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1
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guiTypes = {
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2
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windowType = { # Copied and adjusted from government_interaction_type
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name = "arabic_trade_influence_gov_mech"
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4
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size = { x = 300 y = 82 }
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moveable = 0
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7
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# Background
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iconType = {
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name = "background"
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spriteType = "GFX_arabic_trade_influence_bg"
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alwaystransparent = yes
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12
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position = { x = 0 y = 82 }
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}
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14
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+
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15
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+
# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
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16
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iconType = {
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name = "government_power_bar"
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spriteType = "GFX_arabic_trade_influence_bar"
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position = { x = 16 y = 49 }
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}
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# Progressbar Frame
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iconType = {
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name = "frame_background"
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spriteType = "GFX_arabic_trade_influence"
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position = { x = 0 y = 0 }
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alwaystransparent = yes
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}
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}
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+
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31
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# Interactions, copied from government_interaction_type but we want a different size than default
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windowType = {
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name = "arabic_trade_influence_interaction_left_button"
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size = { x = 95 y = 100 }
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35
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backGround = ""
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36
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moveable = 0
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37
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dontRender = ""
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38
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horizontalBorder = ""
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Orientation = "UPPER_LEFT"
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40
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+
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41
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### interaction button
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guiButtonType = {
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name = "government_interaction_button"
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quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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45
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position = { x = 4 y = 4 }
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46
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tooltip = ""
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47
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tooltipText = ""
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delayedTooltipText = ""
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49
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buttonFont = "vic_18"
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50
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Orientation = "UPPER_LEFT"
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51
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clicksound = back_click
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52
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text = ""
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53
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}
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54
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}
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55
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+
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56
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+
# Interactions, copied from government_interaction_type but we want a different size than default
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57
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+
windowType = {
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name = "arabic_trade_influence_interaction_middle_button"
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size = { x = 95 y = 100 }
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60
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backGround = ""
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61
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+
moveable = 0
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62
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dontRender = ""
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63
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+
horizontalBorder = ""
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64
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Orientation = "UPPER_LEFT"
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65
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+
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66
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### interaction button
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67
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guiButtonType = {
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name = "government_interaction_button"
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69
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quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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70
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position = { x = 7 y = 4 }
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71
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tooltip = ""
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72
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tooltipText = ""
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73
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+
delayedTooltipText = ""
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74
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+
buttonFont = "vic_18"
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75
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Orientation = "UPPER_LEFT"
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76
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clicksound = back_click
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text = ""
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}
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}
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80
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+
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81
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+
# Interactions, copied from government_interaction_type but we want a different size than default
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82
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+
windowType = {
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83
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name = "arabic_trade_influence_interaction_right_button"
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84
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size = { x = 95 y = 100 }
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85
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backGround = ""
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86
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moveable = 0
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87
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+
dontRender = ""
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88
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+
