khanat-client-data-NeL/data/kh/kh_interfaces/out_v2_select.xml

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<interface_config>
<root id="outgame" x="0" y="0" w="800" h="600" active="false" />
<lua file="out_v2_select.lua" />
<lua file="bg_downloader.lua" />
<!-- *********************** -->
<!-- * CHARACTER SELECTION * -->
<!-- *********************** -->
<!-- *************** -->
<!-- * VARIABLES * -->
<!-- *************** -->
<variable entry="UI:TEMP:CHARSELSLOT" type="sint64" value="-1"/>
<variable entry="UI:TEMP:EDIT_SCENARIO" type="sint64" value="0"/>
<!-- are we in del char mode ? -->
<variable entry="UI:TEMP:CHARSELDELCHAR" type="sint64" value="0"/>
<variable entry="UI:TEMP:CHAR3D:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHARSLOT0:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHARSLOT1:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHARSLOT2:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHARSLOT3:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHARSLOT4:PEOPLE" type="sint64" value="0" />
<variable entry="UI:TEMP:CHARSELOPT1" type="sint64" value="0"/>
<variable entry="UI:TEMP:CHARSELOPT2" 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" />
<variable entry="UI:TEMP:INFOS" type="sint64" value="-1"/>
<variable entry="UI:TEMP:HAS_EDITSESSION" type="sint64" value="0" />
<!-- ***************** -->
<!-- * PROCEDURES * -->
<!-- ***************** -->
<!-- When we reach the charsel page -->
<proc id="proc_charsel_active">
<action handler="proc" params="proc_charsel_initslot|0" />
<action handler="proc" params="proc_charsel_initslot|1" />
<action handler="proc" params="proc_charsel_initslot|2" />
<action handler="proc" params="proc_charsel_initslot|3" />
<action handler="proc" params="proc_charsel_initslot|4" />
<action handler="set" params="dblink=UI:TEMP:INFOS|value=-1" />
<action handler="set" params="dblink=UI:TEMP:INFOS|value=0" />
<action handler="anim_start" params="anim=anim_charsel_intro" />
<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:posz|value=2.05"/>
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<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:tgtz|value=2.15"/>
<action handler="lua:game:procCharselClickSlot()" />
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<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" />
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<action handler="anim_start" params="anim=anim_empty" />
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<action handler="proc" params="charsel_enable_buttons" />
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<!-- Continue or Restart Default Outgame Music
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MUST PLAY IT NOT ASYNCLY, else it don't works well during loading
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-->
<action handler="play_music_outgame" params="async=0" />
</proc>
<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_slot1:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot2:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot3:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot4:active|value=0"/>
<!--
<action handler="set" params="target_property=ui:outgame:charsel:infos_but:active|value=0"/>
-->
<action handler="set" params="target_property=ui:outgame:charsel:play_but:active|value=0"/>
<action handler="set" params="target_property=ui:outgame:charsel:edit_session_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:resume_session_but:active|value=0"/>
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<action handler="set" params="target_property=ui:outgame:charsel:quit_but:active|value=0"/>
</proc>
<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_slot1:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot2:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot3:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:but_slot4:active|value=1"/>
<!--
<action handler="set" params="target_property=ui:outgame:charsel:infos_but:active|value=1"/>
-->
<action handler="set" params="target_property=ui:outgame:charsel:play_but:active|value=1"/>
<action handler="set" params="target_property=ui:outgame:charsel:edit_session_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:resume_session_but:active|value=1"/>
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<action handler="set" params="target_property=ui:outgame:charsel:quit_but:active|value=1"/>
</proc>
<proc id="restart_sel_select_fx">
<action handler="anim_start" params="anim=anim_sel_select_fx" />
</proc>
<!-- Init Slots -->
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<!-- Proc to check if slot is empty or full-->
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<proc id="proc_charsel_initslot">
<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" />
</proc>
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<!-- Proc for used/full character slot-->
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<proc id="proc_charsel_initslot_full">
<action handler="set_db_from_slot" params="dblink=UI:TEMP:CHARSLOT@0|slot=@0" />
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:active|value=1" />
<action handler="set" params="target_property=ui:outgame:charsel:empty_slot@0:active|value=0" />
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:char:anim|value=3" />
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:env:name |
value=switch(@UI:TEMP:CHARSLOT@0:PEOPLE, 'outgame_zorai.ig', 'outgame_zorai.ig', 'outgame_zorai.ig', 'outgame_zorai.ig')" />
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:cam:fov |
value=switch(@UI:TEMP:CHARSLOT@0:PEOPLE, 21, 22, 20, 23)" />
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:cam:posz|value=add(0.06,getprop('ui:outgame:charsel:slot@0:char:headz'))" />
