Diff to HTML by rtfpessoa

Files changed (6) hide show
  1. interface/government_mechanics/arabic_trade_influence.gui +105 -0
  2. interface/government_mechanics/blood_gathering.gui +71 -0
  3. interface/government_mechanics/council_of_ten.gui +71 -0
  4. interface/government_mechanics/cultural_unity.gui +22 -0
  5. interface/government_mechanics/divine_authority.gui +71 -0
  6. interface/government_mechanics/government_mechanics.gfx +145 -0
interface/government_mechanics/arabic_trade_influence.gui ADDED
@@ -0,0 +1,105 @@
1
+ guiTypes = {
2
+ windowType = { # Copied and adjusted from government_interaction_type
3
+ name = "arabic_trade_influence_gov_mech"
4
+ size = { x = 300 y = 82 }
5
+ moveable = 0
6
+
7
+ # Background
8
+ iconType = {
9
+ name = "background"
10
+ spriteType = "GFX_arabic_trade_influence_bg"
11
+ alwaystransparent = yes
12
+ position = { x = 0 y = 82 }
13
+ }
14
+
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
+ iconType = {
17
+ name = "government_power_bar"
18
+ spriteType = "GFX_arabic_trade_influence_bar"
19
+ position = { x = 16 y = 49 }
20
+ }
21
+
22
+ # Progressbar Frame
23
+ iconType = {
24
+ name = "frame_background"
25
+ spriteType = "GFX_arabic_trade_influence"
26
+ position = { x = 0 y = 0 }
27
+ alwaystransparent = yes
28
+ }
29
+ }
30
+
31
+ # Interactions, copied from government_interaction_type but we want a different size than default
32
+ windowType = {
33
+ name = "arabic_trade_influence_interaction_left_button"
34
+ size = { x = 95 y = 100 }
35
+ backGround = ""
36
+ moveable = 0
37
+ dontRender = ""
38
+ horizontalBorder = ""
39
+ Orientation = "UPPER_LEFT"
40
+
41
+ ### interaction button
42
+ guiButtonType = {
43
+ name = "government_interaction_button"
44
+ 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
+ position = { x = 4 y = 4 }
46
+ tooltip = ""
47
+ tooltipText = ""
48
+ delayedTooltipText = ""
49
+ buttonFont = "vic_18"
50
+ Orientation = "UPPER_LEFT"
51
+ clicksound = back_click
52
+ text = ""
53
+ }
54
+ }
55
+
56
+ # Interactions, copied from government_interaction_type but we want a different size than default
57
+ windowType = {
58
+ name = "arabic_trade_influence_interaction_middle_button"
59
+ size = { x = 95 y = 100 }
60
+ backGround = ""
61
+ moveable = 0
62
+ dontRender = ""
63
+ horizontalBorder = ""
64
+ Orientation = "UPPER_LEFT"
65
+
66
+ ### interaction button
67
+ guiButtonType = {
68
+ name = "government_interaction_button"
69
+ 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
70
+ position = { x = 7 y = 4 }
71
+ tooltip = ""
72
+ tooltipText = ""
73
+ delayedTooltipText = ""
74
+ buttonFont = "vic_18"
75
+ Orientation = "UPPER_LEFT"
76
+ clicksound = back_click
77
+ text = ""
78
+ }
79
+ }
80
+
81
+ # Interactions, copied from government_interaction_type but we want a different size than default
82
+ windowType = {
83
+ name = "arabic_trade_influence_interaction_right_button"
84
+ size = { x = 95 y = 100 }
85
+ backGround = ""
86
+ moveable = 0
87
+ dontRender = ""
88
+ horizontalBorder = ""
89
+ Orientation = "UPPER_LEFT"
90
+
91
+ ### interaction button
92
+ guiButtonType = {
93
+ name = "government_interaction_button"
94
+ 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
95
+ position = { x = 10 y = 4 }
96
+ tooltip = ""
97
+ tooltipText = ""
98
+ delayedTooltipText = ""
99
+ buttonFont = "vic_18"
100
+ Orientation = "UPPER_LEFT"
101
+ clicksound = back_click
102
+ text = ""
103
+ }
104
+ }
105
+ }
interface/government_mechanics/blood_gathering.gui ADDED
@@ -0,0 +1,71 @@
1
+ guiTypes = {
2
+ windowType = { # Copied and adjusted from government_interaction_type
3
+ name = "blood_gathering_gov_mech"
4
+ size = { x = 300 y = 40 }
5
+ moveable = 0
6
+
7
+ # Background
8
+ iconType = {
9
+ name = "background"
10
+ spriteType = "GFX_blood_gathering_bg"
11
+ alwaystransparent = yes
12
+ position = { x = -16 y = 35 }
13
+ }
14
+
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
+ iconType = {
17
+ name = "government_power_bar"
18
+ spriteType = "GFX_blood_gathering_bar"
19
+ position = { x = 44 y = 8 }
20
+ }
21
+
22
+ # Progressbar Frame
23
+ iconType = {
24
+ name = "frame_background"
25
+ spriteType = "GFX_blood_gathering"
26
+ position = { x = 20 y = 0 }
27
+ alwaystransparent = yes
28
+ }
29
+ }
30
+
31
+ # Interactions, copied from government_interaction_type but we want a different size than default
32
+ windowType = {
33
+ name = "blood_gathering_interaction_button"
34
+ size = { x = 95 y = 100 }
35
+ backGround = ""
36
+ moveable = 0
37
+ dontRender = ""
38
+ horizontalBorder = ""
39
+ Orientation = "UPPER_LEFT"
40
+
41
+ ### interaction button
42
+ guiButtonType = {
43
+ name = "government_interaction_button"
44
