250 255 normal", // Spell to me "SPL", "50 50 250 255 normal", // Spell to me
"SPLM", "50 150 250 255 normal", // Spell from me "SPLM", "50 150 250 255 normal", // Spell from me
"EMT", "255 150 150 255 normal", // Emote "EMT", "255 150 150 255 normal", // Emote
"MTD", "255 255 0 255 over", // Message Of The Day "MTD", "255 255 0 255 over", // Message Of The Day
"FORLD","64 255 64 255 overonly", // Forage Locate Deposit "FORLD","64 255 64 255 overonly", // Forage Locate Deposit
"CHK", "255 120 60 255 center", // Tous ce qui ne remplit pas une condition "CHK", "255 120 60 255 center", // Tous ce qui ne remplit pas une condition
"CHKCB","255 255 0 255 center", // Tous ce qui ne remplit pas une condition en combat (trop loin, cible invalide, pas assez de mana, etc.) "CHKCB","255 255 0 255 center", // Tous ce qui ne remplit pas une condition en combat (trop loin, cible invalide, pas assez de mana, etc.)
"PVPTM","255 120 60 255 overonly", // PVP timer "PVPTM","255 120 60 255 overonly", // PVP timer
"THM", "255 255 64 255 over misc_levelup.ps", // Thema finished "THM", "255 255 64 255 over misc_levelup.ps", // Thema finished
"AMB", "255 255 64 255 center", // Ambiance "AMB", "255 255 64 255 center", // Ambiance
"ISE", "192 208 255 255 normal", // Item special effect "ISE", "192 208 255 255 normal", // Item special effect
"ISE2", "192 208 255 255 center", // Item special effect with center text (for effects without flying text) "ISE2", "192 208 255 255 center", // Item special effect with center text (for effects without flying text)
"OSM", "128 160 255 255 center", // Outpost state message "OSM", "128 160 255 255 center", // Outpost state message
"AROUND","255 255 0 255 around", // Only in around channel "AROUND","255 255 0 255 around", // Only in around channel
"R2_INVITE","0 255 0 255 around", // Ring invitation "R2_INVITE","0 255 0 255 around", // Ring invitation
}; };
PrintfCommands = { PrintfCommands = {
"52", "15", "55 55 0 255", "28", "uiEon", "624", "52", "15", "55 55 0 255", "28", "uiEon", "624",
"428", "0 0 0 255", "18", "", "624", "378", "428", "0 0 0 255", "18", "", "624", "378",
"0 0 0 255", "14", "", "644", "278", "0 0 0 255", "0 0 0 255", "14", "", "644", "278", "0 0 0 255",
"18", "", "52", "17", "255 255 255 255", "28", "18", "", "52", "17", "255 255 255 255", "28",
"uiEon", "622", "430", "255 255 255 255", "18", "", "uiEon", "622", "430", "255 255 255 255", "18", "",
"622", "380", "255 255 255 255", "14", "", "642", "622", "380", "255 255 255 255", "14", "", "642",
"280", "255 255 255 255", "18", "" "280", "255 255 255 255", "18", ""
}; };
PrintfCommandsFreeTrial = { PrintfCommandsFreeTrial = {
"52", "15", "55 55 0 255", "28", "uiEon", "624", "52", "15", "55 55 0 255", "28", "uiEon", "624",
"428", "0 0 0 255", "18", "", "624", "378", "428", "0 0 0 255", "18", "", "624", "378",
"0 0 0 255", "14", "", "644", "278", "0 0 0 255", "0 0 0 255", "14", "", "644", "278", "0 0 0 255",
"18", "", "52", "17", "255 255 255 255", "28", "18", "", "52", "17", "255 255 255 255", "28",
"uiEon", "622", "430", "255 255 255 255", "18", "", "uiEon", "622", "430", "255 255 255 255", "18", "",
"622", "380", "255 255 255 255", "14", "", "642", "622", "380", "255 255 255 255", "14", "", "642",
"280", "255 255 255 255", "18", "" "280", "255 255 255 255", "18", ""
}; };
@ -428,30 +435,30 @@ LoadingStringCount = 54;
// Some R2 parameters ... // Some R2 parameters ...
R2Mode = 1; R2Mode = 1;
R2EDEnabled = 1; R2EDEnabled = 1;
R2EDExtendedDebug = 0; R2EDExtendedDebug = 0;
R2EDLightPalette = 0; R2EDLightPalette = 0;
R2ClientGw = "r2linux01"; R2ClientGw = "r2linux01";
LoadLuaDebugger = 0; LoadLuaDebugger = 0;
CheckR2ScenarioMD5 = 1; CheckR2ScenarioMD5 = 1;
LevelDesignEnabled = 0; LevelDesignEnabled = 0;
DmCameraDistMax = 25; DmCameraDistMax = 25;
DmRun = 20; DmRun = 20;
DmWalk = 6; DmWalk = 6;
R2EDReloadFiles = { R2EDReloadFiles = {
"r2ed.xml", "r2ed.xml",
"r2_basic_bricks.lua", "r2_basic_bricks.lua",
"r2_components.lua", "r2_components.lua",
"r2_core.lua", "r2_core.lua",
"r2_features_default.lua", "r2_features_default.lua",
"r2_features_fauna.lua", "r2_features_fauna.lua",
"r2_features_npc_groups.lua", "r2_features_npc_groups.lua",
"r2_palette.lua", "r2_palette.lua",
"r2_scenario.lua", "r2_scenario.lua",
"r2_ui.lua" "r2_ui.lua"
}; };
XMLInterfaceFiles = { XMLInterfaceFiles = {
@ -488,12 +495,12 @@ XMLInterfaceFiles = {
XMLR2EDInterfaceFiles = XMLR2EDInterfaceFiles =
{ {
"r2ed.xml", "r2ed.xml",
"r2_triggers.xml", "r2_triggers.xml",
"r2_logic_entities.xml", "r2_logic_entities.xml",
"r2ed_acts.xml", "r2ed_acts.xml",
"r2ed_scenario.xml", "r2ed_scenario.xml",
"r2ed_connect.xml" "r2ed_connect.xml"
}; };
FogDistAndDepthLookupBias = 20; // bias for lookup of fog distance and depth FogDistAndDepthLookupBias = 20; // bias for lookup of fog distance and depth
@ -505,45 +512,45 @@ FogDistAndDepthLookupBias = 20; // bias for lookup of fog distance and depth
// * individual .tga files for hardware cursor bitmap not looked for, and not supported yet // * individual .tga files for hardware cursor bitmap not looked for, and not supported yet
HardwareCursors = HardwareCursors =
{ {
"curs_can_pan.tga", "curs_can_pan.tga",
"curs_can_pan_dup.tga", "curs_can_pan_dup.tga",
"curs_create.tga", "curs_create.tga",
"curs_create_multi.tga", "curs_create_multi.tga",
"curs_create_vertex_invalid.tga", "curs_create_vertex_invalid.tga",
"curs_default.tga", "curs_default.tga",
"curs_dup.tga", "curs_dup.tga",
"curs_L.tga", "curs_L.tga",
"curs_M.tga", "curs_M.tga",
"curs_pan.tga", "curs_pan.tga",
"curs_pan_dup.tga", "curs_pan_dup.tga",
"curs_pick.tga", "curs_pick.tga",
"curs_pick_dup.tga", "curs_pick_dup.tga",
"curs_R.tga", "curs_R.tga",
"curs_resize_BL_TR.tga", "curs_resize_BL_TR.tga",
"curs_resize_BR_TL.tga", "curs_resize_BR_TL.tga",
"curs_resize_LR.tga", "curs_resize_LR.tga",
"curs_resize_TB.tga", "curs_resize_TB.tga",
"curs_rotate.tga", "curs_rotate.tga",
"curs_scale.tga", "curs_scale.tga",
"curs_stop.tga", "curs_stop.tga",
"text_cursor.tga", "text_cursor.tga",
"r2_hand_can_pan.tga", "r2_hand_can_pan.tga",
"r2_hand_pan.tga", "r2_hand_pan.tga",
"r2ed_tool_can_pick.tga", "r2ed_tool_can_pick.tga",
"r2ed_tool_can_rotate.tga", "r2ed_tool_can_rotate.tga",
"r2ed_tool_pick.tga", "r2ed_tool_pick.tga",
"r2ed_tool_rotate.tga", "r2ed_tool_rotate.tga",
"r2ed_tool_rotating.tga" "r2ed_tool_rotating.tga"
}; };
Loading_BG = "new_loading_bg.tga"; // Default name for the loading background file. Loading_BG = "new_loading_bg.tga"; // Default name for the loading background file.
Launch_BG = "new_launcher_bg.tga"; // Default name for the launch background file. Launch_BG = "new_launcher_bg.tga"; // Default name for the launch background file.
TeleportKami_BG = "new_teleport_kami_bg.tga"; TeleportKami_BG = "new_teleport_kami_bg.tga";
TeleportKaravan_BG = "new_teleport_caravan_bg.tga"; TeleportKaravan_BG = "new_teleport_caravan_bg.tga";
Elevator_BG = "new_elevator_bg.tga"; // Default name for the loading background file. Elevator_BG = "new_elevator_bg.tga"; // Default name for the loading background file.
ResurectKami_BG = "new_resurect_kami_bg.tga"; ResurectKami_BG = "new_resurect_kami_bg.tga";
ResurectKaravan_BG = "new_resurect_caravane_bg.tga"; ResurectKaravan_BG = "new_resurect_caravane_bg.tga";
End_BG = "end_bg.tga"; // Default name for the last background file. End_BG = "end_bg.tga"; // Default name for the last background file.