<action handler="set" params="target_property=ui:outgame:charsel:slot@0:cam:tgtz|value=add(0.06,getprop('ui:outgame:charsel:slot@0:char:headz'))" />
<action handler="get_slot" cond="not(isCharSelSlotEmpty(@0))" params="prop=name|target=ui:outgame:charsel:but_slot@0:uc_hardtext|slot=@0" />
</proc>
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<!-- Proc for empty character slot-->
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<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:empty_slot@0:active|value=1" />
<action handler="set" params="target_property=ui:outgame:charsel:but_slot@0:hardtext|value='uiCharSel_EmptySlot'" />
</proc>
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<!-- Proc to get proper specific anim per race-->
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<proc id="select_specie_anim">
<action handler="set" params="target_property=ui:outgame:charsel:char3d:char:anim|value=5" />
<!--
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:charsel:char3d:char:anim|value=11" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:charsel:char3d:char:anim|value=12" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:charsel:char3d:char:anim|value=13" />
<action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:charsel:char3d:char:anim|value=14" />
-->
</proc>
<!-- When we click on a slot -->
<proc id="proc_charsel_clickslot">
<action handler="set" params="dblink=UI:TEMP:CHARSELSLOT|value=-1" />
<action handler="set" params="dblink=UI:TEMP:CHARSELSLOT|value=@0" />
<action handler="set_db_from_slot" params="dblink=UI:TEMP:CHAR3D|slot=@0" />
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<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" />
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<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:select_menu:x |
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value=switch(@0, 2, 207, 412, 617, 822)" />
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<action handler="set" params="target_property=ui:outgame:charsel:but_slot@0:pushed|value=1" />
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<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')" />
<action handler="set" params="target_property=ui:outgame:charsel:char3d:cam:fov |
value=switch(@UI:TEMP:CHAR3D:PEOPLE, 72, 72, 72, 72)" />
<action handler="set" params="target_property=ui:outgame:charsel:3d_select:x |
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value=switch(@0, 2, 207, 412, 617, 822)" />
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<action handler="set" params="target_property=ui:outgame:charsel:3d_select:y |
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value=switch(@0, -95, -65, -35, -65, -95)" />
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<action handler="proc" params="proc_charsel_infos2" />
</proc>
<proc id="proc_charsel_play">
<action handler="set" params="dblink=UI:TEMP:EDIT_SCENARIO|value=0" />
<action handler="anim_start" params="anim=anim_charsel_outro_play" />
</proc>
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<proc id="proc_charsel_edit_menu">
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<action handler="set" params="dblink=UI:TEMP:HAS_EDITSESSION|value=isCharSelSlotHasEditSession(@UI:TEMP:CHARSELSLOT)" />
<action handler="lua:game:openEditorMenu()" />
</proc>
<proc id="proc_charsel_edit_scenario">
<action handler="set" params="dblink=UI:TEMP:EDIT_SCENARIO|value=1" />
<action handler="anim_start" params="anim=anim_charsel_outro_play" />
</proc>
<proc id="proc_charsel_new_scenario">
<action handler="set" params="dblink=UI:TEMP:EDIT_SCENARIO|value=2" />
<action handler="anim_start" params="anim=anim_charsel_outro_play" />
</proc>
<proc id="proc_charsel_new_scenario_warning">
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<action handler="enter_modal" params="group=ui:outgame:r2ed_editor_new_sceneario_warning" />
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<!-- <action handler="lua:game:openEditorMenuWarningNewScenario()" /> -->
</proc>
<proc id="proc_charsel_new_scenario_warning_cancel">
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<action handler="play_sound" params="name=charsel_delno_click" />
<action handler="leave_modal" params="" />
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<action handler="anim_start" params="anim=anim_charsel_delout" />
</proc>
<proc id="proc_charsel_play2">
<action handler="proc" params="charsel_disable_buttons" />
<action handler="launch_game" params="slot=@UI:TEMP:CHARSELSLOT|edit_mode=@UI:TEMP:EDIT_SCENARIO" />
</proc>
<proc id="proc_charsel_create_new">
<action handler="anim_start" params="anim=anim_charsel_outro_new" />
</proc>
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<proc id="proc_charsel_create_new2">
<action handler="proc" params="charsel_disable_buttons" />
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<action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_appear" />
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</proc>
<proc id="proc_charsel_create_ran">
<action handler="anim_start" params="anim=anim_charsel_outro_ran" />
</proc>
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<proc id="proc_charsel_create_ran2">
<action handler="proc" params="charsel_disable_buttons" />
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<action handler="set" params="dblink=UI:CURRENT_SCREEN|value=%screen_appear" />
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</proc>
<!-- When we click on the exit button -->
<proc id="proc_quit" >
<action handler="play_sound" params="name=charsel_quit_click" />
<action handler="quit_ryzom" />
</proc>
<!-- Relance la rotation du sigle empty -->
<proc id="restart_empty_anim">
<action handler="anim_start" params="anim=anim_empty" />
</proc>
<!-- ***************** -->
<!-- * TEMPLATES * -->
<!-- ***************** -->
