reaction/ta_ui/powerup.menu

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Plaintext

#include "ui/menudef.h"
{
\\ powerup \\
menuDef {
name "powerup_menu"
visible 0
fullscreen 0
rect 0 90 640 340
focusColor 1 .67 0 1
border 1
style 1
onEsc { close help_menu ; close powerup_menu ; close ordersHelp_menu ; open main }
onOpen { setitemcolor fadebox backcolor 0 0 0 1 ;
fadeout fadebox ;
hide grphelptext ;
show scouttext ;
hide grpiconalt }
// SCOUT //
itemDef {
name scoutIcon
group grpScout
style WINDOW_STYLE_SHADER
rect 32 2 32 32
visible 1
type ITEM_TYPE_BUTTON
background "icons/scout.tga"
}
itemDef {
name scoutIconAlt
group grpIconAlt
style WINDOW_STYLE_SHADER
rect 30 0 34 34
visible 1
type ITEM_TYPE_BUTTON
background "icons/scout.tga"
}
itemDef {
name scout
group grpScout
rect 15 37 70 26
text "Scout"
type 1
style WINDOW_STYLE_FILLED
background "ui/assets/button_back.tga"
textalign 1
textscale .3
textalignx 35
textaligny 20
forecolor 1 1 1 1
backcolor .37 .1 .1 1
visible 1
action { hide grphelptext ; show scouttext ; exec "play sound/items/cl_scout.wav" }
mouseEnter { setitemcolor scout backcolor .1 .37 .1 1 ; hide scoutIcon ; show scoutIconAlt }
mouseExit { setitemcolor scout backcolor .37 .1 .1 1 ; hide scoutIconAlt ; show scoutIcon }
}
itemDef {
name scout
group grpScout
style WINDOW_STYLE_SHADER
background "ui/assets/framebutton.tga"
rect 15 37 70 26
visible 1
decoration
}
itemDef {
name scout
group grpScout
style WINDOW_STYLE_SHADER
background "ui/assets/leftbutton.tga"
rect 8 37 8 26
visible 1
decoration
}
itemDef {
name scout
group grpScout
style WINDOW_STYLE_SHADER
background "ui/assets/rightbutton.tga"
rect 84 37 8 26
visible 1
decoration
}
// GUARD //
itemDef {
name guardIcon
style WINDOW_STYLE_SHADER
rect 128 2 32 32
visible 1
background "icons/guard.tga"
decoration
}
itemDef {
name guardIconAlt
group grpIconAlt
style WINDOW_STYLE_SHADER
rect 126 0 34 34
visible 1
background "icons/guard.tga"
decoration
}
itemDef {
name guard
rect 111 37 70 26
type 1
text "Guard"
style WINDOW_STYLE_FILLED
background "ui/assets/button_back.tga"
textalign 1
textscale .3
textalignx 35
textaligny 20
forecolor 1 1 1 1
backcolor .37 .1 .1 1
visible 1
action { hide grphelptext ; show guardtext ; exec "play sound/items/cl_guard.wav" }
mouseEnter { setitemcolor guard backcolor .1 .37 .1 1 ; hide guardIcon ; show guardIconAlt }
mouseExit { setitemcolor guard backcolor .37 .1 .1 1 ; hide guardIconAlt ; show guardIcon }
}
itemDef {
name guard
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/framebutton.tga"
rect 111 37 70 26
visible 1
decoration
}
itemDef {
name guard
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/leftbutton.tga"
rect 104 37 8 26
visible 1
decoration
}
itemDef {
name guard
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/rightbutton.tga"
rect 180 37 8 26
visible 1
decoration
}
// DOUBLER //
itemDef {
name doublerIcon
style WINDOW_STYLE_SHADER
rect 222 2 32 32
visible 1
background "icons/doubler.tga"
decoration
}
itemDef {
name doublerIconAlt
group grpIconAlt
style WINDOW_STYLE_SHADER
rect 220 0 34 34
visible 1
background "icons/doubler.tga"
decoration
}
itemDef {
name doubler
rect 207 37 70 26
type 1
text "Doubler"
style WINDOW_STYLE_FILLED
background "ui/assets/button_back.tga"
textalign 1
textscale .3
textalignx 35
textaligny 20
visible 1
forecolor 1 1 1 1
backcolor .37 .1 .1 1
action { hide grphelptext ; show doublertext ; exec "play sound/items/cl_doubler.wav" }
mouseEnter { setitemcolor doubler backcolor .1 .37 .1 1 ; hide doublerIcon ; show doublerIconAlt }
mouseExit { setitemcolor doubler backcolor .37 .1 .1 1 ; hide doublerIconAlt ; show doublerIcon }
}
itemDef {
name doubler
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/framebutton.tga"
rect 207 37 70 26
visible 1
decoration
}
itemDef {
name doubler
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/leftbutton.tga"
rect 200 37 8 26
visible 1
decoration
}
itemDef {
name doubler
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/rightbutton.tga"
rect 276 37 8 26
visible 1
decoration
}
// AMMO_REGEN //
itemDef {
name ammo_regenIcon
style WINDOW_STYLE_SHADER
rect 331 2 32 32
visible 1
background "icons/ammo_regen.tga"
decoration
}
itemDef {
name ammo_regenIconAlt
group grpIconAlt
style WINDOW_STYLE_SHADER
rect 329 0 34 34
visible 1
background "icons/ammo_regen.tga"
decoration
}
itemDef {
name ammo_regen
rect 302 37 87 26
type 1
text "Ammo-Regen"
style WINDOW_STYLE_FILLED
background "ui/assets/button_back.tga"
textalign 1
textscale .3
textalignx 43
textaligny 20
visible 1
forecolor 1 1 1 1
backcolor .37 .1 .1 1
action { hide grphelptext ; show ammo_regentext ; exec "play sound/items/cl_ammoregen.wav" }
