Diff to HTML by rtfpessoa

Files changed (3) hide show
  1. interface/government_mechanics/egyptian_westernization.gui +71 -0
  2. interface/government_mechanics/government_mechanics.gfx +96 -0
  3. interface/government_mechanics/three_flames_bar.gui +71 -0
interface/government_mechanics/egyptian_westernization.gui ADDED
@@ -0,0 +1,71 @@
1
+ guiTypes = {
2
+ windowType = { # Copied and adjusted from government_interaction_type
3
+ name = "egyptian_westernization_gov_mech"
4
+ size = { x = 300 y = 28 }
5
+ moveable = 0
6
+
7
+ # Background
8
+ iconType = {
9
+ name = "background"
10
+ spriteType = "GFX_egyptian_westernization_bg"
11
+ alwaystransparent = yes
12
+ position = { x = 0 y = 28 }
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_egyptian_westernization_power_bar"
19
+ position = { x = 28 y = 4 }
20
+ }
21
+
22
+ # Frame
23
+ iconType = {
24
+ name = "government_power_bar_frame"
25
+ spriteType = "GFX_egyptian_westernization_frame"
26
+ alwaystransparent = yes
27
+ position = { x = 4 y = 0 }
28
+ }
29
+ }
30
+
31
+ # Interactions, copied from government_interaction_type but we want a different size than default
32
+ windowType = {
33
+ name = "egyptian_westernization_interaction_button"
34
+ size = { x = 95 y = 82 }
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
@@ -484,4 +484,100 @@ spriteTypes = {
484
484
  size = { x = 274 y = 110 }
485
485
  effectFile = "gfx/FX/progress.lua"
486
486
  }
487
+
488
+ ### 20 Egyptian Westernization ###
489
+ spriteType = {
490
+ name = "GFX_egyptian_westernization_bg"
491
+ texturefile = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization_bg.dds"
492
+ }
493
+
494
+ spriteType = {
495
+ name = "GFX_study_western_administration"
496
+ texturefile = "gfx/interface/government_mechanics/egyptian_westernization/study_western_administration.dds"
497
+ loadType = "INGAME"
498
+ transparencecheck = yes
499
+ }
500
+ spriteType = {
501
+ name = "GFX_study_western_manufacturing"
502
+ texturefile = "gfx/interface/government_mechanics/egyptian_westernization/study_western_manufacturing.dds"
503
+ loadType = "INGAME"
504
+ transparencecheck = yes
505
+ }
506
+ spriteType = {
507
+ name = "GFX_study_western_military"
508
+ texturefile = "gfx/interface/government_mechanics/egyptian_westernization/study_western_military.dds"
509
+ loadType = "INGAME"
510
+ transparencecheck = yes
511
+ }
512
+
513
+ spriteType = {
514
+ name = "GFX_egyptian_westernization_frame"
515
+ texturefile = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization.dds"
516
+ loadType = "INGAME"
517
+ transparencecheck = yes
518
+ }
519
+
520
+ progressbartype = {
521
+ name = "GFX_egyptian_westernization_power_bar"
522
+ color = { 1.0 0.0 0.0 }
523
+ colortwo = { 1.0 1.0 1.0 }
524
+ textureFile1 = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization_progress_bar.dds"
525
+ textureFile2 = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization_progress_bar_empty.dds"
526
+ size = { x = 248 y = 20 }
527
+ effectFile = "gfx/FX/progress.lua"
528
+ }
529
+
530
+ # 20 Persian Influence
531
+ spriteType = {
532
+ name = "GFX_collect_tax_on_art"
533
+ texturefile = "gfx/interface/government_mechanics/persian_influence/collect_tax_on_art.dds"
534
+ }
535
+
536
+ spriteType = {
537
+ name = "GFX_promote_good_reputation"
538
+ texturefile = "gfx/interface/government_mechanics/persian_influence/promote_good_reputation.dds"
539
+ }
540
+
541
+ spriteType = {
542
+ name = "GFX_conscript_enthusiasts"
543
+ texturefile = "gfx/interface/government_mechanics/persian_influence/conscript_enthusiasts.dds"
544
+ }
545
+
546
+ # 21 Three Flames
547
+ spriteType = {
548
+ name = "GFX_three_flames_bg"
549
+ texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/asha_vahishta_bg.dds"
550
+ }
551
+
552
+ spriteType = {
553
+ name = "GFX_adur_gushnasp_interaction"
554
+ texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/adur_gushnasp_interaction.dds"
555
+ }
556
+
557
+ spriteType = {
558
+ name = "GFX_adur_burzhen_mihr_interaction"
559
+ texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/adur_burzhen_mihr_interaction.dds"
560
+ }
561
+
562
+ spriteType = {
563
+ name = "GFX_adur_farnbag_interaction"
564
+ texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/adur_farnbag_interaction.dds"
565
+ }
566
+
567
+ spriteType = {
568
+ name = "GFX_asha_vahishta"
569
+ texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/asha_vahishta_frame.dds"
570
+ loadType = "INGAME"
571
+ transparencecheck = yes
572
+ }
573
+
574
+ progressbartype = {
575
+ name = "GFX_three_flames_bar"
576
+ color = { 1.0 0.0 0.0 }
577
+ colortwo = { 1.0 1.0 1.0 }
578
+ textureFile1 = "gfx/interface/government_mechanics/zoroastrian_three_flames/the_three_royal_fires_progress_bar.dds"
579
+ textureFile2 = "gfx/interface/government_mechanics/zoroastrian_three_flames/the_three_royal_fires_progress_bar_empty.dds"
580
+ size = { x = 185 y = 14 }
581
+ effectFile = "gfx/FX/progress.lua"
582
+ }
487
583
  }
interface/government_mechanics/three_flames_bar.gui ADDED
@@ -0,0 +1,71 @@
1
+ guiTypes = {
2
+ windowType = { # Copied and adjusted from government_interaction_type
3
+ name = "three_flames_gov_mech"
4
+ size = { x = 300 y = 22 }
5
+ moveable = 0
6
+
7
+ # Background
8
+ iconType = {
9
+ name = "background"
10
+ spriteType = "GFX_three_flames_bg"
11
+ alwaystransparent = yes
12
+ position = { x = 0 y = 28 }
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_three_flames_bar"
19
+ position = { x = 54 y = 4 }
20
+ }
21
+
22
+ # Progressbar Frame
23
+ iconType = {
24
+ name = "frame_background"
25
+ spriteType = "GFX_asha_vahishta"
26
+ alwaystransparent = yes
27
+ position = { x = 3 y = 0 }
28
+ }
29
+ }
30
+
31
+ # Interactions, copied from government_interaction_type but we want a different size than default
32
+ windowType = {
33
+ name = "three_flames_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
+ }