<template name="char_slot_view" posparent="parent" posref="TL TL" id="" dblink="" x="0" y="0" >
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<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"
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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" >
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<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" />
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<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" />
<ig id="env" name="outgame_zorai.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="brazero-inter1.anim"/>
<auto_anim name="brazero-inter2.anim"/>
<auto_anim name="lanterne-int1.anim"/>
<auto_anim name="lanterne-int2.anim"/>
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</scene3d>
</template>
<template name="empty_slot_view" posparent="parent" posref="TL TL" id="" dblink="" x="0" y="-3" >
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<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"
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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" >
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<camera id="cam" fov="80" pos="0.0 24.0 2.6" target="0.0 26.5 2.2" roll="0" />
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<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" />
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<shape id="empty" name="empty.shape" pos="0.0 26.5 2.0" rot="0.0 0.0 0.0" />
</scene3d>
</template>
<!-- ******************** -->
<!-- * DELETE CHARACTER * -->
<!-- ******************** -->
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<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">
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<instance template="outgame_popup" id="back" posref="TL TL" />
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<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"/>
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<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" />
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<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" />
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</group>
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<!-- ********* -->
<!-- * INFOS * -->
<!-- ********* -->
<proc id="proc_charsel_infos">
<action handler="set" params="dblink=UI:TEMP:INFOS|value=not(@UI:TEMP:INFOS)" />
<action handler="leave_modal" params="" />
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<action handler="set" cond="eq(@UI:TEMP:INFOS, 1)" params="target_property=ui:outgame:charsel:quit_but:active|value=0" />
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<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:location:quit_but:active|value=1" />
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<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" />
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</proc>
<proc id="proc_charsel_infos2">
<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" />
</proc>
<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">
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<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"/>
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<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"/>
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</group>
<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">
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<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"/>
<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"/>
</group>
<proc id="proc_charsel_del">
<action handler="anim_start" params="anim=anim_charsel_delin" />
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<action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=1" />
<action handler="enter_modal" params="group=ui:outgame:charsel_delchar_confirm" />
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</proc>
<proc id="proc_charsel_delchar_confirm_ok">
<action handler="anim_start" params="anim=anim_charsel_delin2" />
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<action handler="play_sound" params="name=charsel_delok_click" />
<action handler="leave_modal" params="" />
<action handler="ask_delete_char" params="slot=@UI:TEMP:CHARSELSLOT" />
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</proc>
<proc id="proc_charsel_delchar_confirm_ok2">
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<action handler="set" params="dblink=UI:TEMP:CHARSELDELCHAR|value=0" />
<action handler="anim_start" params="anim=anim_char_sel_delete" />
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<action handler="proc" params="proc_charsel_active" />
</proc>
<proc id="proc_charsel_test">
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<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))" />
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</proc>
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<!-- 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" />
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<proc id="proc_charsel_delchar_confirm_cancel">
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<action handler="play_sound" params="name=charsel_delno_click" />
<action handler="leave_modal" params="" />
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<action handler="anim_start" params="anim=anim_charsel_delout" />
</proc>
<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=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" />
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<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=resume_session_but_init" />
</proc>
<!-- ***************** -->