mouseEnter { setitemcolor ammo_regen backcolor .1 .37 .1 1 ; hide ammo_regenIcon ; show ammo_regenIconAlt }
mouseExit { setitemcolor ammo_regen backcolor .37 .1 .1 1 ; hide ammo_regenIconAlt ; show ammo_regenIcon }
}
itemDef {
name ammo_regen
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/framebutton.tga"
rect 302 37 87 26
visible 1
decoration
}
itemDef {
name ammo_regen
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/leftbutton.tga"
rect 295 37 8 26
visible 1
decoration
}
itemDef {
name ammo_regen
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/rightbutton.tga"
rect 388 37 8 26
visible 1
decoration
}
// KAMIKAZE //
itemDef {
name kamikazeIcon
style WINDOW_STYLE_SHADER
rect 439 2 32 32
visible 1
background "icons/kamikaze.tga"
decoration
}
itemDef {
name kamikazeIconAlt
group grpIconAlt
style WINDOW_STYLE_SHADER
rect 437 0 34 34
visible 1
background "icons/kamikaze.tga"
decoration
}
itemDef {
name kamikaze
rect 415 37 87 26
type 1
text "Kamikaze"
style WINDOW_STYLE_FILLED
background "ui/assets/button_back.tga"
textalign 1
textscale .3
textalignx 43
textaligny 20
visible 1
forecolor 1 1 1 1
backcolor .37 .1 .1 1
action { hide grphelptext ; show kamikazetext ; exec "play sound/items/kamikaze_full.wav" }
mouseEnter { setitemcolor kamikaze backcolor .1 .37 .1 1 ; hide kamikazeIcon ; show kamikazeIconAlt }
mouseExit { setitemcolor kamikaze backcolor .37 .1 .1 1 ; hide kamikazeIconAlt ; show kamikazeIcon }
}
itemDef {
name kamikaze
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/framebutton.tga"
rect 415 37 87 26
visible 1
decoration
}
itemDef {
name kamikaze
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/leftbutton.tga"
rect 408 37 8 26
visible 1
decoration
}
itemDef {
name kamikaze
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/rightbutton.tga"
rect 501 37 8 26
visible 1
decoration
}
// INVULNERABILITY //
itemDef {
name invulnerabilityIcon
style WINDOW_STYLE_SHADER
rect 561 2 32 32
visible 1
background "icons/invulnerability.tga"
decoration
}
itemDef {
name invulnerabilityIconAlt
group grpIconAlt
style WINDOW_STYLE_SHADER
rect 559 0 34 34
visible 1
background "icons/invulnerability.tga"
decoration
}
itemDef {
name invulnerability
rect 526 37 102 26
type 1
text "Invulnerability"
style WINDOW_STYLE_FILLED
background "ui/assets/button_back.tga"
textalign 1
textscale .29
textalignx 49
textaligny 20
visible 1
forecolor 1 1 1 1
backcolor .37 .1 .1 1
action { hide grphelptext ; show invulnerabilitytext ; exec "play sound/items/invul_activate.wav" }
mouseEnter { setitemcolor invulnerability backcolor .1 .37 .1 1 ; hide invulnerabilityIcon ; show invulnerabilityIconAlt }
mouseExit { setitemcolor invulnerability backcolor .37 .1 .1 1 ; hide invulnerabilityIconAlt ; show invulnerabilityIcon }
}
itemDef {
name invulnerability
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/framebutton.tga"
rect 526 37 102 26
visible 1
decoration
}
itemDef {
name invulnerability
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/leftbutton.tga"
rect 519 37 8 26
visible 1
decoration
}
itemDef {
name invulnerability
group grpControlbutton
style WINDOW_STYLE_SHADER
background "ui/assets/rightbutton.tga"
rect 626 37 8 26
visible 1
decoration
}
// SCOUT //
itemDef {
name scouttext
group grphelptext
style 0
wrapped
text "Scout : Team Power-Up"
rect 280 94 500 20
textalign 0
textalignx 0
textaligny 17
textscale .3
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name scouttext
group grphelptext
style 0
wrapped
text "The Scout power-up drastically increases the player's rate \r"
"of movement and attack. It also prevents the player from \r"
"wearing any armor and discards any armor points that the \r"
"player may already have. As with the other persistent team \r"
"power-ups, the player keeps the Scout until he or she \r"
"is fragged. "
rect 280 124 500 20
textalign 0
textalignx 0
textaligny 17
textscale .25
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name scouttext
group grphelptext
style 5
cinematic "scout.RoQ"
rect 10 94 256 192
border 1
bordercolor .5 .5 .5 1
visible 0
decoration
}
// Guard //
itemDef {
name guardtext
group grphelptext
style 0
wrapped
text "Guard : Team Power-Up"
rect 280 94 500 20
textalign 0
textalignx 0
textaligny 17
textscale .3
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name guardtext
group grphelptext
style 0
wrapped
text "The Guard power-up gives the player an instant health \r"
"and armor boost up to 200 points. The player's health \r"
"points will regenerate to keep them at 200 points. The \r"
"player may replenish lost armor points back up to 200 \r"
"points. As with the other persistent team power-ups, \r"
"the player keeps the Guard until he or she is fragged."