ScenarioSavePath = "./my_scenarios/"; ScenarioSavePath = "./my_scenarios/";
@ -554,10 +561,10 @@ ScenarioSavePath = "./my_scenarios/";
// note : we add a dot in the name to be sure that there cannot be a conflict with character keyset name // note : we add a dot in the name to be sure that there cannot be a conflict with character keyset name
BuiltInKeySets = BuiltInKeySets =
{ {
"", // default ryzom keyboard layout "", // default khanat keyboard layout
"bi.zqsd", // european keyboard fps displacement style (NB : don't change this layout name, ryzom will automatically select it if keyboard is french or belgian) "bi.zqsd", // european keyboard fps displacement style (NB : don't change this layout name, ryzom will automatically select it if keyboard is french or belgian)
"bi.wasd", // english keyboard fps displacement style (NB : don't change this layout name, ryzom will automatically select it if keyboard is not french nor belgian) "bi.wasd", // english keyboard fps displacement style (NB : don't change this layout name, ryzom will automatically select it if keyboard is not french nor belgian)
"bi.wow_alike" // 'world of warcraft' like keyboard style. (NB : not available for ring) "bi.wow_alike" // 'world of warcraft' like keyboard style. (NB : not available for ring)
}; };
// "Newbie Training", "Story Telling", "Mistery", "Hack & Slash", "Guild Training", "Other" // "Newbie Training", "Story Telling", "Mistery", "Hack & Slash", "Guild Training", "Other"
@ -576,9 +583,9 @@ HelpPages =
"ru=http://www.khaganat.net/forum/index.php/board,31.0.html" "ru=http://www.khaganat.net/forum/index.php/board,31.0.html"
}; };
WebIgMainDomain = "app.khaganat.net"; WebIgMainDomain = "app.lirria.khaganat.net";
WebIgTrustedDomains = { WebIgTrustedDomains = {
"api.khaganat.net", "app.khaganat.net", "lirria.khaganat.net" "api.lirria.khaganat.net", "app.lirria.khaganat.net", "lirria.khaganat.net"
}; };
//PatchletUrl = ""; //PatchletUrl = "";

View file

@ -2,73 +2,39 @@
<root id="interface" x="0" y="0" w="800" h="600" active="true" /> <root id="interface" x="0" y="0" w="800" h="600" active="true" />
<lua file="bg_downloader.lua" /> <lua file="bg_downloader.lua" />
<proc id="bg_downloader_active"> <proc id="bg_downloader_active">
<action handler="set" params="dblink=UI:VARIABLES:ISACTIVE:BG_DOWNLOADER|value=1" /> <action handler="set" params="dblink=UI:VARIABLES:ISACTIVE:BG_DOWNLOADER|value=1" />
</proc> </proc>
<proc id="bg_downloader_deactive"> <proc id="bg_downloader_deactive">
<action handler="set" params="dblink=UI:VARIABLES:ISACTIVE:BG_DOWNLOADER|value=0" /> <action handler="set" params="dblink=UI:VARIABLES:ISACTIVE:BG_DOWNLOADER|value=0" />
</proc> </proc>
<!-- Window for the background downloader --> <!-- Window for the background downloader -->
<group type="container" id="bg_downloader" title="uiBGD_WindowTitle" global_color="false" line_at_bottom="false" <group type="container" id="bg_downloader" title="uiBGD_WindowTitle" global_color="false" line_at_bottom="false"movable="true" opened="true" openable="false" pop_min_w="410" pop_min_h="100" pop_max_w="410" pop_max_h="100" h="100" w="410" active="false" savable="true" header_color="UI:SAVE:WIN:COLORS:OPT" on_deactive="proc" on_deactive_params="bg_downloader_deactive" on_active="proc" on_active_params="bg_downloader_active">
movable="true" opened="true" openable="false"
pop_min_w="410" pop_min_h="100" pop_max_w="410" pop_max_h="100"
h="100"
w="410"
active="false"
savable="true"
header_color="UI:SAVE:WIN:COLORS:OPT"
on_deactive="proc" on_deactive_params="bg_downloader_deactive"
on_active="proc" on_active_params="bg_downloader_active"
>
<group id="header_closed" x="0" y="0" child_resize_w="true" h="16" posref="TL TL"
group_onclick_r="active_menu"
group_params_r="menu=ui:interface:base_menu_with_color"
>
</group>
<group id="header_opened" x="0" y="0" w="800" h="16" posref="TL TL"
group_onclick_r="active_menu"
group_params_r="menu=ui:interface:base_menu_with_color"
>
</group>
<group id="content" x="0" y="0" sizeref="wh" w="0" h="0" posref="TL TL" >
<view type="text" id="text" active="true" y="-12" posref="TM TM" hardtext="" fontsize="10" color="255 255 255 255"
auto_clamp="true"
global_color="false"
/>
<view type="text" id="ellipsis" active="true" y="0" posref="BR BL" posparent="text" hardtext="" fontsize="13" color="255 255 255 255"
global_color="false"
/>
<view type="bitmap" id="bm" active="false" y="1" x="-1" texture="W_answer_16_valid.tga" posparent="text" posref="ML MR" <group id="header_closed" x="0" y="0" child_resize_w="true" h="16" posref="TL TL" group_onclick_r="active_menu" group_params_r="menu=ui:interface:base_menu_with_color">
global_color="false" </group>
/>
<view type="bar" id="progress" parent="" active="true" posparent="text" posref="BM TM" y="-2"
global_color="false"
/>
<group type="combo_box" id="prio" sizeref="w" w="32" x="0" y="-8" child_resize_h="true" child_resize_hmargin="6" linked_to_db="false" <group id="header_opened" x="0" y="0" w="800" h="16" posref="TL TL" group_onclick_r="active_menu" group_params_r="menu=ui:interface:base_menu_with_color">
posref="BM TM" </group>
posparent="progress"
on_change="lua:bgdownloader:onChangePriority()" on_change_params="" <group id="content" x="0" y="0" sizeref="wh" w="0" h="0" posref="TL TL" >
tooltip="uiBGD_PriorityTooltip" <view type="text" id="text" active="true" y="-12" posref="TM TM" hardtext="" fontsize="10" color="255 255 255 255" auto_clamp="true" global_color="false" />
global_color="false" <view type="text" id="ellipsis" active="true" y="0" posref="BR BL" posparent="text" hardtext="" fontsize="13" color="255 255 255 255" global_color="false" />
> <view type="bitmap" id="bm" active="false" y="1" x="-1" texture="W_answer_16_valid.tga" posparent="text" posref="ML MR" global_color="false" />
<instance template="combo_box_def1" tooltip="uiBGD_PriorityTooltip"/> <view type="bar" id="progress" parent="" active="true" posparent="text" posref="BM TM" y="-2" global_color="false" />
<group type="combo_box" id="prio" sizeref="w" w="32" x="0" y="-8" child_resize_h="true" child_resize_hmargin="6" linked_to_db="false" posref="BM TM" posparent="progress" on_change="lua:bgdownloader:onChangePriority()" on_change_params="" tooltip="uiBGD_PriorityTooltip" global_color="false">
<instance template="combo_box_def1" tooltip="uiBGD_PriorityTooltip"/>
<combo_text name="uiBGD_Paused" /> <combo_text name="uiBGD_Paused" />
<combo_text name="uiBGD_LowPriority" /> <combo_text name="uiBGD_LowPriority" />
<combo_text name="uiBGD_NormalPriority" /> <combo_text name="uiBGD_NormalPriority" />
</group> </group>
</group> </group>
</group> </group>
<tree node="bg_downloader"/> <tree node="bg_downloader"/>
</interface_config> </interface_config>

View file

@ -352,7 +352,7 @@ on_enter="leave_modal" options="no_bordure" mouse_pos="false" exit_key_pushed="t
<!-- ******************** --> <!-- ******************** -->
<!-- * CHECKING PROGESS * --> <!-- * CHECKING PROGRESS * -->
<!-- ******************** --> <!-- ******************** -->

View file

@ -59,28 +59,27 @@
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:posx|value=0.0"/> <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:posx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:posy|value=23.0"/> <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:posy|value=23.0"/>
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:posz|value=2.05"/> <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:posz|value=2.05"/>
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:tgtx|value=0.0"/> <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:tgtx|value=0.0"/>
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:tgty|value=26.5"/> <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:tgty|value=26.5"/>
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:tgtz|value=2.15"/> <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:tgtz|value=2.15"/>
<action handler="lua:game:procCharselClickSlot()" /> <action handler="lua:game:procCharselClickSlot()" />
<action handler="set" params="target_property=ui:outgame:charsel:3d_select:select_fx:started|value=1" /> <action handler="set" params="target_property=ui:outgame:charsel:3d_select:select_fx:started|value=1" />
<action handler="anim_start" params="anim=anim_sel_select_fx" /> <action handler="anim_start" params="anim=anim_sel_select_fx" />
<action handler="anim_start" params="anim=anim_empty" /> <action handler="anim_start" params="anim=anim_empty" />
<action handler="proc" params="charsel_enable_buttons" /> <action handler="proc" params="charsel_enable_buttons" />
<!-- Continue or Restart Default Outgame Music <!-- Continue or Restart Default Outgame Music
MUST PLAY IT NOT ASYNCLY, else it don't works well during loading MUST PLAY IT NOT ASYNCLY, else it don't works well during loading
--> -->
<action handler="play_music_outgame" params="async=0" /> <action handler="play_music_outgame" params="async=0" />
</proc> </proc>
<proc id="charsel_disable_buttons"> <proc id="charsel_disable_buttons">
<action handler="set" params="target_property=ui:outgame:charsel:but_slot0:active|value=0"/> <action handler="set" params="target_property=ui:outgame:charsel:but_slot0:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot1:active|value=0"/> <action handler="set" params="target_property=ui:outgame:charsel:but_slot1:active|value=0"/>