<!-- * MAIN WINDOW * -->
<!-- ***************** -->
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<group id="charsel" w="1024" h="768" posref="MM MM" on_active="proc" on_active_params="proc_charsel_active" >
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<!-- 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"
color="0 0 0 255" global_color="false" />
<!--***************-->
<!-- MAIN 3D SCENE -->
<!--***************-->
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<!-- Vue Globale -->
<scene3d id="char3d" x="2" y="2" w="1024" h="768" posref="BL BL" curcam="cam" curcs="env" render_layer="-2"
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user_interaction="true" rotz_factor="0.017"
roty_factor="0.005" roty_limit_min="-20" roty_limit_max="15"
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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"
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>
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<character3d id="char" dblink="UI:TEMP:CHAR3D" pos="0 26.5 1.0" rot="0.0 0.0 0.0" />
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<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" />
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<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" />
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<ig id="env" name="outgame_zorai.ig" pos="0 0 0.15" />
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<shape id="shadow" name="shadow.shape" pos="0.0 26.5 1.0" rot="0.0 0.0 0.0" />
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<auto_anim name="brazero-inter1.anim"/>
<auto_anim name="brazero-inter2.anim"/>
<auto_anim name="lanterne-int1.anim"/>
<auto_anim name="lanterne-int2.anim"/>
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</scene3d>
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<!-- 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"/>
-->
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<!-- Empty Scene -->
<scene3d id="empty3d" x="2" y="2" w="1020" h="560" posref="BL BL" curcam="cam" curcs="env" render_layer="-2"
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user_interaction="false"
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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" >
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<camera id="cam" fov="80" pos="0.0 24.0 2.8" target="0.0 26.5 2.4" roll="0" />
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<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" />
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<shape id="empty" name="empty.shape" pos="0.0 26.5 2.5" rot="0.0 0.0 0.0" />
</scene3d>
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<!--***********-->
<!-- MAIN MENU -->
<!--***********-->
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<!-- View of each slot -->
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<instance template="char_slot_view" id="slot0" dblink="UI:TEMP:CHARSLOT0" posref="TL TL" x="2" y="-95"/>
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<instance template="char_slot_view" id="slot1" dblink="UI:TEMP:CHARSLOT1" posref="TL TL" x="207" y="-65"/>
<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="slot4" dblink="UI:TEMP:CHARSLOT4" posref="TL TL" x="822" y="-95"/>
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<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_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_slot4" posref="TL TL" x="822" y="-95"/>
<!-- Button of each character slot (always present even if empty slot) -->
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<ctrl style="menu_button" id="but_slot0" posref="TL TL" x="2" y="-95"
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onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_clickslot|0" />
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<ctrl style="menu_button" id="but_slot1" posref="TR TL" posparent="but_slot0" x="5" y="30"
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onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_clickslot|1" />
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<ctrl style="menu_button" id="but_slot2" posref="TR TL" posparent="but_slot1" x="5" y="30"
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onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_clickslot|2" />
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<ctrl style="menu_button" id="but_slot3" posref="TR TL" posparent="but_slot2" x="5" y="-30"
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onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_clickslot|3" />
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<ctrl style="menu_button" id="but_slot4" posref="TR TL" posparent="but_slot3" x="5" y="-30"
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onover="play_sound" params_over="name=specie_but_over"
onclick_l="proc" params_l="proc_charsel_clickslot|4" />
<!--***************-->
<!-- BOTTOM BUTTON -->
<!--***************-->
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<!-- Button to show informations about character
<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"/>
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<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"/>
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<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"/>
-->
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<!-- Buttons to play with the character + delete it / Button to create a character if slot empty -->
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<group id="buttonsgroup" render_layer="3" posref="TR TR" x="-90" y="-250" w="160" h="320" >
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<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" />