+ 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
+ position = { x = 8 y = 4 }
46
+ tooltip = ""
47
+ tooltipText = ""
48
+ delayedTooltipText = ""
49
+ buttonFont = "vic_18"
50
+ Orientation = "UPPER_LEFT"
51
+ clicksound = back_click
52
+ text = ""
53
+ }
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 = {
57
+ name = "government_power_bar"
58
+ spriteType = "GFX_government_power_bar"
59
+ position = { x = 20 y = 77 }
60
+ 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
+ }
interface/government_mechanics/council_of_ten.gui ADDED
@@ -0,0 +1,71 @@
1
+ guiTypes = {
2
+ windowType = { # Copied and adjusted from government_interaction_type
3
+ name = "council_of_ten_gov_mech"
4
+ size = { x = 300 y = 22 }
5
+ moveable = 0
6
+
7
+ # Background
8
+ iconType = {
9
+ name = "background"
10
+ spriteType = "GFX_council_of_ten_bg"
11
+ alwaystransparent = yes
12
+ position = { x = -16 y = 30 }
13
+ }
14
+
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
+ iconType = {
17
+ name = "government_power_bar"
18
+ spriteType = "GFX_council_of_ten_bar"
19
+ position = { x = 35 y = 4 }
20
+ }
21
+
22
+ # Progressbar Frame
23
+ iconType = {
24
+ name = "frame_background"
25
+ spriteType = "GFX_council_of_ten"
26
+ alwaystransparent = yes
27
+ position = { x = 27 y = 0 }
28
+ }
29
+ }
30
+
31
+ # Interactions, copied from government_interaction_type but we want a different size than default
32
+ windowType = {
33
+ name = "council_of_ten_interaction_button"
34
+ size = { x = 95 y = 100 }
35
+ backGround = ""
36
+ moveable = 0
37
+ dontRender = ""
38
+ horizontalBorder = ""
39
+ Orientation = "UPPER_LEFT"
40
+
41
+ ### interaction button
42
+ guiButtonType = {
43
+ name = "government_interaction_button"
44
+ 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
+ position = { x = 8 y = 4 }
46
+ tooltip = ""
47
+ tooltipText = ""
48
+ delayedTooltipText = ""
49
+ buttonFont = "vic_18"
50
+ Orientation = "UPPER_LEFT"
51
+ clicksound = back_click
52
+ text = ""
53
+ }
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 = {
57
+ name = "government_power_bar"
58
+ spriteType = "GFX_government_power_bar"
59
+ position = { x = 20 y = 77 }
60
+ 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
+ }
interface/government_mechanics/cultural_unity.gui ADDED
@@ -0,0 +1,22 @@
1
+ guiTypes = {
2
+ 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
3
+ name = "cultural_unity_gov_mech"
4
+ size = { x = 300 y = 82 }
5
+ moveable = 0
6
+
7
+ # 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
+ iconType = {
9
+ name = "government_power_bar"
10
+ spriteType = "GFX_cultural_unity_power_bar"
11
+ position = { x = 16 y = 49 }
12
+ }
13
+
14
+ # Frame
15
+ iconType = {
16
+ name = "government_power_bar_frame"
17
+ spriteType = "GFX_cultural_unity_mechanic"
18
+ position = { x = 0 y = 0 }
19
+ alwaystransparent = yes
20
+ }
21
+ }
22
+ }
interface/government_mechanics/divine_authority.gui ADDED
@@ -0,0 +1,71 @@
1
+ guiTypes = {
2
+ windowType = { # Copied and adjusted from government_interaction_type
3
+ name = "divine_authority_gov_mech"
4
+ size = { x = 300 y = 65 }
5
+ moveable = 0
6
+
7
+ # Background
8
+ iconType = {
9
+ name = "background"
10
+ spriteType = "GFX_divine_authority_bg"
11
+ alwaystransparent = yes
12
+ position = { x = -16 y = 70 }
13
+ }
14
+
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
+ iconType = {
17
+ name = "government_power_bar"
18
+ spriteType = "GFX_divine_authority_bar"
19
+ position = { x = 28 y = 45 }
20
+ }
21
+
22
+ # Progressbar Frame
23
+ iconType = {
24
+ name = "frame_background"
25
+ spriteType = "GFX_divine_authority"
26
+ position = { x = 0 y = 0 }
27
+ alwaystransparent = yes
28
+ }
29
+ }
30
+
31
+ # Interactions, copied from government_interaction_type but we want a different size than default
32
+ windowType = {
33
+ name = "divine_authority_interaction_button"
34
+ size = { x = 95 y = 100 }
35
+ backGround = ""
36
+ moveable = 0
37
+ dontRender = ""
38
+ horizontalBorder = ""
39
+ Orientation = "UPPER_LEFT"
40
+
41
+ ### interaction button
42
+ guiButtonType = {
43
+ name = "government_interaction_button"
44
+ 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
+ position = { x = 8 y = 4 }
46
+ tooltip = ""
47
+ tooltipText = ""
48
+ delayedTooltipText = ""
49
+ buttonFont = "vic_18"
50
+ Orientation = "UPPER_LEFT"
51
+ clicksound = back_click
52
+ text = ""
53
+ }
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 = {
57
+ name = "government_power_bar"
58
+ spriteType = "GFX_government_power_bar"
59
+ position = { x = 20 y = 77 }
60
+ 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
+ }
interface/government_mechanics/government_mechanics.gfx CHANGED
@@ -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
  }