@ -95,11 +94,10 @@
<action handler="set" params="target_property=ui:outgame:charsel:del_but:active|value=0"/> <action handler="set" params="target_property=ui:outgame:charsel:del_but:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:create_new_but:active|value=0"/> <action handler="set" params="target_property=ui:outgame:charsel:create_new_but:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:resume_session_but:active|value=0"/> <action handler="set" params="target_property=ui:outgame:charsel:resume_session_but:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:quit_but:active|value=0"/> <action handler="set" params="target_property=ui:outgame:charsel:quit_but:active|value=0"/>
</proc> </proc>
<proc id="charsel_enable_buttons"> <proc id="charsel_enable_buttons">
<action handler="set" params="target_property=ui:outgame:charsel:but_slot0:active|value=1"/> <action handler="set" params="target_property=ui:outgame:charsel:but_slot0:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot1:active|value=1"/> <action handler="set" params="target_property=ui:outgame:charsel:but_slot1:active|value=1"/>
@ -114,22 +112,23 @@
<action handler="set" params="target_property=ui:outgame:charsel:del_but:active|value=1"/> <action handler="set" params="target_property=ui:outgame:charsel:del_but:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:create_new_but:active|value=1"/> <action handler="set" params="target_property=ui:outgame:charsel:create_new_but:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:resume_session_but:active|value=1"/> <action handler="set" params="target_property=ui:outgame:charsel:resume_session_but:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:quit_but:active|value=1"/> <action handler="set" params="target_property=ui:outgame:charsel:quit_but:active|value=1"/>
</proc> </proc>
<proc id="restart_sel_select_fx"> <proc id="restart_sel_select_fx">
<action handler="anim_start" params="anim=anim_sel_select_fx" /> <action handler="anim_start" params="anim=anim_sel_select_fx" />
</proc> </proc>
<!-- Init Slots --> <!-- Init Slots -->
<!-- Proc to check if slot is empty or full-->
<proc id="proc_charsel_initslot"> <proc id="proc_charsel_initslot">
<action handler="proc" cond="not(isCharSelSlotEmpty(@0))" params="proc_charsel_initslot_full|@0" /> <action handler="proc" cond="not(isCharSelSlotEmpty(@0))" params="proc_charsel_initslot_full|@0" />
<action handler="proc" cond="isCharSelSlotEmpty(@0)" params="proc_charsel_initslot_empty|@0" /> <action handler="proc" cond="isCharSelSlotEmpty(@0)" params="proc_charsel_initslot_empty|@0" />
</proc> </proc>
<!-- Proc for used/full character slot-->
<proc id="proc_charsel_initslot_full"> <proc id="proc_charsel_initslot_full">
<action handler="set_db_from_slot" params="dblink=UI:TEMP:CHARSLOT@0|slot=@0" /> <action handler="set_db_from_slot" params="dblink=UI:TEMP:CHARSLOT@0|slot=@0" />
@ -147,13 +146,14 @@
<action handler="get_slot" cond="not(isCharSelSlotEmpty(@0))" params="prop=name|target=ui:outgame:charsel:but_slot@0:uc_hardtext|slot=@0" /> <action handler="get_slot" cond="not(isCharSelSlotEmpty(@0))" params="prop=name|target=ui:outgame:charsel:but_slot@0:uc_hardtext|slot=@0" />
</proc> </proc>
<!-- Proc for empty character slot-->
<proc id="proc_charsel_initslot_empty"> <proc id="proc_charsel_initslot_empty">
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:active|value=0" /> <action handler="set" params="target_property=ui:outgame:charsel:slot@0:active|value=0" />
<action handler="set" params="target_property=ui:outgame:charsel:empty_slot@0:active|value=1" /> <action handler="set" params="target_property=ui:outgame:charsel:empty_slot@0:active|value=1" />
<action handler="set" params="target_property=ui:outgame:charsel:but_slot@0:hardtext|value='uiCharSel_EmptySlot'" /> <action handler="set" params="target_property=ui:outgame:charsel:but_slot@0:hardtext|value='uiCharSel_EmptySlot'" />
</proc> </proc>
<!-- Proc to get proper specific anim per race-->
<proc id="select_specie_anim"> <proc id="select_specie_anim">
<action handler="set" params="target_property=ui:outgame:charsel:char3d:char:anim|value=5" /> <action handler="set" params="target_property=ui:outgame:charsel:char3d:char:anim|value=5" />
<!-- <!--
@ -164,22 +164,21 @@
--> -->
</proc> </proc>
<!-- When we click on a slot --> <!-- When we click on a slot -->
<proc id="proc_charsel_clickslot"> <proc id="proc_charsel_clickslot">
<action handler="set" params="dblink=UI:TEMP:CHARSELSLOT|value=-1" /> <action handler="set" params="dblink=UI:TEMP:CHARSELSLOT|value=-1" />
<action handler="set" params="dblink=UI:TEMP:CHARSELSLOT|value=@0" /> <action handler="set" params="dblink=UI:TEMP:CHARSELSLOT|value=@0" />
<action handler="set_db_from_slot" params="dblink=UI:TEMP:CHAR3D|slot=@0" /> <action handler="set_db_from_slot" params="dblink=UI:TEMP:CHAR3D|slot=@0" />
<action handler="set" cond="ne(@UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND, 0)" params="target_property=ui:outgame:charsel:char3d:char:anim|value=10" /> <action handler="set" cond="ne(@UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND, 0)" params="target_property=ui:outgame:charsel:char3d:char:anim|value=10" />
<action handler="proc" cond="eq(@UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND, 0)" params="select_specie_anim" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:VPA:WEAPONRIGHTHAND, 0)" params="select_specie_anim" />
<action handler="set" params="target_property=ui:outgame:charsel:char3d:active|value=not(isCharSelSlotEmpty(@0))" /> <action handler="set" params="target_property=ui:outgame:charsel:char3d:active|value=not(isCharSelSlotEmpty(@0))" />
<action handler="set" params="target_property=ui:outgame:charsel:empty3d:active|value=isCharSelSlotEmpty(@0)" /> <action handler="set" params="target_property=ui:outgame:charsel:empty3d:active|value=isCharSelSlotEmpty(@0)" />
<action handler="set" params="target_property=ui:outgame:charsel:select_menu:x | <action handler="set" params="target_property=ui:outgame:charsel:select_menu:x |
value=switch(@0, 2, 207, 412, 617, 822)" /> value=switch(@0, 2, 207, 412, 617, 822)" />
<action handler="set" params="target_property=ui:outgame:charsel:but_slot@0:pushed|value=1" /> <action handler="set" params="target_property=ui:outgame:charsel:but_slot@0:pushed|value=1" />
<action handler="set" params="target_property=ui:outgame:charsel:char3d:env:name | <action handler="set" params="target_property=ui:outgame:charsel:char3d:env:name |
value=switch(@UI:TEMP:CHAR3D:PEOPLE, 'outgame_zorai.ig', 'outgame_zorai.ig', 'outgame_zorai.ig', 'outgame_zorai.ig')" /> value=switch(@UI:TEMP:CHAR3D:PEOPLE, 'outgame_zorai.ig', 'outgame_zorai.ig', 'outgame_zorai.ig', 'outgame_zorai.ig')" />
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:fov | <action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:fov |
@ -187,8 +186,8 @@
<action handler="set" params="target_property=ui:outgame:charsel:3d_select:x | <action handler="set" params="target_property=ui:outgame:charsel:3d_select:x |
value=switch(@0, 2, 207, 412, 617, 822)" /> value=switch(@0, 2, 207, 412, 617, 822)" />
<action handler="set" params="target_property=ui:outgame:charsel:3d_select:y | <action handler="set" params="target_property=ui:outgame:charsel:3d_select:y |
value=switch(@0, -95, -65, -35, -65, -95)" /> value=switch(@0, -95, -65, -35, -65, -95)" />
<action handler="proc" params="proc_charsel_infos2" /> <action handler="proc" params="proc_charsel_infos2" />
</proc> </proc>
@ -197,12 +196,11 @@
<action handler="anim_start" params="anim=anim_charsel_outro_play" /> <action handler="anim_start" params="anim=anim_charsel_outro_play" />
</proc> </proc>
<proc id="proc_charsel_edit_menu"> <proc id="proc_charsel_edit_menu">
<action handler="set" params="dblink=UI:TEMP:HAS_EDITSESSION|value=isCharSelSlotHasEditSession(@UI:TEMP:CHARSELSLOT)" /> <action handler="set" params="dblink=UI:TEMP:HAS_EDITSESSION|value=isCharSelSlotHasEditSession(@UI:TEMP:CHARSELSLOT)" />
<action handler="lua:game:openEditorMenu()" /> <action handler="lua:game:openEditorMenu()" />
</proc> </proc>
<proc id="proc_charsel_edit_scenario"> <proc id="proc_charsel_edit_scenario">
<action handler="set" params="dblink=UI:TEMP:EDIT_SCENARIO|value=1" /> <action handler="set" params="dblink=UI:TEMP:EDIT_SCENARIO|value=1" />
<action handler="anim_start" params="anim=anim_charsel_outro_play" /> <action handler="anim_start" params="anim=anim_charsel_outro_play" />
@ -214,19 +212,16 @@
</proc> </proc>
<proc id="proc_charsel_new_scenario_warning"> <proc id="proc_charsel_new_scenario_warning">
<action handler="enter_modal" params="group=ui:outgame:r2ed_editor_new_sceneario_warning" /> <action handler="enter_modal" params="group=ui:outgame:r2ed_editor_new_sceneario_warning" />
<!-- <action handler="lua:game:openEditorMenuWarningNewScenario()" /> --> <!-- <action handler="lua:game:openEditorMenuWarningNewScenario()" /> -->
</proc> </proc>
<proc id="proc_charsel_new_scenario_warning_cancel"> <proc id="proc_charsel_new_scenario_warning_cancel">
<action handler="play_sound" params="name=charsel_delno_click" /> <action handler="play_sound" params="name=charsel_delno_click" />
<action handler="leave_modal" params="" /> <action handler="leave_modal" params="" />
<action handler="anim_start" params="anim=anim_charsel_delout" /> <action handler="anim_start" params="anim=anim_charsel_delout" />