<!-- TITLE -->
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<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"/>
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</group>
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<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()"/>
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<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"/>
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<link expr="and(not(isCharSelSlotInRingSession(@UI:TEMP:CHARSELSLOT)), not(isCharSelSlotEmpty(@UI:TEMP:CHARSELSLOT)))" target="play_but:active,edit_session_but:active,del_but:active" />
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<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"/>
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<!-- 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"
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onover="play_sound" params_over="name=specie_but_over"
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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"/>
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<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="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"/>
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<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">
<instance template="combo_box_def1" tooltip="uiBGD_PriorityTooltip"/>
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<combo_text name="uiBGD_Paused" />
<combo_text name="uiBGD_LowPriority" />
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<combo_text name="uiBGD_NormalPriority" />
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</group>
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</group>-->
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<!--*************-->
<!-- SKIN BANNER -->
<!--*************-->
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<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" />
<!-- 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"
scale="true" global_color="false" />
<link expr="eq(@UI:TEMP:INFOS, 1)" target="infos_screen:active" />
<!-- SKIN -->
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<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" />
2016-10-09 19:29:45 +00:00
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<!-- 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"
color="0 0 0 0" w="212" h="160" />
<!-- Select 3d -->
<scene3d id="3d_select" w="206" h="156" posref="TL TL" curcam="cam" curcs="env" render_layer="4"
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user_interaction="false"
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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" >
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<camera id="cam" fov="70" pos="0 -3 0" target="0.0 0.0 0.0" roll="0" />
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<fx id="select_fx" pos="2.0 0.0 1.5" name="sfx_interface_selectioncadre_kha.ps" rot="0.0 0.0 0.0" />
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</scene3d>
<!-- BLACK SCREEN FADE -->
<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" />
<!-- Simple Message Box with just a OK button -->
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<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"
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display="false">
<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"/>
2016-10-09 19:29:45 +00:00
<ctrl style="valid_txt_button" id="ok" posref="BM BM" x="0" y="8" hardtext="uittOK"
avoid_resize_parent="true"
onover="play_sound" params_over="name=specie_but_over"
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onclick_l="leave_modal" />
</group>
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2016-05-06 10:56:20 +00:00
<!-- PATCH INFORMATIONS TODO CHECK ITS DISPLAY
<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" >
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<group id="webstart_html" type="html" posref="MM MM"
url=""
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title_prefix="uiQuickhelpTitle"
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sizeref="wh" x="0" y="0" w="-40" h="-40"
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background_color="0 0 0 0"
error_color="255 240 48 255"
link_color="240 155 100 255"
text_color="210 210 210 255"
h1_color="255 255 255 255"
h2_color="255 255 255 255"
h3_color="255 255 255 255"
h4_color="255 255 255 255"
h5_color="255 255 255 255"
h6_color="255 255 255 255"
text_font_size="10"
h1_font_size="16"
h2_font_size="14"
h3_font_size="13"
h4_font_size="12"
h5_font_size="11"
h6_font_size="11"
paragraph_begin_space="12"
multi_line_space_factor="0.25"
td_begin_space="0"
li_begin_space="4"
ul_begin_space="12"
li_indent="-10"
ul_indent="30"
checkbox_bitmap_normal="patch_off.tga"
checkbox_bitmap_pushed="patch_on.tga"
checkbox_bitmap_over=""
background_bitmap_view=""
home=""
browse_next_time="false"
timeout="0"
form_text_area_group="edit_box_widget_multiline" >
<group id="black" posref="BR BR" sizeref="hw" w="-16" h="-12" inherit_gc_alpha="true"/>
<view type="bitmap" id="black2" posparent="black" posref="MM MM" sizeref="wh" w="-2" h="-2" inherit_gc_alpha="true" scale="true" texture="blank.tga" global_color="false"/>
<group type="list" id="text_list" fontsize="9" posref="TL TL" posparent="black" x="2" y="-2" space="0" sizeref="hw" w="-4" h="-4" maxelements="2000"/>
<ctrl style="skin_scroll" id="scroll_bar" />
</group>
</group>
</group>
-->
</group>
<!--
<template name="r2ed_editor_menu_button" id="but" bitmap="brick_default.tga" keep="true" size="24">
<group id="#id" posref="TL TL" child_resize_h="true" child_resize_w="true">
<view type="bitmap" id="bm" scale="true" w="#size" h="#size" texture="#bitmap" global_color="false"/>
