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data_ini_controlbarscheme.ini
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2006-01-31
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;//////////////////////////////////////////////////////////////////////////////
;FILE: ControlBarScheme.ini //////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------------
; How to create your own Control Bar
;------------------------------------------------------------------------------
; What this is?
; This file allows a user to modify or create their own Control Bar to be
; used ingame. This file only deals with the look of the control bar and
; not with any functionality. This file is setup to be as simple as possible
; allowing for an easy way to customize (ie. add logos, clan images, etc.)
; the control bar.
;
; How to use it?
; There are three things that need to happen if one is to successfully modify
; their control bar or add a new on.
;
; Layout of a ControlBarScheme
; ControlBarScheme <Name of scheme>
; ScreenCreationRes X:<width of the screen as an Integer> Y:<Height of the screen as an Integer>
; Side <Side you want this Scheme to be for, Must also be included in PlayerTemplates.ini>
; QueueButtonImage <The Mapped Image name for the look of the queue buttons when a cameo's not on them>
; <Any Number of Image Parts Or Animation Parts>
; End
;
; Layout of an ImagePart
; ImagePart
; Position X:<Integer X Position on the screen> Y:<Integer Y Position on the Screen>
; Size X:<Integer Width of the image> Y:<Integer Height of the Image>
; ImageName <name of the image you added in the data\MappedImage Directory>
; Layer <Integer value equal to 0-5> ; see above
; End
;
; Layout of an AnimatingPart
; AnimatingPart
; ImagePart <Only one image part per Animating Part. Use the ImagePart Format above>
; Animation <The Type of animation it's going to do>
; FinalPos X:<The final X position before the anim loops> Y:<The final Y position before Anim loops>
; Duration <Time based on Miliseconds>
; End
;
ControlBarScheme Mordor8x6
; ScreenCreationRes X:800 Y:600
ScreenCreationRes X:1024 Y:768
Side Mordor
; QueueButtonImage SCBigButton
; RightHUDImage SALogo
CommandBarBorderColor R:0 G:21 B:126 A:255 ;blue
BuildUpClockColor R:0 G:0 B:0 A:192
ButtonBorderBuildColor R:67 G:108 B:190 A:255 ;blue
ButtonBorderActionColor R:1 G:175 B:2 A:255 ;Green
ButtonBorderUpgradeColor R:208 G:108 B:0 A:255 ;Orange
ButtonBorderSystemColor R:207 G:195 B:2 A:255 ;yellow
ButtonBorderAlteredColor R:255 G:255 B:255 A:255 ;white
;
; GenBarButtonIn SABarButtonGen2IN
; GenBarButtonOn SABarButtonGen2ON
;
; ToggleButtonUpIn SAMinMaxUH
; ToggleButtonUpOn SAMinMaxU
; ToggleButtonUpPushed SAMinMaxUP
;
; ToggleButtonDownIn SAMinMaxH
; ToggleButtonDownOn SAMinMax
; ToggleButtonDownPushed SAMinMaxP
;
; OptionsButtonEnable SAOptions
; OptionsButtonHightlited SAOptionsH
; OptionsButtonPushed SAOptionsP
;
; IdleWorkerButtonEnable SAWorker
; IdleWorkerButtonHightlited SAWorkerH
; IdleWorkerButtonPushed SAWorkerP
; IdleWorkerButtonDisabled SAWorkerI
; BuddyButtonEnable SAChat
; BuddyButtonHightlited SAChatH
; BuddyButtonPushed SAChatP
;
; BeaconButtonEnable SABeacon
; BeaconButtonHightlited SABeaconH
; BeaconButtonPushed SABeaconP
; OptionsButtonDisabled SAOptionsI
; BuddyButtonDisabled SAChatI
; BeaconButtonDisabled SABeaconI
;
; GeneralButtonEnable SAGeneral
; GeneralButtonHightlited SAGeneralH
; GeneralButtonPushed SAGeneralP
; GeneralButtonDisabled SAGeneralI
;
; UAttackButtonEnable SAUAttackI
; UAttackButtonHightlited SAUAttackH
; UAttackButtonPushed SAUAttackP
;
; MinMaxButtonEnable SAMinMax
; MinMaxButtonHightlited SAMinMaxH
; MinMaxButtonPushed SAMinMaxP
;
; MinMaxUL X:646 Y:432
; MinMaxLR X:718 Y:463
; GeneralUL X:719 Y:432
; GeneralLR X:799 Y:463
; UAttackUL X:140 Y:412
; UAttackLR X:175 Y:430
;
; OptionsUL X:195 Y:490
; OptionsLR X:229 Y:514
; WorkerUL X:195 Y:516
; WorkerLR X:229 Y:540
; ChatUL X:195 Y:568
; ChatLR X:229 Y:592
; BeaconUL X:195 Y:545
; BeaconLR X:229 Y:566
;
; PowerBarUL X:260 Y:470
; PowerBarLR X:538 Y:476
; ExpBarForegroundImage SAExpBar
; MoneyUL X:360 Y:438
; MoneyLR X:439 Y:457
;
; GenArrow USLevelUP
; CommandMarkerImage SAEmptyFrame
ImagePart
Position X:0 Y:520
Size X:1024 Y:248
ImageName SMCommandBar
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
End
ControlBarScheme Rohan8x6
ScreenCreationRes X:1024 Y:768
Side Rohan
ImagePart
Position X:0 Y:520
Size X:1024 Y:248
ImageName SRCommandBar
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
End
ControlBarScheme Isengard8x6
ScreenCreationRes X:1024 Y:768
Side Isengard
ImagePart
Position X:0 Y:520
Size X:1024 Y:248
ImageName SICommandBar
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
End
ControlBarScheme Gondor8x6
ScreenCreationRes X:1024 Y:768
Side Gondor
ImagePart
Position X:0 Y:520
Size X:1024 Y:248
ImageName SGCommandBar
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
End
ControlBarScheme Observer8x6
ScreenCreationRes X:1024 Y:768
Side Observer
ImagePart
Position X:0 Y:520
Size X:1024 Y:248
ImageName SCCommandBar
Layer 4 ;; layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
End
End