</proc> </proc>
<proc id="proc_charsel_play2"> <proc id="proc_charsel_play2">
<action handler="proc" params="charsel_disable_buttons" /> <action handler="proc" params="charsel_disable_buttons" />
<action handler="launch_game" params="slot=@UI:TEMP:CHARSELSLOT|edit_mode=@UI:TEMP:EDIT_SCENARIO" /> <action handler="launch_game" params="slot=@UI:TEMP:CHARSELSLOT|edit_mode=@UI:TEMP:EDIT_SCENARIO" />
@ -235,47 +230,45 @@
<proc id="proc_charsel_create_new"> <proc id="proc_charsel_create_new">
<action handler="anim_start" params="anim=anim_charsel_outro_new" /> <action handler="anim_start" params="anim=anim_charsel_outro_new" />
</proc> </proc>
<proc id="proc_charsel_create_new2"> <proc id="proc_charsel_create_new2">
<action handler="proc" params="charsel_disable_buttons" /> <action handler="proc" params="charsel_disable_buttons" />
<action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_appear" /> <action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_appear" />
</proc> </proc>
<proc id="proc_charsel_create_ran"> <proc id="proc_charsel_create_ran">
<action handler="anim_start" params="anim=anim_charsel_outro_ran" /> <action handler="anim_start" params="anim=anim_charsel_outro_ran" />
</proc> </proc>
<proc id="proc_charsel_create_ran2"> <proc id="proc_charsel_create_ran2">
<action handler="proc" params="charsel_disable_buttons" /> <action handler="proc" params="charsel_disable_buttons" />
<action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_appear" /> <action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_appear" />
</proc> </proc>
<!-- When we click on the exit button --> <!-- When we click on the exit button -->
<proc id="proc_quit" > <proc id="proc_quit" >
<action handler="play_sound" params="name=charsel_quit_click" /> <action handler="play_sound" params="name=charsel_quit_click" />
<action handler="quit_ryzom" /> <action handler="quit_ryzom" />
</proc> </proc>
<!-- Relance la rotation du sigle empty --> <!-- Relance la rotation du sigle empty -->
<proc id="restart_empty_anim"> <proc id="restart_empty_anim">
<action handler="anim_start" params="anim=anim_empty" /> <action handler="anim_start" params="anim=anim_empty" />
</proc> </proc>
<!-- ***************** --> <!-- ***************** -->
<!-- * TEMPLATES * --> <!-- * TEMPLATES * -->
<!-- ***************** --> <!-- ***************** -->
<template name="char_slot_view" posparent="parent" posref="TL TL" id="" dblink="" x="0" y="0" > <template name="char_slot_view" posparent="parent" posref="TL TL" id="" dblink="" x="0" y="0" >
<scene3d id="#id" posparent="#posparent" w="200" h="150" x="#x" y="#y" posref="#posref" curcam="cam" curcs="env" render_layer="-2" user_interaction="false" <scene3d id="#id" posparent="#posparent" w="200" h="150" x="#x" y="#y" posref="#posref" curcam="cam" curcs="env" render_layer="-2" user_interaction="false"
ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" > ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" >
<character3d id="char" dblink="#dblink" pos="0.0 26.5 0.85" rot="0.0 0.0 10.0" /> <character3d id="char" dblink="#dblink" pos="0.0 26.5 0.85" rot="0.0 0.0 10.0" />
<camera id="cam" fov="20" pos="0.0 24.0 3.0" target="0.0 26.5 2.9" roll="0" /> <camera id="cam" fov="20" pos="0.0 24.0 3.0" target="0.0 26.5 2.9" roll="0" />
<light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" /> <light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" />
<light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" /> <light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" />
<ig id="env" name="outgame_zorai.ig" pos="0 0 0" /> <ig id="env" name="outgame_zorai.ig" pos="0 0 0" />
@ -286,57 +279,44 @@
<auto_anim name="brazero-inter2.anim"/> <auto_anim name="brazero-inter2.anim"/>
<auto_anim name="lanterne-int1.anim"/> <auto_anim name="lanterne-int1.anim"/>
<auto_anim name="lanterne-int2.anim"/> <auto_anim name="lanterne-int2.anim"/>
</scene3d> </scene3d>
</template> </template>
<template name="empty_slot_view" posparent="parent" posref="TL TL" id="" dblink="" x="0" y="-3" > <template name="empty_slot_view" posparent="parent" posref="TL TL" id="" dblink="" x="0" y="-3" >
<scene3d id="#id" posparent="#posparent" w="200" h="150" x="#x" y="#y" posref="#posref" curcam="cam" curcs="env" render_layer="-2" user_interaction="false" <scene3d id="#id" posparent="#posparent" w="200" h="150" x="#x" y="#y" posref="#posref" curcam="cam" curcs="env" render_layer="-2" user_interaction="false"
ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" > ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" >
<camera id="cam" fov="80" pos="0.0 24.0 2.6" target="0.0 26.5 2.2" roll="0" /> <camera id="cam" fov="80" pos="0.0 24.0 2.6" target="0.0 26.5 2.2" roll="0" />
<light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" /> <light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" />
<light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" /> <light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" />
<shape id="empty" name="empty.shape" pos="0.0 26.5 2.0" rot="0.0 0.0 0.0" /> <shape id="empty" name="empty.shape" pos="0.0 26.5 2.0" rot="0.0 0.0 0.0" />
</scene3d> </scene3d>
</template> </template>
<!-- ******************** --> <!-- ******************** -->
<!-- * DELETE CHARACTER * --> <!-- * DELETE CHARACTER * -->
<!-- ******************** --> <!-- ******************** -->
<group type="modal" id="charsel_delchar_confirm" posref="MM MM" w="300" h="180" <group type="modal" id="charsel_delchar_confirm" posref="MM MM" w="300" h="180" mouse_pos="false" escapable="false" exit_click_out="false" display="false">
mouse_pos="false" escapable="false" exit_click_out="false" display="false">
<instance template="outgame_popup" id="back" posref="TL TL" /> <instance template="outgame_popup" id="back" posref="TL TL" />
<view type="text" id="text" posref="TM TM" x="0" y="-60" color="255 255 255 255" global_color="false" line_maxw="284"
fontsize="17" shadow="true" hardtext="uiCharSel_DelChar" multi_line="true" multi_line_space="0"/>
<ctrl style="valid_txt_button" id="submit" posref="BR BR" x="-8" y="8" hardtext="uiCP_Delete_yes" <view type="text" id="text" posref="TM TM" x="0" y="-60" color="255 255 255 255" global_color="false" line_maxw="284" fontsize="17" shadow="true" hardtext="uiCharSel_DelChar" multi_line="true" multi_line_space="0"/>
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_delchar_confirm_ok" />
<ctrl style="valid_txt_button" id="cancel" posref="TR BR" posparent="submit" x="0" y="4" hardtext="uiCP_Delete_no" <ctrl style="valid_txt_button" id="submit" posref="BR BR" x="-8" y="8" hardtext="uiCP_Delete_yes" onover="play_sound" params_over="name=specie_but_over" onclick_l="proc" params_l="proc_charsel_delchar_confirm_ok" />
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_delchar_confirm_cancel" /> <ctrl style="valid_txt_button" id="cancel" posref="TR BR" posparent="submit" x="0" y="4" hardtext="uiCP_Delete_no" onover="play_sound" params_over="name=specie_but_over" onclick_l="proc" params_l="proc_charsel_delchar_confirm_cancel" />
</group> </group>
<!-- ********* --> <!-- ********* -->
<!-- * INFOS * --> <!-- * INFOS * -->
<!-- ********* --> <!-- ********* -->
@ -344,16 +324,16 @@
<proc id="proc_charsel_infos"> <proc id="proc_charsel_infos">
<action handler="set" params="dblink=UI:TEMP:INFOS|value=not(@UI:TEMP:INFOS)" /> <action handler="set" params="dblink=UI:TEMP:INFOS|value=not(@UI:TEMP:INFOS)" />
<action handler="leave_modal" params="" /> <action handler="leave_modal" params="" />
<action handler="set" cond="eq(@UI:TEMP:INFOS, 1)" params="target_property=ui:outgame:charsel:quit_but:active|value=0" /> <action handler="set" cond="eq(@UI:TEMP:INFOS, 1)" params="target_property=ui:outgame:charsel:quit_but:active|value=0" />
<action handler="set" cond="eq(@UI:TEMP:INFOS, 0)" params="target_property=ui:outgame:charsel:quit_but:active|value=1" /> <action handler="set" cond="eq(@UI:TEMP:INFOS, 0)" params="target_property=ui:outgame:charsel:quit_but:active|value=1" />
<action handler="set" cond="eq(@UI:TEMP:INFOS, 0)" params="target_property=ui:outgame:appear:quit_but:active|value=1" /> <action handler="set" cond="eq(@UI:TEMP:INFOS, 0)" params="target_property=ui:outgame:appear:quit_but:active|value=1" />
<action handler="set" cond="eq(@UI:TEMP:INFOS, 0)" params="target_property=ui:outgame:location:quit_but:active|value=1" /> <action handler="set" cond="eq(@UI:TEMP:INFOS, 0)" params="target_property=ui:outgame:location:quit_but:active|value=1" />
<action handler="enter_modal" cond="and(eq(@UI:TEMP:INFOS, 1),not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)))" params="group=ui:outgame:charsel_infos1" /> <action handler="enter_modal" cond="and(eq(@UI:TEMP:INFOS, 1),not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)))" params="group=ui:outgame:charsel_infos1" />
<action handler="enter_modal" cond="and(eq(@UI:TEMP:INFOS, 1),isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT))" params="group=ui:outgame:charsel_infos2" /> <action handler="enter_modal" cond="and(eq(@UI:TEMP:INFOS, 1),isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT))" params="group=ui:outgame:charsel_infos2" />
</proc> </proc>
<proc id="proc_charsel_infos2"> <proc id="proc_charsel_infos2">
@ -363,20 +343,16 @@