</group>
</template>
-->
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<group type="modal" id="r2ed_editor_new_sceneario_warning" w="300" h="200" posref="MM MM" render_layer="1"
mouse_pos="false" escapable="false" exit_click_out="true" display="false" >
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<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="uiR2EDNewScenarioWarning" multi_line="true" multi_line_space="0"/>
<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"
onclick_l="proc" params_l="proc_charsel_new_scenario" />
<ctrl style="valid_txt_button" id="cancel" posref="TM BM" 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_new_scenario_warning_cancel" />
</group>
<options name="menu_back">
<param name="tx_tl" value="CM_TL.tga" />
<param name="tx_t" value="CM_T.tga" />
<param name="tx_tr" value="CM_TR.tga" />
<param name="tx_l" value="CM_L.tga" />
<param name="tx_r" value="CM_R.tga" />
<param name="tx_blank" value="CM_M.tga" />
<param name="tx_bl" value="CM_BL.tga" />
<param name="tx_b" value="CM_B.tga" />
<param name="tx_br" value="CM_BR.tga" />
</options>
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<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">
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<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"/>
</group>
<!-- This link is used to display the right screen among the outgame screens -->
<link expr="eq(@UI:CURRENT_SCREEN, %screen_select)" target="charsel:active" />
<!-- ***************** -->
<!-- * ANIMATIONS * -->
<!-- ***************** -->
<anim id="anim_charsel_intro" duration="1.0" disable_buttons="true" on_finish="" on_finish_params="" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="255" />
<key time="1.0" value="0" />
</track>
</anim>
<anim id="anim_charsel_outro_play" duration="1.0" disable_buttons="true" on_finish="proc" on_finish_params="proc_charsel_play2" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="0" />
<key time="1.0" value="255" />
</track>
</anim>
<anim id="anim_charsel_outro_new" duration="1.0" disable_buttons="true" on_finish="proc" on_finish_params="proc_charsel_create_new2" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="0" />
<key time="1.0" value="255" />
</track>
</anim>
<anim id="anim_charsel_outro_ran" duration="1.0" disable_buttons="true" on_finish="proc" on_finish_params="proc_charsel_create_ran2" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="0" />
<key time="1.0" value="255" />
</track>
</anim>
<anim id="anim_charsel_delin" duration="0.5" disable_buttons="true" on_finish="" on_finish_params="" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="0" />
<key time="0.5" value="128" />
</track>
</anim>
<anim id="anim_charsel_delin2" duration="1.0" disable_buttons="true" on_finish="" on_finish_params="" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="128" />
<key time="1.0" value="255" />
</track>
</anim>
<anim id="anim_charsel_delout" duration="1.0" disable_buttons="true" on_finish="" on_finish_params="" >
<track type="linear" target="charsel:black_screen:alpha" >
<key time="0.0" value="128" />
<key time="1.0" value="0" />
</track>
</anim>
<anim id="anim_empty" duration="5.0" disable_buttons="false" on_finish="proc" on_finish_params="restart_empty_anim" >
<track type="linear" target="charsel:empty3d:empty:rotz" >
<key time="0.0" value="0" />
<key time="5.0" value="360" />
</track>
</anim>
<anim id="anim_sel_select_fx" duration="2.0" disable_buttons="false" on_finish="proc" on_finish_params="restart_sel_select_fx" >
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<track type="bezier" target="charsel:3d_select:select_fx:posx" >
<key time="0.0" value="2" intan="-0.1" outtan="-0.1" step="6" />
<key time="0.5" value="0" intan="8" outtan="-8" step="6" />
<key time="1" value="-2" intan="0.1" outtan="0.1" 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" />
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</track>
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<track type="bezier" target="charsel:3d_select:select_fx:posz" >
<key time="0.0" value="0" intan="-6" outtan="6" step="6" />
<key time="0.5" value="1.5" intan="-0.1" outtan="-0.1" step="6" />
<key time="1" value="0" intan="6" outtan="-6" 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" />
</track>
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</anim>
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<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
<action handler="leave_modal" />
-->
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<action handler="browse_faq" params=""/>
</proc>
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<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 -->
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<action handler="" params=""/>
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</proc>
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<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" >
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<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"/>
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<ctrl style="valid_txt_button" id="ok" posref="BM BL" x="0" y="8" hardtext="uittOK"
avoid_resize_parent="true"
onover="play_sound" params_over="name=specie_but_over"
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onclick_l="proc" params_l="proc_message_box_with_help_ok"
/>
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<ctrl style="valid_txt_button" id="browse_faq" posref="BM BR" x="0" y="8" hardtext="uittBrowseFaq"
avoid_resize_parent="true"
onover="play_sound" params_over="name=specie_but_over"
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onclick_l="proc" params_l="proc_browse_faq"/>
</group>
</interface_config>