horizontalBorder = ""
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89
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Orientation = "UPPER_LEFT"
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90
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+
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91
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### interaction button
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92
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guiButtonType = {
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name = "government_interaction_button"
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94
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+
quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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95
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position = { x = 10 y = 4 }
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96
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tooltip = ""
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97
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+
tooltipText = ""
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98
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+
delayedTooltipText = ""
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99
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+
buttonFont = "vic_18"
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100
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+
Orientation = "UPPER_LEFT"
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101
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clicksound = back_click
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102
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text = ""
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103
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}
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104
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}
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105
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}
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@@ -0,0 +1,71 @@
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1
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+
guiTypes = {
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2
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+
windowType = { # Copied and adjusted from government_interaction_type
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3
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+
name = "blood_gathering_gov_mech"
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4
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+
size = { x = 300 y = 40 }
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5
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moveable = 0
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6
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+
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7
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# Background
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8
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iconType = {
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9
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name = "background"
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10
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spriteType = "GFX_blood_gathering_bg"
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11
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alwaystransparent = yes
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12
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+
position = { x = -16 y = 35 }
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13
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+
}
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|
14
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+
|
|
15
|
+
# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
16
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+
iconType = {
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17
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+
name = "government_power_bar"
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spriteType = "GFX_blood_gathering_bar"
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position = { x = 44 y = 8 }
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}
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+
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22
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# Progressbar Frame
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23
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iconType = {
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name = "frame_background"
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spriteType = "GFX_blood_gathering"
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position = { x = 20 y = 0 }
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27
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+
alwaystransparent = yes
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28
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+
}
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29
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+
}
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|
30
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+
|
|
31
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+
# Interactions, copied from government_interaction_type but we want a different size than default
|
|
32
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+
windowType = {
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33
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+
name = "blood_gathering_interaction_button"
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34
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+
size = { x = 95 y = 100 }
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35
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+
backGround = ""
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36
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+
moveable = 0
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37
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+
dontRender = ""
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38
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+
horizontalBorder = ""
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|
39
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+
Orientation = "UPPER_LEFT"
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|
40
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+
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|
41
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+
### interaction button
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|
42
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+
guiButtonType = {
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43
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+
name = "government_interaction_button"
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|
44
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+
quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
|
|
45
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+
position = { x = 8 y = 4 }
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|
46
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+
tooltip = ""
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|
47
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+
tooltipText = ""
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48
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+
delayedTooltipText = ""
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|
49
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+
buttonFont = "vic_18"
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|
50
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+
Orientation = "UPPER_LEFT"
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|
51
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+
clicksound = back_click
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52
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+
text = ""
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|
53
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+
}
|
|
54
|
+
|
|
55
|
+
#bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
56
|
+
iconType = {
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57
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+
name = "government_power_bar"
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58
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spriteType = "GFX_government_power_bar"
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59
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position = { x = 20 y = 77 }
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60
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Orientation = "UPPER_LEFT"
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61
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}
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62
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+
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63