<group type="modal" id="charsel_infos1" x="-74" y="-68" w="698" h="652" posref="TR TR" render_layer="1" <group type="modal" id="charsel_infos1" x="-74" y="-68" w="698" h="652" posref="TR TR" render_layer="1"
mouse_pos="false" escapable="false" exit_click_out="true" display="false"> mouse_pos="false" escapable="false" exit_click_out="true" display="false">
<view type="text" id="text" posref="TM TM" x="0" y="0" color="255 255 255 255" global_color="false" line_maxw="780"
fontsize="17" shadow="true" hardtext="uiCharSel_Infos1" multi_line="true" multi_line_space="0"/>
<view type="text" id="text" posref="TM TM" x="0" y="0" color="255 255 255 255" global_color="false" line_maxw="780" fontsize="17" shadow="true" hardtext="uiCharSel_Infos1" multi_line="true" multi_line_space="0"/>
<ctrl style="valid_txt_button" id="quit_but" posref="BM BM" y="0" hardtext="uiInfos_Close" <ctrl style="valid_txt_button" id="quit_but" posref="BM BM" y="0" hardtext="uiInfos_Close" onover="play_sound" params_over="name=specie_but_over" onclick_l="proc" params_l="proc_charsel_infos"/>
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_infos"/>
</group> </group>
<group type="modal" id="charsel_infos2" x="-74" y="-68" w="698" h="652" posref="TR TR" render_layer="1" <group type="modal" id="charsel_infos2" x="-74" y="-68" w="698" h="652" posref="TR TR" render_layer="1"
mouse_pos="false" escapable="false" exit_click_out="true" display="false"> mouse_pos="false" escapable="false" exit_click_out="true" display="false">
<view type="text" id="text" posref="TM TM" x="0" y="0" color="255 255 255 255" global_color="false" line_maxw="780" <view type="text" id="text" posref="TM TM" x="0" y="0" color="255 255 255 255" global_color="false" line_maxw="780"
fontsize="17" shadow="true" hardtext="uiCharSel_Infos2" multi_line="true" multi_line_space="0"/> fontsize="17" shadow="true" hardtext="uiCharSel_Infos2" multi_line="true" multi_line_space="0"/>
@ -389,117 +365,111 @@
<proc id="proc_charsel_del"> <proc id="proc_charsel_del">
<action handler="anim_start" params="anim=anim_charsel_delin" /> <action handler="anim_start" params="anim=anim_charsel_delin" />
<action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=1" /> <action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=1" />
<action handler="enter_modal" params="group=ui:outgame:charsel_delchar_confirm" /> <action handler="enter_modal" params="group=ui:outgame:charsel_delchar_confirm" />
</proc> </proc>
<proc id="proc_charsel_delchar_confirm_ok"> <proc id="proc_charsel_delchar_confirm_ok">
<action handler="anim_start" params="anim=anim_charsel_delin2" /> <action handler="anim_start" params="anim=anim_charsel_delin2" />
<action handler="play_sound" params="name=charsel_delok_click" /> <action handler="play_sound" params="name=charsel_delok_click" />
<action handler="leave_modal" params="" /> <action handler="leave_modal" params="" />
<action handler="ask_delete_char" params="slot=@UI:TEMP:CHARSELSLOT" /> <action handler="ask_delete_char" params="slot=@UI:TEMP:CHARSELSLOT" />
</proc> </proc>
<proc id="proc_charsel_delchar_confirm_ok2"> <proc id="proc_charsel_delchar_confirm_ok2">
<action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=0" />
<action handler="anim_start" params="anim=anim_char_sel_delete" /> <action handler="anim_start" params="anim=anim_char_sel_delete" />
<action handler="proc" params="proc_charsel_active" /> <action handler="proc" params="proc_charsel_active" />
</proc> </proc>
<proc id="proc_charsel_test"> <proc id="proc_charsel_test">
<action handler="proc" params="proc_charsel_delchar_confirm_ok2" <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))" /> cond="and(eq(@UI:TEMP:CHARSELDELCHAR,1),eq(@UI:CURRENT_SCREEN, %screen_select),eq(@UI:SERVER_RECEIVED_CHARS,1))" />
</proc> </proc>
<!-- When we got the answer from server terminate delchar --> <!-- 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" /> <link expr="depends(@UI:CURRENT_SCREEN,@UI:SERVER_RECEIVED_CHARS)" action="proc" params="proc_charsel_test" />
<proc id="proc_charsel_delchar_confirm_cancel"> <proc id="proc_charsel_delchar_confirm_cancel">
<action handler="play_sound" params="name=charsel_delno_click" /> <action handler="play_sound" params="name=charsel_delno_click" />
<action handler="leave_modal" params="" /> <action handler="leave_modal" params="" />
<action handler="anim_start" params="anim=anim_charsel_delout" /> <action handler="anim_start" params="anim=anim_charsel_delout" />
</proc> </proc>
<proc id="charsel_init_buttons"> <proc id="charsel_init_buttons">
<action handler="add_link" params="id=play_edit_session_del_init|expr=and(not(isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)), not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT))))|target=ui:outgame:charsel:play_but:active,ui:outgame:charsel:edit_session_but:active,ui:outgame:charsel:del_but:active" /> <action handler="add_link" params="id=play_edit_session_del_init|expr=and(not(isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)), not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT))))|target=ui:outgame:charsel:play_but:active,ui:outgame:charsel:edit_session_but:active,ui:outgame:charsel:del_but:active" />
<action handler="add_link" params="id=create_new_but_init|expr=isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)|target=ui:outgame:charsel:create_new_but:active" /> <action handler="add_link" params="id=create_new_but_init|expr=isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)|target=ui:outgame:charsel:create_new_but:active" />
<action handler="add_link" params="id=resume_session_but_init|expr=isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)|target=ui:outgame:charsel:resume_session_but:active,ui:outgame:charsel:in_ring_session:active" /> <action handler="add_link" params="id=resume_session_but_init|expr=isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)|target=ui:outgame:charsel:resume_session_but:active,ui:outgame:charsel:in_ring_session:active" />
<action handler="remove_link" params="id=play_edit_session_del_init" /> <action handler="remove_link" params="id=play_edit_session_del_init" />
<action handler="remove_link" params="id=create_new_but_init" /> <action handler="remove_link" params="id=create_new_but_init" />
<action handler="remove_link" params="id=resume_session_but_init" /> <action handler="remove_link" params="id=resume_session_but_init" />
</proc> </proc>
<!-- ***************** --> <!-- ***************** -->
<!-- * MAIN WINDOW * --> <!-- * MAIN WINDOW * -->
<!-- ***************** --> <!-- ***************** -->
<group id="charsel" w="1024" h="768" posref="MM MM" <group id="charsel" w="1024" h="768" posref="MM MM" on_active="proc" on_active_params="proc_charsel_active" >
on_active="proc" on_active_params="proc_charsel_active" >
<!-- TEMP BACK --> <!-- TEMP BACK -->
<view type="bitmap" id="bg" posref="TL TL" x="0" y="0" render_layer="-3" scale="true" w="1024" h="768" texture="blank.tga" <view type="bitmap" id="bg" posref="TL TL" x="0" y="0" render_layer="-3" scale="true" w="1024" h="768" texture="blank.tga"
color="0 0 0 255" global_color="false" /> color="0 0 0 255" global_color="false" />
<!--***************--> <!--***************-->
<!-- MAIN 3D SCENE --> <!-- MAIN 3D SCENE -->
<!--***************--> <!--***************-->
<!-- Vue Globale --> <!-- Vue Globale -->
<scene3d id="char3d" x="2" y="2" w="1020" h="560" posref="BL BL" curcam="cam" curcs="env" render_layer="-2" <scene3d id="char3d" x="2" y="2" w="1024" h="768" posref="BL BL" curcam="cam" curcs="env" render_layer="-2"
user_interaction="true" rotz_factor="0.017" user_interaction="true" rotz_factor="0.017"
roty_factor="0.005" roty_limit_min="-20" roty_limit_max="15" roty_factor="0.005" roty_limit_min="-20" roty_limit_max="15"
dist_factor="0.005" dist_limit_min="3.0" dist_limit_max="3.8" dist_factor="0.005" dist_limit_min="3.0" dist_limit_max="3.8"
ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0"
> >
<character3d id="char" dblink="UI:TEMP:CHAR3D" pos="0 26.5 1.0" rot="0.0 0.0 0.0" /> <character3d id="char" dblink="UI:TEMP:CHAR3D" pos="0 26.5 1.0" rot="0.0 0.0 0.0" />
<camera id="cam" fov="100" pos="0.0 24.25 2.2" target="0.0 26.5 2.2" roll="0" /> <camera id="cam" fov="100" pos="0.0 24.25 2.2" target="0.0 26.5 2.2" roll="0" />
<camera id="camface" fov="20" pos="0.0 25.0 2.2" target="0.0 26.5 2.2" roll="0" /> <camera id="camface" fov="20" pos="0.0 25.0 2.2" target="0.0 26.5 2.2" roll="0" />
<light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" /> <light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" />
<light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" /> <light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" />
<ig id="env" name="outgame_zorai.ig" pos="0 0 0.15" /> <ig id="env" name="outgame_zorai.ig" pos="0 0 0.15" />
<shape id="shadow" name="shadow.shape" pos="0.0 26.5 1.0" rot="0.0 0.0 0.0" /> <shape id="shadow" name="shadow.shape" pos="0.0 26.5 1.0" rot="0.0 0.0 0.0" />
<auto_anim name="brazero-inter1.anim"/> <auto_anim name="brazero-inter1.anim"/>
<auto_anim name="brazero-inter2.anim"/> <auto_anim name="brazero-inter2.anim"/>
<auto_anim name="lanterne-int1.anim"/> <auto_anim name="lanterne-int1.anim"/>
<auto_anim name="lanterne-int2.anim"/> <auto_anim name="lanterne-int2.anim"/>
</scene3d> </scene3d>
<!-- CHARACTER STILL IN RING SESSION !! <!-- CHARACTER STILL IN RING SESSION !!