rect 280 124 500 20
textalign 0
textalignx 0
textaligny 17
textscale .25
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name guardtext
group grphelptext
style WINDOW_STYLE_CINEMATIC
cinematic "guard.RoQ"
rect 10 94 256 192
border 1
bordercolor .5 .5 .5 1
visible 0
decoration
}
// Doubler //
itemDef {
name doublertext
group grphelptext
style 0
wrapped
text "Doubler : Team Power-Up"
rect 280 94 500 20
textalign 0
textalignx 0
textaligny 17
textscale .3
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name doublertext
group grphelptext
style 0
wrapped
text "The Doubler power-up doubles the amount of damage done \r"
"by each hit the player scores. The doubling effect is also \r"
"modified further by the damage boosting effects of the Quad \r"
"Damage. As with the other persistent team power-ups, the \r"
"player keeps the Doubler until he or she is fragged."
rect 280 124 500 20
textalign 0
textalignx 0
textaligny 17
textscale .25
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name doublertext
group grphelptext
style 5
cinematic "doubler.RoQ"
rect 10 94 256 192
border 1
bordercolor .5 .5 .5 1
visible 0
decoration
}
// Ammo-Regen //
itemDef {
name ammo_regentext
group grphelptext
style 0
wrapped
text "Ammo-Regen : Team Power-Up"
rect 280 94 500 20
textalign 0
textalignx 0
textaligny 17
textscale .3
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name ammo_regentext
group grphelptext
style 0
wrapped
text "The Ammo-Regen power-up slowly replenishes the \r"
"ammunition used by each weapon in the player's \r"
"possession up to a full basic load (the amount that \r"
"comes with the weapon). The player can shoot faster \r"
"than the ammo can regenerate. The Ammo-Regen also \r"
"significantly increases the player's rate of fire for \r"
"all attack types. As with the other persistent team \r"
"power-ups, the player keeps the Ammo-Regen until he or \r"
"she is fragged."
rect 280 124 500 20
textalign 0
textalignx 0
textaligny 17
textscale .25
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name ammo_regentext
group grphelptext
style 5
cinematic "ammo_regen.RoQ"
rect 10 94 256 192
border 1
bordercolor .5 .5 .5 1
visible 0
decoration
}
// Kamikaze //
itemDef {
name kamikazetext
group grphelptext
style 0
wrapped
text "Kamikaze : Useable Item"
rect 280 94 500 20
textalign 0
textalignx 0
textaligny 17
textscale .3
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name kamikazetext
group grphelptext
style 0
wrapped
text "When carried by a player, the Kamikaze appears as \r"
"skulls swirling about the body. Pressing the Use Item \r"
"key activates the bomb, fragging the player and severely \r"
"punishing all others within the range of the explosion. \r"
"The blast's powerful shockwave shakes the entire arena."
rect 280 124 500 20
textalign 0
textalignx 0
textaligny 17
textscale .25
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name kamikazetext
group grphelptext
style 5
cinematic "kamikaze.RoQ"
rect 10 94 256 192
border 1
bordercolor .5 .5 .5 1
visible 0
decoration
}
// Invulnerability //
itemDef {
name invulnerabilitytext
group grphelptext
style 0
wrapped
text "Invulnerability : Useable Item"
rect 280 94 500 20
textalign 0
textalignx 0
textaligny 17
textscale .3
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name invulnerabilitytext
group grphelptext
style 0
wrapped
text "When activated, the Invulnerability power-up freezes the \r"
"player in place and surrounds him or her with a mostly \r"
"impenetrable, crackling shield of magenta energy. Mostly \r"
"impenetrable, because the player can fire out and prox \r"
"mines can be lobbed in."
rect 280 124 500 20
textalign 0
textalignx 0
textaligny 17
textscale .25
forecolor 1 1 1 1
border 0
bordercolor 0 0 0 0
visible 0
decoration
}
itemDef {
name invulnerabilitytext
group grphelptext
style 5
cinematic "invulnerability.RoQ"
rect 10 94 256 192
border 1
bordercolor .5 .5 .5 1
visible 0
decoration
}
itemDef {
name fadebox
style WINDOW_STYLE_FILLED
background "ui/assets/fadebox.tga"
forecolor 0 0 0 1
backcolor 0 0 0 1
rect 0 0 640 480
visible 1
decoration
}
}
}
}