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iconType = {
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name = "government_power_bar_frame"
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65
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spriteType = "GFX_government_power_bar_frame"
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66
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position = { x = 6 y = 74 }
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67
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+
Orientation = "UPPER_LEFT"
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68
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+
alwaystransparent = yes
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|
69
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+
}
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|
70
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+
}
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71
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+
}
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|
@@ -0,0 +1,71 @@
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1
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+
guiTypes = {
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2
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windowType = { # Copied and adjusted from government_interaction_type
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3
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name = "council_of_ten_gov_mech"
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4
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size = { x = 300 y = 22 }
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5
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moveable = 0
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6
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+
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7
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# Background
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8
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iconType = {
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9
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name = "background"
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10
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spriteType = "GFX_council_of_ten_bg"
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11
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alwaystransparent = yes
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12
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position = { x = -16 y = 30 }
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13
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}
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|
14
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+
|
|
15
|
+
# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
16
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+
iconType = {
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17
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+
name = "government_power_bar"
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18
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spriteType = "GFX_council_of_ten_bar"
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19
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position = { x = 35 y = 4 }
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20
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}
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21
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+
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22
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# Progressbar Frame
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23
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iconType = {
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name = "frame_background"
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25
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spriteType = "GFX_council_of_ten"
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26
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alwaystransparent = yes
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27
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position = { x = 27 y = 0 }
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28
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}
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29
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}
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30
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+
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31
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+
# Interactions, copied from government_interaction_type but we want a different size than default
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32
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windowType = {
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33
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name = "council_of_ten_interaction_button"
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size = { x = 95 y = 100 }
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35
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backGround = ""
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36
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+
moveable = 0
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37
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+
dontRender = ""
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38
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+
horizontalBorder = ""
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39
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+
Orientation = "UPPER_LEFT"
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|
40
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+
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41
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+
### interaction button
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42
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+
guiButtonType = {
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43
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+
name = "government_interaction_button"
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44
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+
quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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|
45
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+
position = { x = 8 y = 4 }
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|
46
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+
tooltip = ""
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|
47
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+
tooltipText = ""
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|
48
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+
delayedTooltipText = ""
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49
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+
buttonFont = "vic_18"
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|
50
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+
Orientation = "UPPER_LEFT"
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51
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+
clicksound = back_click
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52
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+
text = ""
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53
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+
}
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|
54
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+
|
|
55
|
+
#bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
56
|
+
iconType = {
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|
57
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+
name = "government_power_bar"
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58
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+
spriteType = "GFX_government_power_bar"
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59
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+
position = { x = 20 y = 77 }
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60
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+
Orientation = "UPPER_LEFT"
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61
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}
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62
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+
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63
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+
iconType = {
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64
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+
name = "government_power_bar_frame"
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65
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+
spriteType = "GFX_government_power_bar_frame"
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66
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+
position = { x = 6 y = 74 }
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67
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+