<view type="text" id="in_ring_session" multi_line="true" w="650" line_maxw="650" posref="TL TL" global_color="false" render_layer="2" fontsize="17" shadow="true" y="-80" x="260" hardtext_format="uiCP_InRingSession"/> <view type="text" id="in_ring_session" multi_line="true" w="650" line_maxw="650" posref="TL TL" global_color="false" render_layer="2" fontsize="17" shadow="true" y="-80" x="260" hardtext_format="uiCP_InRingSession"/>
--> -->
<!-- Empty Scene --> <!-- Empty Scene -->
<scene3d id="empty3d" x="2" y="2" w="1020" h="560" posref="BL BL" curcam="cam" curcs="env" render_layer="-2" <scene3d id="empty3d" x="2" y="2" w="1020" h="560" posref="BL BL" curcam="cam" curcs="env" render_layer="-2"
user_interaction="false" user_interaction="false"
ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" > ambient="128 96 64" sun_ambient="0 0 0" sun_diffuse="255 255 196" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" >
<camera id="cam" fov="80" pos="0.0 24.0 2.8" target="0.0 26.5 2.4" roll="0" /> <camera id="cam" fov="80" pos="0.0 24.0 2.8" target="0.0 26.5 2.4" roll="0" />
<light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" /> <light id="back" pos="0.0 28.2 1.6" color="96 64 32" near="2.5" far="4.0" />
<light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" /> <light id="lgt" pos="0.0 25.3 2.48" color="255 255 255" near="3.0" far="4.0" />
<shape id="empty" name="empty.shape" pos="0.0 26.5 2.5" rot="0.0 0.0 0.0" /> <shape id="empty" name="empty.shape" pos="0.0 26.5 2.5" rot="0.0 0.0 0.0" />
</scene3d> </scene3d>
<!--***********--> <!--***********-->
<!-- MAIN MENU --> <!-- MAIN MENU -->
<!--***********--> <!--***********-->
<!-- View of each slot --> <!-- View of each slot -->
<instance template="char_slot_view" id="slot0" dblink="UI:TEMP:CHARSLOT0" posref="TL TL" x="2" y="-95"/> <instance template="char_slot_view" id="slot0" dblink="UI:TEMP:CHARSLOT0" posref="TL TL" x="2" y="-95"/>
@ -507,14 +477,13 @@
<instance template="char_slot_view" id="slot2" dblink="UI:TEMP:CHARSLOT2" posref="TL TL" x="412" y="-35"/> <instance template="char_slot_view" id="slot2" dblink="UI:TEMP:CHARSLOT2" posref="TL TL" x="412" y="-35"/>
<instance template="char_slot_view" id="slot3" dblink="UI:TEMP:CHARSLOT3" posref="TL TL" x="617" y="-65"/> <instance template="char_slot_view" id="slot3" dblink="UI:TEMP:CHARSLOT3" posref="TL TL" x="617" y="-65"/>
<instance template="char_slot_view" id="slot4" dblink="UI:TEMP:CHARSLOT4" posref="TL TL" x="822" y="-95"/> <instance template="char_slot_view" id="slot4" dblink="UI:TEMP:CHARSLOT4" posref="TL TL" x="822" y="-95"/>
<instance template="empty_slot_view" id="empty_slot0" posref="TL TL" x="2" y="-95"/> <instance template="empty_slot_view" id="empty_slot0" posref="TL TL" x="2" y="-95"/>
<instance template="empty_slot_view" id="empty_slot1" posref="TL TL" x="207" y="-65"/> <instance template="empty_slot_view" id="empty_slot1" posref="TL TL" x="207" y="-65"/>
<instance template="empty_slot_view" id="empty_slot2" posref="TL TL" x="412" y="-35"/> <instance template="empty_slot_view" id="empty_slot2" posref="TL TL" x="412" y="-35"/>
<instance template="empty_slot_view" id="empty_slot3" posref="TL TL" x="617" y="-65"/> <instance template="empty_slot_view" id="empty_slot3" posref="TL TL" x="617" y="-65"/>
<instance template="empty_slot_view" id="empty_slot4" posref="TL TL" x="822" y="-95"/> <instance template="empty_slot_view" id="empty_slot4" posref="TL TL" x="822" y="-95"/>
<!-- Button of each character slot (always present even if empty slot) --> <!-- Button of each character slot (always present even if empty slot) -->
<ctrl style="menu_button" id="but_slot0" posref="TL TL" x="2" y="-95" <ctrl style="menu_button" id="but_slot0" posref="TL TL" x="2" y="-95"
@ -543,163 +512,138 @@
<!-- BOTTOM BUTTON --> <!-- BOTTOM BUTTON -->
<!--***************--> <!--***************-->
<!-- <!-- Button to show informations about character
<ctrl type="button" id="display_infos" button_type="toggle_button" posref="BL BL" x="248" y="48" <ctrl type="button" id="display_infos" button_type="toggle_button" posref="BL BL" x="248" y="48" tx_normal="infos.tga" tx_pushed="infos.tga" tx_over="infos.tga" color="255 255 255 255" col_pushed="255 255 255 255" col_over="0 0 0 0" onover="play_sound" params_over="name=specie_but_over" onclick_l="proc" params_l="proc_charsel_infos"/>
tx_normal="infos.tga" tx_pushed="infos.tga" tx_over="infos.tga"
color="255 255 255 255" col_pushed="255 255 255 255" col_over="0 0 0 0"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_infos"/>
-->
<!--
<ctrl style="valid_txt_button" id="infos_but" posref="BL BL" x="248" y="48" hardtext="uiCP_Infos"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_infos"/>
<ctrl style="valid_txt_button" id="infos_but" posref="BL BL" x="248" y="48" hardtext="uiCP_Infos" onover="play_sound" params_over="name=specie_but_over" onclick_l="proc" params_l="proc_charsel_infos"/>
<ctrl style="valid_txt_button" id="play_but" posref="BR BM" x="-112" y="76" hardtext="uiCharSel_Play" onover="play_sound" params_over="name=specie_but_over" onclick_l="proc" params_l="proc_charsel_play"/>
-->
<ctrl style="valid_txt_button" id="play_but" posref="BR BM" x="-112" y="76" hardtext="uiCharSel_Play"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_play"/>
-->
<!-- Buttons to play with the character + delete it / Button to create a character if slot empty --> <!-- Buttons to play with the character + delete it / Button to create a character if slot empty -->
<group id="buttonsgroup" render_layer="3" posref="TR TR" x="-90" y="-300" w="160" h="320" > <group id="buttonsgroup" render_layer="3" posref="TR TR" x="-90" y="-250" w="160" h="320" >
<view type="bitmap" id="bg" posref="TL TL" x="0" y="0" render_layer="3" scale="true" w="160" h="320" <view type="bitmap" id="bg" posref="TL TL" x="0" y="0" render_layer="3" scale="true" w="160" h="320"
color="0 0 0 0" global_color="false" /> color="0 0 0 0" global_color="false" />
<!-- TITLE --> <!-- TITLE -->
<group id="title" posref="MT MT">
<view type="text" id="title2" posref="TM TM" global_color="false" render_layer="3" fontsize="20" shadow="false" y="-10" hardtext="uiCP_selection"/>
<view type="text" id="title1" posref="TM TM" global_color="false" render_layer="3" fontsize="20" shadow="false" y="-35" hardtext="uiCP_title1"/>
<group id="title" posref="MT MT">
<view type="text" id="title2" posref="TM TM" global_color="false" render_layer="3" fontsize="20" shadow="false" y="-15" hardtext="uiCP_selection"/>
<view type="text" id="title1" posref="TM TM" global_color="false" render_layer="3" fontsize="20" shadow="false" y="-40" hardtext="uiCP_title1"/>
</group>
<ctrl style="valid_txt_button" id="play_but" posref="TM TM" render_layer="3" y="-80" hardtext="uiCharSel_Play"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="lua" params_l="outgame:launchGame()"/>
<ctrl style="valid_txt_button" id="del_but" posref="TM TM" render_layer="3" y="-160" hardtext="uiCharSel_Del"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_del"/>
<link expr="and(not(isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)), not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)))" target="play_but:active,edit_session_but:active,del_but:active" />
<ctrl style="valid_txt_button" id="create_new_but" posref="TM TM" render_layer="3" y="-80" hardtext="uiCharSel_CreateNew"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_create_new"/>
<!-- TEMP: For R2 alpha, don't allow more than one character per user -->
<link expr="isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)" target="create_new_but:active" />
<ctrl style="valid_txt_button" id="resume_session_but" posref="TM TM" render_layer="3" y="-80" hardtext="uiCharSel_ResumeSession"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_play"/>
<!-- TEMP: For R2 alpha, don't allow more than one character per user -->
<link expr="isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)" target="resume_session_but:active,in_ring_session:active" />
<!-- QUIT BUTTON -->
<ctrl style="valid_txt_button" id="quit_but" posref="BM BM" render_layer="3" y="10" hardtext="uiCharSel_Quit"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_quit"/>
<!-- QUIT BUTTON CROSS BOTTOM RIGHT
<ctrl type="button" id="quit_but" button_type="push_button" posref="TR TR" x="0" y="0"
tx_normal="quit.tga" tx_pushed="quit.tga" tx_over="quit.tga"
color="255 255 255 255" col_pushed="255 255 255 255" col_over="0 0 0 0"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_quit"/> -->
</group> </group>
<ctrl style="valid_txt_button" id="play_but" posref="TM TM" render_layer="3" y="-80" hardtext="uiCharSel_Play"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="lua" params_l="outgame:launchGame()"/>
<ctrl style="valid_txt_button" id="del_but" posref="TM TM" render_layer="3" y="-160" hardtext="uiCharSel_Del" <!-- <group id="bgd_progress" posref="BM BM" w="430" h="75" x="85" y="65" active="true">
onover="play_sound" params_over="name=specie_but_over" <instance template="outgame_black_back" id="border"/>
onclick_l="proc" params_l="proc_charsel_del"/>
<link expr="and(not(isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)), not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)))" target="play_but:active,edit_session_but:active,del_but:active" />
<ctrl style="valid_txt_button" id="create_new_but" posref="TM TM" render_layer="3" y="-80" hardtext="uiCharSel_CreateNew"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_create_new"/>
<!-- TEMP: For R2 alpha, don't allow more than one character per user -->
<link expr="isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)" target="create_new_but:active" />
<ctrl style="valid_txt_button" id="resume_session_but" posref="TM TM" render_layer="3" y="-80" hardtext="uiCharSel_ResumeSession"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_play"/>
<!-- TEMP: For R2 alpha, don't allow more than one character per user -->
<link expr="isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)" target="resume_session_but:active,in_ring_session:active" />
<!-- QUIT BUTTON -->
<ctrl style="valid_txt_button" id="quit_but" posref="BM BM" render_layer="3" y="10" hardtext="uiCharSel_Quit"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_quit"/>
<!-- QUIT BUTTON CROSS BOTTOM RIGHT
<ctrl type="button" id="quit_but" button_type="push_button" posref="TR TR" x="0" y="0"
tx_normal="quit.tga" tx_pushed="quit.tga" tx_over="quit.tga"
color="255 255 255 255" col_pushed="255 255 255 255" col_over="0 0 0 0"
onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_quit"/> -->
</group>
<!--
<group id="bgd_progress" posref="BM BM" w="430" h="75" x="85" y="65" active="true">
<instance template="outgame_black_back" id="border"/>
<view type="text" id="text" active="true" y="-10" posref="TM TM" hardtext="" fontsize="13" color="255 255 255 255"/> <view type="text" id="text" active="true" y="-10" posref="TM TM" hardtext="" fontsize="13" color="255 255 255 255"/>
<view type="bitmap" id="bm" active="false" y="1" x="-1" texture="W_answer_16_valid.tga" posparent="text" posref="ML MR"/> <view type="bitmap" id="bm" active="false" y="1" x="-1" texture="W_answer_16_valid.tga" posparent="text" posref="ML MR"/>
<view type="text" id="ellipsis" active="true" y="0" posref="BR BL" posparent="text" hardtext="" fontsize="13" color="255 255 255 255"/> <view type="text" id="ellipsis" active="true" y="0" posref="BR BL" posparent="text" hardtext="" fontsize="13" color="255 255 255 255"/>
<view type="bar" id="progress" active="true" posparent="text" x="-8" posref="BM TM" y="-4"/> <view type="bar" id="progress" active="true" posparent="text" x="-8" posref="BM TM" y="-4"/>
<group type="combo_box" id="prio" sizeref="w" w="64" x="0" y="-8" child_resize_h="true" child_resize_hmargin="6" linked_to_db="false" <group type="combo_box" id="prio" sizeref="w" w="64" x="0" y="-8" child_resize_h="true" child_resize_hmargin="6" linked_to_db="false" posparent="progress" posref="BM TM" on_change="lua:bgdownloader:onChangePriority()" on_change_params="" tooltip="uiBGD_PriorityTooltip" global_color="false">
posparent="progress"
posref="BM TM" <instance template="combo_box_def1" tooltip="uiBGD_PriorityTooltip"/>
on_change="lua:bgdownloader:onChangePriority()" on_change_params=""
tooltip="uiBGD_PriorityTooltip"
global_color="false"
>
<instance template="combo_box_def1" tooltip="uiBGD_PriorityTooltip"/>
<combo_text name="uiBGD_Paused" /> <combo_text name="uiBGD_Paused" />
<combo_text name="uiBGD_LowPriority" /> <combo_text name="uiBGD_LowPriority" />
<combo_text name="uiBGD_NormalPriority" /> <combo_text name="uiBGD_NormalPriority" />
</group> </group>
</group> </group>-->
-->
<!--*************--> <!--*************-->
<!-- SKIN BANNER --> <!-- SKIN BANNER -->
<!--*************--> <!--*************-->
<view type="bitmap" id="skin_banner" posref="BL BL" x="0" y="0" render_layer="-1" texture="blank.tga" <view type="bitmap" id="skin_banner" posref="BL BL" x="0" y="0" render_layer="-1" texture="blank.tga"
color="255 255 255 255" global_color="false" /> color="255 255 255 255" global_color="false" />
<!-- MODAL BLACK SCREEN --> <!-- MODAL BLACK SCREEN -->
<view type="bitmap" id="infos_screen" x="-3" y="-3" w="815" h="762" posref="TR TR" render_layer="1" texture="blank.tga" color="0 0 0 160" <view type="bitmap" id="infos_screen" x="-3" y="-3" w="815" h="762" posref="TR TR" render_layer="1" texture="blank.tga" color="0 0 0 160"
scale="true" global_color="false" /> scale="true" global_color="false" />
<link expr="eq(@UI:TEMP:INFOS, 1)" target="infos_screen:active" /> <link expr="eq(@UI:TEMP:INFOS, 1)" target="infos_screen:active" />
<!-- SKIN --> <!-- SKIN -->
<view type="bitmap" id="skin" posref="TL TL" x="0" y="0" render_layer="2" texture="outgame_skin.tga" <view type="bitmap" id="skin" posref="TL TL" x="0" y="0" render_layer="2" texture="outgame_skin.tga"
color="255 255 255 255" global_color="false" /> color="255 255 255 255" global_color="false" />
<!-- SKIN MENU SELECTION 1 --> <!-- SKIN MENU SELECTION 1 -->
<view type="bitmap" id="select_menu" posref="BL BL" x="-3" y="-3" render_layer="4" scale="true" texture="blank.tga" <view type="bitmap" id="select_menu" posref="BL BL" x="-3" y="-3" render_layer="4" scale="true" texture="blank.tga"
color="0 0 0 0" w="212" h="160" /> color="0 0 0 0" w="212" h="160" />
<!-- Select 3d --> <!-- Select 3d -->
<scene3d id="3d_select" w="206" h="156" posref="TL TL" curcam="cam" curcs="env" render_layer="4" <scene3d id="3d_select" w="206" h="156" posref="TL TL" curcam="cam" curcs="env" render_layer="4"
user_interaction="false" user_interaction="false"
ambient="0 0 0" sun_ambient="0 0 0" sun_diffuse="0 0 0" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" > ambient="0 0 0" sun_ambient="0 0 0" sun_diffuse="0 0 0" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" >
<camera id="cam" fov="70" pos="0 -3 0" target="0.0 0.0 0.0" roll="0" /> <camera id="cam" fov="70" pos="0 -3 0" target="0.0 0.0 0.0" roll="0" />
<fx id="select_fx" pos="2.0 0.0 1.5" name="sfx_interface_selectioncadre.ps" rot="0.0 0.0 0.0" /> <fx id="select_fx" pos="2.0 0.0 1.5" name="sfx_interface_selectioncadre_kha.ps" rot="0.0 0.0 0.0" />
</scene3d> </scene3d>
<!-- BLACK SCREEN FADE --> <!-- BLACK SCREEN FADE -->
<view type="bitmap" id="black_screen" posref="TL TL" x="0" y="0" render_layer="4" texture="blank.tga" <view type="bitmap" id="black_screen" posref="TL TL" x="0" y="0" render_layer="4" texture="blank.tga"
color="0 0 0 255" sizeref="wh" scale="true" global_color="false" /> color="0 0 0 255" sizeref="wh" scale="true" global_color="false" />
<!-- Simple Message Box with just a OK button --> <!-- Simple Message Box with just a OK button -->
<group type="modal" id="message_box" exit_click_out="true" posparent="char3d" posref="MM MM" w="250" child_resize_h="true" child_resize_hmargin="100" <group type="modal" id="message_box" exit_click_out="true" posparent="char3d" posref="MM MM" w="250" child_resize_h="true" child_resize_hmargin="100"
on_enter="leave_modal" mouse_pos="false" escapable="false" on_enter="leave_modal" mouse_pos="false" escapable="false"
display="false"> display="false">
<instance template="outgame_popup" id="back" posref="TL TL" /> <instance template="outgame_popup" id="back" posref="TL TL" />
<view type="text" id="text" posref="TL TL" line_maxw="234" x="8" y="-56" w="0" h="0" color="255 255 255 255" fontsize="12" shadow="true" multi_line="true" multi_line_space="0" case_mode="%case_first_sentence_letter_up"/> <view type="text" id="text" posref="TL TL" line_maxw="234" x="8" y="-56" w="0" h="0" color="255 255 255 255" fontsize="12" shadow="true" multi_line="true" multi_line_space="0" case_mode="%case_first_sentence_letter_up"/>