Orientation = "UPPER_LEFT"
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68
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+
alwaystransparent = yes
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69
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+
}
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70
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+
}
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71
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+
}
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@@ -0,0 +1,22 @@
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1
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+
guiTypes = {
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2
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+
windowType = { # Copied and adjusted from government_interaction_type, visible as the interaction specifies this, has cost_type specified to the power, and the power doesn't have a UI
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3
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name = "cultural_unity_gov_mech"
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4
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+
size = { x = 300 y = 82 }
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5
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+
moveable = 0
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6
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+
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|
7
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+
# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
8
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+
iconType = {
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9
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+
name = "government_power_bar"
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10
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+
spriteType = "GFX_cultural_unity_power_bar"
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11
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+
position = { x = 16 y = 49 }
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12
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}
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13
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+
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14
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# Frame
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15
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iconType = {
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16
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name = "government_power_bar_frame"
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17
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spriteType = "GFX_cultural_unity_mechanic"
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18
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+
position = { x = 0 y = 0 }
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19
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+
alwaystransparent = yes
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20
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+
}
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21
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+
}
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22
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+
}
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@@ -0,0 +1,71 @@
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1
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+
guiTypes = {
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2
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+
windowType = { # Copied and adjusted from government_interaction_type
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3
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name = "divine_authority_gov_mech"
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4
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+
size = { x = 300 y = 65 }
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5
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moveable = 0
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6
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+
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7
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# Background
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8
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iconType = {
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9
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name = "background"
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10
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spriteType = "GFX_divine_authority_bg"
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11
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+
alwaystransparent = yes
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12
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+
position = { x = -16 y = 70 }
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13
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+
}
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|
14
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+
|
|
15
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+
# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
16
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+
iconType = {
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|
17
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+
name = "government_power_bar"
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18
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+
spriteType = "GFX_divine_authority_bar"
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19
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position = { x = 28 y = 45 }
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20
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}
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21
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+
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22
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+
# Progressbar Frame
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23
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+
iconType = {
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24
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name = "frame_background"
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25
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+
spriteType = "GFX_divine_authority"
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26
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position = { x = 0 y = 0 }
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27
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alwaystransparent = yes
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28
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}
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29
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}
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30
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+
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31
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+
# Interactions, copied from government_interaction_type but we want a different size than default
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32
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+
windowType = {
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33
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name = "divine_authority_interaction_button"
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34
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+
size = { x = 95 y = 100 }
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35
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+
backGround = ""
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36
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+
moveable = 0
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37
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+
dontRender = ""
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38
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+
horizontalBorder = ""
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39
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+
Orientation = "UPPER_LEFT"
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|
40
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+
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41
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+
### interaction button
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42
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+
guiButtonType = {
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43
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+
name = "government_interaction_button"
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|
44
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+
quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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|
45
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+
position = { x = 8 y = 4 }
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|