<ctrl style="valid_txt_button" id="ok" posref="BM BM" x="0" y="8" hardtext="uittOK" <ctrl style="valid_txt_button" id="ok" posref="BM BM" x="0" y="8" hardtext="uittOK"
avoid_resize_parent="true" avoid_resize_parent="true"
onover="play_sound" params_over="name=specie_but_over" onover="play_sound" params_over="name=specie_but_over"
onclick_l="leave_modal" /> onclick_l="leave_modal" />
</group> </group>
<!-- PATCH INFORMATIONS TODO CHECK ITS DISPLAY <!-- PATCH INFORMATIONS TODO CHECK ITS DISPLAY
<group id="webstart" posref="BR BR" x="-50" y="45" w="100" h="40" active="true" > <group id="webstart" posref="BR BR" x="-50" y="45" w="100" h="40" active="true" >
<group id="content" x="0" y="0" w="100" h="60" posref="MM MM" > <group id="content" x="0" y="0" w="100" h="60" posref="MM MM" >
<group id="webstart_html" type="html" posref="MM MM" <group id="webstart_html" type="html" posref="MM MM"
url="" url=""
title_prefix="uiQuickhelpTitle" title_prefix="uiQuickhelpTitle"
sizeref="wh" x="0" y="0" w="-40" h="-40" sizeref="wh" x="0" y="0" w="-40" h="-40"
background_color="0 0 0 0" background_color="0 0 0 0"
error_color="255 240 48 255" error_color="255 240 48 255"
link_color="240 155 100 255" link_color="240 155 100 255"
@ -751,18 +695,13 @@
</group> </group>
</template> </template>
--> -->
<group type="modal" id="r2ed_editor_new_sceneario_warning" w="300" h="200" <group type="modal" id="r2ed_editor_new_sceneario_warning" w="300" h="200" posref="MM MM" render_layer="1"
posref="MM MM" render_layer="1" mouse_pos="false" escapable="false" exit_click_out="true" display="false" >
mouse_pos="false" escapable="false" exit_click_out="true"
display="false"
>
<instance template="outgame_popup" id="back" posref="TL TL" /> <instance template="outgame_popup" id="back" posref="TL TL" />
<view type="text" id="text" posref="TM TM" x="0" y="-60" color="255 255 255 255" global_color="false" line_maxw="284" <view type="text" id="text" posref="TM TM" x="0" y="-60" color="255 255 255 255" global_color="false" line_maxw="284"
fontsize="17" shadow="true" hardtext="uiR2EDNewScenarioWarning" multi_line="true" multi_line_space="0"/> fontsize="17" shadow="true" hardtext="uiR2EDNewScenarioWarning" multi_line="true" multi_line_space="0"/>
<ctrl style="valid_txt_button" id="submit" posref="BM BM" x="0" y="8" hardtext="uittOK" <ctrl style="valid_txt_button" id="submit" posref="BM BM" x="0" y="8" hardtext="uittOK"
onover="play_sound" params_over="name=specie_but_over" onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_new_scenario" /> onclick_l="proc" params_l="proc_charsel_new_scenario" />
@ -773,7 +712,6 @@
</group> </group>
<options name="menu_back"> <options name="menu_back">
<param name="tx_tl" value="CM_TL.tga" /> <param name="tx_tl" value="CM_TL.tga" />
@ -788,27 +726,13 @@
</options> </options>
<group type="menu" id="r2ed_editor_menu" options="menu_back" text_y="-2" color="255 255 255 255" fontsize="16" shadow="true" shadow_color="0 0 0 255" shadow_color_over="0 0 0 255" color_over="0 0 0 255" color_grayed="255 255 255 128" shadow_color_grayed="0 0 0 255" highlight_over="255 255 255 128" mouse_pos="false">
<group type="menu" id="r2ed_editor_menu"
options="menu_back"
text_y="-2"
color="255 255 255 255"
fontsize="16"
shadow="true"
shadow_color="0 0 0 255"
shadow_color_over="0 0 0 255"
color_over="0 0 0 255"
color_grayed="255 255 255 128"
shadow_color_grayed="0 0 0 255"
highlight_over="255 255 255 128"
mouse_pos="false">
<action id="new_scenario" name="uiR2EDNewScenario" handler="proc" params="proc_charsel_new_scenario_warning" /> <action id="new_scenario" name="uiR2EDNewScenario" handler="proc" params="proc_charsel_new_scenario_warning" />
<action id="new_scenario" name="uiR2EDEditScenario" handler="proc" params="proc_charsel_edit_scenario"/> <action id="new_scenario" name="uiR2EDEditScenario" handler="proc" params="proc_charsel_edit_scenario"/>
</group> </group>
<!-- This link is used to display the right screen among the outgame screens --> <!-- This link is used to display the right screen among the outgame screens -->
<link expr="eq(@UI:CURRENT_SCREEN, %screen_select)" target="charsel:active" /> <link expr="eq(@UI:CURRENT_SCREEN, %screen_select)" target="charsel:active" />
@ -881,7 +805,7 @@
<key time="1.5" value="0" intan="-8" outtan="8" step="6" /> <key time="1.5" value="0" intan="-8" outtan="8" step="6" />
<key time="2.0" value="2" intan="-0.1" outtan="-0.1" step="6" /> <key time="2.0" value="2" intan="-0.1" outtan="-0.1" step="6" />
</track> </track>
<track type="bezier" target="charsel:3d_select:select_fx:posz" > <track type="bezier" target="charsel:3d_select:select_fx:posz" >
<key time="0.0" value="0" intan="-6" outtan="6" step="6" /> <key time="0.0" value="0" intan="-6" outtan="6" step="6" />
<key time="0.5" value="1.5" intan="-0.1" outtan="-0.1" step="6" /> <key time="0.5" value="1.5" intan="-0.1" outtan="-0.1" step="6" />
@ -889,49 +813,35 @@
<key time="1.5" value="-1.5" intan="0.1" outtan="0.1" step="6" /> <key time="1.5" value="-1.5" intan="0.1" outtan="0.1" step="6" />
<key time="2.0" value="0" intan="-6" outtan="6" step="6" /> <key time="2.0" value="0" intan="-6" outtan="6" step="6" />
</track> </track>
</anim>
</anim>
<proc id="proc_browse_faq" > <proc id="proc_browse_faq" >
<!-- <!--
NB : do not leave the window here, this way the user can refer to the message in the help message box NB : do not leave the window here, this way the user can refer to the message in the help message box
<action handler="leave_modal" /> <action handler="leave_modal" />
--> -->
<action handler="browse_faq" params=""/> <action handler="browse_faq" params=""/>
</proc> </proc>
<proc id="proc_message_box_with_help_ok" > <proc id="proc_message_box_with_help_ok" >
<action handler="leave_modal" /> <!-- must leave modal first if another modal is to be displayed after this one --> <action handler="leave_modal" /> <!-- must leave modal first if another modal is to be displayed after this one -->
<action handler="" params=""/> <action handler="" params=""/>
</proc> </proc>
<group type="modal" id="message_box_with_help" exit_click_out="false" posparent="charsel:char3d" posref="MM MM" w="250" child_resize_h="true" child_resize_hmargin="100" on_enter="proc" on_enter_params="proc_message_box_with_help_ok" on_deactive="proc" on_deactive_params="proc_message_box_with_help_ok" escapable="true" mouse_pos="false" display="false" >
<group type="modal" id="message_box_with_help" exit_click_out="false" posparent="charsel:char3d" posref="MM MM" w="250" child_resize_h="true" child_resize_hmargin="100"
on_enter="proc" on_enter_params="proc_message_box_with_help_ok"
on_deactive = "proc" on_deactive_params="proc_message_box_with_help_ok"
escapable="true"
mouse_pos="false"
display="false"
>
<instance template="outgame_popup" id="back" posref="TL TL" /> <instance template="outgame_popup" id="back" posref="TL TL" />
<view type="text" id="text" posref="TL TL" line_maxw="234" x="8" y="-56" w="0" h="0" color="255 255 255 255" fontsize="12" shadow="true" multi_line="true" multi_line_space="0" case_mode="%case_first_sentence_letter_up"/> <view type="text" id="text" posref="TL TL" line_maxw="234" x="8" y="-56" w="0" h="0" color="255 255 255 255" fontsize="12" shadow="true" multi_line="true" multi_line_space="0" case_mode="%case_first_sentence_letter_up"/>
<ctrl style="valid_txt_button" id="ok" posref="BM BL" x="0" y="8" hardtext="uittOK" <ctrl style="valid_txt_button" id="ok" posref="BM BL" x="0" y="8" hardtext="uittOK"
avoid_resize_parent="true" avoid_resize_parent="true"
onover="play_sound" params_over="name=specie_but_over" onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_message_box_with_help_ok" onclick_l="proc" params_l="proc_message_box_with_help_ok"
/> />
<ctrl style="valid_txt_button" id="browse_faq" posref="BM BR" x="0" y="8" hardtext="uittBrowseFaq" <ctrl style="valid_txt_button" id="browse_faq" posref="BM BR" x="0" y="8" hardtext="uittBrowseFaq"
avoid_resize_parent="true" avoid_resize_parent="true"
onover="play_sound" params_over="name=specie_but_over" onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_browse_faq"/> onclick_l="proc" params_l="proc_browse_faq"/>
</group> </group>
</interface_config> </interface_config>