46
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+
tooltip = ""
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|
47
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+
tooltipText = ""
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|
48
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+
delayedTooltipText = ""
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|
49
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+
buttonFont = "vic_18"
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|
50
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+
Orientation = "UPPER_LEFT"
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51
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+
clicksound = back_click
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52
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+
text = ""
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53
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+
}
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|
54
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+
|
|
55
|
+
#bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
|
|
56
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+
iconType = {
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|
57
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+
name = "government_power_bar"
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|
58
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+
spriteType = "GFX_government_power_bar"
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|
59
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+
position = { x = 20 y = 77 }
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60
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+
Orientation = "UPPER_LEFT"
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
iconType = {
|
|
64
|
+
name = "government_power_bar_frame"
|
|
65
|
+
spriteType = "GFX_government_power_bar_frame"
|
|
66
|
+
position = { x = 6 y = 74 }
|
|
67
|
+
Orientation = "UPPER_LEFT"
|
|
68
|
+
alwaystransparent = yes
|
|
69
|
+
}
|
|
70
|
+
}
|
|
71
|
+
}
|
|
@@ -580,4 +580,149 @@ spriteTypes = {
|
|
|
580
580
|
size = { x = 185 y = 14 }
|
|
581
581
|
effectFile = "gfx/FX/progress.lua"
|
|
582
582
|
}
|
|
583
|
+
|
|
584
|
+
# 22 Arabic Trade Influence
|
|
585
|
+
spriteType = {
|
|
586
|
+
name = "GFX_arabic_trade_influence_bg"
|
|
587
|
+
texturefile = "gfx/interface/government_mechanics/arabic_trade_influence/arabic_trade_influence_bg.dds"
|
|
588
|
+
}
|
|
589
|
+
spriteType = {
|
|
590
|
+
name = "GFX_propogate_religion_interaction"
|
|
591
|
+
texturefile = "gfx/interface/government_mechanics/arabic_trade_influence/propogate_religion_interaction.dds"
|
|
592
|
+
}
|
|
593
|
+
spriteType = {
|
|
594
|
+
name = "GFX_strengthen_outposts_interaction"
|
|
595
|
+
texturefile = "gfx/interface/government_mechanics/arabic_trade_influence/strengthen_outposts_interaction.dds"
|
|
596
|
+
}
|
|
597
|
+
spriteType = {
|
|
598
|
+
name = "GFX_support_overseas_merchants_interaction"
|
|
599
|
+
texturefile = "gfx/interface/government_mechanics/arabic_trade_influence/support_overseas_merchants_interaction.dds"
|
|
600
|
+
}
|
|
601
|
+
spriteType = {
|
|
602
|
+
name = "GFX_arabic_trade_influence"
|
|
603
|
+
texturefile = "gfx/interface/government_mechanics/arabic_trade_influence/arabic_trade_influence.dds"
|
|
604
|
+
loadType = "INGAME"
|
|
605
|
+
transparencecheck = yes
|
|
606
|
+
}
|
|
607
|
+
progressbartype = {
|
|
608
|
+
name = "GFX_arabic_trade_influence_bar"
|
|
609
|
+
color = { 1.0 0.0 0.0 }
|
|
610
|
+
colortwo = { 1.0 1.0 1.0 }
|
|
611
|
+
textureFile1 = "gfx/interface/government_mechanics/russian_modernization/russian_modernization_progress_bar.dds"
|
|
612
|
+
textureFile2 = "gfx/interface/government_mechanics/russian_modernization/russian_modernization_progress_bar_empty.dds"
|
|
613
|
+
size = { x = 260 y = 20 }
|
|
614
|
+
effectFile = "gfx/FX/progress.lua"
|
|
615
|
+
}
|
|
616
|
+
# 23 Cultural Disunity
|
|
617
|
+
spriteType = {
|
|
618
|
+
name = "GFX_cultural_unity_mechanic"
|
|
619
|
+
texturefile = "gfx/interface/government_mechanics/cultural_unity/cultural_unity_mechanic.dds"
|
|
620
|
+
loadType = "INGAME"
|
|
621
|
+
transparencecheck = yes
|
|
622
|
+
}
|
|
623
|
+
progressbartype = {
|
|
624
|
+
name = "GFX_cultural_unity_power_bar"
|
|
625
|
+
color = { 1.0 0.0 0.0 }
|
|
626
|
+
colortwo = { 1.0 1.0 1.0 }
|
|
627
|
+
textureFile1 = "gfx/interface/government_mechanics/russian_modernization/russian_modernization_progress_bar.dds"
|
|
628
|
+
textureFile2 = "gfx/interface/government_mechanics/russian_modernization/russian_modernization_progress_bar_empty.dds"
|
|
629
|
+
size = { x = 260 y = 20 }
|
|
630
|
+
effectFile = "gfx/FX/progress.lua"
|
|
631
|
+
}
|
|
632
|
+
# 24 Council of Ten
|
|
633
|
+
spriteType = {
|
|
634
|
+
name = "GFX_council_of_ten_bg"
|
|
635
|
+
texturefile = "gfx/interface/government_mechanics/council_of_ten/council_of_ten_background.dds"
|
|
636
|
+
}
|
|
637
|
+
spriteType = {
|
|
638
|
+
name = "GFX_council_of_ten_adm_interaction_button"
|
|
639
|
+
texturefile = "gfx/interface/government_mechanics/council_of_ten/GFX_adm_interaction_button.dds"
|
|
640
|
+
}
|
|
641
|
+
spriteType = {
|
|
642
|
+
name = "GFX_council_of_ten_dip_interaction_button"
|
|
643
|
+
texturefile = "gfx/interface/government_mechanics/council_of_ten/GFX_dip_interaction_button.dds"
|
|
644
|
+
}
|
|
645
|
+
spriteType = {
|
|
646
|
+
name = "GFX_council_of_ten_mil_interaction_button"
|
|
647
|
+
texturefile = "gfx/interface/government_mechanics/council_of_ten/GFX_mil_interaction_button.dds"
|
|
648
|
+
}
|
|
649
|
+
spriteType = {
|
|
650
|
+
name = "GFX_council_of_ten"
|
|
651
|
+
texturefile = "gfx/interface/government_mechanics/council_of_ten/single_government_power_bar_frame.dds"
|
|
652
|
+
loadType = "INGAME"
|
|
653
|
+
transparencecheck = yes
|
|
654
|
+
}
|
|
655
|
+
progressbartype = {
|
|
656
|
+
name = "GFX_council_of_ten_bar"
|
|
657
|
+
color = { 1.0 0.0 0.0 }
|
|
658
|
+
colortwo = { 1.0 1.0 1.0 }
|
|
659
|
+
textureFile1 = "gfx/interface/government_mechanics/council_of_ten/single_government_power_bar_red.dds"
|
|
660
|
+
textureFile2 = "gfx/interface/government_mechanics/council_of_ten/single_government_power_empty.dds"
|
|
661
|
+
size = { x = 235 y = 14 }
|
|
662
|
+
effectFile = "gfx/FX/progress.lua"
|
|
663
|
+
}
|
|
664
|
+
# 25 Blood Gathering
|
|
665
|
+
spriteType = {
|
|
666
|
+
name = "GFX_blood_gathering_bg"
|
|
667
|
+
texturefile = "gfx/interface/government_mechanics/blood_gathering/blood_gathering_background.dds"
|
|
668
|
+
}
|
|
669
|
+
spriteType = {
|
|
670
|
+
name = "GFX_blood_letting_interaction"
|
|
671
|
+
texturefile = "gfx/interface/government_mechanics/blood_gathering/blood_letting.dds"
|
|
672
|
+
}
|
|
673
|
+
spriteType = {
|
|
674
|
+
name = "GFX_hold_religious_festival_interaction"
|
|
675
|
+
texturefile = "gfx/interface/government_mechanics/blood_gathering/hold_religious_festival.dds"
|
|
676
|
+
}
|
|
677
|
+
spriteType = {
|
|
678
|
+
name = "GFX_praise_patron_deity_interaction"
|
|
679
|
+
texturefile = "gfx/interface/government_mechanics/blood_gathering/praise_patron_deity.dds"
|
|
680
|
+
}
|
|
681
|
+
spriteType = {
|
|
682
|
+
name = "GFX_blood_gathering"
|
|
683
|
+
texturefile = "gfx/interface/government_mechanics/blood_gathering/blood_gathering_mechanic.dds"
|
|
684
|
+
loadType = "INGAME"
|
|
685
|
+
transparencecheck = yes
|
|
686
|
+
}
|
|
687
|
+
progressbartype = {
|
|
688
|
+
name = "GFX_blood_gathering_bar"
|
|
689
|
+
color = { 1.0 0.0 0.0 }
|
|
690
|
+
colortwo = { 1.0 1.0 1.0 }
|
|
691
|
+
textureFile1 = "gfx/interface/government_mechanics/blood_gathering/aztec_progress_bar.dds"
|
|
692
|
+
textureFile2 = "gfx/interface/government_mechanics/blood_gathering/aztec_progress_bar_empty.dds"
|
|
693
|
+
size = { x = 220 y = 14 }
|
|
694
|
+
effectFile = "gfx/FX/progress.lua"
|
|
695
|
+
}
|
|
696
|
+
# 26 Divine Authority
|
|
697
|
+
spriteType = {
|
|
698
|
+
name = "GFX_divine_authority_bg"
|
|
699
|
+
texturefile = "gfx/interface/government_mechanics/divine_authority/divine_authority_background.dds"
|
|
700
|
+
}
|
|
701
|
+
spriteType = {
|
|
702
|
+
name = "GFX_alter_the_records_interaction"
|
|
703
|
+
texturefile = "gfx/interface/government_mechanics/divine_authority/alter_the_records.dds"
|
|
704
|
+
}
|
|
705
|
+
spriteType = {
|
|
706
|
+
name = "GFX_reform_religion_interaction"
|
|
707
|
+
texturefile = "gfx/interface/government_mechanics/divine_authority/reform_religion_button.dds"
|
|
708
|
+
}
|
|
709
|
+
spriteType = {
|
|
710
|
+
name = "GFX_destroy_the_history_interaction"
|
|
711
|
+
texturefile = "gfx/interface/government_mechanics/divine_authority/monthly_divine_authority.dds"
|
|
712
|
+
}
|
|
713
|
+
spriteType = {
|
|
714
|
+
name = "GFX_divine_authority"
|
|
715
|
+
texturefile = "gfx/interface/government_mechanics/divine_authority/divine_authority_mechanic.dds"
|
|
716
|
+
loadType = "INGAME"
|
|
717
|
+
transparencecheck = yes
|
|
718
|
+
}
|
|
719
|
+
progressbartype = {
|
|
720
|
+
name = "GFX_divine_authority_bar"
|
|
721
|
+
color = { 1.0 0.0 0.0 }
|
|
722
|
+
colortwo = { 1.0 1.0 1.0 }
|
|
723
|
+
textureFile1 = "gfx/interface/government_mechanics/divine_authority/inca_progress_bar.dds"
|
|
724
|
+
textureFile2 = "gfx/interface/government_mechanics/divine_authority/inca_progress_bar_empty.dds"
|
|
725
|
+
size = { x = 230 y = 14 }
|
|
726
|
+
effectFile = "gfx/FX/progress.lua"
|
|
727
|
+
}
|
|
583
728
|
}
|